TEXT: A comprehensive adventure-creation sourcebook for 
  Swords & Wizardry and the Pathfinder Roleplaying Game.
  
  www.talesofthefroggod.com
  www.swordsandwizardry.com
  Copyright 2009-2011, Matthew J. Finch, all rights reserved. Copyrights to artwork are held by the 
  respective artists or by Frog God Games.  “Mythmere” and “Mythmere Games” are trademarks of 
  Matthew J. Finch; “Frog God Games” and “FGG” are trademarks of Frog God Games. Books One 
  and Two were previously published by Black Blade Publishing, 2009.
  By Matthew J. Finch
  Developers 
  Matt Finch and Bill Webb
  Producers  
  Bill Webb & Charles A. Wright
  Editing  
  Russell  Cone
  Cover Art 
  Rowena Aitken
  Interior Art 
  David Day, Brian LeBlanc, Veronica Jones,
  Erik Lofgren, Jim Nelson, Mark Smylie, 
  Tyler Walpole, UDON Studios
  Layout and Graphic Design 
  Charles A. Wright
  Calligraphy and Cartography  
  Matt Finch
  Special Thanks
  To my wife Madison, my kids Tessa, Thomas, and 
  Atticus, to the forum fans at swordsandwizardry.
  com, to Scot Hoover, as another inveterate table-
  creator, and to the old-school warriors at knights-
  n-knaves.com. And also to the various authors of 
  sword & sorcery fiction to whom these tables owe 
  their fundamental inspirations: Michael Moorcock, 
  Jack Vance, Clark Ashton Smith, H.P. Lovecraft, 
  R.E. Howard, Fritz Leiber and many others.
  2
  The answer to life, the universe and everything.
  
  3
  Table of Contents
  TABLE OF CONTENTS
  Introduction .................................... 4
  Creativity ....................................... 4
  Book One:  
  Principles and Starting Points
  Introduction to Book One ........................................5
  Adventure Design: General Principles .....................6
  Locations ..................................................................8
  Missions .................................................................15
  The Villain’s Plan ...................................................27
  Concluding Remarks ..............................................53
  List of Tables (Book One) ......................................53
  Book One Index .....................................................53
  Book Two: Monsters
  Introduction to Book Two ......................................54
  Part One: Monster Types ........................................55
  Part Two: General Monster Tables .......................105
  List of Tables (Book Two) ...................................124
  Book Two Index ...................................................125
  Book Three: Dungeon Design
  Introduction to Book Three ..................................126
  The Creative Process ............................................127
  Part One: Basic Elements of Adventure Design ..129
  Part Two: Designing a Dungeon Adventure ........135
  Mysteries and Clues .........................................135
  The Map ...........................................................149
  Tricks ...............................................................186
  Traps .................................................................217
  Dungeon Dressing ............................................231
  Miscellaneous Useful Tables ...........................236
  List of Tables (Book Three) .................................258
  Book Four:  
  Non-Dungeon Adventure Design
  Introduction to Book Four ...................................260
  Aerial Adventures ................................................261
  Castles and Ruins .................................................264
  Cities and Settlements ..........................................267
  Planar and Alternate Worlds ................................283
  Underwater Adventures .......................................287
  Waterborne Adventures ........................................288
  Wilderness Adventures ........................................290
  General Wilderness Tables ...............................290
  Desert Adventures ............................................295
  Forest Adventures ............................................297
  Hill and Mountain Adventures .........................298
  Swamp Adventures ..........................................300
  Complete List of Tables .......................................301
  Consolidated Index ..............................................304
  
  A fantasy adventure game, at its very heart, is about developing an 
  open-ended “story” of the characters. The referee is in charge of the 
  fantasy world, and the players direct the actions of their characters in 
  that fantasy world. Neither the referee nor the group of players has 
  complete control over what’s going to happen, and the result is an 
  evolving set of surprises for both the referee and the players. Unlike 
  the players, as the referee and creator of the game world, most of your 
  “work” is done ahead of time. To some degree or other, you have to 
  create the groundwork for the adventure before the game starts. Even 
  though no battle plan survives contact with the enemy – and if you’re 
  an experienced referee you know exactly what I mean – the game has 
  to start … with a starting point. This might just be a vague set of ideas, 
  or it might be as complex as a set of maps with a detailed key and well 
  thought-out encounters for the players to run into.
  The Ultimate Book of Adventure Design is organized as a series of 
  “books,” each one providing resources at every step of the way. The vast 
  majority of the content of each book is made up of random generation 
  tables that I’ve created over a quarter of a century (sigh) for my own 
  use. I should say up front that these are tables for deep design – in 
  other words, most of them are too long, and contain too many unusual 
  or contradictory entries, for use on the spot at the gaming table. There 
  are already many excellent books of tables for use on the fly; the tables 
  in these books are different. They work best as a tool for preparation 
  beforehand, providing relatively vast creative resources for browsing 
  and gathering, rather than quick-use tables designed to provide broad, 
  fast brushstrokes. My shorter tables tend to deliver cryptic results 
  designed to shock the reader’s creativity into filling in the gaps, whereas 
  my longer tables are unusably vast for easy random generation, being 
  designed to shock the reader’s creativity into operation by presenting a 
  sea of possibilities.
  Creativity is the ultimate heart of adventure design; producing a 
  masterpiece adventure involves many interlocking skills and talents, 
  but the foremost talent of all is the ability to tap into the depths of 
  the fantastic imagination and draw forth something startling and 
  unexpected.  Creativity is not an easy skill to teach, but if you’re 
  reading this book it’s a fair assumption that you’re not in the ranks of 
  those who truly have difficulties with creative thought. You don’t need 
  to learn the basics, and you might not even need much help with the 
  highest reaches of the art. Either way, you know what I mean when I 
  say that there’s a mindset, a condition of openness, in which you’re on 
  fire – and when it’s not there, you’re basically screwed. How do you 
  get into that mindset, where you can grab ideas from thin air and whisk 
  them together with seeming effortlessness?
  Virtually every prominent adventure author I’ve talked with about this 
  question has answered it in the same way. A creative adventure begins 
  with a visual image of some kind. It might be dreamlike or hazy; it 
  might seem, at first, to be nothing of consequence; or it might leap forth, 
  demanding to be drawn into writing. But it’s quite clear that a visual 
  image is the most common form of “first inspiration” for an adventure. 
  In my conversations with Rob Kuntz (one of the foundational authors 
  of Dungeons & Dragons) about creativity, Rob was quite definite 
  that visual imagery is key to his own first inspirations. Harley Stroh, 
  author of a number of modules for the Dungeon Crawl Classics line by 
  Goodman Games, agrees. In an interview with Bruce Cordell (Return to 
  the Tomb of Horrors, Sunless Citadel) on montecook.com, Bruce was 
  asked about his inspiration for the key monster in one of his modules. 
  The answer? “There was this old horror movie I saw years ago….”
  So, how do we achieve these visual images – “the force that through 
  the green fuse drives the flower,” as Dylan Thomas might say? And 
  it’s a question cutting to the whole value of this book itself. After all, 
  if visual imagery is the key to creativity, isn’t the ideal creative tool 
  going to be a book of images and pictures rather than a book of random 
  generation tables?
  No.
  “Problems cannot be solved at the same level of  
  consciousness that created them.” – Albert Einstein
  In other words, if I may put my own spin on Einstein’s famous quote, 
  one visual image doesn’t lead directly to another visual image except 
  through some other process. The key to creating unique visual images is 
  to tap that other process – and that other process is the manipulation and 
  recombination of concepts. Let’s look at another quote from Einstein:
  “The physical entities which seem to serve as elements in 
  thought are certain signs and more-or-less clear images which can 
  be ‘voluntarily’ reproduced and combined. The above-mentioned 
  elements are, in my case, of visual and some of muscular type.”   
  – Albert Einstein
  Again, we’ve got visual images mentioned in the creative mix 
  Einstein describes; but notice that the key factor is the combination 
  of “signs” and “images.” Deep creativity is a cloud-realm of diverse 
  symbols and images; combining and diverging, seeking the unforeseen. 
  And so, in fact, we reach the driving force of this book. To the fullest 
  extent possible, the tables in the Ultimate Book of Adventure Design are 
  designed to simulate the cloud-realm of deep creativity; to provide an 
  entry into the disembodied mix of symbols, portents and images that 
  populate the subconscious mind; to jar the reader – quite artificially 
  – into the creative cloud. And thereby to create a pathway so that the 
  mind may follow more easily into this strange realm. It’s no accident 
  that the first cover illustration for this volume focuses upon opening a 
  doorway.
  With all that said, how does one best use this book to enter the realm 
  of deep creativity? Here’s my advice. First off, whatever results you roll 
  with your dice, treat the results not as words, but as pictures, abstracts, 
  concepts, symbols, or meanings. Treat each result as a half-formed idea, 
  ready for combination with others – leave it to drift in your mind while 
  you’re accumulating more random results. And then, once something 
  starts to coalesce – stop rolling dice! Daydream for a minute, waiting to 
  see if you’ve got something, and if it isn’t there yet, then start browsing 
  through the tables looking for whatever “second part” of that idea is 
  going to click it into shape.
  Drift, and find.
  4
  Introduction
  Creativity
  INTRODUCTION
  
  5
  BOOK 
  ONE:
  Principles and  
  Starting Points
  Table of Contents
  Introduction to Book One ........................................................................................................6
  Adventure Design: General Principles .....................................................................................6
  Locations ..................................................................................................................................8
  Missions .................................................................................................................................15
  The Villain’s Plan ...................................................................................................................27
  Concluding Remarks ..............................................................................................................53
  List of Tables ..........................................................................................................................53
  Index ......................................................................................................................................53 
  
  6
  BOOK ONE: PRINCIPLES AND STARTING POINTS
  The Cardinal Rule of 
  Adventure Design
  A good adventure should maximize meaningful player decisions. 
  An adventure is the setting in which players make decisions for 
  their characters. It doesn’t matter whether you’re running a science 
  fiction roleplaying game, an old west roleplaying game, or a fantasy 
  roleplaying game. Players making decisions is what it’s all about. 
  From your perspective as the adventure designer, there are lots of 
  tricks you can use to make a good adventure into a great adventure, 
  but if you ignore the importance of player decisions you risk making 
  an otherwise good adventure into a failed gaming experience both for 
  you and for your players. Thus, the cardinal rule of adventure design: 
  seek to maximize the number of meaningful, potentially-informed 
  decisions the players can make during the course of the adventure. 
  By “meaningful,” I mean that the decisions aren’t just trivial options 
  with no real influence on what’s going to happen.  And by “potentially-
  informed,” I mean that the players should have enough information – or 
  the potential to have gotten that information – to make a good decision 
  rather than an arbitrary selection between options.  If bad information-
  gathering or failure to interpret clues is the reason why the players don’t 
  have all the information they need, then that’s their problem – it’s a 
  matter of player skill, and they goofed. But on the other hand, if they 
  play a smart game, brilliantly gathering information and interpreting 
  clues, they should encounter your adventure as a series of choices in 
  which (for the most part) they can use the information to improve their 
  chances of success as they proceed.
  Virtually every “trick” of good adventure design hangs on this single 
  rule. Maximize meaningful player decisions.
  Creating an Adventure: 
  The Elements of a 
  Masterpiece
  There are a few distinct components of a good adventure; even the 
  simplest, most bare-bones adventure should contain all of these parts. If 
  you’re an experienced game master, at some point you’ve created tiny little 
  scenarios that somehow managed to be the most memorable adventures of 
  all time for your group. And on the other hand, you’ve seen some of your 
  great creations fall flat. What was the difference? Why did a scrap of an 
  idea work out so much better than the well-planned masterpiece? One very 
  good possibility is this: the scrap of idea happened to contain all of the right 
  components (listed below), and the masterpiece somehow left out one or 
  more of them. In fact, this is one of the great perils of the well-constructed 
  adventure. When you’re creating on the fly, at the gaming table, you dream 
  up new stuff when you see that something isn’t working right. If you’re 
  working from an adventure you created ahead of time, you can still fix the 
  problem during the game, but let’s face it: the whole reason you wrote your 
  material ahead of time was so you didn’t need to fix things on the fly.
  This first book is about the topmost level of adventure design: a 
  cardinal rule, the elements of a good adventure, the location, the 
  villain’s plan, and the adventurers’ mission. These all provide context 
  – the framework upon which the details hang. Oddly – and I’ve had 
  this confirmed to me by several brilliant adventure authors – the 
  context is often not the starting point for creating an adventure. In 
  many cases, such as Rob Kuntz’s Maure Castle, the “spark” came 
  from a detail rather than from the context. Rob has written that Maure 
  Castle originated with imagery from a Conan story: the visual pictures 
  of iron gates and an iron golem. The castle’s history and villains 
  (other than the golem) developed from those flashes of imagery, 
  not the other way around. There’s no way of knowing whether your 
  creativity will happen to be working from top-down or from bottom-
  up, so keep that in mind. If the tables in this book aren’t working for 
  you, try approaching it in the other direction using tables from later 
  books. In particular, I often use the Monster Tables (planned as the 
  next book in the series) as an independent starting point for generating 
  adventure ideas.
  Introduction to Book One
  Adventure Design:  
  General Principles
  Necessary Elements of a 
  Masterpiece Adventure
  1) Backstory
  2) Location
  3) Opposition
  4) Variation of Challenge
  5) Exploration
  6) Race Against Time
  7) Resource Management
  8) Milestones and Conclusions
  9) Continuation Options
  
  Backstory
  The backstory is the answer to a question: what happened to change 
  this location from a normal place into a dangerous place of adventure, 
  with treasures and monsters? Players love to discover the answer to 
  this question, and an adventure feels incomplete, from the players’ 
  perspective, if it ends without this loose end being tied up. If the 
  backstory is too complicated to be fully discovered or understood, then 
  it’s too complicated for an adventure. Backstory creates the MYSTERY 
  of the location. It can be as simple as: “A wizard once lived here, and 
  he died, and monsters moved in.” But an adventure with absolutely no 
  backstory for the players to discover is like a play where something 
  isn’t explained by the final curtain. It leaves a sense of dissatisfaction 
  and incompleteness. Having some backstory – purely for the purpose 
  of giving the players something to discover – is actually one of the few 
  tricks of adventure design that doesn’t come from the cardinal rule of 
  maximizing player decisions. 
  Location
  The place in which the adventure occurs has to be an interesting 
  locale, with unusual tactical opportunities and possibly a theme of some 
  kind. The map should be evaluated as follows: is it a good game board 
  for tactical movement? If the map doesn’t measure up as a game board, 
  it won’t measure up for use in a roleplaying game, either. Maps work 
  the same way in both types of games.
  Opposition
  The current occupants of the adventure location might or might not be 
  related to the backstory. In many cases, the backstory just explains why 
  the place has become a good place for monsters to inhabit. In general, 
  monsters need not all be unusual, but every adventure should contain 
  some sort of unique monster, and also use those normal monsters in 
  an interesting way from time to time. Not all monster encounters must 
  be wildly unusual, either: having the “normal” ones will highlight the 
  interest of the unusual ones. It’s a matter of variety.
  Variation of Challenge
  Players enjoy adventures in which the nature of the challenges they 
  face are varied. A good adventure will include combats, traps to detect 
  and avoid, strange tricks to figure out, varied combat terrain, and 
  negotiations. Challenges also include getting lost (EXPLORATION) 
  and managing limited resources (RACE AGAINST TIME). A related 
  point is that obstacles should have variation of solution, as well. Don’t 
  place challenges that can only be solved in one way – for the players, 
  making the decision to fight with or to negotiate with a dragon adds an 
  important dimension to the game.
  Exploration
  Part of the magic of adventuring is the sense of exploring a strange 
  place.  Getting lost is a serious risk, and the players will need to create 
  a map of this place in order to return alive.  This aspect of an adventure 
  (especially creating the map directly at the table) is very powerful for 
  putting the players directly into the atmosphere, but some gaming 
  groups might find it tedious. It depends on what you want to emphasize, 
  and what the players enjoy.  Of all the adventure components listed 
  here, exploration is the only one that isn’t necessarily universal. With 
  some gaming groups, leaving exploration out will destroy the feel of the 
  adventure. With others, putting it in will be seen as a disastrous waste 
  of time. Know your group.
  Race Against Time
  Whether it’s a major or a minor component of the adventure, some 
  aspect of the adventure must create a race against time – even if it’s just 
  that the party is running low on money to pay their bill at the local inn. 
  A race against time is what causes the players to have to MANAGE 
  RESOURCES.
  Resource Management
  Related to the RACE AGAINST TIME, resource management is an 
  important factor in virtually all adventures.  In fact, you don’t have 
  to make any sort of deliberate attempt to write it into your adventure, 
  because the management of hit points and spells is built into the game 
  system itself. Indeed, if you overdo the resource management side of 
  an adventure, you risk bogging things down into nothing more than a 
  bookkeeping session. For very low-level adventurers, the risk of running 
  out of torches adds excitement and urgency. But if you try to focus on 
  torches when the characters are high level, you’re driving in the wrong 
  gear. Okay, so that’s the risk of overdoing resource management. On 
  the other hand, when it’s done right, having a resource to manage can 
  create a whole new dimension for player decisions, and a memorable 
  adventure. You’ve done it many times before, possibly without even 
  thinking about it very much. Here’s an example: a couple of healing 
  potions given to a low-level party as a partial “up front” payment for a 
  mission. In one sense those potions are just treasure, and in another sense 
  they’re a way to give the party an added bit of strength for confronting 
  monsters that are a bit more interesting than the run of the mill low 
  level monsters. But you’ve also added a new dimension to the game: 
  the decision of when to use them.  Deliberately writing a significant 
  element of resource management into an adventure is probably the 
  riskiest trick in the adventure designer’s toolbox.  When it’s done well, 
  it adds a lot to the adventure. But you can easily throw off the pace by 
  creating annoying bookkeeping, or you might accidentally hand out a 
  resource that can blast away all the adventure’s challenges. Frankly, this 
  is an art rather than a science. I don’t have any good guidelines for it 
  other than to say: don’t get too creative with this unless you’re already 
  an experienced adventure-writer. If you’re relatively inexperienced, 
  just rely upon whatever resource management challenges are already 
  built into the game’s rules, and you won’t go far wrong.
  Milestones and Conclusions
  The adventure should contain one or more locations where they can 
  clearly see that they have achieved a victory against the adventure.  
  These might be places where they learn a chunk of information about 
  the BACKSTORY, they might be places where an obviously significant 
  monster dwells, or they might be mission objectives identified in 
  advance, such as rescuing prisoners or finding a particular object. 
  Defeating a “boss” monster is one example of a conclusion, but don’t 
  make all your adventures follow the pattern of “fight + fight + fight + 
  defeat boss monster = conclusion.” The same pattern of milestones and 
  conclusions shouldn’t be repeated too often, or it gets stale.
  Continuation Options
  Something about the MYSTERY, LOCATION, or OPPOSITION 
  gives the adventurers a new direction they might follow.  Avoid creating 
  situations where the players have no choice about their next course 
  of action. Instead, provide them with possibilities, hints, clues, and 
  options. A treasure chest containing a map is the classic example of 
  a continuation option. Nobody’s forced to do anything, but the link to 
  another adventure is made clearly available.
  7
  BOOK ONE: PRINCIPLES AND STARTING POINTS
  
  Approach No. 1: Overview Approach
  Tables 1-1A and 1-1B are simply alternates for each other: they provide an overall description of the location, and something/
  someone that either currently occupies the location -- or that once gave the location its name, but is not necessarily still there. 
   
   
  8
  BOOK ONE: PRINCIPLES AND STARTING POINTS — LOCATIONS
  Locations
  Table 1-1A: Locations (Overview)
   
  Die Roll
  Structure’s Description 
  (1d100)
  Structure  
  (1d100)
  Feature -  
  first word (1d100)
  Feature -  
  second word (1d100)
  01
  Adamantine
  Abbey of the
  Ant-
  Abbot
  02
  Aerial
  Aerie of the
  Ape-
  Actor
  03
  Amphibious
  Asylum of the
  Baboon-
  Alchemist
  04
  Ancient
  Aviary of the
  Bat-
  Altar
  05
  Arachnid
  Barracks of the
  Beetle-
  Apparition
  06
  Astrological
  Bastion of the
  Bitter
  Apprentice
  07
  Asymmetrical
  Bazaar of the
  Blood
  Assassin
  08
  Bizarre
  Bluffs of the
  Bone-
  Beast
  09
  Black
  Brewery of the
  Brain
  Behemoth
  10
  Bleak
  Bridge of the
  Broken
  Binder
  11
  Blue
  Cairn of the
  Bronze
  Bishop
  12
  Bronze
  Canyon of the
  Burned
  Breeder
  13
  Buried
  Carnival of the
  Cabalistic
  Brood
  14
  Celestial
  Castle of the
  Carnal
  Brotherhood
  15
  Circuitous
  Cathedral of the
  Caterpillar-
  Burrower
  16
  Circular
  Cellars of the
  Centipede-
  Caller
  17
  Clay
  Chapel of the
  Changing
  Captive
  18
  Coiled
  Chapterhouse of the
  Chaos-
  Ceremony
  19
  Collapsing
  Church of the
  Cloud-
  Chalice
  20
  Concealed
  City of the
  Cockroach-
  Changeling
  21
  Contaminated
  Cliffs of the
  Crimson
  Chanter
  22
  Convoluted
  Cloister of the
  Crippled
  Circlet
  23
  Corroded
  Cocoon of the
  Crocodile-
  Clan
  24
  Criminal
  Coliseum of the
  Dark
  Collector
  25
  Crimson
  Contrivance of the
  Death-
  Combiner
  26
  Crooked
  Cottage of the
  Decayed
  Congregation
  27
  Crude
  Court of the
  Deceitful
  Coronet
  28
  Crumbling
  Crags of the
  Deluded
  Crafter
  29
  Crystalline
  Craters of the
  Dinosaur-
  Crawler
  30
  Curious
  Crypt of the
  Diseased
  Creator
  31
  Cursed
  Demi-plane of the
  Dragonfly-
  Creature
  32
  Cyclopean
  Dens of the
  Dread
  Crown
  33
  Decaying
  Dimension of the
  Elemental
  Cult
  34
  Deceptive
  Domain of the
  Elephant-
  Cultists
  35
  Decomposing
  Dome of the
  Feathered
  Daughter
  36
  Defiled
  Dungeons of the
  Fiery
  Demon
  
  9
  BOOK ONE: PRINCIPLES AND STARTING POINTS — LOCATIONS
  Die Roll
  Structure’s Description 
  (1d100)
  Structure  
  (1d100)
  Feature -  
  first word (1d100)
  Feature -  
  second word (1d100)
  37
  Demolished
  Dwelling of the
  Flame
  Device
  38
  Demonic
  Edifice of the
  Flying
  Dreamer
  39
  Desolate
  Fane of the
  Ghostly
  Druid
  40
  Destroyed
  Farm of the
  Gluttonous
  Egg
  41
  Devious
  Forest of the
  Gnarled
  Emissary
  42
  Diamond
  Forge of the
  Half-breed
  Emperor
  43
  Dilapidated
  Fortress of the
  Heart-
  Executioner
  44
  Disorienting
  Foundry of the
  Hive
  Exile
  45
  Divided
  Galleon of the
  Hollow
  Experimenter
  46
  Dormant
  Galleries of the
  Horned
  Eye
  47
  Double
  Garden of the
  Howling
  Father
  48
  Dream-
  Garrison of the
  Hunchback
  Gatherer
  49
  Earthen
  Generator of the
  Hyena-
  God
  50
  Ebony
  Glade of the
  Ice
  Goddess
  51
  Eldritch
  Globe of the
  Immoral
  Golem
  52
  Elliptical
  Grotto of the
  Immortal
  Grail
  53
  Enchanted
  Hall of the
  Imprisoned
  Guardian
  54
  Enclosed
  Halls of the
  Insane
  Head
  55
  Entombed
  Harbor of the
  Insatiable
  Horde
  56
  Eroding
  Hatcheries of the
  Iron
  Hunter
  57
  Ethereal
  Haven of the
  Jackal-
  Hunters
  58
  Fertile
  Hill of the
  Jade
  Hybrid
  59
  Fortified
  Hive of the
  Jewel
  Idol
  60
  Fortress-
  Holt of the
  Leech-
  Jailer
  61
  Glittering
  House of the
  Legendary
  Keeper
  62
  Grey
  Hut of the
  Leopard-
  Killer
  63
  Hidden
  Island of the
  Lesser
  King
  64
  High
  Isles of the
  Lion-
  Knight
  65
  Invulnerable
  Jungle of the
  Loathsome
  Lich
  66
  Isolated
  Keep of the
  Lunar
  Lord
  67
  Labyrinthine
  Kennels of the
  Mad
  Mage
  68
  Living
  Labyrinth of the
  Mammoth-
  Magician
  69
  Moaning
  Lair of the
  Man-eating
  Maker
  70
  Mud-
  Lighthouse of the
  Mantis-
  Master
  71
  Octagonal
  Lodgings of the
  Many-legged
  Monks
  72
  Painted
  Manse of the
  Mist-
  Mother
  73
  Pearly
  Mansion of the
  Monkey-
  People
  74
  Pod-
  Marsh of the
  Moth-
  Priest
  75
  Poisoned
  Maze of the
  Mutant
  Priesthood
  76
  Quaking
  Megalith of the
  Ooze
  Prince
  77
  Remade
  Mill of the
  Outlawed
  Princess
  78
  Ruined
  Mines of the
  Polluted
  Puppet
  79
  Rune-
  Monastery of the
  Rat-
  Reaver
  80
  Sea-swept
  Monolith of the
  Reawakened
  Resurrectionist
  81
  Silent
  Mounds of the
  Resurrected
  Scholar
  82
  Spiraling
  Necropolis of the
  Sabertooth
  Seed
  83
  Star-
  Nest of the
  Scarlet
  Shaper
  Table 1-1A: Locations (Overview) Continued
  
  10
  BOOK ONE: PRINCIPLES AND STARTING POINTS — LOCATIONS
  Die Roll
  Structure’s Description 
  (1d100)
  Structure  
  (1d100)
  Feature -  
  first word (1d100)
  Feature -  
  second word (1d100)
  84
  Storm-tossed
  Obelisk of the
  Scorched
  Sisterhood
  85
  Sub-
  Outpost of the
  Secret
  Slitherer
  86
  Sunken
  Pagoda of the
  Shadow
  Society
  87
  Tall
  Palace of the
  Shattered
  Son
  88
  Temporal
  Pavilion of the
  Skeletal
  Sorcerer
  89
  Three-Part
  Pits of the
  Slave
  Sorceress
  90
  Titanic
  Prison of the
  Slime-
  Spawn
  91
  Towering
  Pyramid of the
  Slug-
  Star
  92
  Toxic
  Rift of the
  Snail-
  Statue
  93
  Treasure-
  Sanctuary of the
  Snake-
  Surgeon
  94
  Triangular
  Sanctum of the
  Twisted
  Tree
  95
  Unearthed
  Shrine of the
  Undead
  Tribe
  96
  Unfinished
  Spire of the
  Unholy
  Walker
  97
  Unnatural
  Stockades of the
  Unseen
  Warlord
  98
  Urban
  Stronghold of the
  Wasp-
  Weaver
  99
  Watery
  Tower of the
  Worm-
  Whisperer
  100
  Wooden
  Zeppelin of the
  Zombie
  Wizard
  Die Roll
  Structure’s Description 
  (1d100)
  Structure 
  (1d100)
  Feature -  
  First Word (1d100)
  Feature -Second Word (1d100) 
  (Put Preference on the Singular)
  01
  Airborne
  Abbey of the
  Ant-
  Artifact
  02
  Aromatic
  Aerie of the
  Armored
  Assassin
  03
  Azure
  Asylum of the
  Army of the
  Automaton
  04
  Belowground
  Aviary of the
  Artificial
  Basilisk
  05
  Black
  Barracks of the
  Bandit
  Bat(s)
  06
  Blue
  Bastion of the
  Bear
  Beast
  07
  Bone-
  Bazaar of the
  Bone-
  Behemoth
  08
  Breathing
  Bluffs of the
  Brain-
  Berserker(s)
  09
  Brooding
  Bridge of the
  Breeding
  Cannibal
  10
  Bubbling
  Cairn of the
  Bronze
  Centaur
  11
  Calcified
  Canyon of the
  Centipede-
  Chieftain of Goblins
  12
  Cliff-
  Carnival of the
  Clan of the
  Chimera
  13
  Coastal
  Castle of the
  Cloned
  Cleric
  14
  Concealed
  Cathedral of the
  Cloud-
  Cockatrice
  15
  Conquered
  Cellars of the
  Conjoined
  Colossus
  16
  Contemplation-
  Chapel of the
  Crocodile-
  Creature
  17
  Crimson
  Church of the
  Cursed
  Cyclops
  18
  Cruel
  City of the
  Dark
  Demigod
  19
  Cryptic
  Cliffs of the
  Decayed
  Demon
  20
  Cunning
  Cloister of the
  Deceitful
  Displacer
  21
  Dank
  Cocoon of the
  Demonic
  Djinni
  22
  Dark
  Coliseum of the
  Deranged
  Doppelganger
  23
  Deadly
  Contrivance of the
  Diseased
  Dragon
  24
  Deadly
  Cottage of the
  Elemental
  Druid
  25
  Death-
  Court of the
  Enchanted
  Efreet
  Table 1-1A: Locations (Overview) Continued
  Table 1-1B: Locations (Overview)
  
  11
  BOOK ONE: PRINCIPLES AND STARTING POINTS — LOCATIONS
  Table 1-1B: Locations (Overview) Continued
  Die Roll
  Structure’s Description 
  (1d100)
  Structure 
  (1d100)
  Feature -  
  First Word (1d100)
  Feature -Second Word (1d100) 
  (Put Preference on the Singular)
  26
  Dimensional
  Cradle of the
  Enslaved
  Eyeball
  27
  Diseased
  Crags of the
  Feral
  Frog
  28
  Drilling
  Craters of the
  Flame-
  Fungus
  29
  Emerald
  Crypt of the
  Flying
  Gargoyle(s)
  30
  Erratic
  Dens of the
  Forest
  Genie
  31
  Fabrication-
  Dimension of the
  Frost
  Ghost(s)
  32
  Factory-
  Domains of the
  Genius
  Ghouls
  33
  Fear-
  Dome of the
  Giant
  Giant(s)
  34
  Feeding
  Dungeons of the
  Grotesque
  God
  35
  Flesh-
  Dwelling of the
  Guardian
  Golem
  36
  Fossilized
  Edifice of the
  Half-breed
  Griffon
  37
  Frightful
  Fane of the
  Hallucinogenic
  Hag
  38
  Gas-
  Farm of the
  Hellish
  Harpies
  39
  Granite
  Forest of the
  Horde of the
  Hornet(s)
  40
  Green
  Forge of the
  Horned
  Horror
  41
  Grey
  Fortress of the
  Horrific
  Hound(s)
  42
  Harvest-
  Foundry of the
  Howling
  Hydra
  43
  Heliotropic
  Galleon of the
  Hybrid
  Idol
  44
  Hidden
  Galleries of the
  Ice
  Infiltrator
  45
  Horned
  Garden of the
  Imprisoned
  Insect
  46
  Horrid
  Garrison of the
  Insane
  Larva
  47
  Hunting
  Generator of the
  Insidious
  Lich
  48
  Hydroponic
  Glade of the
  Iron
  Lycanthrope
  49
  Industrial
  Globe of the
  Iron
  Mage
  50
  Intermittent
  Grotto of the
  Jade
  Magician
  51
  Intriguing
  Hall of the
  Lava
  Manticore
  52
  Inverted
  Halls of the
  Leeching
  Master
  53
  Lethargy-
  Harbor of the
  Leopard-
  Medusa
  54
  Levitating
  Hatcheries of the
  Lunar
  Minotaur(s)
  55
  Limestone
  Haven of the
  Mad
  Monster
  56
  Midnight
  Hill of the
  Mammoth
  Mummy
  57
  Monastic
  Hive of the
  Many-legged
  Mushroom
  58
  Mosaic
  Holt of the
  Massive
  Naga
  59
  Mountain
  House of the
  Master
  Nomads
  60
  Murder-
  Hut of the
  Mastermind
  Octopus
  61
  Nest-
  Island of the
  Mechanical
  Ogre(s)
  62
  Obsidian
  Isles of the
  Mental
  Ooze(s)
  63
  Offshore
  Jungle of the
  Mind
  Pirate(s)
  64
  Orb-
  Keep of the
  Minions of the
  Priest(s)
  65
  Perilous
  Kennels of the
  Mist-
  Princess
  66
  Philosophical
  Labyrinth of the
  Monkey-
  Pudding(s)
  67
  Platform
  Lair of the
  Moon-
  Puppet
  68
  Poorly-built
  Lighthouse of the
  Moth-
  Rakshasa
  69
  Pulsing
  Lodgings of the
  Mutant
  Rat(s)
  70
  Putrid
  Manse of the
  Narcotic
  Salamander
  71
  Ramshackle
  Mansion of the
  Poisonous
  Satyr
  
  Die Roll
  Structure’s Description 
  (1d100)
  Structure 
  (1d100)
  Feature -  
  First Word (1d100)
  Feature -Second Word (1d100) 
  (Put Preference on the Singular)
  72
  Red
  Marsh of the
  Polluted
  Scorpion
  73
  Reversible
  Maze of the
  Predatory
  Serpent
  74
  Sacrificial
  Megalith of the
  Raider-
  Shaman
  75
  Sapphire
  Mill of the
  Reaver
  Shaman of the Orcs
  76
  Scarlet
  Mines of the
  Reawakened
  Simulacrum
  77
  Seaweed-
  Monastery of the
  Resurrected
  Skeletons
  78
  Sentient
  Monolith of the
  Sabertoothed
  Slime(s)
  79
  Sex-
  Mounds of the
  Sand-
  Spawn
  80
  Shadow-
  Necropolis of the
  Scarlet
  Sphinx
  81
  Ship-
  Nest of the
  Scheming
  Spider(s)
  82
  Shunned
  Obelisk of the
  Sea-
  Spirits
  83
  Singular
  Outpost of the
  Shadow
  Statue
  84
  Sinister
  Pagoda of the
  Skeletal
  Titan
  85
  Slaying-
  Palace of the
  Slime-
  Toad
  86
  Star-
  Pavilion of the
  Slug-
  Tree
  87
  Temporary
  Pits of the
  Smoke
  Troglodytes
  88
  Treasure-
  Plane of the
  Snail-
  Troll(s)
  89
  Tumbled
  Prison of the
  Snake-
  Tyrant
  90
  Twilight
  Pyramid of the
  Spell-
  Warlord of the Orcs
  91
  Unsealed
  Rift of the
  Summoned
  Wasp(s)
  92
  Unstable
  Sanctuary of the
  Tribe of the
  Witch
  93
  Unthinkable
  Sanctum of the
  Undead
  Wizard
  94
  Vertical
  Shrine of the
  Unholy
  Wolves
  95
  Vile
  Spire of the
  Vampiric
  Worg(s)
  96
  Wailing
  Stockades of the
  Villainous
  Worm
  97
  Walled
  Stronghold of the
  Water
  Wyrm
  98
  Waterborne
  Tower of the
  Winged
  Wyvern
  99
  Weird
  Webs of the
  Wounded
  Yeti
  100
  White
  Zeppelin of the
  Wraith-
  Zombies
  Example results from the tables above might include things like “The Twilight House of the Vampiric Wolves,” or “The Temporal 
  Sanctum of the Insatiable Knight.” These are good starting points for the development of an adventure; enough, at least, to start 
  putting your mind into gear. You might end up with a location that’s completely different from your initial starting point once all the 
  pieces have fallen into place, been arranged, and been polished. But that’s the nature of the creative process. Getting it started is often 
  the hardest step.  
  12
  BOOK ONE: PRINCIPLES AND STARTING POINTS — LOCATIONS
  Table 1-1B: Locations (Overview) Continued
  
   Approach No. 1: Purpose Approach
  Table 1-2 below is not used in conjunction with Table 1-1A or 1-1B; it is an alternative approach to generating seeds for an adventure location. 
  The table is focused more on the purpose of the location than upon its past or present occupants. This table requires much more creative thinking 
  than Table 1-1A or 1-1B, because many results will be quite bizarre at first glance. This is deliberate; without strange conjunctions, tables don’t 
  yield creative results.
  13
  BOOK ONE: PRINCIPLES AND STARTING POINTS — LOCATIONS
  Die  
  Roll 
  Location Contents - 
  Word One (1d100)
  Location Contents - 
  Word Two (1d100)
  01
  Ancestral
  Altar
  02
  Awakening-
  Barge
  03
  Battle-
  Beacon
  04
  Betrayal-
  Bowl
  05
  Binding-
  Boxes
  06
  Birthing-
  Cages
  07
  Black
  Cairn
  08
  Bone-
  Camp
  09
  Brain-
  Catalyst
  10
  Breeding-
  Caverns
  11
  Bridal
  Cells
  12
  Burial
  Channel
  13
  Cannibal
  Chasm
  14
  Confessional
  Chimney
  15
  Confluent
  Circle
  16
  Crypt-
  Cocoons
  17
  Curse-
  Compactor
  18
  Dark
  Compass
  19
  Death
  Connector
  20
  Demon-
  Coops
  21
  Dimensional
  Crown
  22
  Discord-
  Dancer
  23
  Dissection
  Device
  24
  Draining-
  Disk
  25
  Dream-
  Docks
  26
  Earth-
  Dome
  27
  Ectoplasmic
  Factory
  28
  Egg
  Farm
  29
  Entropy
  Flowers
  30
  Entry-
  Forge
  31
  Eye-
  Fountain
  32
  Feeding
  Frame
  33
  Fever-
  Gallery
  34
  Filth-
  Game
  35
  Fire-
  Garden
  36
  Flesh-
  Globe
  37
  Focus-
  Grounds
  38
  Fossil-
  Harbor
  39
  Furnace-
  Harvester
  40
  Gate-
  Hatchery
  41
  Ghoul-
  Hive
  Die  
  Roll 
  Location Contents - 
  Word One (1d100)
  Location Contents - 
  Word Two (1d100)
  42
  Growth-
  Houses
  43
  Guard-
  Incubator
  44
  Harmonic
  Jars
  45
  Ice-
  Kennels
  46
  Illusion-
  Keys
  47
  Infesting-
  Kiln
  48
  Killing-
  Laboratories
  49
  Lifting-
  Lantern
  50
  Lightning-
  Lens
  51
  Madness-
  Machine
  52
  Malformation-
  Mandala
  53
  Materialization
  Mirror
  54
  Meat
  Moat
  55
  Memory-
  Nets 
  56
  Mind-
  Orb
  57
  Minion-
  Organs
  58
  Mist-
  Ovens
  59
  Moon-
  Pendulum
  60
  Mummification
  Pens
  61
  Murder-
  Perches
  62
  Mutation
  Pillars
  63
  Mutation-
  Pipes
  64
  Necromantic
  Pits
  65
  Obedience-
  Pools
  66
  Oracle-
  Portal
  67
  Outer
  Preserver
  68
  Paradoxical
  Priests
  69
  Pattern
  Prism
  70
  Perfume-
  Quarters
  71
  Plague-
  Rafts
  72
  Pleasure
  Rods
  73
  Prayer-
  Rooms
  74
  Prison-
  Rune
  75
  Puzzle-
  Sanctum
  76
  Reaction-
  Separator
  77
  Rearrangement
  Ship
  78
  Sacrificial
  Sphere
  79
  Sand-
  Spiral
  80
  Screaming-
  Spire
  81
  Shadow-
  Spouts
  82
  Shaping-
  Stage
  Table 1-2: Locations
  
  14
  BOOK ONE: PRINCIPLES AND STARTING POINTS — LOCATIONS
  Die  
  Roll 
  Location Contents - 
  Word One (1d100)
  Location Contents - 
  Word Two (1d100)
  83
  Simulacrum
  Statue
  84
  Skeleton
  Steps
  85
  Skin
  Swamp
  86
  Slime-
  Theater
  87
  Spell-
  Throne
  88
  Spider
  Token
  89
  Storm-
  Tomb
  90
  Teleportation
  Tower
  91
  Tentacle-
  Traps
  Die  
  Roll 
  Location Contents - 
  Word One (1d100)
  Location Contents - 
  Word Two (1d100)
  92
  Time-
  Trees
  93
  Transformational
  Tubes
  94
  Tuning-
  Vats
  95
  Unreality-
  Vines
  96
  Vision-
  Vortex
  97
  War-
  Wards
  98
  Winter
  Webs
  99
  Witch-
  Well
  100
  Witching-
  Wheel
  Table 1-2: Locations Continued
  Most of the chapters (in later books of the series) dealing with specific adventure locales also contain shorter, more specific tables for generating 
  locations in that terrain type.
  
  15
  BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS
  Another starting approach to adventure design is to start with the 
  mission facing the players, and see what interesting ideas crop up 
  about locations or villains. This table isn’t about generating missions 
  the characters are forced to undertake in a particular way. Rather, 
  it’s a way to jump-start your creativity into coming up with a more 
  complex adventure scenario the players might approach in a multitude 
  of different ways. 
  Since many mission-based adventures involve an employer, this 
  section also contains tables for generating patrons. Once you come up 
  with a combination of mission + patron, other ideas about the adventure 
  will probably start springing to mind. What might happen if the party 
  chooses to double-cross the patron? To side with the villain? To go 
  after the adventure, but with a different mission in mind? To look for 
  other patrons who might have different motivations? Most of the results 
  you’ll generate with these tables can be expanded considerably from 
  the basic seed-ideas. 
  Finally, there’s a table of possible motivations for the players/
  characters themselves. Players don’t like their characters to be “forced” 
  into a particular adventure – which means you’ve got to offer a reason 
  to choose one adventure over another.  This table of motivations is quite 
  useful no matter whether your initial creative spark comes from the 
  Locations tables, the Mission tables, or the Villain’s Motivation tables.
  Table 1-3: Types of Missions
  Table 1-4: Individual-Based Missions
  Die Roll
  Mission  
  (d100)
  Individual Subject of 
  Mission (d100)
  01-05
  Bribe or negotiate with
  Adventurer(s)
  06-10
  Bring message to  
  location of
  Agent or diplomat
  11-15
  Capture or arrest
  Cleric or religious leader
  16-20
  Conceal/smuggle
  Criminal/outlaw
  21-25
  Deliver/transport
  Intelligent monster
  26-30
  Discover identity of
  Local noble
  31-35
  Distract, decoy, or deceive
  Magic-user
  36-40
  Entrap or sting
  Messenger
  41-45
  Extort from
  Saboteur
  46-50
  Find missing
  Secret agent or spy
  51-55
  Get help from
  Roll on Table 1-8:  
  Patrons & Targets
  56-60
  Guard/protect
  Roll on Table 1-8:  
  Patrons & Targets
  61-65
  Incriminate or frame
  Roll on Table 1-8:  
  Patrons & Targets
  66-70 
  Kidnap
  Roll on Table 1-8:  
  Patrons & Targets
  Die Roll
  Mission  
  (d100)
  Individual Subject of 
  Mission (d100)
  71-75
  Kill/assassinate
  Roll on Table 1-8:  
  Patrons & Targets
  76-80
  Rescue
  Roll on Table 1-8:  
  Patrons & Targets
  81-85
  Sabotage efforts of
  Roll on Table 1-8:  
  Patrons & Targets
  86-90
  Spy upon
  Roll on Table 1-8:  
  Patrons & Targets
  91-95
  Steal item from
  Roll on Table 1-8:  
  Patrons & Targets
  96-00
  Waylay
  Roll on Table 1-8:  
  Patrons & Targets
   
  Table 1-5: Item-Based Missions
  Die Roll
  Mission  
  (d100)
  Item Subject of Mission 
  (d100)
  01-05
  Attack to obtain
  Body or corpse
  06-10
  Conceal
  Cargo
  11-15
  Defend
  Cattle or livestock
  16-20
  Deliver or transport
  Clue
  21-25
  Destroy
  Evidence of crime
  26-30
  Fake existence of
  Evidence of innocence
  31-35
  Find or locate
  Gold or jewelry
  36-40
  Guard or protect
  Magic item
  41-45
  Hide
  Map
  46-50
  Hijack
  Message or lette
  51-55
  Prevent delivery of
  Monster
  56-60
  Prevent sabotage of
  Mysterious sealed 
  container
  61-65
  Raid to obtain
  Ownership documents
  66-70 
  Retake or repossess
  Religious item
  71-75
  Sabotage
  Ship
  76-80
  Salvage from dangerous 
  place
  Statue or idol (portable)
  81-85
  Smuggle
  Symbol of authority
  86-90
  Steal from within location
  Unusual animal  
  (familiar, mascot, pet, 
  prize cow, etc.)
  91-95
  Steal while in transit
  Vehicles with cargo
  96-00
  Swap fake imitation
  Weapon (siege engine, 
  famous sword, etc)
  Missions
  Die Roll
  Type of Mission (d100)
  01-25
  Individual (Table 1-4)
  26-50
  Item (Table 1-5)
  51-75
  Location (Table 1-6)
  76-00
  Event (Table 1-7)
  
  16
  BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS
  Table 1-6: Location-Based Missions
  Die Roll
  Mission (d100)
  Location Subject of 
  Mission (d100)
  01-04
  Assault
  Archaeological dig
  05-08
  Assault
  Caravan
  09-12
  Break siege of
  Castle
  13-16
  Capture and hold
  Caves
  17-20
  Defend from attack
  Cottage
  21-24
  Defend from attack
  Dungeon
  25-28
  Destroy
  Encampment
  29-32
  Escape from
  Extra-planar area
  33-36
  Explore
  Flying Structure
  37-40
  Find or locate
  Flying Vehicle
  41-44
  Get supplies to
  Forest
  45-48
  Infiltrate and control
  Fort
  49-52
  Infiltrate and spy upon
  Fortified building or 
  manor
  53-56
  Liberate
  Grove
  57-60
  Locate intruder/spy
  Oasis
  61-64
  Loot
  Prison
  65-68
  Loot
  Ruins
  69-72
  Protect from infiltration
  Ship
  73-76
  Reinforce
  Stockade
  77-80
  Rescue hostages from
  Swamp
  81-84
  Rescue hostages from
  Tavern
  85-88
  Retake
  Temple
  89-92
  Secretly return  
  something to
  Village
  93-96
  Stage raid upon
  Warehouse
  97-00
  Stage raid upon
  Wharfs or Docks
   
   
  Table 1-7: Event-Based Missions
  Die Roll
  Mission (d100)
  Event Subject of 
  Mission (d100)
  01-05
  Destroy results of
  Archaeological dig
  06-10
  Escape from
  Arena or gladiatorial 
  battle
  11-15
  Solve bizarre mystery 
  arising from
  Arrest or trial
  16-20
  Expose someone involved 
  in
  Assassination
  21-25
  Expose someone involved 
  in
  Cattle drive through a 
  dangerous area
  26-30
  Hide evidence of what 
  really happened in a recent
  Coronation or transfer 
  of power
  31-35
  Infiltrate group involved in
  Coup d’etat or rebellion
  36-40
  Infiltrate group involved in
  Criminal conspiracy
  41-45
  Investigate events of a 
  recent
  Disruption of ceremony
  46-50
  Investigate events of an 
  ancient
  Duel
  51-55
  Lead or coordinate
  Execution or 
  imprisonment
  56-60
  Plan and execute
  Exploration/mapping 
  expedition
  61-65
  Prevent
  Furtive, stealthy raid
  66-70
  Prevent
  Military assault
  71-75
  Protect someone involved 
  in
  Murder or attempted 
  murder
  76-80
  Protect someone involved 
  in
  Natural disaster
  81-85
  Sabotage
  Swindle
  86-90
  Survive or overcome
  Theft
  91-95
  Survive or overcome
  Trailblazing attempt 
  into new area
  96-00
  Take leadership in
  Treason and aftermath
   
  
  17
  BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS
  Die 
  Roll
  Patron or Target (d1000)
  01
  Abbot (Asian-style monk)
  02
  Abbot (heretic)
  03
  Abbot (European-style)
  04
  Accused person (guilty)
  05
  Accused person (innocent)
  06
  Accuser killer (roll a second time 
  for victim’s identity, if desired)
  07
  Actor (famous)
  08
  Actor (leader of troupe)
  09
  Actor (minor)
  10
  Addict (alcohol)
  11
  Addict (drugs)
  12
  Addict (gambling)
  13
  Addict (love)
  14
  Addict (music)
  15
  Addict (opium or hashish)
  16
  Addict (other)
  17
  Adulterer
  18
  Adulterer (suspected)
  19
  Adventurer (cleric)
  20
  Adventurer (fighter)
  21
  Adventurer (magic-user)
  22
  Adventurer (thief)
  23
  Agent (of deity)
  24
  Agent (of demon)
  25
  Agent (of fate)
  26
  Agent (of guild)
  27
  Agent (of merchant house)
  28
  Agent (of mercy)
  29
  Agent (of sultan)
  30
  Agent (of the king)
  31
  Agent (secret diplomat)
  32
  Agent (secret police)
  33
  Agent (spy)
  34
  Alchemist
  35
  Alchemist (with secret formula)
  36
  Almoner (collecting alms)
  37
  Almoner (dispensing alms)
  38
  Almoner (embezzlement suspect)
  39
  Ambassador (commercial or 
  mercantile)
  40
  Ambassador (local political)
  41
  Ambassador (major political)
  42
  Anarchist (at work)
  43
  Anarchist (scheming)
  44
  Anarchist (suspected)
  45
  Anarcho-syndicalist peasant
  Die 
  Roll
  Patron or Target (d1000)
  46
  Animal trainer (normal animals)
  47
  Animal trainer (unusual animals)
  48
  Anonymous wretch
  49
  Apothecary (illegal or unlicensed)
  50
  Apothecary (legal)
  51
  Apprentice (mundane craft)
  52
  Apprentice (thief or assassin)
  53
  Apprentice (wizard or alchemist)
  54
  Architect (any)
  55
  Architect (castle)
  56
  Architect (dungeons or prison)
  57
  Architect (palace)
  58
  Archivist (births and deaths)
  59
  Archivist (city or town history)
  60
  Archivist (criminal records)
  61
  Archivist (heraldry and lineage)
  62
  Archivist (land rights)
  63
  Archivist (noble family)
  64
  Archivist (temple)
  65
  Arena owner
  66
  Armorer (famous)
  67
  Armorer (skilled)
  68
  Artificer (lenses and glass)
  69
  Artificer (siege engines)
  70
  Artificer (water power or 
  aqueducts)
  71
  Artisan (any)
  72
  Artisan (glass)
  73
  Assassin (currently employed)
  74
  Assassin (not employed)
  75
  Assistant or supporter 
  (unauthorized)
  76
  Astrologer (charlatan)
  77
  Astrologer (in hiding)
  78
  Astrologer (skillful)
  79
  Auction-house owner
  80
  Author (lascivious verse)
  81
  Author (philosophical)
  82
  Author (satirical)
  83
  Author (spell book or magic 
  tome)
  84
  Bailiff (courtroom)
  85
  Bailiff (sheriff’s official serving 
  writs, process)
  86
  Baker
  87
  Bandit (highwayman)
  88
  Bandit (leader)
  89
  Bandit (lone)
  Die 
  Roll
  Patron or Target (d1000)
  90
  Bandit (popular hero)
  91
  Bandit (with stolen treasure)
  92
  Barbarian
  93
  Barber
  94
  Bard (on mission)
  95
  Bard (traveling minstrel)
  96
  Baron (poor)
  97
  Baron (rich)
  98
  Baroness (beautiful)
  99
  Baroness (cruel)
  100
  Baroness (ugly)
  101
  Bazaar owner
  102
  Beadle (major temple)
  103
  Beadle (minor temple)
  104
  Beadle (of heretical temple)
  105
  Beggar (crippled)
  106
  Beggar (normal)
  107
  Beggar (secret identity)
  108
  Beggar (thief)
  109
  Beggar (witness)
  110
  Bird catcher (fabulous and 
  magical birds)
  111
  Bird catcher (falcons)
  112
  Bird catcher (game birds)
  113
  Bird catcher (songbirds)
  114
  Blackmailer (highly successful)
  115
  Blackmailer (knows of crime)
  116
  Blackmailer (of evil target)
  117
  Blackmailer (political secret)
  118
  Blackmailer (sexual information)
  119
  Blackmailer (temple secret)
  120
  Blacksmith
  121
  Blasphemer
  122
  Blind man
  123
  Bodyguard (failed)
  124
  Bodyguard (working)
  125
  Bookseller
  126
  Bounty hunter (congenial)
  127
  Bounty hunter (debtors)
  128
  Bounty hunter (escaped slaves)
  129
  Bounty hunter (killer of criminals)
  130
  Bounty hunter (unlicensed)
  131
  Brigand (highwayman)
  132
  Brigand (leader)
  133
  Brigand (local hero)
  134
  Brigand (seeking vengeance)
  135
  Brigand (unjustly accused)
  Table 1-8: Patrons and Targets
  
  18
  BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS
  Die 
  Roll
  Patron or Target (d1000)
  136
  Broker (gems)
  137
  Broker (land)
  138
  Broker (loans)
  139
  Broker (ship cargoes)
  140
  Broker (slaves)
  141
  Brothel owner
  142
  Bureaucratic official (cunning)
  143
  Bureaucratic official (diligent)
  144
  Bureaucratic official (loyal)
  145
  Bureaucratic official (pompous)
  146
  Burglar (retired)
  147
  Burglar (working)
  148
  Burned man
  149
  Butcher (poor)
  150
  Butcher (rich)
  151
  Butcher (sinister)
  152
  Butterfly woman
  153
  Buyer (of something)
  154
  Buyer (prospective)
  155
  Captain (barge)
  156
  Captain (fishing boat)
  157
  Captain (infantry)
  158
  Captain (mercenary)
  159
  Captain (pirate)
  160
  Captain (secret police)
  161
  Captain (ship)
  162
  Cartographer (skilled)
  163
  Cartographer (with vital map)
  164
  Cattle breeder
  165
  Cattle owner
  166
  Cattle thief
  167
  Celebrity figure (artistic)
  168
  Celebrity figure (foreign)
  169
  Celebrity figure (genius)
  170
  Celebrity figure (in hiding or 
  disguise)
  171
  Celebrity figure (local)
  172
  Celebrity figure (magic-related)
  173
  Celebrity figure (sport or contest)
  174
  Challenge recipient (cheating)
  175
  Challenge recipient (hiding)
  176
  Chef (skilled)
  177
  Chef (trying hard)
  178
  Circus owner
  179
  Cleric (evil or chaotic)
  180
  Cleric (good or lawful)
  181
  Cleric (rebel or heretic)
  Die 
  Roll
  Patron or Target (d1000)
  182
  Clone or simulacrum
  183
  Clown (entertaining)
  184
  Clown (evil)
  185
  Collector (animals)
  186
  Collector (books)
  187
  Collector (insects)
  188
  Collector (magic items)
  189
  Collector (minerals)
  190
  Collector (mundane items)
  191
  Collector (plants)
  192
  Collector (unusual: souls, 
  auras,demons, etc)
  193
  Commander (city guard)
  194
  Commander (secret police)
  195
  Connoisseur (dangerous 
  experiences)
  196
  Connoisseur (meat)
  197
  Connoisseur (men)
  198
  Connoisseur (music)
  199
  Connoisseur (scents and 
  perfumes)
  200
  Connoisseur (wine)
  201
  Connoisseur (women)
  202
  Conservative
  203
  Contest loser
  204
  Contest winner
  205
  Cook
  206
  Cooper
  207
  Counselor (attorney)
  208
  Counselor (political)
  209
  Counterfeiter
  210
  Courier (documents)
  211
  Courier (gems)
  212
  Courier (illegal substances)
  213
  Courier (political messages)
  214
  Courier (stolen goods)
  215
  Courtesan (high class)
  216
  Courtesan (low class)
  217
  Courtesan (noble)
  218
  Courtesan (witness or has secret)
  219
  Cousin of someone
  220
  Craftsman (general)
  221
  Craftsman (glassblower)
  222
  Craftsman (magical materials)
  223
  Crime boss (cursed)
  224
  Crime boss (second in command)
  225
  Crime boss (taking care 
  ofbusiness)
  Die 
  Roll
  Patron or Target (d1000)
  226
  Crime boss (with personal 
  problems)
  227
  Crime boss (worried)
  228
  Crippled man
  229
  Cutpurse
  230
  Damsel (beautiful and noble)
  231
  Damsel (commoner)
  232
  Damsel (conniving and deceitful)
  233
  Damsel (distressed)
  234
  Damsel (noble birth)
  235
  Damsel (only a disguise)
  236
  Damsel (shockingly ugly)
  237
  Damsel (unchaste)
  238
  Damsel (very intelligent, with a 
  mission)
  239
  Dancer (famous)
  240
  Dancer (salacious)
  241
  Dancer (supernatural capability)
  242
  Deaf-mute
  243
  Defender (of moral virtue)
  244
  Defender (of the peace)
  245
  Defender (of the poor)
  246
  Deity (very minor) in disguise
  247
  Demigod (cursed)
  248
  Demigod (imprisoned)
  249
  Demigod (incorporeal)
  250
  Demonologist
  251
  Dentist
  252
  Dentist (insane)
  253
  Dentist (sinister)
  254
  Deserter (army)
  255
  Deserter (criminal gang)
  256
  Diplomat (any)
  257
  Diplomat (commercial)
  258
  Diplomat (political)
  259
  Disembodied voice
  260
  Doctor (charlatan)
  261
  Doctor (general practice)
  262
  Doctor (mystical)
  263
  Doctor (sinister)
  264
  Doctor (specialist)
  265
  Druid
  266
  Drummer
  267
  Emissary (affairs of the heart)
  268
  Emissary (commercial)
  269
  Emissary (false)
  270
  Emissary (political)
  Table 1-8: Patrons and Targets Continued
  
  19
  BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS
  Die 
  Roll
  Patron or Target (d1000)
  271
  Emissary (religious)
  272
  Emissary (secret)
  273
  Enchanter
  274
  Enchanter (evil)
  275
  Enchanter (insane)
  276
  Enchanter (non-human)
  277
  Enchanter (senile)
  278
  Enchanter (very young)
  279
  Enchantress (beautiful)
  280
  Enchantress (in love)
  281
  Enchantress (non-human)
  282
  Enchantress (reborn)
  283
  Enchantress (villainous)
  284
  Engineer (aqueducts and water)
  285
  Engineer (castles and temples)
  286
  Engineer (dungeon excavation)
  287
  Engineer (sieges)
  288
  Escapee (monster’s lair)
  289
  Escapee (prison)
  290
  Escapee (slave camp)
  291
  Escapee (wizard’s lab)
  292
  Executioner
  293
  Executioner (disgraced)
  294
  Executioner (famous)
  295
  Executioner (retired)
  296
  Expert (code breaker)
  297
  Expert (gems)
  298
  Expert (investigator)
  299
  Expert (magical substances)
  300
  Expert (planting rumors)
  301
  Expert (runes)
  302
  Expert (weapons)
  303
  Expert (wilderness tracking)
  304
  Explorer
  305
  Explorer (well known)
  306
  Explorer (with secret knowledge)
  307
  Extortionist (blackmailer)
  308
  Extortionist (for something other 
  than money)
  309
  Extortionist (magical threats)
  310
  Extortionist (violent)
  311
  Falconer
  312
  Falconer (unusual birds)
  313
  Farmer (poor)
  314
  Farmer (rich)
  315
  Farmer (with three daughters)
  316
  Father or mother
  Die 
  Roll
  Patron or Target (d1000)
  317
  Felon (innocent)
  318
  Felon (oppressed)
  319
  Ferryman
  320
  Ferryman (hunchback)
  321
  Filthy peasant
  322
  Fire marshal
  323
  Fisherman (owns boat)
  324
  Fisherman (poor)
  325
  Flower arranger (possibly a 
  monk?)
  326
  Flower-bedecked woman
  327
  Fool (cursed)
  328
  Fool (insane)
  329
  Fool (professional)
  330
  Foreigner (beautiful noblewoman)
  331
  Foreigner (other plane of 
  existence)
  332
  Foreigner (sinister)
  333
  Foreigner (spy)
  334
  Foreigner (stranded)
  335
  Foreigner (with outrageous 
  accent)
  336
  Forester (acorn-grubbing peasant)
  337
  Forester (forest protector)
  338
  Forger (artworks)
  339
  Forger (documents)
  340
  Fortune-teller (annoying doom-
  prophet)
  341
  Fortune-teller (crone)
  342
  Fortune-teller (fraud)
  343
  Fortune-teller (gypsy)
  344
  Fugitive
  345
  Gambler (deadly games)
  346
  Gambler (notorious cheat)
  347
  Gambler (recent big losses)
  348
  Gambler (recent big winnings)
  349
  Gambler (with lucky charm)
  350
  Gambling den owner
  351
  Ghost (dangerous)
  352
  Ghost (female)
  353
  Ghost (harmless apparition)
  354
  Ghost (unquiet spirit)
  355
  Gladiator (famous)
  356
  Gladiator (slave)
  357
  Gladiatorial trainer
  358
  Glassblower
  359
  Goldsmith (cursed)
  360
  Goldsmith (general)
  Die 
  Roll
  Patron or Target (d1000)
  361
  Goldsmith (impoverished)
  362
  Goldsmith (rich)
  363
  Goldsmith (skilled)
  364
  Goldsmith (threatened)
  365
  Goldsmith (with rival)
  366
  Governor
  367
  Governor (benevolent)
  368
  Governor (cursed)
  369
  Governor (local)
  370
  Governor (oppressive)
  371
  Governor (with personal problem)
  372
  Grave robber (accused)
  373
  Grave robber (avaricious)
  374
  Grave robber (necromantic 
  purposes)
  375
  Grave robber (terrified)
  376
  Grave robber (with curse 
  therefrom)
  377
  Grim reaper (yep, no kidding)
  378
  Guardian (archives)
  379
  Guardian (bodyguard)
  380
  Guardian (criminal evidence)
  381
  Guardian (holy book or relic)
  382
  Guardian (of child)
  383
  Guardian (of idea or concept)
  384
  Guardian (of magical item)
  385
  Guardian (of place)
  386
  Guardian (other)
  387
  Guardsman
  388
  Guildman (high ranking)
  389
  Guildmaster (assassin)
  390
  Guildmaster (craft)
  391
  Guildmaster (merchants)
  392
  Guildmaster (profession)
  393
  Guildmaster (thieves)
  394
  Guildsman (loyal and 
  hardworking)
  395
  Guildsman (secret freelancer)
  396
  Gypsy (adventurer)
  397
  Gypsy (beautiful)
  398
  Gypsy (crone)
  399
  Half-breed
  400
  Hangman (loves his job)
  401
  Hangman (retired)
  402
  Hangman (working in his official 
  capacity)
  403
  Harem keeper (cruel)
  404
  Harem keeper (dishonest)
  Table 1-8: Patrons and Targets Continued
  
  20
  BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS
  Die 
  Roll
  Patron or Target (d1000)
  405
  Harem keeper (dutiful)
  406
  Harem keeper (in his official 
  capacity)
  407
  Harem keeper (justifiably grumpy 
  eunuch)
  408
  Harem keeper (kind)
  409
  Harem owner
  410
  Heir (if someone dies)
  411
  Heir (to a barony)
  412
  Heir (to a fortune)
  413
  Heir (to something interesting)
  414
  Heir (to the throne)
  415
  Heiress (lovable)
  416
  Heiress (of curse)
  417
  Heiress (of hereditary powers)
  418
  Heiress (secret)
  419
  Heiress (sinister)
  420
  Herbalist (with secret knowledge)
  421
  Heretic
  422
  Hester (with political influence)
  423
  Hidden witness
  424
  Historian (ancients and demigods)
  425
  Historian (kings and kingdoms)
  426
  Historian (magic and wizards)
  427
  Historian (of a region)
  428
  Historian (of a single famous 
  person)
  429
  Holy man (fake)
  430
  Holy man (genuine)
  431
  Huntsman (mythical beasts)
  432
  Huntsman (noble)
  433
  Huntsman (people)
  434
  Huntsman (stag and pheasant)
  435
  Illusionist
  436
  Infidel
  437
  Inquisitor (any sort)
  438
  Inquisitor (government)
  439
  Inquisitor (illegal)
  440
  Inquisitor (of powerful temple)
  441
  Investigator (curious amateur)
  442
  Investigator (guild quality 
  standards)
  443
  Investigator (knows too much)
  444
  Investigator (legitimate)
  445
  Investor (lost money)
  446
  Investor (needs information)
  447
  Investor (suspects funny business)
  448
  Jailor (prison official)
  Die 
  Roll
  Patron or Target (d1000)
  449
  Jailor simple turnkey)
  450
  Jester (on the run)
  451
  Jester (sinister)
  452
  Jester (with magical powers)
  453
  Jeweler (working on a 
  commission)
  454
  Journalist
  455
  Judge (from a past trial)
  456
  Judge (local)
  457
  Judge (of a contest)
  458
  Judge (of a tournament)
  459
  Judge (religious court)
  460
  Kidnapper (accused but innocent)
  461
  Kidnapper (no longer has victim)
  462
  Kidnapper (still has victim)
  463
  Killer (justified)
  464
  King (dead)
  465
  King (dethroned)
  466
  King (disguised)
  467
  King (distant foreign realm)
  468
  King (in hiding)
  469
  King (in official capacity)
  470
  King (insane)
  471
  King (missing)
  472
  King (of something strange)
  473
  King’s body part
  474
  Knave (inconstant in affairs of 
  finance)
  475
  Knave (inconstant in affairs of the 
  heart)
  476
  Knave (inconstant in matters of 
  secrecy)
  477
  Knave (inconstant in matters of 
  truthfulness)
  478
  Knight (cursed)
  479
  Knight (disgraced)
  480
  Knight (evil)
  481
  Knight (paladin)
  482
  Knight (renowned)
  483
  Knight (wandering)
  484
  Lady in waiting (dishonored)
  485
  Lady in waiting (faithful to her 
  lady)
  486
  Lady in waiting (knows terrible 
  secret)
  487
  Lady in waiting (treacherous)
  488
  Landlord (greedy)
  489
  Landlord (under threat of death)
  Die 
  Roll
  Patron or Target (d1000)
  490
  Landlord (with property 
  problems)
  491
  Lawyer
  492
  Lawyer (carrying out terms of a 
  will)
  493
  Lawyer (for the defense)
  494
  Lawyer (for the prosecution)
  495
  Lawyer (in a civil suit)
  496
  Leader of mob or riots)
  497
  Leader of prayer group
  498
  Leader of sting or entrapment 
  operation
  499
  Leader of the autonomous 
  commune
  500
  Leader of the glorious uprising
  501
  Leader of the pack
  502
  Leader of the posse
  503
  Legislator (corrupt)
  504
  Legislator (getting too close to 
  the truth)
  505
  Legislator (kidnapped)
  506
  Legislator (moral)
  507
  Legislator (radical)
  508
  Legislator (suspicious)
  509
  Legislator (traditionalist)
  510
  Leper (contagious)
  511
  Leper (fake)
  512
  Leper (real)
  513
  Locksmith (accused of crime)
  514
  Locksmith (magical locks)
  515
  Locksmith (skilled)
  516
  Lord
  517
  Lord (of the dance)
  518
  Lord (of the manor)
  519
  Lord (of the skies)
  520
  Lord (of yon great castle)
  521
  Lottery winner
  522
  Love doctor
  523
  Loyal friend of someone
  524
  Madman
  525
  Madman (cyclical madness)
  526
  Madman (dangerous)
  527
  Madman (obsessed)
  528
  Maid
  529
  Maid of honor
  530
  Maiden (abandoned)
  531
  Maiden (chaste)
  532
  Maiden (poor)
  Table 1-8: Patrons and Targets Continued
  
  21
  BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS
  Die 
  Roll
  Patron or Target (d1000)
  533
  Maiden (rich)
  534
  Maiden (seeking to change that 
  status)
  535
  Majordomo (for wizard)
  536
  Majordomo (great manor)
  537
  Majordomo (large castle or 
  fortress)
  538
  Majordomo (of nobleman’s city 
  residence)
  539
  Majordomo (small castle)
  540
  Majordomo (small manor)
  541
  Man in strange mask
  542
  Man with red or glowing eyes
  543
  Man with unusual capability
  544
  Man with unusual legs
  545
  Man with unusual pet
  546
  Man with unusual skin
  547
  Man with wooden leg
  548
  Medicine man
  549
  Member of secret police
  550
  Mercenary (leader)
  551
  Mercenary (soldier)
  552
  Mercenary (wounded)
  553
  Merchant (addictive substances)
  554
  Merchant (caravan member)
  555
  Merchant (caravan owner)
  556
  Merchant (fleet owner)
  557
  Merchant (great)
  558
  Merchant (minor)
  559
  Merchant (ship owner)
  560
  Merchant (silks)
  561
  Merchant (sinister items)
  562
  Merchant (spices)
  563
  Merchant (strange items)
  564
  Merchant (sundry vices)
  565
  Merchant (wine)
  566
  Messenger (commercial)
  567
  Messenger (for military leader)
  568
  Messenger (for wizard)
  569
  Messenger (love affair)
  570
  Messenger (of death)
  571
  Messenger (of deity)
  572
  Messenger (of noble)
  573
  Messenger (of religious leader)
  574
  Messenger (with message for 
  characters)
  575
  Military leader (betrayed)
  576
  Military leader (defeated)
  Die 
  Roll
  Patron or Target (d1000)
  577
  Military leader (victorious)
  578
  Miller
  579
  Miller (grinds strange or magical 
  substances)
  580
  Miller (with three sons)
  581
  Miller (with unusual cat)
  582
  Mine owner
  583
  Miner (crippled)
  584
  Miner (with secret)
  585
  Minister of defense
  586
  Minister of justice
  587
  Minister of pomp and 
  circumstance
  588
  Minister of the treasury
  589
  Minstrel (poor)
  590
  Minstrel (rich)
  591
  Minstrel (with attendant fans and 
  followers)
  592
  Minstrel (with magic powers or 
  instrument)
  593
  Miser
  594
  Moneylender (victim of a 
  swindle)
  595
  Moneylender (victim of theft)
  596
  Moneylender (with an outstanding 
  debt)
  597
  Monk (European friar)
  598
  Monk (hermit)
  599
  Monk (seeks to avenge dead 
  master)
  600
  Monk (vow of silence)
  601
  Monk’s severed head, talking, in 
  sandalwood box
  602
  Necromancer
  603
  Noble (cursed)
  604
  Noble (debtor)
  605
  Noble (dishonored)
  606
  Noble (impoverished)
  607
  Noble (in hiding)
  608
  Noble (rich)
  609
  Noble (with disease)
  610
  Noble (with personal problem)
  611
  Noblewoman (lovely)
  612
  Noblewoman (protecting 
  husband)
  613
  Noblewoman (shrewish)
  614
  Nomad (barbarian wanderer)
  615
  Nomad (religious dervish)
  616
  Nomad (savage tribesman)
  Die 
  Roll
  Patron or Target (d1000)
  617
  Nomad (seeking lost homeland)
  618
  Nomad (semi-civilized herdsman)
  619
  Obvious suspect
  620
  Oddly familiar person
  621
  Operator (gambling den)
  622
  Operator (public baths)
  623
  Operator (scams)
  624
  Opium den owner
  625
  Orchard owner
  626
  Organizer (coronation)
  627
  Organizer (festival)
  628
  Organizer (important wedding)
  629
  Organizer (labor)
  630
  Organizer (political)
  631
  Organizer (religious)
  632
  Outlaw (hunted)
  633
  Outlaw (repentant)
  634
  Outlaw (secret)
  635
  Outlaw (suspected)
  636
  Outlaw (violated taboo)
  637
  Outlaw (working in his job 
  capacity)
  638
  Outraged father
  639
  Outraged purchaser
  640
  Owner of dangerous property
  641
  Owner of magic item
  642
  Panderer (discreet servant of the 
  nobility)
  643
  Panderer (outlandish garb and 
  manner)
  644
  Panderer (slave owner)
  645
  Pardoner (fake political pardons)
  646
  Pardoner (fraud)
  647
  Pardoner (pardons have actual 
  effect)
  648
  Pardoner (real criminal pardons 
  for sale)
  649
  Partner (in crime)
  650
  Partner (in love)
  651
  Partner in a business
  652
  Patron (of arts)
  653
  Patron (of temple)
  654
  Peasant (farmer)
  655
  Peasant (oppressed)
  656
  Peasant (revolting)
  657
  Peasant (shepherd)
  658
  Peasant (wealthy)
  659
  Performer (biting satire)
  Table 1-8: Patrons and Targets Continued
  
  22
  BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS
  Die 
  Roll
  Patron or Target (d1000)
  660
  Performer (deadly stunts)
  661
  Performer (feats of memory and 
  observation)
  662
  Perfumer (discredited)
  663
  Perfumer (rich)
  664
  Perfumer (with rival)
  665
  Perfumer (with secret)
  666
  Person of ancient ancestry
  667
  Person of evil ancestry
  668
  Person pure of blood
  669
  Person who changes size
  670
  Person who countedvotes for an 
  election
  671
  Person who hears a voice
  672
  Person who returned from a 
  mysterious journey
  673
  Person who returned from the 
  dead
  674
  Person with no apparent face
  675
  Pickpocket
  676
  Pikeman (city guard)
  677
  Pikeman (mercenary)
  678
  Pikeman (unemployed)
  679
  Pilgrim (disguised)
  680
  Pilgrim (false)
  681
  Pilgrim (seeking absolution)
  682
  Pilgrim (seeking better luck)
  683
  Pilgrim (seeking vengeance)
  684
  Pirate (aerial)
  685
  Pirate (captain)
  686
  Pirate (first mate)
  687
  Pirate (in hiding)
  688
  Pirate (sailor)
  689
  Plowman
  690
  Poacher (noble huntsman)
  691
  Poacher (starving peasant)
  692
  Poet (heroic verse)
  693
  Poet (impoverished)
  694
  Poet (insane)
  695
  Poet (lovelorn)
  696
  Poet (satire)
  697
  Poisoner (amateur)
  698
  Poisoner (unemployed)
  699
  Poisoner (working)
  700
  Police authority (guild’s police)
  701
  Police authority (illegal police)
  702
  Police authority (informal police)
  703
  Police authority (military police)
  Die 
  Roll
  Patron or Target (d1000)
  704
  Police authority (public police)
  705
  Police authority (vigilantes)
  706
  Polluter (food)
  707
  Polluter (water)
  708
  Poseur (as celebrity)
  709
  Poseur (as guild official)
  710
  Poseur (as military leader)
  711
  Poseur (as political personage)
  712
  Poseur (as religious personage)
  713
  Possessed person
  714
  Potential witness
  715
  Potential witness (financial crime)
  716
  Potential witness (political)
  717
  Potential witness (religious)
  718
  Potion maker
  719
  Preacher (anti-establishment, 
  political)
  720
  Preacher (new cult)
  721
  Preacher (pro-government)
  722
  Preacher (return to old ways)
  723
  Preacher (sees visions)
  724
  Preacher (social reformer)
  725
  Priest (defrocked)
  726
  Priest (general)
  727
  Priest (self-sacrificing)
  728
  Priest (sinful)
  729
  Priest (with secret past)
  730
  Priestess (accessible)
  731
  Priestess (inaccessible)
  732
  Priestess (oracle)
  733
  Priestess (saintly)
  734
  Prince (deposed)
  735
  Prince (evil)
  736
  Prince (foolish)
  737
  Prince (general)
  738
  Prince (minor)
  739
  Prince (unworthy)
  740
  Prince (younger son)
  741
  Princess (has lost important item)
  742
  Princess (imprisoned)
  743
  Princess (intriguing for power)
  744
  Princess (kidnapped for marriage)
  745
  Princess (kidnapped for ransom)
  746
  Princess (threatened with death)
  747
  Prisoner (guilty)
  748
  Prisoner (innocent)
  749
  Prisoner (secretlyheld)
  Die 
  Roll
  Patron or Target (d1000)
  750
  Prodigal son (greedy)
  751
  Prodigal son (repentant)
  752
  Professor
  753
  Prophet (accurate)
  754
  Prophet (dangerous)
  755
  Prophet (deranged)
  756
  Prophet (false)
  757
  Prophet (heretical)
  758
  Prostitute (cultist)
  759
  Prostitute (larcenous)
  760
  Prostitute (vengeful)
  761
  Prostitute (with heart of gold)
  762
  Racketeer (extortion)
  763
  Racketeer (high finance)
  764
  Racketeer (shipping)
  765
  Ranger
  766
  Ratcatcher
  767
  Rebel (against criminal 
  organization)
  768
  Rebel (political)
  769
  Rebel (religious)
  770
  Rebel (without a particular cause)
  771
  Recipient of strangechallenge
  772
  Reeve
  773
  Refugee (from bad event)
  774
  Refugee (from combat)
  775
  Reluctant witness
  776
  Revolutionary
  777
  Rival (bidder)
  778
  Rival (guild)
  779
  Rival (in love affair)
  780
  Rival (merchant)
  781
  Rival (noble)
  782
  Rival (of the party)
  783
  Rival (poet or artist)
  784
  Rival (wizards)
  785
  Royalist
  786
  Rumormonger
  787
  Rumormonger (punished)
  788
  Rumormonger (suspected)
  789
  Rune-scriber
  790
  Sage (astrology)
  791
  Sage (history)
  792
  Sage (magic)
  793
  Sage (mathematics and science)
  794
  Sage (nature)
  795
  Sage (philosophy)
  Table 1-8: Patrons and Targets Continued
  
  23
  BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS
  Die 
  Roll
  Patron or Target (d1000)
  796
  Sage (religious lore)
  797
  Sailor
  798
  Savage (curious)
  799
  Savage (dangerous)
  800
  Scholar (history)
  801
  Scholar (magic)
  802
  Scholar (natural phenomena)
  803
  Scholar (religious lore)
  804
  Scribe
  805
  Servant (in tavern of inn)
  806
  Servant (of assassin)
  807
  Servant (of merchant)
  808
  Servant (of military leader)
  809
  Servant (of noble)
  810
  Servant (of priest)
  811
  Servant (of sage)
  812
  Servant (of wizard)
  813
  Shepherd
  814
  Sheriff (corrupt)
  815
  Sheriff (dutiful)
  816
  Sheriff (rural)
  817
  Sheriff (sinister)
  818
  Sheriff (with personal problems)
  819
  Shoemaker (poor)
  820
  Shoemaker (rich)
  821
  Sin eater
  822
  Singer (any sort)
  823
  Singer (cursed)
  824
  Singer (famous)
  825
  Slave (escaped)
  826
  Slave (in general)
  827
  Slaver (specific females)
  828
  Slaver (specific professionals)
  829
  Slaver (specific race)
  830
  Slaver (works on commission)
  831
  Son or daughter
  832
  Sorcerer (demagicked)
  833
  Sorcerer (political aspirations)
  834
  Sorcerer (power in amulet)
  835
  Sorcerer (power in familiar)
  836
  Sorcerer (power in fingernails)
  837
  Sorcerer (power in hair)
  838
  Sorcerer (powerful)
  839
  Sorcerer (transformed)
  840
  Sorcerer (weak)
  841
  Speaker for the ancients
  842
  Speaker of foreign language
  Die 
  Roll
  Patron or Target (d1000)
  843
  Speaker of the dead
  844
  Speaker of the gods
  845
  Speaker of the king
  846
  Spy (for criminal network)
  847
  Spy (for guild or merchant)
  848
  Spy (for noble)
  849
  Spy (for suspicious spouse)
  850
  Spy (for the man)
  851
  Spy (for the priesthood)
  852
  Spy (for wizard)
  853
  Squire (for haughty knight)
  854
  Squire (for missing or kidnapped 
  knight)
  855
  Squire (for poor knight)
  856
  Squire (of dead knight)
  857
  Steward (for a wizard)
  858
  Steward (great manor)
  859
  Steward (large castle)
  860
  Steward (noble’s city residence)
  861
  Steward (small castle)
  862
  Steward (small manor)
  863
  Stonemason (general)
  864
  Stonemason (knows where 
  something is hidden in the walls)
  865
  Strumpet (married to noble)
  866
  Strumpet (tavern wench)
  867
  Strumpet (thieves’ wench)
  868
  Student
  869
  Subject of a recent prophesy
  870
  Subject of an ancient prophesy 
  (apparently)
  871
  Subject of the inquisition
  872
  Subterranean citizen
  873
  Survivor (assassination attempt)
  874
  Survivor (dungeon expedition)
  875
  Survivor (wilderness expedition)
  876
  Survivor (with dangerous secret)
  877
  Suspected witness
  878
  Swindler (accused)
  879
  Swindler (suspected)
  880
  Swindler (working on scam)
  881
  Swordsman
  882
  Swordsman (duelist)
  883
  Swordsman (legendary)
  884
  Swordsman (mercenary)
  885
  Swordsman (old)
  886
  Swordsmith (discredited)
  Die 
  Roll
  Patron or Target (d1000)
  887
  Swordsmith (famous)
  888
  Swordsmith (skilled)
  889
  Swordsmith (with a family 
  problem)
  890
  Tailor (poor)
  891
  Tailor (to the nobility)
  892
  Tavern owner
  893
  Tax collector (embezzler)
  894
  Tax collector (oppressive bully)
  895
  Tax collector (working at his job)
  896
  Taxidermist (strange beasts)
  897
  Teamster (camel driver)
  898
  Teamster (caravan leader)
  899
  Teamster (regular wagon driver)
  900
  Teamster (strange beasts of 
  burden)
  901
  Teamster (strange wagons)
  902
  The half-a-man
  903
  Theater owner
  904
  Thief (convicted)
  905
  Thief (freelance)
  906
  Thief (guild member)
  907
  Thief (guildmaster)
  908
  Thief (retired)
  909
  Thief (strange series of items)
  910
  Toll bridge owner
  911
  Toll road operator
  912
  Town drunk
  913
  Trader (cattle)
  914
  Trader (furs)
  915
  Trader (horses)
  916
  Trader (scrolls and books)
  917
  Trader (strange items and 
  oddments)
  918
  Traditionalist
  919
  Traitor (religious)
  920
  Traitor (secret society)
  921
  Traitor (to city)
  922
  Traitor (to guild)
  923
  Trapper (furs)
  924
  Trapper (live animals)
  925
  Traveler (normal)
  926
  Traveler (of planes and strange 
  dimensions)
  927
  Traveler (stranded)
  928
  Traveler (with rumors or news)
  929
  Trustee (building)
  930
  Trustee (item)
  Table 1-8: Patrons and Targets Continued
  
  Die 
  Roll
  Patron or Target (d1000)
  931
  Trustee (land)
  932
  Trustee (money)
  933
  Twin
  934
  Two-headed man
  935
  Unbelievably lucky person
  936
  Unbelievably unlucky person
  937
  Uncle or Aunt of (roll again)
  938
  Undertaker
  939
  Unknown victim
  940
  Unwilling witness
  941
  Usurper (criminal)
  942
  Usurper (guild)
  943
  Usurper (political)
  944
  Usurper (religious)
  945
  Vampire
  946
  Vandal (unintentional)
  947
  Veiled woman
  948
  Vendor (elixirs)
  949
  Vendor (food)
  950
  Vendor (religious charms)
  951
  Vendor (shrunken heads)
  952
  Vengeful eunuch
  953
  Victim (assault)
  954
  Victim (counterfeit)
  Die 
  Roll
  Patron or Target (d1000)
  955
  Victim (kidnap)
  956
  Victim (murder)
  957
  Victim (of rumors)
  958
  Victim (of slander)
  959
  Victim (of theft)
  960
  Vigilante (against crime)
  961
  Vigilante (political faction)
  962
  Vigilante (religious)
  963
  Viking
  964
  Vintner (awful wine)
  965
  Vintner (fine wines)
  966
  Voodoo priest or practitioner
  967
  Wagoner
  968
  Wanderer
  969
  Warden (prisoner has escaped)
  970
  Warden (with prisoner)
  971
  Warlock (dead)
  972
  Warlock (disembodied)
  973
  Warlock (suspicious)
  974
  Warlock (with rival)
  975
  Warlock (with secret agenda)
  976
  Weaver (oppressed)
  977
  Weaver (rich)
  978
  Widow or widower of (roll again)
  Die 
  Roll
  Patron or Target (d1000)
  979
  Wife or husband of (roll again)
  980
  Witch (accused)
  981
  Witch (crone)
  982
  Witch (working on a task)
  983
  Witch (young and beautiful)
  984
  Witch doctor
  985
  Wizard (cursed)
  986
  Wizard (engaged in research)
  987
  Wizard (enslaved)
  988
  Wizard (flamboyant)
  989
  Wizard (powerful)
  990
  Wizard (sinister)
  991
  Wizard (weak or defeated)
  992
  Wizard (with personal crisis)
  993
  Wizard (working on a 
  commissioned task)
  994
  Woman in feathery cloak
  995
  Woman with dancing bear
  996
  Woman with snake eyes
  997
  Woodcutter
  998
  Zealot (political)
  999
  Zealot (religious)
  1000
  Zoo owner
  24
  BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS
  Table 1-8: Patrons and Targets Continued
  
  25
  Die Roll
  Motivation (d100)
  Object or Obstacle (d100)
  01-05
  Cause dishonor for
  Ancestral enemy
  06-10
  Defeat
  Business partner
  11-15
  Escape from
  Business rival
  16-20
  Friendship with
  Concubine
  21-25
  Gain knowledge about 
  (or on behalf of)
  Detective, investigator, or one 
  who asks too many questions
  26-30
  Gain status over
  Employer
  31-35
  Gain status with
  Former compatriot
  36-40
  Lust for
  Former employee
  41-45
  Protect livelihood of 
  (or from)
  Friend
  46-50
  Protect reputation of 
  (or from)
  Guild or business association
  Die Roll
  Motivation (d100)
  Object or Obstacle (d100)
  51-55
  Protect wealth of  
  (or from)
  Offspring
  56-60
  Reconciliation with
  Parent
  61-65
  Regain favor with
  Political compatriot
  66-70
  Regain honor  
  stolen by
  Political leader
  71-75
  Removal of (by death)
  Political or justice official
  76-80
  Removal of 
  (kidnapping)
  Religious compatriot
  81-85
  Rescue
  Spiritual leader
  86-90
  Revenge upon  
  (or on behalf of)
  Spouse
  91-95
  Self-protection from
  Temple official
  96-00
  Steal from
  Temple or religious society
  Table 1-9: Patron Motivations
  BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS
  
  26
  Table 1-10: Hooks and Motivations
  Die Roll
  What Might Motivate Players to Choose this Adventure 
  (d100)
  How Characters Learn About the Opportunity  
  (d100)
  01-04
  Ability to move inconspicuously in certain groups or places
  A person offers to trade information about the  
  opportunity in exchange for money
  05-08
  Additional form of movement:  
  swim or breathe water, fly, teleport, etc
  A person offers to trade information about the  
  opportunity in exchange for money
  09-12
  Better equipment  
  (possibly magical)
  Dream or vision suggests the opportunity  
  in symbols and metaphors
  13-16
  Bonuses to saving throws under certain circumstances
  Friend, relative, or mentor of a character  
  informs party of the opportunity
  17-20
  Cure disease
  Inquiries in taverns lead to a rumor of this potential opportunity
  21-24
  Enhanced ability to cast spells
  Inquiries in taverns lead to a rumor of this potential opportunity
  25-28
  Enhanced ability to see or hear 
  Inquiries in taverns lead to a rumor of this potential opportunity
  29-32
  Gain experience points or levels
  Legend or prophesy suggests the opportunity
  33-36
  Gain forgiveness or pardons for prior actions
  Letter or message is intercepted by characters  
  (possibly due to mistaken identity, possibly overheard)
  37-40
  Gain hit points
  Letter or message is sent to characters
  41-44
  Improve physical appearance
  Potential employer contacts party to offer the opportunity
  45-48
  Improve initiative, rate of attacks or speed of actions
  Potential employer contacts party to offer the opportunity
  49-52
  Improvement in movement rate
  Potential employer contacts party to offer the opportunity
  53-56
  Improvement or bonus to class ability  
  (turning undead, picking locks, etc)
  Potential employer contacts party to offer the opportunity
  57-60
  Increased strength or other ability score
  Potential employer contacts party to offer the opportunity
  61-64
  Learn additional language 
  Potential employer contacts party to offer the opportunity
  65-68
  Money
  Potential employer contacts party to offer the opportunity
  69-72
  Noble status or improved social status
  Potential employer contacts party to offer the opportunity
  73-76
  Permit travel (casting of teleport, creation of planar gate, 
  opening of dimensional gateway, etc)
  Potential employer contacts party to offer the opportunity
  77-80
  Permit travel (required documents, safe-passage, etc)
  Potential employer has posted signs with some  
  details of the opportunity
  81-84
  Provide needed equipment
  Potential employer has posted signs with some d 
  etails of the opportunity
  85-88
  Receive useful information
  Recently arrived people bring back word of the opportunity
  89-92
  Remove a curse  
  (or other problem lingering from a prior adventure)
  Rumors are floating around with some details of the opportunity
  93-96
  Reverse aging
  Rumors are floating around with some details of the opportunity
  97-00
  To-hit or damage bonus in certain circumstances
  Sent dream suggests the opportunity in clear terms,  
  but without revealing who sent the dream or why
  BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS
  
  27
  The Villain’s Plan
  Die 
  Roll
  Type of Villainous Plan (d100)
  01-06
  Concealment – the villain is trying to conceal himself, 
  to conceal his past acts, conceal his organization, conceal 
  evidence, etc.
  07-13
  Conversion – the villain is trying to convert others to his 
  way of thinking (as opposed to subversion, which involves 
  using them without changing their minds)
  14-21
  Desecration – the villain seeks to desecrate a location, an 
  item, or an event (desecration could be targeted on religion 
  or against a tradition)
  22-29
  Destroy Community – the villain is trying to kill, 
  economically destroy, or otherwise irreparably damage 
  a particular community (possibly a sub-community or 
  organization).  He could have various motives, ranging 
  from annoyance to following the orders of a greater villain.
  30-36
  Destroy Good-Aligned Group – the villain seeks to 
  destroy a good-aligned group, either because their morals 
  offend him, or as the first step in a larger plan
  37-43
  Economic Power – the villain is working on gaining 
  wealth, either as an end in itself or to fund the next step in 
  a larger plan
  44-50
  Evoke Catastrophic Event – the villain is trying to set 
  off a natural, magical, psychic, or political disaster.  This 
  might be an end in itself, or the first step in some other 
  plan.
  Die 
  Roll
  Type of Villainous Plan (d100)
  51-57
  Food – the villain seeks to get food for himself, a monster, 
  or for his organization.  Basic subsistence is the primary 
  goal of many lesser villains, while reliable food sources for 
  minions can be the objective of more powerful leaders
  58-64
  Gain Favor of Another Villain – the villain wants to 
  impress someone.  He might be trying to impress his boss, 
  trying to gain an ally, or showing someone that he’s worthy 
  of employment as a minion.
  65-71
  Increase Personal Capability – the villain is trying to 
  increase his inherent personal power.  This might include 
  gaining levels of experience, useful information, magic 
  items, etc.
  72-78
  Political Power – the villain seeks to gain direct or 
  indirect political power at some level of government.
  79-81
  Random Acts – the villain acts randomly in villainous 
  ways
  82-89
  Reputation – the villain is trying to enhance his own 
  reputation, either as an invincible villain or as a good 
  person (which would be an infiltration tactic)
  90-95
  Subversion to the Villain’s Purposes – the villain is 
  trying to mislead people into supporting his nefarious 
  enterprises
  96-00
  Support Evil Groups Secretly – the villain is working 
  behind the scenes to help other evil groups.
  The following tables can be used to get ideas for an adventure, starting with some details about the villain’s plan. The plan need not be 
  immediately obvious at the start of the adventure, and might not even be discovered until the very end. Note that this section has a master table 
  (1-11), which directs the reader to one of tables 1-12 through 1-34. Table 1-35 (Minions) stands alone, since it can apply to virtually all of the 
  other tables.
  Master Table of Villainous Plans
  Table 1-11: Master Table of Villainous Plans
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  
  28
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  Die 
  Roll
  From Whom
  How He’s Concealing It
  01-10
  Another villain
  Assassination.  The Villain is targeting anyone who could identify him from a past identity he wants to 
  keep secret, or is killing those who know about his plans.  In other words, the villain might be trying to 
  conceal himself or his activities; these aren’t always the same.  A villain engaged in secret activities might be 
  completely certain he can’t be identified, but still worried that his plot could be uncovered.  Assassinations 
  might be the last resort when a villainous plot is already starting to fall apart.  The villain’s minions might be 
  his targets, too, if things have gone badly and the villain is concealing his tracks.
  11-20
  Another villain’s 
  minions
  Eliminating Evidence (damage control).  The villain is trying to eliminate evidence of a plan or crime that 
  failed, and that he has written off.  He might be taking several actions at once: killing his own minions that 
  were involved, killing witnesses, stealing documents and other evidence, etc.
  21-30
  Bounty hunters or 
  adventurers
  Eliminating Evidence (mopping up).  The villain is eliminating evidence of a plan or crime that 
  has succeeded – covering his tracks, in other words.  If he up a usurper on the throne (to choose one 
  example), he might still need to kill the minion or dupe who poisoned the true king.  Or, he might need 
  to change some historical records that could reveal the usurper’s non-noble pedigree.  Most crimes leave 
  evidence behind.
  31-40
  Bounty hunters or 
  adventurers
  Frame-up.  The villain is framing another person (or monster) for a crime he committed himself.  The target 
  might be a minion, an innocent bystander the villain dislikes, or a monster such as a nearby dragon (dragons 
  being excellent fall-guys for arsonists).  Remember also: from the villain’s perspective, the enemy of his 
  enemy is not his friend – he’s a potential fall guy.
  41-50
  Foreign 
  authorities or 
  military
  Lair-Building (rural).  The villain is building a concealed lair to hide himself and his activities from the 
  group indicated in column 1.  This could be the activity of a mindless monster (in which case column 1 is 
  irrelevant), or it might be part of the thought-out plan of a relatively intelligent mastermind.
  51-60
  Former victim
  Lair-Building (urban or village).  The villain is building a hidden lair within a civilized community.  Again, 
  this could be the instinctive action of an unintelligent beast (such as a giant spider nesting in an attic, or a 
  ghoul making tunnels under a cemetery) or might be the first step in a mastermind’s plan (e.g., an evil priest 
  digging a secret basement-complex).
  61-70
  Group of  
  former allies
  Organization (façade).  The villain is creating an organization of innocent-looking minions in plain 
  sight, but with a secret agenda for the group.  The organization might be a cover story for existing 
  minions (yes, we are all circus performers!) or it might be a way of recruiting unsuspecting locals to join.  
  In this sort of operation, the villain is primarily trying to conceal the organization’s secret operations 
  rather than to conceal himself; he might even be a prominent citizen of the town or village where the 
  organization is being created.  His plan might include recruiting people away from the local community 
  to a rural “temple” or “lodge,” or the organization’s base might be located right in the middle of the 
  community (for example, an innocent-looking store that actually fences stolen goods brought in by 
  caravan from the nearby city).  To determine the organization’s secret agenda, you might want to roll 
  again on the Master Table.  Note that this sort of plan is almost certainly the agenda of an intelligent 
  villain, even if the operation is run by a minion with lower intelligence.
  71-80
  Local authorities 
  or militia
  Organization (secret).  The villain is creating a secret organization of minions, meeting in secret with 
  no cover story for their activities.  This could be a secret cult, a plan to overthrow the government, or the 
  unification of wererat tribes in the sewer tunnels of a large city.  Secret societies can take many forms if you’re 
  creative.
  81-90
  Local authorities 
  or militia
  Secret identity (establishing).  The villain is disguised within the human population, and is 
  building up a new identity for himself.  He might have forged documents, or an altered body form.  
  In this case, the villain has created a new identity – if he has taken someone’s place, see below for 
  comments.
  91-00
  Local authorities 
  or militia
  Secret Identity (learning).  The villain has replaced a human in the community, and is learning the details of 
  his new identity.  This is not a strategy limited to shape-changing villains; anyone can pretend to be someone 
  from far away.  The villain might be making some blunders as he impersonates the dead or absent target – he 
  might not know, for example, that the king was a vegetarian, or where the merchant hid the key to his treasure 
  room.
  Concealment
  Used as a creative tool to generate the start of an adventure, this table gives some details about a villain whose highest priority at the moment is to 
  simply to hide himself (itself) or the evidence of another plan (past, present, or future).  Most likely, this is only the first step in his grand scheme, 
  but it might be a clean-up operation from a different plan that has just finished for good or ill. The table is primarily for intelligent mastermind-
  types; if you’ve already got an unintelligent monster in mind, assume that it’s building a hidden lair of some sort or roll on the Food-Related 
  Activities table.
  Table 1-12: Villainous Concealment
  
  29
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  Conversion
  Conversion-type plans are designed to win over the hearts, minds, and possibly souls of the villain’s targets. There is another similar table later 
  on called “Subversion,” and the distinction is that a conversion plot is designed to change the moral alignment of the target, whereas a subversion 
  plot can succeed perfectly well if the target never changes at all – as long as the target keeps unknowingly working on the villain’s behalf.
  Table 1-13: Conversion
  Die 
  Roll
  Conversion Method (d100)
  01-05
  Addiction.  The villain uses peoples’ addictions to get 
  them to take evil actions
  06-10
  Bad Advice.  The villain advises people to engage in 
  evil actions, working from some position of authority 
  he has already obtained (e.g., a good priest, a military 
  leader, a city alderman, a prosecutor, etc).  The villain 
  might be giving insidious advice to the population at 
  large (by preaching war, for example), or he might be 
  in the position of an adviser to a noble, a guildmaster, 
  or some other powerful person.  The “evil vizier” of 
  Arabian folklore is a prime example of this sort of 
  villain.
  11-15
  Blackmail.  The villain is blackmailing people into 
  committing evil actions.  These actions might or might 
  not actually change their alignments, depending in how 
  you use alignment in your game.
  16-20
  Debts.  The villain is a moneylender or has control of 
  money (a local exchequer or military quartermaster, 
  perhaps) and is using peoples’ debts to force them into 
  undertaking evil actions.
  21-25
  Demonic Gifts.  The villain gives “gifts” of a demon’s 
  assistance.  Eventually, the victim becomes reliant or 
  even addicted to such help, and falls into the villain’s 
  (or the demon’s) clutches as a helpless pawn.
  26-30
  Enchantment.  The villain is magically charming 
  people, then persuading or ordering them to commit 
  evil actions.
  31-35
  Hostages.  The villain takes hostages, compelling their 
  kin or the hostages themselves to perform evil actions 
  in exchange for freedom or good treatment.
  36-40
  Magic.  The villain uses magical means (using an item, 
  probably) to change the alignment of his victims.  The 
  effect might only work from long-term exposure to the 
  item, or it might be instantaneous.
  41-45
  Persuasion.  The silver-tongued devil is able to convert 
  people to his cause by words alone.  This might be 
  through religious conversions, or by persuading people 
  to take specifically evil actions.  This is the “tempter” 
  type of villain common in European morality tales (eve 
  and the serpent, Marlowe and Goethe’s versions of the 
  Doctor Faustus story, etc.)
  46-50
  Money.  The villain simply pays people to take evil 
  actions.
  51-55
  Obligations of Honor.  The villain is using peoples’ 
  open-ended promises and oaths as a means of getting 
  evil actions done.  The fictionalized mafia of the 
  Godfather movies is an excellent example: by doing a 
  favor in exchange for another, unspecified, favor in the 
  future, the villain can force people to undertake tasks 
  they wouldn’t have agreed to ahead of time if they had 
  known what would be required of them.
  Die 
  Roll
  Conversion Method (d100)
  56-60
  Minions Give Bad Advice.  The villain’s minions 
  advise evil actions from positions of authority.  The 
  plan is basically the same as “Bad Advice” above, but 
  performed by the villain’s minions instead of by the 
  villain himself.  The villain remains one step removed 
  from the dirty work, possibly more anonymous than 
  someone in a position to be giving advice.
  61-65
  Minions Take Hostages.  The villain’s minions hold 
  hostages to compel evil actions from the hostage’s 
  friends or kin.  This is like the “Hostages” entry above, 
  but the minions are the ones on the front line.  As 
  always, the weakness in the plan is that if you want 
  something done right, you need to do it yourself.
  66-70
  Minions Use Addictions.  The villain’s minions use 
  peoples’ addictions to get them to take evil actions.  
  The minions might be supplying people with addictive 
  substances, might be taking over the operations of 
  existing suppliers by force or guile, or might be 
  blackmailing people (assuming the drugs are illegal).
  71-75
  Minions Use Blackmail.  Similar to the “Blackmail” 
  plot, but the villain’s minions are blackmailing people 
  into performing evil actions rather than the villain 
  himself.
  76-80
  Minions Use Enchantment.  The villain’s minions are 
  charming people to get them to perform evil actions.  
  This might be the same as “Enchantment” above, but 
  it might be that the villain himself doesn’t have the 
  magical capability to enchant people.  If the villain’s 
  minion is able to use such magic, and the villain isn’t, 
  keep in mind that the minion might have his own secret 
  agenda.
  81-85
  Minions Use Magic.  The villain’s minions are directly 
  changing peoples’ moral alignment with the use of 
  magic – whether this is an inherent capability or by 
  the use of a powerful magic item (or even an artifact).  
  As with all minion-type plans, the minions might be 
  slightly incompetent, or might be intelligent enough to 
  have their own agenda.
  86-90
  Minions Use Money.  The villain’s minions pay people 
  to undertake evil actions.  This is only different from 
  “subversion” in that the actions are presumably heinous 
  enough to cause a possible change in alignment.
  91-95
  Minions Use Obligations of Honor.  The villain has a 
  minion who is a feudal lord, a crime boss, or who holds 
  some other station in which people make open-ended 
  promises to him.  At the villain’s request or command, 
  the minion is able to take advantage of these open-
  ended promises to extort actions people would never 
  directly have agreed to.
  96-00
  Minions Use Persuasion.  The villain’s minions 
  persuade people into a religious or moral conversion 
  to evil (or Chaos, depending upon the campaign).  
  Most likely, the villain has the minion doing the job 
  because the villain lacks the charisma (or the human 
  appearance) to pull it off.
  
