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Solo RPG Adventure Guide

A tool for playing fantasy roleplaying games solo

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pitewow
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11% found this document useful (9 votes)
1K views28 pages

Solo RPG Adventure Guide

A tool for playing fantasy roleplaying games solo

Uploaded by

pitewow
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
You are on page 1/ 28

S o l o

ORACLE
R o l e p l a y i n g T o o l
written and compiled by pite raubenheimer
Table Of Contents
Introduction 4 3. Random Events 12

Creating the adventure as you play 4 4. The NPC Generator 13


Character skills 4
NPC role 13
Improvisation 4
NPC personality traits 14
Solo play outline 4
[NPC goal 14]
1. The Basics of Solo
5. The Adventure Generator 15
Roleplaying 6
Adventure type 15
Roleplaying scenes 6
The Who table 15
Oracles 6
The Opposition Table 15
the yes/no oracle 6
Using the adventure generator 15
yes/no answers 6
6 yes, and… 6 Adventure Type 16
5 yes 6 Caught up in events 16
4 yes, but… 6
3 no, but… 6 Employment 17
2 no 7 Exploration 18
1 no, and… 7
Civic affair 19
changing the outcome of the
yes/no oracle 7 Who 19

branching options 7 Opposition 20

scale questions 7 6. The dungeon and


2. The playing card oracle 8 wilderness Generator 21

Using the playing card oracle 8 Exploring Dungeons and


Example 1 9 Wilderness locations 21
Example 2 9 Dungeons 22
Example 3 9
Example 4 9
Wilderness Areas 26

Playing card oracle meanings 9


Traps 28
Spades 9 Special Encounters 28
Hearts 10
Diamonds 10
Clubs 11
Introduction

T
he Solo Gaming Tool is designed to create games that feel too random. This is where
let you play fantasy tabletop improvisation comes in. Improvisation allows players
roleplaying games without a game to inject their creativity into the game. The tools and
master. With this guide, you can play tables in this guide are aimed at assisting the player in
your favorite fantasy RPG completely improvising an adventure.
solo or with friends, without the need Improvisation, together with the tables in this book,
for a GM. Players can create the game forms the cornerstone of free-form solo roleplaying.
as they play using these special tools and tables. Plot The tables in this guide use a question and answer
elements emerge spontaneously from dice rolls, cards technique to help procedurally generate your games.
and player decisions. Together with your setting and a little improvisation,
This guide was written for players who want to these tables will help you create an adventure with
experience the freedom that roleplaying has to offer, minimal preparation.
without the need for a gaming group. If you’re the type
of player who buys roleplaying books, because you
want to play them, not run them, then you found the
right guide for you. The system in this guide allows
Solo play outline
Free-form solo games are extremely varied, because
the player to take over the role of the game master of their procedural nature. Due to solo roleplaying’s
while still keeping the game interesting. This is all unpredictability, there are many possible stories that
made possible by the “create as you play” philosophy can emerge. However, the solo gaming in this guide
of this book. generally follows the same basic pattern:

1. The player creates an outline for an adventure The


Creating the adventure player decides beforehand, or rolls dice on a table
to create the outline for an adventure. This gives
as you play the player a clear objective to pursue during a
The mistaken assumption about solo games is that game session. Once the outline’s been created, the
they are predictable and success is a virtual certainty. player adapts it to their liking.
Wrong. Solo roleplaying is unpredictable and deadly.
Due to how the rules are set up, solo roleplaying
2. The player envisions scenes The player imagines
resembles a tabletop miniatures game with a flexible,
the game as a series of scenes. Scenes in a solo
improvised story. The story is improvised off the cuff,
game are similar to the scenes in a book or film.
and the game is created as you play. This ensures that
They provide the backdrop where the story takes
the game remains open-ended with no guarantee of
place. To prevent the scene from being stale and
success.
predictable, dice rolls and playing cards are used
To help you create the type of game you want, there
to help the player create scenes.
are several tools at your disposal. You create your
adventure by using your setting’s lore, your
character’s skills and abilities, and the tables in this 3. The player asks questions about the scene from an
guide. oracle. To populate the scene with descriptions,
characters, and events the player asks questions.
However, instead of getting answers from a game
Character skills master, the player gets answers from oracles such
as dice tables and playing cards. These tools
Your chosen skills not only define your character, but
provide the building blocks for adventure creation.
also the adventure you create. A character’s abilities,
The adventure is shaped by the questions the
skills, and spells are all storytelling tools that you can
player asks, and the answers provided by the
use. Your character’s skills directly influence the kind
of game you’ll end up playing. oracles. The more clever and inventive a player is
A noble paladin on a secret quest will create a at asking questions and interpreting an oracle, the
completely different story than a thief on the lookout better their game becomes.
for treasure. Due to how differently each character
plays solo, you need to decide who you want in your 4. The player envisions what they want to do and
party. A good variety of skills and spells make take action. Once the scene’s been created, the
adventuring a lot easier. player can interact with the characters and events
created by the oracles. The player uses
improvisation to complete the scene and decides
Improvisation what actions their character takes. A player can
use any skill, ability, or spell that’s appropriate to
In solo games, the game isn’t created entirely from
tables and dice rolls, but also from the creativity of the the situation.
player. Relying too much on tables and dice rolls can

4
What you need:

Percentile dice (d100). You can also roll two d10’s


as percentile dice. One die represents ‘10’s’, and
the second die represents ‘1’s’.
A pack of playing cards
A notebook to take notes.

5
1. The Basics of Solo Roleplaying

T
o understand how solo roleplaying Can I pick the lock without being seen?
works, it’s useful to introduce the
concept of roleplaying scenes. A book To answer a yes/no question about your roleplaying
or film can be imagined as a series of scene roll 1d6 and consult the table below.
scenes. These scenes change
depending on the characters, the yes/no oracle
environment, and the events that take
Roll Answer
place. In a book or film scene, events can take a few
6 Yes, and…
seconds or many hours to reach their conclusion,
5 Yes
depending on the story.
4 Yes, but…
Scenes also have a logic to them. When Frodo puts
3 No, but
on the One Ring, we expect him to turn invisible and
2 No
see the gaze of Sauron upon him. If this didn’t happen
1 No, and…
then it will contradict the lore of The Lord of the
Rings. A story or setting has a logic that dictates what
kind of events will make sense given the lore.
yes/no answers
You would’ve noticed that the yes/no oracle not only
Roleplaying scenes gives “yes” and “no” answers. It also provides
variations such as “yes, and…” or “yes, but…”. A “6” is
Just like books and films, tabletop roleplaying game
sessions are a collection of scenes. Adventurers might the most positive result and a “1” is the most negative.
decide to meet a patron at a tavern. Depending on the To understand what these different answers mean, we
scene, the player characters might leave immediately, will use an example. We will look at how the same
spend the night gambling, or get into a fight. How the solo roleplaying oracle can give different answers
scene plays out depends on the characters and the about the same scene.
players. During an adventure, you’re investigating a murder
In a traditional roleplaying game, the game master scene. You’re looking for any clues about the killer’s
describes the scene as well as non-player characters identity. You ask the question “Do I find any clues
and events. The players then describe to the game about the killer?” You roll 1d6 for a yes/no answer.
master how they interact with the scene and Here are some possible answers:
characters.
In a solo session, roleplaying scenes work similarly,
however, the player envisions the scene and imagines
6 yes, and…
how it plays out. To help the player populate the scene The answer to your question is “yes”, but with an
with characters and events, we make use of special extra positive twist. In our example, it can mean “yes”,
tools called oracles. you find a clue about the killer, and it’s an important
lead.

