Solo Gaming Tables
Solo Gaming Tables
Solo Gaming Tables
Release 18
Copyright © 2021 Luke Kennedy
Editing and Formatting: Todd Lyons
Adventures
Proofing: Alan Vetter, James Lemon, Kihu
All Rights Reserved
Distributed under the terms of the Open
By Luke Kennedy Game License version 1.0a
A Basic Fantasy Role-Playing Supplement
Basic Fantasy Website: basicfantasy.org
INTRODUCTION
The purpose of this supplement is to provide a baseline set of procedures for a GM to create and referee
hexcrawl-style adventures with the Basic Fantasy RPG Core Rules, with little to no advance preparation.
It does not preclude the GM from pre-planning story-lines if desired – a default list of objectives for a
party to work towards is included in this guide – but in any case the GM retains the ability to watch the
world unfold alongside the players. This fluidity also allows for an “open table” style of play where
players can come and go from week to week with little detriment to the overall game. The campaign
can go on endlessly as characters clear wilderness land, build strongholds, found towns, grow in
experience, retire, die, and are replaced, which in turn produces more 1st level adventurers, ever
exploring new hexes and adding more pages to the “Map of the Known World”. Experience can be
gained through exploration, combat, or loot, in any combination. Supplementary tables are included in
this guide, with page references to those found in the Core Rules as required. Armed with the random
tables within this supplement, one will find this style of play lends itself well to solo play as well (one
person alone playing as the GM as well as the players).
It should be mentioned that if you play this by strictly adhering to these procedures and not fudging any
random monsters, you can expect to have many a gratuitous (albeit sometimes hilarious) character
deaths, especially at lower levels. But, if you have the stomach to play it out you will find the pay-off
comes in character and story development as survivors start to really build a history. It can be quite
enjoyable to have each player play 2 characters to start out so if/when one dies they can continue
playing uninterrupted.
Explore and map the wilderness (for the Crown, town council, 25 XP per hex -
etc.)
Clear 6 hexes surrounding the town to stop frequent monster Additional 600 XP +5% cost match
attacks/sightings
Clear 12 hexes surrounding the town Additional 1200 XP +5% cost match
Find and clear a hex path to exploitable natural resources +1% per hex cleared
A BASIC FANTASY SUPPLEMENT HEXCRAWL ADVENTURES
Find and clear hex path to other towns for trade partnership +1% per hex cleared
Stronghold Grant: A stronghold grant is a price matching percentage that the Crown (or another
employer) gives to each player character involved in the successful completion of particular objectives.
The grants are cumulative. If a Fighter has acquired a 50% stronghold grant for his or her mighty deeds,
when he or she decides to build a stronghold, the crown will pay an additional 50% of what the Fighter
spends towards the stronghold construction. Thus, if the Fighter spends 600 gp towards building his
castle, the crown will give an additional 300 gp towards the construction.
Death: When a PC dies it affects the surviving party members greatly. Each survivor receives the above
listed XP bonus as lessons are learned from the tragedy once they return safely back to town. However,
the experience comes with lingering mental trauma. Each survivor must make a Saving Throw vs.
Paralysis or acquire a fear of the monster, trap, or situation that caused the death. If a PC acquires a
fear, any time the subject of the fear is encountered again, the PC must make a save vs. Paralysis on the
spot or “freeze up” for 1 round (as if surprised). Alternatively, if a “situational fear”, the victim suffers -2
(or -10%) to any activity rolls while facing the situation. Multiple fears of the same
monster/trap/situation can stack! Each level of fear causes the PC to “freeze up” for an additional round
(or take multiple -2 penalties). A PC can work through and deal with their fear (permanently remove it)
by spending gold pieces frivolously in town (drinking, partying, gambling, praying, tithing etc.). The
amount required to remove the fear is equal to the amount of XP gained. Experience cannot be gained
in this way from hireling deaths.
Example: Ruddiger the Red, the 4th level Fighter, has unwittingly fallen into a pit trap to his death. The
rest of the party is mortified, but steel themselves for the remainder of the adventure. Once back in
town, as they reflect on their adventure and each gain 400 XP due to the death of Ruddiger, each party
member rolls save vs. Paralysis. Brahm the Blue Mage fails his save and acquires a fear of pit traps.
He does not have the wealth to “deal with” his fear so has to live with it for now. On the next adventure,
Brahm finds himself having to jump over a similar pit trap that the party Thief successfully detected this
time. The party must jump over the trap, so Brahm must face his fear! Brahm rolls to save vs. Paralysis
and fails. He suffers a -2 on the task of jumping the pit trap due to his fear.
2
HEXCRAWL ADVENTURES A BASIC FANTASY SUPPLEMENT
As the party ventures outward into new hexes, the Terrain Roll 1d12
GM (or, optionally, a player) can roll to determine Current Hex: New Hex:
the nature of the new location. One hex is equal Mountains 1-6: Mountains
to a six mile area, and may contain a point of 7-10: Hills
interest and/or a wandering monster in addition to
11: Plains
the terrain type. Players should fill in the map as
they go, and you as the GM should keep a 12: Swamp
separate copy, noting any hexes you wish to keep Hills 1-4: Mountains
pre-determined and/or secret. See page 38 of the 5-8: Hills
Core Rules for movement speeds. 9-11: Plains
12: Swamp
The first step when entering a blank hex is to
determine the Terrain being traversed. This will Plains 1: Mountains
dictate movement speeds, nature of certain Point 2-3: Hills
of Interest details and what manner of Wandering 4-9: Plains
Monsters may be encountered. 10-12: Swamp
Each hex has 3 components: it’s Terrain type, Swamp 1: Mountains
Vegetation type and Water (if present). 2: Hills
3-8: Plains
When beginning a campaign, choose (or roll for) a
9-12: Swamp
Terrain, Vegetation and Water type for the hex
containing the Town/city the game will start from. Table 3: Vegetation
Towns are usually built on rivers/lakes. From here
Vegetation Roll 1d12
you can determine adjacent hexes as they are
Current Hex: New Hex:
explored.