  30
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  Desecration
  In a desecration-type plot, the villain seeks to destroy, subvert, or render meaningless an important location (usually a religious site) or an event 
  (not always religious). Table 1-14 is used when the villain intends to desecrate a location (50% chance), and Tables 1-15 and 1-16 are used if the 
  target is an event (50% chance).
  Table 1-14: Desecration Plots (Location)
  Die Roll
  Intended Desecration Method (Location) (d100)
  01-10
  Conquest.  Villain plans to conquer and occupy the holy site by military assault; using a frontal attack, infiltration, or the help of a 
  traitor.
  11-20
  Nullification From Afar.  The villain plans to counteract the power of a holy site with activities he can perform in another 
  location.  Examples might include such things as building a dark mirror-image location as a counteracting force, or summoning 
  clouds to hang permanently over a sun temple.  Possibilities for this are pretty vast.
  21-30
  Raze it to the Ground.  The villain plans to physically destroy a temple or holy site using an earthquake, burning it, exploding it, 
  or using some other implement of physical destruction other than a frontal assault.  
  31-40
  Seed of Evil.  The villain plans to desecrate the temple or holy site by planting an unholy object on the premises, probably in a 
  hidden place (but also, possibly, substituting something in plain sight with a duplicate).  He might replace the eye of an idol with 
  the eye of a demon, perhaps he might bury the body of a hanged murderer under the altar, or perhaps a stone soaked in the cursed 
  waters of La’aashoon might be used to replace a flagstone.
  41-50
  Stealing the Relics.  The villain plans to steal or modify the specific holy item that gives a temple or a holy site its power or 
  significance.  He might be planning to replace it with a worthless forgery, or he might plan just to hide it away.  This is a good plot 
  to introduce two levels of villain – the one who is supposed to arrange the actual theft, and a more powerful master who plans to 
  use or destroy the relic.
  51-60
  Target the Congregation.  The villain plans to subvert or convert the temple’s congregation into attacking the priests or otherwise 
  destroying the temple or holy site.
  61-70
  Target the Priesthood (Guile).  The villain plans to eliminate or remove the servants of a holy site by trickery, then occupy, 
  desecrate, or destroy the site.  He might do so by impersonating a messenger from the high priesthood calling the priests away to 
  an emergency conclave, perhaps.  A nearby “natural” disaster might also be used as the decoy.
  71-80
  Target the Priesthood (Stealth).  The villain plans to eliminate the servants of a holy site by stealthy means, allowing him to 
  occupy, desecrate, or destroy the site at leisure.  He might even keep the site open for business afterwards!  This sort of plot might 
  include assassinations, kidnappings, disguised replacements for the missing priests, or man other kinds of nefarious doings.
  81-90
  Target the Priesthood (Subvert).  The villain plans to subvert the priesthood to evil, and use them to desecrate the temple.  For 
  ideas about his methods, you might want to take a look at the “Conversion” and “Subversion” tables (Table 1-13 and Table 1-32)
  91-00
  Unholy Event.  The villain plans to desecrate the temple or holy site by causing some unholy action to take place there.  Examples 
  might include a human sacrifice, the speaking of ancient or blasphemous words, summoning a demon within the precincts, or a 
  formal rededication of the temple to an evil deity.  Most such plots would require someone to get into the site, although it might 
  not need to be the villain himself.
   Table 1-15: Desecration Methods (Event)
  Die 
  Roll
  Intended Desecration Method (Event) (d100)
  01-10
  Attack with violence
  11-20
  Discredit Beforehand (legal or political)
  21-30
  Discredit Beforehand (religious authority)
  31-40
  Disrupt with violence
  41-50
  Interrupt with Objection (legal or political)
  51-60
  Interrupt with Objection (religious authority)
  61-70
  Kidnap Required Officials
  71-80
  Kidnap Required Participants
  81-90
  Steal Traditional Items
  91-00
  Subvert with counterfeit items or people
  
  Table 1-16: Type of Ceremony Villain Plans to Desecrate (Event)
  Die Roll
  Type of Ceremony (d100)
  Possible Key Features of Ceremony (d100)
  01-05
  Religious or Secular: Celebration of a secular event such as 
  the end of a great war or the end of a famine.
  Animal sacrifice (particular animal, chosen ahead of time, 
  fitting certain criteria)
  06-10
  Religious or Secular: Harvest’s beginning or end
  Bringing a particular object to a particular place and installing 
  it there
  11-15
  Religious: Anniversary of event in history of the religion 
  (battle victory, writing of a religious text, appearance of an 
  avatar, etc)
  Building and maintaining a temporary structure for a period of 
  time
  16-20
  Religious: Anniversary of event in life of deity
  Creation of a Particular Sound
  21-25
  Religious: Anniversary of event in life of hero/saint
  Crowning or other rites focusing on a particular a person 
  (person chosen ahead of time, must be that person). This would 
  be something like the “Queen of the May,” or the local baron, 
  or some other person who can’t simply be replaced.
  26-30
  Religious: Astrological Conjunctions
  Day of Fasting
  31-35
  Religious: Commemoration of a local religious event such as 
  the founding of the local temple or even the conversion of the 
  baron’s grandfather to the sect.
  Handing out some sort of food, from free beer to sacks of 
  grain, to a blessed piece of fruit.  The food might or might not 
  be prepared or consumed during the ceremony itself.
  36-40
  Religious: Eclipse
  Human sacrifice is part of the ceremony (if chaos/evil cult), or 
  animal sacrifice (if sect is lawful/good).  Ceremony requires 
  a particular sacrificial victim, chosen ahead of time, fitting 
  certain criteria.
  41-45
  Religious: End/beginning of year
  Opening and entering an underground area normally kept 
  sealed
  46-50
  Religious: Equinox
  Planting of seeds
  51-55
  Religious: Full or new moon
  Reading of a particular prayer
  56-60
  Religious: Lunar Solstice
  Reading of omens, from the shape of clouds to the entrails of a 
  sacrificial beast, to the release of birds to read the future in the 
  pattern of their flight.
  61-65
  Religious: Particular day ordained by the deity or a sacred text
  Recitation of articles of authority
  66-70
  Religious: Planting season (often involving some sort of 
  fertility rite, either sexual or involving blood if ancient 
  religions are used as the model).
  Re-enactment of an event from the past
  71-75
  Religious: Scriptural progression. If the religion’s scripture 
  tracks through the year, the end of one chapter or book and 
  the beginning of another might be a significant date.  For 
  example, a temple might read from the Book of Autumn, the 
  Book of Summer, the Book of Spring and the Book of Winter.  
  The changeover from one to the next might involve unusual 
  ceremonies or a festival.
  Re-enactment of an event from the religion’s mythology
  76-80
  Religious: Solstice (closest and farthest point from sun)
  Rite of passage is part of the ceremony.  Requires presence of 
  the candidates at the very least.
  81-85
  Secular or Religious: rites of passage or coming-of-age 
  ceremonies.  Following the model of ancient religions, these 
  are almost always different ceremonies for males and females, 
  and might be on different dates.
  Sexual activity; most common at fertility rites or rites of 
  passage, but possible in any context depending on the culture 
  or the religion as established in the campaign
  86-90
  Secular: Celebration of the local lord’s birthday or anniversary.
  Submersion in water, or other use of water in a ceremony
  91-95
  Secular: Coronation or other transference of power (at a guild 
  or in town government, for example).
  Traditional dance (the quality of it, or its adherence to 
  particular standards, might be read as an omen).
  96-00
  Secular: The opening of a market fair, or a tournament 
  (assuming that these are wrapped up in enough tradition to be 
  considered something that could be “desecrated”).
  Wild festival in which the normal rules of society are relaxed 
  (this might be a difficult one for a villain to figure out how to 
  desecrate).
  31
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  
  Destroy Community
  The villain is targeting a community for destruction. Tables follow for the intended method, the villain’s reason for wanting to destroy the 
  community, and a subtable to provide additional detail if the reason is vengeance.
  Table 1-17: Intended Method of Destruction
  Die Roll
  Intended Method of Destruction (d100)
  01-05
  Anger the Protector.  The plan is to cause the community’s destruction by getting a significant protector of the village to depart, 
  leaving the community at the mercy of predators (including the villain).  The protector might be a knight, a powerful cleric, or 
  some other person.  The methods might include framing this protector for crimes, spreading rumors about him, or impersonating 
  him while committing crimes.  Virtually any sort of activity designed to besmirch a person’s reputation might be used.
  06-10
  Arson.  The villain plans to burn everything to the ground, either directly or with the help of a firebug minion.
  11-15
  Attack!  The villain has enough military resources to attack and destroy the community – possibly missing just one key factor.
  16-20
  Eviction.  The villain is (legally) evicting members of the community by using his influence with the legal system, influence with 
  rulers, false facts, framed evidence of crimes, diverting taxes from reaching tax collectors, etc.  This is the “evil landlord” type of 
  villain who makes an appearance in many of the Brothers Grimm fairy tales.
  21-25
  Harbor the Menace.  The villain plans to (or has already started to) provide a safe lair for a predatory killer, monster, murderer, 
  trapper, arsonist, etc.  The dangerous inhabitant might have been brought in, found and adopted, or actually created by the villain.
  26-30
  Interdiction or Siege.  This sort of plot could include any sort of interdiction of supply or demand.  The “standard” use of this 
  plot as an adventure device is a military blockade or siege; bandits cutting off the road to a village, or the siege of a fortification.  
  However, there are many subtler ways to use this sort of plot as well.  Blessings or information might be the “commodity” that’s 
  being cut off rather than the more obvious food and trade.  The villain might, for example, have manipulated the local high priest 
  into refusing to perform religious ceremonies, or might have captured him.  The interdiction might be limited to a particular 
  commodity, such as the iron needed for a blacksmithing operation in a local castle.  Causing the iron to rust while it’s in transit is 
  an example of interdiction bearing no resemblance to a straightforward siege.  Let your mind roam free for possibilities – this is a 
  plot with lots of scope for GM creativity.
  31-35
  Murder.  The villain (or a deadly minion) is killing the community one at a time, the old fashioned way.  This could be a 
  straightforward psycho killer or other human-hater on the loose, or it could be a much more intricate plot: watch Tim Burton’s film 
  version of the Legend of Sleepy Hollow (the one with Johnny Depp) for a really complex example.
  36-40
  Plague.  The villain plans to spread a plague, or is somehow maintaining an existing plague.  This might be done with mundane 
  means such as putting rotting meat into a water supply, it might be a magical plague maintained with the help of a god of disease, 
  or it might be a magic-user casting uniquely-crafted spells.
  41-45
  Poison.  The villain is poisoning something: water, food, air, animals, crops, clothing, etc.
  46-50
  Prepare for Battle.  The villain is hiring or assembling troops (possibly monstrous) for a direct military assault.  The troops might 
  not yet be well enough trained, or might not be numerous enough for the invasion to begin.
  51-55
  Provoke Invasion by Impersonation.  The villain seeks to provoke someone else into invading the community.  He is doing so 
  by impersonating members of the community while committing crimes, treason, immoral acts, etc.  This could be as large-scale as 
  committing raids against one baron’s villages under the flag of another baron.
  56-60
  Provoke Invasion by Lies.  The villain seeks to provoke an invasion by spreading rumors and lies about the community (e.g., the 
  village is a hideout for bandits, a guild is plotting the overthrow of the king, a village is harboring a traitor, etc.).
  61-65
  Remove Skilled Leader. The villain wants to remove a killed leader – not a protector, but someone whose services are vital to 
  the community.  Examples might include a well-known swordsmith, a druid who blesses the crops, or someone who gives wise 
  counsel.  The means of removal might include violence, provoking the community to exile the leader, or poisoning the leader’s 
  opinion of the community.
  66-70
  Remove/Destroy Protective Item. The villain’s target is some item that protects the community; he plans to steal it, destroy it, or 
  nullify its effects.
  71-75
  Sabotage Source of Income.  The villain has a cunning plan to destroy the market for the community’s product.  He might plan to 
  poison the product, sabotage its quality, spread rumors about it, etc.
  76-80
  Sabotage the Food Source.  The villain is eliminating domestic animals or crops, possibly by poison, possibly by slaughter, or 
  perhaps by theft.  He might be calling in predators using some magical capability.
  81-85
  Smuggle in Beasts.  The villain is in the process of enticing, luring, or importing monsters into the area.  This could be a plot 
  involving changelings, shape-shifters, or some other subtlety – or it might be that the villain’s making a dragon-calling whistle.
  86-90
  Spread Dissention.  The villain plans to set members of the community violently against each other by spreading lies and rumors.  
  This is the Iago-type villain of Shakespeare’s Othello, who puts the right word in the right ear, spreading hatred and distrust where 
  there was originally friendship and mutual alliance.
  91-95
  Traps.  The villain is setting traps around or in the community.  His intention might be to kidnap, or the traps might be lethal.
  96-00
  Wild West Chaos.  The villain is engaging in widespread robbery and burglary, probably with the help of minions.  Here, the 
  villain’s goal is either to take control of the community when law and order break down, or simply to bleed it dry in an orgy of 
  violence and theft.
   
  32
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  
  Table 1-18: Reason for Destroying this Particular Community
  Die Roll
  Reason (d100)
  01-05
  Community has something the villain wants; total destruction might be overkill, but the villain doesn’t want to (or can’t, for some 
  reason) get what he wants through a stealthier approach
  06-10
  Community has upset the villain’s deity by its actions
  11-15
  Community irritates the villain because it is aligned with goodness or law
  16-20
  Community irritates the villain because it is free and spreading concepts of liberty
  21-25
  Community irritates the villain because it is too happy and cheerful
  26-30
  Community is owned or ruled by the villain’s rival
  31-35
  Community is too close to the villain’s secret lair
  36-40
  Community is too close to the villain’s well-known lair
  41-45
  Community knows something about the villain’s past
  46-50
  Community knows something about the villain’s weakness or weak spot
  51-55
  Community offers economic competition to the villain’s own operations
  56-60
  Omens have told the villain to destroy the community
  61-65
  Revenge (see table below)
  66-70
  The community is harboring one of the villain’s enemies or rivals
  71-75
  Villain seeks to bring about the pre-requisites of a prophesy, and one pre-requisite seems to require the destruction of this 
  community
  76-80
  Villain seeks to send a message to others about his power, or to turn this community into an example
  81-85
  Villain wants the bodies of the dead
  86-90
  Villain wants the location, and all inhabitants need to be gone
  91-95
  Villain’s racial hatreds
  96-00
  Villain’s religious hatreds
  33
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  
  34
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  Table 1-19: Reason for Seeking Vengeance/Revenge
  Die 
  Roll
  Reason for Vengeance (d100)
  01
  Animals from the community frequently trespass on the 
  villain’s (or patron’s) property
  02
  Boss executed for crime he committed
  03
  Boss executed for crime he did not commit
  04
  Boss imprisoned for crime he committed
  05
  Community deliberately foiled villain’s (or patron’s) last 
  plan
  06
  Community harbors potential witness against villain (or 
  patron)
  07
  Kinsman contracted food poisoning in the community
  08
  Kinsman mutilated for crime
  09
  Kinsman was beaten for beliefs or teachings
  10
  Kinsman was beaten for disrespect to leaders
  11
  Kinsman was beaten for obnoxiousness to commoner
  12
  Kinsman was executed for beliefs or teachings
  13
  Kinsman was executed for crime
  14
  Kinsman was fined for a crime he committed
  15
  Kinsman was imprisoned for beliefs or teachings
  16
  Kinsman was imprisoned for crime
  17
  Kinsman was imprisoned for crime villain (or patron) 
  committed
  18
  Member of community foiled villain’s (or patron’s) last 
  plan
  19
  Member of community is relative of one of villain’s (or 
  patron’s) rivals
  20
  Member of community once attacked villain (or patron) 
  elsewhere
  21
  Member of community once foiled one of villain’s (or 
  patron’s) plans elsewhere
  22
  Members of the community frequently trespass on the 
  villain’s (or patron’s) property
  23
  Members of the community frequently visit the villain 
  (or patron) and annoy him
  24
  Minion beaten for beliefs or teachings
  25
  Minion beaten for disrespect to community leaders
  26
  Minion beaten for obnoxiousness to commoner
  27
  Minion executed for beliefs or teachings
  28
  Minion executed for crime he committed
  29
  Minion executed for crime he did not commit
  30
  Minion imprisoned for beliefs or teachings
  31
  Minion imprisoned for crime he committed
  32
  Minion mutilated for crime
  33
  Minion was fined for a crime he committed
  34
  Mocked by adults for poverty or social station
  35
  Mocked by adults over appearance
  36
  Mocked by children over appearance
  37
  Mocked by leaders for his proposed plans
  38
  Mocked by leaders over abilities
  39
  Mocked by literati for his writings or theories
  Die 
  Roll
  Reason for Vengeance (d100)
  40
  Mocked by opposite sex for amorous advances
  41
  Mocked for beliefs or teachings
  42
  One of villain’s (or patron’s) rivals lives in the 
  community
  43
  Pet or trained monster was killed by community
  44
  The community misdirected villain (or patron) as a joke
  45
  The community produces an annoying smell
  46
  The community produces annoying sounds
  47
  The community’s color scheme grates on the villain’s (or 
  patron’s) sensibilities
  48
  The community’s food preferences disgust the villain (or 
  patron)
  49
  The community’s mode of speech grates on the villain’s 
  (or patron’s) sensibilities
  50
  The villain (or patron) was robbed in the community
  51
  The villain’s (or patron’s) boss was robbed in the 
  community
  52
  The villain’s (or patron’s) kinsman was attacked by a 
  local per or domestic animal
  53
  The villain’s (or patron’s) minion was attacked by a local 
  pet or domestic animal
  54
  The villain’s (or patron’s) minion was robbed in the 
  community (possibly it was the villain’s (or patron’s) 
  money)
  55
  Villain (or patron) beaten for beliefs or teachings
  56
  Villain (or patron) beaten for obnoxiousness to 
  commoner
  57
  Villain (or patron) caught a crippling disease while in the 
  community
  58
  Villain (or patron) caught a social disease in the 
  community
  59
  Villain (or patron) caught bad cough while visiting 
  community
  60
  Villain (or patron) contracted food poisoning in the 
  community
  61
  Villain (or patron) encountered prolonged bad luck there, 
  considers the place unlucky, and is acting upon that belief
  62
  Villain (or patron) escaped a duel of honor
  63
  Villain (or patron) escaped lynching for beliefs or 
  teachings
  64
  Villain (or patron) lost court case for damages there 
  (justly)
  65
  Villain (or patron) lost court case for damages there 
  (unjustly)
  66
  Villain (or patron) lost heavily at gambling there
  67
  Villain (or patron) narrowly escaped execution for beliefs 
  or teachings
  68
  Villain (or patron) narrowly escaped lynching for a crime 
  he did not commit
  69
  Villain (or patron) narrowly escaped lynching for crime 
  he committed
  70
  Villain (or patron) received bad service there (tavern, 
  guild goods, brothel, etc)
  
  35
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  Table 1-19: Reason for Seeking Vengeance/Revenge Continued
  Die 
  Roll
  Reason for Vengeance (d100)
  71
  Villain (or patron) slipped in excrement and was soiled 
  thereby
  72
  Villain (or patron) was bitten by someone’s pet
  73
  Villain (or patron) was bruised and embarrassed by an 
  accident with a person
  74
  Villain (or patron) was cheated by a merchant or 
  shopkeeper of the community
  75
  Villain (or patron) was embarrassed by being exposed as 
  a charlatan
  76
  Villain (or patron) was exiled for beliefs or teachings
  77
  Villain (or patron) was exposed as a cheater (cards, dice, 
  etc)
  78
  Villain (or patron) was exposed as a commoner rather 
  than a nobleman (or whatever secret identity he was 
  trying to maintain failed)
  79
  Villain (or patron) was fined for a crime he committed
  80
  Villain (or patron) was imprisoned for crime he 
  committed
  81
  Villain (or patron) was imprisoned for crime he did not 
  commit
  Die 
  Roll
  Reason for Vengeance (d100)
  82
  Villain (or patron) was imprisoned for his beliefs or 
  teachings
  83
  Villain (or patron) was mistakenly overtaxed or 
  overcharged
  84
  Villain (or patron) was mutilated for crime he committed
  85
  Villain (or patron) was not paid for his shoddy work
  86
  Villain (or patron) was not paid or rewarded for services 
  performed there (c.f., Pied Piper)
  87
  Villain (or patron) was overtaxed or overcharged (as far 
  as he is concerned)
  88
  Villain (or patron) was raised in the community and bears 
  a grudge
  89
  Villain (or patron) was soiled by a chamber pot or a load 
  of garbage that was being dumped
  90
  Villain (or patron) was trampled or injured by horses 
  owned by the community
  91
  Villain (or patron) was treated rudely by serviceman or 
  merchant
  92-00
  Community accidentally foiled villain’s (or patron’s) last 
  plan 
  
  36
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  Destroy Good-Aligned Group(s)
  The villain seeks to destroy a particular association of good-aligned people. Roll on each column. Commoner methods are repeated more than 
  once in the “Method” column.
  Table 1-20: Destruction of Good-Aligned Groups
  Die Roll
  Good-Aligned Group to be Targeted (d100)
  Intended Method of Destruction (d100)
  01-05
  All followers and worshippers of a particular deity
  Alter effects of the group’s activities, turning the results into 
  something deleterious instead of beneficial (poisoning new 
  wells, appointing cruel masters to run the new orphanage, etc.). 
  Less creative villains might just be sabotaging the projects once 
  finished (burning the orphanage instead of turning it into an evil 
  training ground, for example).
  06-10
  All good-aligned individuals in a particular area
  Animal or non-summoned monster trained (or otherwise 
  prepared by magic, or breeding) to hunt down the targeted 
  members of the community
  11-15
  All powerful good-aligned individuals in a particular area
  Arson directed at a building, holy site, or meeting place of the 
  community (likely part of a larger pattern of intimidation)
  16-20
  An association dominated by leaders of good alignment 
  (ranging from a charitable brotherhood to a guild of merchants 
  whose leaders are staunchly good)
  Arson directed at the residences of members of the community.
  21-25
  Anyone disregarding a particular evil-oriented law (or decree 
  of an evil temple not actually part of the government) such as 
  a requirement to wear an evil symbol or worship an evil idol, 
  refusal to contribute to the army of an evil warlord, etc.
  Cause diseases (infection or supernatural)
  26-30
  Anyone returning from a pilgrimage to a particular holy site
  Economic sabotage
  31-35
  Anyone supporting a good-aligned leader during a time of evil 
  rebellion and riots 
  Giving dangerous gifts that do something more than what they 
  appear to do. Snakes hidden in gifts are a very simple example.
  36-40
  Anyone who was present at a particular religious ritual held in 
  the recent past
  Indirect murders by poison or traps. Generally this will involve 
  enticing community members to a particular location, or 
  targeting a place where the members meet.
  41-45
  Apprentices or henchmen of a powerful good-aligned individual 
  such as a good wizard.  To make this unclear at the outset, 
  the initial targets might be the apprentices of the original 
  apprentices.
  Infiltration and dissention. The villain has a way to join (or have 
  one of his minions join) the community, who will then spread 
  lies that will break the community apart. Faked evidence might 
  be involved.
  46-50
  Descendants of those who attended a particular religious event 
  in the forgotten or even ancient past
  Kidnapping and brainwashing
  51-55
  Followers of a good-aligned prophet’s teachings (possibly being 
  identified because they wear a particular holy symbol or amulet) 
  Outside slander. Instead of spreading lies within the community, 
  the villain spreads lies about the community to everyone else. 
  The objective is to cause mob violence or legal oppression that 
  will break or kill the members of the community.
  56-60
  Jury or judge that convicted an evil leader
  Overt attacks on members by villain himself
  61-65
  Members of a race known to be predominantly of good 
  alignment (dwarves, for instance)
  Overt attacks on members of community by villain’s minions
  66-70
  Members of an underground freedom movement in a tyrannical 
  government (villain might be a member of the secret police or 
  the inquisition)
  Overt attacks on members of community by villain’s minions
  71-75
  Members of underground religious movement in an evil 
  theocratic region or an area in which an evil religion holds 
  considerable authority
  Serial robberies (can include robberies of the group’s caravans, 
  homes, or places of business as well as direct robberies such as 
  muggings).
  76-80
  Military order affiliated with good alignment but no particular 
  faith
  Stealthy murders by villain himself
  81-85
  Military order attached to a particular faith
  Stealthy murders by villain himself
  86-90
  Military order attached to a particular good-aligned temple
  Stealthy murders by villain’s minions
  91-95
  Only the priests and higher followers of a particular deity
  Stealthy murders by villain’s minions
  96-00
  Poverty-stricken people of good alignment in a certain area
  Summoned monster (a demon, spectral thing, or extra-
  planar horror) ordered to hunt down and slay members of the 
  community
  
  37
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  Villainous Quest for Economic Power
  Economic villains can be those who are simply cruel and oppressive of the weak, they can be masterminds who happen to be in the money-raising 
  phase of a plan, or they could be one part of a larger scheme. Roll on each column.
  Table 1-21: Quest for Economic Power 
  Die Roll
  Economic Motive (d100)
  Method (d100)
  Other Factor (d100)
  01-25
  Wealth in and of itself
  Villain has a legitimate business, but is 
  destroying his rivals by nefarious means 
  (use the Destroy Community table for 
  ideas)
  Involves non-lethal force, extortion, or 
  other intimidation
  26-50
  Funding for another evil plot not yet 
  started
  Villain’s business is to run scams (rigged 
  gambling, counterfeiting, selling non-
  existing real estate, etc)
  Involves minions who have infiltrated 
  the legal system or governing body of the 
  community
  51-75
  Funding for another evil plot that’s 
  already in the works (the economic 
  connection may often be the clue that 
  leads to a party’s discovery of the other 
  plot)
  Villain is selling dangerously flawed 
  merchandise
  Involves murders
  76-00
  Villain is the minion of another villain, 
  and raising money is his assignment
  Villain is selling stolen merchandise 
  (possibly fencing for another villain, his 
  own boss, for his own minions, or the 
  minions of his boss)
  Involves magic such as spells, 
  shapechanging, magical counterfeiting, or 
  mental domination
  
  38
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  Evoke Catastrophic Event
  Evoking catastrophic events is a common theme for villains. Generally adventures focused on this sort of villain will involve discovery of the 
  plot and an attempt to prevent the catastrophe. Since in most cases the catastrophe hasn’t yet taken place, the table focuses mainly on the missing 
  element the villain hasn’t yet completed. In some cases, the nature of the villain’s plot might not be known ahead of time – in other words, the 
  party might discover the villain’s plot after attacking his stronghold for a different reason (treasure, usually).
  Table 1-22: Evoke Catastrophic Event
  Die Roll
  Target of Catastrophe (d100)
  Required for Completion (d100)
  01-05
  Bridge
  Engineering.  Mundane engineering is needed to complete preparations for the 
  catastrophe.  This could include construction of a building to the exact proportions 
  needed, undermining a building, etc.
  06-10
  Building
  Engineering
  11-15
  City
  Engineering
  16-20
  Desert area
  Engineering
  21-25
  Farm
  Mystic Object. Creation of an object that can magically bring about the catastrophe.
  26-30
  Forest
  Mystic Object
  31-35
  Fortification
  Prayers for Intercession.  The prayers and entreaties of enough evil (or subverted) 
  worshippers to gain the attention of an evil deity, who will wreak the catastrophe.
  36-40
  Hill
  Prayers for Intercession
  41-45
  Holy site
  Prayers for Summoning.  The prayers and entreaties of enough evil (or subverted) 
  worshippers to summon a power from beyond.
  46-50
  Lake or oasis
  Sacrifices.  Enough human sacrifices
  51-55
  Members of a particular bloodline or race
  Sacrifices
  56-60
  Part of city (temple quarter, nobles, poor 
  quarter, etc)
  Sacrifices
  61-65
  Political region
  Spatial Alignment.  Putting mystic objects into the proper alignment with each other
  66-70
  Religious commune (monastery, etc)
  Spatial Alignment
  71-75
  Road
  Substance.  Enough blood or other particular substance for a sacrifice or for an 
  engineering project
  76-80
  Specific individual and his vicinity
  Substance
  81-85
  Swamp
  Substance
  86-90
  Temple
  Substance
  91-95
  Town
  The Right Time.  The prophesy-appointed time has not arrived, but the ritual is 
  relatively simple.  All that’s needed is for the time to be right.
  96-00
  Village
  The Right Time
  
  Find Food
  Minions and villains have to eat, just like everyone else.  This is the best table to use if you’ve already decided that your key monster is non-
  intelligent or really stupid, but it works even for the subtlest masterminds, too.
  Table 1-23: Food-Related Activities 
  Die Roll
  Food-Related Activity (d100)
  01-05
  The villain/monster feeds on people from within civilization, using a secret identity for cover.  This sort of villain might be a 
  shape-shifter, a cannibal, or a disguised non-human with enough of a bipedal shape to pass for human after dark.
  06-10
  The villain/monster feeds on people from a hidden place in civilization (does not need to resemble a human, but might)
  11-15
  The villain/monster has allies nearby that need to be fed.  He (or they) steals people, vegetables and grain, or livestock by means of 
  luring them away or kidnapping them.  This sort of approach is taken by a wide variety of creatures ranging from will-o-the-wisps 
  to cattle rustlers.
  16-20
  The villain/monster feeds on people or livestock by making stealthy attacks from outside civilization.
  21-25
  The villain/monster lures people away from civilization to feed at leisure.
  26-30
  The villain/monster feeds on people by attacking them when they leave the boundaries of civilization. (This is virtually the default 
  scenario of a monster lurking in the wilderness).
  31-35
  The villain/monster feeds on people who are given as a sacrifice or tribute by a reluctant community.
  36-40
  The villain/monster feeds on people who are given as a sacrifice or tribute by willing minions who run the community.
  41-45
  The villain/monster feeds on people in a way that leaves them alive for future feedings (e.g., parasite or other).  The food source 
  could be souls, blood, morale, ability scores, or even emotions such as jealously.
  46-50
  The villain/monster feeds on people in a way that leaves them alive for future feedings, but not directly.  In addition, the villain 
  must process the vital essences before eating them.  The “processing” is an extra step in the cycle.
  51-55
  The villain/monster is growing or raising something dangerous as a crop or livestock outside of civilization.
  56-60
  The villain/monster has a dangerous food source inside civilization (grows poison mushrooms or raises giant rats, for example)
  61-65
  The villain/monster alters a crop or livestock within civilization to make it usable for his consumption (and probably not for 
  anyone else’s).
  66-70
  The villain/monster has taken over an entire community for use as a food source
  71-75
  The villain/monster has created a community (probably through kidnapping or taking human tribute) as a food source
  76-80
  The villain/monster is inherently dangerous (possibly an unintelligent monster) and sneaks into community to eat crops, livestock, 
  or garbage
  81-85
  The villain/monster lures away livestock or steals crops from civilized area
  86-90
  The villain/monster or minions eats carrion – stealing bodies, etc.  They might be creating “accidental” deaths first, and retrieving 
  the bodies after or just before burial
  91-95
  The villain/monster’s food processing operation outside a community is causing environmental-type damage in the community 
  (fouled water, poisoned grass, clouds of poison gas, etc)
  96-00
  The villain/monster gets tributes of normal food by using threats of violence, using hostages, taking legal action, etc.
  39
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  
  40
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  Gain Favor of Another Villain
  The villain is either involved with some other villain, or wants to be. This relationship might be that of a minion to a leader; might be the 
  relationship of a prospective minion to a leader; or could even be the relationship of a leader to his followers, especially if the leader relies on 
  popularity to remain in his dominant position. 
  Table 1-24: Gain Favor of Another Villain (or Villainous Organization)
  Die 
  Roll
  Method of Gaining 
  Approval of Other Villain 
  (d100)
  Relationship of first villain to second villain (d100)
  01-10
  Bring it back to life
  Disgraced follower performing a task set by the more powerful villain as a means of re-admittance to 
  favor
  11-20
  Bring its minions back to life
  Disgraced follower seeking to regain favor on own initiative
  21-30
  Offer it economic power
  Initiation to a higher, formalized level within the second villain’s organization (becoming a captain 
  of thieves, for instance, or a fully ordained priest of an evil cult)
  31-40
  Offer it something that 
  increases its personal 
  capabilities
  Minion acting on own initiative to curry favor
  41-50
  Providing food
  Minion following orders but going the extra mile (possibly going beyond the scope of his authority 
  or allotted task, too)
  51-60
  Providing slaves
  Obtaining a specific task or favor from the second villain. In some cases, often when the second 
  villain is a supernatural creature, the second villain might automatically have to perform the favor if 
  the first villain completes the task.
  61-70
  Rescue it from prison
  Offspring or younger sibling of a more powerful villain
  71-80
  Rescue its minions from 
  prison
  Powerful villain maintaining popularity with his followers, or one powerful follower
  81-90
  Summon it from another 
  plane of existence
  Prospective minion (initiation or introduction)
  91-00
  Take political power on its 
  behalf
  The Method of gaining favor must be performed on an ongoing basis, and the second villain can’t 
  do it alone. In this case, the first villain has considerable power over the second villain, who depends 
  upon the first villain to keep performing the requisite task.
  Increase Personal Capability
  Many villainous plots are designed to make the villain personally more powerful, rather than focusing specifically on destruction.
  Table 1-25: Increase Personal Capabilities
  Die 
  Roll
  Method of Increasing Personal Capability 
  (d100)
  Objective (d100)
  01-10
  Activate source of power for …
  Divine source of personal power (summoned minions, improved abilities, etc)
  11-20
  Complete a ritual that brings forth …
  Item that increases villain’s ability scores (or equivalent
  21-30
  Complete terms of a prophesy that grants …
  Item that increases villain’s hit dice (or equivalent)
  31-40
  Infiltrate a group to steal…
  Item that will bring villain new minions (legendary item, ability to animate dead, 
  item that enchants people, etc)
  41-50
  Kidnap a person who knows how to create or 
  tap into …
  Item that will increase villain’s ability to spy on things (crystal ball, invisibility, 
  divination, etc)
  51-60
  Kidnap person who knows location of …
  Items that will increase villain’s movement rate or movement capabilities
  61-70
  Petition demon or other such being for …
  Magic item
  71-80
  Research how to activate or use to best 
  advantage …
  Money
  81-90
  Research how to make …
  New source of minions
  91-00
  Steal from person who has …
  Spells or spell book
   
  
  41
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  Gain Political Power
  These tables indicate the scope and nature of a villain’s political machinations. If the tables indicate a plot of huge scope for a weak villain (an 
  orcish shaman trying to take over a kingdom, for instance), keep in mind that weak villains (a) might be overreaching their capabilities, (b) might 
  be setting the groundwork for later, or (c) might be working for a more powerful mastermind.
  Table 1-26: Scope of Political Power Sought
  Die Roll
  Scope of Political Power Sought (d100)
  01-08
  Barbarian tribe
  09-16
  Barony
  17-24
  City
  25-32
  Extra-planar area
  33-40
  Guild
  41-48
  Humanoid tribe
  49-56
  Kingdom
  57-65
  Local region of civilization
  66-74
  Local region of wilderness (with needed resources)
  75-83
  Military unit
  84-92
  Town
  93-00
  Village
  Table 1-27: Method of Gaining Political Power 
   
  Die Roll
  Method (d100)
  01
  Assassinate Leader with Accident.  Villain is a leader’s direct heir or is the second in command of a hierarchy, and is planning to 
  assassinate the leader by creating an accident.
  02
  Assassinate Leader with Assassins.  Villain is a leader’s direct heir or second in command of a hierarchy, and is planning to hire 
  assassins to remove the annoying impediment.
  03
  Behind the Throne – Criminal Power.  Villain is building up a criminal organization to take over effective control of the targeted 
  political organization, turning the existing source of authority into a mere figurehead.
  04
  Behind the Throne – Magical Domination.  Villain is planning to dominate the organization’s king or boss using magic, turning 
  him into a puppet leader.
  05
  Behind the Throne – Magical Friendship.  Villain is preparing to charm the leader using magic (as opposed to utterly dominating 
  his will).
  06
  Behind the Throne – Military.  Villain has enough forces to influence the leader’s policies already, and is directing the 
  organization’s activities behind the scenes to his own advantage.  The villain threatens (subtly or not) that if the leader does not 
  accede to the villain’s demands, the villain will use his troops to usurp authority.
  07
  Behind the Throne – Minion Shapechanger.  Villain’s minion is using shapechanging of some sort to impersonate a kidnapped 
  rival, or even the leader of the organization.
  08
  Behind the Throne – Simulacrum.  Villain seeks to replace the political leader or a rival for power with a simulacrum he 
  controls.
  09
  Blackmail Rival – Lies.  Villain seeks to blackmail a rival with trumped-up facts.
  10
  Blackmail Rival – Truth.  Villain seeks to blackmail a rival with true facts.
  11
  Build up Favors.  Villain is in control of the police or has the power to prosecute crimes.  He is using this power to make various 
  powerful people indebted to him, so that when he makes his move for power they will support him.
  12
  Control Food Supply – Contamination.  Villain plans to gain control of the food supply by stashing food stocks and then 
  contamination everyone else’s.
  13
  Control Food Supply – Dietary Restrictions.  Villain plans to gain control of the food supply by creating a hidden stash of a 
  particular type of food, then imposing dietary restrictions on other kinds of food using religion, law, or heavy taxes.
  14
  Control Legal System – Bribes.  Villain is trying to take control of the legal system in the target area by bribing judges.  Note: 
  almost all organizations have some sort of legal system for resolving disputes – this plot works for guilds and other organizations 
  as well as cities and baronies.
  15
  Control Legal System – Intimidate Judges.  Villain is trying to take control of the legal system in the target area by blackmailing 
  or threatening judges.  This works well for a villain who is the leader of a criminal underground, but can be used for any size or 
  type of political organization.
  
  42
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  Die Roll
  Method (d100)
  16
  Control Legal System – Replace Judges.  Villain is trying to take control of the legal system in the target area by replacing 
  independent judges with his own minions.  His methods could include impeachment, assassination, rigged elections, or subverting/
  recruiting the existing judges.  He will likely need to use several methods in order to conceal the fact that lots of judges are 
  suddenly stepping down or disappearing under strange circumstances.
  17
  Control Work Assignments.  Villain seeks to control the assignment of jobs, giving them only to his supporters.  This works well 
  for a villain who is already in a position of some power – a guildmaster, a treasurer, or a labor leader, for instance.  This sort of plot 
  could affect jobs in areas as large as a kingdom or as small as a village, and the nature of the organization could range from royal 
  courts to thieves guilds to religious organizations.
  18
  Coup d’Etat.  Villain is planning a coup d’etat from the inside, with the help of allies in the community or organization.
  19
  Create Power Vacuum – Trap.  Villain is creating a trap that will kill much of the leadership (collapsing the town hall, for 
  example), and let him take charge when there is no one else offering effective leadership.
  20
  Discredit Superior Officer – False Accusations.  Villain plans to spread a rumor to his own leader’s superior, indicating that his 
  leader is involved in treachery.
  21
  Discredit Superior Officer – False Accusations to followers.  Villain plans to spread a rumor to the public at large (or to troops, 
  or other followers) that his superior officer is engaged in unsuitable behavior.
  22
  Discredit Superior Officer – Inciting.  Villain plans to set his superior officer up for failure by creating and inciting particular 
  situations the superior officer is supposed to prevent from happening.
  23
  Discredit Superior Officer – Information.  Villain plans to set his superior officer up for failure by giving away vital information 
  about the superior officer’s operations and plans.  This will allow the leader’s enemies or rivals to continually outwit and 
  outperform the leader (until the villain, as his junior, is asked to take the post).
  24
  Discredit Superior Officer – Sabotage.  Villain plans to set his superior officer up for failure by sabotaging his operations.
  25
  Dominate population – Addictions.  The villain is using an addictive substance (or an addictive event or experience) to bring 
  members of the population under his thrall.
  26
  Dominate Population – Mental Domination.  The villain is setting up an event that will have a tremendously powerful magical 
  or mental effect, rendering everyone in the vicinity malleable to the villain’s will.
  27
  Eliminate Advisor with Assassins.  The villain is an advisor to the leader (not second in command), and is eliminating other 
  advisers.  Current method for eliminating the next adviser is to have him assassinated.
  28
  Eliminate Advisor with Frame-up – Crime.  The villain is an advisor to the leader (not second in command), and is eliminating 
  other advisers.  Current method for eliminating the next adviser is to frame him for a crime actually committed by the villain.
  29
  Eliminate Advisor with Frame-up – Adultery.  The villain is an advisor to the leader (not second in command), and is 
  eliminating other advisers.  Current method for eliminating the next adviser is to frame him for committing adultery (possibly with 
  the top leader’s wife)
  30
  Eliminate Advisor with Frame-up - Lying.  The villain is an advisor to the leader (not second in command), and is eliminating 
  other advisers.  Current method for eliminating the next adviser is to frame him for lying to the top leader (or some other serious 
  lie)
  31
  Eliminate Advisor with Frame-up – Cowardice.  The villain is an advisor to the leader (not second in command), and is 
  eliminating other advisers.  Current method for eliminating the next adviser is to frame him for cowardice.
  32
  Eliminate Current Commander – Frame-up for Crime.  Villain is not yet an heir or second in command, but is working his 
  way up the chain (if he has been committing crimes to do so this might be a reason why the party is getting involved).  He plans to 
  eliminate his current commander by framing him for a crime the villain has already committed.
  33
  Eliminate Current Commander – Frame-up for Adultery.  Villain is not yet an heir or second in command, but is working his 
  way up the chain (if he has been committing crimes to do so this might be a reason why the party is getting involved).  He plans to 
  eliminate his current commander by framing him for adultery.
  34
  Eliminate Current Commander – Frame-up for Cowardice.  Villain is not yet an heir or second in command, but is working his 
  way up the chain (if he has been committing crimes to do so this might be a reason why the party is getting involved).  He plans to 
  eliminate his current commander by framing him for cowardice.
  35
  Eliminate Current Commander – Frame-up for Dishonor.  Villain is not yet an heir or second in command, but is working his 
  way up the chain (if he has been committing crimes to do so this might be a reason why the party is getting involved).  He plans to 
  eliminate his current commander by framing him for some dishonorable act – lying, for instance.
  36
  Eliminate Current Leader – Insanity. The villain is somehow causing insanity in the leader so he can shake up the hierarchy to 
  his own advantage.  He is not necessarily the heir to power, but he expects that his position will be significantly advanced by the 
  leader’s removal.
  37
  Eliminate Rival – Magical Domination.  The villain is planning to magically dominate a rival, turning him into a fall guy, 
  causing him to resign, causing him to advance the villain in the hierarchy, etc.
  38
  Eliminate Rival – Magical Friendship.  The villain is preparing to charm a rival into becoming his friend and ally, although the 
  villain does not have enough power to completely dominate the rival.
  Table 1-27: Method of Gaining Political Power Continued
  
  43
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  Die Roll
  Method (d100)
  39
  Fake Miracles.  The villain is fooling people into believing that he is performing wonders (these are actually staged events, staged 
  attacks, staged healing, etc.).  Note that these are not necessarily magical miracles – they might be military “victories” against the 
  villain’s own forces, for instance.
  40
  False Claim – Dynastic Succession.  Villain plans to establish a false (or perhaps even real) claim to power based on the villain’s 
  family tree.  Villain’s purported ancestors were overthrown by the current leader’s ancestors.  This is probably done with forged 
  documents “proving” ancestry or with a last testament and will.
  41
  False Claim – Family Succession.  Villain plans to establish a false (or perhaps even real) claim to power based on the leader’s 
  family tree (as opposed to the villain’s).  Supposedly, leader’s ancestor was adopted and named as the heir, while villain’s real or 
  purported ancestor actually had the right by primogeniture.  Or vice versa.  This is probably done with forged documents.
  42
  False Defense – Leader’s Base.  The villain will stage an attack on a superior officer’s base of power, and be in the right place 
  at the right time to “defend” it from his own attack (the fight might be staged, or might be real), and thereby earn his superior 
  officer’s gratitude.
  43
  False Defense – Leader’s Family.  The villain will stage an attack on a superior officer’s family, and be in the right place at the 
  right time to “defend” the family from the attack, thereby earning the superior officer’s gratitude.
  44
  False Defense – Leader’s Home Community.  The villain will stage an attack on a superior officer’s home community while the 
  leader is away, placing himself in the right place at the right time to “defend” it from his own attack.  He hopes to gain the leader’s 
  gratitude from the successful defense.
  45
  False Identity – Higher Authority (minion).  Villain’s minion is posing as the representative of a higher authority (religious, 
  feudal, etc) and is delivering “orders” to the leader.  The imposture could be accomplished with shapechanging, forged documents, 
  or sheer bravado.
  46
  False Identity – Higher Authority (villain).  The villain is posing as the representative of a higher authority (religious, feudal, 
  etc) and is delivering “orders” to the leader.  The imposture could be accomplished with shapechanging, forged documents, or 
  sheer bravado.
  47
  Financial Scheme – Debt and Foreclosure.  The villain plans to put a rival into monetary debt to the villain.  This could be done 
  by a combination of financial scams and with the help of moneylenders who are a front for the villain.  He might also be buying 
  the rival’s debts from moneylenders.  Foreclosure or gaining influence through the threat of foreclosure might be the leverage he 
  plans to achieve.
  48
  Financial Scheme – Identity Theft.  The villain is trying to create a financial disaster for one of his rivals, such as an equal rival, 
  a superior officer, or even the top leader in the chain of command.  His method is to use the opponent’s identity to borrow money 
  and incur debts in the opponent’s name.  The villain, of course, benefits twice: he not only eliminates his rival, but also he gets the 
  fraudulently obtained cash.
  49
  Financial Scheme – Scams.  The villain is trying to create a financial disaster for one of his rivals by targeting them directly with 
  financial scams.  Probably the villain is trying to pocket the money from the scams, too.
  50
  Financial Scheme – Theft.  The villain is trying to create a financial disaster for one of his rivals by stealing the rival’s money.
  51
  Impersonation – Heir.  The villain plans to pose as a lost or missing heir (possibly one that became lost or missing through the 
  villain’s efforts).
  52
  Impersonation – Shapechanging.  The villain is using shapechanging of some kind to impersonate a kidnapped rival, or even the 
  leader of the organization.
  53
  Infiltration – Mental.  Villain is in control of guards or other military force, and is corrupting their minds with charm, hypnosis, 
  unbelievable charisma, etc.  His goal is to use them as the shock troops for some sort of coup attempt.
  54
  Infiltration – Purge.  The villain is (or has been) infiltrating troops, monsters, etc. into the community where the organization is 
  based, planning for a sudden and coordinated purge of his rivals.
  55
  Infiltration – Takeover.  The villain is (or has been) infiltrating troops, monsters, etc. into the community where the organization 
  is based, planning for a sudden and coordinated takeover of key locations.
  56
  Kidnap Rival.  The villain seeks to kidnap a rival.  The goal is to get information, get the hostage to write letters that help the 
  villain, etc.
  57
  Kidnap Rival’s Family.  The villain seeks to take a rival’s family or friends hostage to influence the rival’s actions.
  58
  Manipulate Omens Against Rival.  The villain plans to manipulate omens to suggest that his rival is evil or unsuitable for 
  command.
  59
  Manipulate Omens for Self.  The villain plans to manipulate omens to suggest that he (or his minion) is the best choice for 
  something, the rightful leader, the only hope, etc.
  60
  Marry Heir – Magical Domination.  The villain plans to seduce the top leader’s daughter (or son, as applicable) by using charm, 
  hypnotism, love potions, etc.  This part of the plot may already have occurred, putting the player characters into the position of 
  having to stop the marriage or otherwise foil the plot.
  61
  Marry Heir – Seduction.  The villain plans to gain the position of heir to political power by marrying one of the leader’s children.  
  The villain is using traditional means to do so (presumably this is a villain with tremendous charisma).
  Table 1-27: Method of Gaining Political Power Continued
  
  44
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  Die Roll
  Method (d100)
  62
  Military Conquest.  The villain has (or is building) enough military power (outside the community) to make a direct military 
  conquest.  This is fairly straightforward.
  63
  Military Interdiction.  The villain is using military power to cut off supplies or exports – this is the classic brigand-villain who 
  starves his enemies into submission and is given power when they surrender.  In a more abstract sense, a sinister merchant could 
  use a financial version of this scheme against a guild or another merchant, using thieves, bandits, and pirates to stop their exports 
  and trade.
  64
  Military Intimidation.  The villain is building up a military force inside or outside the organization/community, planning to reach 
  the point where his military power is enough to allow him to influence policy.
  65
  Military Takeover – Circumventing Defenses.  The villain has military power of his own, but his real project is to circumvent the 
  target’s defenses.  In the case of a fortification, this could include digging a secret tunnel beneath the walls; in other cases, it could 
  be a preparation to poison or incapacitate defenders, hire a traitor to open the gates, etc.
  66
  Military Takeover – Removing Key People.  The villain has military power and is ready to attack.  His first step is to remove a 
  few key people of power who represent a military threat to him.  Note: in addition to controlling a government, this plot could also 
  be applied to the takeover of a guild by means of a purge – the strongest guild members and their adventurer friends might be the 
  targets of the purge.
  67
  Military Takeover – Stealing Key.  The villain has military power, but is working on weakening the defenses of the target.  His 
  immediate method is to steal a key or password that gives him access to the defensive item.  The item might be magical, or it might 
  be, say, the password that lets people into the area where the catapults are located (so that they can be sabotaged just before the 
  attack).
  68
  Military Takeover – War of Attrition.  The villain has military power, but is working on weakening the defenses of his target by 
  ambushing enemy soldiers or guards before the actual assault, thus reducing their numbers.
  69
  Minion Seduces Heir.  The villain has a minion or an ally who is seducing the heir.  The minion could possibly be a supernatural 
  creature, such as a succubus.
  70
  Mob Charisma.  By sheer force of charisma, the villain is whipping the population into a frenzy, preparing to mount a popular 
  takeover in a series of riots.
  71
  Murder Own Powerful Spouse.  The villain is married to the leader already, who is now his only impediment to absolute power.
  72
  Murder Threats.  Villain threatens to kill people in the general population one day at a time until the leader surrenders control.  
  Unless he is acting with a secret identity, the villain is either very powerful or very insane to think he can hold onto power after 
  taking it this way – but perhaps he’s right.  If he is not acting with a secret identity, he likely has a hidden stronghold to protect 
  himself from attempts to stop him.
  73
  Overt Curse for Control.  Villain has cursed the leader, one of the leader’s main followers, or a member of the leader’s family.  
  Everyone knows that the villain created the curse.  The villain will only remove the curse if the leader steps down in favor of the 
  villain.
  74
  Party Misdirected.  The “villain” is the good guy, and the leader is the bad guy, but this is not clear at the outset of the adventure.
  75
  Pied Piper Strategy – Heirship.  The villain controls monsters or predators that are attacking everywhere in the general 
  population.  The villain offers to get rid of them if he is made the leader’s heir (he probably won’t reveal that he started the 
  problem in the first place).
  76
  Pied Piper Strategy – Position of Authority.  The villain controls monsters or predators that are attacking everywhere in the 
  general population.  The villain offers to get rid of them if he is given a particular position of authority (he probably won’t reveal 
  that he started the problem in the first place).
  77
  Pied Piper Strategy – Marry Heir.  The villain controls monsters or predators that are attacking everywhere in the general 
  population.  The villain offers to get rid of them if he is allowed to marry the leader’s heir (he probably won’t reveal that he started 
  the problem in the first place).
  78
  Pied Piper Strategy – Total Control.  The villain controls monsters or predators that are attacking everywhere in the general 
  population.  The villain offers to get rid of them if he is given control (he probably won’t reveal that he started the problem in the 
  first place).
  79
  Prepared Purge.  The villain is working on assembling all of his rivals into a specific, vulnerable location for a single, decisive 
  strike.  As the foundation for an adventure, the characters might have been hired as security for the event, as a bodyguard, or 
  might stumble onto the plot before the strike takes place.  Conversely, this plot could be used as a back story to explain why the 
  characters have just entered a community thrown into chaos by a successful purge.
  80
  Prosecute Rivals.  The villain is in control of the police, or has the power to prosecute crimes.  He is using this power to eliminate 
  his rivals, investigating them or charging them with crimes.
  81
  Replace Key Leaders.  The villain is replacing key members of the population with shapeshifting minions who will support him 
  when he makes his bid for power.
  82
  Rig Election for Ally.  The villain is rigging an election to get a friend or ally elected into a position of power.  The position might 
  be a village alderman, the chancellor of the exchequer, judge, master of the revels, etc.
  83
  Rig Election for Minion. The villain is rigging an election to get one of his minions elected to a position of power.
  84
  Rig Election for Self.  The villain is rigging an election to get himself elected into a position of power.
  Table 1-27: Method of Gaining Political Power Continued
  
  45
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  Table 1-27: Method of Gaining Political Power Continued
  Die Roll
  Method (d100)
  85
  Rig Vote Against Rival – Financial.  The villain is rigging a vote in favor of a law that will create problems for a rival if the law 
  is passed – it will create oppressive taxes on the rival’s (but not the villain’s) main source of income, as one example.
  86
  Rig Vote Against Rival – Status and Standing.  The villain is rigging a vote in favor of a law that will create problems for a rival 
  if the law is passed.  It will make the rival ineligible to hold his current office.  Examples include votes that discriminate on the 
  basis of race or gender, require minimum financial resources, require that the office holder has never been arrested for drunkenness, 
  etc.
  87
  Secret Curse for Heirship.  The villain has cursed the leader, one of the leader’s main followers, or a member of the leader’s 
  family.  It is not known who created the curse, but the villain will offer to remove the curse if he is declared the rightful heir to 
  power.  This is very similar to the Pied Piper strategy.
  88
  Secret Curse for Position of Authority.  The villain has cursed the leader, one of the leader’s main followers, or a member of the 
  leader’s family.  It is not known who created the curse, but the villain will offer to remove the curse if he is granted a position of 
  authority (possibly a very minor one).
  89
  Secret Curse for Total Control.  The villain has cursed the leader, one of the leader’s main followers, or a member of the leader’s 
  family.  It is not known who created the curse, but the villain will offer to remove the curse if he is acclaimed as the new leader 
  (this is unlikely to work if the target is a governmental organization but might work very well in a financial organization such as a 
  guild).
  90
  Secret Curse to Marry Heir.  The villain has cursed the leader, one of the leader’s main followers, or a member of the leader’s 
  family.  It is not known who created the curse, but the villain will offer to remove the curse if he is allowed to marry the heiress.
  91
  Seize Key Location and Interdict.  The villain plans to seize a stronghold that controls supply or access to the targeted area, 
  whereupon he will simply demand that the current leader surrender power.  This is a preparation for a Military Interdiction, 
  although the key feature is to improve that gambit with possession of the stronghold.
  92
  Sends Anti-Rival Dreams.  The villain has the ability to influence another person’s dreams, and is broadcasting them to suggest 
  that his rival is a bad person or otherwise unsuitable.  The method used might be a magic item, a minion with this supernatural 
  ability, or possibly influencing dreams in one of the villain’s own inherent powers.
  93
  Send Pro-Villain Dreams.  The villain has the ability to influence another person’s dreams, and is broadcasting them to suggest 
  that he or his minion should be in charge.  The method used might be a magic item, a minion with this supernatural ability, or 
  possibly influencing dreams in one of the villain’s own inherent powers.
  94
  Take Symbol of Authority.  The villain is trying to take control of a particular symbol of authority (a crown, scepter, etc) that 
  actually conveys the authority he seeks.  This might be a tradition that has expired, but which could still be a big problem for the 
  existing leader.  As an example: “Whosoever holds the Sword of Karnak is the rightful king of Karnakland…”
  95
  Threat to Unleash Catastrophe.  The villain has set things up (and must be able to prove it) so that he can unleash a catastrophe.  
  Unless the leader surrenders control by a specific time, the villain will cause the catastrophe to take place.
  96
  Threaten Food Shortage.  The villain controls the area’s food supply, and threatens to cut it off if he is not granted a position of 
  authority.  Note that this might be a permissible and legal threat if the villain is a baron who supplies a town with food – or it might 
  be completely illegal if the villain is an orcish chief who has conquered the nearby countryside.
  97
  Threaten Labor Shortage.  Villain is in enough of a position of economic power that he can cause a guild or group of laborers to 
  go on strike unless the villain is granted more power.  Note that the villain can reverse the appearance of this plot, too, by creating 
  a situation where the strike looks inevitable unless the villain steps in to solve it.
  98
  Undermine Leader’s Credibility.  Villain is trying to undermine the leader’s credibility by spreading rumors and lies indicating 
  that the leader is not the legitimate ruler, or that he is incompetent.  Presumably, the villain has a way of stepping into power if the 
  leader is removed.
  99
  Use Fall Guys.  The villain is insinuating himself into the leader’s confidence by setting up dupes to oppose the leader – then 
  giving information about their activities to him.  The fall guys are either set up anonymously, or they were hired directly by the 
  villain – in which case they have to die in order for the villain’s plan to remain under cover.  A survivor would pose a serious 
  problem for the villain if the survivor knows of the villain’s involvement.  Player characters might get hired as the dupes…
  100
  Weaken Rival – Destroy Base.  The villain is trying to destroy a community that forms the base of his rival’s economic or 
  political power.  For example, if the rival is a feudal baron, the villain might be targeting the rivals fief or fiefdoms.
   
  
  46
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  Table 1-29: Time Cycles (generally used as a sub-table of Table 1-28)
  The Time Cycles table below is different from most of my tables – roll only once on the Cycle or Trigger Event column; the second column is 
  commentary on the result.
  Die Roll
  Cycle or Trigger 
  Event (d100)
  Comments
  01-05
  Apogee and 
  Perigee (solar, 
  lunar, or other)
  Perigee is the closest point in the orbit of two celestial objects, and Apogee is the farthest point.  Obviously, 
  the orbit has to be elliptical, not circular, in order to have closer and farther points in the orbit.  Keep in mind 
  that this near-far relationship could exist between all kinds of celestial objects, not just suns and moons.  
  Comet cycles are based on apogees and perigees, meteors move around with apogees and perigees, and even 
  magical structures could have such a relationship to each other.  Magical objects on the earth might activate 
  only when a sun or moon is close; or perhaps the magical objects are huge metal blocks placed in the sky by 
  some forgotten, ancient race, designed for some inscrutable burpose…
  06-10
  Calendar Cycles
  Many cultures group years into a repeating cycle, treating different years much as Western culture interpreted 
  the zodiacal segments of a single year.  The Chinese Calendar, for example, follows a cycle of the Year of 
  the Rat, Year of the Ox, Year of the Tiger, Year of the Rabbit, Year of the Dragon, Year of the Snake, Year of 
  the Horse, Year of the Goat, Year of the Monkey, Year of the Rooster, Year of the Dog, and Year of the Boar.  
  Certain characteristics are attributed to people born in the different years.
  11-15
  Celestial Cycles
  The zodiac is a division of the sky into twelve regions, each called a “house.”  The regions are: Aries, Taurus, 
  Gemini, Cancer, Leo, Virgo, Libra, Scorpio, Sagittarius, Capricorn, Aquarius, and Pisces.  Each house is 
  associated with behaviors and with a particular metaphorical emblem.  A fantasy world might have different 
  zodiacal signs, or a different method of interpreting the movements of the stars.  The zodiac is linked to the 
  solar year, not the lunar year.
  16-20
  Comet Cycles
  The appearance of certain predictable comets in the night sky is often given mystical significance.  Comet-
  cycles can be a great adventure-generating device because of the long intervals between the comet’s 
  appearances.  Lots of unpredictable things can happen to places, societies, and collective memory while the 
  comet is away.  For example: if some form of lycanthropy is linked to the appearance of a comet rather than 
  a full moon, the lycanthropic disease might be transmitted far and wide while dormant, then suddenly appear 
  all over the place when the comet appears in the sky.  It would become a sort of celestial retro-virus.
  21-25
  Device-Driven 
  Cycle
  A cycle might be derived from the operation of a device that divides time into a regular or irregular pattern.  
  For instance, if the cycle is determined by the burning of candles without regard to the length of the candle, 
  the cycle would be irregular.  If the candles were scrupulously measured to be identical, the candle-driven 
  cycle would be regular.  Devices to measure out time could involve dripping water, candles, hourglasses, 
  water wheels, gears, and many other mechanical arrangements.
  31-35
  Equinox and 
  Solstice (solar 
  cycle)
  A solstice is one of the two times of year when the sun is farthest off the celestial equator.  These occur at 
  approximately June 22 (the summer solstice) and December 22 (the winter solstice).  Summer solstice is the 
  shortest night of the year, and winter solstice is the longest night.  The equinox is when the sun crosses the 
  equator and days and nights are of closest to equal length.  The equinoxes occur at approximately March 
  21 (the Vernal Equinox, also the first day of Spring) and September 23 (the Autumnal Equinox).  Note that 
  Autumn and Spring are reversed for the northern and southern hemispheres of the earth.
  Random Acts
  Some villains don’t have a pattern of behavior or a coherent plan for anything. They engage in destructive activities based on other stimuli, 
  including mere whimsy. Table 1-29 is a subtable for use if the villain’s activity follows a timetable.
  Table 1-28: Random Acts
  Die Roll
  Nature of Actions, or Randomness Thereof (d100)
  01-10
  Dangerous practical jokes.  The villain might be leaving clues along with the jokes, he might be a demented jester, or might just be 
  possessed of a grisly sense of humor.
  11-40
  Destruction of property, by such means as arson or mere vandalism
  41-50
  Identical but otherwise trivial thefts of a particular sort of object, or from a particular type of person, and/or use of a particular and 
  unusual method of theft (c.f., the Grey Mouser’s thefts of candles and carpets in Fritz Leiber’s short stories).
  51-80
  Unplanned assaults committed when the opportunity arises (e.g., villain is a serial killer, a highwayman, an ambusher, or a violent 
  kleptomaniac)
  81-90
  Villain evinces, produces, or casts different magical effects on a certain timetable, at random times, or in particular places (when he 
  finds himself in such a place). Roll on Table 1-29: Time Cycles.
  91-00
  Villain’s nature changes on a certain timetable, at random times, or in particular places.  Examples include lycanthropy, vampirism, 
  Jekyll/Hyde transformations, or moon-madness. Roll on Table 1-29: Time Cycles.
  
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  47
  Die Roll
  Cycle or Trigger 
  Event (d100)
  Comments
  36-40
  Fashion Cycles
  The types of clothes and the jewelry people wear comes into and out of fashion periodically, as do haircuts, 
  luxury commodities, philosophies, and religious practices.  Magical effects like planar gates could easily be 
  influenced by fashions in behavior or religion.  It might be, for example, that a planar gate opens only when 
  a local god has a minimum number of worshippers present at a significant ritual.  When it becomes more 
  fashionable for people to worship that god, the chance of the gate opening would suddenly increase.
  41-45
  Freezing/Thawing 
  Cycle
  A particular cycle for a villain’s activities, or the opening of some sort of portal or dungeon entrance, could 
  be linked to the seasonal freezing and thawing of a barrier that blocks the portal, or of a mechanism that 
  controls it.  The builder might have intended the cycle of freezing and thawing, or the seasons might have 
  changed since the original construction.  Freezing and thawing also affect the volume of water moving in 
  rivers, and patterns of migration by animals.  This is a time cycle that can be used to drive a wide variety of 
  adventures and monsters.
  46-50
  Lunar Cycle
  Earth’s lunar cycle from new moon to new moon is 29.5 days, and is called the Synodic Lunar Cycle.  
  Measuring the lunar cycle based on when the moon arrives in the same place in the sky (regardless of phase) 
  is called the Sidereal Cycle and is 27.1 days in length.  For gaming purposes, the “average” lunar cycle of 28 
  days is probably close enough unless the adventure is deeply involved in astrology.  The phases of the moon 
  are: new moon, crescent moon, first quarter moon, waxing gibbous moon, full moon, waning gibbous moon, 
  last quarter moon, crescent moon, and then new moon again.  The cycle of lunar eclipses is also an excellent 
  fantasy theme, although the cycle of an eclipse is much longer than the cycle of the lunar phases.
  51-55
  Morphological 
  Life Cycle (one 
  creature)
  Some creatures have a life cycle in which their form changes radically; butterflies begin as caterpillars, frogs 
  begin as tadpoles, many insects go through a pupae or larval stage.  Although this is  related to the reproductive 
  cycle of the species, the radical morphological changes allow these creatures to have the right body-form for 
  the right purpose at the right time.  The caterpillar form, for example, is well adapted to eating huge quantities 
  of food, whereas the mobility of the butterfly stage allows for finding stronger mates more easily.  Intelligent 
  creatures with morphological cycles might open and close portals (or be able to, based on their current phase).  
  For example, a gate might remain closed while eggs gestate in some bizarre inter-dimensional space, or be 
  opened when the creatures are in a predatory body-form and then close again.  Only the strong and well fed 
  predators would make it back to the gate, and would then be all together within the gate for the mating cycle to 
  begin.  The possible variations on this pattern are quite numerous.  If a villain is acting according to such a life 
  cycle, it’s not necessarily because the villain is one of the morphologically shifting creatures.  It might be that 
  the villain knows how to take advantage of the changing life forms of the creatures, or that he’s allied to them 
  but can only take advantage of the alliance when the creatures are in an intelligent form, a dangerous form, a 
  magically powerful form, or what have you.  Again, the possibilities are vast.
  56-60
  Morphological 
  Life Cycle (series 
  of creatures)
  Just as a particular life form may go through radical morphological changes in order to link up form with 
  function in a series of steps, it is also possible for a species to generate a sequence of life forms, only one of 
  which is the breeder.  As an example, envision a life form whose “queen” and “drone” eggs stay dormant for a 
  long period of time, and need to be shifted from a hot incubation environment to a colder hatching environment.  
  One “generation” of workers is a hot-weather creature that cares for the eggs during the incubation phase.  As 
  the incubation phase ends, the worker mate among themselves, producing an entirely different form – a flying 
  form well suited for migration.  The flying forms transport the eggs to a colder climate in a migration, breed 
  again to create a cold-weather worker caste, and then die.  The cold-weather caste hatches rapidly in the cold, 
  and these workers care for the queen and drone eggs.  The queens and drones fly back to the hot-weather area 
  to breed and lay eggs of three kinds: queens, drones, and more hot-weather workers.  The hot-weather workers 
  hatch quickly to care for the new queen and drone eggs, and the cycle begins again.  At some point in such a 
  cycle, it might be that the door to underground hatching chambers must be unsealed, or the migration might 
  take place across different planes of existence, requiring the temporary opening of planar gates.  A villain’s 
  motivation in all this could be of many different kinds: he might be intercepting the migrations, stealing eggs, 
  using the unique capabilities of one of the life forms in an alliance, etc.
  66-70
  Planetary Cycles
  The proximity of particular planets to the Earth, or their location within a region of the sky (particularly a 
  zodiacal region) can be a usable cycle for the purposes of a fantasy world, possibly having effects on magic, 
  on different kinds of magic, villain motivations, and the opening or closing of planar gates or dungeon 
  entrances.
  71-75
  Reproductive 
  Cycle
  The average human menstrual cycle is 28 days.  If the villainess is non-human, the cycle might not be a 
  menstrual cycle, but a cycle of being “in heat” or “in season.”  This same pattern might apply to unusual 
  monsters as well as non-human animals.  Female dogs stay in heat for about 21-28 days depending on breed 
  (as one example of a heat cycle).  Note: the cycle of a male villain’s activity might be linked to someone else’s 
  reproductive cycle.  The purpose of a dungeon or planar gate that opens and seals based on the reproductive 
  cycle of a tribe or being is fairly obvious, and could (ahem) give birth to interesting adventure scenarios.
  Table 1-29: Time Cycles (generally used as a sub-table of Table 1-28) Continued
  
  Die Roll
  Cycle or Trigger 
  Event (d100)
  Comments
  76-80
  Rising and Falling 
  Magical Power
  The lunar, menstrual, and solar cycles are all associated with the rise and fall of magical capabilities, but a 
  fantasy world may have an independent cycle of rising a falling magical power, not marked by these factors.  
  Fluctuations in magic power might be druidic (some fluctuation in the earth’s spiritual nature), might be 
  related to arcane magic (a fluctuation in the eldritch energy that can be tapped by spells) or might be related 
  to a fluctuation in divine power (possibly related to planar “distance, a period of dormancy, or divine battles 
  that occupy the attention of the gods from time to time).  A wizard’s personal capability might be linked to 
  the concept of “mana,” personal reserves of magical power that might shift with the tides of time.  Monsters 
  might also feel the effects of magical change.
  81-85
  Scriptural Cycle
  In Judaism, the Torah (that’s the five books of Moses, in case you’re not familiar) is divided into parshas 
  (segments) one of which is read and studied each seven days.  The parshas correspond to the Jewish lunar 
  calendar, so that the same parsha is read at the same lunar date every year.  The point of completion of the 
  reading, when the Torah scroll is rolled back to the beginning is a major holiday, as is the middle of the Torah 
  (the day of atonement) and the reading on the new year (which precedes the day of atonement by a week).  
  A religious scripture in a fantasy world might also follow a cycle not related to the calendar – planar gates 
  or subterranean chambers might be opened (or open of their own accord) in a cycle driven by the reading 
  of scriptures instead of a calendar cycle.  The reading itself might trigger these events, rather than merely 
  corresponding to them.
  86-90
  Secondary Effect 
  Cycle
  Any of the various cycles listed in this table might be the cause of some other secondary effect that normally 
  (but does not always) result from the primary cycle.  For instance, the hatching patterns of locusts often 
  (but does not always) cause famines.  The focus of your adventure might not be the locust hatching, but the 
  resulting famine.  The periodic flooding of the Nile river was necessary to good harvests in Ancient Egypt; 
  when that cycle failed due to low rainfall in the African interior, famines and food shortages resulted in 
  Egypt.  Adventures premised upon the secondary effects of a primary cycle might focus on the times when 
  the expected result (the flooding of the Nile, or a locust plague) doesn’t take place.  Why didn’t it?  The 
  answer might be valuable, crucial, or financially rewarding.
  91-95
  Temperature 
  Cycles
  Variations in temperature can cause all sorts of varying human behaviors, cause changes in economic factors, 
  and can also trigger certain events in the animal and plant kingdoms.  Consider such things as a locust-like 
  insect with eggs that lie dormant until particularly hot temperatures arrive. In a completely different sort 
  of example, consider than a villain’s opportunities for villainy might be considerably enhanced if the local 
  community is snowbound, huddled up in cottages instead of wandering about the village with prying eyes 
  that might see what he’s doing…
  96-00
  Traumatic Stress 
  Cycle
  Individuals who have suffered traumatic stress may re-live the event or its emotional impact, and this often 
  happens on or around the anniversary of the event.  The cycle could also be based on any cycle of events that 
  either symbolize or reproduce the conditions and setting of the traumatic event.  A fantasy world might have 
  an analogue, in other words, to the way many War veterans react to the sound of helicopters and/or fireworks.
  48
  Table 1-29: Time Cycles (generally used as a sub-table of Table 1-28) Continued
  Reputation
  The villain is trying to manipulate his own or another person’s reputation, either as an invincible villain or as a good person (which would be 
  an infiltration tactic). Table 1-30 determines whose reputation is to be improved or faked, and Table 1-31 indicates the nature and method of the 
  manipulation.
  Table 1-30: Whose Reputation is to be Manipulated
  Die Roll
  Whose Reputation is to be Manipulated (d100)
  01-25
  The villain’s own reputation
  26-50
  The reputation of the villain’s boss or master
  51-75
  The reputation of one of the villain’s minions
  76-00
  The reputation of one of the villain’s allies or partners in crime
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  
  49
  Table 1-31: What Reputation is Being Sought
  Die Roll
  Reputation Being Sought (d100)
  01-05
  Reputation for Evil – by attacking civilized regions from a nearby lair (banditry or raiding)
  06-10
  Reputation for Evil – by bullying the weak
  11-15
  Reputation for Evil – by carrying off an evil plot – basically any of the plots and plans listed in these tables – but in a spectacular 
  and theatrical fashion.
  16-20
  Reputation for Evil – by claiming responsibility for crimes
  21-25
  Reputation for Evil – by insidious preaching
  26-30
  Reputation for Evil – by laying waste the nearby countryside as an example
  31-35
  Reputation for Evil – by shows of force (minions marching through streets or displays of magical power)
  36-40
  Reputation for Evil – by speaking against (or threatening to destroy) powerful good-aligned individuals … who are probably not 
  present to deny allegations or smite the villain.
  41-45
  Reputation for Evil – by telling lies about exploits elsewhere (which he may or may not actually have performed)
  46-50
  Reputation for Goodness – by faking the elimination of a community’s enemies
  51-55
  Reputation for Goodness – by shows of force (marching minions would need to be disguised as good guys – but disguising your 
  minions as good guys is also an excellent infiltration tactic as long as they don’t screw up the imposture).
  56-60
  Reputation for Goodness – by telling lies about exploits elsewhere 
  61-65
  Reputation for Goodness – by using the false or stolen identity of a person with a good reputation
  66-70
  Reputation for Goodness – through charitable acts (painful for villains, but necessary in this case)
  71-75
  Reputation for Goodness – through sanctimonious preaching or lecturing
  76-00
  Reputation for Goodness – using stolen or forged credentials, letters of reference, medals, etc.
  Subversion to Evil
  Unlike conversion to evil, which requires actual persuasion or supernatural manipulation of some kind, subversion to evil is a matter of getting 
  people to do evil things without persuading them – usually by threats or subterfuge.
  Table 1-32: Nature of Subversion to Evil
  Die Roll
  Nature of Subversion to Evil (d100)
  01-08
  Encouraging charitable donations to a good or neutral seeming temple that actually supports the worship of an evil deity
  09-16
  Encouraging charitable donations to an organization whose leaders are secretly engaged in evil tasks
  17-24
  Encouraging charitable donations to a group that supports a foolish idea (such as a heavy tax on merchants’ cargo, or on holy 
  symbols, rebellion from royal authority, or the expulsion of foreigners, as examples).
  25-32
  Encouraging membership in a crusade that will weaken the area’s defenses
  33-40
  Encouraging attendance at a good or neutral seeming temple that actually supports the worship of an evil deity
  41-48
  Encouraging membership in a new guild run secretly by evil individuals
  49-56
  Encouraging charitable donations to a good-aligned group, but pocketing the proceeds, or a portion of them, for nefarious purposes
  57-65
  Encouraging sacrifices to an evil deity that masquerades as a benevolent one
  66-74
  Using magic to charm individuals into performing crimes or other evil actions
  75-83
  Using bribes as a temptation to lure individuals into performing crimes or other evil acts
  84-92
  Using physical threats to force individuals into performing crimes or other evil acts
  93-00
  Using blackmail or hostages to force individuals into performing crimes or other evil acts.
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  
  50
  Support Evil Groups Secretly
  These tables are best applied to a mastermind villain, although the party might run into the minions or the other organization first. Discovering a 
  mastermind who has been secretly assisting a just-defeated evil group is a good way to create a follow-on adventure.
  Table 1-33: Group Being Supported
  Die Roll
  Group(s) to Which Assistance is Rendered (d100)
  01-04
  All evil-aligned individuals in a particular area
  05-08
  All followers and worshippers of a particular deity
  09-12
  All powerful evil-aligned individuals in a particular area
  13-16
  An association dominated by leaders of evil alignment (ranging from a secret society to a guild of merchants whose leaders are 
  malicious and base of character)
  17-20
  Anyone disregarding a particular good-oriented law (or decree of a good temple not actually part of the government) such as a 
  requirement to wear a good-aligned symbol or worship an good deity, refusal to contribute to the army of a good king, etc.
  21-24
  Anyone returning from a pilgrimage to a particular evil site
  25-28
  Anyone supporting an evil-aligned warlord during a time of uprisings
  29-32
  Anyone who was present at a particular unholy ritual held in the recent past
  33-36
  Bandits operating outside the boundaries of civilization
  37-40
  Criminal organization predominantly of evil alignment
  41-44
  Cultists seeking to bring about a natural catastrophe
  45-48
  Descendants of those who attended a particular unholy event in the forgotten or even ancient past
  49-52
  Evil tribes or humanoids operating outside the boundaries of civilization
  53-56
  Followers of an evil-aligned prophet’s teachings
  57-60
  Jury or judge that convicted a good-aligned leader
  61-64
  Members of a race known to be predominantly of evil alignment (goblins, for instance)
  65-68
  Members of underground religious movement in a good-aligned theocratic region or an area in which a good-aligned religion holds 
  considerable authority
  69-72
  Military order affiliated with evil alignment but no particular faith
  73-76
  Military order attached to a particular evil faith
  77-80
  Military order attached to an evil-aligned temple
  81-84
  Only the priests and higher followers of a particular evil deity
  85-88
  Secret society dedicated to overthrowing a benevolent government
  89-92
  Secret society dedicated to subverting people to evil goals
  93-96
  Slavers
  97-00
  Wealthy people (or perhaps poor people) of evil alignment in a certain area
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  
  51
  Table 1-34: Nature of Assistance Being Rendered
  Die Roll
  Nature of Assistance (d100)
  01-05
  Acts as agent for the group when his help is requested (his identity is known to the higher echelons of the group).
  06-10
  Arrests or sues the group’s enemies
  11-15
  Assassinates the group’s enemies
  16-20
  Brings victims or prisoners at the request of the top echelons of the group, who know villain’s identity
  21-25
  Brings victims or prisoners, anonymously
  26-30
  Brings victims or prisoners; the top echelons of the group know the villain’s identity, but there is no interaction other than the 
  villain’s gifts
  31-35
  Provides advice
  36-40
  Provides healing and/or alchemical potions when needed
  41-45
  Provides hideouts and secret identities for members of the group
  46-50
  Provides information from the villain’s spy network (advance warning if the group’s headquarters are about to be raided, for 
  example, or maps into their targeted locations)
  51-55
  Provides legal assistance (pardons or favorable verdicts) from a position of power, or pays bribes if not in a position of power
  56-60
  Provides magical assistance such as charm spells when needed for the group’s plans
  61-65
  Provides money (secret benefactor)
  66-70
  Provides money: top echelons of the group know the villain’s identity and ask for money or loans when necessary
  71-75
  Provides monsters as allies when violence breaks ou
  76-80
  Provides weapons and armor
  81-85
  Seeks recruits for the group using his own channels of power
  86-90
  Speaks on behalf of the evil group
  91-95
  Villain acts as agent for the group, but wears mask when meeting with them or acts through intermediaries – the group does not 
  know the identity of the agent.  An example would be acting as a fence or a negotiator.
  96-00
  Villain supports the group with propaganda and rumors, but members of the group do not know who he is
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  
  52
  Unusual Minions and Lieutenants
  Many of the above tables involve a villain’s minions. An adventure is usually improved by having some of these minions be unusual in some 
  respect. In particular, if the villain has an interesting minion, the nature of the minion can generate some interesting ideas about the villain’s plot. 
  This might seem backward, but creating an adventure isn’t always a linear process. Ideas about “later” parts, or little details, can sometimes 
  generate fantastic ideas for the adventure’s overall structure.
  Table 1-35: Human Minions
  Die Roll
  Nature of Minion (d100)
  Unusual Characteristic (d100)
  Reason Why in Villain’s Service (d100)
  01-05
  Animal trainer or monster wrangler
  An excellent spy or information gatherer
  Addicted to substance provided by villain
  06-10
  Assassin
  Badly scarred
  Advisor (privy to villain’s plots and has 
  input into his plans)
  11-15
  Barbaric military leader with troops 
  (intelligent)
  Blind or deaf
  Believes villain is his only true friend
  16-20
  Barbaric military leader with troops 
  (stupid)
  Crippled or maimed
  Charmed or enchanted by villain
  21-25
  Expert on local area, brilliant mastermind
  Demon-possessed
  Convinced that villain’s brilliant plans 
  will succeed and that he will be rewarded 
  for helping
  26-30
  Intelligent peasant (possibly one of 
  several minions)
  Distinguished by a particular piece of 
  clothing the minion always wears
  Deceived as to the real nature of the 
  villain’s activities
  31-35
  Knight
  Distinguished by a particular sigil or 
  badge that the minion always wears
  Grateful retainer (saved from something 
  by villain)
  36-40
  Magic-user
  Distinguished by a strange tattoo or 
  birthmark
  In love with villain
  41-45
  Nobleman, merchant, guild official, or 
  city official (intelligent)
  Has a relatively powerful magic item
  Loyal henchman (enjoys working with 
  villain)
  46-50
  Nobleman, merchant, guild official, or 
  city official (stupid)
  Highly religious
  Loyal retainer (pledged by honor)
  51-55
  Powerful warrior (barbaric)
  Highly superstitious
  Loyal slave (purchased by villain)
  56-60
  Powerful warrior, civilized
  Insane (megalomaniac)
  Receives food and shelter
  61-65
  Priest
  Insane (schizophrenic)
  Receives payment
  66-70
  Soldier
  More powerful than the villain, but 
  follows villain’s orders (see next column 
  to determine a reason)
  Receives share of treasure
  71-75
  Sorceress
  People routinely forget the minion’s face
  Unwilling minion (villain can ruin his 
  reputation or bankrupt him at will)
  76-80
  Stupid peasant (possibly one of many 
  such minions)
  Very charismatic compared to the villain
  Unwilling minion (villain holds loved 
  ones hostage)
  81-85
  Suave military leader with troops (cruel 
  and silky)
  Very concerned with personal appearance
  Using villain for his own purposes
  86-90
  Thief
  Very honorable (by some particular code, 
  possibly a very warped sense of honor)
  Villain has control of minion’s soul in 
  some fashion, or holds it captive
  91-95
  Thug
  Very rude and arrogant compared to the 
  villain
  Villain’s loyal kinsman
  96-00
  Witch doctor, witch, or druid
  Well known in the local area
  Worships villain as a god, messenger of a 
  god, or holy person
   
   
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  
  53
  Table .............................................................................................. Page
  1-1A: Locations (Overview) ................................................................ 8
  1-1B: Locations (Overview) .............................................................. 10
  1-2: Locations (Purpose)  ................................................................... 13
  1-3: Types of Missions ....................................................................... 15
  1-4: Individual-Based Missions ......................................................... 15
  1-5: Item-Based Missions .................................................................. 15
  1-6: Location-Based Missions ........................................................... 16
  1-7: Event-Based Missions ................................................................ 16
  1-8: Patrons and Targets ..................................................................... 17
  1-9: Patron Motivations ..................................................................... 25
  1-10: Hooks and Motivations ............................................................. 26
  1-11: Master Table of Villainous Plans .............................................. 27
  1-12: Villainous Concealment ............................................................ 28
  1-13: Conversion ................................................................................ 29
  1-14: Desecration Plots (Location)  ................................................... 30
  1-15: Desecration Methods (Event)  .................................................. 30
  1-16: Type of Ceremony Villain Plans to Desecrate (Event)  ............ 31
  1-17: Intended Method of Destruction ............................................... 32
  Table .............................................................................................. Page
  1-18: Reason for Destroying this Particular Community .................. 33
  1-19: Reason for Seeking Vengeance/Revenge ................................. 34
  1-20: Destruction of Good-Aligned Groups ...................................... 36
  1-21: Quest for Economic Power ....................................................... 37
  1-22: Evoke Catastrophic Event ........................................................ 38
  1-23: Food-Related Activities ............................................................ 39
  1-24: Gain Favor of Another Villain (or Villainous Organization)  ........ 40
  1-25: Increase Personal Capabilities .................................................. 40
  1-26: Scope of Political Power Sought .............................................. 41
  1-27: Method of Gaining Political Power .......................................... 41
  1-28: Random Acts ............................................................................ 46
  1-29: Time Cycles .............................................................................. 46
  1-30: Whose Reputation is to be Manipulated ................................... 48
  1-31: What Reputation is Being Sought ............................................ 49
  1-32: Nature of Subversion to Evil .................................................... 49
  1-33: Group Being Supported ............................................................ 50
  1-34: Nature of Assistance Being Rendered ...................................... 51
  1-35: Human Minions ........................................................................ 52
  Concluding Remarks to Book One
  As mentioned in the Introduction, the tables in this book are for top-down adventure creation, for referees who prefer to have the adventure’s 
  backbone in place before messing about with the details. Later books will provide the meat and potatoes for referees who prefer to build outward 
  from evocative details, fitting the backbone into the details rather than vice versa. Never be afraid to go back and change even the fundamental 
  premises of an adventure if your later ideas cause it to evolve in a new direction. Writing an adventure is not a linear process, and creativity is 
  not an orderly process. It’s more like a jigsaw puzzle – there’s no predicting which parts of the puzzle will start coming together until you start.
  List of Tables (Book One)
  BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN
  
  54
  BOOK 
  TWO:
  Monsters
  Table of Contents
  Introduction to Book Two .................................................................................................................55
  Part One: Monster Types ...................................................................................................................55
  Beast ..............................................................................................................................................55
  Construct .......................................................................................................................................60
  Draconic ........................................................................................................................................62
  Elemental .......................................................................................................................................67
  Fey .................................................................................................................................................69
  Giant ..............................................................................................................................................73
  Horror ............................................................................................................................................75
  Humanoid ......................................................................................................................................77
  Mist................................................................................................................................................81
  Ooze ..............................................................................................................................................83
  Planar .............................................................................................................................................86
  Dark Angel ....................................................................................................................................86
  Demonic ........................................................................................................................................88
  Summoned .....................................................................................................................................89
  Traveler .........................................................................................................................................92
  Visitation .......................................................................................................................................94
  Plant ...............................................................................................................................................95
  Undead ..........................................................................................................................................99
  Verminous....................................................................................................................................103
  Part Two: General Monster Tables ..................................................................................................105 
  List of Tables (Book Two) ..............................................................................................................124
  
  55
  Introduction to Book Two
  This second book of the series focuses on monsters – mainly on creating new ones for use in an adventure. Monsters aren’t quite the “top level” 
  of adventure design, like locations and missions, but sometimes they are the primary and driving force behind the creation of an adventure, giving 
  rise to the location or the mission instead of vice versa. I can think of many of my own adventures that were sparked by monsters, and when I’m 
  beginning the adventure creation process I often look for ideas by paging through monster books. Like the first book in this series, the objective 
  is not to provide on-the-fly tables for quick use. There are other monster-generation books which already do this quite well. Instead, this book is 
  designed to tap a deeper creative wellspring – which can be hard when you’re under time pressure with players tossing potato chips at you and 
  asking if you’re ready to start. The book can be used for on-the-fly ideas, but to use it at full power, so to speak, it works best ahead of time. It’s 
  a doubly powerful tool when used in conjunction with the first book of the series, but it absolutely isn’t necessary to have the first book in order 
  to use this one.
  Monsters Generally
  One of the best ways to come up with the idea for an adventure is to start with a monster, or combination of monsters, and work from there.  
  And if you’re lucky enough to get the sudden inspiration for a brand new monster, often the adventure will write itself from there almost without 
  further effort.
  Good monsters are more than just an agglomeration of statistics and abilities thrown together. In many cases, what you need to create a monster 
  (especially if it is supposed to inspire an adventure) is some other detail besides or in addition to the monster’s combat profile. In many cases, 
  those additional details can define a combat profile much better than the brute-force method of generating trial-and-error combinations over and 
  over again.
  This Book is divided into two main parts: (1) generating monsters by specific type (undead, etc.), and (2) a set of general tables. The general 
  tables can also be used as a starting point, beginning with the monster’s Combat Profile, but this method calls for slightly larger creative leaps 
  than starting with the type. Most of the details generated from the monster type tables will refer the designer to one or more of the general tables 
  in the second section.
  Monster Types
  Table 2-1: Monster Categories*
  Die Roll
  Monster Category
  01-07
  Beast
  08-14
  Construct
  15-21
  Draconic
  22-28
  Elemental
  29-35
  Fey
  36-42
  Giant
  43-49
  Horror
  50-56
  Humanoid
  57-63
  Mist Creature
  64-70
  Oozes and 
  Macrobiotes
  71-77
  Planar
  78-84
  Plant
  85-91
  Undead
  92-00
  Verminous
  *The definition of each type is contained at 
  the beginning of each section.
  Beasts
  A beast is a monster that lives in the fantasy world’s natural ecosystem.  It probably isn’t more 
  intelligent than a regular animal, although it might be unusually cunning.  Giant ants and griffons are 
  both examples of this sort of monster.  If your adventure requires an interesting roving predator, or an 
  infestation of bizarre creatures, this is probably the category you’ll want to use as a starting point to 
  generate some ideas.
  Step 1: Get a Starter Image of the Body Form.  Roll on the Creature Attributes Table (2-2) for a 
  basic body form.  You’re not locked into this body form, but I have always found it easiest to come up 
  with interesting details when I’ve got a vague picture of the monster already in mind.  Sometimes the 
  details are interesting enough to warrant changing the whole concept retroactively to fit them.  If that 
  happens, I consider it a perfect result.
  Step 2: Mix Attributes of Two Creatures. Roll twice on the Creature Attributes Table (2-2).  Take an 
  attribute from the first creature (any attribute, your choice) and mix it with an attribute from the second 
  creatures (again, your choice).  Let’s say that you started with a Cheetah’s body form, and then rolled 
  12 (Beetle) and 16 (Canary).  One possibility is to say that you’ve got a cat-like predator with a beetle’s 
  exoskeleton that has bright, canary-like coloration.  Another possibility is to say that you’ve got a giant 
  beetle that chases down its prey like a cheetah and kills it with a sharp beak (canary).  A third possibility 
  is to discard the cheetah (that was just a starting point) and create a beetle that sings sweetly to draw its 
  prey close for the kill (presumably with a saving throw to avoid the effects of the song).
  Step 3: Fill in the Details. Roll for Special Attacks (Tables 2-78 and 2-79), Special Defenses and 
  Abilities (Table 2-82) and Distinctive Attributes (Table 2-83). Tie those results into the Creature Attributes 
  you’ve already generated, or treat the results as new features to add into the monster’s description. Beast 
  monsters are usually pretty simple, so you will probably need to discard the results from Table 2-79 or 
  2-82 unless they happen to generate something excellent.
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  56
  BOOK TWO: MONSTERS — MONSTER TYPES
  Table 2-2: Creature Attributes
  Die Roll
  Animal (d100)
  Creature and Attributes
  01
  Amoeba
  Amoeba body form (formless), floats in liquids, extends pseudopods, engulfs prey, filled with liquid, 
  reproduces by fission
  02
  Ant
  Ant body form, burrows, caste system, caste-specific body type, pincers, exoskeleton, antennae, filled with 
  acid, insect, segmented body
  03
  Anteater
  Anteater body form, large claws, digs prey from ground, sucks prey through long mouth, long sticky tongue, 
  long fur
  04
  Ape
  Ape body form, primate, human-like face, opposable thumbs, use feet to grip, swings from trees, travel in 
  bands with alpha male organization
  05
  Baboon
  Baboon body form, baboon face, opposable thumbs, tail, primate, human-like eyes, travels in bands led by an 
  alpha male
  06
  Badger
  Badger body form, black and white coloring, burrows with claws, eats bugs, bears live young
  07
  Bat
  Bat body form, sonic echolocation, bat wings, suck blood, flies, nocturnal, eats fruit, mammal, hangs upside 
  down in caves to sleep
  08
  Bear, black
  Bear body form, omnivore, hibernates, swims, quadruped, large claws, stays with cubs
  09
  Bear, brown
  Bear body form, omnivore, hibernates, swims, quadruped, large claws, stays with cubs
  10
  Beaver
  Beaver body form, flat tail, chisel-teeth, builds underwater lodge, builds dams, cuts down trees, underwater 
  mammal, bears live young, swims
  11
  Bee
  Bee body form, insect, collects pollen, hive organization, caste organization, egg-laying queen, produces 
  honey, stinger, dies after stinging, faceted eyes
  12
  Beetle
  Beetle body form, carapace, bug legs, mandibles, faceted eyes, often flies, six legs, sheathed wings
  13
  Boar, wild
  Boar/pig body form, hoofs, tusks, charges to attack, omnivore, has bristles, quadruped
  14
  Bull/cow
  Bovine body form, horns, herd animal, hoofs, charges into combat, quadruped
  15
  Camel
  Camel body form, goes for a long time without water, spits, has humps, lives in desert
  16
  Canary
  Bird body form, small, bright color, feathers, sings, eats seeds, has beak, sleeps while standing, two legs, 
  wings, lays eggs, makes nests
  17-18
  Cat
  Cat body form, feline, cat eyes, leaps, plays with prey, climbs trees, dislikes water, quadruped, tail, 
  retractable claws
  19
  Centipede
  Centipede body form, multi-segmented body, many jointed legs, mandibles, often venomous
  20
  Cheetah
  Cat body form, spotted fur, very fast, feline, cat eyes, quadruped, chases prey
  21
  Chicken
  Chicken body form, flightless bird, two legs, wings, eats grain and seeds, crested head, lays eggs, flaps into 
  air to attack
  22
  Clam/oyster
  Clam body form, outer shell opens, soft inside, makes pearls, lives underwater
  23
  Crab
  Crab body form, hard carapace, pincer claws, jointed legs, eyestalks, lays eggs, hunts on land and in water, 
  digs into sand
  24
  Crocodile
  Crocodile body form, reptile, swims, lurks below surface, lays eggs, long and toothy mouth, four legs, short 
  side-mounted legs, strong tail, armored hide
  25
  Dinosaur
  Dinosaur body form, huge, might have back plates, might have clubbed or spiked tail, might have elephant 
  feet, might have long neck, lays eggs, thick hide, might have armor plates
  26
  Dog
  Dog body form, canine, covered in hair, paws, pack-hunter, loyal, used as pet, used for hunting 
  27
  Dolphin
  Dolphin body form, aquatic mammal, fish-like body, uses sonar/echolocation, bears live young, holds breath 
  for a long time, friendly to humans
  28
  Dragonfly
  Dragonfly body form, large faceted eyes, flies, long dragonfly wings, lays eggs, exoskeleton, multiple legs
  29
  Eagle
  Eagle body form, avian, flies, dives on prey, makes nests in high places, glides on air currents, hooked beak, 
  talons
  30
  Earwig
  Earwig body form, mandible-like things on tail, segmented, exoskeleton, multiple legs, lays eggs
  31
  Eel
  Eel body form, fish, snake-like shape, glistening skin, may use electrical shock, lays eggs underwater
  32
  Elephant
  Elephant body form, mammal, tusks, large ears, elephant feet, tramples, large, baggy skin, bears live young
  33
  Fish, angler
  Fish body form, bioluminescent, sharp teeth, large mouth, swims, dangles lure to attract prey, lives in deep 
  darkness, lives in deep water, lays eggs, breathes underwater, gills
  34
  Fish, archer
  Fish body form, scaled skin, fins and tail, spits to stun prey, lays eggs underwater, gills, breathes underwater
  35
  Fish, barracuda
  Fish body form, scales, fins, fish tail, gills, breathes underwater, lays eggs, swims, travels in groups, teeth, 
  predator
  