Oracles 5 yes
Roleplaying oracles are the most basic tools for solo
play. Oracles are tables that procedurally generate The simple default “yes” answer without any added
content for your solo roleplaying games through a twists or factors. In our example, the answer is “yes”,
question and answer format. The player uses these you do find a clue about the killer. However, the kind
oracles’ answers to help them create the adventure as of clue it is and how much it reveals depends on other
they play. oracles.
Players create the adventure by asking questions
and selecting the most appropriate oracle to provide
an answer. The player then uses their chosen oracles’ 4 yes, but…
answers to improvise a roleplaying scene.
The answer is “yes”, but there’s a negative twist to the
answer. Yes, you find clues, but they don’t tell you
the yes/no oracle much about the killer’s identity. You will have to keep
digging.
The simplest question you can ask a solo roleplaying
oracle is a yes/no question. The yes/no oracle answers
a range of simple questions about your game world. 3 no, but…
Here are a few examples:
The answer is “no”, but there’s a positive twist. No,
Does the mansion have a basement? you don’t find any clues about the killer, but find a
Are there guards posted outside? clue about a potential witness.

6
2 no
A simple default “no” answer. You don’t find a clue
scale questions
about the killer at the crime scene. The 1d6 can also answer questions such as:

How high is the tower?


What’s the time of day?
1 no, and… How far away is the approaching army?
The answer is “no”, but with an added negative twist.
You don’t find any clues and what you find is To answer questions like these you can place them
worthless. on a scale from 1 to 6 and then roll a 1d6. To know
how high a tower is, rolling a “1” might indicate a
tower with a single story, while a “6” would be a high
changing the outcome and formidable tower. If you want to know how far
away an approaching army is, a “1” shows that it’s
of the yes/no oracle close by, and a “6” shows it’s very far away.
The only way to influence the outcome of the yes/no
oracle is through skill checks and spells. If you
succeed in a skill check that’s relevant to the question,
you can add +3 to the oracle’s answer. Alternatively,
you can subtract -3 from the answer if it will be more
favorable.
If a player wants to use a spell to change the
outcome, the spell will take the place of the skill
check. The player can use any spell that’s relevant to
the question or situation.

Example
Rath wants to hide from a gang of thugs out to rob him.
He asks the yes/no oracle whether there is a place for him
to hide. He rolls 1, the answer is No, and… There is
absolutely no place for him to hide that he can see.

This is terrible for Rath who wants to make his escape. He


decides to try and blend into a crowd by rolling a Stealth
check. Rath’s skill check succeeds and he can add +3 to
the oracle’s answer.

The yes/no oracle’s final result becomes 4, Yes, but…. Rath


blends into a crowd of people, but he isn’t completely
hidden. He needs to be careful.

branching options
You can also use 1d6 to choose between two
possibilities. During your playthrough, you will be
confronted with branching possibilities and you wil
need to use dice rolls to choose between them.
During our previous murder scene, you decide
there are two possible murder suspects:

Option 1: A local criminal gang.


Option 2: A paid assassin.

To decide which of these options are responsible


roll a 1d6. A result of 1 to 3 chooses option 1, while a
roll of 4 to 6 would choose option 2. The logic of your
setting and your improvisation skills will provide you
with ideas for possible options.

7
2. The playing card oracle

T
he playing card oracle generates Hearts Keywords
keywords for descriptions, random 2 Love, harmony, friendship
events, and NPC conversations. 3 Community, gathering, celebration
Whenever you want to talk to an NPC 4 Rest, recuperation, relaxation
or generate a description, you can use 5 Argument, hostility, conflict
this oracle. 6 Nostalgia, history, the past
Whenever you have a question 7 Dreams, fantasies, illusions
about a place or character, you can ask the playing 8 Abandonment, walking away, leaving behind
card oracle that question instead of a game master. 9 Contentment, satisfaction, achievement
Whereas the yes/no oracle creates roleplaying scenes 10 Happiness, enjoyment, fulfillment
through simple yes/no questions, the playing card Jack A child, teenager, or ambiguous NPC
oracle creates scenes through more complex Queen An adult female NPC
questions such as: King An adult male NPC
Ace A random event takes place
What do I see in the marketplace?
Why did the villain attack me?
What does the NPC want from me? Diamonds Keywords
2 Change, adaptation, alteration
3 Teamwork, collaboration, effort
4 Power, leadership, influence.
Using the playing card 5
6
Hardship, struggle, loss.
Generosity, charity, help
oracle 7 Planning, patience, perseverance
Ask a question about your roleplaying scene, and 8 Skill, talent, expertise
draw a card from a standard deck of playing cards. 9 Success, achievement, reward
Look at the keywords associated with the card and 10 Ancestry, tradition, legacy.
come up with an answer based on these keywords. Jack A child, teenager, or ambiguous NPC
Use the answer from the oracle to help you in Queen An adult female NPC
envisioning the scene. King An adult male NPC
Whenever you draw a Jack, Queen, or King, then an Ace A random event takes place
NPC has entered the scene. However, when you draw
an Ace or Joker, you must roll d100 and consult the
Clubs Keywords
random event oracle (see below).
2 Progress, development, improvement
3 Vision, foresight, wisdom.
Spades Keywords 4 Rest, recuperation, relaxation
2 Choices, options, possibilities 5 Arguments, conflict, competition
3 Sorrow, pain, betrayal 6 Success, victory, triumph
4 Rest, recuperation, relaxation 7 Defense, protection
5 Argument, hostility, conflict 8 Excitement, exhilaration, anticipation
6 Moving on, departure, leaving behind 9 Perseverance, persistence, tenacity
7 Lies, trickery, cunning 10 Burdens, responsibilities, obligations
8 Imprisonment, restriction, trapped Jack A child, teenager, or ambiguous NPC
9 Fear, anxiety, nightmares Queen An adult female NPC
10 Disaster, ruin, death King An adult male NPC
Jack A child, teenager, or ambiguous NPC Ace A random event takes place
Queen An adult female NPC
King An adult male NPC
Ace A random event takes place

8
Each playing card represents a theme. For example, but can refer to groups as well. You can also treat
the 5 of Clubs is associated with the theme of objects as characters. Object-based characters can
arguments, hostility, and conflict. If you ask a question range from powerful books and artifacts to more
and draw this card then it means that a fight or abstract characters such as diseases or spiritual
argument is taking place in your scene. forces.
On the other hand, a card such as the 3 of Hearts
represents the keywords happiness or celebration. If
you draw this card it means that something joyous is Spades
happening in your scene like a party or celebration.
Here are a few examples to illustrate how the 2 of Spades
playing card oracle works. Be as creative as you want Keywords: Choices, options, possibilities.
to be, there are no right or wrong answers. Meaning: A character is presented with many options
choices and possibilities. A character could also be
weighing several options or want more choices.
Example 1
Question: You’re hired as extra muscle by a merchant 3 of Spades
who expects to be attacked by his enemies. You ask Keywords: Sorrow, trauma, betrayal.
the client, “When do you expect them to attack you?” Meaning: A character is harmed or experiences
Card drawn: 7 of Spades sorrow. This card also means that someone could be
Keywords: Lies, trickery, cunning. betraying or have betrayed a character in the past. A
Answer: The client believes that they will lead him scene depicting sadness and trauma.
into a trap. That’s when they will attack.