Dense Forest/Jungle 1-6: Dense Forest
When entering a new hex, roll on each of the 7-10: Light Forest
following 3 tables. On each table find the entry
11: Grassland
matching your Current Hex, and roll a d12 to
12: Barren
determine what the newly entered hex contains. If
a River is present in a hex, roll a d6 to determine Light Forest 1-4: Dense Forest
what side of the hex the river flows out of. 5-8: Light Forest
9-11: Grassland
The random determining of
12: Barren
Terrain/Vegetation/Water can be fun for the
players to roll to enhance the sense of Grassland 1: Dense Forest/Jungle
“exploration” so feel free to let them roll it. 2-3: Light forest
4-9: Grassland
10-12: Barren
Barren 1: Dense Forest/Jungle
2: Light Forest
3-6: Grassland
7-12: Barren
3
A BASIC FANTASY SUPPLEMENT HEXCRAWL ADVENTURES
Here There Be Monsters Rules). Finally, roll for surprise. Optionally, when
rolling for wandering monster “number
With the general terrain and possible Point-of- appearing”, use a maximum value of the distance
interest now established, we will now determine if in hexes from nearest town. Apply this rule for up
a Monster was encountered in the wilderness hex. to 4 hexes from town. Beyond that roll normally.
Roll 1d6, a 1 indicates a random Monster This rule should never effect number of monsters
encounter. Roll for the type of monster (see page in a discovered lair.
145 of Core Rules) and the number appearing
(according to the monster description). Next, roll While the players are determining a strategy.
on the monster reaction table (see page 43 of Core Beginning with two complete sets of dice (ignoring
4
HEXCRAWL ADVENTURES A BASIC FANTASY SUPPLEMENT
d%), drop the dice to determine the encounter tracking roll (d6) to detect tracks of monsters in
scenery. This literally means to drop the indicated the area and follow them back to their lair.
dice onto the tabletop and use the random
Humans are successful on a 1. Elves and Halflings
location they come to rest as an approximation of
are successful on a 1-2. Rangers and Hunters can
the layout of your encounter map. The dice in your
roll against their “Tracking” ability. Dwarves
hand are terrain features such as as boulders,
cannot track.
trees, and bushes and their number value is the
If tracking is successful, roll for Monster type.
size of that feature. That’s not a d4 your about to
Remember when rolling for Number Appearing to
drop, it’s a tree the fighter is going to hide behind
use the Lair value. Once all monsters in a lair are
before ambushing that party of orcs!
destroyed, the hex is deemed “Cleared” and can
Wilderness encounter scenes do not require overly be highlighted with a green border. This hex is
busy or descriptive terrain details. You just want now safer to traverse. A cleared hex has a
to know what could be used as cover, obstacles or wandering monster encounter on a roll of 1 on a
rough terrain. The location of the dice indicate the d12 instead of 1d6. And a hex that is surrounded
location and width of the terrain feature. by cleared hexes will not contain any wandering
monsters. Any hex containing an existing town is
considered cleared.
5
A BASIC FANTASY SUPPLEMENT HEXCRAWL ADVENTURES
6
HEXCRAWL ADVENTURES A BASIC FANTASY SUPPLEMENT
7
A BASIC FANTASY SUPPLEMENT HEXCRAWL ADVENTURES
8
HEXCRAWL ADVENTURES A BASIC FANTASY SUPPLEMENT
If the Players declare they are searching a room, Library or Magic-user Roll against
roll to “Find secret doors” (Core Rules, page 47) if Archives only Intelligence
there is a secret passage or a hidden
compartment. Optionally, feel free to let them roll.
Most wooden doors can be assumed to be Stuck The PCs must make an Ability Roll (see page 153
(see page 37 of core rules). All doors leading to of Core Rules) by rolling 1d20 over the indicated
“important” room types (Throne room, Vault, target number for their level, plus the bonus for
Prison) may be iron doors and locked. the appropriate ability score (page 8, Core Rules).
The base target number for a level 1 PC is 17. This
The GM should check for wandering monsters assumes that open-ended inquiries are being
every 3 turns (Core Rules, page 173) and should made. PCs can inquire about specific information
keep a map of areas as they are created and or rumors at a -4 penalty.
explored. The PCs must as well.
For every 2 points over the success target, give an
additional piece of information in the following
Getting Help order, depending on location:
9
A BASIC FANTASY SUPPLEMENT HEXCRAWL ADVENTURES
Table 15: Knowledge Received location, or during the travel leading to it. It
cannot be used in combat, but can be used against
Location Order of Information traps or surprise rolls. May also use the +4 on
Tavern Treasure, Point of Interest type, rolls to find the location.
Monster, Clue, Location (getting
quality information from intoxicated Once party arrives in the rumor location hex, they
strangers is difficult) must actually find the subject of the information.