  57
  Die Roll
  Animal (d100)
  Creature and Attributes
  36-37
  Fish, general
  Fish body form, scales, fins, fish tail, gills, breathes underwater, lays eggs, swims, travels in schools
  38
  Fish, piranha
  Fish body form, scales, fins, fish tail, gills, breathes underwater, lays eggs, swims, travels in schools, attacks 
  in large groups, strips prey down to the bones, small
  39
  Fish, shark
  Fish body form, dorsal fin, rough skin, can’t stop swimming or it dies, breathes underwater, gills, voracious 
  predator
  40
  Frog
  Frog body form, hops, swallows prey whole, huge back legs, amphibian, lays eggs underwater, starts as 
  tadpole and transforms to new shape
  41
  Gecko
  Gecko body form, adhesive pads on toes, resembles lizard, scales, climbs, quadruped, eats insects, strikes 
  swiftly
  42
  Giraffe
  Giraffe body form, long neck, spotted hair, tall, long legs, quadruped, herbivore, eats from treetops
  43
  Goat
  Goat body form, curled horns, quadruped, eats virtually anything, hoofs, attacks with head butt, some live in 
  mountains with long hair, sure-footed
  44
  Hawk
  Hawk body form, good vision, dives on prey, flies, wings, feathers, talons, used for hunting, lays eggs
  45
  Heron
  Bird body form, tall, long legs, piercing beak, eats fish, bird, lays eggs, flies, feathers
  46
  Horse
  Horse body form, equine, used as steed, used as draft animal, mane, hoofs, horse tail, rears up to attack with 
  fore-legs
  47
  Hyena
  Hyena body form, makes eerie laughing sound, scavenger, travels in groups, quadruped, spotted fur
  48
  Jackal
  Jackal body form, scavenger, carrion eater, quadruped, canine, long pointed ears, good hearing
  49
  Leech
  Leech body form, sucks blood, attaches to prey, lives underwater
  50
  Leopard
  Leopard body form, cat, jungle predator, spotted fur, jumps from treetops
  51
  Lion
  Lion body form, mane, roars, pounces, four legs, claws
  52
  Lizard
  Lizard body form, scaled skin, side-mounted legs, lays eggs, forked tongue, smells with tongue
  53
  Lobster
  Lobster body form, crustacean, segmented exoskeleton with overlapping plates, eyestalks, jointed legs, lays 
  eggs underwater
  54
  Maggot
  Maggot body form, larva, larval stage of flying creature, eats dead flesh
  55-56
  Mammoth
  Mammoth body form, elephant body form, hairy, tusks, elephant feet, tramples, very long tusks, quadruped, 
  herbivore
  57
  Monkey
  Monkey body form, prehensile tail, biped, swings from trees, bears live young, human-looking face
  58
  Mosquito
  Mosquito body form, insect, sucks blood, females suck blood, proboscis, flies, exoskeleton
  59
  Moth
  Moth body form, wings, hairy, insect, attracted to light, grows from caterpillar cocoon, eat wool, drink nectar
  60
  Octopus
  Octopus body form, eight tentacles, cephalopod, suckers on tentacles, no internal skeleton, sharp beak, three 
  hearts, gills, breathe underwater, lay eggs underwater, ink cloud
  61
  Ostrich
  Ostrich body form, bird, flightless bird, lays eggs, runs fast, spreading tail plumage
  62
  Ox
  Ox body form, horns, quadruped, herd animal, draft animal, plow animal, hoofs
  63
  Parrot
  Parrot body form, bird, talks, mimics, lays eggs, bright colors, flies, feathers
  64
  Peacock
  Peacock body form, bird, lays eggs, resplendent tail plumage, sounds like a cat
  65
  Penguin
  Penguin body form, bird, lays eggs, swims, flightless, lives in cold regions
  66
  Prairie dog/
  meerkat
  Prairie dog body form, burrows, lives in large communal warrens, rodent, mammal
  67
  Praying mantis
  Praying mantis body form, insect, exoskeleton, faceted eyes, grabs prey with long, barbed arms, camouflage, 
  female eats male after mating, antennae
  68
  Rabbit
  Rabbit body form, long ears, hops, rabbit tail, digs burrows, long back legs
  69
  Rat
  Rat body form, hairless tail, carries disease, rodent, scavenger, bears litters of live young, burrows, vermin, 
  eats young under conditions of overcrowding
  70
  Raven/crow
  Raven body form, black, feathers, sharp beak, flies, lays eggs, good vision, builds nests, bird
  71
  Rhinoceros
  Rhinoceros body form, thick hide, one horn, poor vision, charges into combat
  72
  Roach
  Roach body form, carapace, flies, lays eggs, insect, vermin, jointed legs
  73
  Saber-tooth tiger
  Saber-tooth tiger body form, cat, tusk-like teeth, pounces, cat eyes, tail, retractable claws
  74
  Scarab beetle
  Beetle body form, exoskeleton, sheathed wing, horns on head or thorax, larval stage develops into beetle, 
  eggs laid in food source for larvae to eat
  75-76
  Seal
  Seal body form, mammal, flippers, sea-creature, streamlined fur, bear live young
  Table 2-2: Creature Attributes Continued
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  58
  Table 2-2: Creature Attributes Continued
  Die Roll
  Animal (d100)
  Creature and Attributes
  77
  Slug
  Slug body form, gastropod, mollusk, eye stalks, moves by rippling muscles, slimy, regeneration (of the 
  eyestalks, at least)
  78
  Snail
  Snail body form, house-like shell, slimy and formless body, eyestalks, reproductive organs located in head
  79
  Snake, cobra
  Snake body form, reptile, serpent, scales, fangs, injects venom, snake eyes, slithers, lays eggs, cold-blooded, 
  hypnotic eyes, hooded head
  80
  Snake, constrictor
  Snake body form, reptile, snake eyes, constricts prey, slithers, lays eggs, lurks in trees, lurks underwater, eats 
  only occasionally and remains torpid in between large meals
  81
  Snake, general
  Snake body form, reptile, snake eyes, poison, constricts, fangs, slithers, lays eggs, hypnotic eyes
  82
  Snake, viper
  Snake body form, reptile, snake eyes, poison, fangs, slithers, lays eggs, hypnotic eyes
  83
  Spider
  Spider body form, eight legs, stinger, spins webs, leaps, cocoons prey in silk, sucks blood
  84
  Squid
  Squid body form, ten tentacles, hard shell, cephalopod, changes color to match surroundings, jet propulsion, 
  ink cloud
  85
  Squirrel
  Squirrel body form, mammal, gathers nuts, stores food, rodent, bushy tail
  86
  Stag
  Deer body form, antlers, herd animal, fast runner, hoofs, spindly legs, herbivore
  87
  Stick insect
  Stick insect body form, resembles a stick, exoskeleton, lays eggs, long jointed legs, predator
  88
  Stink bug
  Beetle body form, carapace, jointed bug legs, awful smell when carapace is broken, antennae
  89
  Tapeworm
  Tapeworm body form, long, flat, thin, wormlike, parasite, lives inside host organisms
  90
  Tick
  Tick body form, insect, lays eggs, drinks blood, carries disease, exoskeleton
  91
  Toad
  Toad body form, batrachian, amphibian, lays eggs in water, predator, bulging eyes
  92
  Virus
  Virus body form, spreads disease, injects host with RNA that begins replicating viruses inside host’s body, 
  microbial
  93
  Vulture
  Vulture body form, bird, flies, feathers, lays eggs, talons, two legs, carrion eater
  94
  Walrus
  Walrus body form, sea-mammal, thick layer of fat, roars, flippers, tusks
  95
  Warthog
  Warthog body form, quadruped, mammal, ugly face, tusks
  96
  Wasp
  Wasp body form, thorax, abdomen, insect, stinger, paper-like wings, makes paper hives, lays eggs, flies
  97
  Whale, killer
  Whale body form, sea-mammal, flippers, flukes, bears live young, swims, must surface periodically to 
  breathe, predator, sonic echolocation, large, teeth
  98
  Whale, sperm
  Whale body form, sea-mammal, flippers, flukes, bears live young, swims, must surface periodically to 
  breathe, predator, sonic echolocation, large, blunt head, teeth on lower jaw, deep-water
  99
  Wolf
  Wolf body form, canine, predator, hunts in packs, howls, quadruped
  100
  Worm
  Worm body form, segmented, burrows, five hearts, hermaphroditic, regenerates
  Table 2-3: Folkloric Shape-Adaptations
  The folkloric shape-adaptation is a quick list of ways in which myths and legends have changed the shape of normal animals into mythological 
  and folkloric monsters.  I think it’s very restrictive if used as a random generation table, but sometimes it can be helpful as a quick-reference tool.
  Die Roll
  Shape Adaptation
  01-10
  Animal head and legs, human torso and arms.  (Minotaur and wolfman type).
  11-20
  Double or triple heads (Cerberus or hydra-type)
  21-30
  Flying disembodied head type (Penalangg-type)
  31-40
  Head and torso of human, second torso of beast (Centaur-type).
  41-50
  Head of one beast, body of second beast, wings and/or fore-body of third beast (griffon or hippogriff-type)
  51-60
  Headless, or head in wrong place. (Headless horseman type).
  61-70
  Human head or face, beast body. (Naga type)
  71-80
  Human head, arms, and upper torso, beast lower torso and legs. (Satyr type)
  81-90
  Human head, body of one beast, wings of a second beast.  (Manticore or sphinx type).  There’s room here for a human head, 
  forequarters of one beast, hindquarters of a second beast, but I don’t have a folkloric example for that one.
  91-00
  More arms or legs than normal. (Sleipnir type, several multi-armed giants).
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  59
  Table 2-4: Method of Obtaining Food
  Die Roll
  Food-Methods
  01-10
  Ambush Predator
  11-20
  Carnivore
  21-30
  Dangerous Herbivore
  31-40
  Hunts and processes food
  41-50
  Omnivore (probably with a preference for human flesh)
  51-60
  Predominantly Carrion-eater
  61-70
  Predominantly Scavenger
  71-80
  Stalking Predator
  81-90
  Stores food of various types
  91-95
  Grows or cultivates food in some way
  96-00
  Eats Abstract Food (See Table 2-5)
   
  Table 2-5: Abstract Food
  Die Roll
  Abstract Food (d100)
  01-05
  Charisma
  06-10
  Dexterity
  11-15
  Diseases (yes, eats them)
  16-20
  Experience (levels)
  21-25
  Experience (points)
  26-30
  Hatred
  31-35
  Heat or cold
  36-40
  Intelligence
  41-45
  Joy
  46-50
  Luck
  51-55
  Magic
  56-60
  Pain
  61-65
  Philosophy or knowledge
  66-70
  Sanity
  71-75
  Souls
  76-80
  Sound or music
  81-85
  Spell casting capability
  86-90
  Strength
  91-95
  Wisdom
  96-00
  Youth
   
  Table 2-6: Reproductive Strategy
  Die Roll
  Reproductive Strategy
  01-10
  Bears live young
  11-20
  Bears live young
  21-30
  Bears live young; keeps in pouch until older
  31-40
  Lays eggs in host creature
  41-50
  Lays eggs on land (whether or not creature lives in 
  water)
  51-60
  Lays eggs underwater (whether or not creature lives on 
  land)
  61-70
  Reproduces by splitting – fission
  71-80
  Reproduces by transformation of prey
  81-90
  Reproduces using airborne spores or seeds
  91-00
  Reproduces using planted seeds
   
   
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  Constructs
  Constructs are man-made objects that have at least rudimentary intelligence, and probably can also move.  As such, they share enough 
  characteristics that it makes sense to lump them together for creative ideas, but as monsters these types can be quite different – some of them are 
  animated by a spirit, some of them have magically-implanted intelligence, some might only follow orders, and some of them might have some sort 
  of machine-intelligence.  Obviously, these different origins will tend to fit into radically different types of adventure settings and in the service of 
  radically different villains (if, indeed, they are still in anyone’s service at all once the adventurers encounter them).  It’s worth mentioning that the 
  folkloric theme of a created monster getting out of control is a very, very, common one.
  Table 2-7: Type of Construct
  Die 
  Roll
  Type of 
  Construct
  Comments
  01-20
  Elemental-
  animated or 
  spirit-animated 
  machine or 
  object
  An elemental creature or a creature from the spirit-world has been bound into 
  the object, machine, or structure as the force that animates it.  The imprisoned/
  bound creature provides the object with whatever intelligence or cunning it 
  possesses.
  21-40
  Magically 
  animated object 
  in its natural 
  shape
  Animated chairs, tables, catapults, etc.
  41-60
  Magically 
  Augmented 
  Machine
  A machine that doesn’t operate purely by means of technology, and may not 
  include any mechanical components at all other than hinges and bolts.  A 
  basic example is an iron cobra with no inner mechanisms – it is an object 
  specifically designed to be animated.  On the more complex side of the 
  spectrum might be a huge lobster-shaped battle robot powered by magical 
  pistons and gears, but with no magic animating the mechanisms driven by 
  those pistons and gears.
  61-80
  Spirit-animated 
  substance, in a 
  prepared shape
  This includes the classic man-shaped golem, but could be any shape.  A spirit 
  could be imprisoned in a garbage pile, and then you’d have an animated 
  garbage-pile.
  81-00
  True Machine
  This is either a machine with some sort of artificial brain, or a machine with 
  no intelligence whatsoever.  
  60
  Table 2-8: Physical Danger Posed by Construct
  It’s easiest to start creating a construct by focusing on what sort of risk 
  it poses to the adventurers.  This list of physical dangers constructs can 
  cause is more focused than the larger tables of physical attacks (Table 
  2-72), and may be a better starting point.  After getting a general picture 
  of the construct’s physical threat, and if the construct is more than just a 
  physical monster, roll on the large table of special attacks (Table 2-79). 
  If you don’t get a good mental picture just from Table 2-79, use Table 
  2-78 for an idea about how the Special Attack might be employed.
  Die Roll
  Primary Physical Danger
  01-10
  Crushing limb or smash
  11-20
  Enfold and suffocate
  21-30
  Grab and process
  31-40
  Liquid spray and process
  41-50
  Pierce and process
  51-60
  Piercing appendage
  61-70
  Pincers
  71-80
  Swallow and process
  81-90
  Trample
  91-00
  Whirling blades or slicing limbs
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  61
  Table 2-9: Modern Analogues for Fantasy Devices
  Another way of getting ideas for constructs is to let your mind wander 
  through the realm of existing modern machines. I don’t use this table 
  much for generating a construct directly, but it has worked very well if I 
  think of this as the room where a construct is located, and then thinking 
  about the construct as being a component of that room or the room’s 
  purpose.
  Die Roll
  Modern Machine
  01-03
  Automobile
  04-06
  Bathysphere
  07-09
  Blender or food processor
  10-12
  Bulldozer
  13-15
  Centrifuge
  16-18
  Combine harvester
  19-21
  Crane
  22-24
  Dishwasher
  25-27
  Disk drive (memory holder)
  28-30
  Drier
  31-33
  Eggbeater
  34-36
  Electrical outlet
  37-39
  Elevator
  40-42
  Flamethrower
  43-45
  Forklift
  46-48
  Garbage disposal
  49-51
  Garden hose
  52-54
  Heart monitor
  55-57
  Injection mold
  58-60
  Intercom system
  61-63
  Jackhammer
  64-66
  Lawnmower
  67-69
  Oil refining or distilling
  70-72
  Oven
  73-75
  Power drill
  76-78
  Refrigerator or cold storage
  79-82
  Roomba
  83-85
  Steam cleaner
  86-88
  Steamroller
  89-91
  Stove
  92-94
  Trash compactor
  95-97
  Truck
  98-00
  Windmill
   
   
  Table 2-10: Reason for Creating Construct
  The creator’s purpose for building the construct can give you ideas for 
  what the construct does.  This table is my favorite way to get ideas for 
  the more unusual constructs, especially where the primary threat might 
  not be physical damage.
  Die Roll
  Construct’s Intended Purpose
  01-08
  Boosts magic powers of creator
  09-16
  Build structures
  17-24
  Dig
  25-32
  Finder/hunter
  33-40
  Guardian
  41-48
  Instrument of revenge
  49-56
  Life support system or exoskeleton for creator
  57-65
  Manufacture items
  66-74
  Navigate
  75-83
  Produce food
  84-92
  Servant
  93-00
  Warrior
   
  Table 2-11: Construct’s Physical Resemblance
  Yet another way to generate ideas for constructs is to get a mental 
  picture of it, and then build out ideas for its purposes and attacks.  
  Take note that the table heading says “reminiscent of.”  It’s best to 
  create only a blurry mental picture for dreaming these up, and let your 
  subconscious take over from there.
  Die Roll
  Reminiscent of
  01-10
  Animal (mammal, reptile, amphibian, bird, etc)
  11-20
  Bizarre machine
  21-30
  Bug (beetle, insect, or arachnid)
  31-40
  Doll or puppet
  41-50
  Large human
  51-60
  Mannequin (possibly very lifelike)
  61-70
  Plant
  71-80
  Scarecrow, jury-rigged appearance, poor construction
  81-90
  Sphere or other uncomplicated shape
  91-00
  Well-known monster (dragon, griffon, minotaur, etc)
   
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  62
  Table 2-12: Construct’s Loss of Control
  One feature of constructs in folklore is the potential for them to go 
  out of the creator’s control.  Consider Walt Disney’s The Sorcerer’s 
  Apprentice and Mary Shelley’s Frankenstein as examples.  Many 
  versions of the original golem folktale (in which the golem is created 
  by a Cabbalist rabbi to protect the Jews of Prague from a pogrom) 
  also include the golem’s attempt to remain “alive” once its purpose is 
  served.  In general, this theme is more applicable to constructs that are 
  animated by an imprisoned or summoned spirit rather than those which 
  are purely mechanisms or magically-augmented medieval technology. 
  Not every construct should be subject to loss of control, or the theme 
  becomes a bit overused.
  Die Roll
  Type of Loss of Control
  01-10
  Base percentage chance checked during each combat 
  round (but not increasing)
  11-20
  Base percentage chance that depends on the construct’s 
  age (would differ for each individual monster but not 
  change during the encounter)
  21-30
  Base percentage chance under certain circumstances
  31-40
  Base percentage chance when confused in some way
  41-50
  Base percentage chance when given a command
  51-60
  Base percentage chance when hit with particular magic
  61-70
  Construct begins as inactive (out of control) but 
  automatically “activates” into control based on certain 
  actions it observes
  71-80
  Construct begins as inactive (out of control) but has 
  cumulative increasing chance of “activating” into 
  control under certain circumstances
  81-90
  Construct’s loss of control (by whatever method) results 
  in the escape of its activating spirit to possess a person
  91-00
  Cumulative increasing chance during combat
  Draconic
  Draconic creatures include not only dragons, but wyverns and other dragon-like beasts. The difficulty with generating unusual body forms for 
  dragons is that if you get too far away from the basic lizard-like reptile with bat wings, you start to get something that isn’t really a dragon any 
  more. Therefore, these tables focus on three components of a dragon or draconic monster: a single unusual physical feature, a single unusual ability 
  (with a sub-table for breath weapons), and the dragon’s mentality.
  Table 2-13: Dragon’s Unusual Physical Feature
  Die Roll
  Feature
  01
  Body: back legs only, no front legs
  02
  Body: bone plates instead of smaller scales
  03
  Body: chameleon-like coloring allows it to blend into 
  surroundings
  04
  Body: color pattern of spots, lines, whorls, or similar; 
  might be involved in a special defense or ability of some 
  kind
  05
  Body: covered in plant growth, mold, etc.
  06
  Body: crablike pincers instead of front claws
  07
  Body: dragon has elephant-like feet instead of claws, 
  and might be able to trample. Hoof-like feet are also an 
  option for this.
  08
  Body: dragon is bioluminescent or has a bioluminescent 
  “lure” to attract prey (like anglerfish)
  09
  Body: dragon’s form is blurred, displaced, or shifting
  10
  Body: expandable plume or brush of feathers at end of 
  tail (like peacock fan), probably used as special defense 
  in some way as a distraction
  11
  Body: extremely long claws used for burrowing in stone 
  (extra damage, probably)
  12
  Body: fan along back like a Dimitrodon (also called a 
  “sail”)
  13
  Body: fins and webbed feet, eel-like tail
  14
  Body: forked tail (long) used to disarm opponents
  15
  Body: frog-like feet, possibly adhesive
  Die Roll
  Feature
  16
  Body: gems or other valuable substance grow or are 
  found in the scales or skin
  17
  Body: glittering scales, probably used in a hypnotic type 
  of special attack
  18
  Body: has mane of hair, like horse, possibly running the 
  full length of the body and tail.
  19
  Body: highly flexible, almost as if boneless
  20
  Body: huge back legs like a frog’s, used for leaping and 
  pouncing
  21
  Body: iridescent, glistening or glittering, alternatively, 
  always shadowed or “reverse-glitters” with spots of 
  darkness
  22
  Body: jointed carapace like lobster
  23
  Body: large “pores” visible as gaps in scale pattern
  24
  Body: large, crab-like carapace, possibly with other 
  crab-like features such as pincers
  25
  Body: mangy appearance due to constant shedding of 
  scales (or even molting)
  26
  Body: manticore-like tail allows spike-throwing
  27
  Body: mantis-like front legs, or additional set of mantis-
  legs
  28
  Body: marsupial-like pouches for carrying eggs
  29
  Body: more frog-like than catlike, smooth, slimy skin
  30
  Body: more than four legs and/or claws
  31
  Body: more toad-like than catlike, scaled skin
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  63
  Table 2-13: Dragon’s Unusual Physical Feature Continued
  Die Roll
  Feature
  32
  Body: multiple armored segments like centipede 
  (probably with multiple legs)
  33
  Body: naturally very fat (with whatever consequences 
  seem fitting, positive or negative)
  34
  Body: no usable claws, digits are froglike or fingerlike
  35
  Body: oozes globules of some kind
  36
  Body: part of body (top or front most likely) is much 
  more heavily armored than the rest, and dragon will seek 
  to face that part against opponents)
  37
  Body: relationship with another race or with older 
  members of dragon’s own race causes dragons to only be 
  seen wearing a distinctive accoutrement such as a collar, 
  a rune, a distinctive bracelet or other item of jewelry, etc.
  38
  Body: resembles rock or stone rather than scaly
  39
  Body: resembles water when dragon is lying down and 
  not moving
  40
  Body: round and spiderlike, with spindly legs (still 
  covered with scales, though)
  41
  Body: scales interspersed with chunks of other substance 
  such as glass, metal, stone, etc.
  42
  Body: scales on dragon’s back grow into oddly shaped 
  extrusions resembling coral, stalagmites, or twigs
  43
  Body: secondary creature or parasite is always attached 
  to the body
  44
  Body: segmented like worm, armored
  45
  Body: series of insect-like segments, scaly skin
  46
  Body: serpentine, no legs or vestigial legs only
  47
  Body: sharp ridges, spines, or scales on underside
  48
  Body: sharp, cutting scales
  49
  Body: short, stumpy legs, probably less useful in combat 
  than normal (like an alligator’s)
  50
  Body: skin resembles a frog’s, not scaly
  51
  Body: slight “elemental” effect such as wisps of steam, 
  drops of water, dropping dust, heat-shimmers, etc. Might 
  be bubbles from a sea-dragon.
  52
  Body: spiked
  53
  Body: spore-sacs or other bulbous growth
  54
  Body: ten or more legs, probably less muscular than 
  normal dragon legs
  55
  Body: translucent, semi invisible, or invisible in normal 
  state
  56
  Body: turtle-like shell
  57
  Body: vestigial wings, might levitate or leap
  58
  Body: vulnerable underside much less armored than 
  back
  59
  Head: almost completely featureless face, or missing a 
  feature such as eyes or even a mouth
  60
  Head: antler-like horns used for defensive parrying of 
  some kind
  61
  Head: antler-like horns, used for attacks
  62
  Head: ant-like mandibles around mouth (extra damage, 
  probably)
  63
  Head: armored bone plate behind head, like triceratops
  Die Roll
  Feature
  64
  Head: Catfish-like “whiskers,” possibly used as adjunct 
  to normal senses
  65
  Head: dragon is blind (possibly none of this type have 
  eyes, or all have huge white eyes) and uses sound or 
  other senses extremely well (possibly with bonuses in 
  particular situations).
  66
  Head: expandable “hood” of skin like hooded cobra
  67
  Head: large expandable sac under jaw for swallowing 
  and holding opponent, like lizard
  68
  Head: large fan/ruff around neck, like Australian frilled 
  lizard
  69
  Head: large, bulging, toad-like eyes
  70
  Head: large, multi-faceted eyes (probably with a gaze 
  attack)
  71
  Head: long horns like bull, used for attacks and/or 
  throwing opponents
  72
  Head: long, frog-like tongue, adhesive
  73
  Head: long, whip-like tongue used to lash opponents
  74
  Head: long, whip-like tongue, used to grab opponents
  75
  Head: massive head and ability to swallow opponents
  76
  Head: multiple eyes or additional eye
  77
  Head: no teeth – bony ridge in mouth is used for biting
  78
  Head: prominent crest on head, like rooster or cockatiel 
  (likely of large scales rather than feathers)
  79
  Head: resembles that of a beaked dinosaur
  80
  Head: resembles that of a cat (with scales)
  81
  Head: resembles that of a crocodile
  82
  Head: resembles that of a ram or goat (with scales)
  83
  Head: resembles that of a serpent
  84
  Head: rhinoceros horn, used for attacks
  85
  Head: teeth like saber-tooth tiger (probably extra damage 
  on bite)
  86
  Head: three heads
  87
  Head: tusks like boar, causes extra damage on bite and/
  or can be used to throw opponents
  88
  Head: tusks like elephant or mammoth, used for attacks 
  and/or for throwing opponents
  89
  Head: two heads
  90
  Head: unnaturally ugly face, possibly causing fear-type 
  or other effect
  91
  Tail: earwig-like pincer
  92
  Tail: ends in club like an Ankylosaurus, used for attacks
  93
  Tail: forked, used for attacks
  94
  Tail: spiked, used for attacks
  95
  Tail: spiked, used for attacks
  96
  Tail: stinger, used for attacks
  97
  Wings: disproportionately large or narrow wings
  98
  Wings: feathered or insect-like
  99
  Wings: glides like flying squirrel on membrane between 
  legs rather than having true wings
  100
  Wings: no wings
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  64
  Table 2-14: Dragon’s Unusual Ability
  Die Roll
  Ability
  01-04
  Can transform at will into an ooze-like form (refer to Table 2-41, etc. for ideas about the ooze form)
  05-08
  Can shift partially into another reality, leaving an ooze-like form in the material plane (refer to Table 2-40, etc. for ideas about the 
  ooze form)
  09-12
  Theme: don’t touch it. The dragon’s skin is adhesive or corrosive.
  13-16
  Sucks blood, might have other bat-like features including echolocation
  17-20
  Lives underwater as easily as on land. Might have fish-like features such as extra fins
  21-24
  Sings beautifully (and probably dangerously). This might be in a human-type voice, or it might be trilling or whistling.
  25-28
  Theme: Perceptive. The dragon has unusual powers of perception that give it an advantage in combat. In general, it will either be 
  able to predict how it’s going to be attacked (defensive) or find weaknesses in the opponents (leading to some sort of attack bonus). 
  The nature of the perception might give the dragon other benefits for things like avoiding being taken by surprise. The actual 
  mechanism could include ESP, smell, high intelligence, or precognition.
  29-32
  Theme: Illusion. The dragon can change the perceptions of its opponents. The source might be to magically produce visual 
  illusions, or to use some sort of magical mind domination.
  33-36
  Theme: Hidden. The dragon can conceal itself, camouflage itself, or hide in unexpected places for an ambush (under water, in 
  shadows, in walls, on ceilings, etc)
  37-40
  Theme: Don’t hurt it (acidic blood, corrosive surface, or other downside to using physical attacks). This is similar to the “don’t 
  touch it” theme, but the effect only kicks in if the dragon is physically damaged. This could also include reflecting spells, 
  transferring damage to another, or being healed by certain types of attacks.
  41-44
  Theme: Spellcaster. The dragon casts spells, casts spells more powerfully than expected, or casts a wider variety of spells than one 
  might expect. Alternatively, the dragon might simply have an array of natural abilities that mimic spells.
  45-48
  Theme: Summoner (wraiths of past victims, etc)
  49-52
  Theme: Venom
  53-56
  Theme: Weapon-user
  57-60
  Theme: Movement
  61-64
  Theme: Undeath
  65-68
  Theme: Plants
  69-72
  Theme: Oozes and molds
  73-76
  Theme: Mists and vapors
  77-80
  Theme: Elemental or planar
  81-84
  Theme: Fey
  85-88
  Theme: Constructs
  89-92
  Theme: Hypnotic. The dragon either has a physical feature that hypnotizes opponents (gaze, beauty, colors, patterns, etc), or uses 
  communication to do so (song, trilling, mental telepathy, soothing voice, persuasion, etc).
  93-96
  Unusual breath weapon
  97-00
  Unusual breath weapon
   
   
  Unusual Breath Weapon
  Unusual breath weapons don’t figure prominently in the unusual abilities table above, which is designed to focus on sparking the designer’s 
  higher creativity. However, for a dragon that’s simply a slight deviation from the norm, a variant breath weapon is often all that’s needed – breath 
  weapons, after all, are probably the most defining feature of dragons. If you want your dragon to breathe fire, poison gas, electricity (lightning), 
  acid, or frost, but in a different way than normal, don’t roll on the first column – just roll on the second. 
  Table 2-15: Dragon’s Unusual Breath Weapon
  Die Roll
  Breath Weapon’s Effect (d100)
  Breath Weapon’s Delivery (d100)
  01-04
  Magic drain: items, spell memorization, active spells, 
  and/or other.
  Cloud, small, but continues to expand for several combat rounds before 
  dissipating.
  05-08
  Insanity, illusions, or hallucinations; possibly magical, 
  possibly due to pain, possibly due to emotional reaction
  Cloud, wider than a “line” but more oval-shaped than circular
  09-12
  Implants eggs or reproductive substance (mold, etc.)
  Cloud, wider than a “line” but more oval-shaped than circular
  13-16
  Poison, lethal
  Cone shape from dragon’s mouth (blast-like or spray-like)
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  65
  Die Roll
  Breath Weapon’s Effect (d100)
  Breath Weapon’s Delivery (d100)
  17-20
  Dessicates, disintegrates, or withers
  Cone shape from dragon’s mouth (blast-like or spray-like)
  21-24
  Vermin: insects, maggots, bugs, or similar.
  Cone shape from dragon’s mouth (blast-like or spray-like)
  25-28
  Drains experience or lower effective level of ability.
  Curling wisps, magical, follow opponents until successful at delivering 
  the attack
  29-32
  Poison, non-lethal
  Large cloud, possibly enveloping dragon as well (dragon is immune, of 
  course)
  33-36
  Emotional reaction or impulses: rage, sorrow, joy, fear, 
  etc.
  Large cloud, possibly enveloping dragon as well (dragon is immune, of 
  course)
  37-40
  Roll twice: breath weapon has a double-whammy 
  effect.
  Long wisp forms into a line perpendicular to the direction in which it 
  was exhaled, possibly striking several opponents in a front rank (but 
  with a short range in terms of the distance it travels from the dragon).
  41-44
  Sleep or lethargy
  Narrow line, glob, or other substance aimed at single opponent (spit, 
  basically)
  45-48
  Disease
  Narrow line, glob, or other substance aimed at single opponent (spit, 
  basically)
  49-52
  Pushes, pulls, raises, moves, teleports, or levitates, as 
  applicable.
  Not a breath weapon at all, but a “sound” weapon produced by the 
  dragon’s voice, song, or roar. (determine range and possibly shape – 
  probably a cone – as you choose)
  53-56
  Affects memory
  Not a breath weapon at all, but a blast from the dragon itself in all 
  directions up to a certain range. This might be a mental blast, or might be 
  accomplished by shaking out dust, tiny eggs, or sweat (like a dog shakes 
  off water).
  57-60
  Corrosive to metal, wood, and/or leather
  Not a breath weapon at all, but a gaze weapon (or even “rays” from the 
  dragon’s eyes). Usually targeted at a single individual.
  61-64
  Commands, charms, renders open to suggestion, 
  confuses, or mentally influences
  Not a breath weapon at all, but an effect that surrounds the dragon at all 
  times, due to smell, flames, cloud, vermin on skin, etc).
  65-68
  Transforms, shape-changes, changes size, or changes 
  state of matter (into liquid or into stone, for example)
  Not a breath weapon at all; effect is caused by dragon’s concentration 
  upon an opponent or an area.
  69-72
  Removes one or more senses: blindness, hearing, or 
  all senses. Alternatively, it causes “malfunctions” or 
  imperfections with these senses.
  Roll again to determine the shape or delivery of the breath weapon; but 
  whatever effect it inflicts, it adheres or lingers in such a way that it gets 
  several chances to cause a failed saving throw or otherwise affect those 
  who escaped its effects when it first manifested.
  73-76
  Adhesive (glue-like)
  Slow-moving floating globule, cloud, or bubble.
  77-80
  Hypnotic
  Smaller cloud, affecting area in front of dragon
  81-84
  Temporarily lowers attribute score: strength, 
  intelligence, etc. The effect might be defined, or the 
  effects might simply be whatever the rules define for 
  the lower attribute score.
  Smaller cloud, affecting area in front of dragon
  85-88
  Twitching, dancing, or convulsions.
  Spits out a grenade-like solid, which explodes to deliver the special 
  effect in a radius. Might or might not have perfect aim.
  89-92
  Nausea
  Vomited liquid, probably a short cone-shape
  93-96
  Paralysis
  Wide linear blast of breath, filling a narrow but rectangular area in front 
  of the dragon (affects all within)
  97-00
  Imprisons (dimensional, quick-setting resin, ice 
  forming, stone-forming, etc)
  Wide linear blast of breath, filling a narrow but rectangular area in front 
  of the dragon (affects all within). Probably no more than 5 to 10ft wide, 
  with whatever length seems appropriate. 
  Table 2-15: Dragon’s Unusual Breath Weapon Continued
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  66
  Table 2-16: Individual Dragon’s Mentalities, Motivations, and Status
  Die Roll
  Mentality, Motivation, or Status
  01-05
  Arcane. Whether or not the dragon is a good spell caster, it knows a great deal of useful arcane lore it has accumulated over the 
  years. It might even have human magic-user followers, who seek to gain the bits of knowledge it occasionally provides to them.
  06-10
  Assembling Followers. Followers, for this purpose, include a set of young or baby dragons, or a group of fanatical worshippers, or 
  an army of mercenaries, or even something stranger like a collection of trained slimes or a trained pack of giant lizards.
  11-15
  Collector. The dragon hoards a particular type of item. Some of these might be relatively innocuous, such as musical instruments. 
  On the other hand, a dragon who collects human skulls is possibly a big problem.
  16-20
  Connoisseur.  The dragon constantly seeks a supply of something with a particular taste or quality. This might range from maidens 
  to fine wines.
  21-25
  Constrained to Action. The dragon is forced, either through its nature or due to magic, to respond in certain ways to certain stimuli. 
  Examples of this include: not being able to tell a lie, required to grant a wish if defeated in combat, required to hunt down a 
  particular individual, required to guard a certain object, etc.
  26-30
  Damsel-Kidnapper. Pretty standard.
  31-35
  Demonic. As with many Christian dragon-stories of the middle ages, the dragon is actually the servant of a supernatural evil power 
  rather than just a preternatural creature. Dragons that are a form of demon might have a demon master nearby, or one that can be 
  summoned. Alternatively, the dragon might be able to summon lesser demons of some kind into its service. This sort of dragon 
  would be considerably more sinister than a regular dragon, but not necessarily much more intelligent.
  36-40
  Enslaved. The dragon is subservient to, enchanted by, subdued by, or sworn to another being. For a folkloric type of dragon, it 
  might be in love with a human maiden or controlled by some other creature weaker than the dragon itself. Not likely, though.
  41-45
  Envoy or Scout. The dragon is exploring or negotiating on behalf of some other villain elsewhere. The questions to be resolved are: 
  (1) on whose behalf is the dragon negotiating, and (2) with whom is the dragon negotiating, monsters or humans?
  46-50
  Foreigner. The dragon comes from a different place, either because it has a nomadic personality or because it was chased out. It is 
  likely working on establishing a new lair.
  51-55
  Hide. The dragon is virtually obsessed with keeping itself hidden from human notice (or perhaps from the notice of a stronger 
  dragon, or other enemy or threat). This might be due to caution, might be a younger dragon’s strategy for getting older and bigger, 
  or might just be due to cowardice.
  56-60
  Imprisoned. The dragon is in some way confined to an area, either because the exit isn’t large enough, or because it is scared to 
  leave, or because it is under a mental or magical compulsion, etc.
  61-65
  Infamy (reputation). The dragon seeks to be well known as a threat, but unlike the knight-killer it approaches the project in an 
  intelligent and possibly even devious manner.
  66-70
  Intense Greed. This dragon is even greedier than most, being easily bribed and unable to resist theft.
  71-75
  Kill Knights (reputation). The dragon seeks to be well known as a threat. Note that for survival reasons, this is already a fairly 
  dim bulb of a dragon, since the famous ones don’t live long. Being relatively stupid, this dragon is focused upon killing powerful 
  humans, and it defines “powerful” basically as those who wear heavy armor. This is the best explanation I can invent for the classic 
  stereotype.
  76-80
  Land-Destroyer. At whatever speed possible, the dragon seeks to turn the area around its lair into a wasteland. It spends time 
  fouling water, destroying trees and crops, and killing wildlife.
  81-85
  Political Power. The dragon seeks to have human slaves and influence over civilized areas, rather than eating (too many) humans 
  or destroying crops. This dragon might even protect its serfs in time of danger.
  86-90
  Secrets and Wisdom. The dragon knows a great deal of useful information; maps of a dungeon area, legends about magic items, 
  and other such useful tidbits can be gained from talking to this dragon rather than killing it. Of course, conversation might not be 
  possible unless the dragon is suitably terrified.
  91-95
  Vendetta. Some event in the dragon’s past has caused it to swear vengeance against a group, race, or religion. This could be 
  virtually anything ranging from a wide category like “magic-users,” to a single individual, to a specific village, to members of a 
  particular order of knights.
  96-00
  Wounded or Crippled. The dragon might be blind or missing a limb from a past accident or battle. If the dragon didn’t win that 
  combat, it is likely consumed with a desire for vengeance.
   
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  67
  Elementals
  Elementals are creatures associated with a fundamental “element” of 
  nature. These elements, as theorized by European alchemists, were fire, 
  water, earth, and air. The first explicit use of the elemental creature 
  concept is in Michael Moorcock’s Elric stories, in which Elric summons 
  the lord of the Earth elementals and the lord of the Water elementals. 
  The idea that elemental creatures are hierarchical comes from these 
  stories, and fantasy gaming further developed the idea of elemental 
  social strata by drafting djinn and efreet into the role of nobles. Not 
  only are genies closely associated with fire and air, but Arabian 
  folklore also ascribed to them the same kind of bargaining and binding 
  that characterized Moorcock’s elementals in the Elric stories. These 
  tables reflect the concept that there is an entire sub-world of creatures 
  associated with each element of nature, living in some “other” place but 
  capable of being summoned into normal reality – or perhaps sneaking 
  in from time to time. The creatures of these sub-worlds (presumably 
  treated as a separate plane of existence) are organized into social strata, 
  and can be bound to service in various ways.
  Table 2-17: Social Strata of Elementals
  Die Roll
  Social Stratum
  01-40
  Mindless (normal elemental)
  41-70
  Servitors (normal elementals and weak djinn)
  71-95
  Nobility (powerful djinn)
  96-00
  Quasi-deity or elemental lord
  Table 2-18: Elemental Body Forms
  The “animal appearance” result from this table can be rolled on the 
  Creature Attributes Table (Table 2-2), but it’s left vague here to allow 
  your own imagination to grab an idea and run with it at this point.
  Die Roll 
  Elemental’s Basic Shape
  01-05
  Animal appearance (amphibian)
  06-10
  Animal appearance (bird)
  11-15
  Animal appearance (mammal)
  16-20
  Animal appearance (reptilian)
  21-25
  Aquatic creature appearance
  26-30
  Cone or pyramid of elemental substance
  31-35
  Formless cloud or mass of elemental substance
  36-40
  Horror-type form
  41-45
  Incorporated into item (e.g., lamp)
  46-50
  Insectoid appearance
  51-55
  Pillar of elemental substance
  56-60
  Plant appearance
  61-65
  Serpentine or spiral-shape of elemental substance
  66-70
  Used/incorporated into construct
  71-75
  Used/incorporated into structure for innate qualities
  76-80
  Used/incorporated into structure for movement/
  sentience
  81-00
  Human appearance with elemental features and 
  attributes (e.g., pillar of fire instead of legs)
   
   
  Table 2-19: Elemental Plane of Origin
  Inventing an elemental creature can go along one of two creative 
  avenues: either it’s a new and innovative use of one of the four basic 
  elements (fire, water, earth, and air), or it’s based on an unusual 
  element. The primary elements are the first four entries, so if you want 
  a “traditional” elemental you can roll a d4 and move forward. Note also 
  that if you want to generate something truly unusual, roll twice and 
  consider that your element might be from the intersection of the two 
  indicated elements.
  Die Roll
  Plane of Origin
  01-05
  Air
  06-10
  Earth
  11-15
  Fire
  16-20
  Water
  21-25
  Death
  26-30
  Sound
  31-35
  Electricity
  36-40
  Light/dark
  41-45
  Shadow
  46-50
  Poison
  51-55
  Acid
  56-60
  Smoke
  61-65
  Ice
  66-70
  Steam
  71-75
  Lava
  76-80
  Life
  81-85
  Sand
  86-90
  Probability or entropy
  91-95
  Plant life
  96-00
  Thought or cognition
   
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  68
  Table 2-20: Method of Binding the Elemental Creature
  One of the key features of elementals of all kinds, from genies to summoned elementals, is that they can be bound to the service of powerful 
  masters.  In many cases, particularly in the case of the more intelligent elementals such as genies, there is a specific means by which the elemental 
  can be controlled (and serious risks if you get it wrong).
  Die 
  Roll
  Method (1d100)
  01-10
  Bargaining; a sacrifice is offered (souls, gems, etc), and the elemental might or might not choose to accept the bargain
  11-20
  Genealogy/ancestry; ability to control this type of elemental was granted to a bloodline in the distant past as a bargain or reward
  21-30
  Knowledge of elemental’s language, research being required, possibly hard to use or pronounce
  31-40
  Knowledge of the elemental’s true name
  41-50
  Possession of Item; possibly one owned by the elemental, possibly a specific wand, possibly something like a token granted by the 
  elemental’s overlord
  51-60
  Riddle answer; elemental poses a riddle of some kind (see Book 3)
  61-70
  Sacrifice; some particular sacrifice is required to control the elemental
  71-80
  Specific ritual; a specific ritual which probably needs research is used to bind the elemental.
  81-90
  Specific spell; probably requires specific research for non-traditional elementals
  91-00
  Spoken words; possibly a command word, possibly a pleasing haiku, etc.
   
  Table 2-21: Conditions in Elemental Region
  Although it’s really more of an adventure-generating idea than a monster-creating idea, you can get some good ideas about elementals by 
  thinking about what conditions are like in the elemental region whence the creature comes. This doesn’t mean the conditions of the entire elemental 
  plane – merely the part of that plane whence the creature comes.
  Die 
  Roll
  Conditions in Elemental Region
  01-10
  Castle with hounds, nobles, servants, knights, etc.
  11-20
  City of intelligent and semi-intelligent elementals
  21-30
  Decadent
  31-40
  Highly religious, superstitious
  41-50
  Highly traditional, bound by traditions and agreements
  51-60
  Infested with vermin
  61-70
  Plots against old enemies, handles all interactions with material plane on that basis
  71-80
  Prison
  81-90
  Underwater-like (free-swimming elementals analogous to undersea creatures)
  91-00
  War-torn region
   
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  69
  Fey Creatures
  The concept of a fey creature is a gamer-created mishmash of virtually all folkloric creatures that don’t eat humans, aren’t of godlike power, 
  aren’t significantly larger than humans, are corporeal, and are basically of a human body type. The gamer model of fey creatures relies most heavily 
  on the sidhe (Ireland) and the wee folk (Ireland, Scotland, Wales, Bretagne) mixed in with corporeal nature-spirits from numerous other cultures 
  (the nymphs and dryads of Ancient Greek mythology being a prime example). These tables essentially retro-engineer the artificial category of 
  “Fey” by returning to the folkloric sources of the creatures commonly labeled as being in the category, drawing out resemblances and common 
  features. That being said, there is a general set of folkloric characteristics attributed to the traditional creatures of the “fey” category:
  1 — They are associated with nature and the wilderness, and often tied to a specific place in the wilderness such as a tree or river;
  2 — They are difficult to find when sought – often because they inhabit a sort of magically hidden “otherworld,” can vanish away if not   
          physically held, or can become invisible;
  3 — Most are extremely cunning, but vulnerable to trickery due to their extreme pride or greed (generally for food or gold);
  4 — They show virtually no compassion for human beings, with the exception of Victorian England’s tiny fairies with their butterfly wings and
          flower-dwellings;
  5 — They are corporeal;
  6 — They are frequently (but not always) associated with magical items;
  7 — They are frequently associated with transformations of themselves or those who anger them;
  8 — They are, almost universally, absolutely forced to honor bargains to which they have agreed, even if the bargain was made under duress.
  A major exception to the general rule: talking animals seem to have been adopted into this category, but these are generally helpful to humans 
  in most folklore, rather than compassionless. Helpful talking animals appear frequently in the troubadour tales of the proto-renaissance of the 
  Twelfth Century and in the Germanic folklore recorded by the Brothers Grimm. A second exception: the Irish sidhe (pronounced “shee”) and some 
  Arthurian fey-types are associated with unnatural passage of time in their realms and with taking slaves or captives. This isn’t a universal constant 
  among folkloric creatures, but it is a common theme nonetheless.
  Final note about the tables: since the concept of fey is a bastardized catch-all type of category, the monster-designer should feel free to break as 
  many of these general rules as may be necessary to create a good monster. 
  Table 2-22: Form of Fey Creature
  Die Roll
  Basic Form
  01-10
  Biped with animal (mammal) head
  11-20
  Biped with animal (mammal) head and legs
  21-30
  Biped with horns and animal legs
  31-40
  Biped shapeshifter (appears human but unusual)
  41-50
  Small human-like creature
  51-60
  Animal form shapeshifter (mammal)
  61-70
  Animal form with unusual feature (size, usually)
  71-80
  Mist form
  81-90
  Incorporated into natural feature such as a rock or plant
  91-00
  Biped or shapeshifter, bird
   
  Table 2-23: Fey Contracts
  It is a constantly recurring theme in folklore that the wee folk and 
  other nature spirits can be forced to serve or to give up treasure if the 
  right bargain is struck or the right commands invoked.  In this way, the 
  fey folk are much like genies and elementals (and the following table is 
  accordingly similar to Table 2-20).
  Die 
  Roll
  Fey Contracts
  01-10
  Bargaining; a gift is offered (souls, gems, etc), and the fey 
  creature might or might not choose to accept the bargain
  11-20
  Genealogy/ancestry; ability to control this type of fey 
  creature was granted to a bloodline in the distant past as a 
  bargain or reward
  21-30
  Knowledge of the creature’s language, research being 
  required, possibly hard to use or pronounce
  31-40
  Knowledge of the creature’s true name
  41-50
  Possession of Item; possibly one owned by the creature, 
  possibly a specific wand, possibly something like a token 
  granted by the creature’s overlord
  51-60
  Riddle answer; the fey creature poses a riddle of some 
  kind
  61-70
  Gift; some particular gift is required to obtain the 
  creature’s assistance
  71-80
  Specific ritual; a specific ritual which probably needs 
  research is used to bind the creature to service
  81-90
  Specific spell; probably requires specific research for non-
  traditional fey creatures
  91-00
  Spoken words; possibly a command word, possibly a 
  pleasing limerick, etc.
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  70
  Table 2-24: Magical Abilities of Fey Creature
  Virtually all fey creatures have some characteristic magical power.
  Die Roll
  Magical Property or Ability
  01-10
  Ability to charm, enthrall, and even enslave opponents
  11-20
  Berserk rage or sudden growth, with combat benefits (most likely after suffering some degree of damage, seeing damage to animal 
  companion, having a spell cast upon it, or other anger-evoking stimulus)
  21-30
  Control of animals (usually of a specific type or species)
  31-40
  Immobilization of opponents using natural substances or body part
  41-50
  Melding into stone, trees, or water, and possibly moving while inside the natural feature
  51-60
  Powerful animal companion (a bear or lion, for example, probably larger and more intelligent than a normal example of the 
  species)
  61-70
  Shape-shifting
  71-80
  Transformation of enemies (see Table 2-25 below)
  81-90
  Uses a characteristic magical item (possibly only usable by this sort of fey creature) to affect opponents. (see Table 2-26 below)
  91-00
  Vanishing/teleporting when not physically touched or held
   
  Table 2-25: Fey Transformation of Enemies
  Another characteristic of many fey creatures is that they can cause a specific transformation in their victims.
  Die Roll
  Unusual Transformation
  01-03
  Add tail, tentacles, whiskers, etc. 
  04-06
  Age or become younger
  07-09
  Always hungry 
  10-12
  Always thirsty  
  13-15
  Causes bodily odor (bad or perfume) 
  16-18
  Causes disease 
  19-21
  Causes protective adoration for object in hand or next 
  object picked up. 
  22-24
  Causes rage or depression 
  25-27
  Change form of feet or hands
  28-30
  Cleans people/items of dirt 
  31-33
  Confusion (directionally impaired) 
  34-36
  Confusion (per spell) 
  37-39
  Cures disease 
  40-42
  Enlarge or shrink 
  43-45
  Geas 
  46-48
  Gender 
  49-51
  Grants next wish 
  Die Roll
  Unusual Transformation
  52-54
  Grow facial hair 
  55-57
  Hair color (often to white or grey)
  58-60
  Heightens one random sense (sight, etc.) 
  61-63
  Laugh or cry uncontrollably in next stressful situation 
  64-66
  Luck (adds temporary bonus or penalty to attack rolls, 
  damage rolls, or saving throws) 
  67-69
  Petrifaction 
  70-72
  Polymorph to animal 
  73-75
  Reduces/impairs one random sense (sight, hearing, etc) 
  76-78
  Removes one random sense (blind, deaf, etc.) 
  79-82
  Reverse two randomly determined ability scores 
  83-85
  Smoke wisps from ears, nose or mouth 
  86-88
  Speech forms bubbles, can’t be heard until bubble pops 
  89-91
  Subject glows like light source 
  92-94
  Tattoos patterns onto skin 
  95-97
  Turned to wood 
  98-00
  Vulnerable to suggestion from other humans
   
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  71
  Table 2-26: Characteristic Fey Magic Items
  Fey magic items are generally musical instruments, items of clothing, or jewelry. Combs, hats, rings, and pipes are common examples. Longer 
  lists of general possibilities for magical items (both form and function) are included elsewhere in this compendium; these are just examples that 
  match up well with the folklore of fey creatures.
  Die Roll
  Effect of Magical Item
  01-10
  Charm opponents (friendship, influence, control or geas)
  11-20
  Allow fey creature to escape (teleport, undetectability, or illusionary misdirection)
  21-30
  Change location of opponents (rearrange locations, teleport, turn around, blow backwards, etc).
  31-40
  Disorient or confuse opponents (including symptoms of drunkenness or intoxication)
  41-50
  Curse opponents (often the curse is for bad luck)
  51-60
  Protect fey creature from a particular weapon type, non-magic weapons, spells, a type of spell, or a particular type of metal.
  61-70
  Summoning animals, or allies of its own kind
  71-80
  Create aging effects, temporary or permanent
  81-90
  Creates a water effect, to push opponents back, drown them, of hold them at bay.
  91-00
  Transform opponents (see Table 2-25 above)
   
  Table 2-27: Fey Methods of Immobilization (twenty examples)
  Die Roll
  Method of Immobilization
  01-05
  Affect ground or rock, causing it to grab or even entomb enemies
  06-10
  Breathe out magic breath, which freezes using cold temperature or simply paralyzes opponents magically
  11-15
  Cause all of enemies’ actions to take the opposite effect (raising arm actually lowers it, a step forward takes a step back, etc). This 
  might be overcome, but trying to work everything in reverse would cause incredible clumsiness.
  16-20
  Cause enemies to become so enraged that they hack away at the ground, each other, and anything else other than the fey creature.
  21-25
  Cause enemies to begin dancing helplessly
  26-30
  Cause enemies to follow a glowing light or summoned animal, away from the fey creature or into peril
  31-35
  Cause enemies to listen to a particular sound, enraptured
  36-40
  Cause metal or leather armor (one or the other) to constrict and bind the wearer
  41-45
  Fear effect that immobilizes those affected
  46-50
  Grow and animate existing vegetation to grab and hold (anything from trees to grass to vines)
  51-55
  Magically flowing hair reaches out to entangle one or several opponents
  56-60
  Produce mists that immobilize (as opposed to summoning mists from nowhere)
  61-65
  Produce plant matter (probably vines) to grab and hold
  66-70
  Spell-like ability (gestures and so forth) causes enemies’ hair to grow and animate, entangling legs and arms
  71-75
  Spell-like ability (gestures and so forth) causes enemies’ legs to become rooted to the ground or paralyzed
  76-80
  Spell-like ability (gestures, etc) makes enemies so clumsy that they cannot stand or use weapons
  81-85
  Summon insects (or bats, or birds, etc) whose swarming has the effect of keeping enemies from taking actions
  86-90
  Summon mists that coalesce or reach out
  91-95
  Summon winds that keep opponents at bay; might even be magical enough to “blow” spell effects back at caster
  96-00
  Summon winds that raise opponents into air, spinning them around until they are unbelievably dizzy
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  Table 2-28: Summoning Fey Creatures
  Many fey creatures are subject to being summoned or called from their homes to assist the summoner. In general, some kind of bargain needs to 
  be struck, but the bargain could potentially already exist, or have been negotiated ahead of time. Since lots of these methods involve some kind of 
  speech, the required speech might include the offered terms of the bargain, which might influence the success of the summoning/calling.
  Die Roll
  Method of Summoning
  01-10
  Ancient Promise. Recital of an ancient promise of assistance is another way to summon a fey creature, but these are generally 
  difficult to discover, and the fey creature is likely to do whatever it can (later on) to make sure the recital isn’t passed on or used a 
  second time.
  11-20
  Body Part. If the summoner has a lock of the fey creature’s hair (or some other body part), a particular spoken charm or magic 
  word could be sufficient to call the creature
  21-30
  Creature’s Name. Knowing the creature’s name might be enough to summon it, particularly if there is a little rhyme, magic word, 
  dance, or pattern of steps to go along with speaking the name. (For some reason, movement of feet seems to be much more 
  associated with the fey than movement of arms or hands).
  31-40
  Creature’s Possession. Some fey creatures are linked to a particular possession (pipes, hat, etc) and can be called in virtually any 
  way if the summoner has possession of this item.
  41-50
  Insults and Place. Near the creature’s home, or in some other specified place like a circle of toadstools, a series of biting insults 
  might call the creature forth … but not necessarily in a good mood.
  51-60
  Musical Tune. Certain tunes, if played absolutely perfectly and without error, might summon the fey creature. In order to keep this 
  method from being used over and over again, it might be a tune that backfires dangerously if not played correctly.
  61-70
  Pattern. Creating the right pattern of crystals, sparkly stones, sticks of wood, branches of fir, etc) might summon forth this sort of 
  fey creature.
  71-80
  Place and Activity. The right combination of a place (ring of mushrooms, stone circle, near the creature’s home, etc) and an 
  activity (lighting a fire with pine cones, dancing, singing, cooking bacon, etc) might be an irresistible temptation for this sort of fey 
  creature’s greed or curiosity.
  81-90
  Place, Time, and Speech. It might be possible to summon the fey creature when there is a particular combination of the time 
  (autumn, midsummer, midnight, lunar phase, etc), the right words, and the right place (often a crossroads or a forest glade).
  91-00
  Smells. Cooking a certain combination of (strange) ingredients might summon the fey creature just from a smell the creature finds 
  irresistible.
  72
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  Giants
  There are Norse giants, Celtic giants, Japanese giants (if that’s how you class the Oni), Ancient Greek giants, etcetera and etcetera.  What’s 
  useful to the adventure-creator is that these giants are not at all the same in terms of what they look like, how they behave, and what their powers 
  are – with one exception being that they are almost universally pretty stupid.  Ancient Greek giants (as opposed to the semi-divine titans) were 
  almost always deformed in some way; hundred-handed giants and the one-eyed Cyclops are examples.  Norse giants are powerful enough to stand 
  toe-to-toe with the gods themselves, and are members of distinct races (fire and frost).  Arthurian/Provencal giants do not seem to be members of 
  a race at all, but they all have brothers (usually in groups of three).  The Japanese Oni have taken on a giant or ogre-like standard appearance, but 
  they are also highly associated with the spirit world and older folklore doesn’t always portray the Oni in this way (people can be possessed by oni, 
  for example).  Celtic giants tend to be more intelligent than the giants of other cultures, even tricky in some cases.
  It is an unfortunate result of the early adventure modules Steading of the Hill Giant Chief, Glacial Rift of the Frost Giant Jarl, and Hall of the 
  Fire Giant Chief that giants are often portrayed in role-playing games as tribal creatures.  This isn’t the case in folklore, where giants tend to be 
  quite solitary and have unique powers.  There is a lot of room in creative adventure design to take the folkloric model of the solitary giant with 
  unique powers and/or possessions and use it to craft an excellent adventure.  Avoid, though, the fairy-tale sequence of the giant and his brothers; 
  it’s too repetitious – I’ve tried it.
  73
  Table 2-29: Giant’s Possession (or related activity)
  Giants in many cultures either guard something specific or own a unique item with magical powers.
   
  Die Roll
  Possession or Related Activity
  01-05
  Giant’s soul is held in an item, and he can’t be permanently killed without destroying the item
  06-10
  Guards a prison or incarcerates victims
  11-15
  Guards a ruin, bridge, road, or temple; not because it is a magical location, but for no particular reason other than territoriality (this 
  is a common theme in Arthurian folklore).  Japanese giants often guard isolated temples.
  16-20
  Guards magical location (unwillingly)
  21-25
  Guards magical location (willingly)
  26-30
  Guards magical location that doesn’t want him to do so
  31-35
  Has magical beard or hair
  36-40
  Has magical pet or animal captive
  41-45
  Keeps heads or trophies from victims
  46-50
  Keeps one or more maidens.  Or, at least, these ladies start as maidens – some of them apparently marry the giants later on, 
  since giants often have kindly human wives with questionable loyalty to their violent husbands.  The precise dynamic of these 
  relationships is often left rather unclear in children’s fairy tales.
  51-55
  Keeps polymorphed victims in cages
  56-60
  Keeps souls (trapped in bottles or in animal shape)
  61-65
  Magic item (sapient) is slave
  66-70
  Magical item gives the giant some sort of unusual power.  Boots are common, but to the point of being clichéd for use in an 
  adventure.
  71-75
  Maintains a herd or collection of magical, marvelous, or prize-winning animals
  76-80
  Owns a castle and acts as a feudal lord, with peasants and perhaps even villages slaving to pay him tribute and taxes.
  81-85
  Owns a very valuable piece of art or jewelry stolen long ago from a kings or noble
  86-90
  Slaver (raider)
  91-95
  Slaver (trades life of important victims for slaves)
  96-00
  Steals and keeps ability to sleep from victims
   
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  74
  Table 2-30: Giant’s Physical Appearance
  Giants are (almost) never handsome, and in most folktales they have some sort of deformity or completely inhuman feature.  Asian giants often 
  have strangely colored skin: jet-black, yellow, red and blue, for instance.
  Die Roll
  Description of Skin
  Other Features
  01-10
  Armored hide/plates
  Bald
  11-20
  Baggy
  Claws
  21-30
  Fur
  Elephantine Feature
  31-40
  Hairy
  Long hair
  41-50
  Lumpy
  Misshapen body
  51-60
  Pimpled
  Misshapen face
  61-70
  Scarred (battle)
  Multiple eyes
  71-80
  Scarred (ritual)
  Odd skin color
  81-90
  Stretched tight
  Roll beast-type attribute on Table 2-2
  91-00
  Warty
  Tusks
  Table 2-31: Giant’s Magical Abilities
  A giant’s unique magical ability, if any, may already have been suggested from the Giant’s Possession Table (Table 2-29), but if not, or if you 
  didn’t care to use that table, the following can give you some ideas for unique giant-like abilities.  Many of these have, admittedly, already been 
  used in standard rulebooks.
  Die Roll
  Special Ability
  01-10
  A spell-like delivery of a special attack (Table 2-79)
  11-20
  Affect weather
  21-30
  Animate objects or plants
  31-40
  Blacksmith giant, probably with some control over fire or metal
  41-50
  Hurl rocks
  51-60
  Imprison souls in a particular form or item or in the body of a particular type of animal
  61-70
  Prodigious fisherman, possibly by means of charms that can be used against the giant’s enemies as well
  71-80
  Shapeshift into some form of animal
  81-90
  Shrink to human size and form when desired
  91-00
  Summon animal allies (probably some evil or feral sort of animal)
   
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  75
  Horrors
  Horrors are monsters utterly alien to the surface world, dwelling deep beneath the ground, in the dark depths of space, in the realms of dreams, in 
  horrid and alien dimensions, or in the distant past (or future).  The table for generating them is an abbreviated and selected version of the Creature 
  Attributes table, focusing much less on mammalian life forms. Virtually all horrors will have one or more sorts of Special Attacks (Tables 2-78 and 
  2-79) and one or more Special Defenses (Table 2-82).
  Table 2-32: Type of Horror
  Die Roll
  Nature of the Horror
  Intellect of the Horror
  01-30
  Horror out of the dark subterranean reaches where water drips in 
  fetid pools of darkness and where mankind is not meant to delve
  Completely non-intelligent – acts on instinct
  31-40
  Ancient horror that yet survives from the primordial times before 
  the dawn of man, the dawn of history, and the dawn of sanity
  Barely intelligent – can be trained by powerful creatures or 
  brute force over time
  41-50
  Horror called forth by blasphemous incantations in dark places
  Average intelligence – roughly the same as a human being
  51-60
  Horror out of a mad wizard’s lab (an “oopsie,” most likely)
  Extremely intelligent – can act as a mastermind, and may have 
  spell-like abilities
  61-70
  Horror out of the freezing depths of space
  Extremely intelligent – can act as a mastermind, and may have 
  spell-like abilities
  71-80
  Horror out of the realms of nightmare and dreams
  Barely intelligent – can be trained by powerful creatures or 
  brute force over time
  81-90
  Horror out of the strange dimensions beyond reality
  Extremely intelligent – can act as a mastermind, and may have 
  spell-like abilities
  91-00
  Horror out of time (either immune to time or with powers over 
  time)
  Barely intelligent – can be trained by powerful creatures or 
  brute force over time
   
  Table 2-33: Physical Form of the Horror
  Roll separately for each column of the table. Some terms are deliberately repeated – don’t let it throw you.
  Die Roll
  Basic Form (d100)
  Attributes of: (d100)
  Skin/exterior (d100)
  Other Feature (d100)
  01-05
  Ant
  Amphibians
  Baggy skin
  Blow-holes
  06-10
  Beetle
  Bacteria/virus
  Bubbly or even effervescent
  Eats abstract food (Table 2-5)
  11-15
  Bipedal
  Bat
  Carapace/single shell
  Entire creature is disembodied head of some animal 
  type with other bizarre features (possibly huge)
  16-20
  Blob
  Beetle
  Chitin plates
  Even longer tentacles
  21-25
  Centipede/scorpion
  Burrowing creatures
  Diseased skin
  Even more tentacles
  26-30
  Cone/cube
  Cat
  Dry membrane
  Exposed brain or thinking organ
  31-35
  Crab/lobster
  Crab/lobster
  Feathers, possibly patchy
  Eyestalks
  36-40
  Fish
  Fish
  Hairy
  Fungus blooms on exterior
  41-45
  Fly
  Fluid-sucking organisms
  Half chitin, half skin
  Has tremendous mental powers
  46-50
  Frog/toad
  Fungus
  Pulsing tubes and veins
  Huge mouth
  51-55
  Leech/slug
  Human (body form)
  Rock or gravel adhering to 
  outer surface
  Invisible; the sight of it might cause insanity 
  or revulsion
  56-60
  Mantis/stick beetle
  Human (mental)
  Scales
  Levitates or floats
  61-65
  Moth
  Leech/slug
  Segmented armor plates
  Long tail
  66-70
  Octopus/squid
  Moth or butterfly
  Sleek fur
  Moves in and out of dimensions, represented 
  by phasing, teleportation, or incorporeality
  71-75
  Ooze
  Octopus/squid
  Slime coated membrane
  Multiple eyes
  76-80
  Plant
  Ooze
  Spikes
  Multiple mouths
  81-85
  Snake/eel
  Ooze
  Spongy
  Partially mechanical
  86-90
  Sphere
  Plant
  Tightly stretched skin
  Phases or moves in and out of reality
  91-95
  Spider/longlegs
  Snake/eel
  Vermin or worm covered
  Shaped like a wreath or in a circle
  96-00
  Wasp
  Spider/longlegs
  Warty skin
  Transparent, with things inside (organs or 
  parasites)
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  76
  Table 2-34: Descriptions for Chitin, Carapace, and Armor Plates
  Many of the results on Table 2-33 involve chitin, a carapace, or armor plating. This table gives ideas for what the horror’s armor looks like. 
  Roll independently for each column.
  Die Roll
  Chitin Color or Pattern
  Chitin Texture
  01-05
  Black
  Barbed
  06-10
  Blue
  Basically smooth
  11-15
  Brown
  Bumpy
  16-20
  Diamond pattern
  Coral-like protrusions
  21-25
  Green
  Curved, thorn-like protrusions
  26-30
  Grey
  Engraved with blasphemous runes
  31-35
  Moving patterns
  Extremely smooth; color of chitin becomes iridescent as a result
  36-40
  One color for front, different for back
  Flexible but as hard as normal chitin/armor
  41-45
  One color for top, another for bottom
  Highly regular pattern of protrusions (bumps or small pyramidal shapes) which looks 
  almost factory-generated
  46-50
  Orange
  Irregular patterns or patches of stiff hair grows from carapace
  51-55
  Pink
  Pitted, irregular grooves and cuts
  56-60
  Purple
  Ridged (possibly sharp)
  61-65
  Red
  Smooth
  66-70
  Reflective
  Spiked (long spikes)
  71-75
  Splotchy pattern
  Spiked (short spikes)
  76-80
  Spotted
  Sticky
  81-85
  Striped
  Very smooth (but not to the point of iridescence)
  86-90
  White
  Wavy surface texture
  91-95
  Whorled patterns
  Waxy; not nearly as tough as it looks
  96-00
  Yellow
  Whorled texture, almost patterns
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  Humanoids
  This section isn’t just about goblinoids, it’s about any race of bipedal creatures without powerful magical abilities except in unusual members 
  of the species.  For instance, since the “Fey” category tends to exclude monsters that have non-mammalian characteristics, monsters that are not 
  particularly hard to find, and monsters that eat humans, creatures with these attributes might fall into the category of “humanoids.” 
  Humanoid races are characterized by their physical structure, interactions with other races, animal alliances, social organization, and any unusual 
  or characteristic cultural behaviors. Put a bookmark at Table 2-2 while using these tables, because they refer back to it several times.
  Make sure you roll independently for each column on the table.
  Table 2-35: Humanoid Physical Structure
  Die Roll
  Animal Characteristics
  Human Modification
  01-20
  Roll once on Table 2-2, and make the result 
  bipedal with arms and opposable thumbs
  Give it a human head
  21-40
  Roll once on Table 2-2, and make the result 
  bipedal with arms and opposable thumbs
  Give it a human upper body (but not head)
  41-60
  Roll once on Table 2-2, and make the result 
  bipedal with arms and opposable thumbs
  Give it a human-like body except for the head
  61-80
  Roll once on Table 2-2, and make the result 
  bipedal with arms and opposable thumbs
  Give it a human-like head that has animal characteristics mixed in as well
  81-00
  Roll twice on Table 2-2, mix up the attributes 
  of those two animals, and make the result 
  bipedal with arms and opposable thumbs
  Roll again on Table 2-2, using this second roll to determine a bunch of weird 
  modifications to the basic biped you created from the first roll. For example, your 
  bipedal fish-man now gets some attributes of a badger. Go for it.
   
  Table 2-36: Humanoid Racial Overview
  Die Roll
  Description - Roll twice (d100)
  Relation to Other Humanoid Races, including humans (d100)
  01-10
  Alliance with related beast-type*
  Aloof and isolated
  11-20
  Interesting weapon**
  Manipulators, diplomats, and infiltrators (this might be, but isn’t 
  necessarily, a mastermind race)
  21-30
  Minor special attack (all creatures in race)*** See Tables 
  2-78 and 2-79 for ideas.
  Willing mercenaries, serving other races and possibly with some 
  degree of assimilation into the different cultures of their employers
  31-40
  Unusual ability (all creatures in race)****
  Would-be conquerors, tyrants, or overlords; generally at war with 
  anyone or everyone
  41-50
  Unusual leader-types
  Minion race that tends to serve more powerful overlords
  51-60
  Contains spell-casters that are not necessarily unusual 
  leader-types (but could be, if you want to play around with 
  Table 2-37)
  Raiders (also possibly slavers)
  61-70
  Unusual Reproductive Cycle (See Morphological Changes 
  and Phases Table 2-84)
  Mastermind race (see Tables 2-38 and 2-39 below)*****
  71-80
  Minor Special Defense  (all creatures in the race). See Table 
  2-82 for ideas.
  Slavers (not necessarily raiders – slaves might also be from another 
  humanoid race or monster type rather than humans)
  81-90
  Contains a sub-race which is larger than the norm, and is 
  either more or less intelligent than the normal members of the 
  species. The sub-race might be sterile, or might be capable of 
  interbreeding with the normal members of the species.
  Most relations are trade-oriented, but the race may have strange 
  approaches to trade (violence, rituals, or honor might factor in, for 
  example). Trading with the creatures might be a dangerous venture.
  91-00
  Unusual leader-type or Unusual Ability in all members of 
  the race**** (50% chance each)
  Generally assist other races and act in coordination with them, provided 
  that the other race is working toward goals that agree with those of the 
  race (or of the leader-types). This would be a race that works from long-
  range plans, possibly (but definitely not necessarily) a mastermind race.
  *Alliance with related beast-type.  Examples might include a race of crab-men that command or live with giant crabs, a race of wolf-like creatures that live with wolves, etc.  In general, 
  the animal alliance will be with the same creature whose attributes are shared with the humanoid race.
  **Interesting Weapon.  The race manufactures and/or uses some weapon that other races can’t use well.  A race of four-armed warriors might use a very heavy flail using all four hands, 
  as a very simple example.  The key here, though, is that the weapon should have some effect that makes tactical combat interesting.  The weapon might have a chance to disarm, poison, 
  cause disease, immobilize, hamper, or weaken opponents, or might just deal greater-than-normal damage in the hands of one of the members of the humanoid species.
  *** Minor special attacks will also, generally, be related to the underlying animal type that has been mixed with human attributes to create the humanoid race. Crab-men might have 
  pincers, for example, or the ability to drag opponents under the water.
  **** Unusual Abilities will be related to the underlying animal type. Crab-men would be able to breathe under water.
  ***** Even though Mastermind Race is listed as a relationship to other races, that doesn’t necessarily give the broadest picture – rolling a second time on Column 2 might get you an 
  interesting picture of how a mastermind race functions.
  77
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  78
  Table 2-37: Unusual Humanoid Leader-Types
  This table makes lots of references to the “underlying creature,” meaning one of the animal types used to generate the humanoid race on Table 
  2-2. If you didn’t use Table 2-2, just pick whatever animal the humanoid race is most similar to.
  Die Roll
  Primary Characteristic of 
  Leader-Type
  Secondary Characteristic of 
  Leader-Type
  01-10
  Spell-casters (shamans, medicine-
  men, priests, etc.)
  Larger head and/or very high 
  intelligence compared to other 
  members of the species.
  11-20
  Larger than normal (or can simply 
  absorb more damage, if the result 
  on the next column indicates a 
  smaller leader type)
  Additional Limb(s) as suggested 
  by any special attack; otherwise, 2 
  extra arms
  21-30
  Different and more powerful 
  special attack based on the abilities 
  of the underlying animal. (see 
  Special Attacks Tables 2-78 and 
  2-79 for ideas).
  Has one more characteristic of the 
  underlying animal than the lesser 
  members of the race
  31-40
  Intrinsic magical ability (see Table 
  2-25 for Transformations)
  Is less like the underlying animals 
  and more like a human than the 
  lesser members of the race.
  41-50
  Has aspects of a fey creature 
  (Table 2-22 or 2-24)
  Increased ability to move, using 
  strong legs/wings, or magical 
  movement such as teleportation, 
  dimensional travel, etc.
  51-60
  Has aspects of a giant (Tables 2-29 
  to 2-31)
  Has a different reproductive 
  strategy from other members of 
  the race, which influences the 
  activities of the groups they lead
  61-70
  Has stronger armor or thicker hide 
  than normal. If the underlying 
  animal has armor and the lesser 
  members of the race don’t have it, 
  then give the leader-type the armor 
  of the underlying creature.
  Is subject to a Time Cycle (Table 
  1-29) which influences the 
  activities of the groups they lead
  71-80
  Can cause a relatively powerful 
  effect on lesser members of the 
  race, such as increased ferocity or 
  bravery when close to a leader-
  type.
  Requires a special food, drink, 
  or drug in order to maintain the 
  physical or mental characteristics 
  of a leader type. This may be a 
  substance produced by normal 
  members of the species (especially 
  in the case of insectile humanoids)
  81-90
  Shape-changing, either generalized 
  or as a form of lycanthropy
  Can ride an extremely powerful 
  type of mount, dangerous to non-
  leader riders, or larger and more 
  intelligent than a type of mount 
  used by normal members of the 
  race.
  91-00
  Has a Special Defense (See Table 
  2-82 for ideas).
  Smaller and more graceful than 
  normal members of the species
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  79
  Table 2-38: Thematic Ideas for Mastermind Humanoid Races
  If the entire race is considerably more intelligent than humankind, the concept probably requires more detail. A race of masterminds will travel 
  in smaller groups instead of tribes, individuals may have minions from another race, and the race may make a recurring appearance in more than 
  one adventure. The table below offers various thematic groupings of ideas that can work together for the “signature” element of a mastermind 
  humanoid race. The items in each theme are sometimes contradictory, and the themes are vague and open-ended. They are intended to spark 
  thought processes, not to provide a closed and complete list.
  Die Roll
  Theme or Association
  01-05
  Brains, minds, psionics, thinking, abstracts, dogma, creativity, intuition
  06-10
  Caverns, gems, minerals, oil, damp, cold, dark
  11-15
  Changing, mutating, breeding, hybridization, melding, melting, shape-shifting, misdirection
  16-20
  Death, corpses, sarcophagi, ancestors, rot, memory, forgetting
  21-25
  Dimensions, folding, moebius shapes, reality-pockets, teleportation, movement, reversal
  26-30
  Diplomacy, politics, misdirection, decoys, advice, agreements, delicacy, manners
  31-35
  Fire, lava, flames, heat, geysers, glowing
  36-40
  Honor, loyalty, pledges, vassalhood, tyranny, slavery
  41-45
  Ice, frost, snow, cold, death, slowness
  46-50
  Lightning, electricity, flashes, light, power, shattering, cracking, mechanisms, crystal
  51-55
  Mist, clouds, invisibility, misdirection, steam
  56-60
  Property, slavery, documents and deeds, formalism, rituals
  61-65
  Rituals, memory, ancestors, forgetting, formalism, ceremony, cycles, seasons, absolutism
  66-70
  Space, airless places, vacuum, voids, stars, planets, moons
  71-75
  Summoning, calling, charming, dominating, contests, protection, warding, entrapment
  76-80
  Symbols, sigils, runes, writing, pictures, records, lore, fragments, holism
  81-85
  Thunder, sound, sonics, waves, shaking, volcanic, clouds, connections, music
  86-90
  Vengeance, memory, hearts, murder, absolutism, symbols, hatred
  91-95
  Water, depths, drowning, lightlessness, sliminess, mud, unseen growth
  96-00
  Winds, air, flying, levitation
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  Table 2-39: Racial History of Mastermind Races
  In the case of mastermind races, adding some sort of background in addition to the themes of Table 2-38 may help to define how the members 
  of the race think. Use the table below to generate a sequential history of the race. There is a 50% chance that the race became masterminds during 
  the first stage, and (if they didn’t) a 50% chance in the second stage and a 100% chance in the third stage.  Once this thought-exercise is finished, 
  and has given you ideas about the mastermind race, feel free to discard the details of the history – a racial history isn’t needed at all to have a good 
  monster race.
  Die Roll
  First Stage of Development
  Second Stage of Development
  Final Stage of Development
  01-10
  Unevolved form was enslaved and 
  “improved” by a more powerful race
  Became twisted by a catastrophe that 
  affected most members of the race
  Generally get along with humankind, 
  except when humankind pisses them off
  11-20
  Evolved in another dimension
  Some sort of interaction with a god or 
  other major power changed the race (or 
  split the race into two groups)
  Consider humans to be nothing more than 
  slaves or even food
  21-30
  Evolved on a distant moon or planet
  Needed to escape into another dimension, 
  world, or environment (e.g., chased 
  into and adapted to a subterranean 
  environment)
  Became fragmented into small groups and 
  individuals due to the risk of disease
  31-40
  Created or bred by a deity, demigod, or 
  other major power.
  Became powerful and ruled a large area, 
  but were then decimated by war, disease, 
  or rebelling slaves
  Became fragmented into small groups and 
  individuals because ego and pride make 
  it impossible for them to work together. 
  They hate other members of their own 
  race.
  41-50
  Evolved underground
  Enslaved by a more powerful race, which 
  bred them or magically changed them
  Seek revenge or have a particular racial 
  hatred (not necessarily against humanity – 
  it might even be a monster type)
  51-60
  Evolved aboveground
  Encountered lost knowledge, which 
  changed them and made them more 
  powerful and intelligent
  Require a particular kind of food, 
  probably either a rare plant or humans
  61-70
  Evolved in water
  Arrived at present location (world, moon, 
  subterranean realms, etc) via a migration 
  to avoid a natural or magical catastrophe 
  in their original location
  Became expert breeders of a monster 
  type (or new hybrid) that accompanies 
  most members of the race. If the 
  physical characteristics of the race were 
  determined using Table 2-2, the animal 
  is probably the underlying animal 
  used to generate the race’s physical 
  characteristics.
  71-80
  Created or bred by a more powerful race 
  (now extinct) to fulfill a specific function 
  in the society of that race – food, slaves, 
  accountants, spell-casters, etc.
  Developed a caste structure with different 
  abilities for the different castes (this can 
  include entering into corporeal bodies of 
  different types)
  Reproductive competition separates 
  the males or females from each other. 
  The separated gender is polygamous 
  (or polyandrous), and the other gender 
  is probably smaller, weaker, and/or less 
  intelligent.
  81-90
  Began as a race of incorporeal spirit-
  beings, gaining bodies as a result of the 
  events in the second stage (next column)
  Rebellion within the society caused a split 
  within the race (a multiple caste structure, 
  division into powerful leaders and lesser 
  followers, or two hostile sub-races)
  Entire race is now subject to a Time 
  Cycle (Table 1-29), although not all 
  members of the race are necessarily 
  subject to the same influences at the same 
  times – they may be out of synch with 
  each other. This would be due to events in 
  columns 1 or 2, but it has become more or 
  less pronounced than earlier.
  91-00
  Evolved as flying creatures, but unless 
  you want them to retain flight, they lose 
  their flying capabilities during the Second 
  Stage (next column)
  Extinction of a more powerful race 
  allowed this race to grab power and 
  magic, which led to higher intelligence
  Each member of the race accumulates 
  knowledge or unusual items that make 
  each individual member of the species 
  relatively unique in its capabilities.
  80
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  Mist Creatures
  Mist creatures are normally unintelligent, acting on instinct. They can normally be damaged in only a few ways, and often function in the nature 
  of a localized hazard. The table below offers two other suggestions: mist-monsters created by a machine, and mist-monsters created by another 
  monster-type. In addition to being a naturally-occurring phenomenon, they might also be created by divine (or demonic) vengeance, by the prayers 
  or invocations of a large number of people, by a dimensional rift, or by magical accidents.
  Table 2-40: Profile of a Mist Creature
  Die Roll
  What Mist Does
  Reason
  How to Damage
  01-04
  Sucks blood
  To feed
  Central organ is solid or liquid and can be damaged
  05-08
  Sucks away fluid
  Strengthens self in terms of attacks
  Killed by destroying the machine or item from 
  which mist emerges
  09-12
  Suffocates
  Strengthens self in terms of hit 
  points (regeneration or growth)
  Disperse the vapor with wind
  13-16
  Causes insanity (no further damage)
  No reason; effect just happens
  Kill monster that created mist
  17-20
  Sucks away Charisma
  Stores the stolen power and delivers 
  it elsewhere (to creator, controller, 
  or parent)
  Can be killed with weapons, but they inflict reduced 
  damage
  21-24
  Sucks away Dexterity
  Stores the stolen power and delivers 
  it elsewhere (to its offspring, to 
  its client, or to use in building 
  something)
  Can be damaged only with a particular item linked 
  to the creature.
  25-28
  Sucks away Diseases (cures them!)
  Siphons the stolen power into 
  another object (for storage, or to 
  activate the other object)
  Can be damaged only with spells
  29-32
  Sucks away Experience (levels)
  To feed
  Can be damaged only with magic weapons
  33-36
  Sucks away Experience (xp)
  Strengthens self in terms of attacks
  Can be damaged only by specifically prepared 
  weapons (coated with potion, blessed, etc).
  37-40
  Causes rage
  Strengthens self in terms of hit 
  points (regeneration or growth)
  Central organ is solid or liquid and can be damaged
  41-44
  Sucks away Heat or cold
  No reason; effect just happens
  Killed by destroying the machine or item from 
  which mist emerges
  45-48
  Sucks away Intelligence
  Stores the stolen power and delivers 
  it elsewhere (to creator, controller, 
  or parent)
  Disperse the vapor with wind
  49-52
  Sucks away Joy
  Stores the stolen power and delivers 
  it elsewhere (to its offspring, to 
  its client, or to use in building 
  something)
  Kill monster that created mist
  53-56
  Sucks away Luck
  Siphons the stolen power into 
  another object (for storage, or to 
  activate the other object)
  Can be killed with weapons, but they inflict reduced 
  damage
  57-60
  Sucks away Magic
  To feed
  Can be damaged only with a particular item linked 
  to the creature.
  61-64
  Sucks away Philosophy or 
  knowledge
  Strengthens self in terms of attacks
  Can be damaged only with spells
  65-68
  Sucks away Souls
  Strengthens self in terms of hit 
  points (regeneration or growth)
  Can be damaged only with magic weapons
  69-72
  Sucks away Sound
  No reason; effect just happens
  Can be damaged only by specifically prepared 
  weapons (coated with potion, blessed, etc).
  73-76
  Sucks away Spell casting capability
  Stores the stolen power and delivers 
  it elsewhere (to creator, controller, 
  or parent)
  Central organ is solid or liquid and can be damaged
  77-80
  Sucks away Strength
  Stores the stolen power and delivers 
  it elsewhere (to its offspring, to 
  its client, or to use in building 
  something)
  Killed by destroying the machine or item from 
  which mist emerges
  81
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  Die Roll
  What Mist Does
  Reason
  How to Damage
  81-84
  Sucks away Wisdom
  Siphons the stolen power into 
  another object (for storage, or to 
  activate the other object)
  Disperse the vapor with wind
  85-88
  Sucks away Youth
  To feed
  Kill monster that created mist
  89-92
  Special attack using electricity
  Strengthens self in terms of attacks
  Can be killed with weapons, but they inflict reduced 
  damage
  93-96
  Special Attack using mental control 
  such as charm or confusion
  Strengthens self in terms of hit 
  points (regeneration or growth)
  Can be damaged only with a particular item linked 
  to the creature.
  97-00
  Special attack using hallucinations 
  To feed
  Can be damaged only with spells
  82
  Table 2-40: Profile of a Mist Creature Continued
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  83
  Oozes and Macro-Biotes
  Oozes (including slimes, molds, jellies, puddings, and other such icky things) are a staple of fantasy gaming. In some cases, oozes have been 
  described as based on the concept of really big single-celled creatures, so I’ve added the concept of a macro-biote into the mix. Macro-biotes are 
  (like oozes) based on the concept of really big single-celled creatures, but they aren’t necessarily oozy in form. 
  Oozes
  Table 2-41: Ooze Form
  Die Roll
  Body Shape
  01-12
  Amorphous lump or glob
  13-25
  Amorphous puddle
  26-38
  Cone
  39-51
  Cube
  52-64
  Pillar or column
  65-77
  Sphere
  78-90
  Tube or serpent
  91-00
  Mimics other objects, or chameleonic
  Table 2-42: Ooze Immunities and Special Attacks
  Oozes almost always have a special immunity and a special attack.  
  Die Roll
  Immunity
  Degree of Immunity
  Special Attack
  01-10
  Electricity
  Complete immunity
  Pseudopod lashes out (roll for effect on Special Attacks Table 2-79)
  11-20
  Fire
  Complete immunity
  Exhalation or gas (possibly only when damaged) (roll for effect on 
  Special Attacks Table 2-79)
  21-30
  Cold
  Gains hit points or divides 
  into two when the attack is 
  used
  Spray or spit (roll for effect on Special Attacks Table 2-79)
  31-40
  Acid
  Gains hit points or divides 
  into two when the attack is 
  used
  Mental power or effect surrounding creature at all times - possibly 
  due to a gas it produces (roll for effect on Special Attacks Table 
  2-79)
  41-50
  Magical force
  Half damage
  Pseudopod lashes out (roll for effect on Special Attacks Table 2-79)
  51-60
  Blunt weapons
  Half damage
  Direct contact (creature blobs and oozes itself into contact rather 
  than using a pseudopod) - (roll for effect on Special Attacks Table 
  2-79)
  61-70
  Edged and piercing 
  weapons
  Percentage chance of not 
  being affected
  Direct contact (creature blobs and oozes itself into contact rather 
  than using a pseudopod) - (roll for effect on Special Attacks Table 
  2-79)
  71-80
  Non-magical weapons
  Percentage chance of not 
  being affected
  Ooze changes color or makes some other alteration to its appearance 
  which functions like a gaze attack against onlookers (roll for effect 
  on Special Attacks Table 2-79)
  81-90
  Spells under a certain level
  Reduce each die of damage 
  by 1 or more
  Ooze emits a smell (roll for effect on Special Attacks Table 2-79)
  91-00
  All spells
  Reduce each die of damage 
  by 1 or more
  Ooze hurls globules of itself as missile weapons (roll for effect on 
  Special Attacks Table 2-79)
   
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  84
  Table 2-43: Ooze Name/Description 
  This is semi-humorous, but so were the original names of most slimes and oozes.
  Die Roll
  First Part of Name
  Second Part of Name
  01-02
  Azure
  Agglomeration
  03-04
  Babbling
  Algae
  05-06
  Beige
  Amoeboid
  07-08
  Belching
  Blob
  09-10
  Blue
  Butter
  11-12
  Bronze
  Carpet
  13-14
  Brown
  Chowder
  15-16
  Bubbling
  Chunk
  17-18
  Coruscating
  Clot
  19-20
  Crimson
  Coagulate
  21-22
  Devouring
  Coalescence
  23-24
  Diamond
  Cone
  25-26
  Emerald
  Corpuscle
  27-28
  Engulfing
  Creeper
  29-30
  Gelatinous
  Cube
  31-32
  Gobbling
  Curd
  33-34
  Golden
  Curdle
  35-36
  Grasping
  Filth
  37-38
  Green
  Flood
  39-40
  Grey
  Fluid
  41-42
  Gulping
  Glob
  43-44
  Indigo
  Globule
  45-46
  Leopard
  Gobbet
  47-48
  Marble
  Heap
  49-50
  Mucoid
  Jelly
  Die Roll
  First Part of Name
  Second Part of Name
  51-52
  Mustard
  Larvae
  53-54
  Muttering
  Lichen
  55-56
  Ochre
  Liquescence
  57-58
  Orange
  Lump
  59-60
  Red
  Mass
  61-62
  Rippling
  Mold
  63-64
  Rotting
  Mound
  65-66
  Ruby
  Muck
  67-68
  Ruinous
  Mucus
  69-70
  Sapphire
  Ooze
  71-72
  Scarlet
  Pool
  73-74
  Seething
  Pudding
  75-76
  Serpentine
  Puddle
  77-78
  Shimmering
  Pustule
  79-80
  Shrieking
  Pyramid
  81-82
  Silver
  Scum
  83-84
  Slurping
  Slime
  85-86
  Speckled
  Sludge
  87-88
  Spotted
  Soup
  89-90
  Striated
  Sponge
  91-92
  Striped
  Stew
  93-94
  Tiger
  Viscoid
  95-96
  Umber
  Vomit
  97-98
  Violet
  Whey
  99-00
  Yellow
  Worm
   
  Macro-Biotes
  Table 2-44: Macro-Biote Form
  By itself, this table differs from the Ooze table mainly because it adds the possibility of limbs. Things don’t get interesting until you combine 
  these results with the ideas in Table 2-44. Results can be individualized by rolling Special Attacks and Defenses on tables in Part Two (Table 2-70 
  and Table 2-82).
  Die Roll
  Form
  Limbs
  01-10
  Amorphous
  None
  11-20
  Cone
  None
  21-30
  Cube
  Extrudes limbs
  31-40
  Flat or almost flat
  Jointed legs
  41-50
  Multi-dimensional shape
  Long tentacles
  51-60
  Sperm-like
  Moves using suckers
  61-70
  Spheroid
  Pincers
  71-80
  Squid-like
  Short tentacles or cilia
  81-90
  Water balloon-like, globule
  Squishy stumps
  91-00
  Worm-like
  Whip-like limbs
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  85
  Table 2-45: Ideas for Macro-Biotes
  This is an idea-generation table, just listing various attributes of some microorganisms. It may provide you with some interesting ideas for “big 
  microbe” types of monsters.
  Die Roll
  Attribute or Fact about a Microbe
  01-05
  Amoeba engulf prey
  06-10
  Diatoms have a cell wall made of glass-like silicate
  11-15
  Fungus cells have chitin covering
  16-20
  Internal cell structures such as nucleus
  21-25
  Internal electrical conductivity
  26-30
  Jet-propelled movement by sucking in and jetting out
  31-35
  Many microscopic organisms (particularly bacteria) exhale oxygen – in a macro-biote the quantity might be enough to create 
  flammable air surrounding the organism
  36-40
  Mitochondria in cells store electrical energy
  41-45
  Plant cells with thick cell wall (possibly leaving husk after death)
  46-50
  Pseudopods are extruded tentacles
  51-55
  Rotifers (a multicellular creature with only about 1000 cells) has a crown of cilia that directs food into a mouth at the top
  56-60
  Some microscopic organisms carry eggs with them
  61-65
  Some microscopic organisms remain in contact after cell division, forming into long chains of independent but connected 
  organisms (particularly the silicate-walled diatoms)
  66-70
  Some organisms have rudimentary tentacles
  71-75
  Splits to reproduce
  76-80
  Swimming-tail or swimming-whip
  81-85
  Tendrils are plant-equivalent of tentacles
  86-90
  Uses osmosis to suck in water
  91-95
  Vacuoles in cells store needed materials (taking captives, perhaps?)
  96-00
  Viruses inject host with DNA (RNA, actually) to transform into a virus-making factory
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  86
  Planar Creatures
  Planar creatures are monsters having their origin or home in another dimension, reality, or plane of existence. There are five basic divisions of 
  planar creatures (angels aren’t really covered, since we’re focusing on monsters to fight during the course of an adventure).
  Table 2-46: Categories of Planar Creatures
  Die Roll
  Type of Planar Creature
  01-20
  Dark Angel
  21-40
  Demonic Creature
  41-60
  Summoned
  61-80
  Traveler
  81-00
  Visitation
   
  Dark Angel (Planar Creature Type)
  Dark angels are the tempters and plotters of demonic and fiendish realms.  They have a basically human appearance, but with one or more 
  demonic hints. If the Dark Angel is engaged in infiltrating human society or tempting people into evil deeds, it will likely do its best to conceal or 
  downplay the demonic hint.
  Table 2-47: Demonic Hints for Dark Angels
  Die Roll
  Demonic Hint
  Special Attack Form
  01-04
  Backward leg joints, like rabbit or deer
  Appearance (changes to dangerous appearance) – roll for effect on 
  Special Attacks Table 2-79.
  05-08
  Birthmark or marks on skin
  Appearance (normal appearance is dangerous) – roll for effect on 
  Special Attacks Table 2-79.
  09-12
  Cat/serpent eyes, eyes without pupils, eyes without iris, or 
  strangely colored eyes
  Cast like a spell (affects number of hit dice) – roll for effect on 
  Special Attacks Table 2-79.
  13-16
  Elongated facial features or strange facial bone structure.
  Cast like a spell (area effect) – roll for effect on Table 2-79 
  Special Attack Type
  17-20
  Extraordinarily long fingernails or fingers
  Cast like a spell (one target) – roll for effect on Table 2-79 Special 
  Attack Type
  21-24
  Extreme sensitivity to light other than firelight
  Cast like a spell (radius around monster) – roll for effect on Table 
  2-79 Special Attack Type
  25-28
  Fangs or sharp teeth
  Constant effect (radius) – roll for effect on Table 2-79 Special 
  Attack Type
  29-32
  Forked tongue
  Exhaled cloud – roll for effect on Table 2-79 Special Attack Type
  33-36
  Frightens animals, or a particular type of animal such as 
  dogs or cats
  Exhaled cone – roll for effect on Table 2-79 Special Attack Type
  37-40
  Glass, metal, or other type of matter resonates, vibrates, or 
  hums slightly in the close vicinity of the creature
  Exhaled line – roll for effect on Table 2-79 Special Attack Type
  41-44
  Hunched, predatory posture
  Gaze – roll for effect on Table 2-79 Special Attack Type
  45-48
  Makes people feel uncomfortable for no identifiable reason
  Mental power (affects number of hit dice) – roll for effect on 
  Table 2-79 Special Attack Type
  49-52
  Radiates slight cold
  Mental power (area effect) – roll for effect on Table 2-79 Special 
  Attack Type
  53-56
  Radiates slight heat
  Mental power (burst in radius around monster) – roll for effect on 
  Table 2-79 Special Attack Type
  57-60
  Small horns
  Mental power (one target) – roll for effect on Table 2-79 Special 
  Attack Type
  61-64
  Smells of brimstone, or iron, etc.
  Smell (radius) – roll for effect on Table 2-79 Special Attack Type
  65-68
  Speaks with hiss, speech echoes almost imperceptibly, or 
  other strange form of speech
  Smell (squirted, cone) – roll for effect on Table 2-79 Special 
  Attack Type
  69-72
  Strange hands or feet: claws instead of fingernails, hoofs 
  instead of feet, etc.
  Smell (squirted, single target) – roll for effect on Table 2-79 
  Special Attack Type
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  87
  Die Roll
  Demonic Hint
  Special Attack Form
  73-76
  Strange skin color (jet black, red, etc.).  This might just be a 
  tinge of color; or it might be quite noticeable.
  Sound (clicks, etc) (radius around monster) – roll for effect on 
  Table 2-79 Special Attack Type
  77-80
  Strange skin texture (rough or smooth)
  Speech (in radius from monster) – roll for effect on Table 2-79 
  Special Attacks
  81-84
  Tail (small and discrete for concealment)
  Spit (glob, single target) – roll for effect on Table 2-79 Special 
  Attack Type
  85-88
  Unnatural beauty
  Spit (line) – roll for effect on Table 2-79 Special Attacks
  89-92
  Unnaturally fat
  Spray (cone) – roll for effect on Table 2-79 Special Attacks
  93-96
  Unnaturally tall
  Spray (line) – roll for effect on Table 2-79 Special Attacks
  97-00
  Small wings lie closely against back – might be capable of 
  growing into functional wings at will
  Touch – roll for effect on Table 2-79 Special Attack Type
   
   
  Table 2-47: Demonic Hints for Dark Angels Continued
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  88
  Demonic Creatures (Planar Creature Type)
  Demonic creatures are not in the business of tempting or persuading anyone; they are destructive and feral, although they might be extremely 
  intelligent in their tactics and methods (they might, for example, assemble an army of minions).  These sorts of demons can be more easily 
  controlled when they are summoned to a chaotic or evil caster’s service, but if the caster loses control the results will usually be violent and messy.
  Table 2-48: Basic Form of Demonic Creature
  Die Roll
  Basic Form
  01-12
  Animal head (Table 2-2), a human body with a tail, wings, and a Demonic Attribute (Table 2-49 below). Roll for however many 
  Special Attacks (Tables 2-78 and 2-79) and Special Defenses (Table 2-82) as are needed – and add any physical features suggested 
  by those results.
  13-25
  Beast head, body of a different kind of beast, wings, and Demonic Attribute (make it bipedal unless it has a sinuous body like a 
  centipede or snake)
  26-38
  Human head and torso with tail, animal legs (Table 2-2), wings, and Demonic Attribute (Table 2-49)
  39-51
  Human head and torso with tail, beast arms and legs, wings, and Demonic Attribute (Table 2-49)
  52-64
  Human head, animal body (roll on Table 2-2), wings, and Demonic Attribute (Table 2-49 below)
  65-77
  Physical body of a Horror (see Table 2-33) but with a human face (don’t roll for a Demonic Attribute)
  78-89
  Resembles a large version of a normal animal (Table 2-2), but with a Demonic Attribute  (Table 2-49)
  90-00
  Re-roll on this table for the basic body form, adding one additional Demonic Attribute to the resulting form  (Table 2-49)
   
  Table 2-49: Demonic Attributes
  Die Roll
  Demonic Attribute
  01-05
  Additional arms (probably human) or legs (probably beast-type)
  06-10
  Body appears scorched or damaged
  11-15
  Body is deformed in some way (hunchback, one arm larger than the other, etc)
  16-20
  Chitin, armored, scaly, or thick hide skin
  21-25
  Covered in sores or boils
  26-30
  Crawling with insects, snakes, snails, leeches, or worms
  31-35
  Dripping with poison, or slime with strange effect
  36-40
  Eyes of flame
  41-45
  Grossly fat
  46-50
  Incorporeal or mist-like form
  51-55
  Long tail with stinger
  56-60
  Parts of it mutate from one form to another (at will, in cycles, when hit, every few rounds or minutes, etc).
  61-65
  Stands taller than 10ft at the head
  66-70
  Surrounded by dangerous gases
  71-75
  Surrounded by flame or heat
  76-80
  Tremendously long tongue
  81-85
  Two heads (01-90) or three heads (91-00)
  86-90
  Unnaturally long arms (if any; roll again if not)
  91-95
  Unnaturally skinny or emaciated
  96-00
  Unusual armor or weapon (made of bone or flame, a whip or hook of some kind, etc).
   