4 of Spades
Example 2 Keywords: Rest, recuperation, relaxation.
Question: You’re in the marketplace of a city. You ask, Meaning: A character or group of characters are
“What catches my eye in the market?” relaxing. The character could also be recuperating
Card drawn: 5 of Clubs from illness or injuries. A scene of peace and calm.
Keywords: Arguments, hostility, conflict.
Answer: An argument between two men turns into a 5 of Spades
fistfight.
Keywords: Arguments, hostility, conflict.
Meaning: Conflict is taking place or took place in the
Example 3 past. Whether it be a simple argument in a tavern or
hostility between nations. This card always means
Question: You visit a wealthy aristocrat and ask, conflict.
“What is happening at his home?”
Card drawn: 10 of Hearts
Keywords: Happiness, enjoyment, fulfillment. 6 of Spades
Answer: There is a massive party at his home with Keywords: Moving on, departure, leaving behind.
many guests. Meaning: A character is leaving something or
someone behind and moving on. This could also mean
that a character is departing on a journey and leaving
Example 4 for a destination.

Question: You’re eavesdropping on two guards. You


ask, “What are they talking about?” 7 of Spades
Card drawn: Jack of Hearts Keywords: Lies, trickery, cunning.
Keywords: A child, teenager, or ambiguous NPC. Meaning: A character is lying or engaging in trickery.
Answer: They are talking about their children. The character might also be using their cunning to
gain the upper hand.

Playing card oracle 8 of Spades


meanings Keywords: Imprisonment, restriction, trapped.
To help you interpret the playing card oracle, we Meaning: A character or group of characters are
provided descriptions of what the cards can mean in a trapped, imprisoned, or restricted in some way. This
roleplaying scene. The card meanings only includes not only arrests but other restrictions or
suggestions and you should adapt them to your obstacles.
adventure and setting.
You will see that all the cards refer to “characters”.
Characters don’t just refer to non-player characters

9
9 of Spades 8 of Hearts
Keywords: Fear, anxiety, nightmares. Keywords: Abandonment, walking away, leaving
Meaning: A character is motivated by or experiencing behind.
fear or something to be afraid of. This can range from Meaning: A character is abandoned or walking away
mild worry to being presented with a nightmarish from something. They might also be leaving
scenario. something behind such as their family or important
work. A scene showing abandonment, both literal and
10 of Spades symbolic
Keywords: Disaster, ruin, death.
Meaning: A character is dead or is facing death and 9 of Hearts
ruin. A scene shows disaster and someone or Keywords: Contentment, satisfaction, achievement.
something’s downfall. Meaning: A character is happy, satisfied, or has
achieved a dream or goal. A scene might depict
something comforting or satisfying.
Hearts
2 of Hearts 10 of Hearts
Keywords: Love, harmony, friendship. Keywords: Happiness, enjoyment, fulfillment.
Meaning: A character is experiencing or is motivated Meaning: A character is experiencing immense joy.
by love or friendship. A scene can depict harmony and Hopes have been realized and what is good has been
good spirits. fulfilled. A scene of great happiness.

3 of Hearts
Diamonds
Keywords: Community, gathering, celebration.
Meaning: Characters are gathering or engaging with a 2 of Diamonds
community. This can range from political gatherings Keywords: Change, adaptation, alteration.
and meetings to parties, festivals, and celebrations. Meaning: A character is undergoing change or is
changing something. A scene can depict any kind of
4 of Hearts change, either literal or symbolic.
Keywords: Apathy, indifference, dissatisfaction.
Meaning: A character is bored, indifferent, or dislikes 3 of Diamonds
something. A scene can depict someone not caring, Keywords: Teamwork, collaboration, effort.
turning something down, or expressing boredom and Meaning: Characters are working together or
disinterest. collaborating. This can range from individuals
working together to scheming organizations.
5 of Hearts
Keywords: Loss, grief, disappointment. 4 of Diamonds
Meaning: A character is experiencing physical or Keywords: Power, leadership, influence.
emotional loss. They might be experiencing sadness Meaning: A powerful character or someone striving
or depression. A scene can depict something tragic or for power. A scene can show powerful individuals and
disappointing. groups of characters that strive for power. This
includes leaders and leadership of all kinds.
6 of Hearts
Keywords: Nostalgia, history, the past. 5 of Diamonds
Meaning: A scene depicting history or the past. A Keywords: Hardship, struggle, loss.
character could be experiencing nostalgia or the Meaning: A character is struggling with physical loss.
scene could refer to a historical event, person, or This includes financial hardship and other forms of
monument. struggle. A scene can depict poverty or people
struggling with hardship.
7 of Hearts
Keywords: Dreams, fantasies, illusions. 6 of Diamonds.
Meaning: A character is experiencing a dream or Keywords: Help, charity, generosity.
fantasy. It could be that a dream is within reach, or Meaning: Characters are giving or receiving help. This
that they are fooling themselves. A scene can depict includes charity and any other kind of assistance.
any literal or figurative fantasy or illusion.

10
7 of Diamonds 7 of Clubs
Keywords: Planning, patience, perseverance. Keywords: Defense, protection.
Meaning: Characters are planning or executing a Meaning: Someone needs or offers protection. This
plan. A scene can show patience and perseverance of can range from protecting an object or character to
any kind. defending a place.
8 of Diamonds
Keywords: Skill, talent, expertise. 8 of Clubs
Meaning: A character is showing or pursuing a skill or Keywords: Excitement, exhilaration, anticipation.
talent. This card shows that skill, talent, or expertise Meaning: A character is excited or anticipating
has entered the scene. something important. A scene can depict an excited
person, group, or event.
9 of Diamonds
Keywords: Success, achievement, reward. 9 of Clubs
Meaning: A character is seeking or achieving success. Keywords: Perseverance, persistence, tenacity.
A scene can depict any kind of success and Meaning: A character is persevering or showing
achievement, including rewards. tenacity. A scene can show any kind of persistence,
both literal and symbolic.
10 of Diamonds
Keywords: Ancestry, tradition, legacy. 10 of Clubs
Meaning: A character or group’s history, traditions or Keywords: Burdens, responsibilities, obligations.
legacy is of importance. A scene can show these Meaning: A character is carrying a literal or symbolic
traditions or any other form of familial or historical burden. This can be due to their work,
influence. responsibilities, or other obligations. A scene can
show hard work or other responsibilities.

Clubs
2 of Clubs
Keywords: Progress, development, improvement.
Meaning: Progress is being made or needed. A scene
showing improvement or development.

3 of Clubs
Keywords: Vision, foresight, wisdom.
Meaning: A character needs or shows wisdom and
foresight. A scene can also depict a vision or visionary
person.

4 of Clubs
Keywords: Celebrations, parties, gatherings.
Meaning: A party, celebration, or social gathering.
This includes everything from major festivals to
patrons at a tavern.

5 of Clubs
Keywords: Competition, rivalry, disagreement.
Meaning: Characters or groups are engaging in a
competition or rivalry. This also includes general
disagreement.

6 of Clubs
Keywords: Success, victory, triumph.
Meaning: A character seeks or has attained success.
This success could be real or imaginary and includes
any kind of victory or triumph.

11
3. Random Events
The random event oracle introduces unanticipated When a random event enters your game through the
scenes into your game. Whenever you use the playing playing card oracle, draw roll d100 and look at the
card oracle and draw an Ace or Joker, a random event story motif on the table below. Improvise a scene
enters the scene. This introduces variety and based on the motif and introduce it into your game.
unexpected twists into your adventure. The oracle Alternatively, you can use the table below whenever
consists of phrases that describe commonly occurring you deem it appropriate to introduce a random event.
story motifs that can become a part of your adventure. Using the playing card oracle isn’t a necessity.