Temple or Point of Interest type, Location, Make an Ability Roll (see page 153 of Core rules)
Chapel Monster, Clue, Treasure (usually for the PC who is leading. Add to the Target
involves a temple to be number the location’s distance in hexes from
reclaimed/consecrated) town, divided by 2 (rounded down). The PC may
add their Wisdom bonus to the roll. A Ranger may
Thieves Guild Location, Treasure, Monster, Point of also add half their level (rounded down).
Interest type, Clue
If the roll fails, the party fails to locate the site that
Militia Monster, Treasure, Location, Point of day and must try again the next day with a +1 to
Barracks Interest Type, Clue their roll (it gets easier to find with time). Roll for
Wandering Monster each day spent searching hex.
Library or Location, Point of Interest Type, Clue,
Also roll each night as usual.
Archives Treasure, Monster
Example of searching for location: The party has
learned of a legend concerning a Ring of Invisibility
If the success target is exceeded by 10, for every 2 buried in a the tomb of a long dead noble. They
points another Clue is revealed. Randomly venture out into the wilderness to the supposed
generate each piece of information as follows: location 8 hexes away from town (48 miles). Once
in the location hex their 3rd level Ranger Character
with Wisdom +1 makes an attempt to locate the
Point of Interest: Roll for a Point of Interest using site. His target number is 20. He rolls a d20 and
Table 5. adds +2 to his roll. If he fails, they can try again
the following day with an additional +1 to the roll
Location: Using your wilderness hex map, giving him a +3 total. And each day spent
randomly determine a direction and distance away searching for the lost tomb would grant an
from town. For instance, if the town is in the additional +1 until the party either finds the tomb,
middle of a 20 x 20 hex map, determine a random starves, or die at the hands of Wandering
location as follows: Monsters.
• Roll 2d20 and picture the map with an X, Y
coordinate system with the town at Stronghold & Dominion Events
“10,10”
Sooner or later a character will acquire enough
• The first d20 determines the location along wealth and power to build a stronghold. This can
the X axis be done in any cleared hex on the wilderness hex
• The second d20 determines the location map (see Core rules page 161 for details and
along the Y axis prices).
Monster: Roll for type on the random encounter A stronghold will attract peasants and generate
table (page 145 of Core Rules). You can even roll tax money, all depending on the Population
on the giant Monster Index supplement for truly Sentiment towards the rulers.
vast assortment of potential monsters. When a stronghold is built, determine how many
Treasure: There is a 50% chance the rumor families take up residence nearby by rolling a
reveals the existence of coinage treasure, and 1d10 x 10. This is the starting population
50% the rumor is concerns a magic item. Roll (measured in families of approx. 4 people). The
randomly on the appropriate random treasure population starts off with an Indifferent rating on
tables in the Core Rules. the Population Sentiment scale. At the end of
each month the population will grow or shrink
Clue: This is a meta game device to give the party according to the Population Sentiment table below,
a +4 situational bonus on a single roll anytime, and generate 1gp per family, paid directly to the
anywhere in the dungeon or cavern of the rumor ruler. Each month a Domain Event may occur
10
HEXCRAWL ADVENTURES A BASIC FANTASY SUPPLEMENT
11
Appendix
Fate Check Modifiers Detail Check Table
ODDS ROLL MODIFIER -4 ANGER
50/50 OR UNSURE NONE 5 SADNESS
LIKELY / UNLIKELY +2 / -2 6 FEAR
VERY LIKELY / VERY UNLIKELY +4 / -4 7 DISFAVORS THREAD
SURE THING / NO WAY +6 / -6 8 DISFAVORS PC
HAS TO BE / IMPOSSIBLE +8 / -8 9 FOCUS NPC
CHAOS FACTOR 10 FAVORS NPC
11 FOCUS PC
CF 3 -/+2 TOWARD
FAVORABLE 12 DISFAVORS NPC
CF 4-5 0 13 FOCUS THREAD
CF 6 -/+2 TOWARD 14 FAVORS PC
UNFAVORABLE 15 FAVOR THREAD
16 COURAGE
17 HAPPINESS
Fate Check Chaos Results 18+ CALM
WHEN THE CHAOS DIE IS THE FATE CHECK
ROLLED WITHIN THE RESULT INCLUDES ... Detail Check Modifiers
CHAOS FACTOR AND
THE FATE DICE ... CHAOS FACTOR ROLL MODIFIER
NUMBERS ARE BOTH ODD EXCEPTIONAL 3 +2
NUMBERS ARE BOTH EVEN RANDOM EVENT 4-5 0
NUMBERS ARE THE SAME EXCEPTIONAL AND 6 -2
RANDOM EVENT
46
Appendix
DESCRIPTOR 2
1: Abandoned 21: Disagreeable 41: Graceful 61: Magnificent 81: Remarkable
2: Abnormal 22: Disgusting 42: Hard 62: Masculine 82: Rotten
3: Amusing 23: Drab 43: Harsh 63: Mature 83: Rough
4: Ancient 24: Dry 44: Healthy 64: Messy 84: Ruined
5: Aromatic 25: Dull 45: Heavy 65: Mighty 85: Rustic
6: Average 26: Empty 46: Historical 66: Military 86: Scary
7: Beautiful 27: Enormous 47: Horrible 67: Modern 87: Simple
8: Bizarre 28: Exotic 48: Important 68: Extravagant 88: Small
9: Classy 29: Faded 49: Interesting 69: Mundane 89: Smelly
10: Clean 30: Familiar 50: Juvenile 70: Mysterious 90: Smooth
11: Cold 31: Fancy 51: Lacking 71: Natural 91: Soft
12: Colorful 32: Fat 52: Lame 72: Nondescript 92: Strong
13: Creepy 33: Feeble 53: Large 73: Odd 93: Tranquil
14: Cute 34: Feminine 54: Lavish 74: Pale 94: Ugly
15: Damaged 35: Festive 55: Lean 75: Petite 95: Valuable
16: Dark 36: Flawless 56: Less 76: Poor 96: Warlike