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  89
  Table 2-50: Normal Purpose of Summoned Monster
  Note: This table is used to suggest physical appearance and powers 
  – a particular summoner in a particular adventure might be using the 
  creature for a completely different reason than the normal one.
  Die Roll
  Purpose
  01-08
  Boosts summoner’s magical power (usually for a 
  specific task)
  09-16
  Build structures (usually strongholds)
  17-24
  Dig for some prodigious task (often dungeons)
  25-32
  Finder, hunter, or assassin
  33-40
  Guardian
  41-48
  Harvest or plant food
  49-56
  Instrument of revenge
  57-65
  Manufacture items
  66-74
  Navigate
  75-83
  Produce food
  84-92
  Servant (domestic servant, alchemical assistant, etc)
  93-00
  Warrior
  Summoned Creatures (Planar Creature Type)
  Summoned creatures are those that aren’t demonic in nature, but come from some other dimension, alternate reality, other reality, or from a 
  non-demonic plane of existence.  They don’t ordinarily cross over into the material plane, and are usually called forth for some specific purpose. 
  From my experiences with using the following tables, it works best to get an idea about what it’s summoned to do (Table 2-50) before generating 
  information about the creature’s body type– this helps to adjust the monster’s physical appearance when you roll on Table 2-51. 
  Table 2-51: Physical Form of Summoned Creature
  Note: This table makes frequent references to Table 2-2, a list of 
  animals and their attributes. Sometimes it’s easier to just come up with 
  animal types on the fly while using this table, but if you want to get 
  completely random results, I would bookmark Table 2-2 before starting 
  to roll the dice.
  Die Roll
  Physical Form of Summoned Creature
  01-05
  Human + unusual skin color
  06-10
  Plant appearance
  11-15
  Roll again for a result on this table, but add wings
  16-20
  Serpentine or spiral-shape of mist-like, other-planar 
  substance
  21-25
  Ooze or slime (see Table 2-41 for ideas)
  26-30
  Resembles a normal animal with a Demonic Attribute 
  (Table 2-49)
  31-35
  Beast (Table 2-2) + Unusual Material Composition 
  (Table 2-52)
  36-40
  Cone or pyramid of Unusual Material Composition 
  (Table 2-52 below)
  41-45
  Human + Unusual Material Composition (Table 2-52 
  below)
  46-50
  Pillar of Unusual Material Composition (Table 2-52 
  below)
  51-55
  Sentient plant + Unusual Material Composition (Table 
  2-52 below)
  56-60
  Aquatic creature (browse through Table 2-2) + Unusual 
  Material Composition (Table 2-52 below)
  61-65
  Appearance of a normal aquatic creature (browse Table 
  2-2)
  66-70
  Beast (Table 2-2) + unusual skin color
  71-75
  Beast head (Table 2-2), body of a different kind of beast 
  (Table 2-2), wings, and a Demonic Attribute (Table 
  2-49). Make it bipedal unless it has a sinuous body like 
  a centipede or snake.
  76-80
  Beast head (Table 2-2), human body, and tail
  81-85
  Human head and torso with tail, beast arms and legs 
  (Table 2-2), wings, and a Demonic Attribute (Table 
  2-49)
  86-90
  Human head and torso with tail, beast legs (Table 2-2)
  91-95
  Human head, beast body (Table 2-2)
  96-00
  Combination of two animals (Table 2-2)
  Sample Generation of a  
  Summoned Creature
  As one example of how to use these tables, let’s generate a 
  summoned creature.
  First, we roll a result of 41 on Table 2-50, and discover that the 
  normal reason for summoning our creature is to use it as a food 
  harvester. Next, we roll a result of 78 on Table 2-51, learning 
  that the creature has the head of a beast, a human body, and a 
  tail. We roll a 60 on Table 2-2, which suggests that our creature 
  has the head of an octopus. One immediate idea coming from 
  these random results is that the creature is used to harvest food 
  underwater, since it has the head of an octopus.
  We roll on Table 2-52 to see what it’s made of, and (rolling a 
  98 on the first column of that table) we discover that our creature 
  is made of green-flecked stone. And finally, rolling a 29 on 
  Table 2-53, we find that if the summons is done incorrectly, the 
  summoned creature will be weaker than normal, or deformed. 
  From somewhere, probably because the thing sounds so much 
  like Cthulhu, I decide that it is normally summoned by tribesmen 
  (and that’s either to catch some sort of big fish, or dive for pearls). 
  It sounds silly to have a stone statue swimming underwater, so 
  browsing through the tables I decide that it’s a fungus, instead of 
  being made of stone.
  So now we have a creature that rises from a growth of fungus when 
  summoned, shaping the fungi into a massive man-shaped thing with 
  the head of an octopus, which harvests pearls at the dead of night in 
  deep waters. If the summons is not made correctly, the shape rising 
  from the fungi will be misshapen, and weaker than normal … or 
  perhaps diseased. H.P. Lovecraft would adore it.
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  90
  Table 2-52: Unusual Material Compositions for Summoned Creatures
  Die Roll
  Unusual Composition  
  (Beasts and Aquatic body-forms)
  Unusual Composition  
  (Cone, Pyramid, or Pillar)
  Unusual Composition  
  (Plant body-forms)
  01-03
  Bone
  Bone
  Bone
  04-06
  Brass spheres
  Bronze
  Bronze
  07-09
  Bronze
  Bubbles or foam (durable or fragile)
  Bubbles or foam (durable or fragile)
  10-12
  Bronze, jointed
  Clay
  Clay
  13-15
  Bubbles or foam (durable or fragile)
  Congealed mist or smoke
  Congealed mist or smoke
  16-18
  Clay
  Coral
  Coral
  19-21
  Congealed mist or smoke
  Dust
  Covered with skin
  22-24
  Coral
  Earth or air
  Dust
  25-27
  Dust
  Fibers
  Earth or air
  28-30
  Earth or air
  Filaments
  Fibers
  31-33
  Fibers
  Fire or water
  Filaments
  34-36
  Filaments
  Gel globules
  Fire or water
  37-39
  Fire or water
  Hair
  Gel globules
  40-42
  Gel globules
  Human-like flesh
  Gold, silver, or copper
  43-45
  Hair
  Ice
  Hair
  46-48
  Ice
  Iron
  Human-like flesh
  49-51
  Iron
  Ivory, carved
  Ice
  52-54
  Iron links or rings
  Jade
  Iron
  55-57
  Ivory, carved
  Light or darkness
  Ivory, carved
  58-60
  Jade
  Malachite
  Jade
  61-63
  Light or darkness
  Multiple insects
  Light or darkness
  64-66
  Malachite
  Pearl or mother-of-pearl
  Malachite
  67-69
  Multiple insects
  Plant matter, fungus
  Multiple insects
  70-72
  Pearl or mother-of-pearl
  Plant matter, mold
  Ooze, translucent or colored
  73-75
  Plant matter, fungus
  Plant matter, stem-like
  Pearl or mother-of-pearl
  76-78
  Plant matter, wood-like
  Plant matter, wood-like
  Plant matter wrong for shape (e.g., tree 
  made of fungus or mold)
  79-82
  Seething liquid
  Seething liquid
  Seething liquid
  83-85
  Spongy with or without holes
  Spongy with or without holes
  Spongy with or without holes
  86-88
  Squishy organs
  Squishy organs
  Squishy organs
  89-91
  Stone, chalk
  Stone, chalk
  Stone, chalk
  92-94
  Stone, obsidian
  Stone, obsidian
  Stone, obsidian
  95-97
  Stone, very hot or very cold
  Stone, very hot or very cold
  Stone, very hot or very cold
  98-00
  Stone, with green flecks
  Stone, with green flecks
  Stone, with green flecks
   
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  91
  Table 2-53: Problems With Summoned Creatures
  Most summoned creatures have … issues … with the fact that they have been summoned.
  Die Roll
  Issues with Summoned Creature
  01-10
  Bad casting allows intrusion of non-planar conditions such as disease, temperature, poison gas, etc.
  11-20
  Bad casting leaves an open gate (possibly allowing intrusion of non-planar conditions such as disease, temperature, poison gas, etc.)
  21-30
  Bad casting summons it in a damaged or weaker form (small, low hit dice, injured, deformed, etc.)
  31-40
  Bad casting summons it in a different form (uncontrolled)
  41-50
  Bad casting summons it in a useless form (puddle, glob, etc.)
  51-60
  Bad casting summons other uncontrolled creatures
  61-70
  Becomes uncontrolled under certain circumstances
  71-80
  Can engage in battle of wills with summoner for control
  81-90
  Demands considerable sacrifices in exchange for its services
  91-00
  Disappears (returns to home plane) under certain triggering circumstances
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  92
  Travelers (Planar Creature Type)
  Travelers are trans-planar creatures that move across planes of existence on their own accord (as opposed to summoned creatures).  Perhaps 
  the most important feature of these monsters, from the standpoint of designing an adventure, is why they do so.  What is their motivation for 
  shifting from plane to plane, or from alternate world to alternate world?  Obviously, most of these creatures are intelligent, often far above the 
  human norm.  Predatory travelers should generally be treated as Horrors or Demonic Creatures (see above) rather than generated under the 
  tables below, which are designed to generate creatures with more complex motivations than mere feeding.
  Table 2-54: Physical Form of Planar Traveler
  Die Roll
  Physical Form (d100)
  Additional Feature (d100)
  01-05
  Human + unusual skin color
  Large eyes or single eye on stalk, whichever fits best with the creature’s physi-
  cal form.
  06-10
  Plant appearance (see Table 2-59)
  Large head (if bipedal) or some sort of visible brain-type organ if not.
  11-15
  Roll again for a result on this table, but add 
  wings
  Levitates and probably moves by levitation as well.
  16-20
  Serpentine or spiral-shape of mist-like, other-
  planar substance
  Long fingers or fingernails (if bipedal). If not bipedal it uses mental power or 
  magical levitation powers to manipulate objects instead of using actual hands.
  21-25
  Ooze or slime (see Table 2-41 for ideas)
  Rides monstrous steed if bipedal. If not bipedal, it is carried on a platform or 
  in a palanquin by unintelligent buglike creatures with whom it communicates 
  mentally. These might be connected to the creature by filaments or tubes.
  26-30
  Resembles a normal animal (Table 2-2) with a 
  Demonic Attribute (Table 2-49)
  Surrounded by bodyguard minions of a lesser race/type. These need not be 
  planar creatures; they might be assembled from available local humanoids.
  31-35
  Beast (Table 2-2) + Unusual Material Composi-
  tion (Table 2-52)
  Uses staff as weapon if bipedal. If not bipedal, then it wears some sort of har-
  ness, garment, attachment or mechanism that carries complex devices.
  36-40
  Cone or pyramid of Unusual Material Composi-
  tion (Table 2-52)
  Very attractive appearance if it has a humanoid form. Otherwise, it speaks by 
  using a mechanism or arcane apparatus.
  41-45
  Human + Unusual Material Composition (Table 
  2-52)
  Has a big, visible brain. The brain might be in the right place but exposed to the 
  air or cased in a transparent medium, or it might be an internal organ inside a 
  transparent creature.
  46-50
  Pillar of Unusual Material Composition (Table 
  2-52)
  Wears twisty, baroque, complicated jewelry.
  51-55
  Resembles a human but with a Demonic Hint 
  (Table 2-47) and also with an attribute of a 
  normal animal (Table 2-2).
  Smokes a hookah or pipe (yes, this includes the oozes). 
  56-60
  Aquatic creature (browse through Table 2-2) + 
  Unusual Material Composition (Table 2-52)
  Crawls with small symbiotic creatures that assist it in some way – either as a 
  life support system or servants.
  61-65
  Appearance of a normal aquatic creature 
  (browse Table 2-2)
  Large eyes or single eye on stalk, whichever fits best with the creature’s physi-
  cal form.
  66-70
  Beast (Table 2-2) + unusual skin color
  Large head (if bipedal) or some sort of visible brain-type organ if not.
  71-75
  Beast head (Table 2-2), body of a different kind 
  of beast (Table 2-2), wings, and a Demonic 
  Attribute (Table 2-49). Make it bipedal unless it 
  has a sinuous body like a centipede or snake.
  Levitates and probably moves by levitation as well.
  76-80
  Beast head (Table 2-2), human body, and tail
  Long fingers or fingernails (if bipedal). If not bipedal it uses mental power or 
  magical levitation powers to manipulate objects instead of using actual hands.
  81-85
  Human head and torso with tail, beast arms and 
  legs (Table 2-2), wings, and a Demonic Attri-
  bute (Table 2-49)
  Rides monstrous steed if bipedal. If not bipedal, it is carried on a platform or 
  in a palanquin by unintelligent buglike creatures with whom it communicates 
  mentally. These might be connected to the creature by filaments or tubes.
  86-90
  Human head and torso with tail, beast legs 
  (Table 2-2)
  Surrounded by bodyguard minions of a lesser race/type. These need not be 
  planar creatures; they might be assembled from available local humanoids.
  91-95
  Human head, beast body (Table 2-2)
  Uses staff as weapon if bipedal. If not bipedal, then it wears some sort of har-
  ness, garment, attachment or mechanism that carries complex devices.
  96-00
  Combination of two animals (Table 2-2)
  Very attractive appearance if it has a humanoid form. Otherwise, it speaks by 
  using a mechanism or arcane apparatus.
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  93
  Table 2-55: Planar Trading/Commodities
  Many planar travelers do their traveling to trade things. The combi-
  nation of items on this table generates the sort of odd exchanges that a 
  planar race (or lone traveler) might be interested in (or obsessed with).
  Die Roll
  Trades this … (d100)
  For This (d100)
  01-05
  Armor
  A simple errand …
  06-10
  Artworks
  Artworks
  11-15
  Dreams
  Cattle
  16-20
  Drugs
  Dreams
  21-25
  Food
  Drugs
  26-30
  Gems
  Food
  31-35
  Gold
  Gems
  36-40
  Information
  Gold
  41-45
  Longevity
  Heads, hearts, brains, etc.
  46-50
  Magic items
  Information
  51-55
  Magical food
  Land
  56-60
  Maps
  Magic items
  61-65
  Mercenary service
  Magical food
  66-70
  Potions
  Mercenary service
  71-75
  Prophesies
  Potions
  76-80
  Scrolls
  Scrolls
  81-85
  Slaves
  Slaves
  86-90
  Souls
  Souls
  91-95
  Spell-casting
  Worthless (?) items
  96-00
  Transportation
  Youth
   
   
  Table 2-56: Mode of Planar Travel
  They’ve got to do their traveling somehow…
  Die Roll
  Mode of Travel
  01-12
  By use of mental powers
  13-25
  By use of strange and unknown spells
  26-38
  By use of vehicle or item (try out Table 2-57)
  39-51
  Involuntary. This could be according to a Time Cycle 
  (see Table 1-29 in Book One)
  52-64
  Locating and using existing magical gates
  65-77
  Using a bodily organ (Try out Table 2-57)
  78-90
  Using a particular magic item
  91-00
  Using magical gates it (they) calls into existence
  Table 2-57: Vehicles and Bodily Organs for Planar Travel
  This table is highly fanciful, with invented words; it generates Van-
  cian names for modes of planar travel. Unless your adventure has a 
  whimsical feel to it, you might want to skip this table.
  Roll once for Column 1 for the first part of the travel mode. Roll on 
  either Column 2 or Column 3 for the second part of the travel mode’s 
  name.
  Die Roll
  Column 1  
  (First Part of 
  Name)
  Column 2 
  (Second part 
  of Vehicle 
  Name)
  Column 3 
  (Second Part 
  of Bodily  
  Organ Name)
  01-08
  Disconjunctive
  Collar
  Appendix
  09-16
  Metacorporeal
  Cupboard
  Conceiver
  17-24
  Paracontradictory
  Device
  Emotionum
  25-32
  Paralocative
  Flitter
  Epilepsy
  33-40
  Paratransitive
  Galleon
  Gland
  41-48
  Raider’s
  Galley
  Kidney
  49-56
  Relocationary
  Gate
  Node
  57-65
  Transapparitional
  Orb
  Plumage
  66-74
  Transitive
  Platform
  Talent
  75-83
  Transitorial
  Portal
  Thyrum
  84-92
  Xenolocational
  Torc
  Whisk
  93-00
  Xenotransitive
  Yacht
  Wings
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  94
  Visitations (Planar Creature Type)
  Visitations are (usually) non-intelligent manifestations of energy, overlapping with elementals and undead but best treated, for purposes of cre-
  ating monsters, as a separate category.  They are presumed to be acting on instinct, or might have no intelligence whatsoever, being a manifesta-
  tion or echo of something happening in another plane rather than creatures in their own right. An intelligent visitation would be possible, but 
  unusual. Something that created a sapient echo in the material plane would be a very significant extra-planar event indeed.
  Table 2-58: Form and Causation of a Visitation
  Die Roll
  Form/Type
  Causation
  01-04
  Associated with pure energy: fire
  After-effect of a single magical event
  05-08
  Associated with pure energy: cold
  After-effect of the removal of a piece of reality (and by whom, one asks)
  09-12
  Associated with pure energy: electricity
  After-effect or remnant of a single instance of divine vengeance
  13-16
  Associated with pure energy: magical force
  Byproduct of the creation of an artifact or relic
  17-20
  Associated with pure energy: gravity
  Byproduct of the intersection of two dimensions, or planes of existence
  21-24
  Associated with pure energy: dimensional 
  changes and phasing
  Caused by a grievous renunciation or violation of authority or tradition in a 
  nearby, related location.
  25-28
  Associated with pure emotion: fear
  Caused by the attenuation of the aether, phlogiston, or astral substance at a 
  particular point. Alternatively, it is the attenuation of material matter which 
  causes the visitation
  29-32
  Associated with pure emotion: joy
  Created as an abstract “artwork” or decoration by (or for) powerful or magi-
  cal individuals
  33-36
  Associated with pure emotion: hatred
  Echo of a planar, magical, divine, or dimensional “waterfall”
  37-40
  Associated with pure emotion: lust
  Echo of an event on another plane of existence
  41-44
  Associated with pure emotion: greed
  Forms as the byproduct of a sensory organ or device from another reality, like 
  the wake of a periscope.
  45-48
  Associated with pure emotion: sadness or despair
  Intersection of the ripple effects of two stationary artifacts, patterns, sigils, or 
  structures
  49-52
  Associated with pure emotion: vengeance
  Is the “waste product” of a bizarre process that is operating nearby, or at least 
  relatively so
  53-56
  Associated with pure intellect: sanity
  Nexus or entrance to the base of a dimensional whirlpool
  57-60
  Associated with pure intellect: knowledge
  Phenomenon linked to a place due to past magical activity
  61-64
  Associated with pure intellect: comprehension
  Remnant of a failed or renounced oath
  65-68
  Associated with pure energy: sonic
  Remnant or after-effect of the destruction of an artifact or relic
  69-72
  Associated with pure intellect: music
  Remnant, soul, or spirit of a dead godling or demigod
  73-76
  Associated with pure energy: death or life
  Represents the “pre-effect” of something that is going to happen
  77-80
  Associated with pure energy: loss of experience
  Represents the mid-point between two halves of a powerful artifact, relic, or 
  being – where the influence of their connection is the weakest
  81-84
  Associated with pure energy: age
  Represents the nexus of a powerful being’s thoughts or emotions
  85-88
  Associated with pure energy: spells and magical 
  energy
  Result of strange religious practices
  89-92
  Associated with time and/or memory
  Source of visitation is imprisoned in an object that has been left, abandoned, 
  stored, or which might just be waiting for later retrieval
  93-96
  Associated with light or darkness
  Summoned or created as a guardian for something, by the manipulation of 
  strange forces. “Something” might be an entrance, an item, a world, a crypt, etc.
  97-00
  Extrusion from other dimension
  Wells up from a deep underground source, of an unexplained nature
   
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  95
  Plant Creatures
  Good plant monsters are really hard to design. They’ve not only got to be pretty creative, but you’ve also got to work within several con-
  straints: firstly, most of them don’t move, so they don’t offer much of a tactical challenge, and secondly, there just aren’t many real-world preda-
  tory plants to work from as a starting point.
  Table 2-59: Basic Form of Plant Monster
  Die 
  Roll
  Basic Form (d100)
  Specific Type of Form (d100)
  01-05
  Bamboo
  Limbs or body-part moves, but the rest of the plant is immobile (rooted). The plant is purely a melee 
  fighter. (Roll on Table 2-74: Limb Attacks)
  06-10
  Broad leaves
  Limbs or body part moves, but the rest of the plant is immobile. The plant uses a special attack to augment 
  damage from the limbs: roll on the Limb Attacks Table (2-74) to get ideas for the limbs, and roll on Table 
  2-61 to get ideas for the nature of the augmenting attack.
  11-15
  Bush or shrub
  Limbs or body part moves, but the rest of the plant is immobile. The plant uses a special “pulling” attack 
  to draw prey to the limbs: roll on the Limb Attacks Table (2-74) to get ideas for the limbs, and roll on 
  Table 2-61 to get ideas for the nature of the special pulling attack.
  16-20
  Cone
  Limbs or a body part of the plant move (roll on Table 2-74 for ideas), but the rest of the plant is immobile. 
  The plant not only uses a special “pulling” attack to draw prey towards it, but also has a special attack to 
  augment damage from the limbs. Roll on both columns of Table 2-61 to determine the nature of the pulling 
  and augmenting special attacks.
  21-25
  Coral-type growth
  No part of the plant moves, but it delivers a poisonous or transformational substance into its near vicinity. 
  Delivery mechanisms include: spores, smells, spiked seed-pods on the ground, blown leaves, and gases. 
  The result of falling prey to these substances include turning into a similar plant, turning into a plant-crea-
  ture controlled by the plant, turning into a seed-carrier for the plant, or just dying to create fertilizer. Keep 
  in mind that creatures killed for fertilizer might also be caused to rot faster than normal after dying.
  26-30
  Fern
  No part of the plant moves, but it has mental powers. These probably include the telekinetic ability to dam-
  age opponents using nearby rocks or equipment, or even picking opponents up. Other possibilities include 
  mental powers that mimic enchantment-type magic – the plant can dominate someone’s mind to create an 
  ally (who will later be used to fetch fertilizing carcasses to the plant’s roots).
  31-35
  Grass-like stalks
  The plant is mobile (see Table 2-60 for ideas about mobility types). It is purely a melee fighter, using its 
  movement ability solely to get into close enough range for hand-to-branch combat. Roll on the Limb At-
  tacks Table (2-74) to get ideas for how it attacks.
  36-40
  Hanging moss
  The plant is mobile (see Table 2-60 for ideas about mobility types).  In addition to fighting with mobile 
  limbs (see Table 2-74 Limb Attacks), it has an augmenting attack from Table 2-61.
  41-45
  Ivy
  The plant is mobile (see Table 2-59 for ideas about mobility methods). In addition to fighting with mobile 
  limbs (see Table 2-74 Limb Attacks), it has a pulling attack from Table 2-61.
  46-50
  Lump
  The plant is mobile (see Table 2-60 for ideas about mobility methods). In addition to fighting with mobile 
  limbs (Table 2-74 Limb Attacks), it has a pulling attack AND an augmenting attack, both from Table 2-61
  51-55
  Mold
  The plant is entirely immobile, but it has a Physical Distance Attack (see Table 2-62). The Physical Dis-
  tance Attack causes general damage (hit points or equivalent).
  56-60
  Mushroom
  The plant is mobile (see Table 2-60 for ideas about mobility methods). In addition to fighting with mobile 
  limbs (see Table 2-74 Limb Attacks), it has a Physical Distance Attack from Table 2-62. The Physical 
  Distance Attack causes general damage (hit points or equivalent).
  61-65
  Sphere
  The plant is mobile (see Table 2-60 for ideas about mobility methods). In addition to fighting with mobile 
  limbs (see Table 2-74 Limb Attacks), it has a Physical Distance Attack (Table 2-61) AND an Augmenting 
  Attack (Table 2-62). The Physical Distance Attack causes general damage (hit points or equivalent).
  66-70
  Thorn-bush
  The plant is entirely immobile, but it has a Physical Distance Attack (see Table 2-62). The Physical Dis-
  tance Attack has a Special Effect (Table 2-62).
  71-75
  Tree, palm
  The plant is mobile (see Table 2-60 for ideas about mobility methods). In addition to fighting with mobile 
  limbs (see Limb Attacks Table), it has a Physical Distance Attack from Table 2-62. The Physical Distance 
  Attack causes general damage (hit points or equivalent).
  76-80
  Tree, pine
  The plant is mobile (see Table 2-60 for ideas about mobility methods). In addition to fighting with mobile 
  limbs (see Limb Attacks Table), it has a Physical Distance Attack (Table 2-62) AND an Augmenting At-
  tack (Table 2-62). The Physical Distance Attack causes general damage (hit points or equivalent).
  81-85
  Tree, short
  The plant is rooted to the ground, but super-charged with weaponry. It has a melee attack (see Table 2-74 
  Limb Attacks), a pulling attack (Table 2-61), and a Distance Attack with a Special Effect.
  86-90
  Tree, tall
  The plant moves (Table 2-60) and has a Physical Distance Attack (Table 2-62) with a special effect. How-
  ever, it does not have a melee attack of any kind.
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  96
  Die 
  Roll
  Basic Form (d100)
  Specific Type of Form (d100)
  91-95
  Underground bulbs
  The plant is rooted to the ground. It has one Physical Distance Attack that causes damage (Table 2-62), and 
  it has a second Physical Distance Attack with a special effect (Table 2-62).
  96-00
  Vines
  The plant is a botanical war machine. It moves (Table 2-60). It has a limb attack (Table 2-74). It has an 
  Augmenting Attack (Table 2-62). It has a Pulling Attack (Table 2-61). It has a Physical Distance Attack, 
  and the Physical Distance Attack has a Special Effect (Table 2-62). Do not trifle with this plant: it will turn 
  you into seeds and fertilizer faster than you can say, “It’s just a plant, pass me one of the torches.”
  Table 2-60: Movement Forms for Mobile Plants
  Die Roll
  Method of Locomotion
  01-10
  Glides or flies using wing-like growths
  11-20
  Jet propulsion in water
  21-30
  Levitates
  31-40
  Pulls self along with short tendrils
  41-50
  Pulls self along with vines
  51-60
  Rippling movements like snail or slug
  61-70
  Slithers like snake
  71-80
  Turns ground to liquid or mud for movement
  81-00
  Walks on legs
  Table 2-59: Basic Form of Plant Monster Continued
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  97
  Table 2-61: Pull/Augment Special Attack Types for Plants
  Die Roll
  Augmenting Attacks
  Special Pulling Attacks
  01-10
  The plant has the equivalent of a mouth, which could include 
  splitting a large part of itself open (like a Venus Flytrap) or even 
  splitting its whole body open. The mouth is the main source of 
  damage: it might crush its victims, or it might have the plant 
  equivalent of teeth, using internal thorns or spines. A mouth with a 
  sludgy interior might slop the victim with digestive juices. Unless 
  the plant is mobile and fast, it will need some sort of motile grab-
  bing limb to get its victims into the mouth.
  Hallucinogenic dust, spores, or smell causes victim to see 
  the plant as something attractive that he wants to touch. An 
  attractive member of the opposite sex or piles of treasure 
  are good examples, although the specific nature of your ad-
  venture might suggest other ideas. Roll on table 2-61 to get 
  ideas about how the plant delivers the substance.
  11-20
  The plant has motile vines or tendrils that inflict an unusual type 
  of additional damage, usually automatic and progressive if the 
  tendrils manage to grab and hold the victim. The following are 
  ideas for such damage: poison (instantly lethal, progressively 
  lethal, or progressively damaging), heat, cold, acid, electricity, 
  squeezing, and thorns.
  The plant can animate other nearby plants (probably symbi-
  otes) so that they entangle and pull prey toward it.
  21-30
  The plant enfolds its victims and begins to digest them using 
  acidic sap or other digestive substances.
  The plant uses a rudimentary form of magic to enchant its 
  prey. The victim walks toward the plant, and takes no other 
  actions.
  31-40
  The plant enfolds its victims and begins to incorporate them 
  into its own body, changing them to plant matter or lacing them 
  through with tiny digestive tendrils that aren’t easily removed.
  The plant uses a rudimentary form of magic to enchant its 
  prey. The victim will eventually be eaten, but first it will try 
  to pull nearby creatures (other characters) toward the plant.
  41-50
  The plant’s motile limbs can cause the victim to become paralyzed 
  or otherwise helpless (go limp from pleasurable narcotic, be elec-
  trically stunned, turn rigid from a poisonous substance, etc).
  The plant issues a highly attractive narcotic smell, which 
  causes victims to forget what they are doing and move 
  toward the plant.
  51-60
  Confusion. A substance on the plant’s motile limbs acts like a 
  drug, causing victims to move, or even attack, randomly.
  The plant has an organ (possibly even a human-looking eye) 
  that functions as a gaze attack. The organ might always be 
  visible, or part of the plant might open up to reveal it during 
  combat. Those affected by the attack will move toward the 
  plant.
  61-70
  The plant has a substance (coated with sap or slime) or an injector 
  (thorns) on its body. Motile limbs grab victims and carry them 
  to the body so that these short-range weapons can be used. The 
  substance causes a transformation in the victim. He progressively 
  turns into a “plant zombie” with seeds attached to him, and starts 
  traveling around while shedding the seeds (this is how the plant 
  reproduces).
  The plant has a rudimentary teleportation ability. For an 
  interesting twist, try having teleportation be the result of a 
  failed saving throw against a Physical Distance Attack on 
  Table 2-61. That’s pretty darn weird.
  71-80
  The plant’s motile limbs stun a victim for short periods of time 
  when they hit (a saving throw might or might not apply). If the 
  limbs cause clubbing-type damage, the stunning is simply caused 
  by the force of the blow. If the limbs cause cutting or piercing 
  type damage, then the stunning is caused by a weak poison in the 
  creature’s sap.
  The plant zaps potential victims with a magical ray, hypno-
  tizing or charming them. They proceed to walk zombie-like 
  into the plant’s clutches.
  91-00
  The plant is a dangerous one, with lethal poison on its limb attack. 
  The poison might not be instantly lethal, but it’s a possibility – 
  especially if the plant is rooted to the ground, since an escaping 
  poison victim won’t die near the roots. Slow poison; no fertilizer.
  The plant can grow thin roots (about the width of twine) 
  that crawl out very quickly from the plant’s central body. If 
  one of these roots manages to catch up with prey, the central 
  plant pumps nutrients into it, letting it thicken to the width 
  of a rope that can haul the victim back by the ankles. This 
  sort of attack makes for a good tactical encounter, since the 
  rootlets can grow around corners and the party might have to 
  divide its efforts between attacking the plant’s central body 
  or hacking at little rootlets.
   
   
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  98
  Table 2-62: Physical Distance Attacks for Plants
  Die Roll
  Physical Distance Attack
  Special Effect of Distance Attack (If Applicable)
  01-05
  Bomb or grenade-type attack. The plant hurls big 
  seed-pods, spore-sacs, or gas-bulbs. They might 
  hit the target directly or not, but they also have a 
  burst radius.
  Acid (damage for a series of rounds, and stronger acids might damage equipment)
  06-10
  Exhaled cloud (gas or mist)
  Cold. Some sort of chemical reaction in the substance of the distance attack 
  makes it cause damaging cold. For the life of me, I can’t figure out how this 
  would fit into a plant’s life cycle, but it’s an interesting thought, isn’t it?
  11-15
  Exhaled cone (gas or mist)
  Confusion. The substance is like a drug, causing victims to move, or even attack, 
  randomly.
  16-20
  Gas or mist (radial release in all directions)
  Disease causing a transformation in the victim. He progressively turns into a 
  “plant zombie” with seeds attached to him, and starts traveling around while 
  shedding the seeds (this is how the plant reproduces).
  21-25
  Gas or mist: exhaled stream at single opponent
  Disease causing a transformation in the victim: turns into one of these plant 
  creatures (in a matter of days).
  26-30
  Horrid, massive, vomit-eruption of liquid or goo 
  (short range, but hits anyone in the area)
  Disease causing slow but progressive onset of paralysis (not lethal, but the ef-
  fects might last for days).
  31-35
  Hurls, fires, or spits: needles, thorns or spikes
  Disease causing victim to carry spores or seeds. In a matter of days, he turns 
  into a “bag” of spores or seeds, and explodes or otherwise dies. This is how the 
  plant spreads its seeds. There should be a physical sign of the condition so the 
  players know that they need to get the character cured before he dies.
  36-40
  Ray (uses eyelike organ, eyestalks, or other non-
  eyelike organ)
  Disease with slow onset of death (measured in several melee rounds, not days).
  41-45
  Smell (directed squirt at a single target)
  Double-whammy. The victim gets an uncontrollable hunger to eat fruit from the 
  plant. Not only does this bring him close to the plant, where it can attack him, but 
  the fruit does something very unpleasant as well, if he manages to eat it.
  46-50
  Smell (in a directed cone)
  Hallucinations. These could cause a multitude of effects: fear, confused and 
  unpredictable actions, attempts to damage oneself, etc.
  51-55
  Smell (radius)
  Heat. Some sort of chemical reaction is intended to cook the plant’s food. 
  Powerful versions of this might cause metal armor to inflict damage for more 
  than one combat round.
  56-60
  Spit (glob or liquid, single target)
  Lethal poison with rapid or immediate onset of death.
  61-65
  Spit (line of liquid, ooze, or sap)
  Lethal poison with slow onset (but probably causing immediate and  
  progressive weakness).
  66-70
  Spores (cone)
  Mental control by plant. The substance delivered by the physical distance at-
  tack allows the victim to perceive mind-waves emanating from the plant, and 
  he follows its commands. If he makes a saving throw, he might get the interest-
  ing result of hearing the commands but not feeling compelled to follow them.
  71-75
  Spores (launches a “bag” that explodes)
  Non-lethal poison causing fear (flight or disorganized retreat).
  76-80
  Spores (line toward single opponent)
  Non-lethal poison causing lethargy or slowness of action.
  81-85
  Spores (radial “burst”)
  Non-lethal poison causes mental-type paralysis (renders victim utterly blissful, 
  causes victim not to care about movement, causes paralyzing fear, etc).
  86-90
  Spray (cone of liquid, ooze, or sap)
  Non-lethal poison causing physical paralysis.
  91-95
  Spray (line of liquid, ooze, or sap aimed at single 
  opponent)
  Non-lethal poison causing effective paralysis: e.g., nausea or seizures.
  96-00
  Squirt liquid (single target)
  Uncontrolled emotion. The effect of the substance on humans is an uncontrolled 
  emotion such as berserker rage, incapacitating sorrow, fits of uncontrolled laughter, 
  or some similar effect.
   
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  99
  Table 2-63: Sample Unusual Reproduction Methods for Plants
  In many cases, a plant-monster’s attack method is involved with the plant’s reproductive cycle. In cases where it isn’t, and when you want to 
  add a bit of weirdness to the plant’s overall nature, this short table offers a couple of unusual modes of plant reproduction to spark your creativ-
  ity. Note that the primary reproductive strategy for plants is a matter of making seeds travel as far as possible from the parent-plant.
  Die Roll
  Reproductive Cycle
  01-20
  The plant injects or drops seeds into the water. The seeds become tadpole-like creatures (animal or vegetable, it doesn’t matter). The 
  tadpoles swim to new locations using their whip-like tails. They die, and the internal seed-matter beings to grow as a new plant.
  21-40
  The plant doesn’t just produce seeds – it produces flying insects (whether these are true animals or plant-insects doesn’t matter). 
  The insects fly about for a while, die, fall to the ground, and germinate into new plants.
  41-60
  By whatever means the plant might also grab hold of adventurers, it grabs birds and small animals such as rabbits and chipmunks. 
  It injects these creatures with seed-larva. Then it releases the small creature, which carries along on its merry way until the larva 
  eat it from within and germinate in its dead carcass.
  61-80
  The plant drops a “phase one” seed into the ground. The phase one seed grows into a small, mobile plant that scurries away. The 
  mobile plant proceeds to scatter “phase two” seeds as it travels. The “phase two” seeds grow into the original plant form, which 
  then begins to produce more “phase one” seeds.
  81-00
  The plant produces a shiny, gem-like seed. These are picked up by birds, which carry them away to put into nests. When the seeds 
  sprout, they send out little vines that feed upon eggs.
  Undead
  In folklore, almost all undead creatures arise from some sort of break in the normal life cycle as that culture defines the life cycle (and that’s 
  not always the same in all cultures).  Some ceremony wasn’t performed – often burial or last rites, or some action taken by the undead person 
  during his life represented a breach of the natural order of things.  The tables below focus on this aspect of Undeath, although first there’s a 
  comprehensive list of undead “types” to help you focus on the explanation, which you might generate with the later tables.  Obviously, if your 
  “explanation” of the undead creature generates a fantastic idea that doesn’t mesh with the type, stick with your imagination, not with the tables.
  Table 2-64: Basic Types of Undead Creatures
  Die Roll
  Undead Type
  01-04
  Corporeal, genius, non-reproductive
  05-08
  Corporeal, genius, reproduces through prey
  09-12
  Corporeal, non-intelligent, non-reproductive
  13-16
  Corporeal, non-intelligent, reproduces through prey
  17-20
  Corporeal, semi-intelligent, non-reproductive
  21-24
  Corporeal, semi-intelligent, reproduces through prey
  25-28
  Incorporeal, genius, non-reproductive
  29-32
  Incorporeal, genius, reproduces through prey
  33-36
  Incorporeal, non-intelligent, non-reproductive
  37-40
  Incorporeal, non-intelligent, reproduces through prey
  41-44
  Incorporeal, semi-intelligent, non-reproductive
  45-48
  Incorporeal, semi-intelligent, reproduces through prey
  49-52
  Non-human corporeal, intelligent, non-reproductive
  53-56
  Non-human, corporeal, intelligent, contagious Undeath
  57-60
  Non-human, corporeal, non-intelligent, contagious Undeath
  61-64
  Non-human, corporeal, non-intelligent, non-reproductive
  65-68
  Non-human, corporeal, semi-intelligent, contagious Undeath
  69-72
  Non-human, corporeal, semi-intelligent, non-reproductive
  73-76
  Non-human, incorporeal, intelligent, contagious Undeath
  77-80
  Semi-corporeal, genius, non-reproductive
  81-84
  Semi-corporeal, genius, reproduces through prey
  85-88
  Semi-corporeal, non-intelligent, non-reproductive
  89-92
  Semi-corporeal, non-intelligent, reproduces through prey
  93-96
  Semi-corporeal, semi-intelligent, non-reproductive
  97-00
  Semi-corporeal, semi-intelligent, reproduces through prey
  Table 2-65: Causes of Intelligent Undeath
  Die Roll
  Cause of Intelligent Undeath
  01-10
  Cursed by enemy
  11-20
  Cursed by gods
  21-30
  Disease such as vampirism
  31-40
  Prepared by others for Undeath, at or before death 
  (unwillingly)
  41-50
  Prepared by others for Undeath, at or before death 
  (willingly)
  51-60
  Prepared self for Undeath, during life
  61-70
  Rejected from underworld for some reason
  71-80
  Returned partially by actions of others
  81-90
  Returned to gain vengeance for own killing
  91-00
  Returned to guard location or item important to 
  self during life
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  100
  Table 2-66: Preparations for Intelligent Undeath
  Note that some of these preparations might be voluntary on the part of the person being prepared for intelligent Undeath. Other preparations 
  described on this table would be the activity of someone else, with or without the consent of the person being prepared.
  Die Roll
  Preparation
  01-10
  Actions are taken to ensure that a god will curse the soul with intelligent undeath
  11-20
  Corpse/body is preserved/prepared in such a way that the soul (or life force) cannot depart
  21-30
  Living body parts incorporated into corpse keep it “alive”
  31-40
  New soul brought into dead body
  41-50
  Pact with gods/powers of afterlife to reject soul
  51-60
  Physical preparation raises body with echo of former intelligence
  61-70
  Physical preparation raises body with full former intelligence
  71-80
  Ritual binds soul to a place
  81-90
  Soul captured by ritual, kept in the wrong plane of existence
  91-00
  Soul captured in item to prevent completion of the death cycle
  Table 2-67: Breaks in the Life Cycle
  As mentioned above, most Undeath traditionally results from a break in the natural order of the victim’s life cycle. Looking through the fol-
  lowing wide assortment of such “breaks” may give you some good ideas for specific details about your undead creature.
  Die Roll
  Nature of the Break (d100)
  01
  Deliberately cursed at death by others for actions during 
  lifetime
  02
  Died after committing crime: Arson
  03
  Died after committing crime: Assault
  04
  Died after committing crime: Bankruptcy
  05
  Died after committing crime: Battery
  06
  Died after committing crime: Begging
  07
  Died after committing crime: Blackmail
  08
  Died after committing crime: Blasphemy
  09
  Died after committing crime: Breach of contract
  10
  Died after committing crime: Breach of financial duty
  11
  Died after committing crime: Breaking and entering
  12
  Died after committing crime: Bribery
  13
  Died after committing crime: Burglary
  14
  Died after committing crime: Cattle theft or rustling
  15
  Died after committing crime: Consorting with demons
  16
  Died after committing crime: Counterfeiting
  17
  Died after committing crime: Cowardice or desertion
  18
  Died after committing crime: Demonic possession
  19
  Died after committing crime: Desecration
  20
  Died after committing crime: Disrespect to clergy
  21
  Died after committing crime: Disrespect to nobility
  22
  Died after committing crime: Drug possession
  23
  Died after committing crime: Drug smuggling
  24
  Died after committing crime: Drunkenness
  25
  Died after committing crime: Embezzlement
  26
  Died after committing crime: Escaped slave
  27
  Died after committing crime: Extortion
  28
  Died after committing crime: False imprisonment
  29
  Died after committing crime: Fleeing crime scene
  Die Roll
  Nature of the Break (d100)
  30
  Died after committing crime: Forgery
  31
  Died after committing crime: Forsaking an oath
  32
  Died after committing crime: Gambling
  33
  Died after committing crime: Grave robbery
  34
  Died after committing crime: Harboring a criminal
  35
  Died after committing crime: Harboring a slave
  36
  Died after committing crime: Heresy
  37
  Died after committing crime: Horse theft
  38
  Died after committing crime: Incest
  39
  Died after committing crime: Inciting to riot
  40
  Died after committing crime: Insanity
  41
  Died after committing crime: Kidnapping
  42
  Died after committing crime: Lewdness, private
  43
  Died after committing crime: Lewdness, public
  44
  Died after committing crime: Libel
  45
  Died after committing crime: Manslaughter
  46
  Died after committing crime: Misuse of public funds
  47
  Died after committing crime: Murder
  48
  Died after committing crime: Mutiny
  49
  Died after committing crime: Necromancy
  50
  Died after committing crime: Participating in forbidden 
  meeting
  51
  Died after committing crime: Perjury
  52
  Died after committing crime: Pickpocket
  53
  Died after committing crime: Piracy
  54
  Died after committing crime: Poisoning
  55
  Died after committing crime: Possession of forbidden 
  weapon
  56
  Died after committing crime: Prison escape
  57
  Died after committing crime: Prostitution
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  101
  Die Roll
  Nature of the Break (d100)
  58
  Died after committing crime: Public recklessness
  59
  Died after committing crime: Racketeering
  60
  Died after committing crime: Rape
  61
  Died after committing crime: Receiving stolen goods 
  (fencing)
  62
  Died after committing crime: Robbery
  63
  Died after committing crime: Sabotage
  64
  Died after committing crime: Sale of shoddy goods
  65
  Died after committing crime: Sedition
  66
  Died after committing crime: Slander
  67
  Died after committing crime: Smuggling
  68
  Died after committing crime: Soliciting
  69
  Died after committing crime: Swindling
  70
  Died after committing crime: Theft
  71
  Died after committing crime: Treason
  72
  Died after committing crime: Trespass
  73
  Died after committing crime: Using false measures
  74
  Died after committing crime: Witchcraft
  75
  Died after violating taboo: dietary
  76
  Died after violating taboo: loyalty
  77
  Died after violating taboo: marriage
  78
  Died after violating taboo: sexual
  Die Roll
  Nature of the Break (d100)
  79
  Died as a glutton
  80
  Died as a miser
  81
  Died as coward
  82
  Died deliberately
  83
  Died unloved and unmourned
  84
  Died while a slave
  85
  Died while owning slaves
  86
  Died without children
  87
  Died without dying (I don’t know, but it sounds good)
  88
  Died without fulfilling contract
  89
  Died without fulfilling oath
  90
  Died without honor (marriage or parenthood)
  91
  Died without honor (traitor)
  92
  Died without manhood/womanhood rites
  93
  Died without marrying
  94
  Died without proper preparations for death
  95
  Died without properly honoring ancestors
  96
  Died without tribal initiation
  97
  Eaten after death
  98
  Not buried/burned
  99
  Not given proper death ceremonies
  100
  Not given proper preparations for afterlife
  Die Roll
  Manner of Death
  01
  Burned in fire
  02
  Burned in lava
  03
  Cooked and eaten
  04
  Crushed
  05
  Defeated in dishonorable combat
  06
  Defeated in honorable combat
  07
  Died during a storm
  08
  Died during harvest time
  09
  Died during peacetime
  10
  Died in a swamp
  11
  Died in particular ancient ruins
  12
  Died in the hills
  13
  Died in the mountains
  14
  Died near particular type of flower
  15
  Died near particular type of tree
  16
  Died of disease
  17
  Died of fright
  18
  Died of natural causes
  19
  Died of thirst
  20
  Died while carrying particular weapon
  Die Roll
  Manner of Death
  21
  Died while carrying stolen goods
  22
  Died while wearing particular garment
  23
  Died while wearing particular piece of jewelry
  24
  Drowned
  25
  Executed by asphyxiation
  26
  Executed by cold
  27
  Executed by drowning
  28
  Executed by exposure to elements
  29
  Executed by fire
  30
  Executed by hanging
  31
  Executed by live burial
  32
  Executed by starvation
  33
  Executed by strangulation
  34
  Executed by thirst
  35
  Executed despite having been pardoned
  36
  Fell from great height
  37
  Frozen/hypothermia
  38
  Heart failure
  39
  In the saddle
  40
  Killed by a creature that injects eggs
  Table 2-67: Breaks in the Life Cycle Continued
  Table 2-68: Manner of Death
  The manner in which an undead creature might have died can give rise to good ideas about the nature of the creature’s abilities, appearance, 
  and motivations (if it is an intelligent form of undead).
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  102
  Die Roll
  Manner of Death
  41
  Killed by a deception
  42
  Killed by a jealous spouse
  43
  Killed by a jester
  44
  Killed by a lover
  45
  Killed by a lynch mob
  46
  Killed by a traitor
  47
  Killed by a trap
  48
  Killed by accident
  49
  Killed by ancient curse
  50
  Killed by birds
  51
  Killed by blood poisoning
  52
  Killed by demon
  53
  Killed by dogs/jackals
  54
  Killed by gluttony
  55
  Killed by insect(s)
  56
  Killed by inter-dimensional creature
  57
  Killed by magic
  58
  Killed by magic weapon
  59
  Killed by metal
  60
  Killed by mistake
  61
  Killed by own child
  62
  Killed by own parent
  63
  Killed by particular type of person
  64
  Killed by poisonous fungus
  65
  Killed by poisonous plant
  66
  Killed by pride
  67
  Killed by priest
  68
  Killed by relative
  69
  Killed by soldiers during battle
  70
  Killed by some particular monster
  71
  Killed by strange aliens
  Die Roll
  Manner of Death
  72
  Killed by undead
  73
  Killed by wine or drunkenness
  74
  Killed by wooden object
  75
  Killed for a particular reason
  76
  Killed in a castle
  77
  Killed in a particular place
  78
  Killed in a tavern
  79
  Killed in particular ritual
  80
  Killed in tournament or joust
  81
  Killed near a particular thing
  82
  Killed on particular day of year
  83
  Killed under a particular zodiacal sign (i.e., a particular 
  month or time)
  84
  Killed under moonlight
  85
  Killed underground
  86
  Killed while exploring
  87
  Killed while fishing
  88
  Killed while fleeing
  89
  Killed while hunting
  90
  Killed while leading others badly
  91
  Killed while leading others well
  92
  Murdered
  93
  Sacrificed to a demon
  94
  Sacrificed to a god
  95
  Sacrificed to ancient horror
  96
  Starved to death
  97
  Strangled
  98
  Struck by lightning
  99
  Struck down by gods
  100
  Tortured to death
  Table 2-68: Manner of Death Continued
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  103
  Verminous Creatures
  Verminous creatures are often relatively small, and are usually the “trash-collectors” of a dungeon or other area. In some cases, you might want 
  to have larger verminous creatures (a mutant or something), and these tables will work fine for the larger specimens as well. However, oozes 
  also serve well for this type of monster, and so do the “macrobiotes.”
  Table 2-69: Basic Profile of Verminous Creature
  Die Roll
  Part One of Combination
  Part Two of Combination
  01-10
  Blood-sucking
  Bat-like things
  11-20
  Burrowing
  Beetles
  21-30
  Disease-bearing
  Bird-like things
  31-40
  Floor-licking
  Crustaceans
  41-50
  Flying
  Fish-like things
  51-60
  Paralysis-inducing
  Little gooey things (jellyfish or ooze-like)
  61-70
  Rot-causing
  Roaches
  71-80
  Sleep-inducing
  Rodents (cat size)
  81-90
  Slightly venomous
  Rodents (larger than cats)
  91-00
  Substance-dissolving
  Worms
   
   
  Table 2-70: Special Features of a Verminous Creature-Type
  Die Roll
  Special Feature
  01-10
  Can be frightened away (or at least kept at bay) with fire, loud noise, or 
  other stimulus
  11-20
  Stalks prey over a long distance, waiting for the right time to attack
  21-30
  The little ones are sometimes accompanied by a much bigger one
  31-40
  Fast moving; more difficult to hit than one would expect
  41-50
  Unusual response or immunity to spells, or to spells of a particular type.
  51-60
  Acts as if unusually intelligent, due to instinct or a hive mind.
  61-70
  Implants eggs into victims – but since these are generally weaker crea-
  tures, the incubation time should be very long, or it should be hard to get 
  infected, or it should be easy to get cured.
  71-80
  Amphibious; they generally live and nest in the water, where it’s hard to 
  find or kill them, but they hunt on land.
  81-90
  Roll on Special Attacks Table 2-78
  91-00
  Roll on Special Defenses and Abilities Table 2-82
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  104
  Vermin Movement-Systems
  Vermin are generally a “filler” type of monster, and unusual vermin are usually inspired by the pre-existing nature of the adventure’s location. 
  However, if you’re taking the interesting approach of getting adventure inspiration from a type of vermin, here is one way to go about it. The 
  following table addresses some different ways in which vermin might move around through the adventure area. The table is probably more use-
  ful in the context of a specific adventure scenario than for the generation of a particular species of vermin, but since it pertains to a specific class 
  of monster it is included here.
  Table 2-71: Vermin Movement-Systems
  Die Roll
  Mode of Movement
  01-20
  Delivery and Retrieval. Some mechanism or process in the adventure area delivers the vermin to a location and then retrieves them 
  (or lets them die). This is an analogy to the use of “scrubbing bubbles,” or nano-technology. It doesn’t need to be high-tech or even 
  well explained. Perhaps a chute simply delivers green slime or rats to a particular location, and then spouts corrosive gas into the 
  area when the vermin are assumed to have eaten whatever needs to be eaten. Or perhaps a big suction-hose gathers them up after a 
  period of time.
  21-40
  Dimensional movement or lairs. Whether or not the vermin have any dimensional powers that manifest in combat, they live and/or 
  move about through some other dimension (not another plane of existence – just another dimension). This might be a feature of the 
  vermin themselves, or it might be an odd feature of the adventure area.
  41-60
  Elemental association. The vermin move through an elemental plane of some kind. In this case, they are probably elemental crea-
  tures of some kind, or a hybrid of “pure” elemental matter and normal “mixed” material.
  61-80
  Through tunnels burrowed in the walls, ceiling, or floors. The standard, in other words.
  81-00
  Vermin infest moving monsters. Perhaps the vermin are parasites, or perhaps their larvae are dropped from the movement of some 
  other kind of monster (a golem?). This would keep the vermin population moving around.
   
  BOOK TWO: MONSTERS — MONSTER TYPES
  
  105
  Part Two:  
  General Monster Tables
  Overall Combat Profile
  This table generates an overall combat profile for a monster, regardless of type. The first column addresses the monster’s attack profile by 
  identifying the body parts used for physical attacks (each body type leading to a specific subtable), and the number of special attacks the monster 
  uses (generated on Special Attack subtables). The second column (which contains only a small number of actual entries) sets the number of spe-
  cial defenses the monster uses. In addition to special defenses, the second column sets the monster’s number of Distinctive Attributes. Distinc-
  tive Attributes can be skipped in favor of moving on to the specific monster types after generating a combat profile.
  Table 2-72: Monster’s Overall Combat Profile
  Die Roll
  Physical and Special Attacks (d100)
  Special Defenses (d100)
  01
  Head attack only (2-73), no special attack
  No Special Defense, one Distinctive Attribute
  02
  Limb attack only (2-74), no special attack
  One Special Defense, one Distinctive Attribute
  03
  Body attack only (2-75), no special attack
  One Special Defense, one Distinctive Attribute
  04
  Tail attack only (2-76), no special attack
  Two Special Defenses, one Distinctive Attribute
  05
  Head  (2-73) and limb (2-74) attacks, no special attack
  Two Special Defenses, one Distinctive Attribute
  06
  Head  (2-73) and body (2-75) attacks, no special attack
  Three Special Defenses, one Distinctive Attribut
  07
  Head  (2-73) and tail (2-76) attacks, no special attack
  No Special Defense, two Distinctive Attributes
  08
  Limb (2-74) and body (2-75) attacks, no special attack
  One Special Defense, two Distinctive Attributes
  09
  Limb (2-74) and tail (2-76) attacks, no special attack
  One Special Defense, two Distinctive Attribute
  10
  Body (2-75) and tail (2-76) attacks, no special attack
  Two Special Defenses, two Distinctive Attributes
  11
  Head  (2-73), limb (2-74), and body (2-75) attacks, no special attack
  Two Special Defenses, two Distinctive Attributes
  12
  Head (2-73), limb (2-74), and tail (2-76) attacks, no special attack
  Three Special Defenses, two Distinctive Attributes
  13
  Limb (2-74), body (2-75), and tail (2-76) attacks, no special attack
  No Special Defense, one Distinctive Attribute
  14
  Head attack only (2-73), 1 special attack
  One Special Defense, one Distinctive Attribute
  15
  Limb attack only (2-74), 1 special attack
  One Special Defense, one Distinctive Attribute
  16
  Body attack only (2-75), 1 special attack
  Two Special Defenses, one Distinctive Attribute
  17
  Tail attack only (2-76), 1 special attack
  Two Special Defenses, one Distinctive Attribute
  18
  Head  (2-73) and limb (2-74) attacks, 1 special attack
  Three Special Defenses, one Distinctive Attribute
  19
  Head (2-73) and body (2-75) attacks, 1 special attack
  No Special Defense, two Distinctive Attributes
  20
  Head (2-73) and tail (2-76) attacks, 1 special attack
  One Special Defense, two Distinctive Attributes
  21
  Limb (2-74) and body (2-75) attacks, 1 special attack
  One Special Defense, two Distinctive Attribute
  22
  Limb (2-74) and tail (2-76) attacks, 1 special attack
  Two Special Defenses, two Distinctive Attributes
  23
  Body (2-75) and tail (2-76) attacks, 1 special attack
  Two Special Defenses, two Distinctive Attributes
  24
  Head (2-73), limb (2-74), and body (2-75) attacks, 1 special attack
  Three Special Defenses, two Distinctive Attributes
  25
  Head (2-73), limb (2-74), and tail (2-76) attacks, 1 special attack
  No Special Defense, one Distinctive Attribute
  26
  Limb (2-74), body (2-75), and tail (2-76) attacks, 1 special attack
  One Special Defense, one Distinctive Attribute
  27
  Head attack only (2-73), 2 special attacks
  One Special Defense, one Distinctive Attribute
  28
  Limb attack only (2-74), 2 special attacks
  Two Special Defenses, one Distinctive Attribute
  29
  Body attack only (2-75), 2 special attacks
  Two Special Defenses, one Distinctive Attribute
  30
  Tail attack only (2-76), 2 special attacks
  Three Special Defenses, one Distinctive Attribute
  31
  Head (2-73) and limb (2-74) attacks, 2 special attacks
  No Special Defense, two Distinctive Attributes
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  
  106
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  Die Roll
  Physical and Special Attacks (d100)
  Special Defenses (d100)
  32
  Head (2-73) and body (2-75) attacks, 2 special attacks
  One Special Defense, two Distinctive Attributes
  33
  Head (2-73) and tail (2-76) attacks, 2 special attacks
  One Special Defense, two Distinctive Attribute
  34
  Limb (2-74) and body (2-75) attacks, 2 special attacks
  Two Special Defenses, two Distinctive Attributes
  35
  Limb (2-74) and tail (2-76) attacks, 2 special attacks
  Two Special Defenses, two Distinctive Attributes
  36
  Body (2-75) and tail (2-76) attacks, 2 special attacks
  Three Special Defenses, two Distinctive Attributes
  37
  Head (2-73), limb (2-74), and body (2-75) attacks, 2 special attacks
  No Special Defense, one Distinctive Attribute
  38
  Head (2-73), limb (2-74), and tail (2-76) attacks, 2 special attacks
  One Special Defense, one Distinctive Attribute
  39
  Limb (2-74), body (2-75), and tail (2-76) attacks, 2 special attacks
  One Special Defense, one Distinctive Attribute
  40
  Head attack only (2-73), no special attack
  Two Special Defenses, one Distinctive Attribute
  41
  Limb attack only (2-74), no special attack
  Two Special Defenses, one Distinctive Attribute
  42
  Body attack only (2-75), no special attack
  Three Special Defenses, one Distinctive Attribute
  43
  Tail attack only (2-76), no special attack
  No Special Defense, two Distinctive Attributes
  44
  Head (2-73) and limb (2-74) attacks, no special attack
  One Special Defense, two Distinctive Attributes
  45
  Head (2-73) and body (2-75) attacks, no special attack
  One Special Defense, two Distinctive Attribute
  46
  Head (2-73) and tail (2-76) attacks, no special attack
  Two Special Defenses, two Distinctive Attributes
  47
  Limb (2-74) and body (2-75) attacks, no special attack
  Two Special Defenses, two Distinctive Attributes
  48
  Limb (2-74) and tail (2-76) attacks, no special attack
  Three Special Defenses, two Distinctive Attributes
  49
  Body (2-75) and tail (2-76) attacks, no special attack
  No Special Defense, one Distinctive Attribute
  50
  Head (2-73), limb (2-74), and body (2-75) attacks, no special attack
  One Special Defense, one Distinctive Attribute
  51
  Head (2-73), limb (2-74), and tail (2-76) attacks, no special attack
  One Special Defense, one Distinctive Attribute
  52
  Limb (2-74), body (2-75), and tail (2-76) attacks, no special attack
  Two Special Defenses, one Distinctive Attribute
  53
  Head attack only (2-73), 1 special attack
  Two Special Defenses, one Distinctive Attribute
  54
  Limb attack only (2-74), 1 special attack
  Three Special Defenses, one Distinctive Attribute
  55
  Body attack only (2-75), 1 special attack
  No Special Defense, two Distinctive Attributes
  56
  Tail attack only (2-76), 1 special attack
  One Special Defense, two Distinctive Attributes
  57
  Head (2-73) and limb (2-74) attacks, 1 special attack
  One Special Defense, two Distinctive Attribute
  58
  Head (2-73) and body (2-75) attacks, 1 special attack
  Two Special Defenses, two Distinctive Attributes
  59
  Head (2-73) and tail (2-76) attacks, 1 special attack
  Two Special Defenses, two Distinctive Attributes
  60
  Limb (2-74) and body (2-75) attacks, 1 special attack
  Three Special Defenses, two Distinctive Attributes
  61
  Limb (2-74) and tail (2-76) attacks, 1 special attack
  No Special Defense, one Distinctive Attribute
  62
  Body (2-75) and tail (2-76) attacks, 1 special attack
  One Special Defense, one Distinctive Attribute
  63
  Head (2-73), limb (2-74), and body (2-75) attacks, 1 special attack
  One Special Defense, one Distinctive Attribute
  64
  Head (2-73), limb (2-74), and tail (2-76) attacks, 1 special attack
  Two Special Defenses, one Distinctive Attribute
  65
  Limb (2-74), body (2-75), and tail (2-76) attacks, 1 special attack
  Two Special Defenses, one Distinctive Attribute
  66
  Head attack only (2-73), 2 special attacks
  Three Special Defenses, one Distinctive Attribute
  67
  Limb attack only (2-74), 2 special attacks
  No Special Defense, two Distinctive Attributes
  68
  Body attack only (2-75), 2 special attacks
  One Special Defense, two Distinctive Attributes
  69
  Tail attack only (2-76), 2 special attacks
  One Special Defense, two Distinctive Attribute
  70
  Head (2-73) and limb (2-74) attacks, 2 special attacks
  Two Special Defenses, two Distinctive Attributes
  71
  Head (2-73) and body (2-75) attacks, 2 special attacks
  Two Special Defenses, two Distinctive Attributes
  72
  Head (2-73) and tail (2-76) attacks, 2 special attacks
  Three Special Defenses, two Distinctive Attributes
  73
  Limb (2-74) and body (2-75) attacks, 2 special attacks, 
  No Special Defense, one Distinctive Attribute
  74
  Limb (2-74) and tail (2-76) attacks, 2 special attacks
  One Special Defense, one Distinctive Attribute
  75
  Body (2-75) and tail (2-76) attacks, 2 special attacks
  One Special Defense, one Distinctive Attribute
  76
  Head (2-73), limb (2-74), and body (2-75) attacks, 2 special attacks
  Two Special Defenses, one Distinctive Attribute
  77
  Head (2-73), limb (2-74), and tail (2-76) attacks, 2 special attacks
  Two Special Defenses, one Distinctive Attribute
  78
  Limb (2-74), body (2-75), and tail (2-76) attacks, 2 special attacks
  Three Special Defenses, one Distinctive Attribute
  Table 2-72: Monster’s Overall Combat Profile Continued
  
  107
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  Die Roll
  Physical and Special Attacks (d100)
  Special Defenses (d100)
  79
  Head attack only (2-73), no special attack
  No Special Defense, two Distinctive Attributes
  80
  Limb attack only (2-74), no special attack
  One Special Defense, two Distinctive Attributes
  81
  Head (2-73) and limb (2-74) attacks, no special attack
  One Special Defense, two Distinctive Attribute
  82
  Head (2-73) and tail (2-76) attacks, no special attack
  Two Special Defenses, two Distinctive Attributes
  83
  Limb (2-74) and tail (2-76) attacks, no special attack
  Two Special Defenses, two Distinctive Attributes
  84
  Head attack only (2-73), 1 special attack
  Three Special Defenses, two Distinctive Attributes
  85
  Limb attack only (2-74), 1 special attack
  No Special Defense, one Distinctive Attribute
  86
  Head (2-73) and limb (2-74) attacks, 1 special attack
  One Special Defense, one Distinctive Attribute
  87
  Head (2-73) and tail (2-76) attacks, 1 special attack
  One Special Defense, one Distinctive Attribute
  88
  Limb (2-74) and tail (2-76) attacks, 1 special attack
  Two Special Defenses, one Distinctive Attribute
  89
  Head attack only (2-73), 1 special attack
  Two Special Defenses, one Distinctive Attribute
  90
  Limb attack only (2-74), 1 special attack
  Three Special Defenses, one Distinctive Attribute
  91
  Head (2-73) and limb (2-74) attacks, 1 special attack
  No Special Defense, two Distinctive Attributes
  92
  Head (2-73) and tail (2-76) attacks, 1 special attack
  One Special Defense, two Distinctive Attributes
  93
  Limb (2-74) and tail (2-76) attacks, 1 special attack
  One Special Defense, two Distinctive Attribute
  94
  Head (2-73) attack only, 2 special attacks
  Two Special Defenses, two Distinctive Attributes
  95
  Limb attack only (2-74), 2 special attacks
  Two Special Defenses, two Distinctive Attributes
  96
  Head attack only (2-73), 3 special attacks
  Three Special Defenses, two Distinctive Attributes
  97
  Limb attack only (2-74), 3 special attacks
  One Special Defense, two Distinctive Attributes
  98
  Body attack only (2-75), 2 special attacks
  One Special Defense, two Distinctive Attribute
  99
  Body attack only (2-75), 2 special attacks
  Two Special Defenses, two Distinctive Attributes
  100
  Head (2-73) and body (2-75) attacks, 2 special attacks
  Two Special Defenses, two Distinctive Attributes
  Table 2-72: Monster’s Overall Combat Profile Continued
  Table 2-73: Head Attacks
  Note: Many head attacks are the sort that can inject toxins, but this possibility shows up on the special attack tables when the delivery method 
  is “touch,” so it’s not specifically listed on this table. 
  Die Roll
  Head Attack
  01-05
  Antenna (whip or grab)
  06-10
  Antennae (piercing)
  11-15
  Antennae (slashing)
  16-20
  Antlers
  21-25
  Facial tentacles (cutting)
  26-30
  Facial tentacles (grabbing)
  31-35
  Facial tentacles (piercing)
  36-40
  Head butt
  41-45
  Head butt (cutting)
  46-50
  Head butt (spiked)
  51-55
  Mouth bite (beak)
  56-60
  Mouth bite (giant swallowing-mouth)
  61-65
  Mouth bite (grinding plates)
  66-70
  Mouth bite (mandibles)
  71-75
  Mouth bite (teeth or fangs)
  76-80
  One horn
  81-85
  Mouth bite (teeth or fangs)
  86-90
  Tongue (2-77)
  91-95
  Tongue (2-77)
  96-00
  Two horns
  
  108
  Table 2-74: Limb Attacks
  Die Roll
  Limb Attack
  01-08
  Claws
  09-16
  Pincer arm(s)
  17-24
  Tentacles
  25-32
  Pseudopods
  33-40
  Wing buffet
  41-48
  Trample
  49-56
  Talons
  57-65
  Clubbing limb
  66-74
  Cutting/scything limb
  75-83
  Piercing limb
  84-92
  Whip-limb
  93-00
  Uses weapon
   
  Table 2-75: Body Attacks
  Die Roll
  Body Attack
  01-10
  Adheres and dissolves/digests
  11-20
  Body slam (crushing)
  21-30
  Body slam (spiked)
  31-40
  Constricts and crushes
  41-50
  Constricts and digests
  51-60
  Constricts and permits extra attacks
  61-70
  Enfolds and crushes
  71-80
  Enfolds and dissolves/digests
  81-90
  Enfolds and suffocates
  91-00
  Engulfs and digests
   
  Table 2-76: Tail Attacks
  Die Roll
  Tail Attack
  01-10
  Club-ended
  11-20
  Constricts and crushes
  21-30
  Constricts and permits extra attacks
  31-40
  Cutting ridges
  41-50
  Fires missile(s)
  51-60
  Pierces
  61-70
  Spike-ended
  71-80
  Stinger
  81-90
  Uses weapon
  91-00
  Whips/lashes
  Table 2-77: Tongue Attacks
  Die Roll
  Mode of Tongue Attack
  01-10
  Grabs and adheres
  11-20
  Grabs and crushes
  21-30
  Grabs and encircles
  31-40
  Grabs and pulls
  41-50
  Grabs and rasps
  51-60
  Grabs and strangles
  61-70
  Holds and acidic
  71-80
  Holds and poison
  81-90
  Pierces
  91-00
  Pierces and injects acid or poison
  Example Results
  Let’s say you want to create a monster using the method in Part 
  Two, which starts with Table 2-72. 
  The first step is to roll on Table 2-72. Let’s say that the results are 
  a 20 on column 1 (for the Physical and Special Attacks) and a 52 on 
  column 2 (for the Special Defenses).  So, column 1 gives a head, tail, 
  and a special attack. The 52 rolled on column 2 says that the monster 
  has two Special Defenses and one Distinctive Attribute.
  First we roll results for the head and the tail attacks. We roll a 76 on 
  Table 2-73 (for the head attack) and a 17 on Table 2-76 (for the tail 
  attack). These results indicate that we have a monster with a horned 
  head (one horn), and a tail that crushes and constricts.  Furthermore, 
  the monster has a special attack. Rolling on Table 2-78 (we roll a 61), 
  we discover that the creature emits some sort of clicking noise, with 
  a special-attack type of effect. Rolling on Table 2-79 (let’s say we 
  roll a 23), we find that the creature causes cold damage by using this 
  clicking noise. Odd but very interesting. Finally, we roll two special 
  defenses on Table 2-82 and a Distinctive Attribute on Table 2-83. 
  Let’s say the results are a 45 and a 79 for the Special Defenses, and a 
  64 for the Distinctive Attribute. These results tell us that the monster 
  is immune to transmutation-type magic, can summon animal allies, 
  and that its death can curse or damage the killer. 
  Developing the idea: We’ve got a monster with one horn, a con-
  stricting tail, and a cold-based attack, which basically gave me two 
  initial ideas. The first image was a white, furry, tadpole-like thing, 
  which I dismissed as stupid, and the second idea was a white yeti-
  ape monster with a long whip-tail. Neither of these is exactly what 
  the table describes, since a tadpole-thing would technically be crush-
  ing with its body, not a tail, and the yeti-monster would probably be 
  getting some limb attacks that the table doesn’t call for. That’s not a 
  problem: go with the visualization, not the table.
  Suddenly it occurred to me, though, that the tadpole idea actually 
  works pretty well if this is an aquatic monster. Take the head of a 
  swordfish, give it an eel-type body with a long tail, and you’ve got 
  a neat, nasty, subterranean fish. It doesn’t need to be arctic at all – 
  instead, it has a special attack that causes cold damage underwater.
  The table suggests that this eyeless cave fish with its goring at-
  tack, tail attack, and cold-damage clicking attack can also summon 
  animal allies (more of its own kind, perhaps). I’ll go with that, but 
  I basically decide to discard the immunity to magic and the death-
  curse. The death-curse simply doesn’t fit unless this is a really high 
  level, almost mythological creature, and the immunity to magic just 
  seems like too much.
  Obviously this example is just one way of approaching Part Two, 
  but it should give you an idea of how the tables can be used to gener-
  ate a monster.
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  
  109
  Table 2-78: Special Attack Delivery Method
  This table offers a higher percentage chance that the Special Attack will be delivered by touch, since the physical attack tables (with the excep-
  tion of Tongue Attacks) do not provide for the possibility of a physical attack delivering poison, acid, etc.).
  Die Roll
  Delivery Method for Special Attack
  01-03
  Appearance (changes to dangerous appearance)
  04-06
  Appearance (normal appearance is dangerous)
  07-09
  Cast like a spell (affects number of hit dice)
  10-12
  Cast like a spell (area effect)
  13-15
  Cast like a spell (one target)
  16-18
  Cast like a spell (radius around monster)
  19-21
  Constant effect (radius)
  22-24
  Exhaled cloud
  25-27
  Exhaled cone
  28-30
  Exhaled line
  31-33
  Gaze
  34-36
  Gives off gas
  37-39
  Mental power (affects number of hit dice)
  40-42
  Mental power (area effect)
  Die Roll
  Delivery Method for Special Attack
  43-45
  Mental power (burst in radius around monster)
  46-48
  Mental power (one target)
  49-51
  Ray (eye, eyestalks, or other organ)
  52-54
  Smell (radius)
  55-57
  Smell (squirted, cone)
  58-60
  Smell (squirted, single target)
  61-63
  Sound (clicks, etc) (radius around monster)
  64-66
  Speech (in radius from monster)
  67-69
  Spit (glob, single target)
  70-72
  Spit (line)
  73-75
  Spray (cone)
  76-78
  Spray (line)
  79-82
  Squirt liquid (single target)
  83-00
  Touch
  Table 2-79: Special Attack Type
  Die Roll
  Special Attack
  01
  Acid Damage (affecting action).  The attack causes acidic damage to the target, but there’s also a special effect involved – if the 
  victim fails some sort of check (morale, saving throw, percentile chance, etc) he takes some action in response to or as a result of 
  the acid (usually either due to panic or pain).  The most likely candidates for involuntary responses to acid are panic (running), los-
  ing actions (getting acid off your skin), dropping items, or something similar.
  02
  Acid Damage (causes condition).  In addition to normal damage and collateral damage the attack causes to equipment, the acid 
  has a chance to put the victim into a particular combat condition – blindness being the most obvious, whether it’s permanent 
  or temporary.  Other possibilities for such “special” acids might include: damaged sight resulting in combat penalties (but not 
  complete blindness), a loss of charisma points, permanent scarring, or some other chemical reaction (perhaps this sort of acid turns 
  re-grown skin blue, for example).
  03
  Acid Damage (hit or miss).  The attack causes electrical damage, but a successful saving throw means that the target incurs 
  no damage.  In other words, the saving throw functions as a to-hit roll and if it is successful the attack missed.  Another way of 
  handling this is to require an attack roll for the attack itself (and then don’t allow a saving throw).  If the attack hits, items and 
  equipment spattered with the acid are at great risk of damage (this is one of the signature features of acid as an attack form).  Also, 
  acid attacks often cause damage for more than one round.
  04
  Acid Damage (progressive).  The victim takes acid damage, but continues to take damage in later combat rounds (probably a 
  random number of rounds, but possibly a set number of rounds with declining damage each time – it’s up to you).  The continuing 
  damage would almost certainly prevent spell casting, but might also create penalties on saving throws, attack rolls, and/or move-
  ment rate.  Also, items spattered with the acid may be ruined.  Progressive damage over several rounds (with attendant problems 
  caused by pain) and the high likelihood of damaged equipment are the hallmarks of fantasy acid.
  05
  Acid Damage (save for half damage).  The target takes half damage if he makes a successful saving throw; items he carries are 
  also at risk of being destroyed by the acid.  Generally, acid attacks are highly dangerous to items (even more so than fire attacks) 
  and the effect lingers for more than a single combat round.
  06
  Adhesiveness and Friction.  The special attack makes things stick to other things, or makes them slippery.  This could be a magi-
  cal power, a mental power, or it might be that the monster spits glue or oil.  The obvious use of this power is to stick people in 
  place, prevent them from moving, or make them drop (or unable to release) weapons.  However, such an ability could also be used 
  to give the monster extra mobility (if it slides), to haul opponents around (if the glue is at the end of a rope or tentacle), to attach 
  dangerous things to other things, or as part of a characteristic trap the monster sets.
  07
  Affect Ground or Rock.  This special attack can be used to open holes in the ground, collapse walls, cause the ground to grab 
  people, etc.  In many cases, only one particular kind of effect will be possible; the monster might be able to open cracks in the 
  floor but not collapse walls, for example.  Turning rock into mud (and back) is one interpretation of this sort of ability, and so is the 
  use of a terrible roar to collapse ceilings.
  08
  Affect Metal. The monster can control metal (probably one specific type).  This can include causing the metal to animate, affect-
  ing it as a magnet, making it rust, heating it up, chilling it to deadly low temperatures, causing it to conduct electricity, shaping it at 
  will, making it brittle, changing its physical properties, causing it to constrict, or some combination thereof.
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  
  110
  Die Roll
  Special Attack
  09
  Affect Stone or Wood. This is likely a form of rapid corrosion, but it could also be the ability to cause tremors in the substance, 
  heat/cool it, warp it, shape it, or otherwise use it to damage people.
  10
  Affect Use of a Limb.  This special attack can sever, destroy, or immobilize one of the victim’s limbs.  If the special attack is 
  delivered by touch, this is probably a tentacle, whip, or other “grabbing” type of attack (attacks that sever limbs should be left to 
  the really dangerous and rare monsters).  If the attack is delivered at a range (by a gaze attack, for example), this might represent 
  partial paralysis, a partial flesh-to-stone, or a chemical change that doesn’t affect the entire body.  
  11
  Affect Wood. The monster can control living and/or dead wood, cause it to animate, affect it like a magnet, heat it up, chill it, 
  cause it to conduct electricity, cause it to act like a vampiric bloodsucker, shape it at will, or some combination thereof.  In many 
  cases, the monster will have a single, specific thing it can do, although some more powerful monsters might have a generalized 
  ability to animate and control wood.
  12
  Animate Objects.  The monster can animate nearby objects to serve as allies.  Consider a few of the following ideas: perhaps the 
  monster makes a specific object and has these around for use – indeed, it may be that the creature can only animate a specific type 
  of pre-prepared object.  Some monsters might also be restricted to animating objects made of a certain substance, made during a 
  certain time period, or made by a certain race.
  13
  Asphyxiation.  This special attack removes or reduces the target’s ability to breathe.  It could be by pulling the victim underwater, 
  by filling the victim’s lungs with fluid, by choking the victim’s neck, by suffocating the victim, by removing the victim’s memory 
  of how to breathe, by surrounding the victim with dust or smoke, or a variety of other methods.  Death is not immediate, and the 
  period of time required for the victim to die can be measured out in several ways: a set number of combat rounds, a random num-
  ber of combat rounds, a number of combat rounds related to the victim’s constitution score, a number of rounds related to the vic-
  tim’s level, or a series of saving throws until the victim finally succumbs.  Don’t worry if the character seems to be able to hold his 
  breath for an incredibly long time – just assume that he manages to catch a gasp of air somehow during the process – the important 
  thing is to make the attack work well as part of the game, not to simulate exactly how long a person can hold his breath.
  14
  Aversion.  The special attack creates an aversion to something, often an aversion to animals related to the monster, or to situations 
  involving the monster’s normal surroundings. For example, a giant, intelligent beetle’s special attack might cause an aversion to 
  beetles or bugs. Or, if the beetle is a subterranean creature, the special attack might cause an aversion to darkness. A table of Aver-
  sions is also contained in a later book.
  15
  Bleeding and Healing.  This sort of special attack either causes ongoing damage (probably from bleeding or bloodsucking, but 
  possibly for other reasons such as caustic materials) or causes damage that doesn’t heal in the normal fashion.  Ongoing damage 
  is probably for a random number of rounds, rolling damage again each round.  A list of possibilities: bleeding caused by jagged 
  wound, bleeding caused by blood-thinning chemical, magical nature of bite/claw, cursed nature of bite/claw, mild poison in bite/
  claw/stinger, chemical reaction continues until the catalyst is used up (like acid), or a substance continues burning or producing en-
  ergy until it is used up.  (Yes, I know the last two are technically the same thing).  If the special attack causes damage that doesn’t 
  heal normally, there are a few possibilities: (1) the damage cannot be cured by magical healing and must be regained by normal 
  rest, (2) the damage can only be cured by magical healing, (3) the damage cannot be cured without a specific spell to neutralize 
  poison, remove curse, or dispel magic, whichever seems appropriate to the monster’s nature.
  16
  Body Infestation.  This special attack infests the victim’s body with a plant or animal growth.  The result might be extremely 
  minor: “you have fleas,” problematic, “flea bites are distracting you and causing you to attack at –1,” or quite deadly, “an enor-
  mous flea is growing inside you: each round you attack at a cumulative –1 to hit, and on round 10 you die unless cured.”  Vermin 
  and fungi are the obvious candidates for this sort of attack, but this sort of attack would also include undead worms, growths that 
  are contagious if the character gets too close to the other characters, and a variety of other possibilities.  Conditions that worsen as 
  time goes on work well with this sort of attack.
  17
  Bury.  The attack buries the victim in some sort of substance, digs him down into the ground, or hauls up dirt and stone to cover 
  him.  Possible substances for a burial-type attack might include slime, ashes, gravel, plaster, hardening resin, rock, sand, and even 
  water.
  18
  Charisma Loss. The attack drains one or more points of charisma from the victim.  The attacker may or may not gain a benefit 
  from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept.  If the 
  victim reaches a charisma score of 0 as a result of successive attacks, one of several things might happen: the victim might die and 
  become a creature similar to the attacker, or might remain alive as the attacker’s mental slave.  Another possibility is that the vic-
  tim just dies, and a third possibility is that restoring the lost points becomes harder – what might have returned naturally is now a 
  permanent condition requiring spells or divine intervention to reverse.  Note that the drain might be temporary or permanent – this 
  is up to you as a matter of how powerful you want the monster to be.
  19
  Cloud Vortex.  Similar to the “Elemental” and “Energy” Vortex attacks, this is an attack in which the monster calls forth mist, 
  smoke, steam, vapor, fog, or some other kind of gas in a whirlwind of power.  The victim takes some damage from being hurled 
  around, but the distinguishing feature is the effect of the substance being used for the vortex.  It might be poisonous, might be 
  choking, might be hot, might be cold, might conduct electricity, might dispel magic, or could have any number of other properties.  
  The cloud probably lingers more than one combat round, possibly trapping its victims within, possibly moving from one victim to 
  another, or possibly just remaining in one place as a potential obstacle during the rest of the combat.
  Table 2-79: Special Attack Type Continued
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  
  111
  Die Roll
  Special Attack
  20
  Clumsiness.  Victim suffers one or more of the following: a penalty to hit, a penalty to armor class, inability or reduction in spell 
  casting, and/or the chance to drop any items he is holding.  Actual dexterity score is not necessarily affected.  The way in which 
  the attack causes clumsiness could include overloading one of the victim’s emotions (joy, rage, hate, greed, fear); an alchemical 
  reaction (mysterious chemicals in the creature’s spittle); the aftereffects of an electrical shock; or a very weak poison, curse, or 
  disease.  The duration could range from only a couple of combat rounds to days in length.
  21
  Cold Damage (all or none).  A blast of cold either hits or misses the target – this can be governed by an all-or-nothing saving 
  throw, or it might be an attack for which the attacker needs to make a to-hit roll.  Cold temperature normally wouldn’t cause much 
  collateral damage to items or equipment unless it is an unusually magical type of cold (perhaps affecting metal more than other 
  substances, for example).
  22
  Cold Damage (manifestation).  The special attack brings into being an abstract shape of pure coldness (serpentine, mist, etc).  
  The manifestation causes cold damage (or makes a separate attack) each round for a set duration.
  23
  Cold Damage (save for half damage).  A blast of cold inflicts hit-point damage, half if the target makes a saving throw or similar 
  avoidance check.  Unlike fire, cold damage doesn’t usually risk much collateral damage to items and equipment.  Cold damage can 
  include such things as blasting particles of ice, or visibility-obscuring snow.
  24
  Cold Damage (unusual collateral damage).  Cold temperature normally doesn’t affect items or substances – at least, not in the 
  traditional “save for half damage” type of attack.  Cold attacks causing an unusual type of collateral damage are thus quite memo-
  rable, because they’re a bit unexpected.  A few possibilities include: metal is chilled and causes damage for more than one round; 
  potions or other liquids freeze with some sort of random or unexpected effect; torch fire freezes; leather has a risk of turning brittle 
  and breaking, etc.
  25
  Command Plants or Animals.  The monster can command nearby plants or animals to serve as his allies.  If the monster is a 
  plant-monster, it may have a specific type of slave-plant (possibly a weaker monster-type with different abilities) that it can com-
  mand or animate.  A more powerful monster might be a general plant-lord type, or perhaps it can command any sort of fungus but 
  not other types of plants.  Animal-controlling monsters, as with plant-controllers, might be limited to specific types of animals 
  (mammals, reptiles, etc) or might have a particular type of animal they breed, control, or live in symbiosis with.  In some cases, 
  animal or plant controllers (especially the ones with a specific type of ally) can turn their victims into that kind of plant or animal.
  26
  Constitution Loss.  The attack drains one or more points of constitution from the victim.  The attacker may or may not gain a 
  benefit from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept.  If 
  the victim reaches a constitution score of 0 as a result of successive attacks, one of several things might happen: the victim might 
  die and become a creature similar to the attacker, or might remain alive as the attacker’s mental slave.  Another possibility is that 
  the victim just dies, and a third possibility is that restoring the lost points becomes harder – what might have returned naturally is 
  now a permanent condition requiring spells or divine intervention to reverse.  Note that the drain might be temporary or permanent 
  – this is up to you as a matter of how powerful you want the monster to be.
  27
  Curse (strategic).  A “curse” can be almost anything, but what distinguishes it is that it responds to particular spells that remove 
  … curses.  If the party happens to have a “remove curse” spell handy, the special attack’s power can easily be negated, unless this 
  is a super-powered curse of some kind.  Strategic curses are long-term curses that don’t necessarily have much immediate effect 
  in a combat, but have repercussions in the game outside the realm of combat.  Some of these are purely cosmetic, and would be 
  reflected only in the role-playing environment: a change in skin color, a long nose (perhaps it grows when you tell a lie!), a change 
  in gender – all of these are excellent curses even though they don’t affect the game itself.  Other strategic curses are those which 
  restrict decision-making in between combats if they aren’t dealt with.  Examples of this type of curse include a “quest to obtain the 
  grail,” or “give half your treasure to the evil cult.”  
  28
  Curse (tactical).  A “curse” can be almost anything, but what distinguishes it is that it responds to particular spells that remove 
  … curses.  If the party happens to have a “remove curse” spell handy, the special attack’s power can easily be negated, unless this 
  is a super-powered curse of some kind.  A “tactical” curse is one that focuses on the basic die rolls and mechanisms of the game 
  – “strategic” curses focus more on flavor or other aspects of the game outside the combat rules.  Tactical curses will generally 
  accomplish one or more of the following: (1) lower an ability score, (2) cause random actions (running, singing, etc), possibly 
  triggered by a low attack roll or with a risk of onset when the character attempts a particular action, (3) cause a specific sort of ac-
  tion, such as attacking allies or sleeping, when the curse is triggered by a bad die roll or other triggering event, (4) cause a penalty 
  to attack rolls, damage rolls, and/or saving throws, (5) give the character a small chance of sudden death when attempting certain 
  actions like running, attacking, casting a spell, walking into the light, etc, (6) cause a small amount of hit point damage whenever 
  the character undertakes a particular action such as running, etc (see the preceding list), (7) change the character’s location when 
  certain events take place, either by teleportation or by uncontrollable or random movement, (8) cause a chance of paralysis or sleep 
  when the character undertakes a particular action (see the preceding list), cause the character to lose a level or a particular number 
  of experience points (9) remove or restrict spell casting ability, (10) reduce the character’s movement.  Other tactical curses can 
  include transformations such as polymorph or other spell-like effects such as a charm.
  29
  Dangerous Barriers.  The monster can create barriers such as walls of thorns, walls of fire, bubbles of temporary levitation, banks 
  of whirling blades, or whatever.  Here are lists of possible types of barriers and possible types of composition.  Types: wall, circle, 
  spiral, shrinking circle, cube, moving wall, short fence, cloud, thread, rope.  Composition: fire, cold, ice, frost, earth, water, gas, 
  blades, swords, daggers, spears, thorns, magical force, mental force, mental domination, aversion, disease, poison, insanity, sound, 
  song, screams, nausea, fear, pincers, stingers, claws, confusion.
  30
  Death (magic or poison).  The special attack uses death magic or poison to cause instant death if the target fails a saving throw.  
  Alternatively, targets with a minimum number of levels or hit dice might be immune to the attack.
  Table 2-79: Special Attack Type Continued
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  
  112
  Die Roll
  Special Attack
  31
  Death (progressive attribute score loss).  If the target fails a saving throw, the result is likely to be death.  The victim loses a 
  point of some particular attribute score (strength, dexterity, constitution, intelligence, wisdom, or charisma) periodically until the 
  score reaches zero and death results.  The process can be stopped in different ways depending on the nature of the attack.  If it is a 
  curse, it can be removed, if it is a form of poison it can be neutralized, if it is a form of disease it can be cured.  If it is none of the 
  above, then there might still be a “folkloric” antidote – an action that negates the attack for no scientific reason.  The most obvious 
  example of a folkloric antidote is to kill the attacker before the draining process is complete.  Less obvious examples might include 
  stopping to drink lots of water, divesting oneself of all metal objects, etc.  Folkloric antidotes might completely stop the draining 
  process or they might just hold it in abeyance.
  32
  Death (progressive dexterity loss).  If the target fails a saving throw, the result is likely to be death.  The victim loses a point of 
  dexterity periodically until dexterity reaches zero and death results.  The process can be stopped in different ways depending on 
  the nature of the attack.  If it is a curse, it can be removed, if it is a form of poison it can be neutralized, if it is a form of disease 
  it can be cured.  If it is none of the above, then there might still be a “folkloric” antidote – an action that negates the attack for no 
  scientific reason.  The most obvious example of a folkloric antidote is to kill the attacker before the draining process is complete.  
  Less obvious examples might include stopping to drink lots of water, divesting oneself of all metal objects, etc.  Folkloric antidotes 
  might completely stop the draining process or they might just hold it in abeyance.
  33
  Dehydrate, Desiccate, Suck Fluids.  This special attack sucks blood or dehydrates the victim (possibly all the way into powder).  
  For “standard” bloodsucking, the process starts only with a successful to hit roll and then the attacker causes automatic damage 
  thereafter without rolling to hit.  Consider, though, the following ideas: (1) a “ranged” attack of this nature might be pulling bodily 
  fluids out into a mist for the monster to collect later, (2) a failed saving throw might mean that the ongoing damage continues until 
  either the attacker or the defender dies, (3) hit points don’t need to be the “measure” of the damage; it might be the character’s con-
  stitution score or some other number that’s used for the measurement, (4) the “vampire” might gain strength (probably hit points) 
  from draining a victim’s fluids, (5) if the attack involves a tube or some other physical connection, you might want to consider this 
  as an opportunity to add some interesting tactics to the battle – perhaps the tube has hit points and an armor class to allow the con-
  nection to be severed quickly, (6) perhaps the fluid is being replaced with something else like eggs or control-fluid.
  34
  Dexterity Loss.  The attack drains one or more points of dexterity from the victim.  The attacker may or may not gain a benefit 
  from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept.  If the vic-
  tim reaches a dexterity of 0, one of several things might happen: the victim might die and become a creature similar to the attacker 
  (this is common with undead, but a bit weird when dexterity is the attribute score being drained).  One explanation for death at 0 
  dexterity is that the body’s internal systems (circulatory, etc) are no longer working in time with each other.
  35
  Dimensional (imprisonment).  This type of attack imprisons the victim – to some degree – in another dimension or reality.  This 
  can be interpreted a number of different ways.  Perhaps suspended animation or catatonia can be caused by some sort of dimen-
  sional disjunction.  Perhaps the imprisonment leaves an incorporeal echo on the material plane – and it might still be able to use 
  spells or mental powers.  Perhaps the imprisonment’s only effect is to slow the victim’s movement rate (your feet are mired in one 
  dimension, but the rest of you is still free…).
  36
  Dimensional (phasing).  This type of special attack taps other dimensions of time and space to screw around with the opposition’s 
  movement.  The victim is affected with some type of dimensional movement (whether because of a disease, a poison, a curse, the 
  opening of a synchronicity with the eighth dimension, a coating of dimensional frictionlessness, or whatever).  The effect is most 
  likely some sort of randomization of the victim’s movement, although it might also involve moving through solid substances (or 
  even being able to move faster through solids than through air).
  37
  Disease. The special attack causes a disease. Diseases can be fatal or non-fatal, can be quick-onset or slow-onset, and can cause all 
  kinds of different symptoms while the disease runs its course. Symptoms could include losing the ability to cast spells, a penalty 
  on saving throws or attack rolls, or whatever other interesting conditions you can dream up.
  38
  Drain Experience (experience points).  The special attack causes the victim to lose experience points.  Most likely, this is either 
  an undead creature or a creature that can affect the victim’s memory.  A third possibility, related to memory, is a creature with some 
  ability to manipulate time or aging.  Brain-creatures, leech-creatures, undead creatures, and dimensional creatures thus tend to be 
  the prime candidates for this sort of power.  If you’ve got a good idea that falls outside those prime candidates, though, go for it.  
  39
  Drain Experience (level).  The special attack causes the victim to lose one (or possibly two) levels of experience.  This is gener-
  ally a feature of undead creatures that suck away the victim’s life energy (as opposed to creatures who affect memory, likely suck-
  ing away a set number of experience points rather than a level).  A monster with this sort of level drain should be associated with 
  life (death) force in some way if it is not undead.
  40
  Electrical Damage (affects action).  The attack causes electrical damage to the target, but there’s also a special effect involved 
  – if the victim fails some sort of check (morale, saving throw, percentile chance, etc) he takes some action in response to or as a 
  result of the shock.  Since electricity affects the brain, all kinds of actions are credible here – it’s a much broader set of possibilities 
  than what a fire attack might make someone do.  Possibilities include: random actions for some number of rounds, loss of bodily 
  coordination (reflected with combat penalties), mental disorientation (affecting spell casting and possibly even in some really cool 
  ways like making the character risk casting the wrong spell), temporary paralysis, etc.
  41
  Electrical Damage (causes condition).  In addition to the damage caused by the attack, there is a chance that the victim will also 
  have a “condition” lingering after the electrical shock.  This is similar to electrical damage that causes an action, but bear with me 
  a moment.  Possibilities include: the victim has a static charge built up that will cause damage to the next person he touches (not 
  good if you’re the cleric, but actually pretty cool if you’re the fighter and some of the enemies aren’t immune to electricity); the 
  victim cannot hold an object in his hands without dropping it; the victim is stunned, twitching, or knocked out from the electric 
  shock, etc.
  Table 2-79: Special Attack Type Continued
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  
  113
  Die Roll
  Special Attack
  42
  Electrical Damage (hit or miss).  The attack causes electrical damage, but a successful saving throw means that the target incurs 
  no damage.  In other words, the saving throw functions as a to-hit roll and if it is successful the attack missed.  Another way of 
  handling this is to require an attack roll for the attack itself (and then don’t allow a saving throw).  
  43
  Electrical Damage (progressive).  The victim takes electrical damage, but continues to take damage in later combat rounds until 
  the series of electrical shocks has run its course.  Exactly what effect the continuing damage will have is up to you.  It would 
  almost certainly prevent spell casting, but might also create penalties on saving throws, attack rolls, and/or movement rate.
  44
  Electrical Damage (save for half damage).  The attack causes electrical damage, reduced by half with a successful saving throw.  
  In general, lightning or electrical attacks don’t have the same sort of “save or burn” collateral damage as fire attacks – or at least, 
  they’re not generally as severe.  Electrical attacks are often made unique by the way the electricity moves around.  Consider the 
  possibility of the electricity jumping from one target to another, the possibility of it reflecting off a wall or other surface.
  45
  Electricity (special).  In this case, the electricity involved in the special attack isn’t normal electricity – it’s more of a special ef-
  fect for something else.  Just as magical fires can do all sorts of things rather than just burn, a strike of magical lightning or a bolt 
  of power can be the “visual candy” for a multitude of different sorts of attacks completely unrelated to real-world electricity.  Pos-
  sible effects include: lowering an ability score, acting randomly, suffering combat penalties, following enemy orders, floating up 
  into the air, losing the ability to act, losing the ability to cast spells, functioning as a lower-level character, running away, suffering 
  saving throw penalties, suffering hallucinations, and suffering from a heightened emotion such as rage or sorrow.
  46
  Elemental Vortex.  The special attack creates (or animates) a whirlwind of air, fire, water, or earth.  In each case, the attack causes 
  damage from a combination of smashing into the target plus the inherent properties of the element being used.  Thus, fire would 
  cause additional fire damage, water might drown the victim, air might pick the victim up and move him around, and earth could 
  possibly suffocate the victim but is more likely just going to do more damage with the churning impact.  More powerful monsters 
  might create vortices with more interesting results including collateral damage to equipment, moving the target a long way, pulling 
  the target down beneath the water or air, pulling the target into the elemental plane itself, stunning the target for some period of 
  time, causing the target to drop items, etc. 
  47
  Emotion (despondency or sorrow).  This special attack induces intense despondency or sorrow in the victim.  As is the case with all 
  special attacks involving emotion, creating the details of the special attack is a two-step process concerning (1) who is affected and (2) 
  what happens when someone is affected.  Here are some ideas about who might or might not be vulnerable: (1) anyone under a certain 
  number of hit dice is automatically affected but those of higher level are at no risk, (2) anyone under a certain number of hit dice is 
  automatically affected and those of higher level are affected if they fail a saving throw, (3) members of certain races or classes may be 
  immune or might be particularly vulnerable, (4) anyone with intelligence less than a certain number might be automatically affected 
  or might be immune, (5) those who are particularly close to the monster (or the locus of the emotion-effect) have a penalty on the sav-
  ing throw, or, conversely, everyone beyond a certain distance gets a bonus, (6) the effect begins as a very low chance but increases as 
  the combat progresses (a series of saving throws or some other “check” with increasing penalties).  As a list of ideas for the effect of 
  despondency, consider the following: (1) immobilized with sorrow, regret, grief, or ennui; (2) all die rolls are made with a penalty, (3) 
  character departs to go and repair his miserable life, (4) character decides to end it all, and rolls an attack against himself, (5) character 
  blames someone else for his miserable condition, and attacks them instead of the monster, (6) character risks dropping dead from 
  melancholy.  One interesting idea is that if the character escapes from this effect, he might be granted a bonus to attack the monster, in 
  revenge.  Players adore it when a special attack gets turned around into a bonus for them.
  48
  Emotion (fear).  The monster has a horrific appearance, changes into a horrific appearance, mentally induces fear, or has some 
  other way of causing fear.  Fear can be portrayed in a number of different ways, in terms of the attack’s effect, and there are also 
  a number of different ways to determine who is vulnerable to the attack.  Here are some ideas about who might or might not be 
  vulnerable: (1) anyone under a certain number of hit dice is automatically affected but those of higher level are at no risk, (2) any-
  one under a certain number of hit dice is automatically affected and those of higher level are affected if they fail a saving throw, 
  (3) members of certain races or classes may be immune or might be particularly vulnerable, (4) anyone with intelligence less than 
  a certain number might be automatically affected or might be immune, (5) those who are particularly close to the monster (or the 
  locus of the fear-effect) have a penalty on the saving throw, or, conversely, everyone beyond a certain distance gets a bonus, (6) 
  the fear effect begins as a very low chance but increases as the combat progresses (a series of saving throws or some other “check” 
  with increasing penalties).  As a list of ideas for the effect of fear, consider the following: (1) an ability score is vastly reduced until 
  the fear goes away, (2) those affected act randomly according to a table you prepare, (3) those affected suffer combat penalties to 
  hit and/or on damage, (4) those affected follow orders given by the source of fear, (5) those affected are paralyzed with fear, (6) 
  those affected function as a lower-level character, (7) running away (8) chance of death from fear.
  49
  Emotion (love or happiness).  This special attack induces the emotion of love or happiness in the victim – probably directed 
  toward the monster using the special attack, but possibly as a way of immobilizing the target.  As is the case with all special at-
  tacks involving emotion, creating the details of the special attack is a two-step process concerning (1) who is affected and (2) what 
  happens when someone is affected.  Here are some ideas about who might or might not be vulnerable: (1) anyone under a certain 
  number of hit dice is automatically affected but those of higher level are at no risk, (2) anyone under a certain number of hit dice is 
  automatically affected and those of higher level are affected if they fail a saving throw, (3) members of certain races or classes may 
  be immune or might be particularly vulnerable, (4) anyone with intelligence less than a certain number might be automatically 
  affected or might be immune, (5) those who are particularly close to the monster (or the locus of the emotion-effect) have a penalty 
  on the saving throw, or, conversely, everyone beyond a certain distance gets a bonus, (6) the effect begins as a very low chance but 
  increases as the combat progresses (a series of saving throws or some other “check” with increasing penalties).  As a list of ideas 
  for the effect of love/happiness, consider the following: (1) the victim drops everything to grovel before, speak poetry to, or praise 
  the monster (or some other focus including other characters or shiny objects), (2) the victim tries to assist and protect the monster, 
  (3) the victim changes sides and follows the monster’s orders.
  Table 2-79: Special Attack Type Continued
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  
  114
  Die Roll
  Special Attack
  50
  Emotion (rage).  This special attack induces rage, either by taunting, mental manipulation, or temporary insanity.  As is the case 
  with all special attacks involving emotion, creating the details of the special attack is a two-step process concerning (1) who is 
  affected and (2) what happens when someone is affected.  Here are some ideas about who might be vulnerable: (1) anyone under 
  a certain number of hit dice is automatically affected but those of higher level are at no risk, (2) anyone under a certain number 
  of hit dice is automatically affected and those of higher level are affected if they fail a saving throw, (3) members of certain races 
  or classes may be immune or might be particularly vulnerable, (4) anyone with intelligence less than a certain number might be 
  automatically affected or might be immune, (5) those who are particularly near the monster (or the locus of the rage-effect) have 
  a penalty on the saving throw, or, conversely, everyone beyond a certain distance gets a bonus, (6) the rage effect begins as a very 
  low chance but increases as the combat progresses (a series of saving throws or some other “check” with increasing penalties).  As 
  a list of ideas for the effect of rage, consider the following: (1) victim attacks with melee weapons and cannot voluntarily retreat, 
  (2) the rage is a distraction, causing combat penalties and restricting spell casting, (3) the rage gives a bonus on one hand (damage 
  rolls, perhaps) but there is a more dangerous penalty associated with it as well, such as a penalty on saving throws, attack rolls, 
  inability to retreat, inability to do anything more subtle than a frontal assault, etc. (4) the rage is so fierce that the victim is actu-
  ally paralyzed by it.  It is possible that the “rage” is not automatically going to be directed at the monster using the special attack, 
  either: it might cause members of the party to attack each other, or it might be an “attack” that’s used to strengthen the monster’s 
  minions and allies (in which case, it might be a benefit with no particular downside, like a to-hit bonus).
  51
  Energy Vortex.  Similar to the “Elemental Vortex,” this is an attack in which the monster calls forth a whirlwind of some kind of 
  “energy,” including electricity, magical force, or mental force.  The victim would suffer damage, but the distinguishing feature of 
  this sort of attack is either that the victim is picked up and moved by the attack or is trapped inside it until he escapes or the dura-
  tion expires (duration might be as long as the monster concentrates on maintaining the effect, which is not good for the victim).  
  52
  Fire (special).  In this case, the fire involved in the special attack isn’t normal fire – it’s more of a special effect for something else.  
  Magical fires can do all sorts of things rather than just burn, so this is a very broad category.  Possible effects include: lowering an 
  ability score, acting randomly, suffering combat penalties, following enemy orders, floating up into the air, losing the ability to act, 
  losing the ability to cast spells, functioning as a lower-level character, running away, suffering saving throw penalties, suffering 
  hallucinations, and suffering from a heightened emotion such as rage or sorrow.  The fire doesn’t have to be magical – it could just 
  be that this particular monster’s fire-breath causes people to flee, for instance.  On the other hand, the whole “fire” thing might be 
  little more than a special effect for an attack that’s really all about floating the opponent helplessly into the air.
  53
  Fire Damage (affects action).  The attack causes fire damage to the target, but there’s also a special effect involved – if the victim 
  fails some sort of check (morale, saving throw, percentile chance, etc) he reflexively takes some action in response to the fire.  
  These could include: fleeing for a couple of combat rounds, trying to put out the fire, or writhing in pain.
  54
  Fire Damage (hit or miss).  The attack causes fire damage, but a successful saving throw means that the target incurs no damage.  
  In other words, the saving throw functions as a to-hit roll and if it is successful the attack missed.  Another way of handling this 
  is to require an attack roll for the attack itself (and then don’t allow a saving throw).  Items in the area may take collateral damage 
  (a saving throw or a “hot” effect), but only if the target failed the saving throw – because if the target makes the saving throw, the 
  items were presumably not exposed to the fire in the first place.
  55
  Fire Damage (progressive).  The victim takes fire damage, but continues to take damage in later combat rounds until the fire has 
  run its course.  The attack is most likely made with a burning substance as opposed to a burst of flame – the monster spat burning 
  oil, phosphorus, Greek fire, napalm, or lots of burning coals – or some sort of magically lingering fire.  It is the continued burning 
  of the substance that causes the ongoing damage.  Exactly what effect the continuing damage will have is up to you.  It would 
  almost certainly prevent spell casting, but might also create penalties on saving throws, attack rolls, and/or movement rate.
  56
  Fire Damage (save for half damage).  The attack causes fire damage, reduced by half with a successful saving throw.  Fire may 
  also cause collateral damage to items, depending on how “strong” you want the attack to be.  If the fire causes collateral damage, 
  you could reflect this in a variety of ways: (1) require flammable items to make a saving throw or be ruined (or ignite), (2) decide 
  that certain items such as cloth will automatically – no saving throw – smolder (and cause damage to the wearer) unless time is 
  spent extinguishing them, (3) take into account that metal retains heat and build in some process to handle “hot” armor and weap-
  ons.  The basic form of a fire attack, though, is simply to require a saving throw for vulnerable items – whether or not the target 
  took half damage because he made a saving throw.
  57
  Hallucinations or Illusions (basic).  The special attack causes hallucinations or illusions for those who are affected.  The illusions 
  might be bright colors, things that appear to be changing form, or whatever – what’s important isn’t the exact nature of the illusion 
  but the effect it has on general combat (more complicated illusions are treated in a different category).  The easiest way to come 
  up with basic illusion/hallucination attacks is to determine first what they do, and then figure out what sort of illusion might create 
  that effect.  Possible results of a basic hallucination are as follows: (1) lowering an ability score while the hallucination is operat-
  ing, (2) acting randomly according to some table of actions, (3) suffering combat penalties to hit, (4) following enemy orders or 
  orders generated randomly by a sound-hallucination, (5) losing the ability to take any actions due to fascination, nausea, confusion, 
  etc, (6) functioning as a lower-level character as a general way of reflecting that the character is distracted, (7) running away or 
  moving randomly in response to the hallucinated reality, or (8) suffering saving throw penalties.  As a basic example of thinking up 
  the illusion based on the result: a hallucination which causes an attack penalty of –2 might be an illusion which blurs the outlines 
  of the character’s sight or shifts his vision slightly to the side of where things actually are.  In addition to the combat-type basic il-
  lusions, there is another category of basic “camouflage-type” illusions used by ambush-monsters – these illusions don’t necessarily 
  create any sort of combat modifier, but they make the monster seem innocuous until it is ready to attack or lead the party toward 
  some attractive-looking goal where the monster has an advantage.  These would include monsters that are invisible, monsters that 
  can make themselves look like stone walls or statues, a monster that can make people think it’s a treasure chest, etc.
  Table 2-79: Special Attack Type Continued
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  
  115
  Die Roll
  Special Attack
  58
  Hallucinations or Illusions (complex).  The special attack causes a hallucination or illusion that is too complex to be character-
  ized with a modifier to die rolls or a table of random actions.  An illusion of mirror images (giving the monster’s opponents the 
  chance to be attacking the “wrong” monster) is one example; another example is a hallucination that might cause damage to the 
  victim, and a third example is a hallucination that creates the image of a deep pit between the monster and the victim.  In gen-
  eral, these fall into the following categories: illusions that create false enemies, obscure or change the appearance of the enemies, 
  create illusionary obstacles, create illusionary dangers (the appearance of a spell being cast, fake attacks, or some other type of 
  illusionary assault), or otherwise prevent the victim from getting true information about the tactical situation.  Exactly how these 
  are handled is up to you – if the illusion is unusual, you might choose not to follow the “official” method for handling illusions, 
  if your game has one.  There is a wide variety of interesting ways to handle illusions, including saving throws, a “check” against 
  intelligence or wisdom, or simply telling the player what the character sees and leaving it to the player to respond.  In some cases, 
  depending on the illusion, the way to handle it will be obvious; in other cases, the same illusion treated differently might as well 
  be a different kind of special attack.  Feel free to let your imagination roam: what sort of illusion might you create if you were a 
  monster?  One last point: there is a big difference between a monster that creates one specific illusion (mirror images, for example) 
  and one that can create all kinds of illusions in response to the circumstances.  The latter type of monster is very powerful, and you 
  might want to think of its abilities in terms of spells rather than a general ability to create illusions.
  59
  Ice (blasting).  This sort of attack is partially about the cold temperature, but there’s a “blasting” component to it as well.  Such 
  effects could include: knocking the target backward, knocking the target prone, blowing items out of the target’s hands, etc.
  60
  Ice (immobilizing).  This sort of attack isn’t all about the temperature; it will probably cause some hit point damage, but the main 
  feature of the attack is that it uses frozen water to immobilize the target.  It might be creation of a block of ice (“it froze the air 
  itself!”), or it might be a matter of breathing a storm of ice particles that create a block, wall, or chunk.  If the monster is very pow-
  erful or highly magical, the ice might have other dangerous properties – suffocation, ongoing damage, or a chance of instant death 
  from hypothermia all being possibilities.
  61
  Immobilize (by an activity).  Although many of the special attacks listed here would have the effect of immobilizing the victim, 
  this entry addresses immobilization-type attacks as a group.  Here is a series of activities which could cause a character to be ef-
  fectively immobilized: dancing, twitching, laughing, vomiting, nausea, confusion, jumping, floating, talking, scratching, begging 
  for mercy, thinking, arguing, holding one’s breath, hiding, and meditating.
  62
  Implant Eggs or Young.  This special attack implants the victim with eggs or larvae, or in some way makes him into a host for 
  the attacker’s reproduction – which can include a magical transformation into the same sort of creature (possibly independent, pos-
  sibly a slave of the attacker).  There are several possible variables to work with when designing this sort of special attack.  First, 
  the trigger – it might be that a successful hit automatically begins the process, it might be that there is a saving throw required after 
  each hit, it might be that each hit has a percentage chance of causing the effect, or it might be that the “egg-laying” effect only hap-
  pens when the victim is dead, knocked unconscious, or rendered helpless by the attack.  Secondly, the remedy – the process would 
  be counteracted differently depending on whether the “eggs” are considered a poison, a curse, or a disease.  Thirdly, the gestation 
  period – it might run from only a couple of combat rounds to more than a week in duration (giving the adventurers much more 
  time to find a remedy back in the civilized world).  Fourthly, the effects during gestation – perhaps the victim remains unconscious 
  or in suspended animation until the eggs hatch (or his body alters, or the implanted creature eats its way out, or whatever), perhaps 
  he can wake up and function normally until his sudden demise as a character, or perhaps you can think of one or two “stages” of 
  the process in which the victim becomes weaker or changes as a result of being used as a host organism.
  63
  Insanity (strategic).  “Strategic” insanity, as opposed to “tactical” insanity, is a form of insanity in which the effects aren’t 
  bundled up in the game rules, but are reflected in the roleplaying and in the non-combat side of the game.  Examples include vari-
  ous phobias, aversions, and manias.  Hysterical blindness is another good example – a condition that can suddenly appear when 
  the character is under stress.
  64
  Insanity and Confusion (tactical).  The special attack drives the victim temporarily or permanently insane.  The characteristic 
  example of this sort of attack is confusion, which causes victims to act according to a random table.
  65
  Intelligence Loss. The attack drains one or more points of intelligence from the victim.  The attacker may or may not gain a ben-
  efit from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept.  If the 
  victim reaches an intelligence of 0 as a result of successive attacks, one of several things might happen: the victim might die and 
  become a creature similar to the attacker or become a mindless host for the attacker’s larval offspring (mind-leeches, or whatever).  
  Another possibility is that the victim just dies, and a third possibility is that restoring the lost points becomes harder – what might 
  have returned naturally is now a permanent condition requiring spells or divine intervention to reverse.  Note that the drain might 
  be temporary or permanent – this is up to you as a matter of how powerful you want the monster to be.
  66
  Light, Dark, and Shadow.  The monster uses light, darkness, or shadow as a special attack.  Consider some of the following: (1) 
  a floating weapon or dangerous coalescence of light or darkness, which attacks once brought into being, (2) creates darkness to 
  effectively blind the enemy, (3) blasts of damaging light, (4) the monster can compress and concentrate light or darkness to make 
  some interesting form of attack. 
  67
  Luck.  This special attack gives the victim bad luck (reflected with die roll penalties).  The question is: what sort of bad luck?  Is 
  it just a curse that makes you inflict less damage, or is it a wide-ranging effect that doesn’t just make you miss opponents but also 
  means you always get a fly in your beer at the local tavern?  In addition to whatever specific die roll modifier this attack causes, 
  some monsters might deliver bad luck in very specific categories: the beautiful woman type monster might deliver a curse of bad 
  luck with the opposite gender; the earth-elemental type monster might deliver bad luck involving gemstones; the dryad-like crea-
  ture might give bad luck outdoors, or involving wooden items.  
  Table 2-79: Special Attack Type Continued
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  
  116
  Die Roll
  Special Attack
  68
  Magic Drain (items).  The special attack drains magic items of their power (and might or might not give the monster additional 
  power as a result).  Items can be drained temporarily or permanently, and they can also be drained in a way that gives them a 
  chance to fail when used as opposed to being completely “dead.”
  69
  Magic Drain (spells).  The special attack removes, to some degree or other, a spell caster’s ability to cast spells.  The attack might 
  remove a single spell from the caster’s mental inventory, it might remove all spells, it might remove particular spells, it might 
  remove spells of a certain level or higher (or lower), or it might lower the caster’s effective level of experience.  Alternatively, the 
  attack might cause all the caster’s spells to function sub-normally, or create a chance of failure when the caster tries to cast a spell.  
  In the case of powerful monsters, draining spell power from a caster might also strengthen the monster; giving it extra hit dice, 
  hit points, or a combat bonus.  In the case of extremely powerful monsters, whatever spell was drained might actually go to the 
  monster and give it the ability to cast that spell.
  70
  Magic or Mental Force (slam).  The special attack uses magical force or telekinesis to smash the victim into something, or 
  smash something into the victim.  This includes hitting the victim with magic force alone (i.e., no actual object).  This is a broad 
  category: the attacker might or might not need to make a to-hit roll, and the defender might or might not have the chance to avoid 
  the blow with a saving throw or other means of lessening the damage.  More powerful versions of this attack might do one or more 
  of the following: push back the victim, hurl back the victim, make the victim drop items in hand, stun the victim, knock the victim 
  unconscious, or even have a chance to kill the victim outright.
  71
  Memory (steal ability).  This special attack allows the monster to use some ability or skill known by the target.  The most obvious 
  example of this is casting a spell, but combat bonuses or other advantages could be targeted by such an attack.  Even the victim’s 
  target number for saving throws, for example, could be “stolen” if it is more favorable than the monster’s normal target number.  
  It is also possible for a memory-affecting special attack to target only the magically related memories of a target, stripping away 
  spells or spell casting abilities but leaving combat and other skills unaffected.  This more specific type of memory attack would 
  generally be found in creatures with some relation to wizardly magic (e.g., created in a wizard’s lab, bred to fight wizards, etc), a 
  relation to divine or unholy power (e.g., the monster is a remnant of some ancient divine retribution, is a parasite of divine power, 
  etc), or feeds specifically on magic power.
  72
  Memory Drain (experience).  Memory-draining special attacks are generally targeted at the victim’s level or experience points.  
  The attack would either remove (temporarily or permanently, depending on how you decide to design it) one or two levels of expe-
  rience or a set number of experience points.
  73
  Movement Inhibited (external).  Some sort of very weak binding or entangling inhibits the victim’s movements.  Victim suffers 
  one or more of the following: a penalty to hit, a penalty to armor class, and/or reduction in spell casting ability (perhaps only 
  “easy” spells, perhaps a chance of spell failure, perhaps an increase in casting time).  There is probably also some reduction in the 
  victim’s movement rate.  The nature of the binding force can include: filaments of magical energy, thickened air, vacuum power or 
  wind, clothing becoming brittle or cumbersome, etc.
  74
  Movement Prevented (external). Some sort of binding or entangling prevents the victim from moving.  The severity of the at-
  tack can range from complete helplessness to merely being held in one place (but otherwise able to take actions).  The nature of 
  the binding force can include: filaments of magical energy, thickened air, a coagulated blob of magical glue, a natural adhesive, 
  swarms of infinitesimal spirits holding the victim in place, the stones of the floor grabbing his ankles, a spider web, or animated 
  vines or tentacles.
  75
  Open Planar Gate.  The monster can open a gate into some other reality.  This could be an escape mechanism, a way of summon-
  ing allies, or a way of blasting the area with weirdness from the other plane.  Even a fairly mundane little mole-like critter becomes 
  interesting if it can burrow into the tenth dimension and come out behind you.  Indeed, if it can open a gate through time, it might 
  be able to come out and attack you simultaneously from two different places (of course, then it would disappear for a few moments 
  since it used itself as a special attack a few moments earlier…).  If a planar gate is used to summon allies (again, keep in mind that 
  even minor monsters – like a planar ant – might be able to summon more of their own kind).  If the gate is an escape mechanism, 
  perhaps it’s possible for the adventurers to follow the monster into some strange and alien realm where it makes its home – and 
  possibly has a different bodily form.
  76
  Paralysis.  The special attack causes paralysis for a random number of combat rounds, minutes, or hours.  A very powerful mon-
  ster might cause permanent paralysis as a form of curse, poison, or disease.
  77
  Poison (lethal). Lethal poisons cause death, but death is not necessarily immediate. A slow-onset poison might cause some sort of 
  debilitating effects during the onset period (such as the victim being incapacitated with pain, or becoming unconscious), or it might 
  simply cause a progressive weakness that isn’t reflected in terms of the game’s numbers… until the character drops dead.
  78
  Poison (non-lethal). Non-lethal poisons can have a variety of effects: some might be temporary effects until the effects of the poi-
  son have worn off, but others might be permanent debilities until some sort of magic has been used to reverse the damage caused 
  by the poison.
  79
  Raise, Create, or Summon Undead.  Undead monsters aren’t the only ones who can use undead monsters as allies or minions.  
  More importantly, not all undead must necessarily be undead – a statement which obviously requires clarification.  Animated bod-
  ies need not be the result of black magic (which is the case for, say, the standard zombie).  But what about bodies animated or con-
  trolled by a plant – is this technically an undead zombie?  Will it necessarily work in exactly the same way as an undead zombie 
  just because it’s a moving human corpse?  If your answer is “no,” then you’ve just opened up the realm of the plant-undead, the 
  virally-controlled undead, the mechanically-controlled undead, the psionically-controlled undead … all kinds of creepy minions 
  and transformations that can be used to develop monsters and their abilities.
  Table 2-79: Special Attack Type Continued
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  
  117
  Die Roll
  Special Attack
  80
  Senses (overstimulate).  The five senses are sight, hearing, touch, taste, and smell, and each of them could be overstimulated by a 
  monster by means of a special attack.  I don’t necessarily mean that the monster is hideously ugly, sounds awful, feels awful, tastes 
  awful or smells awful, although if one of those trips off an inspiration, then run with it.  What’s meant here is that the monster 
  affects one of the victim’s senses to make it too powerful for effective use.  For example, if the special attack affects the victim’s 
  sense of smell, all smells might become so powerful that the victim falls prey to nausea.  If the attack affects sight, the victim 
  might be overcome by light sensitivity or have vision so microscopic that he can’t perceive what’s happening around him.  Since 
  there is a wide variety of possibly “effects” stemming from sensory overstimulation, here is a quick list of possibilities to get the 
  mind working: (1) temporarily lowering an ability score (or all ability scores), (2) acting randomly, (3) suffering combat penalties, 
  (4) losing the ability to act due to nausea, fascination, or confusion, (5) functioning as a lower-level character, (6) running away or 
  moving randomly, (7) suffering saving throw penalties, (8) dropping any items held in hand.
  81
  Senses (remove capability).  The five senses are sight, hearing, touch, taste, and smell.  Only sight and hearing have much effect 
  in game terms, so I’ve just lumped them all together into one entry on this table.  The special attack causes blindness (or makes 
  lots of things invisible), or it causes deafness (or keeps sound from functioning in the are) – alternatively, it removes the sense of 
  touch, taste or smell from the target (or negates feeling, taste or smells within the area of effect).
  82
  Size and Density.  The special attack changes the size or density of the victim (and a beneficial form of it might also be usable to 
  help allies if the monster is a leader-type).  Growing and shrinking allies and enemies respectively is a fairly obvious use of this 
  sort of ability, and it’s easy to generate a set of modifiers as required.  Manipulating density and weight is a bit more open ended.  
  Can the monster make people weightless so they can levitate or be levitated?  How about too heavy to move?  Perhaps the effect 
  only works on metal or some other substance.
  83
  Sleep and Catatonia.  The special attack causes magical sleep, normal sleep, catatonia, or suspended animation.  In some cases 
  the effect might be automatic against targets with a lower number of hit dice (or levels), or it might permit a saving throw.  It could 
  also affect only those with intelligence or wisdom lower than a target number, or affect only a certain total number of hit dice 
  within an area.  Onset is probably immediate, but it would also be possible that there’s an intermediate, “sleepy” phase in which 
  the victim is still functioning with combat penalties before actually falling into the magical sleep.  Powerful sleep-type attacks 
  might induce this “sleepy” condition even if the victim makes a successful saving throw.  In some cases, particular dreams, or 
  dreams sent by the attacker, might be an important part of the attack in addition to putting the victim to sleep.
  84
  Slow.  This sort of special attack slows down the victim, probably to half speed at everything, but possibly only in terms of move-
  ment or attack speed – it depends on how the monster does it.  The effect might just be magic which slows down opponents, it 
  might be related to manipulation of time or other dimensions, or it might be that the monster produces an external cause like glue 
  or webs that slow people down.
  85
  Sound (action-causing).  The monster speaks or makes sounds that compel certain actions in the unfortunate listener.  This isn’t 
  control by the monster, because the monster can’t fine-tune anything, but in many ways the effect is the same.  Examples include: 
  approaching the monster, becoming paralyzed, running away, removing armor, attacking, hiding, etc.
  86
  Sound (control).  Many folkloric monsters use sound to control others – whether by means of song, speech, or spell.  There are 
  many ways to represent different degrees of mental control, and many ways to determine whether a person is affected.  For ex-
  ample, degrees of mental control include: (1) victim follows all commands like a puppet, (2) victim sees the controller as his friend 
  but will not put himself into mortal danger, (3) controller can only command the victim to perform certain actions, but other ac-
  tions don’t fall within the scope of the magic – for example, a monster that can “call” the victim to a certain place, but can’t order 
  the victim to attack its enemies.  In terms of ways to determine if a target is affected, here is another list of possibilities: (1) anyone 
  under a certain number of hit dice is automatically affected but those of higher level are at no risk, (2) anyone under a certain num-
  ber of hit dice is automatically affected and those of higher level are affected if they fail a saving throw, (3) members of certain 
  races or classes may be immune or might be particularly vulnerable, (4) anyone with intelligence less than a certain number might 
  be automatically affected or might be immune, depending on the nature of the sound/persuasion being used, (5) anyone within 
  hearing gets a saving throw, (6) those who are particularly close to the sound have a penalty on the saving throw, or, conversely, 
  everyone beyond a certain distance gets a bonus.  The duration of sound-control attacks is another factor that can be used to create 
  different types of challenges: in some cases, the control might end as soon as the sound ends, but in other cases the control might 
  be established irrevocably.
  87
  Sound (distraction).  The monster uses speech, sound, or song to distract or immobilize its enemies.  It may be that the sound 
  itself is so discordant or so beautiful that it creates the distraction, or it could be that the sound evokes such a strong emotional 
  response that the victim acts strangely or fights poorly.  To run through these variables: if the sound or speech evokes an emo-
  tion, these could include joy, rage, hate, greed, fear, or adoration.  The effects of such sound attacks could include: (1) temporarily 
  lowering an ability score, (2) acting randomly, (3) suffering combat penalties, (4) following enemy orders, (5) losing the ability 
  to act, (6) losing the ability to cast spells, (7) functioning as a lower-level character, (8) running away, (9) suffering saving throw 
  penalties, (10) suffering hallucinations – or a combination of more than one of the above.
  88
  Sound Damage (save for half damage).  Sonic damage is a little hokey, but every once in a while it works (particularly with 
  monsters based on real-world animals that use echolocation or are known for producing a characteristic sound.  Sonic damage 
  ordinarily wouldn’t cause collateral damage to items or equipment, but glass is a natural candidate for being damaged in this way.  
  I recommend avoiding the concept of sonic damage – sound works much better for mental control, combat penalties, preventing 
  spell casting, and other such special effects than it does with the concept of taking actual hit point damage.  At all costs, avoid 
  thinking of sound damage in terms of vibration and frequency, and start thinking of it in terms of song and screech – or you’ll 
  make a serious misstep in terms of the “feel” of a fantasy game.  This is even true if the monster is from the “voids between the 
  stars” or from an alternate high-tech universe.  
  Table 2-79: Special Attack Type Continued
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  
  118
  Die Roll
  Special Attack
  89
  Spell-like Abilities.  The monster has a set group of abilities that function as spells, probably with a limited number of castings 
  per day, per hour, per minute, or whatever.  Unlike true spells, it may be that all monsters of this type have exactly the same spell-
  like abilities and can’t change them from day to day (to my mind, this is what distinguishes “spell-like” from “spell,” but what’s 
  important here isn’t to create clean categories, it’s to muddle things together for maximum creative boost).  Spell like abilities are 
  normally, but not necessarily, best when all the abilities are obviously related to something about the monster.  A monster from the 
  elemental plane of fire should have mostly fire type abilities, and (interestingly) it is the non-fire abilities that will tend to make it 
  stand out in the players’ minds.  If a fire-genie has several fire abilities but can also use mind-control, that’s very distinctive.  But if 
  it has too many non fire-related abilities, it may fail to be memorable.
  90
  Spells.  The monster uses spells, or can use its special attack to deliver spells from a list identical to a magic-user of some defined 
  level.  Different monsters of the same type might have a different “selection” of spells.
  91
  Strange Chemical (affects items).  The special attack releases or creates a chemical that affects non-living substances.  The af-
  fected substance might be wood, leather, paper, fires, metal, water, air, potions, magical ink, hair – the choices are pretty wide-
  ranging.  The chemical reaction either destroys the substance, makes it multiply, or changes it into something else – and the 
  interesting part might be the side effect of the reaction, too.  Many chemical reactions give off energy, suck energy out of the air, 
  create gases, and do all kinds of strange things.  Most likely, the chemical reaction will change the liquid/gas/solid composition of 
  a substance, or change it into another form (iron to rust, leather to powder, wood to stone, etc).  
  92
  Strange Chemical (affects person).  The attack creates a chemical reaction of some kind – either the chemical is sprayed onto the 
  victim or the attacker’s gaze causes chemicals in the victim’s body to change, or whatever.  This is a huge category of possibili-
  ties, because a “chemical reaction” can explain any result whatsoever, especially if you throw in words like “enzymes,” and even 
  more especially if the monster is from another plane of existence, another time, or from the “voids between the worlds.”  On the 
  other hand, traditionally folkloric monsters like griffons or dragons shouldn’t have quasi-scientific explanations for what they do 
  – use magic.  Quasi-science is best for weirder monsters.  Possibilities for strange chemical reactions include: lowering an ability 
  score, acting randomly, suffering combat penalties, following enemy orders, floating up into the air, losing the ability to act, losing 
  the ability to cast spells, functioning as a lower-level character, running away, suffering saving throw penalties, suffering hal-
  lucinations, and suffering from a heightened emotion such as rage or sorrow.  Another way of looking at it is to think in terms of 
  transformations: these could include skin turning into metal (or getting crusted with metal), gases that might be given off, medical 
  symptoms (hemophilia), and factors such as weight, density, friction, adhesion, or release of energy.
  93
  Strength Loss.  The attack drains one or more points of strength from the victim.  The attacker may or may not gain a benefit from 
  the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept.  If the victim 
  reaches a strength score of 0 as a result of successive attacks, one of several things might happen: the victim might die and become 
  a creature similar to the attacker, might just die, or might just lose the ability to naturally restore the lost strength points.  Note that 
  the drain might be temporary or permanent – this is up to you as a matter of how powerful you want the monster to be.
  94
  Stun.  The attack uses some kind of “special effect” to stun its victims.  Possibilities include noise, electric shock, an ugly appear-
  ance, mystical rays, visions of the future, hallucinations, powerful emotions, a floating symbol, light, and the old standby … a 
  powerful physical impact. 
  95
  Stupidity.  The victim does not actually lose points of intelligence or wisdom, but his thinking is impaired enough to cause penal-
  ties on various actions.  Spell casting is probably prevented entirely, but a weak version of this sort of attack might only prevent 
  casting “harder” spells – or all spell casting might be subject to a chance of failure.  This sort of attack could also lead to combat 
  penalties: inability to use both a weapon and a shield at the same time, perhaps a to-hit penalty, etc.  The way in which the attack 
  causes stupidity could include distraction by overloading one of the victim’s emotions (joy, rage, hate, greed, fear); an alchemi-
  cal reaction (mysterious chemicals in the creature’s spittle); the aftereffects of an electrical shock; some sort of mental numbing; 
  sapping away the thoughts themselves; or a very weak poison, curse, or disease.  The duration could range from only a couple of 
  combat rounds to days in length.
  96
  Telekinesis and Teleportation.  These special attacks are used to move enemies into bad places and smack them with things.  
  Powerful monsters will be able to use the power more flexibly: for example, a brain-lord might be able to choose how far and 
  when he wants to teleport himself of a target, but a brain-munchkin might teleport a specific distance at random intervals with no 
  ability to teleport an enemy at all.
  97
  Transformation (basic polymorph).  The special attack turns the victim into an animal or some other form (such as an object).  
  Stronger, smarter, or more magical creatures might have the ability to choose what form they will polymorph victims into, while 
  other monsters might only have the ability to turn people specifically into frogs.  The duration of the transformation is fairly 
  important – does it end when the attacker is killed, does it end after a set duration, or is it permanent?  Another consideration 
  is whether the victim retains his own mind (and the player if left controlling a rabbit) or whether the change is more than just a 
  change in outer form.  In some cases, the attack might be part of a one-two punch; if the monster controls all wolves, and can turn 
  people into wolves, the attack can be used to turn enemies into allies – giving the other party members the dilemma of whether to 
  attack their polymorphed-and-controlled ally.
  98
  Transformation (basic substance).  This special attack changes one substance into another or changes the state of matter.  (See 
  Table 2-81)
  99
  Weakness.  Victim suffers one or more of the following: a penalty to hit, a penalty to damage, and/or the chance to drop any items 
  he is holding.  Actual strength score is not necessarily affected.  The way in which the attack causes weakness could include over-
  loading one of the victim’s emotions (joy, rage, hate, greed, fear); an alchemical reaction (mysterious chemicals in the creature’s 
  spittle); the aftereffects of an electrical shock; sapping of willpower; or a very weak poison, curse, or disease.  The duration could 
  range from only a couple of combat rounds to days in length.
  Table 2-79: Special Attack Type Continued
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  
  119
  Table 2-79: Special Attack Type Continued
  Die Roll
  Special Attack
  100
  Wisdom Loss.  The attack drains one or more points of wisdom from the victim.  The attacker may or may not gain a benefit from 
  the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept.  If the victim 
  reaches a wisdom score of 0 as a result of successive attacks, one of several things might happen: the victim might die and become 
  a creature similar to the attacker, or might remain alive as the attacker’s mental slave.  Another possibility is that the victim just 
  dies, and a third possibility is that restoring the lost points becomes harder – what might have returned naturally is now a perma-
  nent condition requiring spells or divine intervention to reverse.  Note that the drain might be temporary or permanent – this is up 
  to you as a matter of how powerful you want the monster to be.
  Table 2-80: Fear Effects
  Die Roll
  Effect of Fear
  01-10
  Victim cannot take aggressive actions
  11-20
  Victim changes sides
  21-30
  Victim dies or has a chance of dying
  31-40
  Victim drops all items in hand
  41-50
  Victim flees
  51-60
  Victim is completely paralyzed
  61-70
  Victim is not paralyzed but cannot flee or advance
  71-80
  Victim obeys
  81-90
  Victim screams uncontrollably
  91-00
  Victim surrenders
   