D100 Event D100 Event


1-2 A mysterious event. 51-52 A scapegoat.
3-4 A necessary resource runs out. 53-54 Death.
5-6 Impending doom. 55-56 A group is in trouble.
7-8 Shady dealings. 57-58 Help, for a price.
9-10 An ambush. 59-60 Injustice.
11-12 An abduction. 61-62 A standoff.
13-14 A work-related gathering. 63-64 Theft.
15-16 A figure from the past. 65-66 Followed.
17-18 An unfortunate event. 67-68 Meeting friends.
19-20 A problem returns. 69-70 Asking for help.
21-22 Official business. 71-72 A mysterious new person.
23-24 A savior. 73-74 An argument.
25-26 A mysterious item. 75-76 Fraud and deception.
27-28 Religion. 77-78 An emotional gathering.
29-30 The need to hide. 79-80 A fortunate find.
31-32 Conflict. 81-82 A catastrophe.
33-34 Escort duty. 83-84 A crime is committed.
35-36 A just cause gone wrong. 85-86 Something has been found.
37-38 A confrontation. 87-88 A social gathering.
39-40 Destruction. 89-90 Suspicious behavior.
41-42 A character disappears. 91-92 A fight.
43-44 A rare or unique gathering. 93-94 Enemies appear.
45-46 Someone is where they shouldn’t be. 95-96 A dangerous situation.
47-48 An influential person. 97-98 The promise of reward.
49-50 A new enemy. 99-00 A fall from grace.

12
4. The NPC Generator

T
he NPC generator can create non- 2. NPC Personality Traits. The NPC’s most dominant
player characters on the fly for your personality trait; are they stern, aggressive, or
solo and co-op games. The oracles in gloomy? This table will give you a basic idea of
this section can quickly generate a how the NPC comes across to others. If you want a
basic character outline for any NPC more complex character you can roll on this table
you encounter. To use it, all you need more than once.
is the tables below.
To create an NPC use the following tables: 3. NPC Goal. The NPC’s goal or motivation. It
describes what they want to do in the game world.
1. NPC Role. The NPC’s role and what they do in the They might want to harm a rival or rebel against
story. They could be a criminal, healer, or any the authorities in your story.
other character. If you already know the role an
NPC plays in your story, skip this card and go to
the second playing card.

NPC role
D100 Role D100 Role
1-2 Criminal 51-52 Performer
3-4 Healer 53-54 Socialite
5-6 Researcher 55-56 Mercenary
7-8 Scholar 57-58 Leader
9-10 Foreigner 59-60 Mystic
11-12 Merchant 61-62 Artist
13-14 Collector 63-64 Hunter
15-16 Agent 65-66 Outcast
17-18 Ambassador 67-68 Heretic
19-20 Assassin 69-70 Guard
21-22 Government official 71-72 Investigator
23-24 Adventurer 73-74 Aristocrat
25-26 Judge 75-76 Apprentice/Student
27-28 Historian 77-78 Emissary
29-30 Mage 79-80 Fugitive
31-32 Military official 81-82 Law enforcement
33-34 Rebel 83-84 Celebrity
35-36 Servant 85-86 Bounty hunter
37-38 Spy 87-88 Explorer
39-40 Business owner 89-90 Priest
41-42 Artisan 91-92 Cultist
43-44 Villain 93-94 Innkeeper
45-46 Gang leader/member 95-96 Alchemist
47-48 Gambler 97-98 Farmer
49-50 Traveler 99-00 Smuggler

13
NPC personality traits
D100 Personality Trait D100 Personality Trait
1-2 Stoic 51-52 Paranoid
3-4 Intolerant 53-54 Sarcastic
5-6 Friendly 55-56 Aloof
7-8 Cunning 57-58 Strong-willed
9-10 Kind 59-60 Rude
11-12 Pious 61-62 Bitter
13-14 Hardhearted 63-64 Charming
15-16 Stern 65-66 Angry
17-18 Wary 67-68 Suspicious
19-20 Cynical 69-70 Violent
21-22 Irritable 71-72 Cruel
23-24 Nervous 73-74 Gloomy
25-26 Dangerous 75-76 Proud
27-28 Cheery 77-78 Relaxed
29-30 Smug 79-80 Confident
31-32 Clever 81-82 Generous
33-34 Bold 83-84 Agreeable
35-36 Tenacious 85-86 Apathetic
37-38 Cautious 87-88 Critical
39-40 Hot-tempered 89-90 Deceitful
41-42 Aggressive 91-92 Conceited
43-44 Greedy 93-94 Compassionate
45-46 Obsessed 95-96 Crude
47-48 Secretive 97-98 Elitist
49-50 Mischievous 99-00 Charitable

NPC goal
D100 Goal D100 Goal
1-2 Build a relationship 51-52 Release an ancient evil
3-4 Undermine a relationship 53-54 Seize power
5-6 Restore a relationship 55-56 Seek a truth
7-8 Find a home 57-58 Create an masterpiece
9-10 Travel to a place 59-60 Advance status
11-12 Removal of a political leader 61-62 Harm a rival
13-14 Rebel against power 63-64 Refute a falsehood
15-16 Harm a rival 65-66 Find a person
17-18 Cure an ill 67-68 Protect a person
19-20 Destruction of an ancestral enemy 69-70 Fulfill the commands of their patron
21-22 Find a person 71-72 Undermine the status quo
23-24 Removal of spiritual leader 73-74 Protect the status quo
25-26 Escape from a dangerous enemy 75-76 Seize power
27-28 Resolve a dispute 77-78 Collect a debt
29-30 Make an agreement 79-80 Spread their faith
31-32 Pay a debt 81-82 Defend a place
33-34 Protect a secret 83-84 Cause a dispute
35-36 Pursue wealth 85-86 Prevent war or conflict
37-38 Seeks protection from former compatriots 87-88 Steal from a former employer
39-40 Regain honor stolen by someone else 89-90 Protect an organization
41-42 Protect family interests 91-92 Cause dishonor/embarrassment to enemy
43-44 Avenge a wrong 93-94 Find lost knowledge
45-46 Fulfill a duty 95-96 Rescue a loved one
47-48 Mystical knowledge/power 97-98 Protect the world from an ancient evil
49-50 Secure provisions 99-00 Protect a family secret

14
5. The Adventure Generator

T
he adventure generator uses party should be based on the campaign setting and
percentile (d100) tables to create a the player’s personal preference.
basic outline for an adventure. The
player can then use this outline as a
starter for a campaign or as a side
Using the adventure
quest. The adventure generator uses generator
seven tables to create the plot for your The player can use the adventure in one of two ways.
game. These seven tables, when combined with the The first method involves rolling a d100 and
background lore of your setting, can provide many consulting the various tables.
hours of adventuring for the solo player. Start by rolling d100 and consulting the Adventure
Type table. Then roll d100 a second time and consult
the tables detailing the adventure type. Exploration
Adventure type adventures have an Exploration Location and
The adventure generator uses four adventure types Exploration Goal table. These tables describe where
when generating a plot. the adventure takes place and why the adventurers
Caught up in events. The adventurers are caught up in are exploring that location.
events that are beyond their control. A character If you need a quest giver, roll on the Who table. To
might be struck down by a curse or a party member find out who opposes or works against you during an
might’ve seen something they shouldn’t have. adventure, roll on the Opposition table. Then roll 1d6
Employment. The characters are hired by an to determine how powerful the opposition is that
employer to do a job. They might have to look for a you’re facing.
missing person, hunt down a dangerous creature, or Alternatively, instead of rolling on the various
mediate peace talks between rivals. tables, the player can simply choose the options that
Exploration. The party needs to explore a location to appeal to them. If the player already has a quest giver
achieve a goal. They might be looking for a lost in mind, then rolling on the Who table might not be
treasure, a creature’s lair, or a place of mystical necessary. Similarly, if the player already has a
power. suitable enemy in their campaign, then rolling on the
Civic affair. The adventurers are asked to help a Opposition table might not be needed.
community in need. This might involve overthrowing
a tyrant, investigating a cult, or saving a town from Example
disaster. Peter wants to create an adventure that takes place in his
favorite setting. He decides to create an adventure for his

