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Fast Adventures Generator

This document provides tables to randomly generate elements of a casual fantasy adventure, including the setting, villains, encounters, dungeons, and treasures. It includes tables to roll on to determine the scenery, rooms, evil NPC villains ranging from brutal to sly, common encounter types in different locations, and positive encounters. The tables can be used to quickly flesh out an imaginary quest and populate it with people, places, and events for a roleplaying session.

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Drago Rinato
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© © All Rights Reserved
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0% found this document useful (0 votes)
335 views1 page

Fast Adventures Generator

This document provides tables to randomly generate elements of a casual fantasy adventure, including the setting, villains, encounters, dungeons, and treasures. It includes tables to roll on to determine the scenery, rooms, evil NPC villains ranging from brutal to sly, common encounter types in different locations, and positive encounters. The tables can be used to quickly flesh out an imaginary quest and populate it with people, places, and events for a roleplaying session.

Uploaded by

Drago Rinato
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FAST ADVENTURES GENERATOR EVIL NPC TABLE

Create casual adventure and let imagination do the rest! Roll: 1d4 if scene RES is 1; 1d6 if 2; 1d8 if 3; 1d10 if 4.
1. Roll 1d4 to determine the scenery and rooms/steps/other; RES EVIL NPC
The Butcher: ruthless, rude and violent
2. Roll 1d4 to determine the scene and 1d4 to Scenery Effects; 1
Will not kill maidens; High HP/damage
3. Roll on Evil NPC to determine a possible villain of the plot;
The Hag: impulsive and choleric
3. Roll on Encounters Table to animate the scenery; 2
Uses dark magic to destroy life; misogynist
4. Roll 2d6 to generate a dungeon from upper sheet’s frame The Deer: a poweful noble now fell in ruin
3
(if needed; 1° d6: map + possible trap’s symbol; 2° d6: length x Sly, know how to take advantage from terrain
3 times PC’s movement) and a d6 from lower for treasures. The Temptress: rancorous and mendacious
4
Noble who gathers troops of fallen knights
The Pig: lurid lustful, brute and vulgar
1. FOREST (journey: roll 1d6 if short; 2d6 medium; 3d8 long) 5
Well armed troops; Very high HP
1. The Lach Pal forest has always been a source of inspiration
The Bolt: ferocious fighter with no pity
for the tales of the minstrels, who weave incredible praises 6
Expert executioner; High AC
on those who once lived there... Snod’s Dog: only appears to bring ruin
7
2. The forest of Galor hides an ancient secret in the dense Cloaked in mystery; nobody knows his face
and luxuriant vegetation, but it is difficult to make your way The Viper: lewd and cruel, has no restraint
8
through the bush... Knows everything about poison
3. The forest of Tuk-Nagor is an insidious and dark place, Malor’s Nail : born to generate chaos
9
Army of children; discord as weapon
from which the madmen who enter it never return...
Stor’s Scourge: brings death where arrives
4. The forest of Malor is the death sentence of those who are 10
No one can kill him; He’s the Evil itself
exiled there: anyone wishes to perish by poisonous miasmas,
and not by the hand of the obscenities that inhabit it...
ENCOUNTERS TABLE
Roll: Village 1d4; Cavern 1d6+2; Forest 1d6+6;
2. CAVERN (rooms: roll 1d6 if short; 2d6 medium; 3d6 long)
Castle 3d4+4. Roll 1d6+16 for friendly encounters.
1. A mine: in its depths could be found riches waiting to be
RES ENCOUNTERS/KEYWORDS
brought to light...
Group of goblin without control
2. It is rumored that the cave is haunted: the wages are good, 1
Trees, well, cavern, river, pillages
but those who ventured earlier have returned to die in pain... Group of soldier/brigands at service of...
3. The underground streets of Yal Balug were once an 2
Trees, cavern, pillages, extorsions
important link between the cities of Nessa and Calach: after Some ghouls dissacrate dead’s graves
3
the collapses only who dares to cross the darkness goes it... Cemetery, mound, night, trail of blood
4. A descend into the bowels of the earth: words of death are A nefarious spirit claims vengeance
4
engraved on the entrance. There is no hope of return... Cemetery, mound, macabre, disappearances
Haunting cultists officiate a black mass
5
Profane, occult, macabre, sacrifices
3. VILLAGE (houses: roll 2d4 if small; 3d6 medium; 4d8 big) A hag kidnaps children and eat them
1. The village of Caran Ach rises between the slopes of the 6
Silence, darkness, fear, atrocious, infamous
Svaltjor mountains: its strategic position is a cause for A fallen knight: will stop only if killed
7
exhausting struggles between many parts... Dishonor, redoutable, ruin, exile, damned
2. The village of Foldev has long been abandoned, but 8 RES 4 + RES 6
disturbing presences roam around it when night falls... A Troll wreaks havoc encountered creatures
9
3. There is no news of the village of Garvad: the terrible Savage, feral, monstrous, brutal
10 RES 1 + RES 9
plague of which it was said about could have reached it...
Sacred spirits corrupted by Evil, now mad
4. The village of Snod does not appear on the maps. A feeling 11
Sacred, ancient, tradition, sin
of unease pervades those who run into his disturbing vision... 12 RES 3 + RES 11
Bloodthirsty mercenaries
13
4. CASTLE (rooms: roll 4d4 if small; 4d8 medium; 8d6 big) Dishonor, violence, death, pillages
1. Lord Donovald's manor has been attacked: aid of all kinds 14 RES 2 + RES 13
is urgently needed. Aberrant creature: it cannot be conceived
15
2. A terrible death has thrown Fort Stonegrave into darkness: Aberration, obscene, death, madness
Lord Vvulf claims the executioner's head. 16 RES 5 + RES 15
17 A holy fighter in search of his lost faith
3. Farlor’s manor is cloaked in a darkness that the sun cannot
18 A merchant in search of a precious thing
penetrate. Unholy forces branch out from within to plague
19 1d4+2 fighters companions (low-mid level)
the surrounding lands... 20 A gentle maiden who makes a gift to the PCs
4. Stor’s castle has been in ruins since time immemorial: Evil 21 Someone once PCs saved from bad situation
has chosen it as its home, and it grows there without 22 The spirit of a beloved one PC (few moments)
restraint...

RES SCENERY EFFECTS - PLACE RES SCENERY EFFECTS – ATMOSPHERE (outdoor/indoor)


1 Quiet: advantages/bonus to long time PCs’ actions 1 Sunny/Quiet: a PC can reroll a single die or +4 extra HP/day
2 Normal: nothing particular influences PCs’ actions 2 Clear sky/Normal: nothing particular happens
3 Obscure: disadvantages/malus/afflictions to PCs’ actions 3 Rainy/Dark: each PC develops a terrible fear of…
4 Overwhelming: rush against time or terrible end + RES 3 4 Stormy/Oppressive: 2 x damage received + RES 3

1. SwordWeapons; 2. ShieldArmors; 3. Potions; 4. Spells; 5. Gems and gold; 6. Magic item

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