   
  Table 2-81: Transformations
  Die Roll
  Transforms From:
  Transforms Into:
  01-10
  All metals
  Liquid or solid
  11-20
  Steel or iron
  Gas or liquid
  21-30
  Wood
  Iron
  31-40
  Leather
  Wood
  41-50
  Flesh
  Glass
  51-60
  Parchment
  Gem-like material
  61-70
  Cloth
  Bone
  71-80
  Gold
  Dust
  81-90
  Magic potions
  Lead, copper, or bronze
  91-00
  Rock
  Mud
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  
  120
  Table 2-82: Special Defenses and Abilities
  Die Roll
  Special Defense or Ability
  01
  Alters own form: changed version of the normal shape
  02
  Alters own form: complete polymorph
  03
  Ambushes from above
  04
  Ambushes from burrow, underneath mud, or water
  05
  Armor plates
  06
  Burrows
  07
  Camouflage
  08
  Cannot be attacked from behind (multiple eyes, radial 
  symmetry)
  09
  Cannot be damaged by metal
  10
  Casts one or more defensive spells as natural attribute
  11
  Catches or deflects missiles
  12
  Chitin
  13
  Climbs
  14
  Creates illusionary doubles
  15
  Creates shield or walls using a type of energy such as 
  electricity, fire, water, air, sound, acid, plant, mental, or 
  magical force.
  16
  Damaged only by magic or silver weapons
  17
  Different armor class in different places on body
  18
  Dispels magic
  19
  Fast moving
  20
  Flies
  21
  Four or more attacks
  22
  Grows or shrinks
  23
  Half damage from blunt weapons
  24
  Half damage from cold
  25
  Half damage from cutting weapons
  26
  Half damage from fire
  27
  Half damage from non-magical weapons
  28
  Half damage from piercing weapons
  29
  Hard to hit until it attacks
  30
  Has an internal organ that can be used in making potions 
  or creating magic items
  31
  Has an unusual gland that creates energy of some kind: 
  light, acid, magical force, fire, air, etc.
  32
  Has different degrees of spell resistance/physical defense 
  when in different body forms
  33
  Has signature body part: gem
  34
  Has signature body part: magic horn
  35
  Has signature body part: magical eye
  36
  Heals self
  37
  Illusions distract attackers or divert attacks
  38
  Immune to acid
  39
  Immune to blunt weapons
  40
  Immune to certain spells: acid
  41
  Immune to certain spells: charm/sleep/mental control
  42
  Immune to certain spells: cold
  43
  Immune to certain spells: electrical
  Die Roll
  Special Defense or Ability
  44
  Immune to certain spells: fire
  45
  Immune to certain spells: transmutations
  46
  Immune to cold
  47
  Immune to fire
  48
  Immune to piercing weapons
  49
  Immune to sharp weapons
  50
  Immune to slashing weapons
  51
  Improved/restored by cold attacks
  52
  Improved/restored by electrical attacks
  53
  Improved/restored by fire attacks
  54
  Incorporeal travel/phases
  55
  Ink-cloud type escape
  56
  Its eggs are very valuable
  57
  Jet propulsion like squid
  58
  Leaps
  59
  Leaps to attack
  60
  Levitates/floats
  61
  Minimum intelligence attribute required to inflict spell 
  damage
  62
  Minimum strength attribute required to cause physical 
  damage
  63
  Owns a signature item: amulet
  64
  Owns a signature item: orb
  65
  Owns an item it created internally then spat out or se-
  creted; takes time to create another one
  66
  Percentile magic resistance
  67
  Pulls itself on strands it fires/throws
  68
  Reflects all spells
  69
  Reflects spells of particular type
  70
  Regenerates
  71
  Regenerates damage
  72
  Rises from dead unless killed by particular substance 
  (holy water, silver weapon, fire, etc)
  73
  Secondary attack possible after creature hits with its 
  primary attack
  74
  Secondary or rear claws
  75
  Shifts planes
  76
  Splits or fissions when attacked by bladed weapons
  77
  Splits or fissions when attacked by fire
  78
  Stalks before attacking
  79
  Summons or calls animal allies
  80
  Summons or calls more of its own type
  81
  Swims
  82
  Swings from branches/ceilings
  83
  Teleports
  84
  Thick hide
  85
  Three heads
  86
  Time stop/slow of some kind
  87
  Transforms self to energy form: acid
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  
  121
  Table 2-82: Special Defenses and Abilities Continued
  Table 2-83: Distinctive Attributes
  Die Roll
  Special Defense or Ability
  88
  Transforms self to energy form: air vortex
  89
  Transforms self to energy form: electric
  90
  Transforms self to energy form: fire/lava/heat
  91
  Transforms self to energy form: ice/snow/pure cold
  92
  Transforms self to energy form: magical force
  93
  Transforms self to energy form: water vortex
  94
  Turns incorporeal
  Die Roll
  Special Defense or Ability
  95
  Turns into another type of animal/monster for combat
  96
  Two heads
  97
  Uses signature type of steed
  98
  Uses signature type of vehicle
  99
  Victims cannot be raised from dead
  100
  Weakness: additional damage from energy form: acid, 
  fire, water, air, earth, magical force
  Die Roll
  Distinctive Attribute
  01
  Associated in some way with bandits and brigands
  02
  Associated in some way with pirates
  03
  Associated in some way with tribal peoples
  04
  Associated in some way with wizards who perform 
  experiments
  05
  Associated with a particular sort of cult: death or disease
  06
  Associated with a particular sort of cult: healing
  07
  Associated with a particular sort of cult: regeneration or 
  resurrection
  08
  Associated with spirit world; any special powers may 
  derive from this relationship
  09
  Associates with similar or related animal type
  10
  Attempts to depart with prey after a kill or capture
  11
  Blind
  12
  Brings live victims as food for its young
  13
  Builds a signature type of house
  14
  Builds nests from sticks, branches, mud, bones, or clay
  15
  Builds strange and complex houses, lairs, or nests
  16
  Builds traps
  17
  Can become berserk during battle
  18
  Can change shape
  19
  Can communicate with dead, or draw wisdom or 
  strength from ancestors, etc.
  20
  Can see through solid objects
  21
  Cannibalistic within its own species
  22
  Caste society
  23
  Caste society with different body forms for castes
  24
  Collects gems and shiny objects
  25
  Collects grisly trophies
  26
  Continues attacking for a short time after death
  27
  Cooks its food
  28
  Does not leave its immediate area because it is spiritu-
  ally linked with a particular tree, pool, or stone
  29
  Does not leave its immediate area because it is subservi-
  ent to another “mother” creature (possibly of the same 
  form, possibly of a radically different form)
  30
  Does not leave its immediate area because it relies on a 
  particular plant for continued life
  31
  Easily persuaded with promises of treasure
  Die Roll
  Distinctive Attribute
  32
  Eats heart or brain of victims
  33
  Engages in ritualized hunting for sport
  34
  Extraordinarily good hearing
  35
  Extraordinarily good sense of smell
  36
  Fights in highly organized units (whether from intelli-
  gence or from instinct)
  37
  Fishes for food, possibly in an unusual manner
  38
  Flying creature
  39
  Flying creature
  40
  Flying creature
  41
  Flying creature
  42
  Flying creature
  43
  Gains strength from death or damage to opponents
  44
  Generally inhabit wet areas, either for physical reasons 
  (keeping moist), reproductive reasons, or because a 
  necessary sort of prey lives in wet areas.
  45
  Hangs up dead food to “age”
  46
  Has a distinctive smell (flowers, burned leaves, etc).
  47
  Has a particular animal it prefers or even craves as food
  48
  Has a racial enemy or opposing species
  49
  Has a strong sense of honor (if sapient) or can be trained 
  as a mount or battle-ally (if non-sapient).
  50
  Has a traditional, hated enemy
  51
  Has sergeant-type leaders, lieutenant-type leaders, and 
  captains, all with more hit dice than the normal specimen
  52
  Has some association with dreams, nightmares, visions, 
  or hallucinations
  53
  Herd animal
  54
  Highly religious, zealous, or spiritual
  55
  Highly territorial in a particular area
  56
  Hive mind
  57
  Hunts in packs
  58
  Is associated with a particular type of gem (can detect 
  them, or is often found with them, or can craft them into 
  magic items, etc).
  59
  Is associated with fire (enjoys heat, or reproduces in fire, 
  or uses unusual fire-based weapon, etc).
  60
  Is associated with revenge (used for revenge, created as 
  a revenge, takes revenge on enemies, etc).
  61
  Is extremely cowardly
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  
  122
  Table 2-83: Distinctive Attributes Continued
  Table 2-84: Morphological Changes & Phases (Reproductive Cycles)
  Die Roll
  Distinctive Attribute
  62
  Is primarily a scavenger
  63
  Is tethered to stronger “mother” creature with lifeline
  64
  Its death can cause damage or curse an opponent in some 
  way
  65
  Kept as pets or slaves by a more powerful sort of mon-
  ster
  66
  Limited or random teleportation ability
  67
  Lives in high places (mountaintops, treetops, cavern 
  balconies, high caves, etc).
  68
  Lives in or spends time in water, but hunts on land
  69
  Lives only in extremely wet places
  70
  Makes a distinctive sound (a hyena’s laugh is one ex-
  ample of a creature with a distinctive sound)
  71
  Marks off its territory in a distinctive manner: foul-
  smelling musk, sense of fear, telepathic warnings, skulls 
  on posts, etc.
  72
  Migratory
  73
  Mimics voices or sounds
  74
  Originally created by magic or breeding
  75
  Part of species hibernates while another does not
  76
  Produces unusual art (possibly valuable)
  77
  Recovers hit points or is otherwise strengthened from 
  contact with particular substances or energy sources
  78
  Reproduces by fission
  79
  Requires very hot or very cold temperature to survive
  80
  Requires very wet or very dry environment to survive
  Die Roll
  Distinctive Attribute
  81
  Rides a particular type of mount in battle
  82
  Spoils areas in which it lives, and has to move on 
  from time to time because of the damage it causes (in 
  underground areas, this might include spoiling the air, 
  depleting the supply of rats, etc).
  83
  Steals souls
  84
  Symbiotic with a particular type of flying creature (bird, 
  bat, or monster)
  85
  Symbiotic with a particular type of insect (possibly gi-
  ant) or animal
  86
  Symbiotic with a particular type of plant
  87
  Takes prisoners for breeding
  88
  Takes prisoners for later meals
  89
  Takes prisoners for slaves
  90
  Telepathic among its own kind (and possibly with other 
  beings)
  91
  Tracks its prey to wait for weakness
  92
  Tracks potential victims until they are weak
  93
  Traditional allies with a more powerful sort of creature
  94
  Tribal
  95
  Uses drug, potion, or herbs for magical powers
  96
  Uses drug, potion, or herbs for strength
  97
  Uses materials or surroundings to camouflage itself
  98
  Very long reproductive cycle
  99
  Vulnerable to sunlight or moonlight
  100
  Washes prey before eating it
   
  Die Roll
  Nature of Cycle
  01-10
  Egg-laying mating type transforms into warriors or 
  workers in an ongoing, non-seasonal cycle.  It happens 
  all the time so that there is a constant supply of eggs, 
  egg-layers, warriors, and workers at all times.
  11-20
  Eggs are laid on land by predominantly aquatic creature, 
  hatch into a feeding-type that lives on land until it trans-
  forms into a predominantly aquatic creature that mates 
  in water but lays the eggs on land.
  21-30
  First phase is a larval eater, and it cocoons or transforms 
  into a traveler-mating form that lays eggs.
  31-40
  First phase is a swimmer form, which cocoons or trans-
  forms into a land-based hunter or grazer which mates 
  and lays eggs (in water).
  41-50
  First phase is egg-layer, eggs hatch into food-finder, 
  food-finder transforms into mating form (traveler and 
  possibly fighter for mates), mating form transforms into 
  egg-layer.
  51-60
  First phase is egg-layer, second phase combines food-
  finder, warrior, and mating form, second phase cocoons 
  or otherwise transforms into the egg-layer type.
  61-70
  First phase is the egg-layer, second phase is made up 
  of three separate morphological forms: food finders, 
  warriors, and mating form of one gender.  Warriors 
  transform into egg-layers in the right season, providing 
  the other gender for the mating form to compete over.
  Die Roll
  Nature of Cycle
  71-80
  First phase is the egg-layer, second phase is made up of 
  two morphological types; neuter workers and a her-
  maphrodite warrior-mating form.  These warriors prob-
  ably fight a lot, since otherwise a hermaphrodite form 
  would create lots of population.  A failure of this fighting 
  cycle could lead to a horde forming, which could be a 
  nice adventure hook.  Perhaps the hordes are periodic, 
  too.
  81-90
  Hermaphrodite form lays eggs and then dies; half the 
  eggs hatch into a traveler-defender form that goes out to 
  build nests for the other half of the eggs.  Second half of 
  the clutch hatches into more hermaphrodite egg-layers.
  91-00
  Mating form lays eggs and dies; eggs hatch into a trav-
  eler-defender form which goes out to build new nests or 
  hives, then cocoons or transforms into the mating form.  
  One gender probably builds nests, and the other gender 
  probably picks nice nests and fights over them in com-
  petition (health, fighting ability, plumage, etc).  Genders 
  might look utterly different, here.
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  
  123
  Table 2-85: Social Organization of Sapient Monsters
  Die Roll
  Mode of Organization
  01-05
  Alpha Male clan – strongest male in group is leader by 
  virtue of combats or contests and assigns breeding rights. 
  Beta males remain in group as followers.  Harem-type 
  breeding for alpha males.  This can be gender-reversed, 
  although that’s not common except when females are 
  larger than males.
  06-10
  Democracy – group decision making based on vote or 
  consensus
  11-15
  Gerontocracy – oldest living creature is top ruler, prob-
  ably with other elders helping at lower levels
  16-20
  Gynarchy – females lead
  21-25
  Magocracy – most powerful spell caster is the leader
  26-30
  Matriarchy – oldest capable female in family leads
  31-35
  Meritocracy – leaders are a council or other ruling body 
  selected based on their intelligence or another measure 
  of merit (strength, speaking skills, etc.).
  36-40
  Meritocracy – those who can solve a particular puzzle or 
  survive a particular challenge are the leaders
  41-45
  Monarchy – hereditary leader
  46-50
  Monarchy – leader chosen by nobles
  51-55
  Morphocracy – Creature with longest legs, arms, ten-
  tacles, etc. is the rightful leader
  56-60
  Morphocracy – Largest creature is the rightful leader
  61-65
  Other – some other creature (wolves, oozes, members of 
  special tribe) choose the leader
  66-70
  Patriarchal – oldest capable male in family leads
  71-75
  Tribal – divided leadership between a spiritual leader 
  and a war leader.  Sometimes there might also be a chief 
  who handles non-spiritual leadership during peacetime.
  76-80
  Tribal – elected leader
  81-85
  Tribal – hereditary chief
  86-90
  Tribal – leader selected by omens
  91-95
  Tribal – religious leaders
  96-00
  Tribal – trial by combat for leader
  BOOK TWO: MONSTERS — GENERAL MONSTER TABLES
  Table 2-86: Common Identifying Features of 
  Highly-Intelligent Creatures
  Die Roll
  Feature
  01-10
  Large eyes
  11-20
  Large head
  21-30
  Levitates
  31-40
  Long fingers or fingernails
  41-50
  Rides monstrous steed
  51-60
  Surrounded by army of minions
  61-70
  Uses staff as weapon
  71-80
  Very attractive appearance
  81-90
  Visible brain
  91-00
  Wears jewelry
  
  124
  Table ..............................................................................................Page
  Table 2-1 Monster Categories ............................................................55
  Table 2-2 Creature Attributes .............................................................56
  Table 2-3 Folkloric Shape-Adaptations .............................................58
  Table 2-4 Method of Obtaining Food ................................................59
  Table 2-5 Abstract Food .....................................................................59
  Table 2-6  Reproductive Strategy.......................................................59
  Table 2-7  Type of Construct ..............................................................60
  Table 2-8 Physical Danger Posed by Construct .................................60
  Table 2-9  Modern Analogues for Fantasy Devices ...........................61
  Table 2-10 Reason for Creating Construct .........................................61
  Table 2-11 Construct’s Physical Resemblance ..................................61
  Table 2-12 Construct’s Loss of Control .............................................62
  Table 2-13 Dragon’s Unusual Physical Feature .................................62
  Table 2-14 Dragon’s Unusual Ability ................................................64
  Table 2-15 Dragon’s Unusual Breath Weapon ...................................64
  Table 2-16 Individual Dragon’s Mentalities, Motivations, and Status .....66
  Table 2-17 Social Strata of Elementals ..............................................67
  Table 2-18 Elemental Body Forms ....................................................67
  Table 2-19 Elemental Plane of Origin................................................67
  Table 2-20 Method of Binding the Elemental Creature .....................68
  Table 2-21 Conditions in Elemental Region ......................................68
  Table 2-22 Form of Fey Creature .......................................................69
  Table 2-23  Fey Contracts ..................................................................69
  Table 2-24 Magical Abilities of Fey Creature ....................................70
  Table 2-25 Fey Transformation of Enemies .......................................70
  Table 2-26 Characteristic Fey Magic Items .......................................70
  Table 2-27  Fey Methods of Immobilization .....................................70
  Table 2-28 Summoning Fey Creatures...............................................72
  Table 2-29 Giant’s Possession (or related activity) ............................73
  Table 2-30 Giant’s Physical Appearance ...........................................74
  Table 2-31 Giant’s Magical Abilities .................................................74
  Table 2-32 Type of Horror .................................................................75
  Table 2-33 Physical Form of the Horror ............................................75
  Table 2-34 Descriptions for Chitin, Carapace, and Armor Plates ......76
  Table 2-35 Humanoid Physical Structure ..........................................77
  Table 2-36 Humanoid Racial Overview.............................................77
  Table 2-37 Unusual Humanoid Leader-Types ...................................78
  Table 2-38 Thematic Ideas for Mastermind Humanoid Races ..........79
  Table 2-39 Racial History of Mastermind Races ...............................80
  Table 2-40 Profile of a Mist Creature.................................................81
  Table 2-41 Ooze Form .......................................................................82
  Table 2-42 Ooze Immunities and Special Attacks .............................82
  Table 2-43 Ooze Name/Description ...................................................84
  Table 2-44 Macro-Biote Form ...........................................................84
  Table ..............................................................................................Page
  Table 2-45 Ideas for Macro-Biotes ....................................................85
  Table 2-46 Categories of Planar Creatures ........................................86
  Table 2-47 Demonic Hints for Dark Angels ......................................86
  Table 2-48 Basic Form of Demonic Creature ....................................88
  Table 2-49 Demonic Attributes ..........................................................88
  Table 2-50 Normal Purpose of Summoned Monster .........................89
  Table 2-51 Physical Form of Summoned Creature ............................89
  Table 2-52 Unusual Material Compositions for Summoned Creatures ......90
  Table 2-53 Problems With Summoned Creatures ..............................91
  Table 2-54 Physical Form of Planar Traveler ....................................92
  Table 2-55 Planar Trading/Commodities ...........................................93
  Table 2-56 Mode of Planar Travel .....................................................93
  Table 2-57 Vehicles and Bodily Organs for Planar Travel .................93
  Table 2-58 Form and Causation of a Visitation .................................94
  Table 2-59 Basic Form of Plant Monster ...........................................95
  Table 2-60 Movement Forms for Mobile Plants ................................96
  Table 2-61 Pull/Augment Special Attack Types for Plants ................97
  Table 2-62 Physical Distance Attacks for Plants ...............................98
  Table 2-63 Sample Unusual Reproduction Methods for Plants .........99
  Table 2-64 Basic Types of Undead Creatures ....................................99
  Table 2-65 Causes of Intelligent Undeath ..........................................99
  Table 2-66 Preparations for Intelligent Undeath ..............................100
  Table 2-67 Breaks in the Life Cycle ................................................100
  Table 2-68 Manner of Death ............................................................101
  Table 2-69 Basic Profile of Verminous Creature .............................103
  Table 2-70 Special Features of a Verminous Creature-Type ............103
  Table 2-71 Vermin Movement-Systems ...........................................104
  Table 2-72 Monster’s Overall Combat Profile .................................105
  Table 2-73 Head Attacks ..................................................................107
  Table 2-74 Limb Attacks ..................................................................108
  Table 2-75 Body Attacks ..................................................................108
  Table 2-76 Tail Attacks ....................................................................108
  Table 2-77 Tongue Attacks...............................................................108
  Table 2-78 Special Attack Delivery Method ....................................109
  Table 2-79 Special Attack Type .......................................................109
  Table 2-80 Fear Effects ....................................................................119
  Table 2-81 Transformations .............................................................119
  Table 2-82 Special Defenses and Abilities .......................................120
  Table 2-83 Distinctive Attributes .....................................................121
  Table 2-84 Morphological Changes & Phases (Reproductive Cycles) . 122
  Table 2-85 Social Organization of Sapient Monsters ......................123
  Table 2-86 Common Identifying Features of  
                    Highly-Intelligent Creatures ..........................................123
  List of Tables (Book Two)
  BOOK TWO: MONSTERS — LIST OF TABLES
  
  125
  BOOK TWO: MONSTERS — INDEX
  
  126
  BOOK 
  THREE:
  Dungeon Design
  Table of Contents
  Introduction to Book Three ..................................................................................................127
  The Creative Process ............................................................................................................127
  Part One: Elements of the Adventure ...................................................................................129
  Part Two: Designing a Dungeon Adventure ........................................................................135
  Mysteries and Clues .........................................................................................................135
  The Map ............................................................................................................................149
  Tricks ................................................................................................................................186
  Traps .................................................................................................................................217
  Dungeon Dressing ............................................................................................................231
  Miscellaneous Useful Tables ............................................................................................236
  List of Tables (Book Three) .................................................................................................258
  
  127
  BOOK THREE: DUNGEON DESIGN
  Introduction to Book Three
  The previous two books of this series contain tables that are designed to spark ideas: the first book addressed missions and villainous plans, and 
  the second book focuses on monsters. This third book, on the other hand, takes for granted that you have already chosen the starting point of a 
  subterranean setting, and provides a vast array of tables designed for this specific type of adventure. Part One addresses certain general elements 
  that are key to any adventure, subterranean or not, and the remainder of the book is specifically about adventures in the dark depths of the earth.
  The Creative Process
  There are four general steps in the creative process of designing 
  a dungeon adventure using this book. Don’t try to follow them as a 
  checklist, but it’s useful not to go into the process completely blind, 
  especially when your brain starts to hurt. The steps are:
  Creative Overload 
  When you start using the tables in this book you will immediately en-
  counter “overload,” a ridiculous mishmash of adjectives and concepts 
  that contradict each other, sound stupid, and pile upon each other in an 
  excess of details. This is actually a vital step in the creative process. 
  Somewhere in your life you have probably encountered the institution 
  of the “Brainstorming Session.” The idea of a brainstorming session is 
  to get several people together with a chalkboard, easel, or some other 
  way of writing down ideas where everyone in the group can see them. 
  The leader of the group poses whatever problem or objective the group 
  is supposed to handle, and starts taking ideas. No idea is too far-fetched, 
  no idea is stupid, no idea is impractical – at least, not at this point. This 
  phase of a brainstorming session corresponds to the overload of stories, 
  adjectives, names, and concepts generated by using the tables in this 
  book. As an adventure designer, you don’t have a creative team to sit 
  down and generate a host of ideas – you have to do it alone. This book 
  provides the equivalent of the creative team, tossing a multiplicity of 
  ideas into the mix without any particular rhyme or reason. Creative 
  overload is often mentally uncomfortable; it pushes beyond the normal 
  limits of what the mind can easily hold at one time. How we suffer for 
  our art. This is the point where you have a dungeon with one name, a 
  level of the dungeon with another name, a part of that level with yet 
  another name, plus a load of items and architectural elements with long 
  strings of adjectives attached to each and every one.  Not only that, but 
  most of the adjectives are vague or even ambiguous. 
  Because I designed them that way. 
  Synthesis 
  This is the next step in the creative process, and it’s a bit more com-
  fortable than the process of deliberately overloading your mind with a 
  babble of concepts and images, but not much. In the traditional brain-
  storming session, the synthesis phase isn’t a group experience; each 
  individual in the group starts to gather strange threads of ideas, little 
  connections between some elements of the “there are no stupid ideas” 
  mishmash on the chalkboard or easel or whatever. This is the point 
  in the adventure-design process where you will start to get flashes of 
  visual imagery, and notice that certain elements of the mix contain in-
  teresting themes.
  Sculpting
  Now you begin the process of working your way back into the mental 
  comfort zone by chopping out what doesn’t connect with the themes 
  that began appearing as you synthesized and assimilated the original 
  welter of ideas. Here’s the problem: you’ve got a massive pile of adjec-
  tives to describe things. Here’s the tool: themes and visual images have 
  started to appear in your creative mind … although some of them may 
  be mutually exclusive. A particular annoyance is that there might even 
  be two separate adventures floating around in your head at this point, 
  two different interpretations of the soup of ideas. Here, at last, is the so-
  lution: begin changing the vague “names” of things into mere descrip-
  tions. “Zar’s Inimitable Red Throne of Nothingness and Traps” gets 
  snipped into “The Red Throne,” and it’s got a trap that disintegrates 
  (into “nothingness”) anyone who sits in it.  Zar is the wizard respon-
  sible for this bad-idea piece of home furnishing. Scrap “inimitable,” 
  because you’ve already got what you need. Here’s a different take on 
  the throne, though. What if it was a project, not an item? Maybe it’s part 
  of the backstory, Zar’s effort to imitate a throne he’d seen described in 
  an ancient book? Hey, maybe it’s a red book, and the trap isn’t about 
  the physical throne, it’s about the book. Put some of Zar’s journals into 
  the dungeon for the players to find, describe a storehouse full of trap 
  components the characters can use against monsters, and you’re ready 
  to rock along a completely different direction. Ambiguity is your vol-
  leyball: toss it around before you spike it into the court.
  Creative Overload
  At the beginning of Lewis Carroll’s “Jabberwocky,” every-
  thing is unformed; nonsense words crowd upon the reader 
  to form inchoate images. It’s brillig, we know, and there’s a 
  mishmash of undefined activity – slithy toves are gyring and 
  gimbling all over the place, or at least in the wabe, possibly 
  elsewhere. Mome raths are outgrabing, apparently independent 
  of all the action at the wabe. The borogoves are in a state of 
  mimsiness. The reader is in a state of confusion. This part of 
  the poem corresponds to creative overload, and Lewis Carroll 
  is doing it on purpose, just as I do in this book.
  Creative Synthesis
  In the next stanza of the Jabberwocky, a theme begins to de-
  velop. There is a father, a son; threats to their well-being have 
  surfaced to disturb this otherwise brillig place. There are one 
  or more jubjub birds, a wandering bandersnatch, and above all, 
  the Jabberwocky. No wonder the borogoves mimse; wouldn’t 
  you?
  Sculpting
  In the third, fourth, and fifth stanzas of the Jabberwocky, the 
  initial mishmash of the first stanza gets resolved into a thread 
  of purpose and action – even a bit more geography, although 
  the exact location of the tumtum tree relative to the wabe is 
  … vague at best. Still, two points define a line, so the geome-
  tricians will be comfortable even if the cartographers remain 
  deeply unsatisfied. And a line gives you a direction. Position 
  yourself at a point on that line (don’t use a tumtum tree – it’s 
  been done), do a bit of uffish thought, and then it’s time to take 
  your vorpal sword and begin cutting out what doesn’t belong. 
  Snicker-snack, and we are on to the next phase.
  
  128
  BOOK THREE: DUNGEON DESIGN
  Building
  Now that you have pared things down from the Cthulhuesque welter 
  of ultimate chaos, you will find that an adventure is beginning to take 
  shape in your mind, like a partially completed jigsaw puzzle. By cull-
  ing out the parts that didn’t fit, you’ve opened up some gaps. But at 
  this point, you’ll start getting some very clear, precise ideas about how 
  to fill in the gaps. The creative process is opened up! Suddenly – and I 
  promise this – you will find that you are coming up with great ideas of 
  your own, sparked by the initial chaos but completely novel. Now you 
  are in the most comfortable and productive mental space, firing on all 
  cylinders. You’re in the zone.
  To summarize, this book is an immense Jabberwockatorium, in 
  which you can choose to gimble about in one or more specific parts, or 
  through which you can galumph toward a well-defined objective. The 
  choice is yours.
  “The DM will have to respond  
  to superior play by extending  
  himself or herself to pose  
  bigger and better problems  
  for the party to solve.”
   
   
   
   
   
   
   
   
   
   
  -Gary Gygax, 1978
  Building
  In the final stanza of the “Jabberwocky,” Lewis Carroll wraps 
  it all up. You’ve got a gleeful father, a son who’s triumphant 
  enough to do a bit of galumphing, and, all told, it’s a pretty 
  damn frabjous day. The nonsense words fit, now, and the reader 
  can figure them out. From the perspective of the reader, the 
  poem now sculpts itself backward into a story. In retrospect, the 
  nonsense all makes sense. The poem is finished, bringing order 
  out of chaos. From your perspective as an adventure designer, 
  you’re working on something that’s structurally a bit different 
  from a poem, since our task here is more open-ended. For in-
  stance, there might be a conspiracy of drow behind the slithy 
  tove incursion …
  
  Part One: Basic Elements 
  Of Adventure Design
  Book One has already introduced a series of broadly stated elements 
  for a masterpiece adventure, creating a sort of checklist (see the Side 
  Box). This section, down here all the way in Book Three, is about “how 
  to build,” not “what to end up with,” so it has a different set of fac-
  tors. The Book Three approach reflects the fact that all the elements 
  described in Book One are actually, in practice, all mixed up together 
  when it comes to creating them. They only resolve themselves into 
  nice, neat, categories once the process is finished and the results are 
  polished up.
  Overview of the Basic 
  Adventure Elements
  Certain elements appear in every good adventure, and if one of them is 
  lacking, you have missed an opportunity. Most adventures focus more 
  heavily on some elements than others, and the different emphasis of one 
  element over another can create highly distinct adventures. However, 
  each element is a dimension that should not be entirely omitted, even 
  from an adventure that is dominated by another element. For example, 
  an adventure designed to be a high-tension race against time will still 
  suffer if the combats don’t contain interesting tactical elements. An ad-
  venture that focuses on an extremely creative new monster will still 
  suffer if it takes place on a boring map. Keep these in mind while de-
  signing the adventure, and use them as a checklist after you’re done, be-
  cause some degree of attention should be paid to each of these factors:
  The Time Element: some sort of race against time, possibly a major 
  factor, possibly a minor factor
  The Motivational Element: what makes the players choose this ad-
  venture
  The Information Element: what do the players start out knowing, 
  what do they learn while adventuring that can help them, and what pre-
  viously unknown thing have they learned at the end
  The Tactical Element: what sorts of physical features are the memo-
  rable “standouts” in the adventure, and how can the players use these 
  to their advantage
  The Monstrous Element: who or what is actively fighting back?
  The Movement Element: is your map well designed as a game 
  board?
  The Miscellaneous Element: other types of challenges
  The Time Element: 
  Racing Against Time
  The most important feature of any adventure is the race against time.  
  Virtually all good adventures contain some sort of race against time, 
  although the degree to which the race against time is a feature of the 
  adventure can vary quite a bit.  In a lair-type adventure, a pressing race 
  against time can be used to prevent the adventure from dragging. On the 
  other hand, in a mega-dungeon where player choice is at its maximum, 
  the race against time might be little more than limitations on food and 
  light, hit points and spells.  Every delay to check for secret doors or 
  inspect areas for potential traps increases the risk that the adventurers 
  will be attacked and weakened by wandering monsters before they can 
  find one of the dungeon’s treasure hoards, but the pressure of a rescue 
  or a villain’s plan coming to fruition isn’t used to create any further time 
  constraint.  All these elements; the traps, the secret doors, the wander-
  ing monsters, and the treasure hoards come together to create a low lev-
  el of time pressure that keeps things moving without building tension to 
  a high level.  Both methods of structuring the pace of an adventure can 
  Elements of the Adventure
  The Book One Approach
  1) Backstory
  2) Location
  3) Opposition
  4) Variation of Challenge
  5) Exploration
  6) Race Against Time
  7) Resource Management
  8) Milestones and Conclusions
  9) Continuation Options
  The Book Three Approach
  1) The Time Element: some sort of race against time, possibly 
  a major factor, possibly a minor factor
  2) The Motivational Element: what makes the players choose 
  this adventure
  3) The Information Element: what do the players start out 
  knowing, what do they learn while adventuring that can help 
  them, and what previously unknown thing have they learned 
  at the end
  4) The Tactical Element: what sorts of physical features are the 
  memorable “standouts” in the adventure, and how can the play-
  ers use these to their advantage
  5) The Monstrous Element: who or what is actively fighting 
  back?
  6) The Movement Element: is your map well designed as a 
  game board?
  7) The Miscellaneous Element: other types of challenges
  129
  BOOK THREE: DUNGEON DESIGN - BASIC ELEMENTS OF ADVENTURE DESIGN
  
  130
  create an enjoyable gaming session.
  It is worth noting that one adventure type reverses the “race against 
  time” concept, and that is the “hold out for reinforcements” type of 
  adventure in which the characters are under a siege of some kind but 
  can expect help if they can hold out long enough. In this case, it is the 
  monsters, rather than the players, who are faced with the adventure’s 
  underlying race against time.
  Table 3-1: Types of Races Against Time
  Die Roll
  Nature of Race
  01-04
  An item held by the party (e.g., a magic staff) or a pro-
  tective spell loses power as time passes
  05-08
  A villainous plot will come to fruition shortly unless the 
  players can stop it from happening (the volcano erupting, 
  or the rain of fire starting, as examples)
  09-12
  Another group of adventurers is racing for the same 
  prize, reward, or achievement as the party
  13-16
  Crops will fail if solution is not found
  17-20
  Environmental conditions in the area are becoming more 
  dangerous as time passes (hotter, more smoke, water 
  rising, etc)
  21-24
  Income tax on the characters’ prospective treasure in-
  creases (as a percentage) over time
  25-28
  Living expenses are very high
  29-32
  Monsters are building or creating a powerful weapon 
  (probably magical, but possibly something like a siege 
  engine that must be taken out)
  33-36
  Monsters or opponents receive reinforcements as adven-
  ture proceeds
  37-40
  Monsters will change to more powerful form at a certain 
  time
  41-44
  Monsters will receive large reinforcements at a certain 
  time
  45-48
  One of the characters or an NPC working with the party 
  suffers from a disease, poison, or curse that takes hold or 
  has an increased effect as time passes. Avoiding lycan-
  thropy, getting to a cleric before a body is too long dead to 
  be raised, and other such situations are good examples.
  49-52
  Prisoner may be executed by justice system
  Die Roll
  Nature of Race
  53-56
  Prisoner may be killed by kidnappers
  57-60
  Ransom is being increased for prisoner or kidnap victim 
  over time
  61-64
  Reward is predicated on success by a certain time
  65-68
  Reward is reduced with every day spent
  69-72
  Snowfall, sandstorm, or avalanche will prevent access to 
  adventure location after a particular time
  73-76
  Specific valuable treasure will be destroyed at a specific 
  time (sacrificed, for example)
  77-80
  The ability to enter and leave the dungeon or adventure 
  area will become more difficult after a certain time 
  period elapses (as opposed to closing entirely)
  81-84
  The characters have an ally or information source who 
  will be discovered or shut down after a certain period of 
  time (a traitor in the bandit stronghold who will certainly 
  be discovered soon, for example)
  85-88
  The characters will be discovered or identified in a 
  certain (probably unknown) period of time and they 
  must work quickly to obtain their objectives before this 
  happens
  89-92
  The characters’ basic provisions (or their air) will run out 
  – desert adventures where water supplies are limited are 
  a classic example.
  93-96
  The party’s patron suffers from a condition that will kill 
  him, transform him, or make him unable to pay the party 
  if too much time passes
  97-00
  Treasure is something that deteriorates or drops in value 
  over time 
  BOOK THREE: DUNGEON DESIGN - BASIC ELEMENTS OF ADVENTURE DESIGN
  
  131
  The Motivational Element: “Selling” the Adventure to the Party
  The Information Element
  The Tactical Element
  Table 3-2: Enticements to Peril
  Another very important factor in all adventures is making the play-
  ers want to undertake the adventure.  Unless you want your campaign 
  to be an endless series of situations in which the characters are forced 
  into adventure after adventure dint of blackmail, high-handed kings, 
  and other “railroading” devices, you will need to entice the players 
  into choosing the “prepared” adventure of their own free will.  Good 
  refereeing is a matter of letting the players choose their courses of 
  action, but that doesn’t mean you can’t dangle the carrot in front of 
  them to nudge them toward the adventures you’ve planned.  Your ad-
  ventures should be posed as opportunities, not necessities.  Of course, 
  every rule is made to be broken from time to time, but in general 
  you should think about two things: (1) the players should see – and 
  you have to communicate – the opportunity for a dramatic, interesting 
  good time, and (2) you should play to the ever-present player motiva-
  tions of experience and gold, which are the underlying forces of moti-
  vation embodied in the game rules; or to the desire for fame or moral 
  achievement, which might or might not be important factors to your 
  individual players.  Make sure that the players can see and perceive 
  the adventure as an opportunity to gain fame, fortune, and buckets of 
  gold for their characters.  They’ll take the bait every time.
  Table 3-2 lists several “carrots” that can be offered by the adven-
  ture – or unusual awards that might be gained whether or not they 
  were revealed as possibilities to the players before the start of the 
  adventure.
  A good adventure begins with snippets of information the players can 
  use, should provide both useful and useless clues in the middle of the 
  adventure, and conclude with (or develop as the adventure progresses) 
  some sort of “revelation” that most people don’t know.  The revelation 
  doesn’t have to be anything earth-shattering; it could be as simple as 
  the fact that the monsters came into this area because there is a famine 
  in their normal hunting grounds.  In many cases, the revelation is either 
  why the area became dangerous (see Tables 3-6, 3-7, 3-8 and 3-9 for 
  ideas) or the fact that the monsters are actually in the service of some 
  greater threat.  In many cases, the revelation of this underlying mystery 
  may be the starter knowledge for another adventure if the players de-
  cide to act upon it, but this isn’t necessary and can actually begin to feel 
  formulaic if the “new adventure hook” becomes a standard feature of 
  each and every one of your adventures, session after session.
  Certain types of challenges are common to all adventures, whether 
  wilderness or subterranean.  The table below can be used for minor 
  challenges (similar to solving a trap or trick) but they can also be used 
  to get ideas for the sorts of large challenges that define a mission.  For 
  instance, the entry “close” on the table might be used as the solution for 
  a minor trick, or it might spark the idea of closing a planar gate that has 
  been unfortunately or untimely opened.
  Every adventure should have at least a couple of real showcase loca-
  tions, but these aren’t necessarily tactical.  They might be something 
  that’s just visually striking, or a really interesting “boss” monster, or 
  a mental challenge.  Even if it’s not one of the showcase locations, 
  though, an adventure should contain at least one area where pure skill 
  on the part of the players has a huge effect on the outcome of a combat 
  there.
  Die Roll
  Enticement Offered by Adventure
  01-03
  Ability to move inconspicuously in certain groups
  04-06
  Additional form of movement: swim or breathe water, 
  fly, teleport, etc)
  07-09
  Better equipment
  10-12
  Bonuses to saving throws under certain circumstances
  13-15
  Cure disease
  16-18
  Enhance alertness
  19-21
  Enhanced ability to cast spells 
  22-24
  Enhanced ability to hear 
  25-27
  Enhanced ability to see 
  28-30
  Gain experience points or levels
  31-33
  Gain forgiveness or pardons for prior actions
  34-36
  Gain hit points
  37-39
  Improve physical appearance
  40-42
  Improve rate of attacks or speed of actions
  43-45
  Improvement in combat initiative
  46-48
  Improvement in movement rate
  49-51
  Improvement or bonus to class ability (turning undead, 
  picking locks, etc)
  Die Roll
  Enticement Offered by Adventure
  52-54
  Increased strength or other ability score
  55-57
  Learn additional language 
  58-60
  Money payment(s) from patron
  61-63
  Permit travel (casting of teleport, creation of planar gate, 
  opening of dimensional gateway, etc)
  64-66
  Permit travel (required documents, safe-passage, etc)
  67-69
  Provide needed equipment
  70-72
  Receive useful information
  73-75
  Remove a curse
  76-78
  Remove or reverse aging
  79-82
  To-hit or damage bonuses in certain circumstances
  83-85
  Treasure: ancient hoard
  86-88
  Treasure: famous gem(s) or jewelry
  89-91
  Treasure: magic items known to be present
  92-94
  Treasure: legendary magic item or artifact
  95-97
  Treasure: deeds or documents of ownership
  98-00
  Treasure: fabulous furnishings
  BOOK THREE: DUNGEON DESIGN - BASIC ELEMENTS OF ADVENTURE DESIGN
  
  132
  Table 3-3: Topographical and/or Tactical Challenges
  Die Roll
  Nature of Topographical/Tactical Challenge
  01-03
  Attach properly
  04-06
  Balance upon
  07-09
  Break (out, down, or through)
  10-12
  Chase after or race against
  13-15
  Choose between
  16-18
  Climb down to
  19-21
  Climb up to
  22-24
  Close
  25-27
  Detach properly
  28-30
  Drop into
  31-33
  Duck beneath
  34-36
  Find something
  37-39
  Fish out
  40-42
  Go across
  43-45
  Go through
  46-48
  Go under
  49-51
  Jump over
  52-54
  Listen to
  55-57
  Look at
  58-60
  Make a noise with
  61-63
  Make something from available elements
  64-66
  Move something
  67-69
  Open
  70-72
  Pit strength against
  73-75
  Reach into
  76-78
  Ride
  79-82
  Smell or taste
  83-85
  Squeeze through
  86-88
  Swing from
  89-91
  Talk to
  92-94
  Worry about breaking
  95-97
  Worry about falling from
  98-00
  Worry about something moving
  Tactical Situations
  Tactical situations are built mainly upon the premise of getting your-
  self into the best position to gain an advantage. A more subtle use of 
  tactics is not only to place yourself to best advantage, but also to push 
  the enemy into a position of disadvantage.  Forcing the enemy into a 
  particular location is not well represented in most rules, however.
  Table 3-4: Specific Tactical Situations
  Die Roll
  Nature of Tactical Setup
  01-03
  High ground advantage: certain points are more defen-
  sible because of a higher altitude
  04-06
  High ground advantage: certain points are the best 
  vantage for attack because of a higher altitude
  07-09
  Balconies: flight and falling objects come into play as 
  tactical features
  Die Roll
  Nature of Tactical Setup
  10-12
  Balconies and stairs: flight and falling objects come 
  into play as tactical features, along with controlling the 
  access to these areas
  13-15
  Periodic (random) hazards at predictable places: lava 
  fountains or rising spikes make certain areas dangerous 
  at random intervals
  16-18
  Periodic (predictable) hazards at predictable places: 
  lava fountains or rising spikes make certain areas dan-
  gerous at exact, predictable intervals
  19-21
  Major hazard at a particular point, surrounded by area 
  of high risk and reward: this might include a “brain-
  stone” that requires anyone within ten feet to make a 
  saving throw or fall into babbling idiocy for several 
  hours – but anyone making the saving throw gains a 
  major bonus on to-hit rolls, or can “see” what the en-
  emy is doing through their own eyes for several hours.  
  Getting to it first would provide a major advantage. 
  This sort of tactical goal allows the players to make 
  significant decisions that can affect the outcome in 
  unusual ways; should they take the risk, or not?
  22-24
  Major hazard at a particular point is surrounded by 
  area of high risk, but provides a significant short cut to 
  movement or to a tactically beneficial location.  If you’re 
  willing to run the gauntlet, you can reap the rewards if 
  you survive intact enough to do so.  Once again, tactics 
  is all about maximizing player decision-making
  25-27
  Areas in which standard abilities do not function: dead 
  magic, etc.
  28-30
  Areas in which standard abilities are weakened: ability 
  scores, etc.
  31-33
  Particular weapon required, usually an odd one. This 
  might be in a “death arena,” or a monster might have a 
  particular vulnerability, or a curse might make it impos-
  sible to use all non-clay weapons, or the characters 
  might have lost their normal weapons and are forced to 
  improvise.
  34-36
  Areas in which standard abilities are altered (underwa-
  ter, for example)
  37-39
  Areas in which potential shields rise and lower (walls, 
  actual shields, wooden partitions, etc).
  40-42
  Areas which rise and sink in a predictable fashion: 
  being in the right place at the right time gives you the 
  advantage of the high ground – but not forever, because 
  the platform or whatever will sink back down again.
  43-45
  Areas in which shifting visual partitions close off line 
  of sight: mists and fog banks would be an example.
  46-48
  Situations where unusual vehicles or modes of move-
  ment must be used: hang-gliding using huge leaves, or 
  teleporting from disk to disk would be examples.
  49-51
  Situations where the effect of movement is partially 
  random (affected by gusting winds, tides, or small 
  teleportation errors, for example).
  52-54
  Situations where explosives can be set off (rooms with 
  scattered barrels of flammable oil, for example).  Play-
  ers love chain reactions from explosions, too.
  55-57
  Areas where slippery floors affect movement and/or 
  fighting
  58-60
  Areas with obvious traps that could be used tactically
  61-63
  Areas with lots of stairs, platforms, and other features 
  allowing 3-D combat tactics
  Table 3-4: Specific Tactical Situations Continued
  BOOK THREE: DUNGEON DESIGN - BASIC ELEMENTS OF ADVENTURE DESIGN
  
  133
  Die Roll
  Nature of Tactical Setup
  64-66
  Area containing a “victory” point; you get there, you 
  win (or escape, depending on the situation)
  67-69
  Area containing things that can heal or strengthen you
  70-72
  Area containing cool weaponry in hard-to-reach places
  73-75
  Areas with levers to pull and buttons to push, with vari-
  ous effects
  76-78
  Areas where spells have unusual effects; possibly 
  weapons or movement also (underwater, for example)
  79-82
  Area where “normal” vehicle must be used; boats and 
  rafts being the best example; horses, wagons and mine 
  carts being other examples
  83-85
  Low gravity or no-gravity area
  86-88
  Area where life support is required; underwater or in 
  airless environment, for example.
  89-91
  Shifting gravity, areas with varying degree of gravity, 
  or rotating environment (balconies and walls in a rotat-
  ing environment work well for changing the tactical 
  value of the fixtures).
  92-94
  Area where things of tactical value appear or disappear
  95-97
  Areas where vision is unreliable; areas of darkness, 
  mist, magical blindness, magic masks with no eyeholes, 
  hallucinations, and illusions are all examples.
  98-00
  Situation in which a particular code of conduct must be 
  followed (subdue opponents only, accept surrenders, etc.).
  The Monstrous Element
  The actual creation of monsters is covered in Book 2; as is their moti-
  vation, if you consider them to be a collective “villain” and roll on the 
  tables for villainous motivations in Book 1.  Treated as a structural ele-
  ment in an adventure, however, the most important “rule” is that every 
  adventure should contain some combat elements.  It might be tempting 
  from your perspective as the referee to create an “all traps” challenge, 
  or an adventure pitting the characters against the elements.  But your 
  players, unless they’re an unusual group, will want some diversity in 
  the type of challenge their characters encounter.  Single-themed ad-
  ventures can get very boring very quickly, from the perspective of the 
  players.
  Other than the fact that there should be a monstrous element, the ma-
  jor thing about structuring monsters into the adventure is diversity of 
  challenge.  Vary the number and type of monsters in different encoun-
  ters.  An adventure in which one combat after another is against the 
  same type of foe, or against a single foe, is much less compelling than 
  one in which there are several types of monsters of varying levels of 
  power, some alone, some in large bands.
  It is not necessary to have one “boss” monster running the show, and 
  it is not necessary to have a single monster act as the “climax” of an 
  adventure.  However, it is a good idea to have one combat that’s ab-
  normal, more difficult, or otherwise more memorable than normal.  A 
  showcase, if you will.  If you survey your finished adventure and find 
  that all the encounters are roughly of the same difficulty, or take place in 
  nondescript rooms, or that none of them involves an interesting tactical 
  feature, think about adding some more spice to whichever combat has 
  the most potential.
  Here’s an odd tip – take it or leave it.  As a matter of pacing the ad-
  venture, so that it has highs and lows, it’s my opinion that an adventure 
  should contain some completely mundane, average encounters.  These 
  standard-issue combats have the same purpose as comedic breaks in a 
  horror movie: they re-set the tension level so that the next “big” thing 
  has more impact.  As with most things involving the monstrous element, 
  we’re once again talking about variety and diversity.  If everything is 
  Table 3-4: Specific Tactical Situations Continued
  cinematic, nothing is cinematic.  If everything is special, nothing is 
  special.  A few “standard” encounters will make the unusual encounters 
  more memorable, somehow.  It’s purely psychological; but then, so is 
  most of adventure design.
  The Movement Element: 
  Designing the Map
  Creating a good map is one of the most important features of design-
  ing an adventure, because the map is, effectively, the game board for 
  all tactical movement in the game.  Always return to the fundamental 
  question: does this map work as a game board?  Because this ultimately 
  is the measure of a map: it is the way it will be tested, and the way in 
  which the players will interact with it.
  Tips on Map Design
  I can’t claim credit for all these tips; I’ve received many of them from 
  other people:
  1) A map should not be a linear pathway through the adventure.  As 
  with all things in an adventure, the key is to provide meaningful deci-
  sions for the players to make.  If your map is viewed as a flow chart, 
  and it has no “circular” paths allowing different ways through, then you 
  may want to build in more choices.
  2) The map should be roughly divisible into areas with only one or 
  two ways into each area.  This gives the players the psychological re-
  ward of getting “into a new area,” and it also means that as a game 
  board you have created a choke point for tactical movement.  The en-
  trances and exits to areas become significant places on the board where 
  enemies can be bottled up or pathways can be blocked off.
  3) Try thinking of the map literally as a game board with some squares 
  labeled things like “go back two spaces,” or “you can buy this prop-
  erty,” or “advance to go, collect 200gp.”  Fill your mind with all the 
  labels you’ve ever seen for game boards.  Evaluate whether your map 
  would be fun to use in a game where dice are rolled for movement and 
  you do what it says on the various squares. Alternatively, re-envision 
  your map as a flow chart if that’s the way you think.  Are there several 
  different pathways through this map?
  4) Use the third dimension, with up and down movement somewhere 
  on the map.
  5) Vary the physical features in various parts of the map.  In dungeon 
  adventuring this means having rooms of different sizes and shape, cor-
  ridors of different widths, and even areas with odd features like high 
  ceilings or areas where there is flooding.  In wilderness adventures, 
  physical features can be varied with different colors of rock, different 
  plants or animals, different rock formations, etc.
  If you keep these five tips in mind while creating a map, you should 
  be able to create a “flow” that maximizes the map’s tactical and adven-
  turing qualities.
  The Miscellaneous Element: 
  Challenges to the Character Sheet
  Virtually all challenges having to do with the overall adventure should 
  be a challenge to the intelligence and creativity of the players at the table.  
  However, as with most structural elements of an adventure, change-ups are 
  required to vary the pace and the nature of challenges.  Sometimes, success 
  in a challenge depends on the character sheet’s numbers: saving throws, abil-
  ity scores, and the like.  Otherwise, those character sheets don’t mean much.  
  Sometimes, traps or tricks might have a random element involved after play-
  er skill has failed.  For whatever reason, the occasional test of the character 
  sheet gives the players a particular type of challenge: how to avoid being 
  tested, or how to cope when something goes wrong.  Again: the primary sort 
  of challenge is a test of player intelligence and skill; tests of the character 
  sheet are the exception and the spice, not the rule or the main dish.
  BOOK THREE: DUNGEON DESIGN - BASIC ELEMENTS OF ADVENTURE DESIGN
  
  Table 3-5: Challenges to the Character Sheet
  Die Roll
  Nature of Challenge
  01-25
  Ability Checks: A situation requires the player to roll a d20 and score equal or lower than his character’s appropriate ability score.  
  NOTE: in general, intelligence checks should not be used – it is the player’s intelligence that should solve problems.  Strength, 
  dexterity and constitution, the physical attributes of the character, are generally the best scores to use for “ability checks.”  Avoid 
  using ability checks when a situation isn’t high tension or difficult.  Tying knots in a rope to climb a wall just isn’t the sort of thing 
  that needs a random factor injected into it.  
  26-50
  Flat chance: These sorts of challenges aren’t affected by the character sheet or anything else.  There’s just a specific chance per 
  person that the effect will happen: whether the chance is 1 in 6 or a percentage is up to you as the referee.  These sorts of challeng-
  es are often used when the players are deciding whether or not to risk something like walking over a rickety bridge.  The random 
  factor is used to determine when the bridge falls.  So, the flat chance die roll isn’t the test of player skill; the test of player skill is 
  whether or not to take that chance in the first place (and how to improve the odds with gadgetry or other innovations).
  51-75
  Random Selection: having the player pick a card from a set of five, play a game of blackjack or a game of craps, or choose which 
  hand a coin is in.  Do you pick what’s behind curtain #1, curtain #2, or curtain #3? There’s no skill involved here, obviously, but 
  challenges like this add spice to the game.  Sometimes, deciding whether or not to play the game, or which player will play, is 
  where the exercise in player skill comes up.
  76-00
  Saving Throw: Whereas ability checks are only linked to the physical characteristics of a regular person, some challenges are 
  challenges to the character’s experience.  Ability checks don’t take the character’s level into account; saving throws do.  Keep in 
  mind that at lower levels, a saving throw is difficult to make. 
  134
  BOOK THREE: DUNGEON DESIGN - BASIC ELEMENTS OF ADVENTURE DESIGN
  
  Part Two: Designing a 
  Dungeon Adventure
  Introduction to Part Two
  In keeping with the rest of this series, my objective is to provide cre-
  ative sparks for adventure design by pressing lots of concepts and ele-
  ments into the reader’s mind so that the creative subconscious can make 
  sudden, new combinations of them. Dungeon designing is such a vast 
  topic that I’ve organized these conceptual clouds into topics, so when 
  the designer is struggling for inspiration in a particular area he can dip 
  into the specific section or sections that seem to be the closest to what 
  he’s looking for. This mode of organization loses a bit of the lightning-
  strike power of joining together utterly dissociated concepts, but I think 
  it ultimately makes the book more usable. 
  MYSTERIES  
  AND CLUES
  The Concept of Mystery 
  in a Dungeon Adventure
  As a starting point for the discussion of dungeon design, it might seem 
  strange to begin with the concept of mysteries and how to evolve what 
  the players know about the dungeon. But an adventure doesn’t just de-
  velop in terms of area explored or monsters killed; it also develops in 
  terms of the players gaining more and more information about the situ-
  ation and the location.  Sometimes this knowledge has no practical ap-
  plication in game terms, but make no mistake – it is intensely satisfying 
  to the players if they gain more understanding about things.  Even the 
  best-designed adventure in the world will fail on a critical level if the 
  players finish the adventure with no sense of ever having understood 
  what the hell was going on.  Even in a megadungeon type of adventure, 
  it is highly rewarding to the players if they get scraps of information 
  about who lived in the place, what their names were, what happened 
  to them, and why the megadungeon eventually became the province of 
  deadly monsters instead of the original creators and delvers.  
  Underlying Truth: 
  The Backstory
  A backstory is the history of events that have taken place, both sig-
  nificant and trivial. Backstories are necessary in order to generate clues 
  and rumors about the dungeon, because you’ll need something for these 
  clues and rumors to be about. For many designers, knowing the back-
  story of an area is also a strong spur to creativity. 
  There are several approaches to creating a backstory, and the tables 
  in this section are all alternatives for each other – it doesn’t work to 
  combine the results from more than one table in this particular section.
  A First, and Important, Distinction:  
  Lairs as Opposed to Megadungeons
  There are basically two types of dungeon adventures: the 
  short ones where a mission can be accomplished and finished 
  within a small dungeon (which I call a “lair”), and the huge 
  dungeons designed for an almost infinite number of game 
  sessions (which I call a “megadungeon.” Most of the tables in 
  this book are applicable to both types of dungeon adventures; 
  however, if you are designing a mission-oriented lair adven-
  ture, you should keep in mind that anything in here relating to 
  the extent and size of the dungeon may generate an area that 
  is too large and too empty for a faster paced, mission-oriented 
  type of adventure.
  135
  BOOK THREE: DUNGEON DESIGN - DESIGNING A DUNGEON ADVENRTURE
  
  Big-Picture Backstories
  Table 3-6: Why an Adventure Location Became Dangerous
  Die 
  Roll
  Why the Adventure Location Became 
  Dangerous - Factor Number One (d100)
  Why the Adventure Location Became Dangerous - Factor 
  Number Two (d100)
  When - I f you aren’t 
  Looking for a  Specific 
  Timeframe (d100)
  01-05
  Inhabitants were changed
  In connection with an ancient curse
  1000 years ago
  06-10
  Inhabitants defeated
  In connection with savages
  100 years ago
  11-15
  Inhabitants massacred
  In connection with rampaging non-human tribes
  100 years ago
  16-20
  Inhabitants abandoned place
  In connection with a dispute between powerful monsters/
  individuals
  100 years ago
  21-25
  Inhabitants physically altered
  In connection with something unexpected being unearthed
  100 years ago
  26-30
  Construction (recent or ancient) was done
  In connection with forbidden knowledge
  100 years ago
  31-35
  Inhabitants changed beliefs
  In connection with unexpected facts being discovered
  10 years ago
  36-40
  Inhabitants mentally altered
  In connection with a disease
  10 years ago
  41-45
  Inhabitants mentally and physically altered
  In connection with magical research
  10 years ago
  46-50
  Original inhabitants departed the place
  In connection with a strange belief
  10 years ago
  51-55
  The place became hostile to civilization
  In connection with promises made by a powerful being
  10 years ago
  56-60
  The place became filled with traps or 
  deadly barriers
  In connection with the use of strange substances
  1 year ago
  61-65
  The place was shut off from the world
  In connection with the discovery of valuable substances
  1 year ago
  66-70
  The original inhabitants became decadent
  After contact with sinister beings
  1 year ago
  71-75
  The inhabitants broke into two groups
  After a religious or philosophical dispute
  1 year ago
  76-80
  A cataclysm or natural disaster took place
  After strange omens
  1 year ago
  81-85
  Poisons were used
  In connection with excessive pride and hubris
  1 month ago
  86-90
  Deadly beings were made
  In connection with the theft of an important item
  1 month ago
  91-95
  Leaders were slain or imprisoned
  In connection with black magic
  1 month ago
  96-00
  Raiding began
  In connection with a war
  1 month ago
  Examples of Item-based Backstories
  Using Table 3-7, one might get a result of: “A statue or 
  idol was introduced in order to cause a problem, with the 
  additional factor of family identity.” The question is how to 
  dream that into the history of a dungeon (or any other sort 
  of adventure you might be planning). The easiest assump-
  tion, since we’ve got the tried-and-true dungeon standby of  
  the statue, is that the thing was introduced into the  
  dungeon. Clearly, someone provided the statue in order to 
  cause problems, and the only matter to resolve is what sort 
  of problem a statue might cause for family identity. There are 
  various possibilities that can be generated solely from that one 
  entry:
  The title to ownership of a castle (with the dungeons un-
  derneath) was contested between two members of a fam-
  ily, the Azon branch and the Zeon branch. According 
  to the Azon branch, Argos Azon was born before Zaun  
  Zeon, but an ancient statue in the dungeons shows an older 
  Zaun standing next to a younger Zeon.  As minor elements, 
  you might introduce evidence of the battle into the dun-
  geon, and a few scraps of paper about which son was older. 
  As a more major element, you might decide that the benev-
  olent and kindly Azon family was displaced by the evil and  
  sinister Zeons, with effaced murals of the Azons, broken stat-
  ues, etc.
  On the other hand, the same backstory elements could be 
  used to build a dungeon history in which an individual is try-
  ing to claim that he is a member of a powerful family. The 
  family cannot allow this because the person is a pirate, or a 
  murderer. Since there is an old statue of some family member 
  who looks almost exactly like the roguish newcomer, the fam-
  ily arranges to have the statue hidden away in the depths of 
  a dungeon beneath their castle. Since the outsider is a pirate, 
  perhaps he launches a recovery mission – and if he’s a pirate, 
  he should do it by boat, right? That immediately gives you 
  the idea of a river running through the dungeon map. So in 
  this case, the backstory can directly give you an idea not just 
  about the dungeon’s history, but some inspiration about the 
  map itself!
  A third possibility, just to illustrate how flexible this table 
  can be, is to look at these results from a completely differ-
  ent direction than the examples above. Perhaps the priesthood 
  in a deep subterranean community (possibly not even human)  
  is hereditary, and another family challenges this ancient  
  tradition. An idol in the dungeon gives out oracles and  
  signs, and there is some sort of convocation called in which 
  the idol is called upon to resolve the question. Here you’ve  
  got an idea about what the mysterious statue does, possi-
  bly some sort of theological dispute, definitely the idea that  
  religious powers might be involved, and all sorts of other  
  possibilities…
  136
  BOOK THREE: DUNGEON DESIGN - DESIGNING A DUNGEON ADVENTURE
  
  Capsule Backstories
  Capsule backstories aren’t the story of a whole adventure location: they are smaller things that happened in parts of the adventure area, the 
  interesting tidbits that might or might not be usable by an adventuring party. 
  Use one or the other of the two tables below – they generate similar results, but use different methods for generating the results. Most likely, 
  one of the tables will connect with your subconscious better than the other.
  Table 3-7: Item-Based Backstories
  Die 
  Roll
  Item (d100)
  Relationship to Location (d100)
  The Other Factor Involved (d100)
  When 
  (d100)
  01-05
  Body or corpse
  Allowed something to happen that 
  never should have happened
  A long-standing hatred or feud
  1000 yrs
  06-10
  Cargo
  Arrived mysteriously
  A new plan or change in direction
  100 yrs
  11-15
  Cattle or livestock
  Caused a tragic course of events here
  A person with a false identity
  100 yrs
  16-20
  Clue
  Could have changed the tragic course 
  of events here
  A physical accident
  100 yrs
  21-25
  Evidence of crime
  Disappeared mysteriously
  An accident involving the timing of 
  events
  100 yrs
  26-30
  Evidence of innocence
  Is/are stored here
  An invasion, incursion, intrusion, 
  infestation, or unwanted guest
  100 yrs
  31-35
  Gold or jewelry
  Prevented a terrible mistake at the last 
  minute
  An unexpected transformation
  10 yrs
  36-40
  Magic item
  Was brought here against orders, 
  against tradition, or against laws
  Bragging, showing off, or showing 
  power (possibly catastrophically)
  10 yrs
  41-45
  Map
  Was created here and remains here
  Calling in a favor, debt, or agreement
  10 yrs
  46-50
  Message or letter
  Was created here but is now gone
  Family identity
  10 yrs
  51-55
  Monster
  Was introduced in order to cause a 
  problem
  Forgery
  10 yrs
  56-60
  Mysterious sealed container
  Was once, or is now, needed to com-
  plete an important project here
  Inability to act
  1 year
  61-65
  Ownership papers
  Was supposed to be created here, but 
  the attempt failed or was interrupted
  Insanity
  1 year
  66-70 
  Religious item
  Was supposed to have been delivered 
  here by owner, creator, or purchaser
  Living, existing, or surviving longer 
  than normal (longevity, immortality, 
  Undeath, or preservation).
  1 year
  71-75
  Ship or unusual means of travel
  Was supposed to have been delivered 
  here by thieves
  Love affair
  1 year
  76-80
  Statue or idol
  Was used here as the evidence (wheth-
  er true or false) causing a person to 
  be killed by a mob, by associates, by 
  followers, or by the verdict of one 
  who judges.
  No honor among thieves
  1 year 
  81-85
  Symbol of authority
  Was used here for a crime such as 
  arson, murder, kidnapping.
  Preservation of tradition or status quo
  1 month
  86-90
  Unusual animal (familiar, mascot, pet, 
  prize cow, etc.)
  Was used in a rescue, liberation, 
  release, healing, or reconciliation 
  Rightful inheritance
  1 month
  91-95
  Vehicle (possibly with cargo)
  Was/were destroyed here
  Sickness
  1 month
  96-00
  Weapon (siege engine, sword, etc)
  Was/were stored here but now gone
  Unquestioning loyalty to a person or 
  a cause
  1 month
  137
  BOOK THREE: DUNGEON DESIGN - DESIGNING A DUNGEON ADVENTURE
  
  Table 3-8: Person Based Backstories
  Die 
  Roll
  Person Involved with 
  Location (d100)
  Relationship of Location to 
  Person (d100)
  Last Important Event 
  Involved Here (d100)
  Optional Additional Factor (d100)
  When 
  (d100)
  01-05
  Adventurer(s)
  Hideout
  Food, drink, or some-
  thing being eaten
  Someone or something knew more 
  than it was expected to know
  1000 yrs
  06-10
  Agent or diplomat
  Place of burial
  Music
  An accident of timing
  100 yrs
  11-15
  Cleric or religious 
  leader such as shaman
  Prison
  Murder
  Something had become impure or 
  tainted
  100 yrs
  16-20
  Criminal/outlaw
  Place of delivery
  Theatrical performance 
  or a faked event
  The person engineered a double-
  cross, or was the victim of one
  100 yrs
  21-25
  Intelligent monster
  Place of training
  Gambling
  Justice was served in an ironic 
  fashion
  100 yrs
  26-30
  Noble or leader
  Secret hiding place for 
  possession(s)
  Lovers’ tryst
  A Pyrrhic victory (victory that leaves 
  the victor catastrophically damaged 
  in some way)
  100 yrs
  31-35
  Magic-user (relatively 
  weak)
  Place of auguries or receiving 
  advice. Note: the advice could 
  be quite mundane, such as 
  financial advice, or might be 
  very unusual or specific.
  Gladiatorial type of 
  contest
  A Hobson’s choice (neither option is 
  desirable)
  10 yrs
  36-40
  Messenger
  Place where things are pro-
  cessed or changed
  Execution
  The outcome was absolutely the 
  opposite of what one would have 
  expected or could have anticipated
  10 yrs
  41-45
  Saboteur
  Normal place of residence
  Singing or an unusual 
  sound
  The outcome left an unusual but 
  valuable treasure behind
  10 yrs
  51-55
  Demon or similar 
  creature
  Place where things are grown
  Treachery, cheating, or 
  a rigged event
  The outcome created an item that 
  is magical, significant, or otherwise 
  very useful to a band of adventurers
  10 yrs
  56-60
  Horrible thing
  Place where things are de-
  stroyed or deconstructed
  The fuel for an event
  The outcome created an item, 
  resonance, or situation that is very 
  dangerous to intruders
  1 year
  61-65
  Secret murderer or 
  assassin
  Place where something (possi-
  bly the person) manifests itself
  A surprising document 
  (or other message)
  The outcome is generally known 
  and perhaps is even legendary, but 
  no one knew where it happened … 
  until now.
  1 year
  66-70
  Magic-user (powerful, 
  or known in legends or 
  songs)
  Place whence communication 
  is possible
  The escape of some-
  thing or someone: 
  maybe the person, 
  maybe someone (thing) 
  else.
  History tries to repeat itself in this 
  location, for some reason
  1 year
  71-75
  One with control over 
  the physical surround-
  ings
  Place for friend, ally, pet, 
  familiar, steed, or companion
  An assassination at-
  tempt
  The event was intended by someone 
  to affect the person’s superior
  1 year
  76-80
  One who is known to 
  help others, but exacts 
  a heavy price
  Place of birth, creation, or 
  where personal power was 
  originally gained
  An argument
  The event was intended by someone 
  to establish the person’s power
  1 year 
  81-85
  One with a changeable 
  nature, multiple forms, 
  or multiple identities.
  Place where person’s identity 
  or appearance changes or was 
  changed
  The completion of a 
  promise or obligation
  The event was intended to erase 
  the effect of something, or to return 
  things to normal
  1 month
  86-90
  One with a sense 
  of humor, possibly 
  macabre
  Place of guilt
  Rendering of a judg-
  ment
  The event was cunningly orches-
  trated by a third party
  1 month
  91-95
  One who interprets 
  laws of some kind, 
  possibly a secret law
  Place where the evidence of 
  person’s secret is stored, con-
  cealed, or cannot be removed
  Long-awaited revenge
  The event was accidental and unin-
  tended
  1 month
  96-00
  One whose power re-
  sides in being believed 
  by others
  Place where there is a source
  A discovery
  The event involved secret knowledge 
  or secret power – either an attempt to 
  gain it, or an attempt to use it.
  1 month 
  138
  BOOK THREE: DUNGEON DESIGN - DESIGNING A DUNGEON ADVENTURE
  