The Who table party by rolling on the tables in the adventure generator.
On the Adventure Type table he rolls a 57. His party
The Who table details people who need help or are
needs to explore an area. On the Exploration Location table
directly involved in the adventure. This table gives
he rolls a 98. The location is an ancient castle. To find out
brief descriptions of non-player characters that can
act as quest givers in a campaign. However, in certain why his party is exploring this location, Peter rolls on the
adventures, the Who table can also be used to Exploration Goal table and gets 80. He needs to explore
generate enemies that work against the player. this castle to find a lost treasure.
To discover how much power an individual wields Peter wants a quest giver for the adventure, so he
within the campaign (such as nobles, government decides to roll on the Who table to see who hired the party.
officials, and military members) roll a 1d6. A result of Peter rolls 62, a religious figure needs his help. To find out
1 indicates a weak or low-ranking member. A result of how powerful this religious figure is, he rolls a 1d6 and
6, on the other hand, indicates an extremely powerful
gets a 4. The religious figure has some influence, but isn’t
individual, such as a king or general.
that powerful in their church.
To finish of the adventure outline, Peter rolls on the
The Opposition Table Opposition table to find out who opposes the party. He
rolls 91. The party is opposed by a mystical entity. To
The Opposition table contains enemies that oppose
the adventurers in the campaign. These can range discover how powerful this entity is, Peter rolls a 1d6 and
from powerful entities to organizations that want to gets 1, the entity is weak, but can still cause problems.
prevent the party from reaching the quest objective. Peter decides that his party is hired by an abbot to seek
Roll a 1d6 to discover your opposition’s power. A a lost artefact stolen by an imp. The imp is hiding in an
result of 1 indicates that a weak individual or group. ancient castle near a city.
However, a result of 6 indicates an extremely
powerful enemy. How they oppose the adventuring

15
Adventure Type
D100 Result
1-25 Caught up in events. The adventurers are caught up in events outside of their control.
26-50 Employment. The party is hired to perform a task by an employer.
51-75 Exploration. The heroes must explore an area.
75-00 Civic affair. The adventuring party must assist a community.

Caught up in events
D100 Result
1-16 Marked for death. Someone wants the party dead or the party must help someone marked for death. If the target is not a
party member, roll on the Who table to find their identity. To find out who has ordered the target’s death, roll on the
Opposition table.
17-33 Blackmail. A character is blackmailed by an enemy. Roll on the Who table for the identity of the blackmailer. To find out
what the character must do, roll on the Employment table.
34-50 Escape. The party has been captured and must escape or must help someone else escape capture. The characters may
have been drugged and held for ransom or they may need to help a kidnapping victim. Roll on the Who table to determine
who the party must assist in escaping. To determine the opposition roll on the Opposition table.
51-66 A person in need. Someone runs up to the party and begs them for help. It could be a thief fleeing the wrath of their guild,
or a victim fleeing a kidnapper. To determine who the party needs to help, roll on the Who table. To find out who the
opposition is, roll on the Opposition table.
67-83 Magical affliction. A character or place is struck down by an enchantment, curse, or magical event. The party must find out
who is responsible and stop them before it’s too late. To determine who is responsible and roll on the Who table. This
person may not have cast the spell directly, but is ultimately responsible for the event. Roll on the Opposition table to
determine who is helping them.
84-00 Witnesses. The party witness a deed that has serious consequences. This could be a kidnapping, a secret meeting, or a
hunt for a fugitive. To find out what the player characters see roll on the Employment table. To discover their enemies, roll
on the Opposition table.

16
Employment
D100 Result
1-9 Escort. The party is hired to escort a person or object to another location. Roll on the Who table for the employer. To find
out who opposes the party, roll on the Opposition table. To determine the final location, consult a map of your setting,
make a list of possible locations and select one at random.
10-18 Missing person. A person has gone missing and the heroes have been asked to find them. This could be a lost child, a
kidnapped council member or any other missing person. Roll on the Who table to determine who has gone missing and
roll on the Opposition table to find out who was behind the disappearance.
19-27 Harm (or Kill). The player characters are hired to harm/kill someone or something. This includes monsters and other
creatures. To find out who opposes the party roll on the Opposition table.
28-36 Kidnap. The heroes must kidnap someone. This can range from a malicious kidnapping to saving someone from a evil
cult. Roll on the Who table to determine whom the party must kidnap. Then roll on the Opposition table to determine who
opposes the adventurers.
37-45 Manhunt. A person is on the run and the party is hired to bring them back. Possibilities can range from a prisoner on the
run from the law, to an heir fleeing his family responsibilities. To determine who is on the run, roll on the Who table. To
determine the fugitive’s loyalties or those helping them escape, roll on the Opposition table.
46-54 Guard duty. The heroes are hired to protect a person, object or place. Roll on the Who to determine their employer. Then
roll on the Opposition table to determine their enemies.
55-63 Spying. The adventurers must gather information about a person or group and return with information. The task can be as
simple as following a person to infiltrating a powerful organization. Roll on the Who table to determine the employer.
Then roll on the Opposition table to discover who they are spying on.
64-72 Steal/Recover. The characters have been hired by their employer to steal an object. To find out who they are to steal from,
roll on the Opposition table. Alternatively, the party’s been hired to recover stolen property from a thief. Roll on the
Opposition table to find out who committed the theft.
73-81 Courier. The characters are hired to deliver a package.To find out who opposes them and wants to prevent the delivery, roll
on the Opposition table.
82-90 Infiltrate. A group or organization has set a hideout or stronghold in an area. The adventurers must infiltrate the
organization and possibly destroy it. Roll on the Who table for the employer. Then roll on the Opposition table to
determine the target. To determine the strength or influence of the target, roll a 1d6.
91-00 Diplomacy. Two or more factions are engaging in a war or rivalry. To prevent things from escalating, the heroes are needed
to smooth things over. To determine who the aggrieved party is, roll on the Opposition table.

17
Exploration
Exploration Location
D100 Location D100 Location
1-3 Ruin 51-53 Encampment
4-6 Mine 54-56 Swamp
7-10 Tomb 57-60 Island
11-13 Cave 61-63 City sewer
14-16 Sacred location 64-66 Graveyard
17-20 Hideout 67-70 Temple
21-23 Underground vault 71-73 Coastal area
24-26 Forest 74-76 Mansion
27-30 Desert 77-80 Cove
31-33 Prison 81-83 Tower
34-36 Fort 84-86 Battlefield
37-40 Tower 87-90 Magical laboratory
41-43 Mountain pass 91-93 Subterranean cavern
44-46 Small town 94-96 Lost city
47-50 Mystical site 97-00 Ancient castle

Exploration goal
D100 Result
1-12 Knowledge. The adventurers are looking for knowledge. This knowledge could be the answer to a mystery, the location of a
treasure, or mystical knowledge.
13-25 Contact. The purpose behind exploring the area is to establish contact with a reclusive group such as a tribe or other
isolated community. The party’s employer may wish to trade with them or contact them for some other purpose.
26-37 Scouting. The heroes are sent on a mission to find information about the location. This can include maps, military
intelligence or the location of important people. Roll on the Opposition table to find out who the party’s adversaries are.
38-50 Person. The party must find a person at the location. It could be a thief in hiding, a kidnapped friend/loved one, or any
other person of importance.
51-62 Lair. The heroes must locate the hideout of a group or creature. They may have to infiltrate the group or slay any creature
they find. If the enemy isn’t a creature, roll on the Opposition table to see who the party must find.
63-75 Creature. The party’s been sent to kill or capture a creature. It may be a dragon guarding a hoard or a unicorn for a
nobleman’s collection.
76-87 Lost treasure. The heroes or their employer have uncovered rumors of a treasure or artefact at the location. The
adventurers must locate the treasure or escort their patron to it’s location.
88-00 Supernatural site. The party must locate a place of supernatural power. It could be a lost city, mystic portal or any other site
of spiritual or magical power.