17: Defeated 37: Fresh 57: Lethal 77: Powerful 97: Warm
18: Delicate 38: Full 58: Lonely 78: Quaint 98: Watery
19: Delightful 39: Glorious 59: Lovely 79: Rare 99: Weak
20: Dirty 40: Good 60: Macabre 80: Reassuring 100: Young
50
Appendix
ACTION 2
1: Goals 21: Messages 41: Advice 61: Death 81: Victory
2: Dreams 22: Energy 42: Plot 62: Disruption 82: Dispute
3: Environment 23: Balance 43: Competition 63: Power 83: Riches
4: Outside 24: Tension 44: Prison 64: Burden 84: Normal
5: Inside 25: Friendship 45: Illness 65: Intrigues 85: Technology
6: Reality 26: Physical 46: Food 66: Fears 86: Hope
7: Allies 27: Project 47: Attention 67: Ambush 87: Magic
8: Enemies 28: Pleasures 48: Success 68: Rumor 88: Illusions
9: Evil 29: Pain 49: Failure 69: Wounds 89: Portals
10: Good 30: Possessions 50: Travel 70: Extravagance 90: Danger
11: Emotions 31: Benefits 51: Jealousy 71: Representative 91: Weapons
12: Opposition 32: Plans 52: Dispute 72: Adversities 92: Animals
13: War 33: Lies 53: Home 73: Opulence 93: Weather
14: Peace 34: Expectations 54: Investment 74: Liberty 94: Elements
15: Innocent 35: Legal 55: Suffering 75: Military 95: Nature
16: Love 36: Bureaucracy 56: Wishes 76: Mundane 96: Masses
17: Spirit 37: Business 57: Tactics 77: Trials 97: Leadership
18: Intellect 38: Path 58: Stalemate 78: Masses 98: Fame
19: Ideas 39: News 59: Randomness 79: Vehicle 99: Anger
20: Joy 40: Exterior 60: Misfortune 80: Art 100: Information
51
NPC Association Emulator
NPC Response Module
The NPC Response Module is used in circumstances where the NPC has the ability to say “yes” or
“no.” Questions are best because most of the time you will get either an affirmative response (i.e.,
question answered mostly truthfully) or a negative response (i.e., no answer or a lie). Statements of
motivation and fact are also good if the NPC can react definitively. The Response Module does not work
as well with more ambiguous questions (Where is the ring?) or statements of feeling (Road kill makes me
sad). The NPC Response Module can also be used in making sweeping generalizations of whether an
NPC will be helpful or not.
1. Determine the NPC Relationship to the speaking character. This is the long term variable in this
emulator. It should rarely change from use to use unless major in-game effects occur between the NPC
and the speaker. That is not to say an NPC cannot go from neutral to hostile in the course of the scene;
only that this change should be strongly justified in game.
2. Determine the NPC Conversation Mood to the speaking character. This is the short term variable in
this emulator. This can change from sentence to sentence or scene to scene.
3. Get the Binary Speech Response. Roll 1d100 and reference Chart 6 below. The numbers are split
between affirmative and negative responses (usually an affirmative response is not a lie). An affirmative
response will be the middle number or lower; while a negative response will be higher than the middle
number. A very affirmative response will be the left number or lower, and a very negative response will be
greater than the right most number. For instance, if the NPC Relationship was “distrustful” but the NPC
Conversation Mood at the moment was “helpful,” the numbers would read 14/67/93. A very affirmative
response would be 14 or lower. An affirmative response would be 15-67. A negative response would be
68-93, and a very negative response would be 94-100.
1. Determine the NPC Bearing. The NPC Bearing is how the NPC regards the focus of the discussion.
If there are enough facts to do so, choose the demeanor of the NPC from the top of Chart 7. Otherwise
roll a d100 or d8 to determine the demeanor. After a demeanor has been determined, roll a d10 or d100
to find the NPC Bearing using Chart 7.
10
Chart 7: NPC Bearing
scheming insane friendly hostile
1-12 (1) 13-24 (2) 25-36 (3) 37-49 (4)
1-10 (1) intent madness alliance death
11-20 (2) bargain fear comfort capture
21-30 (3) means accident gratitude judgment
31-40 (4) proposition chaos shelter combat
41-50 (5) plan idiocy happiness surrender
51-60 (6) compromise illusion support rage
61-70 (7) agenda turmoil promise resentment
71-80 (8) arrangement confusion delight submission
81-90 (9) negotiation façade aid injury
91-100 (10) plot bewilderment celebration destruction
inquisitive knowing mysterious prejudiced
50-62 (5) 63-75 (6) 76-88 (7) 89-100 (8)
1-10 (1) questions report rumor reputation
11-20 (2) investigation effects uncertainty doubt
21-30 (3) interest examination secrets bias
31-40 (4) demand records misdirection dislike
41-50 (5) suspicion account whispers partiality
51-60 (6) request news lies belief
61-70 (7) curiosity history shadows view
71-80 (8) skepticism telling enigma discrimination
81-90 (9) command discourse obscurity assessment
91-100 (10) petition speech conundrum difference
2. Determine the NPC Focus. Roll d100 to find the NPC focus of the conversation using Chart 8. If
possible the NPC Focus should be regarded as pertaining to the PC of the player rolling, the PC that will
be speaking, or the party members in general. It may be helpful to put the word “PC’s” or “your” in front
of the NPC Focus if there is a question. It is also helpful to narrow the NPC Focus. If “last story” was
rolled figure out what the last story was. What happened during the last story that made this NPC want
to discuss it?