  Original Purpose or “Most Recent Use” Backstories
  This table can be used twice: once to determine an area’s original purpose, and then to find out what it was converted into by later inhabitants. 
  This is the table I use most frequently for quick ideas, since it suggests a lot about the map.
  Table 3-9: Most Recent Use Backstories
  Die 
  Roll
  Purpose of Area 
  (d100)
  Created or Converted by Whom 
  (d100)
  01-02
  Antechamber
  A Casanova or sex-addict, human or 
  otherwise
  03-04
  Archives
  A Casanova or sex-addict, human or 
  otherwise
  05-06
  Arena
  A collector of objects or animals
  07-08
  Armory
  A collector of objects or animals
  09-10
  Art gallery, display 
  area, waxworks, or 
  trophy room
  A constructed entity similar to an 
  intelligent golem
  11-12
  Audience-chamber
  A cult or sect of humans, demi-hu-
  mans, or other humanoids (peaceful)
  13-14
  Aviary
  A cult or sect of humans, demi-hu-
  mans, or other humanoids (peaceful)
  15-16
  Banquet hall
  A cult or sect of humans, demi-
  humans, or other humanoids (violent, 
  sinister, or evil)
  17-18
  Barracks
  A cult or sect of humans, demi-
  humans, or other humanoids (violent, 
  sinister, or evil)
  19-20
  Bath houses
  A demigod
  21-22
  Bedrooms
  A demigod
  25-26
  Casino
  A demonic creature, possibly with 
  slaves of some type (you could roll 
  again to see what sort of slaves)
  27-28
  Chantry
  A giant, possibly a very unique one
  29-30
  Chapel
  A giant, possibly a very unique one
  31-32
  Cistern or well
  A group of traders
  33-34
  Closets, lockers, 
  small storage
  A major political figure such as a king or 
  prince. In a dungeon, this guy is probably 
  either non-human or is in hiding. Other 
  possibility is that he owns the land above, 
  and this is a stronghold area or part of one.
  35-36
  Conjuring or sum-
  moning
  A major political figure such as a king or 
  prince. In a dungeon, this guy is probably 
  either non-human or is in hiding. Other 
  possibility is that he owns the land above, 
  and this is a stronghold area or part of one.
  37-38
  Courtrooms
  A notorious poisoner
  39-40
  Crypts
  A notorious poisoner
  41-42
  Dormitories
  A powerful undead creature
  43-44
  Garden (fungus, 
  orchids or other)
  A powerful undead creature
  45-46
  Granary, ware-
  house, or storage 
  area
  A shapeshifter or lycanthrope
  47-48
  Kennels
  A shapeshifter or lycanthrope
  49-50
  Kitchen area
  A wizard, evil
  51-52
  Laboratories
  A wizard, evil
  53-54
  Library
  A wizard, evil
  Die 
  Roll
  Purpose of Area 
  (d100)
  Created or Converted by Whom 
  (d100)
  55-56
  Lounge or common 
  room
  A wizard, evil
  57-58
  Meditation cham-
  bers
  A wizard, not evil
  59-60
  Offices
  A wizard, not evil
  61-62
  Offices or adminis-
  tration
  A wizard, not evil
  63-64
  Oracle or divina-
  tion
  A wizard, not evil
  65-66
  Pantries or food 
  storage
  An alchemist, human or otherwise
  67-68
  Prison
  An alchemist, human or otherwise
  69-70
  Privies
  An ancient race of humans or a “supe-
  rior” subspecies of humanity
  71-72
  Proximity to elemen-
  tal substance: fire 
  or lava
  An ancient race of humans or a “supe-
  rior” subspecies of humanity
  73-74
  Proximity to el-
  emental substance: 
  unusual air or gases
  An artificer of machines
  75-76
  Proximity to elemen-
  tal substance: unusual 
  earth or gems
  An artificer of machines
  77-78
  Proximity to  
  elemental substance: 
  unusual water
  An intelligent “Lord” of a type of 
  vermin
  79-80
  Robing rooms
  An intelligent “Lord” of a type of 
  vermin
  81-82
  Scriptorium
  Ancient, horrific creatures that are 
  best forgotten and hopefully aren’t 
  still there
  83-84
  Shrine
  Ancient, horrific creatures that are best 
  forgotten and hopefully aren’t still there
  85-86
  Smithies or forges
  Band of powerful (relative to the 
  dungeon level) adventurers
  87-88
  Stables
  Band of powerful (relative to the 
  dungeon level) adventurers
  89-90
  Study
  Criminal organization: murderous or 
  violent
  91-92
  Torture chambers
  Criminal organization: murderous or 
  violent
  93-94
  Training rooms
  Criminal organization: thieves, forgers, 
  arsonists, or other non-violent crimes
  95-96
  Waiting rooms
  Criminal organization: thieves, forgers, 
  arsonists, or other non-violent crimes
  97-98
  Workroom for 
  wizard or other 
  magic-using being
  Intelligent vermin
  99-00
  Workrooms for 
  craftsmen
  Intelligent vermin
  139
  BOOK THREE: DUNGEON DESIGN - DESIGNING A DUNGEON ADVENTURE
  
  Types of Information
  The following tables about information are not just for generating ad-
  venture ideas; they are for use throughout the adventure design process.
  There are three ways the players in their guise as characters might 
  encounter information:
  1) Clues: things the characters see and must interpret
  2) Rumors: things communicated directly to the characters (whether 
  true, false, incomplete, or embroidered)
  3) Written Information: clues and rumors that are recorded in some 
  form
  Clues
  Clues are bits and pieces of incomplete information that the players 
  (characters) perceive directly and must interpret. It is best to make their 
  solutions fairly obvious; it’s much more difficult to figure things out 
  from the player side than one might think, especially when you aren’t 
  paving the way for them with things like “an intelligence check.” And 
  don’t do that! Die rolls used to substitute for players thinking and de-
  duction will rob the players of the feeling of joy and accomplishment 
  when they figure something out.  
  But on the other hand, if the clues are too difficult, you also rob the 
  players of the same feeling of accomplishment – it’s fine to provide 
  some hard clues that conceal really useful information, but most clues 
  should be quite simple.  It’s also obvious, I think, that the difficulty 
  of the clue should correspond to the usefulness of the information it 
  reveals.
  Table 3-10: Types of Clues
  Die Roll
  Type of Clue (d100)
  01-12
  Coded message for a particular recipient (Table 3-11)
  13-25
  A deliberately placed message left behind for any 
  recipient (Table 3-11)
  26-38
  A deliberate misdirection (Table 3-12)
  39-51
  A direct vision or memory imparted to someone
  52-64
  Evidence of a mechanism or the use of one
  65-77
  Journals, diaries, or other personal records (Tables 
  3-18, 3-19, and 3-20)
  78-90
  Something that is an inherent part of the general deco-
  ration, architecture, environment, or atmosphere
  91-00
  The remnants of an event
  Table 3-11: Coded and Deliberate Messages
  Die 
  Roll
  From Whom 
  (d100)
  To Whom 
  (d100)
  Content of Interest to 
  Adventurers (d100)
  01-05
  Controller 
  or powerful 
  figure in the 
  location
  An enemy
  How to avoid or disarm 
  a trap
  06-10
  Slave
  Patron elsewhere
  How to find another 
  important piece of 
  information (such as a 
  map or a diary)
  11-15
  Monster
  A friend
  How to open a trick 
  door or secret door
  Die 
  Roll
  From Whom 
  (d100)
  To Whom 
  (d100)
  Content of Interest to 
  Adventurers (d100)
  16-20
  Prisoner
  An ally
  How to operate a piece 
  of machinery (an eleva-
  tor to another level, 
  the lava channels, the 
  ghoul vats, the potion-
  brewing machine, etc).
  21-25
  Insane person
  A potential rescu-
  er (not necessarily 
  a rescuer of the 
  person writing)
  How to work a particu-
  lar trick most benefi-
  cially
  26-30
  Religious 
  leader
  Relative, clan 
  member, or 
  family
  Information about a 
  major monster: how to 
  avoid it
  31-35
  An Adven-
  turer
  An employer
  Information about a 
  significant monster: 
  how to negotiate with 
  it or keep it from at-
  tacking
  36-40
  Second in 
  command
  Another member 
  of same racial 
  group
  Information about a 
  significant monster: 
  what it is
  41-45
  Protector in 
  adventure 
  area
  One who is 
  believed dead
  Information about 
  backstory: what hap-
  pened to make the 
  place dangerous
  46-50
  One who is 
  hidden or 
  guarded
  One who pro-
  vides supplies of 
  some kind
  Information about 
  backstory: who built 
  the place
  51-55
  Someone held 
  for ransom
  A historian or 
  sage
  Information about 
  backstory: who lived 
  here
  56-60
  One who is 
  believed dead
  A war leader
  Information about 
  backstory: why the 
  place was originally 
  built
  61-65
  One who 
  cannot write; 
  a scribe was 
  involved
  A skilled nego-
  tiator or possible 
  intermediary
  Location of a key
  66-70 A person who 
  was cheated
  A devoutly 
  religious person 
  or zealot
  Location of a level 
  change
  71-75
  One who is 
  afraid for his 
  life
  A thief or 
  thieves’ guild
  Location of a particular 
  room being sought (the 
  prison, the privy, the 
  library, etc).
  76-80
  A fugitive
  A wizard
  Location of a secret 
  door
  81-85
  Performer or 
  artist
  A healer
  Location of a trap
  86-90
  One who is 
  sick or on the 
  verge of death
  A wanton hussy
  Location of a treasure
  91-95
  An architect 
  or engineer 
  involved in 
  construction
  A person seeking 
  vengeance
  Part of a map
  96-00
  One who has 
  been cursed 
  or influenced 
  by spell
  A spy
  Why an unusual room 
  is built the way it is
  140
  BOOK THREE: DUNGEON DESIGN - DESIGNING A DUNGEON ADVENTURE
  
  Table 3-12: Deliberate Misdirections
  Die 
  Roll
  Message Appears to Divulge (d100)
  Nature of the Misdirection (d100)
  01-05
  How to avoid or disarm a trap
  Created as part of a defense in preparation for a fight that was ex-
  pected to take place (and might have already taken place)
  06-10
  How to find another important piece of information (such as 
  a map or a diary)
  Created as part of a defense in preparation for a fight that was ex-
  pected to take place (and might have already taken place)
  11-15
  How to open a trick door or secret door
  Created out of sheer malice
  16-20
  How to operate a piece of machinery (an elevator to another 
  level, the lava channels, the ghoul vats, the potion-brewing 
  machine, etc).
  Created out of sheer malice
  21-25
  How to work a particular trick most beneficially
  Intended to conceal a crime perpetrated by the person leaving the fake 
  clue (the clue might even be altered evidence at the crime scene)
  26-30
  Information about a significant monster: how to avoid it
  Intended to conceal a crime perpetrated by the person leaving the fake 
  clue (the clue might even be altered evidence at the crime scene)
  31-35
  Information about a significant monster: how to negotiate 
  with it or keep it from attacking
  Intended to conceal a crime perpetrated by the person leaving the fake 
  clue (the clue might even be altered evidence at the crime scene)
  36-40
  Information about a significant monster: what it is
  Intended to hide other clues that reveal the truth, such as a journal
  41-45
  Information about backstory: what happened to make the 
  place dangerous
  Intended to hide other clues that reveal the truth, such as a journal
  46-50
  Information about backstory: who built the place
  Intended to hide physical evidence of a crime or moral iniquity
  51-55
  Information about backstory: who lived here
  Intended to protect a stash of treasure that was left somewhere tempo-
  rarily – and might or might not still be there (probably it should still 
  be there, as a matter of good gaming).
  56-60
  Information about backstory: why the place was originally 
  built
  Intended to protect a stash of treasure that was left somewhere tempo-
  rarily – and might or might not still be there (probably it should still 
  be there, as a matter of good gaming).
  61-65
  Location of a key
  Intended to protect someone’s reputation – either that of the person 
  leaving the fake clue, or that of a relative, friend, etc.
  66-70 
  Location of a level change
  Intended to protect someone’s reputation – either that of the person 
  leaving the fake clue, or that of a relative, friend, etc.
  71-75
  Location of a particular room being sought (the prison, the 
  privy, the library, etc).
  Intended to throw off pursuers. The nature of the pursuers and the 
  pursued, and the reason for the pursuit, might be an interesting ad-
  ditional detail to develop
  76-80
  Location of a secret door
  Intended to throw off pursuers. The nature of the pursuers and the 
  pursued, and the reason for the pursuit, might be an interesting ad-
  ditional detail to develop
  81-85
  Location of a trap
  Not actually a deliberate misdirection, but the evidence points to the 
  wrong direction unless a more subtle clue is found that clarifies things
  86-90
  Location of a treasure
  Not actually a deliberate misdirection, but the evidence points to the 
  wrong direction unless a more subtle clue is found that clarifies things
  91-95
  Part of a map
  One of several clues, one leading to the right conclusion, the rest false
  96-00
  Why an unusual room is built the way it is
  One of several clues, one leading to the right conclusion, the rest false
   
  141
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  Nature and Information Content of Direct Visions and Memories
  Table 3-13: Content and Perspective of Direct Visions
  Die Roll
  Information Content (d100)
  Nature and Perspective (d100)
  01-05
  How to avoid or disarm a trap
  Character has a dream in which events are symbolically represented. For example, 
  animals or objects might play out a drama that actually occurred between people, 
  with the nature of the animals indicating the inner nature of the people
  06-10
  How to find another important piece of infor-
  mation (such as a map or a diary)
  Character has a dream in which he is one of the “characters” in the events shown, 
  speaking and interacting under the player’s control during the dream
  11-15
  How to open a trick door or secret door
  Character has a dream in which he is one of the “characters” in the events shown, 
  but speaking and interacting with the dream is not under the player’s control – it is 
  like being in the play
  16-20
  How to operate a piece of machinery (an el-
  evator to another level, the lava channels, the 
  ghoul vats, the potion-brewing machine, etc).
  Character has a dream in which he observes events but is not part of them – like 
  the proverbial fly on the wall
  21-25
  How to work a particular trick most benefi-
  cially
  Character has a sudden memory “implanted” in his mind, as if seen by an outside 
  observer of the events (possibly this is the memory of an eavesdropper or spy)
  26-30
  Information about a significant monster: how 
  to avoid it
  Character has a sudden memory “implanted” in his mind, from the perspective of 
  one of the “characters” in the events remembered.
  31-35
  Information about a significant monster: how 
  to negotiate with it or keep it from attacking
  Character has a sudden vision in which events are symbolically represented. For 
  example, animals or objects might play out a drama that actually occurred between 
  people, with the nature of the animals indicating the inner nature of the people
  36-40
  Information about a significant monster: what 
  it is
  Character has a sudden vision in which he is one of the “characters” in the events 
  shown, speaking and interacting under the player’s control during the vision. He 
  might act out these actions in real life, to the surprise of his compatriots.
  41-45
  Information about backstory: what happened 
  to make the place dangerous
  Character has a sudden vision in which he is one of the “characters” in the events 
  shown, but speaking and interacting with the dream is not under the player’s con-
  trol – it is like being in the play
  46-50
  Information about backstory: who built the 
  place
  Character has a sudden vision in which he observes events but is not part of them 
  – like the proverbial fly on the wall
  51-55
  Information about backstory: who lived here
  Character has a sudden vision of a person “telling” him about something. The 
  character can interact with the person in the vision and ask questions (probably a 
  limited number, or the type of question is restricted for some reason)
  56-60
  Information about backstory: why the place 
  was originally built
  Character has a sudden vision of a person “telling” him about something. The 
  character cannot interact with the person in the vision
  61-65
  Location of a key
  Character has a sudden vision of a person telling another person about the events
  66-70
  Location of a level change
  Entire party has a sudden vision in which events are symbolically represented. For 
  example, animals or objects might play out a drama that actually occurred between 
  people, with the nature of the animals indicating the inner nature of the people
  71-75
  Location of a particular room being sought 
  (the prison, the privy, the library, etc).
  Entire party has a sudden vision perceived as if they are “characters” in the events 
  shown. Each sees the events from the perspective of different people in the vision.
  76-80
  Location of a secret door
  Entire party simultaneously has a sudden vision in which they observe events but 
  are not part of them – like the proverbial fly on the wall
  81-85
  Location of a trap
  Entire party simultaneously has a sudden vision in which they observe events but 
  are not part of them – like the proverbial fly on the wall
  86-90
  Location of a treasure
  Entire party simultaneously has a sudden vision in which they observe events but 
  are not part of them – like the proverbial fly on the wall
  91-95
  Part of a map
  The character’s mind comes into contact with that of another living being, who can 
  impart information but not answer questions
  96-00
  Why an unusual room is built the way it is
  The character’s mind comes into contact with that of another living being, who can 
  impart information and answer limited questions
  142
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  Evidence of Mechanism or Use
  Table 3-14: Evidence of Mechanism or Use
  Die Roll
  Type of Evidence (d100)
  01-10
  Cleaned room: evidences recent use, presence of oozes, or removal of evidence
  11-20
  Presence of tools: indicates recent use and possibly presence of something the tools are intended to be used on (this thing might be 
  hidden).
  21-30
  Scratches on walls or floor: can evidence presence of the moving parts of a trap, presence of a secret door, or something that has 
  been dragged from one place to another
  31-40
  Holes in walls or floor: these might be marks from impact (possibly from a trap or portcullis), might be vents for the functioning 
  of a trap, might function as a keyhole or contain buttons, and might be the lair of some small monster
  41-50
  Pockmarks or corrosion on wall or floor: can indicate monsters that use acid, or the presence of a gas trap.
  51-60
  Aquatic tools: this includes fishing nets, boats, broken boats, fishhooks, buoys, or diving equipment.  Indicates presence of water 
  nearby.
  61-70
  Recent painting or carving: some sort of decoration has been added.  This obviously indicates recent use of the area, and probably 
  an intention to stay.  A corollary question is why this particular sort of decoration was chosen and whether it indicates the type of 
  creature that chose it.  Keep in mind that paint might be covering or concealing something, and statues can also be used to conceal 
  doors, trapdoors, and holes in the floor.  They can be faucets for gas, or counterweights.
  71-80
  Warning signs: these might be painted “Keep out” signs, or might be as primitive as a skull on a post.  They indicate borders and 
  boundaries, and may disclose the nature of the creatures that put up the sign.  They might also indicate clues about who is being 
  warned away.
  81-90
  Operating machinery: whether the machine is a water channel or a piece of incomprehensible complexity, if it’s operating then 
  someone turned it on and maintains it.
  91-00
  Furnishings and carpets: if an ancient area has new carpeting, someone is nearby.  Carpets can conceal other clues, and chairs can 
  be trapped.  Beware.
  Part of Decorations
  Sometimes, information can be gained by looking at a portrait (“hey, isn’t that a map she’s holding?”), a statue (“that sword in his hand looks 
  like the one we found earlier”), and even furniture (“that is a really, really, big chair”).  Putting clues into decorations just doesn’t really translate 
  into a random generation table, unfortunately.
  Remnants of an Event
  Table 3-15: Type of Event Leaving the Clue
  Die Roll
  Type of Event (d100)
  01-10
  Agreement or treaty: the obvious evidence of a treaty or agreement is the document itself, if it was the sort of agreement one writes 
  down.  Other written evidence can be a letter in which the agreement is mentioned or is obvious.
  11-20
  Battle: battles and combats are usually evidenced by the presence of broken arrows, possibly bloodstains, and in some cases the 
  evidence of spell casting.
  21-30
  Betrayal: visual evidence of a betrayal is a bit hard to manage, unless a mirror or some other magical device recorded the event for 
  posterity.  A letter is one way of accomplishing this kind of clue, or (depending on the adventure) the clue might be something like 
  an opened entryway that was supposed to keep enemies out.
  31-40
  Cave-in: either the area is completely blocked, or it has been cleaned out and a lot of rock is missing.  Note that wooden structures 
  can also collapse.  Why did the area cave in, what might it hide, and who is responsible?  Does it indicate that the ceiling above 
  the party’s heads is unstable; does it indicate that the enemies around the corner have rigged explosives, or does it mean that earth 
  elementals are rampaging in the area?  Add some details, and you have a good clue.
  41-50
  Execution: there’s a dead body, or a stake with scorch marks around it, or a skeleton hanging from a noose, or some other sign that 
  an execution took place.  Why did it happen?  That’s not necessarily part of this clue, but if it’s just a random piece of “dungeon 
  dressing,” then you’ve missed a good chance to convey information to the players for future use (or further knowledge about the 
  location and events there).
  51-60
  Fire: why was there a fire?  An execution, arson, evidence of a fire-using monster? Does it reveal the location of a trap, does it 
  show that combustibles were stored here, or does it reveal something else?
  61-70
  Flooding: an area is full of water, or there are signs that it once was.  This could include a waterline stain, seashells in a dry area, 
  fish bones, or other such evidence.  Why was the area underwater?  To kill people?  To store water for drinking, experiments, or 
  fire fighting?  Perhaps there is a secret door at the waterline used for access to the sea or an underground lake.  Possibly an aquatic 
  monster once lived here.  Possibly the ceiling is about to open and flood the chamber while the adventurers are looking around.
  143
  BOOK THREE: DUNGEON DESIGN - DESIGNING A DUNGEON ADVENTURE
  
  Die Roll
  Type of Event (d100)
  71-80
  Functioning of a trap: this is also covered in evidence of mechanism or use.  Here, instead of the sort of markings left by a me-
  chanical device, we’re probably talking dead bodies.
  81-90
  Imprisonment: evidence of imprisonment could include a skeleton chained to a wall or in a cell; it could include written records of 
  a jailer, and it could include scratches left on the wall by a prisoner.  These are just a few of the more obvious examples.
  91-00
  Lovers’ tryst: evidence of a lover’s tryst might be quite blatant; such as a love letter, or a rumpled and recently vacated bed; or it 
  might be relatively subtle, with clues such as a coded love letter, or the smell of a distinctive perfume somewhere it isn’t supposed 
  to be.  The identities of the lovers might not be apparent until this clue is connected with another clue.
  Rumors
  Table 3-16: Relation of Source to Rumor
  Die Roll
  Source or Nature of Rumor (d100)
  01-08
  Account of ancient expedition contained in book or 
  archives
  09-16
  Ancient riddle
  17-24
  Ancient warning
  25-32
  Area is taboo or forbidden
  33-40
  Generally known legend or story
  41-48
  Generally known prophesy
  49-56
  Hireling with previous group of adventurers
  57-65
  Minstrel who spoke with prior adventurers
  66-74
  People who heard prior adventurers bragging in tavern
  75-83
  Recent events (strange deaths, etc)
  84-92
  Recent observations by curious people
  93-00
  Someone who slept with prior adventurer in the area
  Table 3-17: Information Content of Rumors
  Die Roll
  What is Disclosed? (d100)
  01-05
  How to avoid or disarm a trap
  06-10
  How to find another important piece of information 
  (such as a map or a diary)
  11-15
  How to open a trick door or secret door
  16-20
  How to operate a piece of machinery (an elevator to 
  another level, the lava channels, the ghoul vats, the 
  potion-brewing machine, etc).
  21-25
  How to work a particular trick most beneficially
  26-30
  Information about a significant monster: how to avoid it
  31-35
  Information about a significant monster: how to negoti-
  ate with it or keep it from attacking
  36-40
  Information about a major monster: what it is
  41-45
  Information about backstory: what happened to make 
  the place dangerous
  46-50
  Information about backstory: who built the place
  51-55
  Information about backstory: who lived here
  56-60
  Information about backstory: why the place was origi-
  nally built
  61-65
  Location of a key
  66-70
  Location of a level change
  Die Roll
  What is Disclosed? (d100)
  71-75
  Location of a particular room being sought (the prison, 
  the privy, the library, etc).
  76-80
  Location of a secret door
  81-85
  Location of a trap
  86-90
  Location of a treasure
  91-95
  Part of a map
  96-00
  Why an unusual room is built the way it is
  Written Information
  Written clues, warnings, and rumors aren’t necessarily always found 
  on a conveniently dropped piece of parchment.  Take a look at the sec-
  tion on written tricks for some ideas about unusual writing surfaces and 
  writing methods.
  Journal, Diary, or Written Account
  The nature of a written clue often determines the sort of information 
  content it might provide.  Or, vice versa if you’re starting with a piece 
  of information you want to convey to the players.  If the writing is some 
  sort of correspondence, Table 3-7 (Coded and Deliberate Messages) 
  can be used to generate some details.  If, on the other hand, the writ-
  ing is purely for the writer’s use (recipes or notes to self, for example) 
  you’ll have to get a bit creative about what it might reveal.  An alche-
  mist’s notes to self will be very different from a sergeant’s or a jailer’s. 
  Recipes can reveal a lot, since they may mention supply sources or 
  contain instructions for where to get ingredients.
  Table 3-18: Nature of the Writing
  Die Roll
  Nature of Written Clue (d100)
  01-05
  Accounts and financial records
  06-10
  Book, reference
  11-15
  Book, religious tract
  16-20
  Dossier of information about someone
  21-25
  Family tree and/or genealogical records
  26-30
  Graffiti
  31-35
  Inscription on goblet, jewelry, or other item
  36-40
  Journal
  41-45
  Legal documents concerning a dispute
  46-50
  Letter
  Table 3-15: Type of Event Leaving the Clue Continued
  Table 3-17: Information Content of Rumors Continued
  144
  BOOK THREE: DUNGEON DESIGN - DESIGNING A DUNGEON ADVENTURE
  
  Table 3-18: Nature of Writing Continued
  Table 3-20: Ownership Papers Continued
  Die Roll
  Nature of Written Clue (d100)
  51-55
  Maps
  56-60
  Military plans and orders
  61-65
  Notes to self
  66-70
  Ownership papers
  71-75
  Receipts
  76-80
  Recipes or instructions
  81-85
  Stitched into cloth
  86-90
  Treaty documents
  91-95
  Troop movements
  96-00
  Wall carving
  Table 3-19: Letter Contents
  Die Roll
  Contents of Letter (d100)
  01-05
  Birth or death announcement
  06-10
  Demand for performance of a bargain
  11-15
  Demand for repayment of money or a past favor
  16-20
  Demand for surrender
  21-25
  Financial information
  26-30
  Gift of ownership documents
  31-35
  Invitations
  36-40
  Love letter
  41-45
  Military situation
  46-50
  Plea for help
  51-55
  Request for information about an item or event
  56-60
  Response to a plea for help
  61-65
  Response to a status report or demand
  66-70
  Response to a threat
  71-75
  Scholarly question
  76-80
  Secret information about enemy weakness
  81-85
  Secret orders
  86-90
  Status report from an inferior or superior
  91-95
  Threatening litigation
  96-00
  Updates on recent events in family
   
  Table 3-20: Ownership Papers
  Die 
  Roll
  Type of Ownership Conveyed (d100)
  01-02
  A license, issued by a noble or legal authority, to commit a 
  particular crime once, without prosecution
  03-04
  Deed to a building currently being used as a temple
  05-06
  Deed to castle
  07-08
  Deed to cottage in village
  09-10
  Deed to desert area
  11-12
  Deed to dungeon
  13-14
  Deed to farm
  15-16
  Deed to forested area
  Die 
  Roll
  Type of Ownership Conveyed (d100)
  17-18
  Deed to hilly area
  19-20
  Deed to house in city
  21-22
  Deed to house in town
  23-24
  Deed to isolated cottage
  25-26
  Deed to junkyard
  27-28
  Deed to manor house
  29-30
  Deed to mine
  31-32
  Deed to ranch
  33-34
  Deed to swamp area
  35-36
  Deed to tavern
  37-38
  Deed to toll bridge
  39-40
  Deed to toll road
  41-42
  Deed to warehouse and contents
  43-44
  Dungeon exploration rights
  45-46
  Exclusive right, issued by some criminal organization, to 
  commit and organize a particular sort of crime
  47-48
  Exclusive rights to a bounty hunt
  49-50
  Exclusive rights to create a canal
  51-52
  Exclusive rights to grow a particular type of crop
  53-54
  Exclusive rights to minerals taken from particular area, or 
  to mine in that area
  55-56
  Exclusive rights to rent collected from a particular building 
  for a particular length of time.
  57-58
  Exclusive rights to trade in a particular commodity
  59-60
  Exclusive rights to undertake religious activity, operate a 
  temple, and/or proselytize in a particular area
  61-62
  Fishing rights
  63-64
  Hunting rights
  65-66
  IOU: any bearer can collect the debt after a certain date
  67-68
  IOU: only the named bearer can collect the debt after a 
  certain date
  69-70
  Membership in a guild or organization
  71-72
  Partnership in a dungeon exploration (division of loot and 
  basic plans, most likely)
  73-74
  Partnership in a seafaring ship
  75-76
  Partnership in a smithy
  77-78
  Partnership in a tavern
  79-80
  Partnership in proceeds from an unusual cargo
  81-82
  Partnership in proceeds of a cargo about to set sail
  83-84
  Patents of nobility, issuance of a noble title, or papers of 
  citizenship in a town or city (or even in a dungeon, perhaps)
  85-86
  Title to a fishing boat
  87-88
  Title to a gem
  89-90
  Title to a piece of jewelry
  91-92
  Title to a ship
  93-94
  Title to a slave
  95-96
  Title to contents of a warehouse
  97-98
  Transfer of ownership of certain rooms in a dungeon
  99-00
  Wilderness exploration rights
  145
  BOOK THREE: DUNGEON DESIGN - DESIGNING A DUNGEON ADVENTURE
  
  Generating Magical Symbols
  From time to time, you may need to draw the picture of a rune or glyph that’s found on a dungeon door or stitched into a mysterious tapestry. 
  This table allows you to create mystic sigils; roll once on each column, starting with the basic shape of the rune in column 1 and modifying it as 
  described in columns 2 and 3. 
  Table 3-21: Generating Magical Symbols
  Die Roll
  Basic Form of Symbol (d100)
  Change it in this fashion (d100)
  Then: (d100)
  01-10
  Symbol or number (1d6): *, =, 7, 8, 9, or :
  Mirror image, or, if this results in no 
  change, connect two random points in 
  the basic form with a straight line
  Put a dot next to it, to the left or right
  11-20
  Shape or symbol (1d6): (1) Devil face (very 
  simplified), (2) human stick figure, (3) +, (4) 
  >, (5) <, or (6) arrow
  Add squiggly tail to one corner or edge 
  at bottom, pointing left or right
  Put a dot above or below it
  21-30
  Shape (1d6): Eye, hand, diamond, square, 
  circle, or triangle
  Add squiggly tail to one corner or edge 
  at top, pointing left or right
  Put a horizontal, diagonal, or curved 
  line above or below it
  31-40
  Letter of the Alphabet (capital) or number 
  (1d6): Y, Z, 3, 4, 5, 6
  Put a second Basic Form below it, 
  touching, upside down.
  Attach a small circle to the top, bottom, 
  or side of the figure
  41-50
  Letter of the Alphabet (capital) (1d6): A, B, C, 
  D, E, or F.
  Put a second Basic Form next to it, 
  touching
  Place a small circle next to, on top of, 
  or below the figure, not touching
  51-60
  Letter of the Alphabet (capital) (1d6) G, H, I, 
  J, K, L.
  Put identical figure below it, touching, 
  upside down
  Duplicate the figure, upside down, 
  directly below or next to the existing 
  figure.
  61-70
  Letter of the Alphabet (capital) (1d6) M, N, O, 
  P, Q, R.
  Put identical figure next to it, touching
  Start from one of the figure’s points or 
  ends, and draw a spiraling line starting 
  from that point
  71-80
  Letter of the Alphabet (capital) (1d6) S, T, U, 
  V, W, X.
  Turn on side, clockwise
  Put a wavy horizontal line beneath the 
  figure or a wavy vertical line to its left 
  or right
  81-90
  Complex shape (1d6): (1) Star 5 point, (2) 
  star, 6 point, (3) crescent, (4) circle with cross 
  superimposed, lines of cross extending be-
  yond edges of circle, (5) diamond with cross 
  superimposed, lines of cross extending beyond 
  diamond’s edge, (6) hourglass shape
  Turn on side, counterclockwise
  No further modification
  91-00
  Simple picture (1d8): Sun, crescent moon, 
  tree, flower, tower, human stick figure, or leaf.
  Turn upside down, or, if this results in 
  no change, connect two random points 
  in the basic form with a curved line
  No further modification
   
  Keep in mind that the capital letters of the alphabet referred to in 
  this table are meant to identify a set of basic line shapes, not letters. 
  If they resemble letters too much, your rune is going to look too 
  modern and the elements of it will be too obvious.  These are basic 
  starter-shapes, not letters.
  There are some tricks to help you overcome this difficulty. The 
  first trick is to alter the “normal” line lengths involved in drawing 
  a capital letter of the alphabet – i.e., the proportions of the letter. 
  The second trick is to draw the capital letter partly using straight 
  lines and partly using curved lines. The third trick is to vary line 
  widths in the rune, making some lines thicker than others. This 
  third trick generates more artistic and magical-looking runes, but 
  can generate crappy-looking results until you get the hang of it. 
  Stretch normal dimensions and add curlicues if your rune is still 
  looking too recognizable.  
   One experiment for varying line widths can be done by going to an 
  art supply store or a craft store and getting hold of an artist’s “crow 
  quill” pen. A crow quill is a pen you dip in ink, with a very narrow nib. 
  When you are drawing a normal line, the line is extremely thin; but by 
  adding slightly more pressure the line will widen. An experienced artist 
  would use a larger nib pen or a brush for this, just to get a bigger final 
  picture, but a crow quill is easier for a beginner because the small nib 
  makes it easier to control ink flow. The more ink your tool can deliver 
  to the paper, the cooler you can make your results, but it also makes it 
  much easier to screw up. I definitely recommend starting with a crow 
  quill – and they also have the advantage of being cheap.
  146
  BOOK THREE: DUNGEON DESIGN - DESIGNING A DUNGEON ADVENTURE
  
  Codes and Ciphers
  Alternate Alphabets as Easy Codes
  An additional form of code is simply to use a different alphabet for 
  normal writing, requiring the players only to figure out the translitera-
  tion. This approach adds mystery into the dungeon, but is relatively 
  easy for the players to figure out if you label several innocuous rooms 
  with the alphabet before presenting the players with an important piece 
  of information. Some usable alphabets are shown below. Note that the 
  second column is (pretty much) the Greek alphabet, and can be trans-
  literated by anyone knowing that alphabet; Tolkien fans or scholars of 
  Norse might also be able to transliterate the Futhark-based runes of the 
  first column.
  Table 3-22: Sample Alternate Alphabets
  English
  Futhark-
  Based
  Greek- 
  Based
  Enochian-
  Based
  A
  A
  a
  A
  B
  B
  b
  B
  C
  C
  c
  C
  D
  D
  d
  D
  E
  E
  e
  E
  F
  F
  f
  F
  G
  G
  g
  G
  H
  H
  h
  H
  I
  I
  i
  I
  J
  J
  j
  J
  K
  K
  k
  K
  L
  L
  l
  L
  M
  M
  m
  M
  N
  N
  n
  N
  Codes and ciphers can be a great tool in an adventure, but if they are too 
  difficult they can cause a big problem, too.  In general, remember that what 
  looks easy to the referee is probably a lot harder for the players to figure out. 
  Keep codes very, very simple if the players are actually supposed to decode 
  them, and provide the key somewhere in case the players can’t figure it out, 
  or lose patience.
  Four different types of codes/ciphers are described below.  Each method 
  can be used to generate a variety of actual codes.
  1) Shuffle the letters of the alphabet forward or backward by a specific 
  number (this is called the “Julius Caesar Cipher”).  Example: if the shuffle-
  number is 2, then the letter “A” would be written as “C,” which is 2 letters 
  forward in the alphabet.  The letter “C” would be written as “E,” and so forth. 
  If the writer wanted to write AC in this cipher, he would write CE.
  2) A more complex form of cipher is to assign a number to each letter of the 
  alphabet.  The simplest version of this cipher would be to assign the numbers 
  as A=1, B=2, C=3, etc.  “ABC” in this code would be written as “123.”  A 
  stronger code might have a key to show the letter-to-number relation.  “A” 
  might be assigned arbitrarily to the number “5,” “B” might be assigned to the 
  number “1,” and the rest of the letters would also be given numbers to rep-
  resent them.  From the standpoint of writing an adventure, this sort of cipher 
  would be really annoying to the players because it’s simply too hard or too 
  time-consuming to break without the key.  If you don’t have the key easily 
  available somewhere for the players to find, avoid ciphers that will take too 
  much time to break.
  3) Letters can be substituted for other letters according to a key; these codes 
  are extremely difficult to break without having a copy of the key.
  4) A message can be embodied in an innocuous communication using a 
  formula like this one: “every tenth word is a word of the real message.  Ignore 
  all other words.”  A more complicated formula would not use the same inter-
  val.  Such a key might read as follows: “the words of the message are words 
  number 10, 15, 30, 41, 50.”  In this case, the key would probably be necessary 
  for players to be able to break the code – although it might be workable if (a) 
  the players enjoy puzzles like codebreaking and (b) they know from some-
  where that the nature of the code is to use words at intervals.
  147
  BOOK THREE: DUNGEON DESIGN - DESIGNING A DUNGEON ADVENTURE
  English
  Futhark-
  Based
  Greek- 
  Based
  Enochian-
  Based
  O
  O
  o
  O
  P
  P
  p
  P
  Q
  Q
  q
  Q
  R
  R
  r
  R
  S
  S
  s
  S
  T
  T
  t
  T
  U
  U
  u
  U
  V
  v
  v
  V
  W
  w
  w
  W
  X
  x
  x
  X
  Y
  y
  y
  Y
  Z
  z
  z
  Z
  
  There are a vast number of fantasy fonts available on the Internet 
  that can serve as a code alphabet. The Autorealm Phoenician font used 
  in the above table is one of these, taken from the Autorealm mapping 
  site. Hieroglyph fonts, Hebrew, and pictograms are also good if you 
  don’t want to provide any clues by using letters with similarities to their 
  modern equivalents. Script fonts that connect letters are much harder 
  to decipher, since the players won’t know where one letter ends and 
  another begins, so I don’t recommend these.
  Many player will be aware that “e” is the most commonly used letter 
  in the English language, since this knowledge was well disseminated 
  in the Sherlock Holmes story, “The Dancing Men.” Making the letter 
  “e” recognizable will go a long way toward making an alphabet code 
  easier to decipher.
  148
  BOOK THREE: DUNGEON DESIGN - DESIGNING A DUNGEON ADVENTURE
  Generating Riddles
  Just as with codes and ciphers, remember that what looks easy from 
  behind the referee’s screen is actually a lot harder for the players to fig-
  ure out.  It is good planning to have the solution available somewhere 
  else in the adventure, and NEVER make solving a riddle the only way 
  for the players to proceed all the way through an adventure.
  The easiest way to create a riddle is to follow the steps below:
  Start with the answer you want, such as, “horse.”
  Jot down the distinctive characteristics of the thing you’ve chosen as 
  the riddle’s answer.  A horse, for example, has four legs, a mane, a tail, 
  carries a rider, has hoofs, etc. This is a brainstorming step; write down 
  everything you can think of.
  Consider ways of describing these characteristics in a vague or poetic 
  manner.  For example, a horse is a land-strider.  Because a person sits on 
  it, it can be “man’s throne.”  And its iron-shod feet make sparks when 
  they strike stone.  Thus, “Land strider, man’s throne, sparks fly when I 
  step to stone.”
  Take a shot at putting a rhyme or two into the riddle.  It’s not neces-
  sary, but the impact is far better.
  If the site is still on the Internet, it’s worth mentioning that the best 
  description of how to write archaic riddles can be found at http://catb.
  org/esr/riddle-poems.html.
  
  The Map
  Introduction
  The various sections of this part of the book are organized in the con-
  text of a random dungeon generator, but they are actually intended to 
  be used separately, when you are looking for a bit of specific inspiration 
  about some feature in a dungeon you aren’t generating randomly. The 
  other possible way of organizing them was alphabetically, and I decided 
  that as a creative tool, it would be better to provide some connection 
  between the elements instead of presenting them in isolation. Even if 
  the designer is initially looking for an isolated element, the connections 
  themselves might serve as an independent source of inspiration.
  Quick Inspiration
  If what you’re looking for is just a quick inspiration for “what comes 
  next” in an existing dungeon, it’s a bit irritating to be faced with an 
  entire dungeon-generation system. There are a couple of quick ways to 
  get ideas for “what comes next.”
  Starting wherever you need some inspiration (the edge of your exist-
  ing map), and go directly to Table 3-23 to generate ideas for the transi-
  tion into a new area. Once that’s done, go to Table 3-37 to see what’s 
  on the other side of the transition area. Table 3-37 generates the general 
  layout of a set of rooms and chambers, and can be used to generate the 
  shape and sizes of those areas.
  Another possibility is to jump all the way down to Tables 3-78 and 
  3-79 and see which one of them you like best (these two tables are 
  similar but alternate methods). Table 3-78 offers general ideas for what 
  might come next in a dungeon, without many references to the tables. 
  Table 3-79, on the other hand, is designed to direct you back into the 
  tables – it is like a master table for jumping randomly into the tables. In 
  other words, Table 3-78 is for use if you’re feeling pretty creative, and 
  Table 3-79 is for use if you want to treat this whole section as a grab-
  bag of tables instead of a step-by-step process.
  The third alternative is just to browse through the tables until some-
  thing catches your eye as an interesting idea.
  Holistic Dungeon 
  Generation
  Every method I have seen for generating random dungeon maps is 
  a linear “walk” through the dungeon’s passageways, with the dice 
  generating whatever comes next beyond the last element you gener-
  ated. This sort of method isn’t completely horrible if you’re pressed 
  for time, and it can certainly provide you with flashes of inspiration. 
  There is, however, a somewhat better way of creating a dungeon map, 
  in which the designer has a bit more influence over the process as it 
  develops. At the very least, this means you won’t have to erase big 
  parts of the map as often as you do when using a linear generator. At 
  its best, it allows you as the dungeon designer to integrate your own 
  creative processes more easily into the overall pattern of random re-
  sults as that pattern develops.
  The Concept of Dungeon Areas
  A dungeon “area” is a set of rooms (or chambers, or caverns) that are 
  separated from other groups by only one or two connections. In other 
  words, the dungeon map is “granular,” made up of distinct pieces. There 
  are several reasons for constructing a dungeon map in this fashion: the 
  small number of connections makes each one tactically important for 
  escape route and ambushes, and because the areas are segmented, the 
  players themselves gain a sense of excitement when they realize they 
  have discovered a new area of the dungeon. The dungeon level has 
  regions, rather than being a single, undifferentiated whole.
  Perhaps as importantly, dividing the dungeon map into such segments 
  allows you, as the designer, to apply your different creative inspirations 
  in small bites. It is much easier to work several different ideas into a 
  dungeon level when there are naturally existing borders to separate one 
  idea from the next.
  Dungeon Areas
  Arranging the Areas
  The first step in designing a dungeon holistically is to create the ar-
  rangement of the areas (groups of rooms) and their connections.
  The dungeon is divided into areas, and each area is connected to oth-
  ers by a “transition.” Roll for the arrangement of the areas on the chart 
  below. The lines are the transition areas, the square box is the starting 
  area, and the circles are areas found beyond the starting area. It is a 
  good idea to sketch the resulting diagram (or one you create) onto a full 
  sized sheet of paper, because you will probably be writing notes about 
  each circle and line before you move on to creating a real map.
  Transitions Between Dungeon Areas  
  (The Connecting Lines)
  Each line on the dungeon’s chart of areas is a “transition,” that can be 
  as simple as a door or as bizarre as a teleportation device. Roll for each 
  transition line on your chart, determine if there is a trick associated with 
  it, and note that all down next to the line.
  149
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-23: Transitions Between Dungeon Areas
  Die Roll
  Nature of Transition* (d100)
  Chance of Hazard Trick Added 
  to This Type of Transition** 
  (d100)
  If there is no Hazard Trick, 
  roll to see if there is a more 
  complex trick involved in 
  the transition*** (d100)
  01-10
  Corridor, short
  20%
  5%
  11-20
  Corridor, long, straight (or almost straight)
  20%
  5%
  21-30
  Corridor, long, with turns or curves
  10%
  5%
  31-40
  Door or archway, normal
  0%
  5%
  41-44
  Door, secret, normal
  0%
  5%
  45-48
  Door, secret, unusual mechanism
  0%
  5%
  49-52
  Door, concealed, normal
  0%
  5%
  53-56
  Door, concealed, unusual mechanism
  0%
  5%
  57-60
  Corridor, long, with 1d4 side passages, 50% chance to dead 
  end after 1d3 turns/curves, and 50% chance to terminate in a 
  room after 1d2 turns/curves
  10%
  5%
  61-65
  Bridge over river or chasm
  10%
  5%
  66-75
  Door, unusual mechanism
  5%
  0%
  76-80
  Waterway connection
  10%
  5%
  81-82
  Partially submerged corridor
  25%
  5%
  83-85
  Teleportation
  0%
  10%
  86-90
  System of corridors in which some go under others (or just a cor-
  ridor that goes under part of an existing area to reach the new area)
  10%
  5%
  91-00
  Architectural Trick (see Table 3-84 or Table 3-85)
  0%
  0%
  *  If the Transition is to a special seventh area, add +20 to the die roll, treating any result over 100 as an architectural trick. If the result is a normal 
  door (including secret and concealed normal doors) then there is a 100% chance of a complex trick being associated with it. For all other results for 
  transitions to a seventh area, the chance of a simple trick is 75%, and if there is no simple trick then the chance of a Complex Trick is 100%.
  ** Hazard tricks are found in Table 3-92
  *** Determine nature of trick on Table 3-81
  Table 3-24: Corridor, Basic Description of
  Die Roll
  Corridor Width (d100)
  Construction (d100)
  Height (d100)
  Unusual Features (d100)
  01-20
  5ft
  Same as connected area
  Crawlway
  None
  21-40
  10ft
  Excavated, rough hewn
  10ft
  None
  41-60
  10ft
  Excavated, well-finished
  10ft
  Roll once
  61-80
  10ft
  Naturally occurring (cavern)
  20ft or more
  Roll once
  81-00
  20ft
  Same as connected area
  Same as connected area
  Roll twice
  Table 3-25: Corridor, Unusual Features of
  Die 
  Roll
  Unusual Features of Corridor (d100)
  01-05
  Pillars down center
  06-10
  Half-pillars in side walls
  11-15
  Crumbling or unstable
  16-20
  Murals or mosaics on walls
  21-25
  Alcoves
  26-30
  Slopes up or down
  31-35
  Several short twists, turns, or zigzags
  36-40
  Pillars in random locations
  41-45
  Carvings on walls
  46-50
  Mosaic or patterned floor
  Die 
  Roll
  Unusual Features of Corridor (d100)
  51-55
  High ceiling
  56-60
  Large grates in floor
  61-65
  Strong air drafts or even wind
  66-70
  Dips through short underwater area
  71-75
  Unusual temperature (hot/cold)
  76-80
  Holes in walls
  81-85
  Blocking line of thin pillars or bars 2ft apart blocks carts, 
  mules, large objects
  86-90
  Tube or pipe rather than corridor
  91-95
  Trap
  96-00
  Monster lair in corridor
  150
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-26: Bridges
  Die Roll
  Bridge Material (d100)
  Unusual Feature (d100)
  01-10
  Stone
  Invisible
  11-20
  Rope and wood
  Slippery and/or sloped 
  downward
  21-30
  Wood
  Tilting
  31-40
  Glass
  Broken
  41-50
  Iron
  Crumbling or dilapidated
  51-60
  Bronze
  Statues or carvings
  61-70
  Floating disks
  Sways or flexes
  71-80
  Stepping stones
  Illusion involved
  81-90
  Tree or log
  Upward sloping
  91-00
  Vines (possibly living)
  Rotates
  Doors and Archways
  Archways
  Whenever a tunnel or corridor leads out of a room, there is presum-
  ably some sort of archway, so when an “archway” appears on a table 
  or gets marked on a map it’s because there is something unusual, 
  noticeable, or distinctive about it.  
  Table 3-27: Archway Master Table
  Roll 1d8 for archways within an area
  Roll 1d12 for archways connecting two significant areas of the dungeon
  Die Roll
  Archway
  1
  Carved
  2
  Draped opening
  3
  Large
  4
  Multiple arches
  5
  Oddly shaped
  6
  Painted
  7
  Architectural trick
  8
  Trapped (simple trap)
  9
  Architectural trick and one other feature (roll 1d6)
  10
  Trap (simple trap) and one other feature (roll 1d6)
  11
  Blocked by bars (horizontal or vertical), portcullis, or grate
  12
  Blocked by bars (horizontal or vertical), portcullis, or 
  grate and one other feature (roll 1d6)
  Roll on whichever column of Table 3-28 was indicated by the roll 
  on Table 3-27.
  Table 3-28: Archway, Distinctive Elements
  Die 
  Roll
  Carved 
  (d100)
  Draped (d100)
  Large 
  (d100)
  Multiple (d100)
  Odd Shape (d100)
  Painted 
  (d100)
  01-10
  Abstract 
  shapes
  Cloth curtain (regular 
  cloth)
  15ft at top
  Double arch (pillar at 
  middle)
  Gothic (or rounded if most of the 
  arches are gothic)
  Blue
  11-20
  Animals
  Hide or leather 
  curtain
  20ft at top
  Double arch (pillar at 
  middle)
  Short arch has less than 5ft clearance 
  at top.
  Black
  21-30
  Gargoyles
  Strands of beads form 
  curtain
  20ft at top
  Double arch (pillar at 
  middle)
  Archway is a circular opening in the 
  wall
  White
  31-40
  Glyphs (see 
  Table 3-21)
  Bells
  20ft at top
  Triple arch, equal 
  heights (two pillars)
  Triangle-topped arch
  Green
  41-50
  Plants
  Twine or ropes form 
  curtain (possibly with 
  weights or bells at the 
  ends)
  20ft at top
  Triple arch, central arch 
  taller than side arches 
  (two pillars)
  Half-octagon
  Red
  51-60
  Flowers
  Cloth curtain, em-
  broidered or velvet
  30ft at top
  Quadruple arch (three 
  pillars). If the hallway is 
  of normal width, these 
  might actually be hard 
  to squeeze through.
  Wider than it is tall
  Yellow
  61-70
  Skulls
  Bones tied together in 
  strands form a curtain
  30ft at top
  Double arch (pillar at 
  middle)
  Archway is an oval-shaped opening 
  in wall
  Brown
  71-80
  Faces
  One or more skulls 
  hang from top of arch
  30ft at top
  Triple arch, central arch 
  shorter than side arches 
  (two pillars)
  Archway is triangular opening in 
  wall
  Purple
  81-90
  Monsters
  String or leather 
  thong crosses the 
  archway horizontally, 
  secured by eyehooks 
  at waist height
  40ft at top
  Double arch (pillar at 
  middle)
  Opening in the wall is shaped in the 
  outline of an animal, monster, or 
  person. Opening touches the floor 
  and is large enough to walk or crawl 
  through.
  Repre-
  sentation 
  (roll on the 
  carvings 
  column to 
  see what is 
  painted)
  91-00
  Message in 
  words
  Multiple animal pelts, 
  shells, or turtle shells 
  are connected into 
  strands to form curtain
  40ft at top
  Double arch (pillar at 
  middle)
  Extremely narrow
  Repeating 
  shapes or a 
  pattern
  151
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Doors
  Normal Doors
  Just because a door is “normal,” i.e., not concealed, secret, or opened by means of a complicated method, doesn’t mean it can’t be unique. This 
  is especially true of doors that connect two major “areas” within a dungeon.
  Table 3-29: Normal Door, Basic Description of
  Die Roll
  Doors within a Dungeon Area (d100)
  Doors Connecting Dungeon Areas (i.e., more significant) (d100)
  01-10
  The door is like most other doors in the dungeon, with no 
  particular distinguishing features.
  The door is like most other doors in the dungeon, with no particular 
  distinguishing features.
  11-20
  The door is like most other doors in the dungeon, but is 
  painted an unusual color (see appropriate column on Table 
  3-30)
  The door is like most other doors in the dungeon, but is painted an 
  unusual color (see appropriate column on Table 3-30)
  21-30
  The door is like most other doors in the dungeon, but has an 
  oddity (see appropriate column on Table 3-30)
  Roll for the door’s material and color on Table 3-30
  31-40
  The door is like most other doors in the dungeon, with no 
  particular distinguishing features.
  Roll for the door’s Material and how it opens on Table 3-30
  41-50
  The door is like most other doors in the dungeon, but is 
  painted an unusual color (see appropriate column on Table 
  3-30)
  Roll for the door’s material and for an Oddity on Table 3-30
  51-60
  The door is like most other doors in the dungeon, but has an 
  oddity (see appropriate column on Table 3-30)
  Roll on each column of Table 3-30 to get the description of a very 
  unusual door
  61-70
  The door is like most other doors in the dungeon, with no 
  particular distinguishing features.
  The door has an unusual mechanism (Roll on Table 3-32)
  71-80
  The door is like most other doors in the dungeon, with no 
  particular distinguishing features.
  The door is a large double door (1d6 x10ft high). Roll for its Mate-
  rial on Table 3-30.
  81-90
  The door is like most other doors in the dungeon, with no 
  particular distinguishing features.
  The door is normal, but has an Oddity from Table 3-30.
  91-00
  The door is like most other doors in the dungeon, with no 
  particular distinguishing features.
  The door has an unusual shape, determined by rolling on Table 3-31.
  152
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-30: Normal Door, Unusual Features of
  Die Roll
  Material (d100)
  Color (d100)
  Opens (d100)
  Oddities (d100)
  01-04
  Bronze
  Black
  Divides at middle, hinged top and bot-
  tom
  Bells attached
  05-08
  Bronze
  Blue
  Divides at middle, top slides up, bottom 
  slides down
  Bloodied
  09-12
  Bronze
  Diamond pattern
  Divides down middle, hinges on both 
  sides
  Brand new
  13-16
  Clay
  Green
  Drops into slot
  Broken
  17-20
  Copper
  Grey
  Hinged at bottom
  Creaks
  21-24
  Curtain (beads)
  Natural color
  Hinged at top
  Dented
  25-28
  Curtain (cloth)
  Natural color
  Iris valve
  Dog door
  29-32
  Flesh
  Natural color
  Pulls
  Door knocker
  33-36
  Iron
  Natural color
  Pulls
  Doormat or sign
  37-40
  Iron
  Natural color
  Pulls
  Glows
  41-44
  Paper, gauze, or lace
  Natural color
  Pulls
  Glyphs
  45-48
  Quartz
  Natural color
  Pushes
  Graffiti
  49-52
  Stone
  Orange
  Pushes
  Hacked at
  53-56
  Stone
  Purple
  Pushes
  Illusion
  57-60
  Straw
  Red
  Pushes
  Multiple locks
  61-64
  Thorns
  Stripes
  Raises
  Peephole
  65-68
  Tiles (mosaic)
  Swirls
  Revolves
  Recently painted or wet paint
  69-72
  Tiles (movable)
  Transparent
  Slides
  Scorched
  73-76
  Wicker
  White
  Slides
  Strange shape
  77-80
  Wires or mesh
  Yellow
  Turnstile
  Trap
  81-84
  Wood
  Natural color
  Divides down middle, hinges on both 
  sides
  Face imprinted upon
  85-88
  Wood
  Natural color
  Dissolves
  Written trick
  89-92
  Wood
  Checkerboard
  Hinged at bottom
  Eyes, nose, or mouth
  93-96
  Wood
  Splotches
  Hinged at top
  Unusual mechanism (roll on Table 3-32)
  97-00
  Wood
  Pink
  Pushes
  Unusual mechanism (roll on Table 3-32)
   
  Table 3-31: Normal Door, Unusual Shapes of
  Die Roll
  Unusual Shape (d100)
  01-10
  Circular (part of one side would have to be straight in order to accommodate hinges)
  11-20
  Half circle
  21-30
  Octagonal
  31-40
  Oval shaped (75% taller than it is wide, 25% wider than it is tall)
  41-50
  Reached by steps down (probably only a couple, unless you have part of the dungeon level set somewhat deeper than the rest of 
  the dungeon)
  51-60
  Reached by steps upward (possibly only a couple, possibly the door is quite high in the wall)
  61-70
  Square
  71-80
  Triangular (and might have to open on an angle if one side is not perpendicular to floor)
  81-90
  Very tall and very narrow
  91-00
  Wider than it is tall
  153
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-32: Normal Door, Unusual Mechanisms for
  Die Roll
  Roll on this column (d100)
  And then this column (d100)
  And then roll on this column (d100)
  01-02
  Rotate (clockwise)
  The Falcon head
  Three times
  03-04
  Rotate (counterclockwise)
  The King’s crown
  Forcefully
  05-06
  Lift up
  The Second button
  Hard
  07-08
  Push in
  Each knob
  Slowly
  09-10
  Push up
  The shortest lever
  Quickly
  11-12
  Push down
  The entire keyhole
  Carefully
  13-14
  Push left
  The large flagstone
  Until it clicks
  15-16
  Push right
  The handle
  Until the keyhole appears
  17-18
  Slide up
  The serpent’s tongue
  Until the latch appears
  19-20
  Slide down
  The curtain rod
  Until the latch opens
  21-22
  Slide
  The disk under the latch
  Until the button pops up
  23-24
  Pull
  The hidden lever
  While the other door is closed
  25-26
  Pull down on
  The doorknob
  At the indicated time
  27-28
  Pull up on
  The glass pane
  While saying the word  “Ni.”
  29-30
  Turn
  The carving on the bottom
  Just after the chime sounds
  31-32
  Turn around
  The gargoyle’s buttocks
  Until the real door opens
  33-34
  Remove
  The middle face
  Then jump back
  35-36
  Use water on
  The rope
  Then run like hell
  37-38
  Apply heat to
  The torch sconce
  But pull your hand back quickly
  39-40
  Squeeze
  The skull
  Until the floor opens
  41-42
  Close
  The statue
  As hard as you can
  43-44
  Open
  The eye of the idol
  Until it aligns with the other side
  45-46
  Replace
  The blue stone
  Until it lines up with the yellow marker – NOT the red marker
  47-48
  Take weight off
  The spiral thingy
  To get it into the other socket
  49-50
  Put weight on
  The knob
  To make it match the other side
  51-52
  Shake
  The numbered dial
  While the eye of the statue is closed
  53-54
  Twist
  The red pin
  In complete darkness
  55-56
  Lower
  The water valve
  From a distance
  57-58
  Cover up
  The large gear
  Using a mental command
  59-60
  Shine bright light on
  The twisted wire
  Which is in the other room
  61-62
  Pry out
  The other door
  Out in the hallway
  63-64
  Use a wrench on
  The floorboard
  Until the water-tubes connect
  65-66
  Use electric shock on
  The tripwire-looking thing
  Until the electrical arcs have started
  67-68
  Press on
  The hook
  Then back away
  69-70
  Apply pressure to
  The eyeball
  Then cover your eyes
  71-72
  Move
  The bell-pull
  Until blood flows
  73-74
  Unfasten
  The chain
  Until you have heard two clicks
  75-76
  Lift and turn
  The triangular piece
  When it glows
  77-78
  Press and then turn
  The faucet
  While standing on the pressure plate
  79-80
  Disconnect
  The carved hand
  Until the other one makes a clicking noise
  81-82
  Reconnect
  The eye of the tiger
  Until the ticking noise stops
  83-84
  Hit 
  The gem
  To start the process
  85-86
  Crank
  The loop
  Until the tubes fill with liquid
  87-88
  Don’t touch
  The talking part
  In complete silence
  89-90
  Touch
  The fig leaf
  Very gently
  91-92
  Take pressure off
  The wheel
  Until the illusion disappears
  93-94
  Strike
  The bolt
  And wait for three hours
  154
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-32: Normal Door, Unusual Mechanisms for - Continued 
  Die Roll
  Roll on this column (d100)
  And then this column (d100)
  And then roll on this column (d100)
  95-96
  Uncover
  The bladed apparatus
  To remove the magnetic force
  97-98
  Rotate
  The coupling
  To make the stone rise
  99-00
  Spin
  The decorative wing-nut
  To keep that obviously very bad contingency from occurring
  Waterways
  Table 3-33: Waterway Connections, Basic Description
  Die Roll
  Waterway (d8)
  1
  River blocks a corridor or room, 1d6 x10ft across
  2
  River runs through a tunnel and must be followed to reach the new area (50% chance of boats being docked for this purpose, pos-
  sibly broken or decayed if the dungeon is ancient)
  3
  River runs through a pipe or tunnel with little or no airspace above the liquid. The pipe might be horizontal or vertical
  4
  River blocks corridor or room, but there is a ford or causeway
  5
  Lake must be crossed. Boats might or might not be available.
  6
  Waterfall must be crossed, ridden down, or broken through to reach connected area
  7
  A tunnel or corridor is approximately waist-deep in water or other liquid
  8
  River or other moving body of water powers a water-wheel or other apparatus which must be climbed, destroyed, deactivated, or 
  traversed in order to reach the new area
  Table 3-34: Waterway Connections, Nature of Liquid
  Die Roll
  Description of Liquid (d100)
  01-30
  Water, normal
  31-40
  Water, with numerous fish or other marine life
  41-50
  Water, with numerous aquatic plants
  51-70
  Water, muddy
  71-90
  Water, crystal clear
  91-92
  Sewage
  93-94
  Goop of some kind
  95-96
  Unnaturally hot or cold liquid (probably water)
  97-98
  Liquid of strange color (possibly only water)
  99
  Liquid of unusual smell (possibly toxic)
  100
  Poison
  155
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Teleportation
  Table 3-35: Teleportation, Nature of
  Die Roll
  Description of Teleportation (d100)
  01-05
  Imperfect teleportation with error factor, teleports groups, medium to long “reset” period, two-way
  06-10
  Imperfect teleportation with error factor, teleports groups, medium to long “reset” period, one-way
  11-15
  Imperfect teleportation with error factor, teleports groups, short “reset” period, two-way
  16-20
  Imperfect teleportation with error factor, teleports groups, short “reset” period, one-way
  21-25
  Perfect teleportation in groups, medium to long “reset” period, one-way
  26-30
  Perfect teleportation in groups, medium to long “reset” period, two-way
  31-35
  Perfect teleportation in groups, short “reset” period, one-way
  36-40
  Perfect teleportation in groups, short “reset” period, two-way
  41-45
  Perfect teleportation in groups, target point varies, medium to long “reset” period, two-way
  46-50
  Perfect teleportation in groups, target point varies, medium to long “reset” period, one-way
  51-55
  Perfect teleportation in groups, target point varies, short “reset” period, two-way
  56-60
  Perfect teleportation in groups, target point varies, short “reset” period, one-way
  61-65
  Perfect teleportation, one at a time, medium to long “reset” period, two-way
  66-70
  Perfect teleportation, one at a time, medium to long “reset” period, one-way
  71-75
  Perfect teleportation, one at a time, short “reset” period, one-way
  76-80
  Perfect teleportation, one at a time, short “reset” period, two-way
  81-85
  Teleportation in groups, separates group to one or more target points, determined randomly, short “reset” period, two-way
  86-90
  Teleportation in groups, separates group to one or more target points, determined randomly, short “reset” period, one-way
  91-95
  Teleportation in groups, separates group to one or more target points, determined randomly, medium to long “reset” period, two-way
  96-00
  Teleportation in groups, separates group to one or more target points, determined randomly, medium to long “reset” period, one-way
  Table 3-36: Teleportation, Devices and Special Effects for
  Die Roll
  Teleportation Device (d100)
  Special Effect (d100)
  01-04
  Roll for an Architectural Trick on Table 3-85, but “What Happens 
  When Functioning” is determined on the next column of this table, 
  and “What is Accessed” is the target of the teleportation, so don’t roll 
  for that on the Architectural Tricks Table
  Apparent explosion, with flash, boom, and residual smoke
  05-08
  Roll for an Architectural Trick on Table 3-85, but “What Happens 
  When Functioning” is determined on the next column of this table, 
  and “What is Accessed” is the target of the teleportation, so don’t roll 
  for that on the Architectural Tricks Table
  Earth-shattering Ka-boom
  09-12
  Roll for an Architectural Trick on Table 3-85, but “What Happens 
  When Functioning” is determined on the next column of this table, 
  and “What is Accessed” is the target of the teleportation, so don’t roll 
  for that on the Architectural Tricks Table
  Figure appears to effervesce, vanishes, a few bubbles left 
  behind
  13-16
  Roll for an Architectural Trick on Table 3-85, but “What Happens 
  When Functioning” is determined on the next column of this table, 
  and “What is Accessed” is the target of the teleportation, so don’t roll 
  for that on the Architectural Tricks Table
  Figure distorts, then vanishes
  17-20
  Roll for an Architectural Trick on Table 3-85, but “What Happens 
  When Functioning” is determined on the next column of this table, 
  and “What is Accessed” is the target of the teleportation, so don’t roll 
  for that on the Architectural Tricks Table
  Figure leaves a dust shape behind after vanishing, which 
  then falls to floor as powder
  21-24
  Placing a non-key item into a non-keyhole space. E.g., coin into slot, 
  coin into collection plate, coin into coin-shaped impression in floor, or 
  coin into statue’s mouth.
  Glitters or shimmers, then vanishes
  25-28
  Stepping into a Marked Area (roll on Table 3-95)
  Glows with light, then vanishes
  29-32
  Stepping into a Marked Area (roll on Table 3-95)
  Horrible smell left behind after figure vanishes
  33-36
  Stepping into a Marked Area (roll on Table 3-95)
  Lights flash and glitter in the air throughout a large area 
  as figure vanishes
  156
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-36: Teleportation, Devices and Special Effects for - Continued
  Defining and Developing Dungeon Areas
  Die Roll
  Teleportation Device (d100)
  Special Effect (d100)
  37-40
  Stepping into a Marked Area (roll on Table 3-95)
  None, just disappears
  41-44
  Stepping into a Marked Area (roll on Table 3-95)
  None, just disappears
  45-48
  Arranging particular objects into a pattern (three stones into a triangle, 
  etc.)
  None, just disappears
  49-52
  Manipulating dials and levers into a particular combination
  Puff of smoke
  53-56
  Using a command word in a marked area
  Puff of smoke
  57-60
  Pressing a large button or pulling a big lever
  Quiet popping noise
  61-64
  Stepping into an unmarked area
  Quiet popping noise
  65-68
  Stepping into an unmarked area
  Shrieking noise
  69-72
  Stepping into an unmarked area
  Slowly becomes transparent, then vanishes
  73-76
  Any speech in an unmarked area
  Teleportation causes a strong emotion of some kind
  77-80
  Following spoken instructions that come from thin air, a statue, or 
  other source (the instructions could be anything, like “take off your 
  weapons,” “pick up the key,” “kick the cat,” etc.)
  Teleportation causes hallucinations for a short period of 
  time afterwards
  81-84
  Opening a door or container
  Teleportation causes several small displacements in space 
  before figure actually teleports to the target
  85-88
  Remaining in a specific area for a particular length of time
  Teleportation causes spastic movements just before figure 
  vanishes
  89-92
  Using command word in unmarked area
  Teleportation causes spinning of the figure as it vanishes
  93-96
  Tripping off a trap-like mechanical trigger (see Complicated Trigger 
  column on Table 3-127 for ideas)
  The teleportation is painful
  97-00
  Use a physical key in a keyhole
  Winds arise just before teleportation, subside afterwards
   
   
  This ends the section on connectors and transitions between dungeon areas
  This section of the book is about building and detailing small pieces 
  of the dungeon map – whether or not you’re using the “Holistic Dun-
  geon Generator.” If you are using the Generator as a tool, then defining 
  and developing the areas of the dungeon is the next step after generat-
  ing the transitions between them. 
  Area Topography
  Without getting into over-specific categories like the difference be-
  tween lava tubes and limestone river-caverns, there are only three basic 
  types of dungeon topography.  Roll for each area, or just decide what’s 
  appropriate to the area.
  Table 3-37: Dungeon Area Topography
  Die Roll
  Topography (d100)
  01-20
  Natural caverns
  21-50
  Rough hewn through rock
  51-90
  Excavated with cut-stone blocks or fieldstone brought in 
  for walls and ceilings; flagstone floors
  91-100
  Mix of natural caverns and excavated rooms/chambers
  Area Details
  Roll for the number of rooms, then use the indicated formula for 
  Rooms of Unusual Size. For this table, “Rooms” includes caves and 
  cavern chambers if the topography of the area is natural caverns.
  Table 3-38: Rooms or Chambers in a Dungeon Area
  Die Roll
  Total Number of 
  Rooms (d100)
  Rooms of Unusual Size  
  (do not roll separately)
  01-10
  1
  1
  11-15
  2
  1d2
  16-30
  1d3+2
  One (50%) or 1d3-1 (50%)
  31-45
  1d6+2
  1d2
  46-60
  1d8+2
  1d2
  61-75
  2d6
  1d3
  76-94
  2d6+2
  1d4
  95-00
  3d6+3
  1d4+1
  157
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-39: Normal Size Rooms/Caverns
  Die Roll
  Shape and Size of 
  Rooms (d100)
  Shape of Caverns 
  (d100)
  Size of Caverns (d100)
  01-20
  Rectangle 20 x 30ft
  Roughly a regular oval
  Fit the room shape so that it touches two or more edges of a square of 40x40ft
  21-40
  Rectangle 20 x 40ft
  Kidney-shaped
  Fit the room shape so that it touches two or more edges of a rectangle of 40x60ft
  41-60
  Square 20 x 20ft
  Narrows a bit at center
  Fit the room shape so that it touches two or more edges of a square of 30x30ft
  61-80
  Rectangle 30 x 40ft
  Widens a bit at center
  Fit the room shape so that it touches two or more edges of a square of 50x50ft
  81-00
  Square 30 x 30ft
  Narrow oval shape
  Large cavern. Fit it so that the shape touches two or more edges of a rectangle 
  with the following dimensions: roll 1d6+6 x10ft for the width of the rectangle, 
  and 1d6+6 x10ft for the length of the rectangle.
  Table 3-40: Rooms of Unusual Size
  Die Roll
  Shape (d100)
  Normal Shape (d100)
  Unusual Shape (d100)
  01-05
  Normal
  Square, 60ft x 60ft
  Ziggurat Shape 10ft wide at point, 90ft base
  06-10
  Normal
  Rectangle, 50ft x 70ft
  Ziggurat Shape 10ft wide at point, 70ft base
  11-15
  Normal
  Rectangle, 60ft x 70ft
  Right Triangle H: 1d4+3 x10ft, B: 1d4+3 x10ft
  16-20
  Normal
  Rectangle, 50ft x 80ft
  Equilateral Triangle H: 1d3+4 x10ft
  21-25
  Normal
  Rectangle, 60ft x 80ft
  Circle 1d4+4 x10ft diameter
  26-30
  Normal
  Rectangle, 50ft x 90ft
  Octagon 2d6+2 x10ft across (regular or irregular)
  31-35
  Normal
  Rectangle, 70ft x 80ft
  Rectangle 40ft x (1d6x10 +100ft)
  36-40
  Normal
  Rectangle, 80ft x 90ft
  Pentagon 2d6+2 x10ft across (regular or irregular)
  41-45
  Unusual
  Rectangle, 50ft x 100ft
  Oval 1d6+4 x10ft on long axis, 1d6x10ft on short axis
  46-50
  Unusual
  Rectangle, 50ft x 150ft
  Roll for Normal Shape, but add 1d4+4 side areas, 10ftx10ft
  51-55
  Unusual
  Rectangle, 60ft x 100ft
  Roll for Normal Shape, but add 1d4 side areas 20x20ft
  56-60
  Unusual
  Rectangle, 70ft x 100ft
  Roll for Normal Shape, but remove a chunk 20ft x 30ft
  61-65
  Unusual
  Square, 70ft x 70ft
  Roll for Normal Shape, but remove 2d4 chunks 10ft x 10ft
  66-70
  Unusual
  Square, 80ft x 80ft
  Roll for Normal Shape, but cut one end into a triangle with a base of 30-40ft (right 
  or equilateral as you choose)
  71-75
  Unusual
  Square, 90ft x 90ft
  Circle 1d6+4 x10ft diameter
  76-80
  Unusual
  Square, 100ft x 100ft
  Diamond Shape, 1d4+4 x10ft on each axis (roll twice)
  81-85
  Unusual
  Rectangle, 80ft x 100ft
  Room has a “plus sign” shape: roll twice for Normal Shapes and superimpose them
  86-90
  Unusual
  Rectangle, 80ft x 110ft
  Room has a roughly hourglass shape with “top” and “bottom” having a length of 
  1d6+3 x10ft
  91-95
  Unusual
  Rectangle, 80ft x 150ft
  Roll for Normal Shape, but add 1d2 side areas 20x30ft
  96-00
  Unusual
  Rectangle, 80ft x 160ft
  Roll for Normal Shape, but cut one end into a ziggurat with a 1d3 x10ft “point”
  Arrangement of Rooms/Caverns Within the Area
  Arranging the elements of a dungeon area is the most difficult part of the process. Roll on the table below to determine the abstract description 
  of how the rooms are arranged. This table doesn’t specify the length of any interior corridors or which things are directly connected, so all these 
  arrangements can yield very different results (see the diagrams that follow the table).
  Table 3-41: Arrangement of Rooms/Caverns Within an Area
  Die Roll
  Arrangement (d100)
  01-10
  A central room has one or more “suites” entering into it; the rest of the rooms in the area are part of the suites.  Each suite is a 
  self-contained group of interconnected rooms (each room is not, of course, connected to all the others, but most rooms will be con-
  nected to more than one other room).
  11-20
  A main corridor branches into two (either as a Y or a T shaped junction). The rest of the rooms in the area are in suites entering into 
  one of the corridor’s branches.  Each suite is a self-contained group of interconnected rooms (each room is not, of course, con-
  nected to all the others, but most rooms will be connected to more than one other room).
  21-30
  A single connecting corridor has one or more “suites” entering into it; the rest of the rooms in the area are part of the suites.  Each 
  suite is a self-contained group of interconnected rooms (each room is not, of course, connected to all the others, but most rooms 
  will be connected to more than one other room).
  158
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Each arrangement of rooms described in Table 3-41 affords tremendous flexibility; the table merely suggests the relative relation of the 
  rooms, without much more detail.
  4 examples of areas with the same result: 2d6 rooms (and then a roll of 8 for the number of rooms), having 2 rooms of unusual size, with 
  a roll of 21 for Arrangement: “A single connecting corridor has one or more “suites” entering into it; the rest of the rooms in the area are 
  part of the suites.  Each suite is a self-contained group of interconnected rooms”
  Table 3-41: Arrangement of Rooms/Caverns Within an Area - Continued
  Die Roll
  Arrangement (d100)
  31-40
  All rooms enter onto a single, central corridor that makes one or more turns along its length
  41-50
  All rooms enter onto a single, straight, central corridor
  51-60
  All rooms enter onto one central room (probably a room of unusual size, if one is present)
  61-70
  All rooms enter onto the corridors of a central T-junction or four-way intersection.
  71-80
  Connecting corridor forms a square, circle, or rectangle (i.e., it surrounds an internal area).  About half the rooms are enclosed by 
  the corridor, and the other half enter onto the outside wall of the corridor.
  81-90
  Connecting corridor forms a square, circle, or rectangle (i.e., it surrounds an internal area).  All rooms are inside the enclosed area. 
  Rooms may interconnect directly with each other, or might not.  The internal area need not be completely filled by the rooms, and 
  the surrounding corridor might make turns along its path before closing the “circle.”
  91-00
  Two central rooms are connected to each other by a corridor; all other rooms enter onto one or the other of the central rooms
  Sample Diagrams of Identical Table Results
  159
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Naming an Area (or level)
  The name for an area, if you want one at all, might occur to you while 
  you are mapping or populating it. However, if you want some addi-
  tional ideas at the beginning, the following tables can be used to come 
  up with interesting and evocative names for a particular part of the level 
  (or possibly for the entire level, if you wish).
  Table 3-42: Area Names Involving Water
  Die Roll
  First Part of Area Name (d100)
  Second Part of 
  Area Name (d100)
  01-05
  The Tentacle
  Bridge
  06-10
  The [put second part here] of the 
  Aquatic Undead
  Canal(s)
  11-15
  The [put second part here] of the 
  Tarn
  Cataract(s)
  16-20
  The Boiling
  Channel(s)
  21-25
  The Breeding
  Cisterns
  26-30
  The Burial
  Deeps
  31-35
  The Echoing
  Falls
  36-40
  The Foggy
  Fountains
  41-45
  The Frog
  Island(s)
  46-50
  The Fuming
  Lake
  51-55
  The High
  Ponds
  56-60
  The Mystical
  Pools
  61-65
  The Piranha
  River
  66-70
  The Poisonous
  Rivulets
  71-75
  The Sapphire
  Springs
  76-80
  The Serpent (or serpentine)
  Tanks
  81-85
  The Shark
  Waters
  86-90
  The Shifting
  Weir
  91-95
  The Slime (or slimy)
  Wells
  96-00
  The Spiraling
  Whirlpool
  Table 3-43A: Areas Involving Tombs (Alternative 1)
  Die Roll
  First Part of Area Name (d100)
  Second Part of 
  Area Name (d100)
  01-05
  The Bronze (or other metal)
  Boneyard
  06-10
  The Cursed
  Burial Pits
  11-15
  The Defiled
  Catacomb
  16-20
  The Diseased
  Catacombs
  21-25
  The Forbidden
  Charnelhouse
  26-30
  The Frozen
  Charnelhouse
  31-35
  The Ghoul (or other undead)
  Crematorium
  36-40
  The Green (or other color)
  Crypt
  41-45
  The Howling (or other ghostly sound)
  Crypts
  46-50
  The Hypnotic
  Graveyard
  51-55
  The Inescapable
  Mausoleum
  56-60
  The Jeweled
  Mausoleum
  61-65
  The Lesser
  Mortuary
  66-70
  The Limestone (or other stone type)
  Sarcophagi
  Die Roll
  First Part of Area Name (d100)
  Second Part of 
  Area Name (d100)
  71-75
  The Locked (or Sealed)
  Sarcophagus
  76-80
  The Lost
  Sepulchers
  81-85
  The Sinking
  Tomb
  86-90
  The Unfinished
  Tombs
  91-95
  The Unopened
  Vault
  96-00
  The Watery
  Vaults
  Table 3-43B: Areas Involving Tombs (Alternative 2)
  Die Roll
  First Part of Area 
  Name (d100)
  Second Part of Area Name (d100)
  01-05
  The Boneyard
  Of the (name of followers of a 
  specific religion or sect)
  06-10
  The Burial Pits
  Of the (name of noble family)
  11-15
  The Burial Vault
  Of the Ancient Ones
  16-20
  The Catacombs
  Of the Beasts
  21-25
  The Catacombs
  Of the Cultists
  26-30
  The Charnelhouse
  Of the Cursed
  31-35
  The Charnelhouse
  Of the Demons (or other powerful 
  type of supernatural monster)
  36-40
  The Crematorium
  Of the Elves (or other specific race)
  41-45
  The Crypt
  Of the Great One (a wizard, leader, 
  etc., whose name is now forgotten)
  46-50
  The Crypt
  Of the Heretics (or Unbelievers, or 
  Infidels, etc)
  51-55
  The Graveyard
  Of the Kings
  56-60
  The Mausoleum
  Of the Orcs (or similar monster 
  race)
  61-65
  The Mausoleum
  Of the Painted Statues (or other 
  architectural feature)
  66-70
  The Mortuary
  Of the Plague-Struck
  71-75
  The Sarcophagi
  Of the Priests
  76-80
  The Sarcophagi
  Of the Thieves
  81-85
  The Sepulcher
  Of the Unconsecrated
  86-90
  The Tomb
  Of the Unforgiven
  91-95
  The Tomb
  Of the Warriors
  96-00
  The Vault
  Of the Witches
  Table 3-44: Areas Involving Scholarship or Research
  Die Roll
  First Part of Area  
  Name (d100)
  Second Part of Area 
  Name (d100)
  01-05
  The Abhorrent
  Archives
  06-10
  The Canonical
  Archives
  11-15
  The Cursed
  Books
  16-20
  The Death
  Books
  21-25
  The False
  Brain
  26-30
  The Forgotten
  Laboratories
  31-35
  The Fragmented
  Laboratories
  36-40
  The Fungus
  Libraries
  Table 3-43A: Areas Involving Tombs (Alternative 1) 
  - Continued
  160
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Die Roll
  First Part of Area  
  Name (d100)
  Second Part of Area 
  Name (d100)
  41-45
  The Ghoul
  Library
  46-50
  The Hidden
  Machines
  51-55
  The Incremental
  Machines
  56-60
  The Insane
  Memory Chambers
  61-65
  The Lifeless
  Scriptorium
  66-70
  The Metaphysical
  Scriptorium
  71-75
  The Predator’s
  Scrolls
  76-80
  The Preserved
  Scrolls
  81-85
  The Slumbering
  Tablets
  86-90
  The Theological
  Tablets
  91-95
  The Theoretical
  Workrooms
  96-00
  The Unstable
  Workshops
   
  Table 3-45: Areas Involving Imprisonment
  Die Roll
  First Part of Area  
  Name (d100)
  Second Part of Area 
  Name (d100)
  01-05
  The Boiling
  Cages
  06-10
  The Broken
  Cages
  11-15
  The Dimensional
  Cells
  16-20
  The Forbidden
  Cells
  21-25
  The Forlorn
  Incarcerations
  26-30
  The Ghostly
  Incarcerations
  31-35
  The Hanging
  Jails
  36-40
  The Heretic 
  Jails
  41-45
  The Hidden
  Jars
  46-50
  The Iron
  Jars
  51-55
  The Locked
  Oubliette
  56-60
  The Malodorous
  Oubliette
  61-65
  The Memory
  Pits
  66-70
  The Multi-level
  Pits
  71-75
  The Penitentiary
  Prison
  76-80
  The Red
  Prison
  81-85
  The Reformatory
  Stockades
  86-90
  The Tentacle
  Stockades
  91-95
  The Traitors’
  Suspension
  96-00
  The Water
  Suspension
   
  Table 3-46: Areas Involving Worship
  Die Roll
  First Part of Area 
  Name (d100)
  Second Part of Area 
  Name (d100)
  01-05
  The Bloodstained
  Abbey
  06-10
  The Bronze
  Altar
  11-15
  The Carven
  Altars
  16-20
  The Childrens’
  Cathedral
  21-25
  The Defiled
  Chamber
  26-30
  The Demonic
  Chantry
  31-35
  The Diseased
  Chapel
  36-40
  The Dreaming
  Chapel
  41-45
  The Fiend’s
  Fane
  46-50
  The Green
  Idol
  51-55
  The Grisly
  Meditation Chambers
  56-60
  The Heretics’
  Pedestals
  61-65
  The Ivory
  Penitentiary
  66-70
  The Polluted
  Prayer Cells
  71-75
  The Resurrection
  Sacrificial Chambers
  76-80
  The Screaming
  Sacristy
  81-85
  The Sealed
  Sanctuary
  86-90
  The Shadow
  Shrine
  91-95
  The Unfinished
  Temple
  96-00
  The Water
  Vestry
  Table 3-44: Areas Involving Scholarship or Research 
  - Continued
  161
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-47: Areas Involving Bugs
  Die Roll
  First Part of Area  
  Name (d100)
  Second Part of Area 
  Name (d100)
  01-05
  The Blue
  Altar
  06-10
  The Bug
  Cells
  11-15
  The Chirping
  Cocoons
  16-20
  The Chitin
  Combs
  21-25
  The Crawling
  Fortress
  26-30
  The Egg
  God’s Fane
  31-35
  The Emerald
  Hives
  36-40
  The Hatching
  Horde
  41-45
  The Jeweled
  Mounds
  46-50
  The Larva
  Nests
  51-55
  The Malachite
  Nodules
  56-60
  The Mud
  Palace
  61-65
  The Nectar
  Pits
  66-70
  The Pod
  Pools
  71-75
  The Singing
  Pyramid
  76-80
  The Teeming
  Queen’s Lair
  81-85
  The Venom
  Tubes
  86-90
  The Vermin
  Tunnels
  91-95
  The Water
  Wardens
  96-00
  The Webbing
  Warrens
   
   
  Table 3-48: Areas Involving Plants
  Die Roll
  First Part of Area  
  Name (d100)
  Second Part of Area 
  Name (d100)
  01-05
  The Lichen
  Domes
  06-10
  The Moldy
  Warrens
  11-15
  The Overgrown
  Laboratories
  16-20
  The Moss
  Chapel
  21-25
  The Green
  Halls
  26-30
  The Flowering
  Ponds
  31-35
  The Fungus
  Gardens
  36-40
  The Harvest
  Guardian’s Realm
  41-45
  The Fertility
  Pits
  46-50
  The Blossoming
  Temple
  51-55
  The Algae
  Chambers
  56-60
  The Leaf(y)
  Shambles
  61-65
  The Vine
  Glen
  66-70
  The Thorn
  Domains
  71-75
  The Farm
  Tiers
  76-80
  The Wildflower
  Brooks
  81-85
  The Planted
  Plantation
  86-90
  The Dripping
  Lord’s Prison
  91-95
  The Mushroom
  Mounds
  96-00
  The Budding
  Topiaries
  Placing Landmarks
  Each level in a large dungeon should have landmarks in it. Just as with 
  the fractal-type arrangement of the map into areas and transitions be-
  tween them, landmarks continue to nail down the map’s geography: 
  without landmarks, the dungeon map risks being perceived by the players 
  as an undifferentiated whole, where exploration is a boring process with 
  no meaningful discoveries to be made. Landmarks in general include:
  Big Things (See Table 3-49)
  Level Changes (See Table 3-50)
  Strange Things (See Table 3-53A and Table 3-53B)
  Special Rooms (See Table 3-54)
  Water (See Table 3-77)
  Big Things (Landmarks)
  Table 3-49: Landmarks, Big Things
  Die 
  Roll
  Part One (d100)
  Part Two 
  (d100)
  Part Three -Use 
  singular form if  
  possible (d100)
  01
  The Great
  Stone
  Face(s)
  02
  The Strange
  Wooden
  Mouth(s)
  03
  The Defaced
  Old
  Rune(s)
  04
  The Mysterious
  Cycles of the
  Hand(s)
  05
  The Odd
  Changing
  Sphere(s)
  06
  The Hidden
  Repeating
  Wheel(s)
  07
  The Two
  Red
  Wall(s)
  Die 
  Roll
  Part One (d100)
  Part Two 
  (d100)
  Part Three -Use 
  singular form if  
  possible (d100)
  08
  The Dangerous
  Blue
  Stair(s)
  09
  The Broken
  Green
  Carving(s)
  10
  The Lost
  Silver
  Painting(s)
  11
  The Invisible
  Black
  Tablet(s)
  12
  The Vanishing
  White
  Pyramid(s)
  13
  The Destroyed
  Dragon
  Dome(s)
  14
  The Desecrated
  Serpent
  Statue(s)
  15
  The Painted
  Hall(s) of the
  Dock(s)
  16
  The Stained
  Crystal
  Bridge(s)
  17
  The Mist-shrouded
  Mosaic
  Altar(s)
  18
  The Bleached
  Salt
  Portcullis(es)
  19
  The Bleak
  Rock
  Chamber(s)
  20
  The Bloodstained
  Fiery
  Fountain(s)
  21
  The Branching
  Ice
  Gate(s)
  22
  The Ancient
  Bone
  Door(s)
  23
  The Colorful
  Obsidian
  Gateway(s)
  24
  The Seven
  Purple
  Mural(s)
  25
  The Mesmerizing
  Speckled
  Idol(s)
  Table 3-49: Landmarks, Big Things - Continued
  162
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Die 
  Roll
  Part One (d100)
  Part Two 
  (d100)
  Part Three -Use 
  singular form if  
  possible (d100)
  26
  The Three
  Reflective
  Throne(s)
  27
  The Weird
  Gallery (Gal-
  leries) of the
  Mirror(s)
  28
  The Reversed
  Glowing
  Pool(s)
  29
  The Huge
  Shifting
  Machine(s)
  30
  The Eerie
  Striped
  Dais
  31
  The Spectacular
  Lava
  Head(s)
  32
  The Dilapidated
  Remnant of the
  Ladder(s)
  33
  The Buried
  Shadow-
  Pit(s)
  34
  The Mechanical
  Grey
  Astrolabe(s)
  35
  The Insane
  Whirling
  Pendulum(s)
  36
  The Moss-covered
  Turning
  Pedestal(s)
  37
  The Fearsome
  Test(s) of the
  Carving(s)
  38
  The Bizarre
  Game(s) of the
  Alcove(s)
  39
  The Dark
  Rising
  Corridor(s)
  40
  The Labyrinthine
  Falling
  Tunnel(s)
  41
  The Legendary
  Retracting
  Mine(s)
  42
  The Forbidden
  Wizard’s
  Stone(s)
  43
  The Hypnotic
  Priest’s
  Spiral(s)
  44
  The Abnormal
  Knight’s
  Circle(s)
  45
  The Cursed
  Demon’s
  Tooth (Teeth)
  46
  The Sacred
  King’s
  Well(s)
  47
  The Forgotten
  Queen’s
  Cave(s)
  48
  The Shrouded
  Floating
  Archway(s)
  49
  The Perilous
  Sunken
  Hourglass(es)
  50
  The Deadly
  Metal
  Tree(s)
  51
  The Ageless
  Iron
  Nexus
  52
  The Gargantuan
  Copper
  Disk(s)
  53
  The Ruined
  Oak
  Ledge(s)
  54
  The Infamous
  Yellow
  Monolith(s)
  55
  The Insidious
  Steam-pow-
  ered
  Block(s)
  56
  The Mildewed
  Hydraulic
  Turntable(s)
  57
  The Slime-covered
  Time-
  Wheel(s)
  58
  The Mythical
  Temporal
  Astrolabe(s)
  59
  The Sorcerous
  Dimensional
  Chessboard(s)
  60
  The Magical
  Zodiac
  Passage(s)
  61
  The Hollow 
  Astrological
  Tube(s)
  62
  The Timeworn
  Granite
  Platform(s)
  63
  The Erratic
  Marble
  Stage(s)
  64
  The Occasionally 
  Functional
  Erotic
  Pillar(s)
  65
  The Last Working
  Puzzle-
  Portal(s)
  66
  The Wondrous
  Riddle-
  Bell(s)
  67
  The Encrusted
  Ivory
  Oracle(s)
  68
  The Baffling
  Carven
  Obelisk(s)
  Die 
  Roll
  Part One (d100)
  Part Two 
  (d100)
  Part Three -Use 
  singular form if  
  possible (d100)
  69
  The Decaying
  Spider
  Egg(s)
  70
  The Inverted
  Backward
  Man (men) – a statue
  71
  The Instructions 
  for the
  Remains of the
  Orb(s)
  72
  The Map to the
  Wreckage of 
  the
  Cube(s)
  73
  The Key to the
  Demigod’s
  Object(s)
  74
  The Stairs to the
  Interlocking
  Crypt(s)
  75
  The Door to the
  Phasing
  Tomb(s)
  76
  The Passageway 
  to the
  Two-part
  Chapel(s)
  77
  The Bridge to the
  Hairy
  Meteorite(s)
  78
  The Entryway to 
  the
  Face within the
  Theater(s)
  79
  The Portal to the
  Chaos-
  Sanctuary (sanctuar-
  ies)
  80
  The Elevator to the
  Watery
  Gameboard(s)
  81
  The Trapdoor to 
  the
  Transforming
  Channel(s)
  82
  The Cavern Con-
  taining the
  Folding
  Shrine(s)
  83
  The Dimensional 
  Pocket Contain-
  ing the
  Elemental
  Polyhedron(s)
  84
  The River to the
  Chained
  Golem(s)
  85
  The Tunnel to the
  Spellbound
  Sarcophagus (sar-
  cophagi)
  86
  The Sub-Level 
  of the
  Wheeling
  Vault(s)
  87
  The Elephantine
  Glass
  Mechanism(s)
  88
  The Realm of the
  Clay
  Cocoon(s)
  89
  The Chute to the
  Jade
  Treasure(s)
  90
  The Password to 
  the
  Sacrificial
  Prism(s)
  91
  The Unactivated
  Otherworldly
  Steps
  92
  The Inactive
  Dream-
  Generator(s)
  93
  The Activated
  Unstable
  Island(s)
  94
  The Translation 
  Tablets for the
  Scintillating
  Garden(s)
  95
  The Massive
  Genie’s
  Warren(s)
  96
  The Cold
  Zen
  Crater(s)
  97
  The Dream-Door 
  to the
  Golden
  Cairn(s)
  98
  The Enigmatic
  Sorcerer’s
  Mill(s)
  99
  The Watery
  Flooded
  Terrarium(s)
  100
  The Exquisite
  Toad
  Image(s)
  Table 3-49: Landmarks, Big Things - Continued
  Table 3-49: Landmarks, Big Things - Continued
  163
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Level Changes (Landmarks) 
  Don’t create dungeon levels like a computer game, where there’s one 
  way down to the next level and virtually the entire level needs to be ex-
  plored to get there. If you’re using the “holistic Dungeon” method, put 
  in about one level change per two “areas.” Also keep in mind that not 
  all level changes need to be stairs. Some of them can be the equivalent 
  of traps, taking the adventurers completely unawares!
  Table 3-50: Level Changes
  Die Roll
  Type of Level Change (d100)
  01-04
  Chasm
  05-08
  Chute
  09-12
  Cranked platform
  13-16
  Elevator room
  17-20
  Fireman’s pole
  21-24
  Floor, flipping
  25-28
  Floor, sinking
  29-32
  Illusionary floor
  33-36
  Ladder
  37-40
  Levitation shaft (one direction only)
  41-44
  Narrow crack
  45-48
  Pit
  49-52
  Pneumatic tube
  53-56
  Shaft
  57-60
  Slide
  61-64
  Sloping corridor
  65-68
  Stairs, concealed
  69-72
  Stairs, curving
  73-76
  Stairs, spiral
  77-80
  Stairs, straight
  81-84
  Stairs, with landings
  85-88
  Teleportation
  89-92
  Trapdoor
  93-96
  Trapdoor, concealed
  97-00
  Well
   
   
  *If the level change is to be concealed, roll up the details as if it were 
  an Architectural Trick
  Stairs
  Table 3-51: Basic Stairs
  Die 
  Roll
  Type and 
  Material 
  (d100)
  Structural 
  Feature 
  (d100)
  Distinctive 
  Features 
  (d100)
  Condition 
  (d100)
  01-10
  Spiral, 
  wood
  Tall risers 
  (steps)
  Carvings 
  on walls
  Normal condition
  11-20
  Straight 
  with land-
  ings, wood
  Short risers 
  (steps)
  Wall paint-
  ings
  Slightly crum-
  bling (or rotten, 
  as applicable)
  Die 
  Roll
  Type and 
  Material 
  (d100)
  Structural 
  Feature 
  (d100)
  Distinctive 
  Features 
  (d100)
  Condition 
  (d100)
  21-30
  Spiral, 
  stone
  Broad 
  steps
  Lighting
  Extremely poor 
  condition due 
  to age
  31-40
  Straight, 
  with land-
  ings, stone
  Narrow 
  steps
  Carvings 
  on stair 
  tops
  Poor condition 
  due to damage 
  such as fire or 
  earthquake
  41-50
  Straight, no 
  landings, 
  wood
  Banisters
  Carvings 
  on stair 
  fronts
  Normal condition
  51-60
  Straight, no 
  landings, 
  stone
  Uneven 
  steps
  Mosaics
  Normal condition
  61-70
  Zigzag, no 
  landings, 
  stone
  Size/height 
  of steps 
  changes 
  mid-way
  Runes or 
  writing on 
  stair tops
  Normal condition
  71-80
  Zigzag, no 
  landings, 
  wood
  Cracked or 
  crumbled 
  steps
  Carvings or 
  paintings 
  on stairwell 
  ceiling
  Normal condition
  81-90
  Curving, no 
  landings, 
  stone
  Low 
  ceiling
  Mist in 
  stairwell
  Normal condition
  91-00
  Curving, no 
  landings, 
  wood
  Very 
  narrow 
  stairwell
  Drains or 
  vents
  Normal condition
   
  Table 3-52: Unusual Stairs
  Die Roll
  Unusual Aspect of Stairs (d100)
  01-10
  Stairwell changes position to lead to different locations 
  (either depth or different locations on a particular level) 
  based on pattern of steps taken by first person descend-
  ing/ascending the stairs. Example: normal step-step-step 
  leads to location 1, but two steps down and one step 
  back causes the stairs to lead to an entirely different 
  location.
  11-20
  Stairs sometimes lead up, and sometimes lead down – 
  not always perceptible in some cases (unless a dwarf is 
  in the party to notice)
  21-30
  Stairs lead nowhere without particular command word 
  or item
  31-40
  Stairs lead over lava, water, or other hazard
  41-50
  Stairs are squishy, spongy, or sticky
  51-60
  Stairs are suspended from cables or ropes rather than be-
  ing fastened into wall with beams (i.e., normal stairs)
  61-70
  Stairwell contains some stairs leading up, and some 
  down, not a continuous direction all the way to destina-
  tion.
  71-80
  Stair steps are invisible, making the stairwell resemble 
  a chute
  81-90
  Stairs are corrosive, hot, or freezing, causing slow and 
  progressive damage unless proper precautions are taken
  91-00
  Stairs tilt, tremble, and shift, making it difficult to main-
  tain footing
   