18
Civic affair
D100 Result
1-11 Plague. A disease is spreading through an area and the heroes must find a cure. The disease could be as simpleas a
seasonal flu or a terrible plague of arcane origin.
12-22 Natural disaster. A fire, earthquake, flood or other natural disaster has claimed a settlement. The players must deal with
the disaster and aid those in need.
23-33 Revolution. A tyrannical leader is being overthrown and the heroes are involved in the events. Alternatively, the players are
asked to restore the rightful ruler to the throne..
34-44 Criminal gangs. Brigands, bandits, and other criminal gangs are terrorizing a community. The players need to drive out the
gangs and find out who’s behind them.
45-55 Mystical threat. A community is under threat from a spell, curse, or ritual gone awry. The players must lift the spell to save
them.
56-66 New religion/cult. A new cult has emerged in a town or city and the party must investigate it. It could be the religion of a
newly risen deity or the machinations of evil entities.
67-77 A valuable resource runs out. Food, medicine or any other vital resource has run out and the heroes must retrieve some for
a community. Roll on the Opposition table to see who wants to prevent the party from gaining the resource.
78-88 Political upheaval. A major political upheaval is taking place and the heroes become involved. It could be the assassination
of a king, a war among heirs, or a political movement seeking power.
89-00 Foreign threat. A community is threatened by hostile outsiders. The threat can range from a hostile neighbouring kingdom
to a group of creatures out for destruction.

Who
D100 Result
1-9 Foreigner. This person is from a distant land. They might be a diplomat on official business, an agent travelling incognito,
or a villain enacting a dark plan.
10-18 Ordinary person. An ordinary person like a farmer, tradesman, or any other regular member of society. This also includes
informal community leaders that don’t hold a political office.
19-27 Friend or lover. A friend or lover of a party member, or a friend/lover of the employer.
28-36 Group or organization. A person that represents a group of people or an organization. This can be a legal guild, such as a
tradesmen’s guild, or a more clandestine organization.
37-45 Family member. The family of a party member or their employer is involved..
46-54 Mysterious figure. No one knows who this individual is, and they are involved in the adventure for mysterious reasons.
They could be a prince from another land, an agent in exile, or a powerful being walking among mortals.
55-63 Religious figure. A priest, preacher or religious leader is involved in the adventure. They might be a servant of the light or a
corrupt cult leader.
64-72 Magic user. A magic user is involved. It can be a wizard, cleric, druid, or any other spellcaster, regardless of class. This
includes magic users who are good and upstanding as well as evil and tainted.
73-81 Noble. A member of the ruling class is involved. To find out how influential the noble is roll a 1d6. A result of 1 might
indicate a baron with almost no influence, while a result of 6 might be a queen or empress.
82-90 Government official. This person works for the government. Roll a 1d6 to find out how powerful the official is. A roll of 1
indicates a small town official, while a roll of 6 indicates a very powerful individual.
91-00 Military. The character works for the military. To discover how much military power the individual wields, roll a 1d6. A
result of 1 indicates a simple soldier serving in the army, while a result of 6 is a general or commander in chief.

19
Opposition
D100 Result
1-12 Cultists. Cultists are adherents to forces of a dark or dangerous nature. However, not all cults are created equal. Roll a 1d6
to determine the relative strength of the cult that opposes the party.
13-25 Mercenaries. Mercenaries are swords for hire that serve the highest bidder. The mercenaries might be a small band or a
massive mercenary company. To discover the strength and influence of the mercenaries opposingthe adventurers roll a
1d6.
26-37 Brigands/Gangs. Brigands and gangs that control an area through violence and fear. The brigands can range from humans
and similar races to creatures such as goblins and orcs..
38-50 Noble. A noble or group of nobles oppose the adventurers in reaching their objective. Roll a 1d6 to determine the power
and influence the noble wields
51-62 Group/Organization. A group or organization opposes the heroes or their employer. Roll a 1d6 to determine the power
and influence of the organization opposing the party.
63-75 Magic user. A wizard, sorcerer, cleric, or any other suitable magic user opposes the party. This also includes groups of
magic users such as schools and covens.
76-87 Creature. An intelligent creature opposes the party in their quest. The creature might be working alone or be working with
others.
88-00 Mystical entity. A god, demon or any other mystical entity opposes the heroes in their task. To discover the amount of
power the entity wields, roll a 1d6.

20
6. The dungeon and wilderness Generator
Exploring Dungeons If you move off the edge, you enter the hex that’s
directly opposite on the hex map. The only exceptions
and Wilderness are the edges on the hex map with stars. These edges
are blocked and cannot be entered. Choose another
locations route or reroll the 1d6 if necessary.

Each number on the hex map below represents a


room in a dungeon or a location in the wilderness.
Place a token on the hex marked “Entrance”.
To finish exploring the area, you have to reach the
hex marked “Objective”. The Objective room is where
you will fight the boss, finish a quest, or reach some
other objective. If you’re travelling or exploring the
wilderness then reaching the Objective can mean
you’ve reached your intended destination.

When you enter a room, look at the corresponding


number on the dungeon/wilderness tables below for
the room description. Roll on the following table to
determine the room/wilderness location content.

Dungeon Room and Wilderness


location content
D100 Dungeon Content
1-16 Empty
17-57 Monster
To travel to an adjacent hex on the map, you must roll 58-78 Monster with treasure
a Perception check or other equivalent skill. For 79-88 Trap
wilderness locations, Survival or it’s equivalent is 89-91 Trap with treasure
used instead of Perception. 92-94 Unguarded treasure
If you fail the roll, you get lost and must roll 1d6 to 95-00 Special encounter
determine in which direction you travel.

D100 Wilderness Content


1-16 Empty
17-57 Monster
58-78 Monster with treasure
79-88 Environmental hazard
89-91 Neutral NPC
92-94 Friendly NPC
95-00 Special encounter

If necessary, consult the tables below in case of traps


and special encounters. Special encounters are non-
combat encounters that add story elements to a
dungeon.

21
Dungeons
Cave/Subterranean cavern Cult temple
Room Description Room Description
1 Entrance filled with stalactites and stalagmites. 1 Entrance hall with a large statue of the cult’s deity.
2 Narrow tunnel filled with bats. 2 Antechamber with several locked doors.
3 Large chamber with a subterranean lake. 3 Library containing forbidden tomes and scrolls.
4 Underground river with treacherous currents. 4 Meditation chamber filled with incense and mystical
5 Maze-like tunnel system with hidden passages. energy.
6 Fossilized dinosaur bones in a spacious chamber. 5 Armory stocked with weapons and armor for cult
7 Bioluminescent fungi glowing in the darkness. members.
8 Crystal-lined chamber filled with sparkling gems. 6 Torture chamber with various instruments of pain
9 Lava tube with steam vents and geysers. and suffering.
10 Underground waterfall with a deep pool. 7 Dormitory for lower-ranking cultists.
11 Alcove filled with ancient cave paintings. 8 Mess hall where the cultists gather for meals.
12 A massive chamber columned with natural rock 9 Alchemy lab where potions and magical substances
formations. are concocted.
13 Dark chasm with a rickety rope bridge. 10 Crypt filled with the remains of deceased cult leaders.
14 Room filled with fungal spores. 11 Shrine dedicated to the cult’s deity, with an altar for
15 Mining chamber where precious minerals are sacrifices.
extracted. 12 Secret passage leading to an underground river.
16 Catacomb-like chamber filled with bones. 13 Underground dock where the cult’s boats are
17 Stone archway leading to a secret chamber. moored.
18 Cavernous chamber with underground forest. 14 Cavern filled with bioluminescent fungi and insects.
19 Chamber containing a sleeping creature. 15 Maze-like tunnel system.
16 Laboratory where experiments on living creatures are
conducted.
Castle 17 Summoning chamber where demons and
Room Description otherworldly beings are summoned.
1 An entry room with a rusted portcullis and a moat 18 Treasury containing the cult’s hoard of holy relics.
filled with murky water. 19 Inner sanctum where the high priest and cult leader
2 A long hallway. resides.
3 A crumbling armory with rusted weapons.
4 A family crypt.
5 A library filled with dusty tomes.
6 A chamber filled with imposing statues.
7 An elaborate workshop filled with tools.
8 An alchemy laboratory containing strange potions.
9 A hall composed of grand architecture.
10 A gallery of artwork from a forgotten era.
11 A cistern that provides water to the inhabitants.
12 Prison cells.
13 A torture chamber with rusty implements.
14 An animal kennel.
15 An arboretum filled with rare plants.
16 A grand dining hall.
17 A guard tower.
18 A barracks.
19 A massive throne room.