3. Combine the NPC Bearing and NPC Focus to determine the basis of the NPC Discussion. The
words should be combined as in a simple sentence; for example, “the insane NPC speaks of madness
regarding the PC’s allies.” That sentence will be the substance of what the NPC will want to discuss.
11
General Oracles
Yes or No? The “But” is related to...
Likelihood No No, But Yes, But Yes 1d6 Complication
Almost Impossible 1-17 18 19 20 1 A twist to the relationship between people in the situation.
Very Unlikely 1-14 15-16 17-18 19-20 2 An adjustment to the physical environment.
Unlikely 1-10 11-14 15-17 18-20
3 An error in an assumption some NPC is making.
Unknown 1-5 6-10 11-15 16-20
4 A fact the hero thinks they know is actually wrong.
Likely 1-3 4-6 7-10 11-20
Very Likely 1-2 3-4 5-6 7-20 5 The failure of a piece of gear, either for the hero or an NPC.
Almost Certain 1 2 3 4-20 6 Sublimely bad or good timing by a sudden event.
115
Urban Adventure Scenes
By default, each scene requires that your hero succeed on a trait check based on whatever kind of situation they are attempting to master. The
difficulty for the check is 9 plus half the Threat of the adventure, rounded down. If you succeed, you win the scene and gain a Victory point. If
you fail, your opponent receives a Victory point. If you succeed at a Investigation scene, you also get a Clue. If you succeed at a Conflict scene,
your enemy’s Victory point total decreases by one. If you succeed at an Action scene, you get two Victory points instead of one, but you need
to spend a Clue to attempt such a scene.
Some scenes require Fights instead of checks. Roll or pick a type of combatant from the opposite table and roll for the fight’s difficulty. For the
Fight Difficulty table, roll 1d8 and add half the Threat value of the adventure, rounded down. When multiple antagonists are needed, just let
the foe type indicate the most capable or characteristic enemy, and fill out the rest as fitting.
120
Potential Foes Urban Locations
d8 d10 Type d20 Public Locations Slum Locations Elite Locations
1 Cruel footpad 1 Bazaar Abandoned building Daifu's country retreat
2 Dark cultist 2 Blacksmithy Brothel Discreet rendezvous
3 Drunken brawler 3 Cemetery Dark alleyway Discreet sanitarium
C
4 Gutter mage r 4 Guardpost Decrepit shrine Elite dueling academy
i
5 Pit fighter m 5 Guild hall Drug den Exclusive cult shrine
1-2 i
6 Ruthless assassin n 6 Inn Fence's shop Exclusive tea house
a
7 Scruffy tough l 7 Local monument Fetid waterway Exotic brothel
s
8 Tong hatchet man 8 Moneychanger Fighting pit Gilded shrine
9 Treacherous harlot 9 Physician's home Filthy streetcorner Government office
10 Vicious madman 10 Public plaza Forbidden market Guarded treasure house
1 Aged veteran 11 Public well Hidden opulent lair Hidden love nest
2 Angry mob 12 Respectable home Impoverished hospice Merchant's palace
3 Armed bystander 13 School of arts Makeshift hovel Rich mausoleum
C
4 Burly laborer o 14 Slave or labor market Prison Ruler's court
m
5 Disguised warrior m 15 Tannery Reeking sweatshop School of magic
3-4 o
6 Mistaken local n 16 Tavern Sewer passage Sealed familial tower
e
7 Paid guardsman r 17 Tea house Sinister tavern Social club
s
8 Scarred bouncer 18 Temple Tattered market Splendid garden
9 Vigilant bodyguard 19 Warehouse Tenement Stately public ritual
10 Watchful neighbor 20 Wharf Tong hall Urban palace
1 City guard
2 Cult inquisitor
Fight Difficulty
d8 Foe d8 Foe
3 Indentured mage
O 1 1d6 Vermin 7 1 Sorcerer + 1d6+T Vermin
4 Military scout f
f 2-3 1d4+T Rabble 8 1 Brute + 1d4+T Thugs
5 Noble scion i
5-6 c 4 1d4+T Rabble +1 Veteran 9 1 Tank + 1d4+T Thugs
6 Noble's guard i
a 5 1d4+T Soldiers 10 1 Swarm
7 Secret agent l
s 6 1d6+T Thugs + 1 Veteran 11+ 1 Elite Slayer
8 Tax collector
9 Trained soldier Foe Statistics
10 Watch sorcerer Type HD AC +Hit Dmg Morale +Skill Move
1 Beast trainer Vermin 1 9 +0 1d4 7 +0 20’
2 Expert assassin Rabble 1 9 +1 1d4 8 +1 30’
3 Fanatical guard Thug 1 8 +1 1d6 8 +1 30’
4 Grizzled veteran Soldier 1 6 +1 1d6 8 +1 20’
E
l
5 Inhuman thing i
Veteran 2 5 +2 1d8 9 +1 20’
7-8 t
6 Mad zealot e Brute T+2 6 +T+2 1d10 10 +2 20’
s
7 Priest of war Sorcerer T 8 +T 1d4 9 +2 30’
8 Skilled sorcerer Tank T+1 3 +T+1 1d8 10 +2 20’
9 Violent alchemist Swarm 2xT 9 +T 1d6 9 +0 30’
10 Warrior monk Elite Slayer T+3 5 +T+4 1d8+2 11 +3 30’
121
Wilderness Terrain and Features
Wilderness features might be a ruin, a natural formation, an abandoned structure, or an active settlement. Some rolls will lead to obvious
conclusions about a place’s form and function, but the details table below can be used to flesh out a site of interest with more local color. It’s
assumed that full-fledged cities and market towns are unlikely to be discovered in the wilderness, but small enclaves of humanity- or other
creatures- might be located. Such places can produce a quick Urban Adventure interlude if the hero becomes involved in their affairs.