  164
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Strange Things 
  Table 3-53A: Strange Things, Alternative One
  Die Roll
  Part One (d100)
  Part Two (d100)
  01
  The Alcove of
  Animals
  02
  The Altar of
  Annihilation
  03
  The Antechamber of
  Bones
  04
  The Arch of
  Bronze
  05
  The Astrolabe of
  Chances
  06
  The Balcony of
  Changes
  07
  The Block of
  Chronology
  08
  The Brazier of
  Confusion
  09
  The Cabinet of
  Consequences
  10
  The Canal of
  Contradiction
  11
  The Candles of
  Courage
  12
  The Carvings of
  Creation
  13
  The Cave of
  Demands
  14
  The Cavern of
  Disunity
  15
  The Chamber of
  Divinations and Detections
  16
  The Chasm of
  Dreams
  17
  The Chessboard of
  Exchanges
  18
  The Circle of
  Eyes
  19
  The Cistern of
  Fear
  20
  The Corridor of
  Flames
  21
  The Crevice of
  Food and Famine
  22
  The Crystal of
  Fortune
  23
  The Curtain of
  Good and Bad Fortune
  24
  The Dais of
  Gravitation
  25
  The Disk of
  Hallucinations
  26
  The Dome of
  Hearts
  27
  The Door of
  Heroes
  28
  The Face of
  History
  29
  The Fireplace of
  Ice
  30
  The Flame of
  Illusions
  31
  The Fountain of
  Imprisonment
  32
  The Gallery of
  Imprisonment
  33
  The Gate of
  Isolation
  34
  The Globe of
  Kindness
  35
  The Great Lens of
  Knowledge
  36
  The Halls of
  Lamentation
  37
  The Hands of
  Legends
  38
  The Head of
  Life and Death
  39
  The Hidden Chamber of
  Memories
  40
  The Hourglass of 
  Mercy
  41
  The Idol of
  Mystery
  42
  The Kaleidoscope of
  Myth
  43
  The Ladder of
  Nightmares
  44
  The Lamps of
  Odd Events
  45
  The Ledges of
  Questions
  Die Roll
  Part One (d100)
  Part Two (d100)
  46
  The Line of
  Recalling
  47
  The Loft of
  Regrets
  48
  The Machine of
  Relocation
  49
  The Map of
  Returning
  50
  The Mine of
  Sacrifice
  51
  The Mirror of
  Sapphire
  52
  The Mist of
  Silver
  53
  The Monolith of
  Sounds
  54
  The Mosaics of
  Spells
  55
  The Mural of
  Statues
  56
  The Nexus of
  Strange Lightning
  57
  The Niches of
  Strange Music
  58
  The Paintings of
  Strength
  59
  The Pedestal of
  Teleportation
  60
  The Pendulum of
  Terror
  61
  The Pillars of
  the Alchemists
  62
  The Pits of
  the Ancestors
  63
  The Platform of
  the Bizarre
  64
  The Pool of
  the Cats
  65
  The Portal of
  the Chronicler
  66
  The Portcullis of
  the Demons
  67
  The Rock of
  the Elders
  68
  The Room of
  the First Arrivals
  69
  The Runes of
  the Forgotten One
  70
  The Runes of
  the Gods
  71
  The Scriptorium of
  the Guardian
  72
  The Secret Room of
  the High Priests
  73
  The Sphere of
  the Invader
  74
  The Spiral of
  the King
  75
  The Spring of
  the Maker
  76
  The Stairs of
  the Octopus
  77
  The Stake of
  the Old Inhabitants
  78
  The Statue of
  the Philosopher
  79
  The Statuettes of
  the Sage
  80
  The Stones of
  the Symbols
  81
  The Stream of
  the Vortex
  82
  The Tablets of
  the Warlock
  83
  The Tapestry of
  the Watcher
  84
  The Teeth of
  the Witch
  85
  The Threshold of
  the Wizard
  86
  The Throne of
  Time
  87
  The Totemic Pole of
  Trades
  88
  The Trapdoor of
  Transfiguration
  89
  The Tree of
  Travel
  90
  The Tunnel of
  Understanding
  91
  The Turntable of
  Unknown Effect
  92
  The Urn of
  Unpredictability
  Table 3-53A: Strange Things, Alternative One - Continued
  165
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-53A: Strange Things, Alternative One - Continued
  Table 3-53B: Strange Things, Alternative Two - Continued
  Die Roll
  Part One (d100)
  Part Two (d100)
  93
  The Vortex of
  Unusual Events
  94
  The Wall of
  Vengeance
  95
  The Wall of
  Wagers
  96
  The Waterfall of 
  Warnings
  97
  The Waters of
  Wealth
  98
  The Well of
  Wisdom
  99
  The Wheel of
  Wishes
  100
  The Window of
  Wonderment
  Table 3-53B: Strange Things, Alternative Two
  Die Roll
  Part One (d100)
  Part Two (d100)
  01
  The Angelic
  Altar
  02
  The Angry
  Bathrooms
  03
  The Annoying
  Beak
  04
  The Babbling
  Blocks
  05
  The Backward
  Bottle
  06
  The Bad-smelling
  Boxes
  07
  The Balancing
  Bridge
  08
  The Black (50%) White 
  (50%)
  Cabinet
  09
  The Blank
  Canal
  10
  The Blasphemous
  Carvings
  11
  The Bronze
  Casino
  12
  The Canine
  Cauldron
  13
  The Changing
  Chains
  14
  The Circle of the
  Chute
  15
  The Colossal
  Circle
  16
  The Confusion
  Closet
  17
  The Cosmic
  Cow (50%) Scorpion 
  (50%)
  18
  The Cowardice
  Creatures
  19
  The Crooked
  Crown
  20
  The Damaged
  Cubes
  21
  The Dancing
  Disks
  22
  The Dangerous
  Dispenser
  23
  The Demon
  Drums
  24
  The Dimensional
  Eggs
  25
  The Doubling
  Epitaph
  26
  The Eel
  Eye
  27
  The Ethereal
  Faces
  28
  The Feathery
  Fingers
  29
  The Fiery
  Fish
  30
  The Floating
  Forges
  31
  The Fossil
  Fortune-teller
  32
  The Fungus
  Fountain
  33
  The Generous
  Game
  Die Roll
  Part One (d100)
  Part Two (d100)
  34
  The Giant
  Game Machine
  35
  The Gifting
  Gameboard
  36
  The Glass
  Gates
  37
  The Gold-Giving
  Globes
  38
  The Green (50%) Blue 
  (50%)
  Glyph
  39
  The Guarded
  Godling
  40
  The Half-
  Grotto
  41
  The Hallucinogenic
  Guardian
  42
  The Harmonic
  Hands
  43
  The Helpful
  Head
  44
  The Howling
  Hieroglyphs
  45
  The Ice
  Idol
  46
  The Illusory
  Jars
  47
  The Impulsive
  Kitchen
  48
  The Inaccessible
  Ladders
  49
  The Indented
  Lanterns
  50
  The Informative
  Lens
  51
  The Interrogating
  Levers
  52
  The Jelly
  Markings
  53
  The Labyrinth
  Mirror
  54
  The Lightning
  Monolith
  55
  The Luck-
  Mounds
  56
  The Massive
  Mouth
  57
  The Meandering
  Musicians
  58
  The Mechanical
  Nose
  59
  The Moebius
  Paintings
  60
  The Mosaic
  Parrot
  61
  The Moving
  Pathway
  62
  The Obscene
  Pictograms
  63
  The Octagonal
  Pictures
  64
  The Oracle of the
  Pillar
  65
  The Overhead
  Pipes
  66
  The Pan-Galactic
  Pit
  67
  The Pearly
  Plant (50%) Flower (50%)
  68
  The Persuasive
  Pool
  69
  The Poetic
  Pools
  70
  The Preserved
  Pots
  71
  The Rain
  Prism
  72
  The Raised
  Pyramid
  73
  The Reappearing
  Ramp
  74
  The Recombinating
  Re-animator
  75
  The Red (50%) Yellow 
  (50%)
  Resurrector
  76
  The Riddling
  Rocks
  77
  The Ringing
  Rods
  78
  The Sculpted
  Rune
  166
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-53B: Strange Things, Alternative Two - Continued
  Table 3-54: Contents of Special Rooms - Continued
  Die Roll
  Part One (d100)
  Part Two (d100)
  79
  The Shadowy
  Samovar
  80
  The Singing
  Soldiers
  81
  The Speaking
  Spout
  82
  The Spinning
  Stairs
  83
  The Stone
  Stalactites
  84
  The Sunken
  Statuary
  85
  The Terracotta
  Statue
  86
  The Thorny
  Statues
  87
  The Thunder
  Steps
  88
  The Tiled
  Tablet
  89
  The Totally Awesome
  Tapestries
  90
  The Triangular
  Tavern
  91
  The Triple
  Theatre
  92
  The Two-Part
  Throne
  93
  The Tyrannical
  Urn
  94
  The Unreachable
  Vats
  95
  The Veiled
  Vortex
  96
  The Velvet
  Wall
  97
  The Viking
  Waterfall
  98
  The Wandering
  Webs
  99
  The Wax
  Wheel
  100
  The Yawning
  Whirlwind
  Special Rooms
  Special Rooms are simply the rooms with more detail to them than 
  just monsters, treasure, and/or bits of dungeon dressing. They don’t 
  have to be super-dramatic (that’s more the role of Big Things and 
  Strange Things), but they should generally be interactive or provide 
  information, one or the other. In some cases they might incorporate 
  tricks or traps, but beware – you don’t want to make every interesting 
  room contain something dangerous, or the players will eventually as-
  sume that every room containing more detail than a broken arrow on 
  the floor is a risk. Leave many of these rooms to be nothing more than 
  … interesting.
  Table 3-54: Contents of Special Rooms
  Die Roll
  Features (Roll Twice) (d100)
  01-05
  Altar
  06-10
  Architecture, dramatic
  11-15
  Clue to figure out (roll on Table 3-6)
  16-20
  Containers with interesting contents
  21-25
  Furniture
  26-30
  Game to play
  31-35
  Lighting
  36-40
  Liquid, contained
  41-45
  Major mechanism or process
  46-50
  NPC Interaction
  51-55
  Pillar(s)
  56-60
  Plants
  Die Roll
  Features (Roll Twice) (d100)
  61-65
  Sounds
  66-70
  Statue
  71-75
  Throne
  76-80
  Trap, Complex
  81-85
  Trick, Architectural (with dramatic central element); see 
  Table 3-84 or 3-81.
  86-95
  Trick, various (Roll on Table 3-81)
  96-00
  Written records
   
  Altars
  In addition to the physical appearance of the altar generated in this 
  table, many altars also function as Architectural Tricks (see Table 3-84 
  or 3-85) or Magic Thing Tricks (see Table 3-96 and following), and can 
  also be trapped (see Tables 3-126 and following).
  Table 3-55: Altars
  Die Roll
  Surface of Altar (d100)
  Sides of Altar (d100)
  01-05
  Altar cloth
  Glowing moss grows on 
  sides of altar
  06-10
  Candles
  Religious Imagery (Table 
  3-56)
  11-15
  Closed eyes painted on 
  altar open as proper actions 
  are taken
  Vines or ivy growing
  16-20
  Fire flares at intervals from 
  vent in altar top
  Holes in side revealing 
  altar’s contents
  21-25
  Font contains glowing 
  water
  Strange lumps of different 
  sizes
  26-30
  Glass globes contain glow-
  ing liquid, explosive if 
  exposed to air
  Fur
  31-35
  Glass globes contain phos-
  phorescent liquid
  Scalps
  36-40
  Glowing amphibians in 
  glass globes
  No features on sides
  41-45
  Glowing ferns/flowers
  Indentations
  46-50
  Glowing flowers in pots
  Shifting or changing pat-
  tern
  51-55
  Glowing mist emitted from 
  altar’s top
  Gems
  56-60
  Holy (or unholy) book
  Gold inlay
  61-65
  Horns extend from corners 
  of altar
  Mosaic tile
  66-70
  Incense burner
  Written Trick (Table 3-114) 
  or a clue (see the “Informa-
  tion Content” column on 
  Table 3-13 for ideas about 
  what the writing might 
  divulge if properly read or 
  interpreted)
  71-75
  Massive candles
  Nails or spikes driven into 
  side of altar
  167
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-55: Altars - Continued
  Die Roll
  Surface of Altar (d100)
  Sides of Altar (d100)
  76-80
  Religious Imagery (see 
  Table 3-56)
  Rotating dial
  81-85
  Small idol
  Gargoyle faces
  86-90
  Small indentation holds 
  glowing coals
  Text of a mythical story
  91-95
  Top of altar glows
  Bronze plate listing bene-
  factors or patrons
  96-00
  Veins of glowing rock in 
  altar’s top
  Effaced or altered carvings
  Table 3-56: Religious Imagery
  Die Roll
  Depicts (d100)
  01-05
  Victory won by deity (battle)
  06-10
  Victory won by hero/saint (battle)
  11-15
  Manifestation of the deity in material plane
  16-20
  Birth of the deity
  21-25
  Victory won by deity (trick or politics)
  26-30
  Victory won by hero/saint (trick or politics)
  31-35
  Death of hero/saint
  36-40
  Birth of hero/saint
  41-45
  Defeat of the deity (battle)
  46-50
  Defeat of a hero/saint (trickery)
  51-55
  Marriage of a hero/saint
  56-60
  Burial of a hero/saint
  61-65
  Hero/saint signing treaty or pact
  66-70
  Victory won by avatar of deity
  71-75
  Birth of an avatar of the deity
  76-80
  Death of an avatar of the deity
  81-85
  Sacred animals of the deity
  86-90
  Defeat of the deity (battle or trickery)
  91-95
  Defeat of a hero/saint (battle or trickery)
  96-00
  Holy symbol(s) of the deity or of multiple deities
  Architecture, Dramatic
  Table 3-57: Dramatic Architecture
  This table only covers the broad categories of architectural features; 
  for me, the table works better that way. If you want to get more specific 
  with architectural features, use the “Central Feature” column of Table 
  3-85 for a list of more specific options.
  Die Roll
  The Dramatic Feature (d100)
  How it is Dramatic 
  (d100)
  01-20
  Ceiling
  Changes
  21-40
  Door or exit
  Color
  41-60
  Floor
  Effect on Viewer
  61-80
  Third Dimension Elements (lad-
  ders, balconies, steps, slopes, etc.)
  Size, height, width, 
  or depth
  81-00
  Walls
  Texture
  Table 3-58: Changing Architectural Features
  Die Roll
  How it Changes (d100)
  01-10
  Air movement related to the dramatic feature changes, 
  or related gases in area change in nature or movement 
  pattern
  11-20
  Color (either the colors signify a different effect to a 
  trick, or roll a second time)
  21-30
  Different faces, postures, orientation or information 
  elements of statues; or carved, written, or painted 
  decorations
  31-40
  Location of internal elements such as furniture, stat-
  ues, etc.
  41-50
  Materials used in its construction (stone becomes clay, 
  wood becomes stone, etc).
  51-60
  Mode of crossing changes (or the nature of threats to a 
  safe crossing change periodically)
  61-70
  Offers different views, windows, or other spying/in-
  formation.
  71-80
  Shape (height or degree of slants)
  81-90
  Shape or size (to floor plan)
  91-00
  Which exits it provides to other places
   
  Clues
  Clues can be generated using Table 3-10.
  Containers 
  Table 3-59: Type of Container for Special Rooms
  Note that all the results here are for unusual containers (they are all 
  either bizarre or have a special feature). If you’re rolling for a regular 
  container for use in dungeon dressing, just roll a 50-50 chance for 
  large or small containers.
  Die Roll
  Type of Container (d100)
  01-25
  Small Container with special feature
  26-50
  Large Container with special feature
  51-75
  Bizarre Container
  76-00
  Numerous choices of large containers, some of which 
  have special features
   
  Table 3-60: Small Containers
  Die 
  Roll
  Small Container 
  (d100)
  Special Feature (d100)
  01-05
  Basket, small
  Container is covered, concealed, or 
  otherwise affected by an illusion
  06-10
  Bird’s nest
  Container is in a dangerous location 
  due to a natural feature (extreme 
  heat, cold, wind, high up, low down, 
  etc)
  11-15
  Box (jewelry 
  box)
  Container is in a dangerous location 
  due to a natural feature (extreme 
  heat, cold, wind, high up, low down, 
  etc)
  16-20
  Box (spice box)
  Container is in a dangerous location 
  due to an architectural feature
  168
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-60: Small Containers - Continued
  Die 
  Roll
  Small Container 
  (d100)
  Special Feature (d100)
  21-25
  Earthenware pot
  Container is in a dangerous location 
  due to an architectural feature
  26-30
  Flower pot
  Container is in a dangerous location 
  due to traps (possibly obvious, pos-
  sibly hidden)
  31-35
  Glass globe
  Container is in a dangerous location 
  due to traps (possibly obvious, pos-
  sibly hidden)
  36-40
  Goblet
  Container is in a marked area (see 
  Table 3-95 for ideas) which might or 
  might not be related to a trick or trap
  41-45
  Hollow sword 
  hilt/handle
  Container is in a marked area (see 
  Table 3-95 for ideas) which might or 
  might not be related to a trick or trap
  46-50
  Ivory globe
  Container is inaccessible but visible, 
  requiring solution of a puzzle, con-
  struction of a gadget, or victory in a 
  game (see Tables 3-108 to 3-113) to 
  reach it.
  51-55
  Locket
  Container is visible but is on the other 
  side of a challenge (a single-rule, 
  find-the-path trick; see Table 3-103)
  56-60
  Niche
  Container is located amidst many du-
  plicates, and there is a race against time 
  (see Table 3-1) to find the right one.
  61-65
  Pocket dimen-
  sional space
  Container is located amidst many du-
  plicates, and there is a race against time 
  (see Table 3-1) to find the right one.
  66-70
  Pouch
  Container is located amidst several 
  other mundane items and must be 
  found
  71-75
  Salt cellar
  Container is located within another 
  container
  76-80
  Spice cabinet
  Container is located within another 
  container, possibly locked
  81-85
  Statue’s throat
  Container itself is trapped. The 
  containers are trapped and the play-
  ers will know it after the first one. 
  Coping with a succession of traps to 
  get to the contents.
  86-90
  Tankard, with lid
  Container itself is trapped. The 
  containers are trapped and the play-
  ers will know it after the first one. 
  Coping with a succession of traps to 
  get to the contents.
  91-95
  Under flagstone
  Opening, location, or contents are 
  stuck.  Need strength rolls, combined 
  strength, or other solution to get 
  them open. This also requires some 
  sort of race against time, or there’s 
  no challenge.
  96-00
  Under floorboard
  Opening, location, or contents are 
  stuck.  Need strength rolls, combined 
  strength, or other solution to get 
  them open. This also requires some 
  sort of race against time, or there’s 
  no challenge.
  Table 3-61: Large Containers
  Die Roll
  Large Container (d100)
  Special Feature (d100)
  01-04
  Amphora
  Container is covered, 
  concealed, or otherwise 
  affected by an illusion
  05-08
  Bag
  Container is in a dangerous 
  location due to a natural 
  feature (extreme heat, cold, 
  wind, high up, low down, 
  etc)
  09-12
  Barrel
  Container is in a dangerous 
  location due to a natural 
  feature (extreme heat, cold, 
  wind, high up, low down, 
  etc)
  13-16
  Basket (large)
  Container is in a dangerous 
  location due to an architec-
  tural feature
  17-20
  Bin (grain, coal, or wood)
  Container is in a dangerous 
  location due to an architec-
  tural feature
  21-24
  Box
  Container is in a danger-
  ous location due to traps 
  (possibly obvious, possibly 
  hidden)
  25-28
  Cabinet
  Container is in a danger-
  ous location due to traps 
  (possibly obvious, possibly 
  hidden)
  29-32
  Cart
  Container is in a marked 
  area (see Table 3-95) 
  which might or might not 
  be related to a trick or trap
  33-36
  Cask
  Container is in a marked 
  area (see Table 3-95) 
  which might or might not 
  be related to a trick or trap
  37-40
  Cauldron
  Container is inacces-
  sible but visible, requir-
  ing solution of a puzzle, 
  construction of a gadget, 
  or victory in a game (see 
  Tables 3-108 to 3-113) to 
  reach it.
  41-44
  Chest
  Container is visible but 
  is on the other side of a 
  challenge (a single-rule, 
  find-the-path trick; see 
  Table 3-103)
  45-48
  Compartment (behind wall 
  shelves, large box, etc)
  Container is located amidst 
  many duplicates, and there 
  is a race against time (see 
  Table 3-1) to find the right 
  one.
  49-52
  Crate
  Container is located amidst 
  many duplicates, and there 
  is a race against time (see 
  Table 3-1) to find the right 
  one.
  53-56
  Hamper, laundry
  Container is located amidst 
  several other mundane 
  items and must be found
  169
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-61: Large Containers - Continued
  Die Roll
  Large Container (d100)
  Special Feature (d100)
  57-60
  Jar
  Container is locked in an 
  ordinary fashion
  61-64
  Keg
  Container is located within 
  another container
  65-68
  Pot
  Container itself is trapped. 
  The containers are trapped 
  and the players will know 
  it after the first one. Cop-
  ing with a succession of 
  traps to get to the contents.
  69-72
  Sack
  Container itself is trapped. 
  The containers are trapped 
  and the players will know 
  it after the first one. Cop-
  ing with a succession of 
  traps to get to the contents.
  73-76
  Sarcophagus or coffin
  Opening, location, or 
  contents are stuck.  Need 
  strength rolls, combined 
  strength, or other solution 
  to get them open. This also 
  requires some sort of race 
  against time, or there’s no 
  challenge.
  77-80
  Statue, hollow
  Opening, location, or 
  contents are stuck.  Need 
  strength rolls, combined 
  strength, or other solution 
  to get them open. This also 
  requires some sort of race 
  against time, or there’s no 
  challenge.
  81-84
  Taxidermy (entire animal)
  Container is so large that 
  getting to the opening or to 
  the contents involve climb-
  ing or gadget
  85-88
  Trunk or locker
  Container is completely 
  sealed and is locked – 
  breaking into it might 
  damage contents or might 
  not
  89-92
  Tub
  Roll for two results
  93-96
  Urn
  Roll for two results
  97-00
  Wardrobe
  Roll for three results
  Table 3-62: Bizarre Containers
  Die Roll
  Bizarre Container (d100)
  01-10
  Force field (globe, wall, pyramid, etc).
  11-20
  Inside monster
  21-30
  Interdimensional portal or pocket dimension
  31-40
  Multiple colors or other visible feature, with contents 
  depending on when the container is opened
  41-50
  Multiple illusions protect a mundane (small or large) 
  container
  51-60
  Multiple openings with different contents depending on 
  which opening is chosen
  61-70
  Nested containers each with different challenges and 
  each containing a reward (golden matroshka dolls, 
  series of false bottoms, etc).
  71-80
  Spin wheel on top, or other character-initiated, 
  obviously-randomized action to open container and 
  also determine random contents
  81-90
  Strongbox or safe with multiple dials used to open it – 
  different combinations might affect traps or contents of 
  container
  91-00
  Vehicle
   
  Furniture
  Table 3-63: Furniture, Unusual
  Die Roll
  Furniture Type 
  (d100)
  Unusual Aspect of Furniture 
  (d100)
  01-04
  Armchair
  Constructed of magical force
  05-08
  Bed
  Floats or levitates, shifts 
  location as convenient
  09-12
  Bed, for dog or other 
  pet
  Floats or levitates, stationary
  13-16
  Bench
  Folds up
  17-20
  Chair
  Gem encrusted
  21-24
  Chandelier
  Has bas-relief carvings
  25-28
  Chest of drawers
  Has mosaic pattern
  29-32
  Couch
  Has spikes
  33-36
  Desk
  Incorporates statuary
  37-40
  Display case
  Inlaid with semi-precious stone
  41-44
  Easel or writing desk
  Inlaid with wood
  45-48
  Fire pit
  Invisible
  49-52
  Lamp
  Made of bone
  53-56
  Lectern
  Made of bronze or other metal
  57-60
  Lighting sconces
  Made of unusual or rare wood
  61-64
  Privacy screen
  Made of unusual stone
  65-68
  Shelves
  Shorter than normal
  69-72
  Stool
  Sideways
  73-76
  Storage chest
  Spins
  77-80
  Table, banquet
  Taller than normal
  81-84
  Table, dining
  Tilted on slope
  85-88
  Table, display
  Uneven surface
  89-92
  Table, workbench
  Unusually large
  170
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-63: Furniture, Unusual - Continued
  Table 3-65: Descriptions of Non-Water Liquids - Continued
  Die Roll
  Furniture Type 
  (d100)
  Unusual Aspect of Furniture 
  (d100)
  93-96
  Throne
  Unusually small
  97-00
  Toilet/privy
  Upside down
  Game to Play
  Games are covered in Tables 3-108 to 3-113. If the characters are 
  themselves located upon a game board, see Tables 3-104 and 3-105 
  for ideas. 
  Liquid, Contained
  Table 3-64: Liquid (Contained)
  Die Roll
  Type of Contained Liquid (d100)
  01-05
  Above ceiling
  06-10
  Canal
  11-15
  Channel
  16-20
  Cistern
  21-25
  Connected ponds
  26-30
  Contained in globes
  31-35
  Disk, pyramid, cube, or other impossible shape (unless 
  the shape is a container of water)
  36-40
  Dripping or streaming from ceiling into multiple con-
  tainers
  41-45
  Drives machinery such as a waterwheel
  46-50
  Fills room (ankle deep, waist deep, neck deep, or to 
  ceiling)
  51-55
  Fountain
  56-60
  Geyser
  61-65
  Moat
  66-70
  Natural pond
  71-75
  Ordinary containers such as jars (in which case the water 
  is probably unusual in some way)
  76-80
  Pipes
  81-85
  Pool
  86-90
  Sink or basin
  91-95
  Underneath flagstone
  96-00
  Water tower
   
  Table 3-65: Descriptions of Non-Water Liquids
  Die 
  Roll
  Color (d100)
  Consistency (d100)
  Appearance 
  (d100)
  01-10
  Black
  Chunky
  Bubbles or effer-
  vesces
  11-20
  Blue
  Contains sediment 
  or precipitates
  Clouded
  21-30
  Brown
  Multiple viscosi-
  ties (layered liquids 
  or floating blobs 
  within)
  Colored flecks 
  within
  Die 
  Roll
  Color (d100)
  Consistency (d100)
  Appearance 
  (d100)
  31-40
  Clear
  Oily
  Fumes, seethes, or 
  sublimates in air
  41-50
  Green
  Sludge
  Layered colors
  51-60
  Grey
  Syrupy
  Opalescent (swirls 
  of color change 
  with light, like a 
  pearl)
  61-70
  Orange
  Syrupy
  Phosphorescent 
  (glows)
  71-80
  Purple
  Viscous
  Reflective or 
  metallic
  81-90
  Red
  Watery
  Swirls of color 
  (actual color, not 
  just an opalescent 
  light effect)
  91-00
  White
  Watery
  Translucent
   
  Lighting
  Table 3-66: Unusual Lighting
  Die Roll
  Unusual Lighting (d100)
  01-02
  Amphibians in room glow brightly
  03-04
  Candles, floating
  05-06
  Candles, in candlesticks
  07-08
  Candles, in chandelier
  09-10
  Candles, in wall sconces
  11-12
  Ceiling glows
  13-14
  Characters limned in cold fire when in room
  15-16
  Charcoal brazier
  17-18
  Charcoal brazier, incense
  19-20
  Charcoal braziers
  21-22
  Dripping lava
  23-24
  Dripping phosphorescent water
  25-26
  Exhaled breath glows brightly, temporarily
  27-28
  Eyes of party members (or anyone else in room) pro-
  duce beams of light
  29-30
  Eyes of statue produce rays of light
  31-32
  Fire pit or fireplace
  33-34
  Firefly lanterns
  35-36
  Fish in bowls glow brightly
  37-38
  Floor glows
  39-40
  Glass globes contain glowing liquid, explosive if 
  exposed to air
  41-42
  Glass globes contain phosphorescent liquid
  43-44
  Glowing ferns/flowers
  45-46
  Glowing flowers in pots
  47-48
  Glowing mists
  171
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-66: Unusual Lighting - Continued
  NPC Interaction
  Although NPC interactions are really more of an encounter type than 
  a feature of the dungeon itself, they are important not to forget as one 
  of the ways to make a room “special.” If you’re only designing the per-
  manent features of the dungeon at this stage, just roll a different result 
  on Table 3-54.
  Table 3-68: NPC Interaction
  Die 
  Roll
  Nature of NPC 
  (d100)
  Initial Attitude 
  Toward Party 
  (d100)
  Primary  
  Potential Value 
  to Party (d100)
  01-10
  Adventuring, 
  exploring, or 
  seeking treasure
  Astonished and 
  happy to see a 
  human face in 
  this godforsaken 
  place.
  Can remove a 
  specific curse the 
  party is likely to 
  have contracted 
  at this point in the 
  adventure (this 
  is likely coupled 
  with another 
  primary benefit, 
  since the curse 
  was probably in-
  volved in getting 
  to the NPC).
  11-20
  Currently impris-
  oned
  Friendly, possibly 
  for no particular 
  reason.
  Gives Information 
  (Roll on Table 
  3-17 for content 
  of Rumors)
  21-30
  Group of human 
  type creatures that 
  are completely 
  disorganized
  Hostile and ready 
  to fight
  Has a key or other 
  physical item that 
  will be useful 
  for getting to a 
  treasure, past an 
  obstacle, or into 
  an otherwise inac-
  cessible area
  31-40
  Group of human-
  type creatures 
  with a leader who 
  can speak on their 
  behalf
  Mercurial or 
  whimsical re-
  sponses, possibly 
  changing tem-
  perament at the 
  drop of a hat.
  Leads party to a 
  particular location 
  or acts as a guide 
  (probably tempo-
  rarily)
  41-50
  Is a spy, infiltrator, 
  monster, shape-
  shifter, or other 
  type of being that 
  will eventually 
  become inimical 
  to the party. It will 
  likely convey a 
  primary benefit, 
  but treachery will 
  be down the road.
  Response – 
  whatever it might 
  be – is affected 
  by an enchant-
  ment, drugs, or 
  illusions.
  None. Might even 
  be annoying or 
  cause problematic 
  effects elsewhere 
  in the dungeon.
  51-60
  Is enchanted as 
  another sort of 
  being
  Response depends 
  entirely on whether 
  the party has 
  picked up some 
  item, knows a pass-
  word, is wearing 
  particular garments, 
  or has a particular 
  appearance (this is 
  likely a guard of 
  some kind).
  Reward for Res-
  cue, or Bounty for 
  Capture
  Die Roll
  Unusual Lighting (d100)
  49-50
  Glowing moss
  51-52
  Glowing pebbles in pots
  53-54
  Glowing rocks
  55-56
  Glowing statues
  57-58
  Huge lanterns, floor
  59-60
  Huge lanterns, hanging
  61-62
  Illuminated globes hang in air
  63-64
  Incense torches
  65-66
  Invisible fire gives off bright smoke
  67-68
  Lava pit
  69-70
  Leaping flares of fire
  71-72
  Massive candles, floor-mounted
  73-74
  Motes of light
  75-76
  No normal light functions – but infrared spectrum is 
  visible
  77-78
  No normal light functions, but everyone has x-ray vi-
  sion
  79-80
  Oil lamps, hanging
  81-82
  Oil lamps, table or shelves
  83-84
  Oil lamps, wall sconces or alcoves
  85-86
  Paper lanterns
  87-88
  Phosphorescent pool, fountain, or spring
  89-90
  Small chain-lightning
  91-92
  Some stones in floor or wall glow
  93-94
  Sound waves are visible as illumination
  95-96
  Torches, wall sconces
  97-98
  Veins of glowing rock in walls
  99-00
  Windows
  Major Mechanism or Process
  Table 3-67: Major Mechanisms and Processes
  Die Roll
  Process (d6)
  1
  Drilling for liquid, with rigs and tanks
  2
  Mining, with pits, wooden walkways, and carts
  3
  Excavation (drop-offs, scaffolding, ladders, carts)
  4
  Distillation on a massive scale (tanks, tubes, liquid, lad-
  ders, etc)
  5
  Carving or decorating in high area (scaffolding, paint, 
  masonry, materls, balconies)
  6
  Water channeling (construction materials, pipes, chutes, 
  water, flooding, masonry, etc)
  172
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-68: NPC Interaction - Continued
  Pillars
  Table 3-69: Pillars
  Die Roll
  Basic Description (d100) 
  Decoration (d100)
  01-04
  Bone
  Carved with faces
  05-08
  Branches at top like tree or 
  veins
  Carved with runes
  09-12
  Bronze or brass
  Carved with sea creatures
  13-16
  Built of separate blocks
  Carved with serpents
  17-20
  Bumpy rock
  Carved with vines
  21-24
  Chipped at
  Carvings of love and 
  romance (or sex)
  25-28
  Clay (or ceramic)
  Carvings, gargoyle
  29-32
  Completely clean, pristine
  Carvings, religious
  33-36
  Contains fossils
  Contains drawers
  37-40
  Crumbling
  Contains mouths
  41-44
  Hacked at
  Contains round holes
  45-48
  Iron
  Contains square holes
  49-52
  Marble
  Covered or wrapped with 
  cloth
  53-56
  Natural rock formation 
  (possibly cultivated)
  Covered with thick layer 
  of plaster
  57-60
  Partially disintegrated
  Formed in shape of hu-
  man
  61-64
  Partially melted into slag
  Formed in shape of 
  monstrous biped such as 
  minotaur
  65-68
  Petrified wood
  Formed in shape of mon-
  strous non-biped such as 
  dragon
  69-72
  Plant matter (living?)
  Inlaid with mosaic tiles
  73-76
  Scorched
  Inlaid with wood
  77-80
  Scratched (patterns)
  Painted with pictures 
  (kings & battles)
  81-84
  Scratched (random)
  Painted with pictures 
  (love & romance)
  85-88
  Veined with crystal
  Painted with pictures 
  (monsters)
  89-92
  Veined with metal ore
  Painted with pictures 
  (religious)
  93-96
  Veined with semiprecious 
  stone
  Painted with pictures (sea 
  creatures)
  97-00
  Wood, polished
  Spikes
  Die 
  Roll
  Nature of NPC 
  (d100)
  Initial Attitude 
  Toward Party 
  (d100)
  Primary  
  Potential Value 
  to Party (d100)
  61-70
  Is in a very peril-
  ous or precarious 
  situation due to 
  trap or architec-
  ture – probably 
  trapped in place
  Suspicious. Just 
  as suspicious as 
  the party members 
  are of him, maybe 
  even to the point 
  of paranoia.
  Will act as dip-
  lomat, translator, 
  or interlocutor on 
  the party’s behalf 
  with a strong 
  monster who 
  guards access to 
  another location, 
  or which might 
  give up its trea-
  sure to the party
  71-80
  Looking for 
  someone else, 
  either for a 
  bounty, rescue, 
  or something odd 
  (like delivering a 
  message or selling 
  life insurance)
  Suspicious. Just 
  as suspicious as 
  the party members 
  are of him, maybe 
  even to the point 
  of paranoia.
  Will grant wish or 
  confer a magical 
  benefit in some 
  way
  81-90
  Lost as hell.
  Thinks they are 
  someone else 
  (such as a rescue 
  party or assassins) 
  and reacts as ap-
  propriate. Either 
  roll (50% chance 
  friendly, 50% 
  chance hostile) or 
  decide in advance 
  who he will think 
  they are. Usually 
  this is someone 
  who is expecting 
  a specific guest.
  Will serve as 
  henchman or hire-
  ling indefinitely 
  if paid
  91-00
  One or more 
  animal-type or 
  monster-type 
  creatures that will 
  follow the party 
  under certain 
  circumstances 
  (feed the gelati-
  nous cube and it 
  falls helplessly in 
  love with you, for 
  example)
  Very annoyed at 
  their intrusion or 
  arrival
  Will serve as hire-
  ling or henchman 
  out of gratitude 
  for a short period
  173
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Plants
  Table 3-70: Unusual Plants
  Roll on as many columns as desired. The more columns you roll for, the stranger and more unique the plant will be.
  Die 
  Roll
  Apparent Type (d100)
  Description (d100)
  Plant Part with Special Ef-
  fect (d100)
  Special Effect of Plant Part 
  (d100)
  01-05
  Cactus
  Albino
  Berries
  Are an ingredient in magic 
  potions
  06-10
  Completely aquatic or grows 
  from underwater to surface 
  Completely normal
  Berries
  Are an unusual or highly con-
  trasting color
  11-15
  Completely unusual shape of 
  plant material, such as a cone 
  or sphere 
  Elongated, tall, and skinny
  Berries
  Are fleshy or bloated (re-roll 
  if this is also the description of 
  the plant itself)
  16-20
  Coral-like
  Emit light or glow
  Branches
  Are invisible
  21-25
  Fern
  Fleshy
  Branches
  Are part of an unusual repro-
  ductive strategy
  26-30
  Floats on liquid (water-lily 
  type)
  Fleshy and bloated 
  Flowers
  Are so beautiful that they are 
  prized as decorations
  31-35
  Flowering plant
  Grows upside down from 
  ceiling, or even sideways from 
  wall. (beware gravitational ef-
  fects in such areas, o ye brave 
  adventurers!)
  Flowers
  Are so delicious that they can 
  be harvested for good money
  36-40
  Fungus, fluffy
  Has abnormally large plant 
  part (roll on next column)
  Flowers
  Are used as a means of com-
  munication by the plant (pos-
  sibly only with other plants, 
  possibly with other species or 
  even humans)
  41-45
  Fungus, mushroom
  Has an oddly regular pattern 
  of coloration, such as stripes, 
  spots, whorls, or even squares
  Gourds
  Attract a particular predator 
  into the area as a protective 
  device (possibly a subtle one, 
  like small venomous snakes)
  46-50
  Fungus, toadstools
  Has strange, warty nodules 
  on it. Note: if this is the case, 
  the nodules are likely (50% 
  chance) to be the plant part 
  instead of rolling on the next 
  column.
  Leaves
  Cause hair growth or other 
  strange (but natural) effect if 
  someone is downwind of the 
  smell
  51-55
  Grass
  Has unusual bark-like cover-
  ing, tree or not
  Leaves
  Create or are created by min-
  eral deposits
  56-60
  Hedge
  Highly sensitive to nearby 
  movement or sound: curls up, 
  shrinks, or changes its appear-
  ance when it is alarmed 
  Leaves
  Glow faintly
  61-65
  Moss, hanging or adhering
  Is growing in an unusual place, 
  or from an unusual substance 
  (water lilies on a lava pool, for 
  example)
  Pods
  Have minor healing properties
  66-70
  Shrubbery
  Makes a (probably quiet) 
  sound when approached – hiss-
  ing, moaning, growling, even 
  metallic or human. The sound 
  might be an echo or mimicry, 
  too.
  Pods
  Have strange pattern of colors 
  (striped, spotted, etc)
  71-75
  Tall flowers (like sunflowers)
  Produces a visible mist or gas 
  that is either heavier or lighter 
  than air
  Roots
  Have strangely human (or 
  animal) shape
  76-80
  Tree
  Resembles bones
  Roots
  Have unusual odor
  174
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-70: Unusual Plants - Continued
  Die 
  Roll
  Apparent Type (d100)
  Description (d100)
  Plant Part with Special Ef-
  fect (d100)
  Special Effect of Plant Part 
  (d100)
  81-85
  Tree
  Short, and behaves like low 
  ground-cover over large area
  Roots
  Make a strange noise (not nec-
  essarily all the time; consider 
  other stimuli such as the ap-
  proach of a particular kind of 
  monster). Re-roll if this is also 
  the description of the entire 
  plant from column two.
  86-90
  Tubers
  Strange color (blue, red, yel-
  low, etc)
  Stems
  Release sap with unusual 
  properties
  91-95
  Vines
  Strange metallic colors (blue, 
  chrome, gold, etc) alongside 
  normal colorations
  Stems
  Seem to move (or actually 
  move)
  96-00
  Vines
  Trimmed or naturally grows 
  in the shape of an animal or 
  geometric shape (topiary ap-
  pearance) 
  Vines or tendrils
  Slightly change the surround-
  ing temperature 
  175
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Sounds
  Table 3-71: Sounds
  Die Roll
  Sound (d100)
  01-04
  Breaking, cracking, or snapping
  05-08
  Burping, belching, or eructations contra-directional thereto
  09-12
  Chanting
  13-16
  Clanking
  17-20
  Clicking
  21-24
  Drumming
  25-28
  Explosions, booms, or thuds
  29-32
  Grinding
  33-36
  Hissing
  37-40
  Howling
  41-44
  Popping
  45-48
  Rumbling
  49-52
  Shrieking or screaming
  53-56
  Singing or humming
  57-60
  Sloshing or splashing
  61-64
  Speech (angry or annoyed)
  65-68
  Speech (babbling or nonsensical)
  69-72
  Speech (cajoling or sensual)
  73-76
  Speech (lecturing or authoritative)
  77-80
  String or woodwind instrument
  81-84
  Symphonic, harmonic, or orchestral
  85-88
  Wailing (ghostly or living)
  89-92
  Whining
  93-96
  Whistling
  97-00
  Yelping
   
  Statues
  Table 3-72: Statue Material and Condition
  If the statue is a bas-relief or other carving that isn’t a free-standing 
  statue, ignore the first column (material), since it will be the same mate-
  rial as whatever it’s carved into – unless the material is an inlay. 
  Die Roll
  Statue Material (d100)
  Statue’s Condition (d100)
  01-04
  Brass
  Broken
  05-08
  Bronze
  Chipped
  09-12
  Clay
  Hacked at
  13-16
  Clay
  Partially melted
  17-20
  Copper
  Scorched
  21-24
  Flesh
  Partially disintegrated
  25-28
  Granite
  Painted over
  29-32
  Ice
  Draped with cloth
  33-36
  Iron
  Perfect condition
  37-40
  Jade
  Covered in guano
  41-44
  Marble
  Eroded by water or wind
  45-48
  Obsidian
  Cracked
  49-52
  Quartz
  Parts removed/broken off
  53-56
  Stone
  Covered in graffiti
  57-60
  Stone
  Toppled over
  61-64
  Stone
  Pockmarks or holes
  65-68
  Straw
  Covered in frost or 
  condensation
  69-72
  Thorns
  Hot to the touch
  73-76
  Wax
  Half buried
  77-80
  Wicker
  Warped
  81-84
  Wires or mesh
  Phosphorescent
  85-88
  Wood
  Covered in moss or goo
  89-92
  Wood
  Covered in webs
  93-96
  Wood
  Smashed apart
  97-00
  Wood
  Bisected or decapitated
   
  Table 3-73: Type of Statue
  Die Roll
  Type of Statue (d6)
  1
  Simple Statue: Person
  2
  Simple Statue: Animal
  3
  Simple Statue: Monster or Other 
  4
  Simple Statue: Inanimate
  5
  Complex Statue: Event
  6
  Complex Statue: Combination of Figures
  176
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-74: Simple Statues - Continued
  Table 3-74: Simple Statues
  Die 
  Roll
  Person 
  (d100)
  Animal 
  (d100)
  Monster 
  or Other 
  (d100)
  Inanimate 
  (d100)
  01-05
  A person (de-
  ity)
  Ape
  Bat, giant
  Abstract blob 
  form
  06-10
  A person 
  (saint)
  Bear
  Centaur
  Abstract 
  jumbled form
  11-15
  A person (reli-
  gious leader)
  Bird
  Demonic
  Abstract 
  spheres
  16-20
  A person 
  (scholarly)
  Boar or pig
  Dragon
  Balancing 
  scales, wings, 
  or other 
  symbolic 
  representation 
  of a concept 
  or ideal
  21-25
  A person 
  (wizard)
  Cat
  Elemental 
  (or genie)
  Cube or 
  cubes
  26-30
  A person 
  (knightly)
  Crane, 
  stork, or 
  heron
  Extra-planar
  Diorama of 
  an outdoor 
  location
  31-35
  A person 
  (king, royalty, 
  noble, or other 
  authority 
  figure)
  Dog
  Fey creature 
  (dryad, satyr, 
  etc)
  Hanging 
  hoops or 
  other mobile
  36-40
  A person (bar-
  baric warrior)
  Dog
  Gargoyle
  Harp or 
  musical 
  instrument
  41-45
  A person (he-
  roic warrior)
  Duck
  Giant
  Helix or 
  spiral
  46-50
  A person 
  (child or 
  baby)
  Elephant
  Horror
  Household 
  item (butter 
  churn, cook-
  pot, etc).
  51-55
  A person 
  (“victim”)
  Fish or 
  dolphin 
  (leaping)
  Insect or 
  beetle, giant
  Model of 
  a house or 
  castle
  56-60
  A person 
  (“van-
  quished”)
  Hawk
  Manticore or 
  cockatrice
  Model of a 
  room
  61-65
  A person 
  (seems to be a 
  beggar)
  Horse
  Minotaur (or 
  similar)
  Mushroom or 
  fungus
  66-70
  A person 
  (nondescript 
  or faceless)
  Horse
  Naga or 
  serpent
  Representa-
  tion (possibly 
  prototype) of 
  a machine or 
  mechanism
  71-75
  A person 
  (craftsman)
  Lion or 
  tiger
  Ogre
  Sculpted 
  pillar
  76-80
  A person 
  (nondescript 
  commoner)
  Octopus
  Orc or goblin
  Skull or 
  skeletal
  81-85
  A person 
  (performer 
  of music or 
  other)
  Ox or Bull
  Rat, giant
  Sphere or 
  cone
  86-90
  A person (art-
  ist, poet, etc.)
  Rooster
  Sphinx
  Symbol on 
  pedestal
  Die 
  Roll
  Person 
  (d100)
  Animal 
  (d100)
  Monster 
  or Other 
  (d100)
  Inanimate 
  (d100)
  91-95
  A person 
  (builder or 
  engineer)
  Snake
  Undead 
  creature
  Tree
  96-00
  A person 
  (owner of 
  premises)
  Wolf
  Unicorn
  Weapon
   
   
  Table 3-75: Complex and Large Statues
  Die Roll
  Event (d100)
  Combination of People/ 
  Animals/Objects (d100)
  01-05
  A funeral
  Animal and Inanimate Object
  06-10
  A meal
  Animal and Monster
  11-15
  A significant discov-
  ery
  Family group (Animal)
  16-20
  A significant purchase
  Family group (Person)
  21-25
  Adulthood rites
  Group of animals (same)
  26-30
  An assassination
  Monster and Inanimate Object
  31-35
  An important 
  argument or dispute
  Person and Animal
  36-40
  Battle scene 
  (“bridge”)
  Person and Inanimate Object
  41-45
  Battle scene (“vic-
  tory”)
  Person and Monster
  46-50
  Conferring knight-
  hood or status
  Person and Person
  51-55
  Conferring ownership
  Terra-cotta army type arrange-
  ment of 2d6 almost-identical 
  statues of a Person
  56-60
  Execution
  Terra-cotta army type arrange-
  ment of 2d6 almost-identical 
  statues of an Animal
  61-65
  Exiling of a rebel or 
  criminal
  Three “Person” results
  66-70
  Greeting important 
  guest
  Totem-pole arrangement of 
  1d3+2 Animals
  71-75
  Marriage
  Totem-pole arrangement of 
  1d3+2 mix of Monsters and 
  Animals
  76-80
  One-on-one combat
  Totem-pole arrangement of 
  1d3+2 Monsters
  81-85
  Religious scene 
  (“blessings”)
  Two animals (different)
  86-90
  Religious scene 
  (“judgment”)
  Two Inanimate Objects (dif-
  ferent)
  91-95
  Scene from the dun-
  geon’s specific history 
  or backstory
  Two Monsters (different)
  96-00
  Signing of a treaty or 
  accord
  Two Monsters (same) 
  177
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Thrones
  The Thrones table can be used to generate increasingly complex ideas for a throne, depending on whether you roll on one, two, or all three col-
  umns. Roll on column one to generate a bit of inspiration for a throne that doesn’t do anything in particular. Roll on columns one and two (or one 
  and three) for a throne with more history or power, and roll on all three columns if you need ideas for a throne with a great deal of history or power.
  Table 3-76: Thrones
  Die Roll
  Unusual Structural Detail (d100)
  First Part of Name (d100)
  Second Part of Name (d100)
  01
  A structural element (a leg, an armrest, 
  etc) has been removed and replaced, with 
  rather poor craftsmanship or with the 
  wrong material
  The Banquet Throne
  Of Bargaining
  02
  Additional materials or decorations have 
  been welded or nailed onto the original 
  throne.
  The Blossom Throne
  Of Changes
  03
  Appears (or actually is) unfinished
  The Blue (50%) or Green (50%) Throne
  Of Choices
  04
  Appears (or is) extremely fragile
  The Brain-Throne
  Of Circumcisions
  05
  Badly damaged
  The Captured Throne
  Of Control (50%) or of Lordship (50%)
  06
  Bejeweled
  The Celebratory Throne
  Of Coronations
  07
  Bench
  The Chaos-Throne
  Of Desperation
  08
  Built for easy disassembly
  The Coiling Throne
  Of Energy
  09
  Built for extremely large person
  The Copper (50%) or Bronze (50%) 
  Throne
  Of Executions
  10
  Built of bits and pieces of other things, 
  cobbled together into a throne. This 
  doesn’t necessarily mean that it’s badly 
  done; it might be a work of consummate 
  or even eldritch craftsmanship.
  The Crypt-Throne
  Of Eyes
  11
  Can recede into floor or rise into ceiling
  The Cursed Throne
  Of Forgetting
  12
  Certain decorations on the throne have been 
  effaced or replaced with different ones
  The Dark Throne
  Of Funerals
  13
  Coated with some substance, as mundane 
  as paint, as valuable as gilt, or as weird as 
  demonic ichor
  The Deceitful Throne
  Of Harvesting
  14
  Connected to a machine
  The Demonic Throne
  Of Hearts
  15
  Connected to a powerful magical item or 
  artifact
  The Disgusting Throne
  Of Imprisonments and punishments
  16
  Connected to wall, floor, or other archi-
  tecture
  The Dread Throne
  Of Insights
  17
  Constructed as a huge head, or perhaps a 
  skull, with the seat located, probably, in 
  the mouth; or as a gap in the structure
  The Dream-Throne
  Of Isolation
  18
  Constructed of magical force
  The Drug-Throne
  Of Judgment or decisions
  19
  Contains fossilized remains
  The Echoing Throne
  Of Knighthood
  20
  Crusted with earth, as though recently 
  exhumed
  The Enchanted Throne
  Of Learning
  21
  Crystalline, or studded with crystals that 
  have grown on it This might be salt, 
  quartz, sugar, or any number of materials 
  that can crystallize
  The False Throne
  Of Liberation
  22
  Delicate
  The Fanged Throne
  Of Lies and Promises
  23
  Draped in cloth or a shroud
  The Fearsome Throne
  Of Manhood (or womanhood)
  24
  Exquisite
  The Final Throne
  Of Many Gases
  25
  Extraordinarily high back
  The Fire Throne
  Of Many Things
  26
  Floats on levitating disk
  The Forbidden Throne
  Of Marriages
  27
  Floats or levitates, shifts location as 
  convenient
  The Forgotten Throne
  Of Meditations
  178
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-76: Thrones - Continued
  Die Roll
  Unusual Structural Detail (d100)
  First Part of Name (d100)
  Second Part of Name (d100)
  28
  Floats or levitates, stationary
  The Frost Throne
  Of Memories
  29
  Folds up
  The Gate-Throne
  Of Mists
  30
  Hangs from ceiling by chains
  The Glittering Throne
  Of Planting or seeding
  31
  Has bas-relief carvings
  The Gnarled Throne
  Of Reawakening
  32
  Has manacles, belts, or other “gotcha” 
  devices obviously built into its construc-
  tion (you might decide to conceal these 
  later, of course)
  The Gold (50%) or Silver (50%) Throne
  Of Runes
  33
  Has mosaic pattern
  The Grey (50%) or Marble (50%) Throne
  Of Sacrifices
  34
  Has spikes
  The Horrific Throne
  Of Sequences
  35
  High throne: a long series of steps leads 
  up to the throne’s seat
  The Inescapable Throne
  Of Shadows
  36
  Higher than normal
  The Insidious Throne
  Of Shapes
  37
  Incorporates a strange or magical light 
  source (see Table 3-66)
  The Insubstantial Throne
  Of Slimes and Oozes
  38
  Incorporates antlers and horns into deco-
  ration, or is entirely made of them
  The Iron (50%) or Brass (50%) Throne
  Of Spawning
  39
  Incorporates cones and/or pyramidal 
  shapes
  The Laughing Throne
  Of Terror
  40
  Incorporates many circular or disk-like 
  shapes
  The Legendary Throne
  Of the [insert any animal type] King
  41
  Incorporates many tubes, holes and gaps 
  into design
  The Lesser Throne
  Of the [insert any humanoid monster 
  type] Chieftain
  42
  Incorporates squares and cubic shapes
  The Lightless Throne
  Of the Abomination
  43
  Incorporates statuary
  The Lightning Throne
  Of the Archmage
  44
  Incorporates strange, non-Euclidian 
  geometry
  The Lunar Throne
  Of the Assassin
  45
  Inlaid with semi-precious stone
  The Lung-Throne
  Of the Barbarian (50%) or Savage (50%) 
  Chieftain
  46
  Inlaid with wood
  The Mad Throne
  Of the Beast
  47
  Invisible (always or sometimes)
  The Majestic Throne
  Of the Black Knight
  48
  Is built under an apparent trap
  The Mechanical Throne
  Of the Builder
  49
  Light sources cause the throne to project 
  shadows onto specific markers that might 
  be significant
  The Merciless Throne
  Of the Butcher
  50
  Made from a living plant (see Table 3-70 
  for some really unusual ideas about this)
  The Merry Throne
  Of the Centipede (50%) or Spider (50%)
  51
  Made of bone
  The Mesmerizing Throne
  Of the Chieftain
  52
  Made of bronze or other metal
  The Moribund Throne (“moribund,” as I 
  hope I needn’t say, means dying or run-
  ning out of fundamental mojo)
  Of the Child (50%) or the Youthful One 
  (50%)
  53
  Made of Clay or Earth
  The Mouth Throne
  Of the Crazed Wizard
  54
  Made of rough-hewn stone
  The Mushroom Throne
  Of the Demon
  55
  Made of straw or incorporates dried 
  grasses and seeds
  The Narcotic Throne
  Of the Dragon
  56
  Made of unusual or rare wood
  The Nightmare Throne 
  Of the Druid
  57
  Made of unusual stone
  The Obscene Throne
  Of the Emissary
  58
  Made of wicker or leather
  The One Throne
  Of the Enslaver
  59
  Many rich cushions
  The Portal Throne
  Of the Exile
  60
  Not built for humans
  The Prison Throne
  Of the Four Elements
  179
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-76: Thrones - Continued
  Die Roll
  Unusual Structural Detail (d100)
  First Part of Name (d100)
  Second Part of Name (d100)
  61
  Numerous carvings appropriate to the 
  theme in column three
  The Purple (50%) or Orange (50%) 
  Throne[Author’s Note: an excellent ad-
  jective for purple is “Purpure,” if you’re a 
  fan of Clark Ashton Smith]
  Of the Frog
  62
  On tall legs, almost stilts
  The Random Throne
  Of the Genie
  63
  Original shape got distorted or partially 
  melted by something
  The Rebuilt Throne
  Of the Giant
  64
  Painted with pictures appropriate to the 
  theme in column three
  The Red (50%) or Yellow (50%) Throne
  Of the Gladiator
  65
  Partially buried under some other material
  The Ritual Throne
  Of the Golem
  66
  Relatively shapeless; it may take a few 
  moments of observation to realize that the 
  object is a chair or throne
  The Rose-Throne 
  Of the Guardian
  67
  Rolls on wheels
  The Ruined Throne
  Of the Guildmaster 
  68
  Seems (or actually is) poorly constructed
  The Scorched Throne
  Of the Hag
  69
  Shaped like a large human, demon, or 
  monster
  The Second Throne
  Of the High Marshal
  70
  Shaped like an animal (this could be a 
  Cobra-headed throne, or a throne with an 
  eagle head and wide wings, etc.
  The Secret Throne
  Of the High Priest
  71
  Shaped like an aquatic creature (Octopus, 
  fish, crab, etc).
  The Secret Throne
  Of the Idol
  72
  Short and squat
  The Shining Throne
  Of the Incarcerated One
  73
  Shorter than normal
  The Shrouded Throne
  Of the Jaguar
  74
  Sideways
  The Shunned Throne
  Of the Lady
  75
  Six legs
  The Singular Throne
  Of the Lost King
  76
  Spins or turns
  The Sordid Throne
  Of the Magician
  77
  Statues of similar material to the throne 
  stand or sit around it (see Table 3-73 for 
  ideas, and Table 3-72 for ideas about the 
  condition of the throne and statues)
  The Sorrowful Throne
  Of the Monk
  78
  Surrounded, enclosed, or set off by cur-
  tains or tapestries
  The Spellbound Throne
  Of the Mutant
  79
  Tacky but valuable
  The Spell-Throne
  Of the Necromancer
  80
  Taller than normal
  The Spirit Throne
  Of the Observer
  81
  The construction of the throne includes 
  an attached base, circular, octagonal, or 
  other shape.
  The Spying Throne
  Of the Oracle
  82
  The shape of the seat or armrests puts 
  anyone sitting in into an odd or unnatural 
  position
  The Stolen Throne
  Of the Priestess (or High Priestess)
  83
  The throne appears to be held in place 
  with all manner of safeguards: welding, 
  tying, bolts, cables, chains, etc.
  The Subterranean Throne
  Of the Red Bishop
  84
  The Throne is built or even wedged into 
  an alcove
  The Summoning Throne
  Of the Sage
  85
  The throne is flanked by two other pieces 
  of ornate furniture; lesser thrones, tables, 
  or something similar (See Table 3-63 for 
  ideas)
  The Terrible Throne
  Of the Saurians
  86
  The Throne is shattered, but casts the 
  shadow of an undamaged throne.
  The Thorny Throne
  Of the Sea
  87
  The Throne is toppled over
  The Throne
  Of the Shaman
  88
  The throne is wreathed in an element, 
  such as fire, lightning, steam, or dust.
  The Tilted Throne
  Of the Shapeshifter
  180
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-76: Thrones - Continued
  Die Roll
  Unusual Structural Detail (d100)
  First Part of Name (d100)
  Second Part of Name (d100)
  89
  The throne’s surface is made to resemble 
  the skin of an animal – it might have 
  carven scales, a leathery texture, or even 
  carved feathers. The carving might be 
  highly realistic, or might be quite primi-
  tive.
  The Trembling Throne
  Of the Sorcerer
  90
  Three legs
  The Tripartite Throne
  Of the Summoner
  91
  Throne is overgrown with vegetation; 
  moss, fungi, or vines, for example.
  The Twisting Throne
  Of the Tyrant
  92
  Triangular
  The Unholy Throne
  Of the Victor
  93
  Two-seater (equal height)
  The Unpredictable Throne
  Of the Zombie
  94
  Two-seater (one lower than other)
  The Untried Throne
  Of Thieves
  95
  Unbelievable luxurious and comfortable-
  looking
  The Water-Throne
  Of Tortures
  96
  Valuable elements of the throne seem to 
  have been pillaged, removed, stolen, etc.
  The Wayward Throne
  Of Transformations
  97
  Very high-backed, with motifs on the 
  part of the seat-back over the head of the 
  person sitting in the throne
  The Weeping Throne
  Of Undeath
  98
  Whatever it’s made of, it is giving off 
  the results of a chemical reaction with 
  something else
  The Whispering Throne
  Of Vines and Flowers
  99
  Wider than normal
  The White (50%) or Black (50%) Throne
  Of Visions
  100
  Wooden
  The Winter Throne
  Of Wonderment
  181
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  The “What Comes 
  Next” Method
  Sometimes you just want some creative ideas for what comes next 
  in a dungeon you’re already designing, and you don’t want to get deep 
  into a whole system for designing a dungeon from the top down. The 
  following table is easier to use when the problem is just a bit of creative 
  block happening mid-stride. It points you back to the above tables, but 
  gives you a specific place to start instead of just paging around for an 
  idea.
  Table 3-78: What Comes Next (Basic Ideas)
  Die Roll
  What Comes Next (d100)
  01
  Alchemist’s Workshop(s) (see Table 3-162 for ideas)
  02
  Alcoves and Labels
  03
  Altar Room(s)
  04
  Altars and Thrones
  05
  Aluminum Siding
  06
  Anti-gravity
  07
  Area where it’s cold, with slippery ice, icicles, snow, and 
  mist
  08
  Area Which Alters Thinking Processes
  09
  Area with barrels and containers
  10
  Area with different strange substances on walls
  11
  Area with explosives
  12
  Area with mirror or mirrors, or with some sort of weird 
  reflection-based thing you think up.
  13
  Area with unstable floors and/or ceilings
  14
  Astrolabes and Instruments
  15
  Authority and Running a Gauntlet
  16
  Balconies and Runes
  17
  Big Machine(s) made of wood or iron
  18
  Bizarre Storage Area
  19
  Bones and Petrifaction
  20
  Bridge over Troubled Water
  21
  Casino
  22
  Chasm or well
  23
  Climbing and Slipping Room
  24
  Colors and Globes
  25
  Cooking and statues
  26
  Cranes and Bowls
  27
  Dimensional Changes
  28
  Docking Station
  29
  Doors at Different Heights
  30
  Electrical Room
  31
  Embalming Room(s)
  32
  Eyes and Trackways
  33
  Fire-Pit Room
  34
  Fishing or diving
  35
  Font, fountain, or basins
  36
  Frogs and Swings
  Written Records
  Written Records are covered earlier in this book. See Table 3-18. The 
  useful content of Written Records can also be generated on Table 3-17.
  Water Landmarks
  Some water landmarks may already have been generated as a transi-
  tion between areas (if you’re going through these tables step by step). 
  If this is the case, don’t feel obligated to put in more water landmarks, 
  but if you’ve got waterway transitions, you certainly have the potential 
  to create a dungeon level that involves quite a bit of water. Which is 
  always cool.
   Table 3-77: Water Landmarks
  Die Roll
  Type of Water Landmarks (d100)
  01-05
  Area where pipes dump water, waste products, or 
  byproducts
  06-10
  Area with completely submerged corridors and/or rooms
  11-15
  Area with high humidity and lots of condensation
  16-20
  Areas with water that is somewhere from ankle deep all 
  the way to chest deep
  21-25
  Baths or swimming pools
  26-30
  Channeled water: a full-scale canal, an aqueduct, or a 
  series of small ditch-like channels in floor.
  31-35
  Entrance to a sewer system or a system of pipes/chan-
  nels (that can be entered) running just beneath the 
  dungeon level.
  36-40
  Fountain(s)
  41-45
  Geysers or waterspouts
  46-50
  Ice area or boiling water area
  51-55
  Lake, small or medium sized
  56-60
  Pumps bringing water up from lower levels
  61-65
  River
  66-70
  Sea inlet or truly vast lake, probably with docks at some 
  of the places where the dungeon touches upon it
  71-75
  Series of deep ponds
  76-80
  Severe dripping or running water from ceiling or walls 
  in a particular area
  81-85
  Water pouring from hole in ceiling or spouting from 
  wall
  86-90
  Water vortex or whirlpool
  91-95
  Waterfall
  96-00
  Waterwheel or large water-driven mechanism (See 
  Major Mechanisms, Table 3-67, for starting ideas about 
  what the mechanism is for)
   
  182
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-78: What Comes Next - Continued
  Die Roll
  What Comes Next (d100)
  70
  Slots, Tiles, and Balls
  71
  Sludge and Poison
  72
  Something Old, Something New, Something Borrowed, 
  Something Blue
  73
  Sounds and pits
  74
  Spiraling corridor leads to something (roll again to see 
  what)
  75
  Spiraling Room
  76
  Squares and Guillotines
  77
  Stairs Up or Down
  78
  Statue or Idol Room
  79
  Sundial or Wheel of Fortune Room
  80
  System of balconies and ladders (or stairs)
  81
  System of corridors crossing over the top and underneath 
  each other
  82
  Take the first three children’s toys you think of, and put 
  their dungeon-equivalents into one large chamber
  83
  Tanks (or pools) and Vines
  84
  The third clear thing you think of after I say, “The 
  Flintstones.”
  85
  Things on stilts
  86
  Things Under Wrappings
  87
  Throne Room
  88
  Totem poles and water
  89
  Trapped Room
  90
  Trees and Sounds
  91
  Up-and-down corridor with steps, ladders, or ropes
  92
  Vehicles and Cyclicals
  93
  Vines and Phosphorus
  94
  Volcanic Area
  95
  Waterfall
  96
  Waterfalls and Pools
  97
  Whatever you remember off the top of your head from 
  high school chemistry
  98
  Wheel apparatus and religion
  99
  Wizard’s Workshop(s) (see Table 3-162 for ideas)
  100
  Zoo
  Die Roll
  What Comes Next (d100)
  37
  Gas and Physics Room
  38
  Glittering Halls and Room(s)
  39
  Grate or pit leads to corridors that go under the existing 
  part of the dungeon to something else (roll again to see 
  what)
  40
  Hallucinogenic Room
  41
  Heat and monsters
  42
  Library
  43
  Mannequin Room
  44
  Mining or Excavation Area
  45
  Mist and Mystic Rocks
  46
  Multiple Archways
  47
  Multiple Wells or Chimneys
  48
  Multiple Wooden Walkways
  49
  Natural Caverns
  50
  Nicely furnished rooms (“Danger, Will Robinson!”)
  51
  Plants and Bubbles
  52
  Platforms and Slides (or sliding)
  53
  Pocket dimensional space or teleport room with access 
  to other areas or even the surface
  54
  Prison
  55
  Rays and Levitations
  56
  Rings and Things
  57
  River
  58
  Room that turns, possibly revealing new door or corridor
  59
  Room with Control Panel
  60
  Room with Trick (see Table 3-80 or Table 3-81)
  61
  Room with weird pyramid or dome inside
  62
  Room(s) of study, meditation, and contemplation
  63
  Room(s) with plants, fungus, or mold
  64
  Runes, glyphs, or symbols
  65
  Sacrificial Chamber(s)
  66
  Sarcophagus Room(s)
  67
  Sewers and Ladders
  68
  Shadow Pictures
  69
  Shrinking Room
  183
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-79: What Comes Next (Using Tables)
  Die Roll
  What Comes Next (d100)
  01-20
  Transition (Table 3-23)
  21
  Transition (Table 3-23) with a Big Thing Landmark 
  (Table 3-49)
  22
  Transition (Table 3-23) with a Strange Thing Landmark 
  (50% use Table 3-53A, 50% use Table 3-53B)
  23
  Room with a Level Change (Table 3-50)
  24
  Level Change (Table 3-50) involving an Architectural 
  Trick (Table 3-84 or 3-85)
  25
  Water Landmark (Table 3-77)
  26-30
  Special Room (roll twice on Table 3-54 for contents)
  31
  Long room or corridor with treasure at the end is guarded 
  by a gauntlet of Basic Mechanical Traps  (Table 3-126).
  32
  Slightly special room (roll once on Table 3-54 for con-
  tents) plus a Bargain and Persuasion Trick (Table 3-86)
  33
  Slightly special room (roll once on Table 3-54 for con-
  tents) plus an Experiment Trick (Table 3-87)
  34
  Area with Hazard Trick (Table 3-92)
  35
  Area with a Magic Area Trick (Table 3-93)
  36
  Room (roll once on Table 3-54 for contents) with a 
  Magic Thing Trick (Table 3-97)
  37
  Corridor or room with solution or survival of a single-
  Rule Pathway trick (Table 3-103) required to pass 
  through.
  38
  Area involving a Substance Trick (Table 3-106)
  39
  Room with a Choice Game Trick (Table 3-110)
  40
  Game Room (Table 3-112)
  41
  Less special room (roll once on Table 3-54 for contents) 
  and a Written Trick (Table 3-114)
  42
  Room with a regular architectural feature from Table 
  3-85 but connected to a Basic Mechanical Trap (3-126)
  43-44
  Room with a Complicated Mechanical Trap from Table 
  3-127 (that table also tells you the related architectural 
  feature.
  45
  Room with a regular architectural feature from Table 
  3-85 connected to a Basic Magical Trap from Table 
  3-135.
  46
  Area with a rigged natural feature from Table 3-134.
  47
  Room with a Complex Trap (Table 3-137) involving a 
  Strange Thing (Table 3-53A or Table 3-53B).
  48
  Room with a Complex Trap (Table 3-137) involving a 
  Big Thing (Table 3-49).
  49
  Change in Dungeon Topography (Table 3-37)
  50
  Room with an altar (Table 3-55) and a Basic Mechanical 
  Trap (Table 3-126)
  51
  Room with Dramatic Architecture (Table 3-57) and two 
  items of Dungeon Dressing from Table 3-144.
  52
  Area with a Major Mechanism or Process (Table 3-67) 
  that allows a Level Change (Table 3-50, but ignore 
  results of “stairs”).
  53
  Area filled with Unusual Plants (Table 3-70) and also 
  involves a Big Thing (Table 3-49).
  54
  Area filled with Unusual Plants (Table 3-70) that also 
  involves a change in dungeon topography (Table 3-37).
  55
  Waterway Connection (Table 3-33)
  Die Roll
  What Comes Next (d100)
  56
  Area or room with a teleporter (Table 3-36)
  57
  Area with a climactic monster (Table 3-179) and a Water 
  Landmark (Table 3-77)
  58
  Area with a climactic monster (Table 3-179) with a Com-
  plex Trap (Table 3-137) as part of its tactical advantage. 
  The trap might be obvious – just a way of blocking off a 
  pathway – or it might be hidden.
  59
  Area with a climactic monster (Table 3-179) plus an 
  interesting tactical situation (see Table 3-4)
  60
  Monsters with an interesting tactical situation (see Table 
  3-4)
  61
  An area with a topographical/tactical challenge (see 
  Table 3-3) involving a Hazard Trick (Table 3-92)
  62-63
  An area with a topographical/tactical challenge (see 
  Table 3-3) involving several Basic Mechanical Traps 
  (Table 3-126) in an area with one special feature from 
  Table 3-54 (Special Rooms)
  64
  Unusual decorations (see Table 3-182 for type) that are 
  valuable, but can only be reached using a Topographical 
  Challenge (Table 3-3).
  65
  A Level Change (Table 3-50) that goes through a Con-
  tained Liquid (Table 3-64) in some way.
  66
  Tomb (see Table 3-183)
  67
  A Big Thing Landmark (Table 3-49) coupled with a 
  Hazard (Table 3-92)
  68
  Room with several statues (see Table 3-73 for starter 
  ideas) each of which confers a magical benefit or curse 
  (see Table 3-121)
  69
  Room causes a magical weakness (see Table 3-142) 
  caused by either unusual plants (Table 3-70) or a thing of 
  some kind (see Table 3-97 for ideas, but don’t add on any 
  of the additional trick elements)
  70
  Room is very tall or very deep, and travel within it is 
  done by use of one or more Level Changes (see Table 
  3-50).
  71
  Room is built to allow for a Monster Ambush (see Table 
  3-184)
  72
  Storehouse involving some normal containers and some 
  that are bizarre (see Table 3-59).
  73
  Magical Workshop (see Table 3-162 for contents). There 
  is a particular item or piece of architecture that makes 
  the workshop unique: roll for a Strange Thing on Table 
  3-53A or 3-53B. The workshop might belong to a cli-
  mactic monster (Table 3-179) which might or might not 
  be present.
  74
  A climactic monster (Table 3-179) with a prepared am-
  bush (Table 3-184)
  75
  There is a Hazard (see Table 3-92) and several choices 
  of how to handle it, some of which are safe, others of 
  which are not (see Table 3-110 for ideas about how these 
  choices might be constructed)
  76
  Major Mechanism or Process (Table 3-67) plus Unusual 
  Plants (Table 3-70)
  77
  Major Mechanism or Process (Table 3-67) plus Water 
  Landmark (Table 3-77)
  78
  Temple involving Religious Imagery (Table 3-56) plus a 
  Backstory (Table 3-9) plus a Big Thing (Table 3-49)
  184
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Table 3-79: What Comes Next (Using Tables) - Continued
  Die Roll
  What Comes Next (d100)
  79
  Room of unusual size and shape (see Table 3-40) plus 
  some sort of Trick (Start at Table 3-81 or Table 3-180)
  80
  Room of unusual size and shape (see Table 3-40) with 
  unusual pillars (Table 3-69) and a clue (see Table 3-10 
  for starting ideas)
  81
  Room with a Complex Trap (Table 3-137) and a clue 
  (see Table 3-10 for starting ideas)
  82
  Unusual Stairs (Table 3-52) lead to a different dungeon 
  level, possibly going down more than one level, or 
  branching into two staircases partway down.
  83
  Big Thing (Table 3-49) that causes a magical weakness 
  (see Table 3-142) until it is appeased, turned off, or 
  bypassed
  84
  Vast cavern filled with different balconies and Level 
  Changes of more than one type (Table 3-50)
  85
  Unusual Corridor (see Table 3-25) plus an unusual Arch-
  way at the end (see Table 3-28)
  Die Roll
  What Comes Next (d100)
  86
  Room of unusual size and shape (see Table 3-40) in 
  which characters are attacked by a spell effect (generate 
  using Table 3-172) caused by a Strange Thing (Table 
  3-53A or 3-53B). The object must be appeased, deacti-
  vated, persuaded to stop, or bypassed.
  87
  Stairway or door is guarded by a Written Trick (Table 
  3-114) combined with a Basic Mechanical Trap  (Table 
  3-126).
  88-91
  Slightly special room (roll once on Table 3-54 for con-
  tents) plus an Architectural Trick (Table 3-84 or 3-85)
  92
  A Strange Thing (Table 3-53A or Table 3-53B).coupled 
  with a Hazard (Table 3-92)
  93
  Room of unusual size and shape (see Table 3-40) with a 
  Magic Area Trick (Table 3-93)
  94
  A Level Change (Table 3-50) that goes through a Hazard 
  (Table 3-92) or a rigged natural feature (Table 3-134).
  95-00
  Area appears to be empty
  185
  BOOK THREE: DUNGEON DESIGN - THE  MAP
  
  Tricks
  The “Trick” is a very broad concept in adventure design, and I’m 
  not going to try to define it exactly.  In general, a trick is something 
  that requires the players to make meaningful decisions but that 
  isn’t a monster or a trap.  Tricks can range all the way from a slid-
  ing corridor to a riddle written on a scrap of parchment.  
  There are about an infinite number of ways to try and break down the 
  broad concept of a dungeon trick into a series of tables. After literally 
  years of screwing around with it, I’ve decided to compile my tables into 
  eleven categories: Architectural Tricks, Bargain and Persuasion Tricks, 
  Experiment Tricks, False Appearance Tricks, Hazard Tricks, Magic 
  Area Tricks, Magic Thing Tricks, Run-the-Gauntlet Tricks, Substance 
  Tricks, Wager and Game Tricks, and Written Tricks. There is a great 
  deal of crossover between these categories, too, so don’t approach these 
  tables as if each category is a formula.
  This section is organized as follows:
  The Wild Card Matrix. An alternative, short-form table used to gen-
  erate the broad, overall profile of a trick, ignoring everything else in 
  this section.
  Hints and Foreshadowings. These tables can be used for all the cat-
  egories, so they come first.
  The Separate Categories (each with sub-tables):
  Architectural Tricks
  Bargain and Persuasion Tricks
  Experiment Tricks
  False Appearance Tricks
  Hazard Tricks
  Magic Area Tricks
  Magic Thing Tricks
  Run-the-Gauntlet Tricks
  Substance Tricks
  Wager and Game Tricks.
  Written Tricks
  General Subtables. Certain categories make reference to the same 
  sub-tables, so these are gathered together at the end of the section.
  Method 1: The Wild Card Matrix
  This table is not for the faint of heart – it’s used to generate the overall profile of a trick with absolutely no rhyme or reason, instead of picking 
  a category and working from there. Roll for each component of the trick (hints, structure, rewards, risks, and solutions), then put them together in 
  any way that your inspiration takes you. 
  Table 3-80: Wild Card Matrix for Tricks
  Die Roll
  Hints (d100)
  Structure (d100)
  Rewards (d100)
  Risks (d100)
  Solutions and Interactions (d100)
  01-20
  No hints given
  A bunch of  
  elements to use for 
  the solution (dials, 
  potion ingredients, 
  vehicles, machines, 
  etc)
  Access to a new 
  area, or back to 
  safety
  Curse (Magical)
  Gambling your money or your life 
  (or your health, your experience 
  points, your sanity, your luck, etc)
  21-40
  Spoken Hints (given 
  once, or not chang-
  ing)
  Architectural Fea-
  ture (see “Central 
  Feature” column of 
  Table 3-85)
  Combination of 
  treasure and (roll a 
  d6): (1) access, (2) 
  information, (3) a 
  magical condition or 
  bonus
  Mental
  Movement and Actions (i.e., stepping 
  onto the correct colored tiles on the 
  floor)
  41-60
  Spoken Hints 
  (Ongoing conver-
  sation or multiple 
  questions)
  Magic Area (see 
  Table 3-93 and  
  following tables)
  Gain a Magical 
  Condition or bonus
  Physical
  Negotiation (making a trade or 
  bargain) or Persuasion (fast-talking, 
  wearing a disguise, lying well, or 
  debating)
  61-80
  Visible Hints: 
  searching or  
  observing the  
  situation may give 
  you valuable  
  information
  Obstacle or Gauntlet 
  of Threats
  Treasure!
  Physical
  Screwing around with stuff (mixing 
  potions, turning dials, pulling levers, 
  opening containers, etc)
  81-00
  Written Hints
  The trick is a  
  sentient or  
  programmed  
  intelligence
  Useful Information
  Wrong Access or 
  Wrong Information
  Screwing around with stuff (50%) or 
  Movement and Actions (50%)
  186
  
  Method 2: Tricks by Category
  Table 3-81: Tricks by Category
  Die Roll
  Trick Category (d100)
  01-10
  Architectural Trick
  11-20
  Bargain and Persuasion Trick
  21-30
  Experiment Trick
  31-40
  Hazard
  41-50
  Information
  51-60
  Magic Area
  61-70
  Magic Thing
  71-80
  Run-the-Gauntlet
  81-90
  Substance
  91-00
  Wager and Game Trick
  187
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Hints and Foreshadowings  (for all categories)
  Table 3-82: Hints and Foreshadowings
  Die Roll
  Type of Hint (d100)
  Problems with Hint (d100)
  01-10
  A vision or sense of danger/opportunity
  All the hint offers is the knowledge that the trick exists – not 
  how to solve it.
  11-20
  Adventurers might have heard a rumor about this trick from the 
  dungeon’s table of rumors
  All the hint offers is the knowledge that the trick exists – not 
  how to solve it.
  21-30
  None
  Coded or in the form of a riddle
  31-40
  None
  Damaged by the passage of time
  41-50
  None
  Incomplete or garbled
  51-60
  None
  It is a lie, a falsehood, a mendacity
  61-70
  None
  Most of it has been effaced
  71-80
  Pictorial sign
  No serious problem, although probably it is slightly vague
  81-90
  Spoken warning or instructions from trick or something near it 
  (disembodied voice, etc). See Table 3-83 for more ideas.
  The hint offers a solution, but there is a better and less danger-
  ous solution to the trick.
  91-00
  Written sign
  Vague
  188
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Table 3-83: Spoken Clues
  Roll percentile dice to see if the spoken clue is interactive (use Column 3) or static (in which case use Column 4 instead of Column 3)
  Die 
  Roll
  What Talks (d6)
  Why it Talks (d6)
  Interactive Spoken Clues- 50% 
  (d6)
  Static Spoken 
  Clues - 50% (d6)
  Attitude (d6)
  1
  An actual living being is 
  present. Somehow. This 
  includes everything from 
  a talking animal, to a 
  person, to a demon.
  It either died here or is 
  trapped here, and if the 
  characters solve the trick 
  it will be released
  It only gives one clue, and then 
  taunts. The taunts may be helpful, 
  since they only come when the char-
  acters are doing something wrong (or 
  when they are indecisive)
  Speaks once, 
  before the trick 
  starts, delivering a 
  rhymed couplet, a 
  limerick, or a haiku
  Polite and humble 
  (even taunting 
  can be delivered 
  like this)
  2
  Carved image or statue 
  of a living being (ani-
  mal, human, or monster)
  It is a construction or 
  remnant of something 
  that really hates (or 
  hated) the person who 
  constructed the trick.
  Progressive hints. The voice offers 
  an ongoing commentary to give the 
  players a status report. For example, 
  it might say, “Cold,” “warm,” or 
  “hot” as characters get closer to (or 
  farther from) the solution. If the play-
  ers are negotiating with a personality, 
  the personality might get very pissed 
  off at the talking clue. The personal-
  ity and the talking clue might be 
  long-time enemies, two facets of a 
  being with multiple personalities, etc.
  Makes itself 
  known to the party, 
  answers one ques-
  tion, and then falls 
  silent or disap-
  pears.
  Egotistical and 
  Superior
  3
  Disembodied voice or 
  mental communications
  It is a reminder to the 
  builder’s friends or allies 
  about how to get the 
  benefit. 
  Makes itself known to the party 
  before the trick, and then answers 
  limited questions about what they 
  will be facing. It does not help once 
  the trick begins.
  Speaks once, 
  during the trick 
  itself, delivering a 
  rhymed couplet, a 
  limerick, or a hai-
  ku. Basically, it’s 
  a pre-programmed 
  hint if the charac-
  ters are pursuing a 
  predictable course 
  of failure, if they 
  are inactive, or if 
  they need to know 
  that they have now 
  succeeded.
  Sinister and 
  hostile
  4
  Energy shape talks or 
  sends mental messages
  It was simply designed 
  as a built-in part of the 
  challenge
  Makes compliments as the players 
  are making progress, such as, “Well 
  done.”
  Makes a victory 
  or defeat speech 
  at the end of the 
  trick, depending on 
  whether the party 
  succeeded.
  Eerie or spooky
  5
  Ghostly image of ani-
  mal, human, or monster 
  either talks or sends 
  mental messages
  It either died here or is 
  trapped here, and if the 
  characters solve the trick 
  it will be released
  Speaks riddles, poetry or vague 
  instructions each time the players 
  complete some part of the trick, 
  basically introducing them to the next 
  part. Alternatively, it says something 
  at the end of each part to let the 
  players know something has been 
  completed.A threat, challenge, and/or 
  taunting before the trick begins. 
  General taunting. 
  This will cer-
  tainly indicate that 
  something is about 
  to happen, or that 
  there is a challenge 
  available, although 
  it might not convey 
  anything else 
  except attitude.
  Jovial
  6
  Part of the trick itself 
  communicates (example: 
  you’ve got to figure out 
  how to get a fireplace to 
  rise away from a passage-
  way – the fireplace itself 
  starts talking or sending 
  mental messages)
  It was simply designed 
  as a built-in part of the 
  challenge
  Makes itself known to the party, and 
  then answers limited questions while 
  they are trying to solve the trick.
  This might include 
  a game of twenty 
  questions, or it 
  might only have 
  a limited set of 
  answers.
   
   
  Either nervous or angry, depending on whether it likes or dislikes the adventurers
  189
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Trick Categories
  Architectural Tricks
  Table 3-84: Quick Architectural Tricks
  Die Roll
  Central Feature 
  (d100)
  What it Does (d100)
  01-05
  Alcove
  Snaps to the side
  06-10
  Altar
  Rotates
  11-15
  Archway
  Changes your direction
  16-20
  Balcony
  Uses illusion to cause mapping 
  problem and get you lost
  21-25
  Bridge or walkway
  Falls to reveal entrance
  26-30
  Built-in container
  Is false, for some interesting reason
  31-35
  Ceiling
  Moves to block party from going 
  back or retracing steps
  36-40
  Cistern or well
  Is concealed
  41-45
  Corridor
  Has two entrances or apertures 
  with different results
  46-50
  Crawlway
  Flips over
  51-55
  Door or doorway
  Transports to different area (tele-
  port or dimensional)
  Die Roll
  Central Feature 
  (d100)
  What it Does (d100)
  56-60
  Floor
  Closes
  61-65
  Hallway
  Has a slant (probably not detect-
  able without a dwarf)
  66-70
  Hole
  Has a false bottom
  71-75
  Passageway
  Distorts space or distance
  76-80
  Platform
  Causes vertical movement to seem 
  horizontal, or vice versa
  81-85
  Room
  Moves up or down (probably not 
  detectable)
  86-90
  Stairway
  Contains built-up tension of some 
  kind (magical, kinetic, springy, etc) 
  like a rubber band or static charge
  91-95
  Trapdoor or large 
  flagstone
  Has multiple moving parts
  96-00
  Wall
  Pulls things in a particular direc-
  tion (or pushes, lifts, etc)
  Table 3-85: Complex Architectural Tricks
  Die Roll
  Central Feature (d100)
  How it Functions (d100)
  What Happens when  
  Functioning (d100)
  What is Accessed (d100)
  01-02
  Alcove
  Activate electricity
  Antigravity
  Another level
  03-04
  Alcove
  Chill something
  Antigravity
  Another level
  05-06
  Altar
  Chop something off
  Breaks apart
  Another level
  07-08
  Arch
  Command word
  Breaks apart
  Another level
  09-10
  Balcony
  Connect pipes
  Component rotates
  Another level
  11-12
  Bridge
  Counterweights
  Component rotates
  Chamber with monsters
  13-14
  Canal
  Crank-operated
  Component rotates
  Chamber with monsters
  15-16
  Ceiling
  Dial or dials to proper settings
  Component rotates
  Chamber with monsters
  17-18
  Ceiling
  Disconnect/reconnect some-
  thing
  Component slides down
  Chamber with monsters
  19-20
  Cistern
  Electrify or shock something
  Component slides down
  Chamber with monsters
  21-22
  Container
  Fill it (or part of it) with water
  Component slides down
  Chamber with monsters
  23-24
  Crawlway/ventilation duct
  Friction on/off
  Component slides down
  Chamber with treasure
  25-26
  Dais
  Heat something
  Component slides up
  Chamber with treasure
  27-28
  Disk (in floor)
  Intelligent (negotiate)
  Component slides up
  Chamber with treasure
  29-30
  Dome
  Manipulate specific compo-
  nent (raise its arm, etc)
  Component slides up
  Chamber with treasure
  31-32
  Door
  Manipulate specific compo-
  nent (raise its arm, etc)
  Component slides up
  Chamber with treasure
  33-34
  Door
  Move through particular area
  Component vanishes
  Chamber with treasure
  35-36
  Door
  Perform or bring sacrifice
  Component vanishes
  Chamber with treasure
  37-38
  Door, secret
  Place specific object into space 
  provided for it 
  Disintegrates
  Delivers a key
  39-40
  Fire pit
  Press button
  Entire thing rotates
  Delivers a key
  41-42
  Fireplace
  Pressure plate (adding weight)
  Entire thing rotates
  Delivers a key
  190
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Table 3-85: Complex Architectural Tricks - Continued
  Die Roll
  Central Feature (d100)
  How it Functions (d100)
  What Happens when  
  Functioning (d100)
  What is Accessed (d100)
  43-44
  Fissure, closed
  Pressure plate (adding weight)
  Entire thing rotates
  Delivers a key
  45-46
  Floor
  Pressure plate (remove weight)
  Entire thing rotates
  Delivers a key
  47-48
  Floor
  Pressure plate (remove weight)
  Floats
  Dimensional pocket
  49-50
  Floor
  Provide darkness
  Floats
  Dimensional pocket
  51-52
  Force field
  Provide light
  Operates normally
  Dimensional pocket
  53-54
  Fountain
  Pry something out
  Operates normally
  Dimensional pocket
  55-56
  Furniture
  Pry something out
  Rises
  Dimensional pocket
  57-58
  Hole
  Pull lever
  Rises
  Entry to otherwise inaccessible 
  area
  59-60
  Idol or statue
  Pull tripwire
  Slides down
  Entry to otherwise inaccessible 
  area
  61-62
  Illusion
  Put proper chemicals, miner-
  als or elements into the place 
  where they are processed
  Slides down
  Entry to otherwise inaccessible 
  area
  63-64
  Machine
  Redirect water channel
  Slides down
  Entry to otherwise inaccessible 
  area
  65-66
  Niche
  Riddle
  Slides down
  Entry to otherwise inaccessible 
  area
  67-68
  Passageway
  Rotate something
  Slides up
  Entry to otherwise inaccessible 
  area
  69-70
  Pedestal
  Shake something
  Slides up
  Information (engravings, 
  runes, etc)
  71-72
  Pillar
  Slide something sideways
  Slides up
  Information (engravings, 
  runes, etc)
  73-74
  Pit
  Slide something sideways
  Slides up
  Information (engravings, 
  runes, etc)
  75-76
  Platform
  Speak command word, phrase, 
  or name
  Teleports party past obstacle
  Information (engravings, 
  runes, etc)
  77-78
  Platform
  Squeeze something
  Teleports party past obstacle
  Information (engravings, 
  runes, etc)
  79-80
  Pool
  Stand in precise locations
  Tilts down
  Permits access to a game 
  stacked in player’s favor
  81-82
  Portcullis
  Strike something
  Tilts down
  Permits access to a game 
  stacked in player’s favor
  83-84
  Room
  Tilt something
  Tilts down
  Permits access to a game 
  stacked in player’s favor
  85-86
  Stairway
  Touch component
  Tilts down
  Permits access to a game 
  stacked in player’s favor
  87-88
  Walkway (in trench)
  Turn dials to correct settings
  Tilts sideways
  Permits access to a game 
  stacked in player’s favor
  89-90
  Walkway (raised)
  Turn something
  Tilts sideways
  Shortcut
  91-92
  Wall
  Turn spigot
  Tilts sideways
  Shortcut
  93-94
  Wall
  Unfasten something
  Tilts up
  Shortcut
  95-96
  Wall
  Un-jam something
  Tilts up
  Shortcut
  97-98
  Well
  Untie something
  Tilts up
  Shortcut
  99-00
  Window to other area
  Use key in lock
  Vanishes from existence
  Shortcut
   
  191
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Bargain and Persuasion Tricks
  Bargain and Persuasion tricks involve the characters talking to something, hoping to gain an advantage – but the other side will usually want 
  something as well.
  Table 3-86: Bargain and Persuasion Tricks
  Die Roll
  Whom (or what) the Adven-
  turers are Interacting With 
  (d100)
  What is Being Sought by the 
  Other Bargainer (d100)
  What the Adventurers Might 
  Get (d100)
  The Catch, the Penalty for 
  Backing out of the Deal, or 
  the Penalty for not Bargain-
  ing (d100)
  01-10
  A non-intelligent construct, 
  probably an animated item, 
  a machine or an undead 
  creature. It is preprogrammed 
  to accept only the correct 
  response and possibly to 
  punish unacceptable offers or 
  statements
  A promise to refrain from 
  some action
  A beneficial magical condition 
  (see Table 3-118) or the grant-
  ing of a wish
  Death
  11-20
  A spell-animated object that is 
  under the control of its master 
  (who is not physically present 
  for the negotiation).
  A quest or task
  A map
  Inability to proceed past a 
  certain obstacle in the dungeon
  21-30
  A spirit-animated being that 
  has intelligence, such as a 
  golem, an idol inhabited by a 
  demon, etc.
  Food
  Access to a new area of the 
  dungeon
  Inability to proceed past a 
  certain obstacle in the dungeon
  31-40
  A spirit-animated being that 
  has intelligence, such as a 
  golem, an idol inhabited by a 
  demon, etc.
  For the adventurers to defend 
  it against an imminent attack
  Air, protection from cold or 
  fire, agreement to stop killing 
  them, or other survival-orient-
  ed matters.
  Magical Curse (see Table 
  3-118)
  41-50
  A spirit-animated being that is 
  in mental or magical contact 
  with its master, and acts as the 
  master’s mouthpiece in the 
  bargain
  Free it from an enchantment
  Assistance in a combat
  Magical Curse (see Table 
  3-118)
  51-60
  A spirit-animated or enchanted 
  object or architectural feature 
  (see “Central Feature” col-
  umn of Table 3-85) that can 
  respond to bargains but (pos-
  sibly) cannot negotiate any 
  different terms. It may be able 
  to convey some details about 
  what it “wants.”
  Fulsome Praise
  Curing, healing, removal of 
  curse, raising dead, etc.
  Some kind of hunter or pur-
  suer will be sent after the party
  61-70
  A spirit-animated or enchanted 
  object or architectural feature 
  (see “Central Feature” col-
  umn of Table 3-85) that can 
  respond to bargains but (pos-
  sibly) cannot negotiate any 
  different terms. It may be able 
  to convey some details about 
  what it “wants.”
  It holds something cursed or 
  otherwise bad, and wants the 
  adventurers to take it in return 
  for a reward.
  Experience points or level
  Soul, energy, or experience 
  penalty
  71-80
  An intelligent being that is 
  possessed by a demon or spirit
  Memory
  Information about the location 
  and/or operation of tricks and 
  traps.
  Soul, energy, or experience 
  penalty
  81-90
  An intelligent or living being 
  such as a human, monster, 
  dragon, or demon
  Soul, energy, or experience
  Return of a prisoner or hostage
  The other party, whatever it is, 
  will attack.
  91-00
  Unintelligent monster or ani-
  mal operating on instinct
  Treasure (possibly of a par-
  ticular kind)
  Treasure
  The other party, whatever it is, 
  will attack.
  192
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Experiment Tricks
  In general, an experiment trick is just the combination of things by the char-
  acters, and the results. Sometimes these tricks are obvious (three bottles and 
  mixing basin, or three levers), and sometimes they are not obvious (they com-
  bine themselves). It’s best to decide that after generating the trick, though. 
  To generate an experiment trick, roll on the Master Table to see what 
  two types of elements are being combined, and what the general type 
  of result is going to be. Roll for specific results on the appropriate col-
  umns of the Table of First Elements and the Table of Second Elements. 
  Then juggle those elements around with the “Result Type” and see what 
  emerges (the Result Types are explained after the tables).
  Table 3-87: Master Table of Experiment Tricks
  Note: If your experiment turns out to look like something that might have both a good result and a bad result, roll a second time on the Result Type 
  column to get the alternate possibility. Sometimes, once you’ve generated the experiment and gotten one result, the other possibility will be very clear.
  Die Roll
  First Element (d6)
  Second Element (d6)
  Result Type (d6)
  1
  Substance
  Placement
  Transmutation
  2
  Token or Symbol
  Substance
  Processing
  3
  Item
  Slot
  Movements or Access
  4
  Energy
  Energy
  Conditions and Curses
  5
  Token (50%) or Item (50%)
  Principle or Process
  Generation or genesis
  6
  Substance
  Mechanical Controls and Processor
  Transmutation
   
  Table 3-88: Table of First Elements (Experimental Tricks)
  Die Roll
  Substance (d100)
  Token (d100)
  Item (d100)
  Energy (d100)
  01-05
  Mineral, gem
  Miniature figures
  Weapon
  Lightning or electricity
  06-10
  Mineral, powder
  Disks or chips
  Container
  Fire
  11-15
  Mineral, rocks, stones, lumps
  Pebbles
  Food
  Magical force or field
  16-20
  Mineral, metals
  Pictures
  Coins
  Acid
  21-25
  Air, mist
  Tiles, colored
  Hair
  Wind
  26-30
  Air, gas
  Cards
  Animal
  Sparks
  31-35
  Air, steam
  Tiles, inscribed
  Parchment or book
  Cold
  36-40
  Liquid, water
  Marbles
  Plant
  Heat
  41-45
  Liquid, ooze or slime
  Sticks, inscribed or carved
  Armor
  Gravity
  46-50
  Liquid, alcoholic
  Carving, head(s)
  Magic item, magically charged 
  item, cursed item, or item with 
  spell cast on it
  Kinetic (movement, 
  pushing, hitting)
  51-55
  Liquid, other: see Table 3-65 for 
  ideas
  Carving, person
  Alchemical-type item (eye of 
  newt, etc)
  Lightning or electricity
  56-60
  Mineral, flammable
  Doll, represents someone or 
  something by its clothing, magi-
  cal properties, or facial features
  Berries, pods, mushrooms, flow-
  ers or seeds
  Fire
  61-65
  Liquid, flammable
  Figurine, animal, monster, or 
  human
  Rope, wire, chain, or twine
  Magical force or field
  66-70
  Mineral, semiprecious stone
  Model (of ships, castle, door, 
  catapult, etc)
  Implement or tool
  Acid
  71-75
  Something like jello, or globules
  Feathers or ribbons
  Clothing
  Wind
  76-80
  Liquid, magical or toxic
  Holograms or illusion-figures
  Mirror(s)
  Sparks
  81-85
  Flour, butter, eggs or other cook-
  ing ingredients
  Tiles or chips, various shapes or 
  sizes
  Stick, pole, wand, rod, spear, or 
  scepter
  Cold
  86-90
  Ink, dye, paint, stain, varnish, or 
  plaster
  Little flags or banners, bearing 
  colors or symbols
  Hook (a fishhook or improvised 
  wire hook, or possibly as big as a 
  grappling hook, possibly even as 
  big as the hook on a crane)
  Heat
  91-95
  Solvent, acid, cleaning fluid, or 
  soap
  Candles (tiny, small, medium, 
  large, huge, colored wax, etc)
  Rolling pin, hammer, mallet, or 
  cookie cutter.
  Gravity
  96-00
  Foam, seltzer, carbonated sub-
  stance, or sponge
  Dice with different number of 
  faces
  Jewelry or gems
  Kinetic (movement, 
  pushing, hitting)
  193
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Table 3-89: Table of Second Elements (Experimental Tricks)
  Die Roll
  Placement (d100)
  Slot (d100)
  Principle or Process 
  (d100)
  Mechanical Controls 
  (d100)
  Processor for  
  Mechanical Controls 
  (d100)
  01-05
  Onto series of shapes, 
  same
  Holes, series of identi-
  cal holes
  Distillations and reduc-
  tion to basic principles
  Dials
  Oven(s), cabinets, or 
  boxes
  06-10
  Onto series of shapes, 
  different
  Holes, series of differ-
  ent shaped holes
  Numerical Series
  Buttons
  Basins, sinks, mixers
  11-15
  Onto circular track
  Hands of gargoyles, 
  suits of armor, etc.
  Like attracts like (or 
  like affects like)
  Levers
  A crane or piece of 
  large machinery
  16-20
  Onto branching track
  Candlesticks or similar 
  holders
  Opposites attract (or 
  affect each other)
  Spigot or faucet
  Scaffolds, platforms, 
  or shelves
  21-25
  Onto linear track
  Slots, like coins into 
  vending machine
  One step forward, two 
  steps back (or vice 
  versa)
  Counterweight
  Tubes, pipes, tracks, 
  pathways or channels
  26-30
  With similar, matching, 
  or corresponding loca-
  tions (denoted by symbol, 
  word, picture, etc)
  Alcoves or niches, 
  shaped or identical
  Random results table
  Crank
  Architectural feature 
  (see “Central Feature” 
  column of Table 3-85)
  31-35
  Onto stations on geomet-
  ric shape (points of a star 
  or hexagon, for instance)
  Tube or pipe outlets
  Irony (the opposite of 
  what one would expect)
  Windmill
  Labeler or labeling 
  device
  36-40
  Onto series of runes or 
  words
  Empty pedestals or fit-
  ted bases
  Chain reactions and 
  domino effects
  Lens
  Sorting device
  41-45
  Into a series of opposite 
  or opposed positions
  Retracting arm, drawer, 
  or slot
  Slot machine effects 
  (multiple combinations)
  Screw
  Crushing device
  46-50
  Onto a grid of marked 
  squares
  Appropriate containers 
  or neutralizers
  Random factors in-
  volved mid-process
  Ratchet
  Blender
  51-55
  Into a shifting matrix of 
  possibilities
  Pools of liquid
  Condensation
  Pulley
  Glass domes or lids
  56-60
  Into contact with each 
  other (in various possible 
  combinations)
  Slides or chutes
  Spinning or turning
  Pressure plate
  Suction, or vacuum 
  generator
  61-65
  Into contact with each 
  other (in various possible 
  combinations)
  Mouths (of statues, of 
  characters, etc)
  Chain reactions and 
  domino effects
  Shunt (possibly more 
  than one track)
  Conveyor belt and 
  what it does at each 
  step
  66-70
  Into contact with each 
  other (in various possible 
  combinations)
  Bowls
  Slot machine effects 
  (multiple combinations)
  Water pressure
  Centrifuge or wind 
  tunnel
  71-75
  Into contact with each 
  other (in various possible 
  combinations)
  Hidden compartments
  Random results table
  Steam pressure
  Flooding- chamber
  76-80
  Into contact with each 
  other (in various possible 
  combinations)
  Holes, series of differ-
  ent sized holes
  Mixing or melding of 
  two substances
  Electrical connection
  Sound-generator
  81-85
  Into contact with each 
  other (in various possible 
  combinations)
  Slits through metal, 
  wood, or cloth
  Mixing or melding of 
  two substances
  Magnet
  Roulette wheel
  86-90
  Higher or lower, in 
  accordance with some 
  organizational scheme
  Eye sockets (statue, 
  skull, etc)
  Like attracts like (or 
  like affects like)
  Key/lock
  Vat, cauldron, or tank
  91-95
  Into contact with each 
  other (in various possible 
  combinations)
  Lamps
  Opposites attract (or 
  affect each other)
  Candle burning string
  Release of magical 
  energy
  96-00
  Into contact with each 
  other (in various possible 
  combinations)
  Indentations
  Magical resonances
  Latch
  Release of alchemical 
  energies
   
  194
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Categories of Different Results (Explanations)
  Transmutation: Something or someone is, or can be, changed as a result of the experiment.
  Processing: Something is developed or manipulated, and this changes something else. Much like a transmutation, but it is indirect. For example, 
  a character might get processed into fuel for something else. Or, the charcoal you feed into the statue’s mouth might be turned into the key for a 
  door. This is a two-step process rather than a one-step process.
  Movements or Access: Successfully conducting the experiment opens a door, allows you to get through something, or gives you something you 
  can use to get through something.
  Conditions and Curses: Instead of actually being changed, your condition changes. For example, you might get blessed, cursed, diseased, 
  cured, healed, electrically charged, able to fly, or crushed. There are many possibilities.
  Generation or Genesis: The combination of the trick’s two elements creates something. This might be a useful or harmful substance, it might 
  be a dimensional gateway, it might be a key or other useful item.
  Alternative (and fun) Method for Generating Experiment Tricks
  Table 3-90: Experimental Trick (machine or alchemical reaction) defined by resulting sound
  Die Roll
  Sound Made by Process When Complete (or when failed) 
  (d100)
  Sound Made by First Player to Speak after Process is  
  Completed (d100)
  01-05
  Bingg!
  “Do we still have any blank character sheets?”
  06-10
  Click. Click. Click.
  “Ewwww.”
  11-15
  Clickety-clackety, clickety-clackety…
  “How are we going to carry that?”
  16-20
  Complete. Utter. Silence.
  “How long do I think that’s going to last?”
  21-25
  Crash. Tinkle.
  “How much experience is that worth, because it’s a lot.”
  26-30
  Creeeeeeeak…
  “I check my stuff.”
  31-35
  Fizzzzzz
  “I grab it.”
  36-40
  Ka-boom!
  “I move to the back of the marching order.”
  41-45
  Ka-chunk.
  “I open it.”
  46-50
  Ker-flush
  “Let me try”
  51-55
  “Moo.” (alternatively, “woof” or “meow”)
  “Run!”
  56-60
  Mwahahahaha
  “Seriously?”
  61-65
  Omnomnom
  “Somebody should eat that and see what it does.”
  66-70
  Pop (or pop-poppety-pop-pop)
  “That one’s mine.”
  71-75
  Splat
  “That was a really stupid thing to do, actually.”
  76-80
  Sput sput sput brrrrooom
  “That was. So. Cool.”
  81-85
  Sssssssssss
  “Try the other lever.”
  86-90
  Tick-tock, tick-tock
  “We mark this room on the map.”
  91-95
  Zorch
  “Well, so much for him.”
  96-00
  Zzzzip
  “You can have that one.”
  195
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  False Appearance Tricks
  This sort of trick doesn’t lend itself very well to a table, but rolling 
  something up on this table can give you ideas for what kind of decep-
  tion would work well with the other elements in your dungeon.
  Table 3-91: False Appearance Tricks
  Die Roll
  What it Is (d100)
  What it Appears to Be 
  (d100)
  01-10
  Door
  Painting
  11-20
  Contains something good 
  and something bad
  Sarcophagus
  21-30
  Stairway or other Level 
  Change
  Pedestal
  31-40
  Concealed monster
  Stone or crystal shape
  41-50
  Treasure (or valuable 
  substance)
  It appears to be what it 
  is, but it is actually in a 
  different place or leads in a 
  different direction.
  51-60
  Reflection or Dangerous 
  Projected Image
  Pattern of stones (e.g., a 
  circle of green pebbles – 
  are actually buttons that 
  open a door or work as a 
  stairway).
  61-70
  Teleporter or something 
  that pops you out else-
  where
  Indentation
  71-80
  Corridor
  Mural or Mosaic Pattern 
  (wall, floor, or ceiling)
  81-90
  Something that traps you 
  inside but if you get out 
  there is a reward in it
  Totally Obvious Trap
  91-00
  Control Panel for Some-
  thing
  Multiple Platforms
   
  Hazard Tricks
  Table 3-92: Hazard Tricks
  Die 
  Roll
  Roll Once or Twice Depending on Desired Difficulty 
  (d100)
  01-04
  Bars across path, portcullis, or grate
  05-08
  Chasm, crack, or fault-line blocks or crosses path (pos-
  sibly with a bridge, which might look safe, or might look 
  dangerous)
  09-12
  Cliff face or wall requires climbing, or the pathway leads 
  up its side with stairs, ladders, handholds, stepping stones, 
  a sequence of ledges, etc.
  13-16
  Climb over rubble, building materials, or garbage poses a 
  minor threat, delay, or difficulty
  17-20
  Crumbling floor, ceiling, or walls
  21-24
  Door with unusual mechanism (see Table 3-32)
  25-28
  Force field or other magical barrier
  29-32
  Geysers of hot water or lava
  33-36
  Hot area (volcanic or other), or fires
  37-40
  Illusion of another type of obstacle
  Die 
  Roll
  Roll Once or Twice Depending on Desired Difficulty 
  (d100)
  41-44
  Large Mechanism or Process
  45-48
  Locked door requiring key or command word
  49-52
  Misty area with poor visibility
  53-56
  Pathway, bridge, catwalk, balconies or ledges shift when 
  they are used, usually failing to access the right place or 
  the next segment.
  57-60
  Pit blocking path
  61-64
  Quicksand
  65-68
  River or other body of water blocks path
  69-72
  Slime or other nasty substance blocks path or seems to 
  pose a risk (possibly not presenting any actual danger)
  73-76
  Slippery slope (ice, grease, polished surface, extremely 
  steep, natural oil seepage, gravel, loose earth, magically 
  frictionless, and wet are all possibilities)
  77-80
  Sound-making objects such as shrieking mushrooms or 
  rigged alarms.
  81-84
  Strong winds
  85-88
  Tall ceiling with overhead risks (falling stalactites, bats, 
  vegetation, etc)
  89-92
  Vegetation, thorns, undergrowth, or dangerous fungus 
  growths
  93-96
  Venting steam, bad air, or dangerous gases
  97-00
  Wall or fence blocks path
  Magic Area Tricks
  Area tricks are those in which an “area” plays a role; the trick affects 
  an area when it “activates,” or else it’s triggered by entering the area 
  (possibly with the additional requirement of taking an action).  
  The trick’s actions are described in terms of a combination of four 
  possible elements:
  Correct Action
  Wrong Action
  Beneficial Magical Condition (see Table 3-118)
  Curse (see Table 3-118)
  Many area tricks have the area marked off in some way, so they are 
  puzzles rather than just a series of surprises.  This is largely up to you, 
  although tables are included to give you ideas for marking areas.
  Table 3-93: Magic Area Tricks Master Table
  Die 
  Roll
  Combination of the Four Elements of an Area Trick 
  (d100)
  01-25
  Confers a “curse” effect if the players take a wrong action, 
  and a “beneficial magical condition” if the players take a 
  correct action. (see Table 3-118 for conditions and curses)
  26-50
  Confers a beneficial magical condition if players take the 
  correct action, does nothing otherwise. (see Table 3-118 
  for conditions and curses)
  51-75
  Immediately confers a “curse” effect, but a correct action 
  will remove the effect. (see Table 3-118 for conditions and 
  curses)
  76-00
  Randomly confers beneficial magical conditions or curses 
  each time the correct action is taken (probably with a cut-
  off of some kind on the number of times it can be used). 
  (see Table 3-118 for conditions and curses)
  Table 3-92: Hazard Tricks - Continued
  196
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Table 3-94: Correct Actions for Magic Area Tricks
  Die Roll
  Correct Actions (Areas) (d100)
  01-04
  Cast particular spell in area
  05-08
  Correctly answer question(s) posed by disembodied 
  voice
  09-12
  Cover the floor, the walls, the ceiling, the items border-
  ing the area, etc.
  13-16
  Create noise or music in the area, possibly a specific 
  noise or using a particular instrument
  17-20
  Enter carrying a particular type of weapon (“a sword,” or 
  “the sword of the city guardsmen”)
  21-24
  Enter carrying a particular unique object, such as “the 
  orb of wonder.”
  25-28
  Enter carrying a particular unique weapon, such as “the 
  sword of fear”
  29-32
  Enter wearing a particular type of armor (such as “plate 
  mail” or “the plate mail of the palace guard”)
  33-36
  Enter wearing a particular type of garment (such as 
  religious raiment)
  37-40
  Enter with specific object and speak a command word
  41-44
  Enter with specific type of object or animal
  45-48
  Manipulate architecture in area; see Architectural Tricks 
  Table 3-85 (or 3-84 for a less complex trick) for ideas
  49-52
  Manipulate architecture in area; see Architectural Tricks 
  Table 3-85 (or 3-84 for a less complex trick) for ideas
  53-56
  Manipulate items that mark off the area (see Table 3-95 
  for ideas)
  57-60
  Member of specific bloodline enters area
  61-64
  Member of specific class enters area
  65-68
  Member of specific race enters area
  69-72
  Pretend (successfully) to be a particular person
  73-76
  Speak command word in the area
  77-80
  Think of a particular thing or memory
  81-84
  Think of nothing at all; blank mind
  85-88
  Think of what you want to get
  89-92
  Undertake particular action in area, such as burning 
  incense
  93-96
  Walk a particular pathway through the area
  97-00
  Walk through the area in any way other than the incor-
  rect path
  Table 3-95: Marking off Magic Area
  Die Roll
  Method of Marking off Area (d100)
  01-05
  Bars, gates, portcullis, or fence
  06-10
  Candles, line of
  11-15
  Curtain, beaded
  16-20
  Curtains, cloth
  21-25
  Designs on floor inside area (pictures, ancient markings, 
  chessboard pattern – possibly related to how to handle 
  the trick, if stepping in the right place is important).
  26-30
  Feel, such as a strong sense of evil, danger, or perhaps 
  elation or a more positive emotion
  31-35
  Floor, construction material
  36-40
  Floor, stains or coloration
  Die Roll
  Method of Marking off Area (d100)
  41-45
  Mist within area
  46-50
  Painted line
  51-55
  Plants at the border (thorns, man-eating venus flytraps, 
  potted geraniums, mystic trees, etc)
  56-60
  Raised or sunken floor in area
  61-65
  Ribbons
  66-70
  Shrunken heads or skulls
  71-75
  Signs
  76-80
  Spoken warning near border of area (magic mouth, etc)
  81-85
  Statues at border
  86-90
  Unusual light within area (reddish, yellowish, bluish, 
  glowing globes, infrared, rays, laser-type detection 
  beams, etc.)
  91-95
  Waterfall or water channel (behind a waterfall, on an 
  island, etc).
  96-00
  Writing on floor at the border of area (glyphs, picto-
  grams, a warning, ancient wards, etc).
   