22
Fort/Military encampment Magical Laboratory
Room Description Room Description
1 A fortified main gate. 1 Entrance hall.
2 Parade ground where soldiers train and perform 2 Main laboratory with a large central workbench and
drills. various arcane tools and equipment.
3 Barracks with bunks and sleeping quarters for 3 Library containing ancient tomes and scrolls on
soldiers. magical theory and practice.
4 Armory with weapons, armor, and siege engines. 4 Enchantment room where magic items are imbued
5 Officer’s quarters for high-ranking military personnel. with magical properties.
6 Watchtower providing a panoramic view of the 5 Alchemy lab where potions and magical substances
surrounding area. are concocted.
7 Kitchen and mess hall where soldiers eat and drink. 6 Elemental chamber for studying and harnessing
8 Blacksmith’s forge where weapons and armor are elemental forces.
made and repaired. 7 Observatory with a telescope for scrying and
9 Interrogation chamber for prisoners of war. divination.
10 Stables and corrals for horses, oxen, and other pack 8 Summoning chamber where demons and
animals. otherworldly beings are summoned.
11 Chapel or temple for worship and spiritual guidance. 9 Infusion room where magical energy is infused into
12 War room with maps, plans, and strategic crystals, gems, and other materials.
information. 10 Divination chamber for divining the future or scrying
13 Prison cells for holding captives and traitors. on distant locations.
14 Dungeon and torture chamber for punishing 11 Transmutation chamber where matter can be
criminals and enemies. transformed into other forms.
15 Sewers and underground tunnels for covert 12 Time chamber where time can be manipulated or
operations. reversed.
16 Secret passage leading to a nearby village or city. 13 Mind lab where mental powers are studied and
17 Storage room for supplies, rations, and ammunition. enhanced.
18 Hospital or infirmary for treating wounded soldiers. 14 Laboratory for studying and harnessing magical
19 Command center for the general in charge of the creatures.
military fort/encampment. 15 Dark magic chamber where forbidden and
dangerous magic is studied and practiced.
16 Illusion chamber for creating and experimenting with
illusions.
17 Dimensional gate where portals to other planes or
dimensions can be opened.
18 Ritual chamber for performing complex and powerful
magical rituals.
19 The laboratory’s inner sanctum.

23
Mine Ruin
Room Description Room Description
1 Entrance tunnel with mining carts and tracks. 1 Entrance with a crumbling archway and ominous
2 Main cavern with an underground lake or river and a symbols etched into the stone.
network of tunnels leading off. 2 Grand hall with remnants of statues and tapestries,
3 Shaft with an elevator or lift for moving miners and once magnificent but now in decay.
equipment up and down. 3 Crypt with ancient tombs and sarcophagi.
4 Explosives storage room for storing dynamite and 4 Abandoned laboratory filled with alchemical
other mining explosives. equipment and arcane machines.
5 Heavy machinery room with drilling equipment, 5 Forgotten library with stacks of dusty tomes and
conveyor belts, and other machinery. crumbling scrolls.
6 Tool storage room for storing mining tools such as 6 A damaged tower with the remains of a spiral
picks, shovels, and axes. staircase.
7 Miner’s quarters with bunks, storage lockers, and 7 Dungeon with rusty iron bars and torture devices still
communal areas. hanging from the walls.
8 Refinery room where raw ore is processed and 8 Chapel with shattered stained-glass windows and
turned into usable materials. desecrated altars.
9 Ventilation shafts for circulating air and removing 9 Armory filled with rusted weapons and armor.
harmful gases. 10 Courtyard overrun by thorny vines and roots.
10 Minecart storage room for storing and maintaining 11 Catacombs filled with human remains and the
mining carts and tracks. echoes of long-forgotten prayers.
11 Timber storage room for storing wooden beams and 12 Throne room with a rusted throne and shattered
supports used to shore up the mine. mirrors.
12 Water pump room for removing excess water from 13 Observatory with a cracked telescope and broken
the mine. celestial maps.
13 Abandoned tunnel filled with debris and unstable 14 Ballroom with remnants of ornate chandeliers and
supports. dance floor.
14 Dark and cramped crawlspaces used by miners to 15 Mausoleum with ornate carvings and faded frescoes.
access hard-to-reach areas. 16 Underground chamber with a cursed pool of black
15 Collapse zone where unstable rock formations pose water.
a risk of cave-ins. 17 Abandoned kitchen with rotting food and vermin
16 Lava chamber where molten rock bubbles and flows infestation.
dangerously close to the mining tunnels. 18 Guard barracks with empty bunks and shattered
17 Underground chamber filled with poisonous gas or weapons racks.
other deadly hazards. 19 Chamber of dark magic, filled with ancient runes,
18 Mine overseer’s office where the mine manager or sacrificial altars, and other horrors.
supervisor oversees operations.
19 Hidden chamber containing a valuable mineral
deposit or ancient treasure.

24
Tomb/Crypt
Room Description
1 An entrance hall lined with sarcophagi, their lids
pushed aside or shattered.
2 A narrow corridor lined with razor-sharp spikes.
3 A laboratory with arcane equipment and strange
alchemical concoctions.
4 A dark, winding staircase leading deeper into the
tomb.
5 A labyrinthine maze of tunnels and passages, where
the walls seem to shift and move at random.
6 A room filled with strange, otherworldly portals.
7 A vast underground cavern filled with subterranean
lakes and rivers.
8 An abandoned chapel dedicated to an ancient deity.
9 A burial chamber filled with the mummified remains
of long-dead royalty.
10 A chamber of broken mirrors.
11 A maze of crumbling tunnels and collapsed
corridors.
12 A massive vault.
13 A room filled with intricate carvings and murals
depicting the rise and fall of an ancient civilization.
14 A room that seems to have been carved entirely out
of solid obsidian, with eerie glyphs etched into the
walls.
15 A massive chamber filled with arcane runes and
symbols, which seem to writhe and pulse with dark
energy.
16 A gallery containing statues and works of art.
17 A charnel house containing bones.
18 A massive antechamber.
19 An inner sanctum.