Feature Details
d12 Feature Builder Reason To Build Great Past Event Current State Contents?
1 Ancient Humans Common dwelling Massacre of locals Broken and ruined A dungeon trap
2 Cultists Cultural or artistic Landslide Choked by vegetation Corpses of inhabitants
3 Cultural Purists Forge or crafting Earthquake Partially buried Empty for ages
4 Dwarves Meeting place Plague Partially destroyed Encounter + Trove H2
5 Elves Occult purpose Outside conquest Rebuilt elsewise Encounter + Trove H5
6 Exiles Prison Decadent collapse Rebuilt by someone Filthy animal leavings
7 Lizardfolk Ruler's dwelling Hideous rites Riddled with burrows Roll 2 Encounters
8 Modern Humans School Locals died out Scorched by fire Roll an Encounter
9 Prehuman Race Show of wealth Mysterious vanishing Subsurface collapse Signs of recent use
10 Rebels Storehouse Monsters overran it Surface is in ruins Trove type C1
11 Refugees Stronghold Civil strife destroyed it Surprisingly well-kept Trove type C1
12 Shou Worship site Locals fled something Maintained, if long ago Trove type C4
d10 Walls Towers Wall Adornments Other Features Favored Colors
1 Clay bricks Extremely slender Elaborate paintings Bridges twixt buildings Bright jewel hues
2 Dressed stones Interconnected Featureless surface Concealed entrances Cold blue colors
3 Earth-cored stone Inverted delvings Geometric carvings Hearths and fire pots Delicate pastels
4 Earthen berms Pagoda-style Hideous gargoyles Interconnected cellars Greens and floral shade
5 Glass or stranger Round-walled Numerous lamps Much flowing water Hot red hues
6 Monolithic slabs Skewed and tilted Numerous windows No ground windows Monochromes
7 Mortared stones Square Statue niches Frail partitions Muted earth-tones
8 Only ceremonial Strange substance Tapestries or hangings Planters and greenery Only natural hues
9 Rough stones Twisted in a helix Vast bas-reliefs Roofless rooms Shades of a single color
10 Wooden palisades Gigantic monoliths Windowless Thick rugs or carpets Vivid unnatural neons
123
Wilderness Events
Events in the wilderness can make a long journey dangerous for even the boldest hero. Event rolls are meant mainly for exploratory expedi-
tions rather than relatively mundane journeys between places. If an Event occurs, roll 1d6 and use a Weather event if odd, and a Terrain event
if even. Heroes may use their magic or skills to evade or negate the setback, if applicable. The usual difficulty of a skill check or saving throw is
9 plus half the Threat of the adventure, rounded down, as venturing into more hazardous lands is apt to produce greater perils for a hero.
Weather Events
d12 Wet Season Dry Season Cold Season
1 2d6 days food has rotted 1d6 days food has spoiled Avalanche; take Td6 damage, lose mount
2 Blinding rain; can't move today A mount or pack beast has died Avoid thin ice; next move must be back
3 Flooded way; lose a mount or pack beast An Encounter needs water badly Fall through ice; take Td6 damage
4 Foot fungus; no move for 1d4 days Escape disaster narrowly; no effect Meet an Encounter seeking food
5 Get lost; next move is random direction Get lost; next movement is random Mount or pack beast dies of cold
6 Impassable mud; no move for 1d4 days Heat exhaustion; can't move 1d4 days No firewood; forage or suffer Td6 cold
7 Lose 1d6 days food to spoilage Meet an Encounter of a hungry beast Non-magic item of gear breaks in use
8 Meet an Encounter stranded in the mud Out of water; forage or suffer thirst Slip on ice; lose one non-magic item
9 Mudslide; lose important non-magic item Rest 1d4 days or lose a mount Slow going; no movement today
10 Raging torrent- must move back next turn Storm-blown fall does Td6 damage Snow ambush by an Encounter
11 Tree falls on you; take Td6 damage Turned around; next move is back Snow blind; can't see for one day
12 Vermin infestation; lose 1d8 days of food Vermin eat 1d6 days food Snowstorm; can't move 1d4 days
Terrain Events
d12 Deserts/Arid Forest/Jungle Plains
1 All water lost; forage at -2 or suffer thirst Ambush by an Encounter in the trees A friendly Encounter in a hunting camp
2 Desert ambush by an Encounter Dangerous beast; Encounter if you move A non-magic piece of gear breaks in use
3 Feverish; can't move for 1d4 days Deadfall falls for Td6 damage to you Ambush from a hunting Encounter
4 Got lost; next 1d4 moves are random Feverish; can't move for 1d4 days Grass fire; take Td6 damage as you flee
5 Leaks in the casks; lose half your water Got lost; next move is random Hidden pit; lose one mount or pack beast
6 Mirage leads astray; next move is random Mount / pack beast eats toxic root, dies Narrowly avoid danger; no effect
7 Piece of non-magic gear ruined by sand Non-magic gear item breaks or rots away No water; forage or suffer from thirst
8 Sand makes 1d4 days food inedible Poisonous vermin bite; Td4 damage Sunstruck; can't move for 1d4 days
9 Sandslide buries a mount or pack beast Thick foliage; can't move today Toxic vermin bite; can't move today
10 Sandstorm; Td6 damage and can't move Toxic pollen; can't move for 1d4 days Trap in the grass does Td6 damage
11 Sun-blind; can't move today Trackless waste; next 1d4 moves random Turned around; next move is back
12 Torrid heat does Td4 damage Vermin eat 1d4 days of food Vermin spoil 1d6 days of food
Hills/Mountains Seas/Lakes Swamp
1 Rockslide; take Td6 damage Strong currents; next move is random 2d6 days food lost to fungus and rot
2 Ambush from mountain Encounter Water fouled; lose half of water supplies An Encounter springs from the mud
3 Mount or pack animal falls to its death Rats: 5% of cargo is ruined by vermin Bad water; save or helpless for 1d4 days
4 Non-magic gear item breaks during use Borers do Td6 damage dice to ship hull Bogs swallow a mount or pack animal
5 No water; forage at -1 or suffer thirst An Encounter rises from the depths Floating hummock; next move is random
6 Blind canyon; next move must be back Becalmed; no sail move for 1d6 days Lost in the swamp; next move is random
7 Lost; next 1d4 moves are random Rocks; check or take Td6 hull damage Mold ruins 1d6 days food
8 Twisted ankle; can't move today Bad omen; any crew suffer -1 Morale Rot claims a non-magic gear item
9 Slip and fall for Td8 damage Troublemaker; pacify or suffer -2 Morale Rotten tree falls on you for Td6 damage
10 Exposed to weather; take Td4 damage Cracked mast; repairs take 1d4 days Swamp fever; save or stuck for 1d6 days
11 An Encounter traps you in a canyon An Encounter with pirates or the like Toxic mold; save or sick for 1d4 days
12 A winding tunnel leads to a Dungeon A savage storm inflicts Td6 hull damage Twisting paths; lost for 1d4 days
124
Dungeon Types, Sizes, and Inhabitants
126
Dungeon Places, Loot, and Dangers
Locations Within A Dungeon
d20 Caverns Habitations Fortresses Temples Academies
1 Caved-in cavern Bathing room Archery range Acolyte's cells Laboratory
2 Circular chamber Cellar Armory Altar hall Occult library
3 Crumbling dry cave Courtyard Barracks Bathing room Apprentice rooms
4 Dead end Dining room Cemetery Cemetery Master bedroom
5 Domed cavern Garden Cistern Garden Summoning room
6 Flowing water Great hall Commissary Guardpost Divination room
7 Narrow crevasse Kennel or stable Family quarters Kitchen Storeroom
8 Natural bridge Kitchen Gatehouse Library Kitchen
9 Pit ledge Library Guardpost Meditation room Study hall
10 Sloping gallery Master bedroom Kitchen Minor shrine Dining hall
11 Spiral tunnel Pantry Map and file room Pilgrim quarters Vault
12 Stalactite maze Salon Mess hall Prayer hall Secure cell
13 Strata pocket Scullery Officer's quarters Priest's quarters Servant's chambers
14 Stream bank Servant's rooms Prison cell Relic chamber Crafter's workroom
15 Tunnel intersection Shrine Sickroom Ritual chamber Academy archives
16 Twisted tunnel Solar Smithy Sickroom Memorial hall
17 Underground pool Stairwell Stables Storeroom Monument
18 Vertical shaft Storeroom Storeroom Vault Courtyard garden
19 Water-smoothed cave Study Training hall Vestry Stables
20 Wide gallery Vault Vault Workroom Lecture hall
127
Dungeon Features
Use these tables to formulate interesting features for dungeon rooms. Roll once on the Nature table to find out the basic type of feature and
once more on the quality or motivation table as needed. You can use the Oracle tables or the specific features table for more detail as desired.
128
Dungeon Inhabitant Details
You can use any or all of these tables to elaborate on a dungeon encounter. Either roll or pick something appropriate for the occasion. If you
want more specific answers about a group of inhabitants, roll for inspiration on the Oracle table, or ask useful yes-or-no questions about them.
10 Try to trap the hero in with them before attacking 20 Enslaving. As action, can force save or mental subjection.
129
Draw the Map
Random Region
When you need to create a new region and need inspiration, roll one up. First, roll
1d12 for the region name template. Then, roll for each component of that template
until you have a complete name. Rewrite or re-roll any result you don’t like.