25
Wilderness Areas
Arctic Forest
Location Description Location Description
1 An ice-covered sea. 1 An isolated ruin.
2 A tundra landscape. 2 A massive fallen tree.
3 A frozen river. 3 An abandoned ranger outpost.
4 An entrance to a network of ice caves. 4 A grove of ancient trees.
5 A massive glacier. 5 A moss-covered clearing with a mysterious stone
6 A hidden hot spring. circle at its center.
7 A windswept plateau. 6 A towering waterfall.
8 A towering iceberg, floating in frigid waters. 7 A field of mushrooms that glow with an eerie light.
9 A hidden valley, sheltered from the winds. 8 A small pond.
10 A network of ice floes with shifting ice. 9 An overgrown thicket.
11 A massive ice sheet, filled with crevasses. 10 A bubbling hot spring, surrounded by steam vents
12 A hidden shrine, devoted to a powerful deity. and geysers.
13 A windswept ridge. 11 A towering cliff face with a cave at its base.
14 A network of ancient ruins that are the remains of a 12 A grove of unusual plants.
lost civilization. 13 A tranquil meadow.
15 A open plain of permafrost. 14 A crystal-clear lake filled with all manner of aquatic
16 A mysterious abandoned village. creatures.
17 An ominous altar in the snow. 15 A beautiful, hidden glade.
18 A long-abandoned temple. 16 A treacherous bog, filled with quicksand and
19 A large body of water containing icebergs. sinkholes.
17 A narrow ravine that twists and turns.
18 A rocky hilltop.
Desert 19 A wide, shallow river.
Location Description
1 Remains of a destroyed caravan.
Mountains
2 Area scattered with huge boulders.
3 Remains of a destroyed caravan. Location Description
4 Area scattered with huge boulders. 1 A large crevasse.
5 A stand of cacti. 2 A winding trail.
6 An oasis. 3 A sheer cliff face.
7 Entrance to a forgotten temple. 4 An ancient altar decorated with offerings.
8 Ruins of an ancient city. 5 A working mine.
9 A cave entrance. 6 Ruins of a temple.
10 An abandoned campsite. 7 An area filled with boulders.
11 A cluster of standing stones. 8 An animal’s den.
12 A large gravel bed. 9 A beautiful waterfall.
13 A large statue half-buried beneath the sand. 10 A cold mountain lake.
14 Pit filled with human bones. 11 A hidden valley.
15 An ancient, forgotten portal. 12 A towering glacier, filled with hidden crevasses.
16 A towering dune. 13 A steep mountain slope.
17 A massive sinkhole. 14 A hidden grotto, filled with strange fungi and
18 A scorching hot salt flat. crystals.
19 A hidden valley, sheltered by towering cliffs. 15 A towering rock spire.
16 A hidden passageway.
17 A hidden hot spring.
18 A forgottten long-abandoned mine.
19 A majestic mountaintop.

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Swamp Waterway
Location Description Location Description
1 A pond of algae covered water. 1 A large estuary
2 A long marshy island. 2 A mysterious island
3 A hut on stilts. 3 A hidden cove
4 A pool of bubbling mud. 4 A shrine to a sea deity surrounded by offerings
5 Pools filled with sulfuric bubbles. 5 A smuggler’s den
6 An area filled with wispy marsh lights. 6 A temple on a cliff
7 Decorated tribal polls planted into the swampland. 7 A large maelstrom
8 An island with dead and withered trees. 8 An entrance to a watery cave
9 A sunken ruin. 9 The hulk of a destroyed ship
10 A shallow pool filled with phosphorescent fish. 10 A beautiful beach
11 Fallen trees covered in fungi. 11 A coral reef extending into the ocean
12 A clear freshwater pool. 12 A fisherman’s village
13 A tar pit. 13 A shipyard
14 A gnarled swamp forest, filled with twisted trees. 14 A massive waterfall, where the water plunges
15 A fetid marsh, where the air is thick with the stench hundreds of feet into a frothing pool below.
of decay. 15 A massive sea cave
16 A treacherous quagmire with quicksand and 16 A submerged canyon
sinkholes. 17 A network of natural springs
17 A sunken graveyard. 18 A hidden grotto
18 A bubbling hot spring. 19 A submerged volcano, whose heat causes the water
19 A mysterious island, shrouded in mist. to boil and steam.

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Traps
D100 Description D100 Description
1-2 A blade slices through the floor. 51-52 Iron bar swings to hit the target.
3-4 Biting vermin are released. 53-54 Spikes shoot up from the floor.
5-6 The floor collapses to reveal pit trap. 55-56 Log swings to hit the target.
7-8 Small needles are shot from a wall. 57-58 Portcullis swings to hit the target.
9-10 Small tubes release a poisonous gas. 59-60 Acidic quicksand.
11-12 A segment of the roof collapses. 61-62 Rolling ball crashes into the target.
13-14 Magical cold shoots at the target. 63-64 Dropped into a pit filled with red-hot sand.
15-16 A symbol releases a withering curse. 65-66 Scythe swings from the ceiling.
17-18 Acid drops from the ceiling. 67-68 Hunting snare catches a limb.
19-20 Steps on hidden blades. 69-70 Bear trap catches a limb.
21-22 A hidden symbol that burns the target. 71-72 A hidden idol fires a heat spell at the target.
23-24 The floor tilts into a sliding trap. 73-74 A trap door slides into vermin.
25-26 A jolt of electricity. 75-76 A hidden gem releases a poison spell.
27-28 A guillotine crashes down. 77-78 A small black pudding drops from above.
29-30 Boulders drop from above. 79-80 Oil on the floor is ignited.
31-32 The target steps on an acidic surface. 81-82 A flammable gas ignites.
33-34 The target steps on hidden caltrops. 83-84 A statue releases lightning bolts.
35-36 A vortex of flames engulfs the target. 85-86 A withering spell trap injures limb.
37-38 A freezing trap catches a limb. 87-88 Pins coated in poison poke through the floor.
39-40 The floor slams into the roof. 89-90 A limb is trapped and crushed.
41-42 The floor tilts into boiling oil. 91-92 A ball of fire ignites.
43-44 A spiked grate drops on the target. 93-94 Flames ignite from the floor underneath.
45-46 A spell that causes intense pain. 95-96 Magical jaws bite at the target.
47-48 A spiked ball swings at the target. 97-98 Dropped into a pit of snakes.
49-50 The floor collapses into a sentient ooze creature. 99-00 A gas that causes intense pain.

Special Encounters
D100 Placeholder D100 Placeholder
1-2 A mysterious altar. 51-52 A ritual gathering.
3-4 Observed from afar. 53-54 A magical guardian.
5-6 A lair or creature pen. 55-56 A portal to somewhere else.
7-8 Unfriendly inhabitants. 57-58 Legacy of an ancient ritual.
9-10 A strange glowing object. 59-60 A sleeping enemy.
11-12 An ominous gathering. 61-62 A blocked or broken path.
13-14 Slain explorers. 63-64 Signs of a horrible fate.
15-16 Friendly inhabitants. 65-66 An enemy lying in wait.
17-18 A spiritual entity. 67-68 A lone survivor.
19-20 A religious gathering. 69-70 A secret meeting.
21-22 A lone priest. 71-72 A strange sealed container.
23-24 The emissary of a deity. 73-74 A magical barrier protecting an object.
25-26 Corrupted by magic. 75-76 Aftermath of a spell gone wrong.
27-28 A trap for the unwary. 77-78 A meeting of leaders.
29-30 An evil entity. 79-80 An outcast.
31-32 Guards on duty. 81-82 A dangerous discovery.
33-34 Hostile animals/pets. 83-84 A group of prisoners.
35-36 An enemy patrol. 85-86 A meeting of enemies.
37-38 Organized labor. 87-88 A devastated place.
39-40 An abandoned mystical object. 89-90 An unknown artefact.
41-42 A hostile entity. 91-92 A summoning.
43-44 A captive. 93-94 A cursed object.
45-46 Hunted by an enemy. 95-96 Whispering voices.
47-48 A sacred site. 97-98 A friendly gathering.
49-50 Assistance is asked. 99-00 Unexpected aid.

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