01-02 Bay Ageless [Name]* 51-52 Morass Forgotten Life
03-04 Bluffs Ashen Ash 53-54 Mounds Forsaken Light
05-06 Bog Black Bone 55-56 Mountains Frozen Lord
07-08 Cliffs Blessed Darkness 57-58 Peaks Glittering Mist
09-10 Desert Blighted Dead 59-60 Plains Golden Peril
11-12 Downs Blue Death 61-62 Prairie Green Queen
13-14 Dunes Broken Desolation 63-64 Quagmire Grim Rain
15-16 Expanse Burning Despair 65-66 Range Holy Refuge
17-18 Fells Cold Devil 67-68 Reach Impassable Regret
19-20 Fen Cursed Doom 69-70 Sands Jagged Savior
21-22 Flats Dark Dragon 71-72 Savanna Light Shadow
23-24 Foothills Dead Fate 73-74 Scarps Long Silver
25-26 Forest Deadly Fear 75-76 Sea Misty Skull
27-28 Groves Deep Fire 77-78 Slough Perilous Sky
29-30 Heath Desolate Fury 79-80 Sound Purple Smoke
31-32 Heights Diamond Ghost 81-82 Steppe Red Snake
33-34 Hills Dim Giant 83-84 Swamp Savage Sorrow
35-36 Hollows Dismal God 85-86 Sweep Shadowy Storm
37-38 Jungle Dun Gold 87-88 Teeth Shattered Sun
39-40 Lake Eerie Heaven 89-90 Thicket Shifting Thorn
41-42 Lowland Endless Hell 91-92 Upland Shining Thunder
43-44 March Fallen Honor 93-94 Wall Silver Traitor
45-46 Marsh Far Hope 95-96 Waste White Troll
47-48 Meadows Fell Horror 97-98 Wasteland Wicked Victory
49-50 Moor Flaming King 99-100 Woods Yellow Witch
* Choose a name appropriate to your setting; or, if you have a name list, roll one up.
16
Draw the Map
Random Place
When you need to create a new place and are at a loss, roll one up. First, roll 1d12
for the place name template. Then, roll for each component of that template until
you have a complete name. Rewrite or re-roll any result you don’t like.
01-02 Barrier Ancient [Name]* 51-52 Meadow Hidden Heart
03-04 Beach Ashen Arm 53-54 Mountain High Hero
04-06 Bowl Black Ash 55-56 Pit Iron Hope
07-08 Camp Bloody Blood 57-58 Post Jagged King
09-10 Cave Blue Child 59-60 Ridge Lonely Knave
11-12 Circle Bright Cinder 61-62 Ring Lost Knight
13-14 City Broken Corpse 63-64 Rise Low Muck
15-16 Cliff Burning Crystal 65-66 Road Near Mud
17-18 Crater Clouded Dagger 67-68 Rock Petrified Priest
19-20 Crossing Copper Death 69-70 Ruin Red Queen
21-22 Crypt Cracked Demon 71-72 Shrine Screaming Sailor
23-24 Den Dark Devil 73-74 Spire Sharp Silver
25-26 Ditch Dead Doom 75-76 Spring Shattered Skull
27-28 Falls Doomed Eye 77-78 Stone Shifting Smoke
29-30 Fence Endless Fear 79-80 Tangle Shining Souls
31-32 Field Fallen Finger 81-82 Temple Shivering Spear
33-34 Fort Far Fire 83-84 Throne Shrouded Spirit
35-36 Gate Fearsome Foot 85-86 Tomb Silver Stone
37-38 Grove Floating Ghost 87-88 Tower Stalwart Sword
39-40 Hill Forbidden Giant 89-90 Town Stoney Thief
41-42 Hole Frozen Goblin 91-92 Tree Sunken Troll
43-44 Hut Ghostly God 93-94 Vale Thorny Warrior
45-46 Keep Gloomy Gold 95-96 Valley Thundering Water
47-48 Lake Golden Hand 97-98 Village White Witch
49-50 Marsh Grim Head 99-100 Wall Withered Wizard
* Choose a name appropriate to your setting; or, if you have a name list, roll one up.
17
Ask the Fates
Discovery
A Discovery should always be interesting, and it’s on the GM to make it so. The
result of a Discovery roll is a prompt to imagination—not a blunt fact—and
should be interpreted in terms of the local terrain and current state of the fiction.
Roll 1d12 three times, for category, subcategory and specific prompt. You may
need to make further rolls on tables appearing elsewhere, indicated by small-
caps. Tables listed in smallcaps at the end of a given sub-table are suggestions.
2-4 Natural Feature . Describe how they notice it and what sets it apart.
----------------------------------------- ----------------------------------------- -----------------------------------------
1-2 Lair 3-4 Obstacle 5-7 Terrain Change
...................................................... ...................................................... ......................................................
5-6 Evidence . Consider the implications and be ready for them to take the bait.
----------------------------------------- ----------------------------------------- -----------------------------------------
1-6 Tracks/Spoor 7-10 Remains/Debris 11-12 Stash/Cache
...................................................... ...................................................... ......................................................
Age, Visibility
44
Ask the Fates
7-8 Creature . Not an immediate threat, but might become one. Roll on page 49.
9-12 Structure . Who built it? Is it connected to anything else they made nearby?
----------------------------------------- ----------------------------------------- -----------------------------------------
1 Enigmatic 2-3 Infrastructure 4 Dwelling
...................................................... ...................................................... ......................................................
45