  Magic Thing Tricks
  Interacting with magical things is one of the staples of a dungeon ad-
  venture, and it is a broad topic, since neither the word “magic” nor the 
  word “thing” does much to narrow down the category.
  Magic Thing tricks are composed of four basic elements:
  A Warning (possibly): Table 3-96
  A Central Feature: Table 3-97
  A Triggering Action: 3-99
  Result of Triggering the Trick: Table 3-100
  Table 3-96: Warnings
  Die Roll
  Warnings (d100)
  01-50
  None. This sort of trick hits the party by surprise. Some-
  times a surprise-trick just means they have to think fast, 
  but often surprise-tricks are the more dangerous type – in 
  which the party has to cope with magical results that 
  have already taken effect on them.
  51-53
  Antigravity or levitation effect in surrounding area, pos-
  sibly objects are floating in air (as opposed to the central 
  feature itself)
  54-56
  Central feature emits heat, cold, or some sort of electric-
  ity or lightning (including a static charge)
  57-59
  Central feature floats in the air
  60-62
  Central feature is difficult to approach; it might be pro-
  tected by a force field, be at the top of a long, winding 
  ramp, or be on an island in a pool of acid, as examples.
  63-65
  Central feature is in some way decorated far more than 
  one would expect.  This might range from as little as a 
  coat of paint, all the way up to something just dripping 
  with jewels.
  66-68
  Central feature moves in unexpected ways. Any move-
  ment at all would be unusual in an inanimate object; 
  living objects might flicker in and out of existence, 
  teleport from place to place, or just move in ways other 
  than “normal.”
  Table 3-95: Marking off Magic Area - Continued
  197
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Die Roll
  Central Feature of Trick (d100)
  56-60
  Large Mechanism or Process (Drilling rig, scaffolding, 
  mining, excavation, etc)
  61-65
  Lighting
  66-70
  Machine
  71-75
  Monster or living being
  76-80
  Pipes or plumbing
  81-85
  Plants
  86-90
  Required materials for a simple betting game (see Table 
  3-109) or a game trick (see Table 3-108)
  91-95
  Statue
  96-00
  Vehicle
   
   
  Table 3-98: Abstract Special Effects for Magic Thing
  Die Roll
  Color of Energy (d100)
  Form of Energy (d100)
  01-10
  Black
  Sphere or globe
  11-20
  White
  Appearance of “flames”
  21-30
  Grey
  Beams of light
  31-40
  Green
  Sparks
  41-50
  Red
  Face “hologram” or image
  51-60
  Blue
  Wisps of energy
  61-70
  Yellow
  Cubic or polygonal shapes
  71-80
  Purple
  Form of an item (or a 
  couple of items) – a glow-
  ing hourglass or sword, for 
  example
  81-90
  Orange
  Form of an animal or 
  monster (or just the face 
  or head)
  91-00
  Changing colors or 
  multiple colors
  Spiral, helix, spinning 
  ring, etc.
   
   
  Table 3-99: Triggering Actions for Magic Things
  The “triggering action” for an item/fixture type of trick is the action 
  that sets off the trick’s unusual nature; that elicits the “trick” response, 
  in other words.
  Die Roll
  Triggering Action (d100)
  01-05
  None: the trick is always active
  06-10
  None: the trick is always active
  11-15
  None: the trick is always active
  16-20
  None: the trick is always active
  21-25
  Activation of a particular trap
  26-30
  Activation of another “step one” trick, usually architec-
  tural
  31-35
  Any speech at all
  36-40
  Any speech directed to the trick’s central feature
  41-45
  Anyone touches central feature
  Die Roll
  Warnings (d100)
  69-71
  Decoys.  Far from being made obvious, the trick’s 
  central item has several duplicates to prevent it being 
  spotted as the main feature (a hall of huge statues, or a 
  pile of shoes, as two quite disparate examples)
  72-74
  Item emits a strange noise other than speech before its 
  actual “trick” manifests
  75-77
  Item speaks immediately before its actual “trick” mani-
  fests; the players will thus have some warning that they 
  should be careful about their subsequent actions.
  78-80
  Lighting effect: the central feature glows, burns, or is 
  wreathed in shadow or darkness
  81-83
  Protective measures or restraints upon the trick are in 
  plain view.  One example is chains binding an apparently 
  inanimate statue.
  84-86
  The central feature has some anthropomorphic feature 
  (eyes, a carven face, etc).  This might be emphasized 
  with additional magical features such as glowing eyes – 
  the more anthropomorphic the item already is, the more 
  likely that there will be “something else” added to those 
  features.
  87-89
  The item/fixture has surroundings that emphasize its im-
  portance; it is surrounded by incense burners, is located 
  at the end of a long hallway, etc.  This can include a 
  marked-off area (see tables above).
  90-91
  The item/fixture is not highlighted by its surroundings, 
  but the surroundings themselves indicate that something 
  is unusual: a sense of wrongness, a change in tempera-
  ture, dimming of torches, etc.  The presence of a trick is 
  clear; the central feature is not immediately obvious
  92-94
  Item is larger than normal size (or shape)
  95-97
  There is a rumor about the item, which was available for 
  the players to learn ahead of time (on the rumor table, if 
  you use one). 
  98-99
  There is a written warning (or set of instructions) about 
  the Thing located nearby, in the same room, or even 
  plastered right onto the Thing itself.
  00
  The item is legendary. At least one character will have 
  heard about it, even if in the game you haven’t men-
  tioned it before.
   
  Table 3-97: Central Feature of Magic Thing
  Die Roll
  Central Feature of Trick (d100)
  01-05
  A Level Change
  06-10
  A Pillar or series of pillars
  11-15
  A Hazard Trick
  16-20
  Abstract Special Effect (see Table 3-98, below)
  21-25
  Architectural Element
  26-30
  Clothing, armor, or anything worn
  31-35
  Entertainment-Related Item or Fixture: Puppet show, 
  theatre, projected pictures or shadows, or music
  36-40
  Fountain/Pool
  41-45
  Furnishings
  46-50
  Illusion
  51-55
  Item
  Table 3-97: Central Feature of Magic Thing - Continued
  Table 3-96: Warnings - Continued
  198
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Die Roll
  Result of Triggering Action (d100)
  31-40
  Emits Warning Signal and then provides a benefit of 
  some kind. However, if the party doesn’t then provide 
  a Correct Response (Table 3-102), the benefit will be 
  taken away again, reverse itself into a curse, or other-
  wise elicit a bad response.
  41-50
  Emits Warning Signal and then waits for a Correct Re-
  sponse (Table 3-102). It probably gives a clue of some 
  sort about what that action is, either by speaking, mental 
  communication, revealing something written, making a 
  gesture, etc. If the Correct Response is not taken (within 
  some period of time), the Thing confers a curse, mental 
  disability, a physical disability, or steals stuff (see Table 
  3-118 and following tables for ideas). If the Correct 
  Response is made, the thing confers a beneficial magical 
  condition (see Table 3-118 for this, also).
  51-60
  Emits Warning Signal, and waits a moment. Everyone 
  standing in the right place (however that is determined) 
  gets a beneficial magical condition (Table 3-118). Ev-
  eryone standing in the wrong place gets a curse (Table 
  3-118). In some cases, there might also be neutral areas 
  where the trick does nothing.
  61-70
  The Thing asks a question and waits for the right 
  answer. Giving the right answer gets you a beneficial 
  magical condition (3-118). Giving the wrong answer 
  gets you a curse (3-118). In some cases, you might be 
  allowed more than one wrong answer before getting 
  hit for it. If more than one wrong answer is permitted, 
  There might be some indication of how many more are 
  left. This might be, for example, a rising water level, 
  a statue holding up one finger to indicate the wrong 
  answer, a statue putting down one of three fingers to 
  indicate that one of the three wrong answers has been 
  used, etc. The question might be an interrogation about 
  the party’s intentions, might be a riddle, or might be 
  about a fact somewhere in the dungeon (“What does the 
  giant statue in the lava pool look like?”).
  71-80
  The Thing offers a game, or sets a game in motion (shift 
  over to Game Tricks: see Table 3-108 and following 
  tables)
  81-90
  The Thing offers advice. This might be the end of the 
  show, the main benefit of the trick. The advice might be 
  vague, might be a poem, might be a riddle, etc. On the 
  other hand, it might be crucial whether the party follows 
  the advice … if the advice is “take a duck,” and there’s a 
  table full of rubber duckies, the party might be surprised 
  when the giant axe sweeps through the room at neck 
  level (i.e., you were supposed to duck your head). Often, 
  however, the advice will be about how to get through an 
  architectural trick to a treasure, or what the name of the 
  demon in room 17 is, or which of the two doors to take. 
  91-00
  The Thing provides the ingredients for an Experiment 
  Trick (shift over to Experiment Tricks starting with 
  Table 3-87).
    
   
  Die Roll
  Triggering Action (d100)
  46-50
  Central feature is repaired or healed in some way by a 
  character
  51-55
  Combat nearby
  56-60
  Command word or specific phrase
  61-65
  Cyclical Activation: the trick activates at particular 
  times.  This might be a time of day, it might be after 
  certain “recharging” intervals, or it might be at longer 
  intervals such as the changing of the seasons or the an-
  niversary of an event
  66-70
  Presence of a particular character class
  71-75
  Presence of a particular character race
  76-80
  Presence of light, darkness, or other specific change in 
  the environmental conditions around the trick
  81-85
  Proximity (delayed): the trick activates at a predeter-
  mined interval after someone comes near
  86-90
  Proximity (immediate): the trick “activates” whenever 
  someone is nearby, with no other action being necessary
  91-95
  Specific action: the trick activates if a character under-
  takes a specific action such as trying to open a door or 
  drawing a weapon
  96-00
  Spell cast nearby (possibly any spell, possibly a specific 
  spell)
  Table 3-100: Result of Triggering Action
  The distinction between a “trick” and a “trap” (at least for the purpose 
  of these tables) is that a trick can confer a benefit if treated properly. 
  Therefore, if the only puzzle or matter of player skill involved is to get 
  the trick to activate, the result will be a benefit.  However, many Magic 
  Thing tricks are more complex – triggering them is only the first step, 
  and the test of player skill begins once the trick is activated.
  Die Roll
  Result of Triggering Action (d100)
  01-10
  Emits Warning Signal and then activates some sort 
  of interesting attack, which can be turned off. When 
  the attack is turned off, the trick gives out a benefit of 
  some kind. The benefit might go only to the person who 
  turned off the attack, or might be given to everyone. 
  Note that if the “Warning Signal” was hitting the party 
  with some sort of sucker-punch, the sucker-punch is 
  probably a way of making the party (or certain mem-
  bers) more vulnerable to the interesting attack. Example 
  of this: when the party triggers the trick, it does two 
  things; the first is to cast a paralysis spell (which might 
  take down some of the party members) and then open 
  up a chute full of giant ants. If you’ve got someone who 
  can fight through to the chute and close it, you can cut 
  off the supply of ants. Instead of paralysis, maybe the 
  trick spat globs of honey before opening the ant-chute.
  11-20
  Emits Warning Signal and then offers a Choice (see 
  Table 3-110). Each party member (or a random party 
  member, or certain party members) gets to pick some-
  thing. Whether or not you get to play might depend on 
  your response to the warning signal or whether you were 
  involved in triggering the trick in the first place.
  21-30
  Emits Warning Signal and then offers to answer ques-
  tions (or otherwise gives out useful information). There 
  might be a price for answering the questions, and the 
  thing might not mention the price ahead of time.
  Table 3-100: Result of Triggering Action - Continued
  Table 3-99: Triggering Actions for Magic Things 
  - Continued
  199
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Die Roll
  Warning Signal (d100)
  81-90
  Speaks Prose. The item says something like, “What do 
  you want?” or “That pissed me off.” There are also sev-
  eral places on the internet where you can find a Shake-
  spearian insult-generator. I’m just saying.
  91-00
  Sucker-punch. The trick hits the party or some of the 
  party with a magical curse, mental condition, or physi-
  cal harm (including diseases or slow-acting poison). 
  The name of the game from this point on is to get it to 
  reverse that condition and hopefully get a benefit as 
  well. For tricks like this, there is usually no further bad 
  consequence that can happen – the worst that can happen 
  is that you’re stuck with the curse, or will die from the 
  poison, or whatever. Yes, many tricks work this way 
  BEFORE the party does anything wrong. These tricks 
  are very much like traps.
   
   
  Table 3-102: Correct Responses to Magical Thing Tricks
  Die Roll
  Correct Response (Magical Things) (d100)
  01-05
  Attack or kill an opponent (possibly you have to choose 
  the right one, based on clues or indications)
  06-10
  Cast particular spell in area or upon the item
  11-15
  Choose the correct item out of several possibilities
  16-20
  Correctly answer a question
  21-25
  Create noise or music in the area, possibly a specific 
  noise or using a particular instrument
  26-30
  Follow an order or instruction the trick has given (or 
  perhaps the correct action is to ignore the command).
  31-35
  Make physical or indirect contact with the thing
  36-40
  Mimic the motion of something else that is moving
  41-45
  Move the thing from one place to another (it might or 
  might not be significant where it is moved to)
  46-50
  Physically manipulate the thing in some way, by press-
  ing a button, pulling lever, turning knob, etc.
  51-55
  Place some sort of offering into some sort of container – 
  this will usually be obvious, such as an offering plate in 
  front of a giant stone idol.
  56-60
  Pretend (successfully) to be a specific person, not to be 
  that specific person, or to be the right type of person 
  (“Yes, I am definitely a dragon! Allow me to enter!”).
  61-65
  Rescue the thing from a curse, from danger, etc.
  66-70
  Speak command word in the area
  71-75
  Think of a particular thing or memory
  76-80
  Think of nothing at all; blank mind
  81-85
  Think of what you want to get
  86-90
  Undertake particular action in area, such as burning 
  incense, placing gift into bowl, etc.
  91-95
  Walk a particular pathway through the area
  96-00
  Walk through the area in any way other than the incor-
  rect path
  Table 3-101: Warning Signals
  A warning signal is basically a way of alerting the players that the 
  trick’s status has changed. It has woken up, been activated, gotten 
  annoyed, changed personalities, received a right answer, received a 
  wrong answer, etc.
  Die Roll
  Warning Signal (d100)
  01-10
  Abstract Special Effect. The Thing, or something near 
  it, produces energy in the form of an Abstract Special 
  Effect (see Table 3-98).
  11-20
  Architectural Change. Something about the surround-
  ing architecture changes. Statues might turn to face one 
  wall, or to face the characters. A door might appear, a 
  portcullis might rise, etc. Whatever this is, it needs to 
  be related to the way the trick delivers its “final blow,” 
  whether that’s a benefit, a curse, a disease, or whatever. 
  As an incredibly simple example: if the result of giving 
  the magic statue the wrong answer to its riddle is going 
  to be a bunch of fireballs, then one possible architec-
  tural change could be the emergence of cannons from 
  the walls.  Feel free to add more subtlety in your own 
  creations, of course.
  21-30
  Effect on Adventurers. This is a wide category of strange 
  possibilities – it would include: party members chang-
  ing position, seeing visions, smelling something, being 
  teleported places (possibly the whole area is teleported), 
  having sudden flashes of insight, seeing things closer 
  than they are, or having senses of foreboding (or other 
  emotions).
  31-40
  Light Effect. Eyes, or some other part of the Thing, light 
  up. Alternatively, something lights up in the surrounding 
  area. If the area is already lit, then the nature of the light-
  ing changes (color, location, direction, brightness, etc).
  41-50
  Posture Changes. For statues or other representations, 
  this just means moving, shifting, standing, or sitting. For 
  static things like pillars or pools, it means turning, rising, 
  shifting, sliding, or moving contents around (waves or 
  ripples form in the pool, for instance). If the thing has a 
  face, changing facial expressions are a possibility.
  51-60
   Randomize the Remainder of the Trick. Jot down a table 
  in your notes, with 2-6 possible warning signals (more 
  than 6 is probably going overboard). These warning sig-
  nals should probably all be variations on the same type 
  – by which I mean, 6 different poems, 6 different sounds, 
  6 different sucker-punches, 6 different possible changes 
  in posture, etc. Make each warning signal correspond to 
  a different reward or threat, a different question that it 
  asks, a different question that it will answer, etc. When 
  the party reaches this point in the trick, you will roll 
  on your table to see what the trick does. IMPORTANT 
  NOTE: Randomizing a trick is a good idea if the party is 
  likely to keep coming back to this location, or if you use 
  this dungeon over and over again with different players, 
  but it might be overkill if the party is only ever likely to 
  see the trick do one thing. 
  61-70
  Sounds. The Thing makes a sound of some kind (sings, 
  clanks, screams, etc). You could generate a sound 
  randomly on Table 3-71, but it’s usually best to pick 
  something appropriate based on the type of central 
  feature involved.
  71-80
  Speaks Poetry. Produces, speaks, or reveals a poem 
  (maybe just a rhyming couplet, if you aren’t feeling 
  Shakespearian enough to whip up a quick sonnet in iam-
  bic pentameter). Everyone has an inner poet. Go for it.
  Table 3-101: Warning Signals - Continued
  200
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Single-Rule Pathways
  One possibility for gauging reaction time is to give the PLAYERS only a limited amount of time to respond (“you have five minutes to decide”), 
  counting slowly to five before a bad thing happens, or using some other method to limit the amount of decision-time the players have. Don’t over-
  use this, though. It is a very high-tension trick, and too much high tension can be as bad as too much low tension.
  The artistry in creating a trick like this is to find a Rule of Passage and a Nature of Risk that work well together. They should “feel” right in 
  combination.
  Table 3-103: Single-Rule Pathways
  Die Roll
  Rule of Passage (d100)
  Nature of Risk (d100)
  01-10
  Jungle gym (doesn’t actually look like a jungle gym, of course).
  This is a test of movement through an obstacle course possibly 
  involving slides, climbing, and getting through crawlways. 
  Blades. Possibly whirling, possibly moving about randomly, 
  possibly responding to actions taken by characters. 
  11-20
  Mental test such as riddles.  This could include 50-50 chances 
  – for example, in Alice in Wonderland, Alice is confronted with 
  a cake that says “Eat me” and a bottle that says “Drink me.” 
  She is too big to get through the mousehole at her present size, 
  but guessing correctly whether the labels are trustworthy is one 
  example of this sort of trick: the rule is to figure out which food/
  drink increases/decreases size, the reward is getting through the 
  mousehole, and the Risk is “Transformation,” as described in 
  the next column.
  Falling rocks and floors. This can also involve statues tipping 
  onto the characters, walls closing in, etc.
  21-30
  Random Progression. Characters have to pick one random thing 
  (card, runestone, roll dice, etc) and face the consequences. Then 
  they are done, and have gotten through the trick. If the process 
  repeats more than once, the trick is more in the nature of a 
  Game Board Pathway (see below).
  Monsters. Probably the monsters are themed in some way to the 
  nature of the gauntlet. They might all be stone-related, elemen-
  tal-related, woodland-related, undead, etc. The monsters might 
  or might not be “active” at the beginning of the test. Successive 
  failures of the Rule of Passage might, for example, keep open-
  ing up chutes filled with giant rats.
  31-40
  Figure out which symbol means “safety.”
  Rays or bursts of magic with different results. Maybe there is a 
  floating orb that reacts to movement which continues more than 
  4 seconds, for instance, if the Rule of Passage is to Move Only 
  at the Right Time.
  41-50
  Solve a code which offers the solution
  Curses that can be removed on the other side, that stay with 
  the character for a certain amount of time, that stay with the 
  character until leaving the dungeon, that stay with the character 
  until something particular is done in the dungeon (pushing the 
  eye of the statue, or whatever), or stay with the character until 
  the curse is removed normally.
  51-60
  Take cover behind obstacles (possibly having to identify which 
  things will give adequate cover and which won’t). Possibly, the 
  characters would need to figure out how to activate the “cover.” 
  For example, putting a shield into the hands of a statue causes 
  the statue to block the death rays. There might even be a “trade” 
  of some kind at each place offering potential cover.  Perhaps the 
  statue doesn’t give back the shield, and the next statue wants 
  money, and the next statue wants rations, etc.
  Transformations. People are turned into something else, and 
  have to manage to get through the area in that animal (or other) 
  form. They could also, in some way, be turned into obstacles 
  that hinder the rest of the group. If the trick is a chessboard 
  where the only safe way to move is diagonally, a character who 
  moves straight might be encased in a block of stone that blocks 
  off his square. If someone reaches the other side, the block of 
  stone might disappear and release the trapped character. Shrink-
  ing or growing would be included here.
  Certain tricks offer a series of risks, but there is a “rule” that can be 
  followed to get through them safely, or at least with minimal damage. 
  The trick is to figure out that rule. 
  A related but more complex type of gauntlet is the one where there 
  is not a single “rule” for solving it. It is a series of risks in which each 
  step contains some sort of result – like a game board. In other words, 
  whether it is obvious to the players or not, they are playing a modified 
  version of Chutes & Ladders, a modified version of Monopoly, a modi-
  fied version of chess, a modified version of Candyland, etc. Again, this 
  will not necessarily be obvious, but it certainly can be.
  The defining characteristic of this type of trick is that there are 
  “safe” and “dangerous” parts of the trick. For a single-rule pathway, 
  you figure out how to do the whole thing safely, all at once, or else 
  you fail and do it the stupid, obvious, or wrong way. For a game-board 
  trick, on the other hand, it is largely random whether you land in the 
  safe or dangerous areas – unless you, as the adventure designer, add 
  some element in which the players can affect their movement through 
  the series.
  So, this section offers sets of tables for (1) Single-rule pathways, and 
  (2) Game-board type pathways.
  Run-the-Gauntlet and Find-the-Path Tricks
  201
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Die Roll
  Rule of Passage (d100)
  Nature of Risk (d100)
  61-70
  Stand in the right place: certain places are safe and/or profit-
  able, others are dangerous, unprofitable, or subject to the “risk” 
  defined in the next column. This probably follows a pattern. The 
  standard example of this would be the task of getting across a 
  chessboard using only the “bishop’s move” of moving diago-
  nally only.
  Falling. In this case, the Rule of Passage is probably linked to 
  maintaining one’s balance or not having a support give way 
  beneath them. Bridges over lava pits blocked by a monster with 
  a big club, green and yellow disks suspended over space, when 
  the yellow ones are illusionary and the green ones safe … this 
  sort of thing. 
  71-80
  Use your vehicle properly. Vehicles might have unpredictable 
  controls, odd defenses, strange capabilities that must be discov-
  ered (“We jump when we hit the red button!”), etc.
  Vehicles might be very odd ones, or standard ones like rowing 
  boats or riding a buffalo. 
  Teleportation or chutes - or alternatively a form of imprison-
  ment - that will temporarily separate the party; probably until 
  they are re-united when the “survivors” complete the trick. If 
  cages come down to imprison everyone who doesn’t stand in 
  the right place at the right time, and the release lever is at the 
  far side of the room, the party risks having everyone trapped 
  in cages unless they can figure out when and where to move in 
  order to avoid being caged.
  81-90
  Move only at the right time. This would follow a pattern: move 
  only when the light is green, for example.
  Charm or mental domination. Probably this leads to the affected 
  characters working against the others, but this doesn’t neces-
  sarily mean direct combat. This category would also include 
  insanity and belief in a hallucination or illusion.
  91-00
  Deactivate the risk. If the risk is coming from a machine with 
  a red button on it, the solution might be to shoot an arrow that 
  depresses the button and turns off the machine. Maybe the risk 
  comes from a bunch of statues which can be de-animated by 
  pulling a rope located somewhere. Possibilities are endless.
  Loss of equipment or possessions. This can be done in many 
  ways: as wagers, by rusting metal, by statues grabbing things 
  away, etc.
   
  Game Board Pathways
  The “Mode of Forward Movement” table is highly abstract. At first glance it appears that the players are being moved through a game board 
  such as Chutes & Ladders, Candyland, or Monopoly. However, a true gameboard is only one possibility for a “Game Board Pathway” trick. The 
  “squares” can be different rooms, different tiers of a pyramid, different disks, the changing possibility for what’s on the other side of a dimen-
  sional door, etc.
  Table 3-104: Mode of Forward Movement in Game Board Tricks
  Die Roll
  Mode of Movement (d100)
  01-25
  Actual dice are rolled to see where the party goes as a group
  26-50
  Actual dice are rolled to see where individual party members go (in other words, the party gets split up as the game is played)
  51-75
  The choice or random uncovering of a symbol moves the party to a location matching that symbol. A new choice of symbols might 
  be presented at each new location. These can be arranged in progressive sets to make sure the party doesn’t keep moving backward 
  too much. For example, imagine that there are 9 locations, identified with tiles numbered 1-9. At each location, the party draws a 
  tile to see where they go next. The starting set of tiles only has the possibility to move to locations 1, 2, and 3. Locations 1, 2, and 3 
  offer a set of tiles between 1 and 4. Eventually the party will thus get to location 4. At location 4, the set of available tiles no longer 
  includes locations 1-3; now the available set of tiles runs from 4-8. In locations 5-8, there is the possibility of reaching location 9. 
  Thus the pathway is divided into locations 1-3, 4, 5-8, and 9. Symbols can include anything – runes, playing cards, coins with dif-
  ferent denominations, pictorial representations of what is in the various locations, etc.
  76-00
  In each location along the path, there is particular action the party must take to move forward. Forward movement might be one 
  “square” at a time; or different actions might allow the party to hop forward more than one “square,” possibly with stupid actions 
  dropping them backward.
   
  Generating the “Squares.”
  Use the results from any board game you have ever played, from Monopoly to Chutes (Snakes) & Ladders. For a complex version of this, you 
  can use other types of tricks inside this one. An architectural trick might effectively be one of the squares, for example.
  Table 3-103: Single-Rule Pathways - Continued
  202
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Table 3-105: Risk and Reward for Game Board Trick “Squares.”
  Die Roll
  Risk (d100)
  Reward (d100)
  01-10
  Fork off to a longer path. It rejoins, but you have to go through 
  more squares to return than you would if you hadn’t hit this 
  “junction.”
  Get treasure
  11-20
  Move back two “squares,” or other type of backtracking. This 
  could be done with chutes, teleportation, or any other traditional 
  dungeon element that moves people around. Alternatively, 
  it could be something non-dungeony that corresponds to the 
  internal logic of the game board. “Your pirate ship is caught in 
  a storm – move back one square.” Or “move back 1d6 squares.” 
  Whatever makes sense inside the game.
  Get to see what happens in some of the future squares (a bit of 
  the map, in other words)
  21-30
  There is no treasure. That’s the only risk. 
  There is no risk. That’s the reward.
  31-40
  Monster or some sort of combat
  Move forward two squares (or otherwise get an extra move)
  41-50
  Lose a turn (note that this could include things like temporary 
  paralysis if the “board” is merely being used as a design concept 
  but won’t be visible as such to the players).
  Get the ability to slightly alter the a future move (e.g., to add 1 
  or 2 to a die roll in order to choose one of three squares instead 
  of being forced to the square that would otherwise be indicated 
  for the next move).
  51-60
  Solve a riddle or be damaged, inconvenienced, or negatively 
  affected in some way.
  Get out of Jail Free card, or the equivalent
  61-70
  If the game board operates with a store of “tokens” that are 
  used, the square might be a place where they lose some of the 
  tokens. If the game board does not operate on tokens, this might 
  be a place where they lose treasure. In this case, the attendant 
  “risk” is that they cannot proceed without paying what’s effec-
  tively a “toll” to move forward.
  Get tokens that can be used to advantage in later “squares.” 
  Tokens could include rune-stones or other items that will not be 
  perceived as tokens by the characters, even though this is how 
  they function, in an abstract sense, for purposes of designing a 
  game board style trick.
  71-80
  One party member must stay behind in this square until the rest 
  of them complete the game’s sequence. Why the party member 
  must stay behind can be all sorts of reasons. The simple “a cage 
  falls on you” is the brute force possibility. “You must continue 
  watering the plant until the others can reach a way to carry it 
  out” is another possibility, illustrating how wide-ranging this 
  type of risk can be.
  One or more party members are transformed into a stronger 
  form, related to the game’s theme, which will make them more 
  able to succeed in the game’s future “squares.” The magic 
  would evaporate at the end of the game.
  81-90
  A junction “square” that sends you on a sideline track. The side-
  line returns to the main track, and might even be a shorter path, 
  but the “squares” in the sideline track are more dangerous than 
  the ones on the main path.
  A shortcut junction. The pathway forks, and returns to the main 
  path later, but you don’t have to traverse as many “squares” as 
  you would if you followed the main pathway.
  91-00
  A trap, particularly a slow trap in which the players must figure 
  out how to “turn it off.”
  Victory. In other words, the way to win the game board is not 
  only located at the end of the board, there are ways to win it 
  along the path itself. There should only be one or two of these.
   
  Substance Tricks
  In many cases, the characters will be faced with the problem of coming into contact with a nasty, dangerous-looking, probably disgusting sub-
  stance.
  Table 3-106: Master Table for Substance Tricks
  Die Roll
  Type of Sub-
  stance (d100)
  Source of Substance 
  (d100)
  Proximity of Source (d100)
  01-25
  Earth
  Manufacturing
  The source activity for the substance (seepage, mining, etc) is – or was – taking place 
  right here. This is ground zero.
  26-50
  Energy
  Magical Research or 
  other magical activity
  The source activity for the substance (seepage, mining, etc) is – or was – taking place 
  right here. This is ground zero.
  51-75
  Gas
  Mining or Excavation
  The substance is a by-product from another location where the mining, research, manu-
  facturing, or seepage is taking place. This is a dumping area, a channel for the byprod-
  ucts, or an area the by-product has accidentally entered.
  76-00
  Liquid
  Natural Seepage or 
  Movement
  The substance is the result of a combination; natural seepage of one substance interacts 
  with the by-products of another activity taking place elsewhere. The chemical (or magi-
  cal) reaction(s) take place here.
   
  203
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Die Roll
  What Character Places at 
  Risk in the Game (d100)
  Nature of Game (d100)
  09-12
  An ally would die
  Answering riddles, or 
  “hangman”
  13-16
  Character hit points (i.e., 
  take damage if lose game)
  Being able to open some-
  thing hard to open (stuck, 
  locked with puzzle lock, 
  etc)
  17-20
  Character hit points (i.e., 
  take damage if lose game)
  Building a gadget or 
  mechanism with available 
  tools and materials
  21-24
  Character hit points (i.e., 
  take damage if lose game)
  Choosing between hidden 
  options to get treasure
  25-28
  Character hit points (i.e., 
  take damage if lose game)
  Dangerous climbs to dif-
  ferent treasures
  29-32
  Character’s life
  Digging for something
  33-36
  Coins provided by char-
  acters
  Diving into liquid to get 
  treasure
  37-40
  Coins provided by char-
  acters
  Fishing something out with 
  a net, rod, etc.
  41-44
  Coins provided by char-
  acters
  Get quietly from one place 
  to another without waking 
  something or activating a 
  sound alarm
  45-48
  Disease risk
  Getting across something 
  that is hard to balance on, 
  possibly with things that 
  try to knock you off
  49-52
  Experience points gambled 
  by character
  Guessing weight or num-
  ber of something
  53-56
  Experience points gambled 
  by character
  Jumping over something 
  high or wide, possibly 
  dangerous
  57-60
  Free prisoners or give 
  prisoners
  Move something from 
  place to place without 
  breaking it
  61-64
  Gem provide by character
  One of those horrible math 
  problems starting with 
  “Jane is riding a horse at 
  20 miles per hour going 
  due north, and Robert is 
  riding a horse at 15 miles 
  per hour in the opposite di-
  rection…”   Alternatively, 
  a slot machine.
  65-68
  Gems provided by char-
  acters
  Slot machine, or betting on 
  a random result (such as 
  roulette)
  69-72
  Gems provided by char-
  acters
  Pick which item or draw-
  ing does not fit with the 
  others in a group. Alterna-
  tively, a game with a small 
  number of options, such as 
  the card games “blackjack 
  (21),” or simply who draws 
  the high card.
  73-76
  Hit with permanent curse 
  or disability
  Ride something that’s dif-
  ficult to ride
  77-80
  Hit with random curse or 
  disability
  Running a gauntlet of risks
  Table 3-107: Form of Substance
  Die Roll
  Earth (d6)
  Energy (d6)
  Gas (d6)
  Liquid (d6)
  1
  Dust
  Sparks 
  interacting 
  with air, 
  liquid, or 
  earth
  Strange-
  colored gas 
  in the entire 
  area
  River, 
  stream, or 
  channel
  2
  Gravel
  Appearance 
  of flames 
  (might not 
  be hot, 
  though)
  Spouts of 
  strange-
  colored gas
  Pools or 
  puddles
  3
  Dirt or soil
  Arcs of en-
  ergy either 
  shooting 
  across area 
  or maintain-
  ing a con-
  stant flow of 
  energy
  Gas lies 
  close to 
  floor and is 
  heavier than 
  air
  Drips from 
  ceiling or 
  oozes from 
  walls
  4
  Ashes
  Roll on the 
  “Earth” 
  column, 
  but the ac-
  tual strange 
  substance 
  is a glow, 
  emanation, 
  or radius 
  around the 
  “Earth” 
  substance, 
  not the earth 
  substance 
  itself.
  Gas lies 
  close to 
  ceiling and 
  is lighter 
  than air
  Shoots 
  from pipes, 
  spouts, or 
  drainage 
  tunnels
  5
  Rocks
  Globes of 
  energy
  Gas remains 
  in pillars 
  or sheets, 
  lingering in 
  place
  Geysers 
  from floor, 
  or shoot-
  ing upward 
  from an 
  otherwise 
  peaceful 
  water source
  6
  Pebbles
  Acid, 
  periodic 
  fireballs, 
  heat, cold, 
  or poison
  Gas clouds 
  periodi-
  cally burst 
  out from 
  mid-air
  Drifting 
  mists or 
  steam
   
   
  Wager and Game Tricks
  Table 3-108: Basic Game Tricks, Risk and Reward
  Die Roll
  What Character Places at 
  Risk in the Game (d100)
  Nature of Game (d100)
  01-04
  An ally would be hit with 
  curse or disability
  Accurately hitting some-
  thing for a prize
  05-08
  An ally would be hit with 
  disease (or infected with 
  eggs or larva, etc).
  Accurately repeating 
  something you heard, or 
  answering question about it
  Table 3-108: Basic Game Tricks, Risk and Reward 
  - Continued
  204
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Die Roll
  Central Feature of 
  Game (d100)
  Central Feature  
  Affected by (Optional) 
  (d100)
  45-48
  Monopoly or chutes-and-
  ladders board
  Drinking or spitting 
  something
  49-52
  Pinball game
  Placing weights onto 
  pressure plates (gener-
  ally a choice of different 
  amounts of weight, or 
  where to place it)
  53-56
  Pool (possibly with float-
  ing objects, possibly to 
  reach into)
  Turning dials, crank, or 
  gears
  57-60
  Racetrack (possibly 
  miniature with tokens on 
  the track)
  Picking a face-down card 
  or similar object like 
  runestone
  61-64
  Ring-toss or equivalent
  Rolling ball down mov-
  ing system of grooves
  65-68
  Series of dials
  Hit something (ranges 
  from gongs to billiard 
  balls to pressure plates to 
  catapult flippers)
  69-72
  Series of levers (pick one, 
  or a combination)
  Dive or swim down to 
  something
  73-76
  Series of Platforms or 
  stepping stones
  Move tiles or other small 
  architectural or decora-
  tions around
  77-80
  Single lever (one-armed 
  bandit)
  Spin something
  81-84
  Slot Machine
  Squeeze something
  85-88
  Swinging ropes
  Stack something
  89-92
  Totem poles
  Remove chosen com-
  ponents of something 
  (house of cards, pick-a-
  stick, etc)
  93-96
  Vehicles (probably 
  strange ones)
  Add lines or elements 
  to something (a pattern-
  making game)
  97-00
  Water-pouring
  Answer questions posed 
  in writing, by a living be-
  ing, by an automaton, or 
  by enchanted statue/item.
   
   
  Die Roll
  What Character Places at 
  Risk in the Game (d100)
  Nature of Game (d100)
  81-84
  Hit with temporary curse 
  or disability
  Running a race against a 
  living being or perhaps a 
  dangerous machine
  85-88
  Magic item provided by 
  character
  Succeed at making a noise 
  with something (blowing 
  a horn being one good 
  example)
  89-92
  Mundane item provided by 
  character (lantern, etc)
  Swing across an obstacle
  93-96
  Poison
  Tests of strength (ring the 
  bell with the hammer)
  97-00
  Reduce size of jackpot 
  (double or nothing games 
  on a gift the characters will 
  get when they choose to 
  quit)
  Throwing a ring around 
  objects
  Table 3-109: Methods of Betting Games
  Note that the two columns are quite similar. The idea is that unless 
  you get a brainstorm from the combination, the second table is what 
  affects, activates, or represents “your turn” in the game taking place in 
  the central feature. For example, rolling dice might launch a ring-toss 
  with a particular amount of strength behind the ring.
  Die Roll
  Central Feature of 
  Game (d100)
  Central Feature  
  Affected by (Optional) 
  (d100)
  01-04
  Arena (possibly miniature 
  with tokens)
  Pulling levers
  05-08
  Cards
  Choosing where to step
  09-12
  Climbing wall
  Shifting positions of 
  characters
  13-16
  Closed containers; 
  including cages, bars, or 
  force-fields as well as 
  mundane items like boxes
  Movement of tokens 
  (deliberate, like chess)
  17-20
  Closed-off areas, includ-
  ing prisons, alcoves, and 
  rooms
  Movement of tokens 
  (random in one direc-
  tion, like monopoly or 
  shuffleboard)
  21-24
  Coin-drop game or 
  pachinko
  Movement of tokens 
  (choosing directions 
  rather than length of 
  movement, probably us-
  ing random distance)
  25-28
  Dice
  Pushing buttons
  29-32
  Floor tiles or painted 
  floor areas
  Smashing, breaking, or 
  snapping things
  33-36
  Fragile globes, vases, or 
  other delicate item
  Tossing something to-
  ward a target
  37-40
  Heavy metal balls
  Placing things into holes 
  or slots (tokens, body 
  parts, coins, statuettes, 
  head, etc)
  41-44
  Living animals or bugs
  Turning faucets or open-
  ing chutes
  Table 3-109: Methods of Betting Games - Continued
  Table 3-108: Basic Game Tricks, Risk and Reward 
  - Continued
  205
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Table 3-110: Choice Games
  Die Roll
  Structure of the “Choice” Game (d100)
  01-10
  Choose a challenge. Here, the players have to select a type of challenge, rather than a type of reward. There is a reward allocated 
  to each challenge, but they don’t know what it will be. This turns the game around a bit, because the players will try to pick the 
  kind of challenge they can beat most easily rather than focusing on the reward. Perhaps the reward is the same for each type of 
  challenge (if the choices are something like “combat,” “puzzle,” and “trial by water”), or the challenges might be ordered in terms 
  of increased difficulty for better rewards (choose among, “Zar’s easy challenge,” “Zar’s difficult challenge,” and “Zar’s suicidal 
  challenge”).
  11-20
  Choose blindly from a group of concealed items (invisible, in containers, or whatever). Some items are good, some are neutral, 
  and some are dangerous. You only get to choose only once, and you can’t exchange what you got.
  21-30
  Choose blindly from a group of concealed items (invisible, in containers, or whatever). Some items are good, some are neutral, 
  and some are dangerous. You can take several tries, up to some maximum number.
  31-40
  Choose blindly from a group of concealed items (invisible, in containers, or whatever). Some items are good, some are neutral, 
  and some are dangerous. You only get to choose only once, BUT you can exchange what you got for something else (probably 
  only one exchange is allowed). Of course, you run the risk of getting something even worse, if you make an exchange. For games 
  of this type, the “worst” item should either be disguised as something good (so it’s not returned), should end the game, or should 
  be the only non-returnable item.
  41-50
  Choose blindly from a group of concealed items (invisible, in containers, or whatever). All of the items are useful to some degree, 
  but some are very useful (magic sword!) and others are pretty disappointing (a pair of socks). You only get to choose only once, 
  and you can’t exchange what you got.
  51-60
  Choose blindly from a group of concealed items (invisible, in containers, or whatever). All of the items – except one – are useful 
  to some degree, but some are very useful (magic sword!) and others are pretty disappointing (a pair of socks).  You can continue 
  choosing items until someone picks the non-useful item. Then the game is finished. The non-useful item might just be a token that 
  the game has ended, or it might be cursed (or poisonous, or fill the room with sleep gas, or teleport the party away from the game 
  room, or whatever).
  61-70
  Choose blindly from a group of concealed items (invisible, in containers, or whatever). Some items are good, some are neutral, and 
  some are dangerous. However, taking an item causes you harm (or puts you at risk of taking harm). You can choose as many times 
  as you want, if you’re willing to take the risks. Example: six bags of treasure sitting on a pedestal, surrounded by six glowing balls 
  of light. When you take a bag, the corresponding ball of light fires a blast at you. If you can take the damage, take all six bags. 
  Here’s a possible twist: the pedestal is inscribed with a warning that five of the glowing balls shoot minor bolts, but the sixth one 
  shoots a death ray. Here’s another possible twist: you might not get to grab one bag, then another, then another. You might have to 
  choose how many bags you’re going to take at one swipe (and you only get the one swipe).
  71-80
  Choose from a group of known categories, such as “coins,” “gems,” “monsters,” “spells,” magical items,” etc. What you get 
  depends on how the trick is designed. Perhaps it always tells lies, and the categories are deceptively or incorrectly named. Perhaps 
  the result is determined by rolling on a table. Perhaps only one person can pick each category. Perhaps it is set up so that one 
  person must choose a dangerous-sounding category. Or perhaps it is just a way to let players decide if their reward for “winning” a 
  trick is going to be cash or potions. Whatever works best.
  81-90
  Choose from a group of non-concealed items. The items are symbolic representations (or vague pictures) of what the real gift is 
  going to be, or alternatively you can see the items but not know what their “powers” are, so there is guesswork involved in the 
  choice. For example, the choice might be among a little sword (you get a magic sword), a slightly bigger sword (which turns out 
  to be twelve feet long, non-magical, and impossible to lift), a dog figurine (you get a temporary ally), a wolf figurine (wolf attacks 
  you) and a bottle (which might turn out to be wine, a potion, or just an empty bottle). Keep in mind that these could be deceptive. 
  The ominous “skull” picture might get you a talking skull who knows where lots of treasure is kept.
  91-00
  Choose once, blindly, from a set of options. Each option might be good, bad, or neutral. You can’t trade them in or get a second 
  try, but each option comes with a little clue. The clue, if it is interpreted properly, will let you improve the thing you chose in some 
  way. A cursed item might be neutralized, a neutral item become valuable, and a good item become better (or last longer, or affect 
  more people, etc). But to get that benefit you have to answer the riddle on the container, or find where “the fire meets the eagle” 
  somewhere in the dungeon, or some other type of challenge or task.
   
  206
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Die Roll
  First Part of Name (d100)
  Second Part of Name 
  (d100)
  89-90
  The Game of Trap the
  Tiles
  91-92
  The Game of Turning
  Tokens
  93-94
  The Game of Wandering
  Tops
  95-96
  The Game of Weights and
  Trapdoors
  97-98
  The Game of Wheels and 
  Treasures
  99-00
  The Game of Whistles and
  Water 
   
  Table 3-112: Game “Rooms”
  Die 
  Roll
  General Description of Room (d100)
  01-05
  A market (with living, automated, magical, or remotely 
  controlled traders) where trades can be made, possibly 
  with random or semi-random results
  06-10
  Alchemist’s workroom
  11-15
  Casino with strange rewards and punishments for winning 
  and losing (magical gambling devices, living opponents, 
  even games where one character plays against another in 
  simple games such as cutting for a high card).
  16-20
  Conjuring room with accidental and deliberate conjuring 
  of beings available
  21-25
  General storage with an assortment of boxes and other 
  containers
  26-30
  Mining room where gems or other precious materials can 
  be sought
  31-35
  Museum room with “interactive” displays
  36-40
  Musical room with instruments having different effects 
  alone and in combination
  41-45
  Room in which only a limited number of things may be taken
  46-50
  Room where multiple statues can be purposefully or ac-
  cidentally activated with different results
  51-55
  Room with a “diving” area, pool with treasure at the bot-
  tom, or baths with different effects
  56-60
  Room with assorted machines (different effects depend-
  ing on buttons, fuel sources, levers, etc.)
  61-65
  Room with carnival games (or the appropriate equivalent)
  66-70
  Room with choices of things to eat, with varying effects
  71-75
  Room with control panels
  76-80
  Room with many small alcoves containing statues and 
  other objects of interest
  81-85
  Room with materials that can be combined for various 
  different effects (possibly with different types of contain-
  ers such as pots, fountains, jars, etc.)
  86-90
  Room with riddle signs or symbols indicating which 
  boxes to open, places to put your hands into alcoves, keys 
  to open glass cases, etc.
  91-95
  Storehouse with barrels
  96-00
  Waterwheel room with multiple channels (also pipes with 
  stopcocks to release water in different combinations
  Table 3-111: Names for Games
  This table can be used for inspiration about the “flavor” elements of a 
  game trick, or can be used as a starting point for inspiration – whatever 
  seems to be working best for you in terms of concocting an idea.
  Die Roll
  First Part of Name (d100)
  Second Part of Name 
  (d100)
  01-02
  The Game of . . .
  Arrows
  03-04
  The Game of . . .
  Barrels
  05-06
  The Game of . . .
  Baskets
  07-08
  The Game of . . .
  Boxes
  09-10
  The Game of . . .
  Candles
  11-12
  The Game of . . .
  Catchers
  13-14
  The Game of Arranging the
  Chessmen
  15-16
  The Game of Avoid the
  Chutes
  17-18
  The Game of Balls and
  Claws
  19-20
  The Game of Beat the
  Consequences
  21-22
  The Game of Bells and
  Cups
  23-24
  The Game of Boxes and
  Dice
  25-26
  The Game of Cards and
  Dragons
  27-28
  The Game of Catapults and
  Fire
  29-30
  The Game of Chutes and
  Fortunes
  31-32
  The Game of Coins and
  Gargoyles
  33-34
  The Game of Colors and 
  Gemstones
  35-36
  The Game of Curtains and
  Globes
  37-38
  The Game of Find the
  Guillotines
  39-40
  The Game of Fingers and
  Hammers
  41-42
  The Game of Frogs and
  Jars
  43-44
  The Game of Guards and
  Jesters
  45-46
  The Game of Guess the
  Kings
  47-48
  The Game of Guesses and
  Ladders
  49-50
  The Game of Hourglasses and
  Ladies
  51-52
  The Game of Jump the
  Lances
  53-54
  The Game of Knights and
  Lights
  55-56
  The Game of Levers and
  Measures
  57-58
  The Game of Monkeys and
  Mirrors
  59-60
  The Game of Outsmart the
  Mistakes
  61-62
  The Game of Points and
  Monsters
  63-64
  The Game of Pools and
  Moonbeams
  65-66
  The Game of Race the
  Mysteries
  67-68
  The Game of Random
  Odd properties
  69-70
  The Game of Rings and
  Pearls
  71-72
  The Game of Seven
  Prisons
  73-74
  The Game of Shifting
  Ropes
  75-76
  The Game of Skulls and
  Roses
  77-78
  The Game of Sleeping
  Runestones
  79-80
  The Game of Stripes and
  Scales
  81-82
  The Game of Swimming for
  Spiders
  83-84
  The Game of Swords and
  Squares
  85-86
  The Game of Ten
  Stones
  87-88
  The Game of the Wheel of
  Sundials
  Table 3-111: Names for Games - Continued
  207
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Table 3-113: Types of Game Series
  Die Roll
  Game Series (d100)
  01-10
  Make a list of six or ten beneficial magical conditions (Table 3-118) and curses (also Table 3-118) in a proportion of 60-40 ben-
  efits to backfires.  Each time the trick is used, roll a die to determine the effect.  The effects are “used up” once they are rolled, 
  and if the same number is re-rolled, the result is “no effect.”  A character can only try the trick one time.  A second attempt to use 
  the trick results in a curse from Table 3-118.  It is up to the referee to determine whether the curses are minor compared to the 
  benefits, if they are about the same scale, or if the curses are significant and the benefits considerable.
  11-20
  As above, but the ratio of benefits to curses is higher, about 80-20.  The negative effects of the curses might, however, be greater.
  21-30
  As above, but instead of “using up” the effects, it is possible to get the same effect twice.
  31-40
  As above, but when an effect is used it is replaced by a (fairly minor) curse that substitutes for the original effect.
  41-50
  As above, but instead of rolling a single die (a linear probability curve) the referee rolls 3d6 or some other combination of dice 
  and adds the results together.  Thus, certain results are more probable than others.
  51-60
  Unlike the above, the game series is based on a series of die rolls, following the rules of craps (possibly disguised in some way by 
  an innovative referee).  
  61-70
  Unlike the above, the game series is like a slot machine.  The referee (or even the player, depending on the trick) rolls 3d6.  Each 
  number corresponds to a picture (either little cherries or lemons like in a slot machine, or tarot card pictures for something more 
  sinister).  Combinations of various numbers (three threes, for example) have a certain payoff.  For a game series like this, each 
  character should only be allowed to play once, unless it costs something to play.
  71-80
  Unlike the above, the game series might be a die roll “race,” possibly represented by little figures on a track.  The character might 
  pull a lever and the referee rolls a die to see how far the character’s “man” moves.  Then the referee rolls for the other side.  If the 
  character gets his man to the finish line first, he gets a benefit.  There might be a backfire if he loses.  Think of various carnival 
  games for ideas on how this might look.
  81-90
  The character is allowed to attempt a task similar to some sort of carnival game (other than a straight-up race, as described above).  
  This might be a to-hit roll in an attempt to throw a ring over a prize, just like a ring toss.  The player might have choices over what 
  to aim for, with the more desirable prizes being harder to gain.  Failure might incur a backfire – if not, there should be some cost 
  to play, or each character should be limited to only one attempt.
  91-00
  The game series might be some other sort of game, such as a card game, played in real life between the referee and the player.  
  These should be extremely short (rock, paper, scissors, for example), or they will bore ot her players very quickly.
  Written Tricks
  Table 3-114: Writing Surfaces
  Die 
  Roll
  Writing Surface (d100)
  Unusual Writing Surfaces 
  (d100)
  01-12
  Cloth
  Dust/sand
  13-25
  Metal
  Pattern of rocks, wood 
  pieces, tokens, etc.
  26-38
  Paper or parchment
  Water
  39-51
  Paper or parchment
  Patterns of light
  52-64
  Stone
  Carcass/body
  65-77
  Stone or wood (50-50)
  Pattern of insects or living 
  creatures
  78-90
  Wood
  Shapes in smoke, mist, 
  steam, etc.
  91-00
  Unusual (next column)
  Skeleton’s bones
   
   
  Table 3-115: Writing Methods
  Die 
  Roll
  Stone or 
  Wood 
  (d100)
  Cloth 
  (d100)
  Paper 
  (d100)
  Metal 
  (d100)
  01-10
  Painted
  Embroidery
  Ink
  Etched
  11-20
  Carved
  Woven into 
  cloth
  Paint
  Hammered 
  in
  21-30
  Inlaid wood
  Stained into 
  cloth
  Stained in
  Melted into 
  or onto
  31-40
  Mosaic inlay
  Pinpricks
  Pinpricks
  Pattern of 
  dents
  41-50
  Scratched
  Beaded
  Charcoal or 
  pencil
  Painted
  51-60
  Pinpricks
  Burned or 
  scorched in
  Mold pattern
  Inlaid wood
  61-70
  Shadow cast 
  by other 
  object
  Mold pattern
  Indentations 
  (e.g., from 
  writing on 
  page above)
  Mosaic inlay
  71-80
  Burned in
  Paint or ink
  Ink
  Scratched
  81-90
  Lichen/moss 
  pattern
  Embroidery
  Paint
  Inlaid stones
  91-00
  Inlaid metal
  Pencil or 
  charcoal
  Charcoal or 
  Pencil
  Pattern of 
  seams
   
  208
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Magical Conditions  
  And Curses
  Many of the above tables refer to Beneficial Magical Conditions and 
  their opposite, Curses. These tables offer suggestions for designing 
  such results.
  Table 3-118: Type of Beneficial Magical Condition or Curse
  Die Roll
  Type of Beneficial Magical Condition or Curse (1d6)
  1-2
  Magical Changes to Area
  3-4
  Affects Item(s)
  5-6
  Affects individual
   
  Table 3-119: Magical Changes to Area
  Die Roll
  Beneficial Changes in 
  Area (d100)
  Curse in Area (d100)
  01-10
  A being of some kind 
  manifests, granting a dif-
  ferent Personal Benefit to 
  all in the area
  A being of some kind 
  manifests, inflicting a dif-
  ferent Personal Backfire to 
  all in the area
  11-20
  Gas forms in area, grant-
  ing a Personal Benefit 
  to all in the area (same 
  benefit to all)
  Gas forms in area, inflict-
  ing a Personal Backfire 
  to all in the area (same 
  backfire to all)
  21-30
  Gas forms in area, grant-
  ing an Item Benefit to a 
  certain number of items 
  in the area (same benefit 
  to all)
  Gas forms in area, inflict-
  ing an Item Backfire to a 
  certain number of items 
  in the area (same backfire 
  to all)
  31-40
  Light shines in area, grant-
  ing a Personal Benefit 
  to all in the area (same 
  benefit to all)
  Light shines in area, in-
  flicting a Personal Backfire 
  to all in the area (same 
  backfire to all)
  41-50
  Light shines in area, 
  granting an Item Benefit 
  to certain items in the area 
  (same benefit to all)
  Light shines in area, 
  inflicting an Item Backfire 
  to certain items in the area 
  (same backfire to all)
  51-60
  Plants grow in area, pro-
  viding a Personal Benefit 
  (same benefit) to all in 
  area
  Plants grow in area, inflict-
  ing a Personal Backfire 
  (same backfire) to all in 
  area
  61-70
  Sound or speech grants a 
  Personal Benefit to all in 
  the area.
  Sound or speech manifests 
  and inflicts a Personal 
  Backfire to all in the area.
  71-80
  Sound or speech in the 
  area grants an Item Benefit 
  to certain items in the area
  Sound or speech in the 
  area manifests and inflicts 
  an Item Backfire to certain 
  items in the area
  81-90
  Magical force permeates 
  area (lightning, fire, water, 
  earth, acid, air) and grants 
  a Personal Benefit to all in 
  the area.
  Magical force permeates 
  area (lightning, fire, water, 
  earth, acid, air) and deliv-
  ers a Personal Backfire to 
  all in the area.
  91-00
  Mental state of mind in 
  area grants Personal Ben-
  efit to all in area.
  Mental state of mind deliv-
  ers Personal Backfire to all 
  in area.
  Table 3-116: Beneficial Effect of Reading the Written Trick
  Written tricks with a purely negative effect are basically traps. In general, 
  if the trick is hard to read, don’t also make it misinformation. The one ex-
  ception to this rule is when one set of writing is truthful (say, the guy with 
  the bad handwriting) and one is false (the guy with the good handwriting is 
  a liar). In this case, once the party has figured this out, knowing which set 
  of information should be helpful down the road: they can get major clues 
  when they find future notes written in bad handwriting. A random mix of 
  truth and lies, with no way to judge which is which, can be frustrating 
  rather than fun. And then, of course, there are exceptions to every rule!
  Die Roll
  Content (d100)
  01-20
  Deliberately reading the picture/characters/words causes 
  a magical benefit to the reader (see Table 3-121 for 
  ideas)
  21-40
  Simply viewing the picture/characters/words causes a 
  magical benefit to the reader  (see Table 3-121 for ideas)
  41-60
  The picture/characters/words convey helpful informa-
  tion in the form of a map (10%) or other information 
  (roll on Table 3-17 Information Content for Rumors).
  61-80
  The trick is to decipher or be able to view or interpret 
  the message contained in a form of Unusual Writing (see 
  Table 3-117 below).
  81-00
  The written trick gives instructions that must be im-
  mediately followed; following the instructions gains a 
  magical benefit from Table 3-121 (or, possibly, allows 
  survival of something nasty that suddenly happens) – 
  ignoring the instructions causes a curse (see Table 3-118 
  for ideas) or a trap result.  For example, if you read 
  “jump to the left” on a sign, it might be a good idea to 
  jump to the left.  On the other hand, perhaps it’s actually 
  a trap and there’s a pit to the left. Life is unfair.
   
  Table 3-117: Unusual Writing
  Die Roll
  Unusual Writing (d100)
  01-05
  Different content seen by different people
  06-10
  In code
  11-15
  In riddle form
  16-20
  Indented into paper (from page above)
  21-25
  Jigsaw puzzle
  26-30
  Pattern of cracks
  31-35
  Projected from a lens
  36-40
  Visible in darkness only
  41-45
  Visible in magical light only
  46-50
  Visible only in mirror
  51-55
  Visible only in moonlight
  56-60
  Visible only in sunlight
  61-65
  Visible only through glass
  66-70
  Visible only to a certain race
  71-75
  Visible only to those looking through a particular lens
  76-80
  Visible only to those wearing a particular holy symbol or 
  other sigil
  81-85
  Visible only when light source is on far side of page
  86-90
  Visible only when warmed/hot
  91-95
  Visible only when wet or immersed in fire
  96-00
  Visible only with infravision/darkvision
  209
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Die 
  Roll
  Beneficial Changes to 
  Item(s) (d100)
  Item Curses (d100)
  81-85
  Transmutation of Sub-
  stances: Stone to Flesh
  Item changes into a new 
  (probably useless) form such 
  as a farm implement, piece 
  of fruit, or cannonball
  86-90
  Weapon becomes 
  enchanted with bonus 
  (permanently)
  Item becomes cursed, pos-
  sibly even possessed
  91-95
  Weapon becomes 
  enchanted with bonus 
  (temporarily)
  Specific types of items 
  disappear (weapons, armor, 
  potions, rations, etc.)
  96-00
  Weapon gains special 
  ability (but no bonus)
  Transmutation of Substanc-
  es: Wood to dust or rubber
  Table 3-121: Beneficial Conditions and Curses to Individuals
  Die 
  Roll
  Beneficial Magical Condi-
  tion to Individual (d100)
  Individual Curse (d100)
  01
  A particular curse or bad 
  magical effect is removed 
  (this would wither be 
  something that came from 
  the trick earlier, or it might 
  be a way of countering bad 
  effects likely to have been 
  inflicted elsewhere in the 
  adventure.  For example: in 
  an adventure where level-
  draining creatures are com-
  mon, the trick might restore 
  lost levels.
  Ability to cast spells removed
  02
  Ability to cast spells in-
  creased (temporarily)
  Ability to hear reduced
  03
  Ability to hear improved
  Ability to hear removed
  04
  Ability to smell improved
  Ability to see reduced
  05
  Ability to see beyond normal 
  parameters is gained (into an-
  other plane of existence, in the 
  dark, invisible objects, etc).
  Ability to see removed
  06
  Ability to see improved
  Ability to sleep reduced in 
  effect (healing, etc)
  07
  Ability to sleep improved 
  in effect (healing, etc) or in 
  terms of the amount required
  Ability to sleep removed
  08
  Ability to speak improved 
  (temporarily): this might be 
  in terms of languages spoken 
  or in terms of “effect,” such 
  as when attempting to per-
  suade monsters not to attack
  Ability to speak intelligibly 
  removed
  09
  Ability to speak with dead, 
  or with a particular corpse’s 
  spirit
  Ability to speak removed
  10
  Ability to transform into 
  particular animal shape (tem-
  porary unless the trick was 
  very difficult or dangerous)
  Ability to touch and manipu-
  late is reduced, possibly by 
  a change to the hands, pos-
  sibly by a force field around 
  the character, possibly by an 
  aversion to touching some 
  kind of substances
  Table 3-120: Beneficial Changes and Curses to Items
  Die 
  Roll
  Beneficial Changes to 
  Item(s) (d100)
  Item Curses (d100)
  01-05
  A new item is created: 
  equipment or treasure
  Transmutation of 
  Substances: Gold to lead
  06-10
  A new item is created: 
  vehicle or animal
  Transmutation of 
  Substances: Flesh to stone
  11-15
  Additional spells written 
  onto scrolls
  Transmutation of 
  Substances: Potions to water
  16-20
  An item (not necessarily 
  one in the possession of a 
  character) animates to the 
  benefit of the party
  Transmutation of 
  Substances: Metal to rust
  21-25
  Certain items become 
  immune to fire
  Transmutation of  
  Substances: Parchment to dust
  26-30
  Duplication of one 
  (probably magical) item
  Spells removed from scrolls
  31-35
  Item (non-weapon) be-
  comes enchanted 
  (permanently)
  One item vanishes (randomly 
  determined)
  36-40
  Item (non-weapon) 
  becomes enchanted (tem-
  porarily). Note: if the item 
  is randomly determined, it 
  could be something mun-
  dane, such as a backpack, 
  mirror, or 10ft pole.
  One magic weapon is 
  disenchanted
  41-45
  Minor effect: items are 
  cleaned of all dirt
  One magic item is disen-
  chanted
  46-50
  Minor effect: multiplica-
  tion of rations or light 
  sources
  Weapon animates to attack 
  its owner (either fighting as 
  a creature, or making one 
  attack with the potential for 
  large damage)
  51-55
  Multiplication of certain 
  items (potions, scrolls, 
  swords, coins, gems, etc)
  Transmutation of Substanc-
  es: Cloth to insects
  56-60
  The item becomes a 
  source of unknown 
  information or advice: by 
  talking, projecting a map, 
  etc.
  Transmutation of Substanc-
  es: Potion to poison
  61-65
  The item transforms itself 
  into a different and more 
  immediately useful item.  
  A lantern might become 
  a useful key, for instance.  
  The item might return 
  to its normal shape once 
  used or after a period 
  of time, or it might not, 
  depending on what makes 
  the best sense in terms of 
  the adventure.
  Item increases tremendously 
  in weight
  66-70
  Transmutation of Sub-
  stances: Certain items to 
  gold
  Chance for item(s) to sponta-
  neously combust
  71-75
  Transmutation of Sub-
  stances: Certain liquids to 
  potions
  Metal item heats to danger-
  ous temperature
  76-80
  Transmutation of Sub-
  stances: Rust to Metal
  Transmutation of Substanc-
  es: metal into plant matter
  Table 3-120: Beneficial Changes and Curses to Items
  - Continued
  210
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Die 
  Roll
  Beneficial Magical Condi-
  tion to Individual (d100)
  Individual Curse (d100)
  29
  Character gains a gaze attack 
  (temporarily) such as turning 
  people to stone, paralyzing, 
  charming, etc.
  Character gives off smell, at-
  tracting attention of monsters
  30
  Character gains rations or 
  supplies
  Character gives off sound, at-
  tracting attention of monsters
  31
  Character gains treasure 
  (coins)
  Character is attacked by 
  tentacles rising from floor or 
  other created “monster” that 
  focuses on him.
  32
  Character gains treasure 
  (gems or jewelry)
  Character is given false 
  information (mentally, by 
  speech, by vision, or by 
  document, as applicable)
  33
  Character gains treasure 
  (magic item)
  Character is in some way 
  isolated from the rest of 
  the party: by a pit, a cage, a 
  dimensional prison, a force 
  field, a wall of glass, etc.
  34
  Character gives off no noise 
  when he moves
  Character is secretly given 
  some mission to perform 
  (the exact carrot-and-stick is 
  left to the referee) – the other 
  characters/players will not 
  know what this secret task is, 
  and the character is probably 
  unable to communicate it 
  under the terms of the magic
  35
  Character gives off no scent, 
  and is undetectable in this 
  manner.
  Character’s sense of purpose 
  reduced in some fashion 
  with some “game effect.”
  36
  Character is able to elongate 
  his arms as if they were 
  made of rubber
  Charm-type effect: trick can 
  evoke one of two responses 
  from victim
  37
  Character is fully healed or 
  gains additional temporary 
  hit points
  Charm-type effect: trick can 
  give limited set of com-
  mands to victim
  38
  Character is healed of dam-
  age
  Charm-type effect: trick’s 
  speech or mental commands 
  can give orders to victim
  39
  Character permanently 
  gains the ability to speak (or 
  read, or understand) a new 
  language
  Charm-type effect: victim 
  acts in a particular manner 
  when a particular word is 
  spoken
  40
  Character receives a bonus 
  to hit or on damage against a 
  particular type of monster
  Charm-type effect: victim 
  allows trick or associated 
  monster to attack, without 
  fighting back
  41
  Character receives useful 
  information (mentally, by 
  speech, by vision, or by 
  document, as applicable)
  Charm-type effect: victim 
  becomes confused and acts 
  randomly
  42
  Character’s equipment is im-
  proved (repaired or cleaned)
  Charm-type effect: victim 
  becomes friendly to monster 
  or follows suggestions made 
  by the trick
  Die 
  Roll
  Beneficial Magical Condi-
  tion to Individual (d100)
  Individual Curse (d100)
  11
  Ability to turn undead im-
  proved (or even temporarily 
  granted)
  Ability to use sense (taste, 
  smell, or feel) removed
  12
  Alertness improved
  Alertness reduced
  13
  Attribute score increased: 
  charisma
  Alertness removed
  14
  Attribute score increased: 
  dexterity
  Alignment changed
  15
  Attribute score increased: 
  intelligence
  Attribute score reduced: 
  charisma
  16
  Attribute score increased: 
  strength 
  Attribute score reduced: 
  dexterity
  17
  Attribute score increased: 
  wisdom
  Attribute score reduced: 
  intelligence
  18
  Chance to regain a spell after 
  casting, or cast a known 
  spell twice
  Attribute score reduced: 
  strength 
  19
  Character becomes able to 
  dig like a badger at very high 
  speed (possibly even through 
  stone, although this might be 
  noisy and slow)
  Attribute score reduced: 
  wisdom
  20
  Character becomes im-
  mune to a particular disease, 
  permanently (immunity to 
  mummy rot, for instance)
  Aversion created (see Table 
  3-122) 
  21
  Character becomes immune 
  to all diseases temporarily
  Causes Aging to the point of 
  disability
  22
  Character becomes im-
  mune to damage from blunt 
  weapons
  Causes Aging with no ill ef-
  fect (not many years added)
  23
  Character becomes immune 
  to damage from cutting or 
  piercing weapons
  Causes fast aging leading to 
  death over a period of days, 
  weeks, or months
  24
  Character becomes physi-
  cally more youthful, with no 
  bad side effects.
  Causes random sleeping epi-
  sodes (narcolepsy or similar)
  25
  Character can command a 
  particular type of animal
  Causes sleep
  26
  Character can gain informa-
  tion about things that have 
  happened to objects by 
  touching them
  Character becomes a magnet 
  for attacking monsters until 
  the effects of the backfire are 
  removed.
  27
  Character can see around 
  corners somehow
  Character gains an ability 
  (breathing fire, for example) but 
  use of the ability is usually not a 
  good idea because of some side 
  effect on the character
  28
  Character does not need 
  sleep
  Character gains an ability 
  (breathing fire, for example) 
  but use of the ability is usu-
  ally not a good idea because 
  the power is uncontrollable 
  or does random things (get-
  ting random results from an 
  attempt to use the power, 
  many of which are undesir-
  able, is the classic example)
  Table 3-121: Beneficial Conditions and Curses to Individuals 
  - Continued
  Table 3-121: Beneficial Conditions and Curses to Individuals 
  - Continued
  211
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Die 
  Roll
  Beneficial Magical Condi-
  tion to Individual (d100)
  Individual Curse (d100)
  59
  Gain magical ally (such as 
  a stone dog that was part 
  of the trick, or an air spirit/
  weak elemental)
  Hit point damage
  60
  Grants wish
  Intelligibility of speech 
  becomes random
  61
  Heightened ability to use 
  sense (taste, smell, or feel).
  Level drain 
  62
  Immunity to certain types of 
  spells: sleep, slow, or other 
  lethargies
  Location: character(s) 
  moved to another location by 
  mechanism (pit opens to an-
  other level under a character, 
  as the simplest example)
  63
  Immunity: character be-
  comes immune to a particu-
  lar temperature (heat or cold)
  Location: character(s) tele-
  ported to another location 
  or plane
  64
  Immunity: character 
  becomes immune to acid, 
  electricity, or poison
  Loss or penalty to turning 
  ability
  65
  Immunity: character be-
  comes immune to charm-
  type effects
  Magical healing does not 
  affect character, or (con-
  versely) natural healing does 
  not take place
  66
  Information: character gains 
  a map or a vision of what the 
  surrounding area looks like
  Monsters are summoned 
  and focus entirely upon the 
  particular character
  67
  Information: character learns 
  how to reach a particular 
  objective point
  Movement rate reduced
  68
  Information: the command 
  word to activate a helpful 
  effect or bypass a risk
  Movement rate reduced to 0 
  (paralysis or other effect that 
  is permanent until removed 
  by a spell)
  69
  Location (beneficial change): 
  character(s) teleported to 
  another location or plane
  Party members given reason 
  to distrust each other
  70
  Location (beneficial): 
  character(s) moved to an-
  other location by mechanism 
  (stairs open to another level, 
  as the simplest example)
  Physical appearance (boils, 
  length of nose, etc)
  71
  Magic resistance
  Physical appearance is 
  changed without any un-
  derlying game effect.  For 
  example, the character’s skin 
  might appear to be rotting, 
  the character might have 
  the head of a donkey, or the 
  character might take on the 
  face of whomever he is talk-
  ing to or looking at.
  72
  Monsters are summoned to 
  assist the character and fol-
  low his orders
  Physical transformation: 
  a part of the character is 
  transformed into the corre-
  sponding part of an animal.  
  He might gain the head of 
  a donkey, the legs of a frog, 
  the arms of a crab, etc
  Die 
  Roll
  Beneficial Magical Condi-
  tion to Individual (d100)
  Individual Curse (d100)
  43
  Character’s equipment is 
  improved (temporary or 
  permanent bonus to arms 
  and/or armor)
  Charm-type effect: victim 
  becomes mentally-controlled 
  puppet of the trick
  44
  Character’s laughter causes a 
  fear effect (temporarily)
  Charm-type effect: victim 
  flees
  45
  Character’s skin becomes 
  tougher, conferring im-
  proved armor class (prob-
  ably temporary)
  Charm-type effect: victim 
  suffers random emotion 
  (incapacitated)
  46
  Choice of various items to 
  take, with no indication as to 
  their relative worth or what 
  they do.
  Charm-type effect: victim’s 
  emotions are controlled by 
  the trick
  47
  Cures diseases
  Death magic (saving throw) 
  possibly combined with 
  something unpleasant that 
  happens after death (becom-
  ing a zombie or a wraith, for 
  instance)
  48
  Direct vision of deity or 
  other powerful being, with 
  information or blessing 
  conferred
  Normal Disease (see Dis-
  eases Table 3-123)
  49
  Effect of food on character: 
  eating food has a particular 
  and unusual effect such as 
  regaining lost hit points (up 
  to some maximum point)
  Virulent Disease (see Dis-
  eases Table 3-125)
  50
  Effect of sleep on character 
  (beneficial): sleeping causes 
  a side effect on the character, 
  such as gaining information 
  from dreams or healing at 
  twice normal rate
  Effect of food on character: 
  eating food has a particular 
  and unusual effect such as 
  causing small amounts of 
  damage, making the charac-
  ter unable to sleep, making 
  the character smell bad, etc.
  51
  Efficacy of spells increased 
  (temporarily)
  Effect of sleep on character: 
  sleeping causes a side effect 
  on the character, such as a 
  bad smell, random teleporta-
  tion during sleep, or causing 
  others nearby to sleep.
  52
  Fighting bonus: against a 
  particular type of foe
  Efficacy of attacks reduced 
  (damage)
  53
  Fighting bonus: to damage 
  only
  Efficacy of spells reduced
  54
  Fighting bonus: to hit
  Failure chance on spells 
  55
  Fighting bonus: to hit and on 
  damage
  Fighting penalties (against 
  particular race or monster)
  56
  Gain ability to cast spells 
  as a cleric or magic-user, 
  temporarily, at a particular 
  level of experience
  Fighting penalties (damage 
  only)
  57
  Gain experience points
  Fighting penalties (to hit and 
  damage) 
  58
  Gain level
  Fighting penalties (to hit 
  only)
  Table 3-121: Beneficial Conditions and Curses to Individuals 
  - Continued
  Table 3-121: Beneficial Conditions and Curses to Individuals 
  - Continued
  212
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Die 
  Roll
  Beneficial Magical Condi-
  tion to Individual (d100)
  Individual Curse (d100)
  89
  Special ability: character 
  cannot be entangled (tem-
  porarily). Probably this is 
  addressed to some sort of en-
  tangling hazard nearby that 
  has been blocking progress
  Saving throws: temporary 
  penalty removed once the 
  character takes some particu-
  lar action such as speaking a 
  command word, returning an 
  object to its rightful place, or 
  leaving the area
  90
  Special ability: detecting 
  thoughts
  Sense of direction is af-
  fected; character gets lost 
  easily
  91
  Special ability: levitation 
  or flying.  This is likely 
  temporary and linked to 
  a particular place in the 
  adventure area where flying 
  or levitation is required in 
  order to bypass a hazard or 
  obstacle
  Sense of taste, feel, or smell 
  always yields unpleasant 
  sensation
  92
  Special Ability: produce 
  light at will
  Sex of character is changed
  93
  Special ability: seeing 
  through stone or even being 
  able to pass through stone a 
  certain number of times
  Speed affected: always strike 
  last
  94
  Speed: additional attacks or 
  actions
  Speed affected: half move-
  ment and attack rate
  95
  Speed: character strikes first
  State of Matter: character 
  turns into a gas or a liquid
  96
  Speed: increased movement 
  rate
  Style of movement altered 
  by physical transformation 
  (partial): 
  97
  Temporary access to a trea-
  sure trove (as much as you 
  can carry out, with limited 
  time to grab what you can)
  The character gains an 
  ability, but cannot keep 
  from using it under cer-
  tain general circumstances 
  (generally combat).  For 
  example: berserk attacking, 
  increasing in size, breathing 
  fire into the nearest melee 
  combat, or transforming into 
  a bad-smelling gas.  A saving 
  throw might be required 
  to avoid using the ability 
  uncontrollably.
  98
  The character receives a key 
  that will open a particular 
  door, bypass a trap, or oth-
  erwise assist the characters 
  in their physical progress 
  through the adventure area
  The character is cursed (and 
  should somehow know the 
  details) with an effect that 
  will happen if he dies – the 
  classic examples are being 
  immune to raise dead or 
  turning into an undead crea-
  ture after death.
  99
  The item opens an otherwise 
  impassable door, portcullis, 
  gateway, or force field
  Their equipment (leather, 
  wood, metal, paper, potions) 
  100
  The item will raise one per-
  son from the dead, one time
  Willingness to fight reduced
  Die 
  Roll
  Beneficial Magical Condi-
  tion to Individual (d100)
  Individual Curse (d100)
  73
  Monsters tend to ignore the 
  character (temporary)
  Physical transformation: 
  changes into animal, object, 
  or substance may take place 
  under certain conditions such 
  as combat, taking damage, 
  being spoken to, or being 
  exposed to sunlight
  74
  Partial immunity: elemental 
  magic
  Physical transformation: 
  cyclical or periodic changes 
  into animal or object
  75
  Particular animal becomes 
  loyal to the character as an 
  ally
  Physical transformation: into 
  animal
  76
  Saving throw bonus against 
  particular type of threat 
  (temporary or permanent 
  depending on difficulty of 
  trick)
  Physical transformation: into 
  animal
  77
  Saving throw bonus in par-
  ticular area around the trick 
  or elsewhere
  Physical transformation: into 
  object
  78
  Saving throw bonus on all 
  saves (temporary)
  Physical transformation: into 
  object
  79
  Sense of direction: character 
  gains ability to tell where 
  north is, or to determine how 
  deep he is underground, or 
  to tell the direction (but not 
  the pathway) to a particular 
  starting point
  Physical transformation: into 
  substance
  80
  Small effect: character gets 
  fine clothing, a nice hat, a 
  trophy, a medallion, or other 
  minor gift
  Physical transformation: into 
  substance
  81
  Special ability (probably 
  temporary): cast a charm 
  effect of some type
  Rate of attacks reduced
  82
  Special ability (probably 
  temporary): cast a protective 
  spell of some type
  Rations or water supply af-
  fected (poisoned, destroyed, 
  or eaten by trick)
  83
  Special ability (probably 
  temporary): change form
  Sacrifice treasure to over-
  come obstacle (gems, coins, 
  magic items)
  84
  Special ability (probably 
  temporary): regeneration
  Sanity: permanent insanity 
  of a debilitating type
  85
  Special ability (probably 
  temporary): speak to animals
  Sanity: permanent insanity 
  of a mild type
  86
  Special ability (probably 
  temporary): unusual climb-
  ing, swinging, jumping 
  abilities
  Sanity: temporary insanity
  87
  Special ability with limita-
  tion: character can become 
  invisible but still casts a 
  shadow, or is visible by fire 
  or torchlight, etc.
  Saving throws: permanent 
  penalty unless curse/effect 
  removed or dispelled
  88
  Special ability: breathe water
  Saving throws: temporary 
  penalty measured in time
  Table 3-121: Beneficial Conditions and Curses to Individuals 
  - Continued
  Table 3-121: Beneficial Conditions and Curses to Individuals 
  - Continued
  213
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Die Roll
  First Part of Diagnosis 
  (d100)
  Second Part of Diagnosis 
  (d100)
  Relevant Symptom -  
  temporary or permanent  
  depending on severity (d100)
  Natural Recovery Time 
  (d100)
  01-02
  Weakness of the
  Heart
  Affects damage rolls
  1 month, give or take 1d4 days
  03-04
  Fluctuations of the
  Kidneys
  Affects to-hit rolls
  1 month, give or take 1d4 days
  05-06
  Undulations of the
  Organs of Affection
  Affects to-hit rolls
  1d10+1 days
  07-08
  Necrosis of the
  Organs of Excretion
  Blindness
  1d10+1 days
  09-10
  Stiffness of the
  Lungs
  Can cause complete paralysis 
  (or other inability to act) in 
  stressful situations
  1d10+1 days
  11-12
  Disorder of the
  Nasal Passages
  Causes sneezing or eructations 
  loud enough to attract wander-
  ing monsters
  1d10+1 days
  13-14
  Exhalations in the
  Tongue
  Causes sneezing or eructations 
  loud enough to attract wander-
  ing monsters
  1d10+1 days
  15-16
  Palpitations of the
  Eyeballs
  Chance to fail to make an 
  intended attack
  1d10+1 days
  17-18
  Pimpling of the
  Eyelids
  Clumsiness/ability to hold 
  items
  1d10+1 days
  19-20
  Bumps upon the
  Head
  Reduce charisma
  1d10+1 days
  21-22
  Flux of the
  Liver
  Reduce constitution
  1d10+1 days
  23-24
  Shivering in the
  Hands
  Reduce dexterity
  1d4 months or until cured by a 
  specific course of treatment
  25-26
  Tremors of the
  Buttocks
  Reduce intelligence
  1d4 weeks
  27-28
  Discoloration of the
  Scalp
  Reduce strength
  1d4 weeks
  29-30
  Hair growth of the
  Bones
  Reduced attack rate
  1d4 weeks or until cured by a 
  specific course of treatment
  31-32
  Crystallizations in the
  Jaw
  Reduced attack rate
  1d6 days
  33-34
  Liquefactions in the 
  Teeth
  Reduces movement rate
  1d6 days
  35-36
  Worms in the
  Gums
  Reduces movement rate
  1d6 days
  37-38
  Bleeding in the
  Stomach
  Reduces movement rate
  24 hours
  Table 3-122: Aversions
  Die Roll
  Aversion (d100)
  01-05
  A color: green, black, blue, etc.
  06-10
  Birds
  11-15
  Bug Type: scorpions, spiders, beetles, etc.
  16-20
  Carrying things
  21-25
  Clothing: a total aversion to clothing can lead to en-
  counters with local law enforcement
  26-30
  Combat
  31-35
  Common animal: mules, horses, cats, dogs, rats, or 
  another common type of animal
  36-40
  Crowds
  41-45
  Fire
  46-50
  Gems
  Die Roll
  Aversion (d100)
  51-55
  Light: either artificial or natural light
  56-60
  Oozy, slimy things
  61-65
  People with a particular hair color
  66-70
  Sharp things (including edged or pointy weapons)
  71-75
  Skeletons and bones
  76-80
  Small, flying creatures (bats, birds, etc)
  81-85
  Specific individual: usually another character
  86-90
  Stairs
  91-95
  Undead creatures, generally
  96-00
  Water
  Disease Tables
  Table 3-123: Physician’s Diagnosis of Normal Diseases
  Physicians are paid to come up with an authoritative-sounding diagnosis. The diagnosis might or might not actually correspond to the disease. 
  However, this table can be a quick way of generating the profile or symptoms of a normal or relatively minor disease.
  214
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Die Roll
  First Part of Diagnosis 
  (d100)
  Second Part of Diagnosis 
  (d100)
  Relevant Symptom -  
  temporary or permanent  
  depending on severity (d100)
  Natural Recovery Time 
  (d100)
  39-40
  Eructations of the
  Guts
  Reduces movement rate
  24 hours
  41-42
  Interior bruising of the
  Tendons
  Requires frequent pit stops
  24 hours
  43-44
  Interior strains of the
  Musculature
  Saving throw penalty
  Until cured with specific 
  course of treatment
  45-46
  Overextension of the
  Backbone
  Saving throw penalty
  Until magically cured
  47-48
  Distension of the
  Hips
  Saving throw penalty
  Until Midsummer Night
  49-50
  Swelling of the
  Chest cavity
  Temporary loss of experience 
  points or a level
  Until next phase of moon
  51-52
  Ingrowth of the
  Liver
  Affects damage rolls
  1 month, give or take 1d4 days
  53-54
  Incrustations of the
  Spleen
  Affects to-hit rolls
  1 month, give or take 1d4 days
  55-56
  Imbalances of the
  Blood vessels
  Affects to-hit rolls
  1d10+1 days
  57-58
  Overexcitement of the
  Intestines
  Blindness
  1d10+1 days
  59-60
  Undue humours in the
  Pancreas
  Can cause complete paralysis 
  (or other inability to act) in 
  stressful situations
  1d10+1 days
  61-62
  Gases within the
  Veins
  Causes sneezing or eructations 
  loud enough to attract wander-
  ing monsters
  1d10+1 days
  63-64
  Maladjustment of the
  Skin
  Causes sneezing or eructations 
  loud enough to attract wander-
  ing monsters
  1d10+1 days
  65-66
  Irruptions within the
  Extremities
  Chance to fail to make an 
  intended attack
  1d10+1 days
  67-68
  Morbidity of the
  Sinuses
  Clumsiness/ability to hold 
  items
  1d10+1 days
  69-70
  Ill-tendencies of the
  Joints
  Reduce charisma
  1d10+1 days
  71-72
  Spasms of the
  Throat
  Reduce constitution
  1d10+1 days
  73-74
  Inflammations of the
  Tonsils
  Reduce dexterity
  1d4 months or until cured by a 
  specific course of treatment
  75-76
  Growths within the 
  Appendix
  Reduce intelligence
  1d4 weeks
  77-78
  Blossomings of the
  Colon
  Reduce strength
  1d4 weeks
  79-80
  Excitability of the
  Lower extremities
  Reduced attack rate
  1d4 weeks or until cured by a 
  specific course of treatment
  81-82
  Hyperactivity of the
  Upper extremities
  Reduced attack rate
  1d6 days
  83-84
  Misalignments of the
  Brain
  Reduces movement rate
  1d6 days
  85-86
  Astrological misalignments 
  of the
  Liver
  Reduces movement rate
  1d6 days
  87-88
  Pustules of the
  Spleen
  Reduces movement rate
  24 hours
  89-90
  Imbalances of the
  Blood vessels
  Reduces movement rate
  24 hours
  91-92
  Irritation of the
  Intestines
  Requires frequent pit stops
  24 hours
  93-94
  Depression of the
  Stomach
  Saving throw penalty
  Until cured with specific 
  course of treatment
  95-96
  Sinking of the
  Guts
  Saving throw penalty
  Until magically cured
  97-98
  Immoderations of the
  Ears
  Saving throw penalty
  Until Midsummer Night
  99-00
  Irrationality of the
  Urinary tract
  Temporary loss of experience 
  points or a level
  Until next phase of moon
  Table 3-123: Physician’s Diagnosis of Normal Diseases - Continued
  215
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Table 3-125: Lethal and Virulent Diseases
  Die 
  Roll
  First Part of 
  Disease Name 
  (d100)
  Second Part of 
  Disease Name 
  (d100)
  Game Effect (d100)
  Due to Progressively Increasing… (d100)
  01-05
  The Blue
  Flux
  Progressive penalties to damage rolls
  Asphyxiation (or asphyxiation risk)
  06-10
  The Black
  Ague
  Progressive penalties on to-hit rolls
  Blindness (decay of nervous system or other 
  cause)
  11-15
  The Simmering
  Plague
  Progressively increasing chance to fail to make 
  attack (due to artificial inhibition)
  Decay of nervous system
  16-20
  The Noisome
  Fever
  Progressively increasing chance to drop any 
  items held
  Destroys guts (eventual death)
  21-25
  The Yellow
  Shivers
  Progressive loss of experience points
  Destroys respiratory system (eventual death)
  26-30
  The Crimson
  Tremors
  Progressive reductions in charisma
  Disintegration of the body into dust (eventual 
  death)
  31-35
  The Crystal
  Vomits
  Progressive reductions in   constitution
  Dissolves (eventual death)
  36-40
  The Dungeon
  Boils
  Progressive reductions in dexterity
  Hallucinations (decay of nervous system or 
  other)
  41-45
  The Watery
  Pimples
  Progressive reductions in intelligence
  Larva growth within body (eventual death)
  46-50
  The Slimy
  Paralysis
  Progressive reductions in strength
  Liquefies entire body (eventual death)
  51-55
  The Oozing
  Pustules
  Progressive saving throw penalties
  Internal bleeding
  56-60
  The Bovine
  Death
  Progressive reductions in movement rate
  Levels of fat in body
  61-65
  The Ecstatic
  Privates
  Causes progressive levels of confusion
  Weakness of bones
  66-70
  The Swelling
  Belches
  Causes progressive levels of an emotion (joy, 
  fear, rage, etc)
  Bending, twisting, or transformation of bones 
  (into crystal, stone, etc)
  71-75
  The Wormy
  Flux
  Causes progressive levels of paralysis, or 
  spreading paralysis
  Growth of plants or seeds within body
  76-80
  The Twitching
  Ague
  Progressive saving throw penalties
  Transformation of internal body tissue into 
  another substance (plant, mineral, etc)
  81-85
  The Zombie
  Plague
  Progressive saving throw penalties
  Body temperature until eventual combustion
  86-90
  The King’s 
  (50%) or the 
  Miner’s (50%)
  Fever
  Progressive saving throw penalties
  Cooling of the body temperature until convert-
  ing to ice
  91-95
  The Sapphire
  Shivers
  Progressive saving throw penalties
  Destruction of muscle tissue
  96-00
  The Noxious
  Tremors
  Progressive saving throw penalties
  Dehydration of the body
  Table 3-124: Specific Courses of Treatment for Normal Diseases
  Die Roll
  Course of Treatment (d100)
  01-05
  Poultices of an expensive and noxious substance (1d4 
  days)
  06-10
  Drinking one dose of a noxious liquid
  11-15
  Drink one dose of noxious liquid per day for 1d4 days
  16-20
  Course of leeching (each 1d4 days gives a 75% chance 
  of success)
  21-25
  Drinking the waters at (or of) a particular location for 
  1d4 days
  26-30
  Submersions in prepared water, once per day for 1d6 
  days
  31-35
  Steam baths from herb-prepared water once per day for 
  1d3 days
  36-40
  Exposure to light of a particular phase of the moon (could 
  require a wait of as much as 24 days for the right phase to 
  come around). Hope for good weather with no clouds.
  41-45
  Scourging and prayer for 1d4 days
  Die Roll
  Course of Treatment (d100)
  46-50
  Eating a strict dietary regimen (all meat, all vegetables, 
  large quantities of ale, etc)
  51-55
  Acupuncture for 1d4 days
  56-60
  Bloodletting for 1d6 days
  61-65
  Prescribed physical exercises for 1d6 days
  66-70
  Administration of lice, with cure expected to follow in 
  1d4 days
  71-75
  Poultices of an expensive and noxious substance (1d4 
  days)
  76-80
  Drinking one dose of a noxious liquid
  81-85
  Drink one dose of noxious liquid per day for 1d4 days
  86-90
  Course of leeching (each 1d4 days gives a 75% chance 
  of success)
  91-95
  Bloodletting for 1d6 days
  96-00
  Bloodletting for 1d6 days
   
   
  216
  BOOK THREE: DUNGEON DESIGN - TRICKS
  
  Die Roll
  Mechanical Trap Effect (d100)
  37-38
  Iron bar swings to hit
  39-40
  Ladder rungs break
  41-42
  Large object pulled or pushed to crush
  43-44
  Log swings to hit
  45-46
  Magnetism
  47-50
  Missile Trap (see Table 3-130)
  51-52
  Net (pull up, drop down)
  53-54
  Pit trap (see pits table)
  55-56
  Portcullis falls
  57-58
  Quicksand
  59-60
  Rolling ball
  61-62
  Room, fills with sand or gravel
  63-64
  Room, floods with water
  65-66
  Scything blade
  67-68
  Snare or noose, pulls sideways
  69-70
  Snare or noose, pulls up
  71-72
  Spiked ball (or other heavy object) swings to hit
  73-74
  Squirt-trap fires glue
  75-76
  Stairs break
  77-78
  Stone block, drops to block passage behind
  79-80
  Stone block, drops to crush
  81-82
  Stone cylinder (huge) rolls into trapped area
  83-84
  Surface turns into slide or chute
  85-86
  Trapdoor opens
  87-88
  Valve, releases gas (see Table 3-128)
  89-90
  Valve, releases liquid (see Table 3-129)
  91-92
  Vent, releases very strong wind or gust
  93-94
  Vent: releases gas (see Table 3-128)
  95-96
  Wall, close in
  97-98
  Wall, opens to release monsters
  99-00
  Webs
  Traps, Generally
  Traps are divided into basic traps, which usually offer a single type 
  of risk, and complex traps, which involve more than just the “trigger 
  + result” profile of a basic trap. Basic mechanical traps, without any 
  sort of complicated trigger, are the classic “hallway traps.” When they 
  are concealed in items or have complicated triggers, basic mechanical 
  traps are the staple form of a “room trap.”  Rigged natural features (a 
  basic trap), and all complex traps, are more unusual – but they can be 
  some of the most memorable parts of a dungeon level as long as they 
  aren’t overused. Too many traps can spoil a dungeon adventure by 
  slowing the characters (and the pace of the adventure) down to a slow 
  and boring crawl.
  Basic Mechanical Trap (Table 3-126)
  Basic Mechanical Trap, concealed (Tables 3-126 and 3-127)
  Basic Mechanical Trap, concealed, with complicated trigger 
  (Tables 3-126 and 3-127)
  Basic Trap, rigged natural feature (Table 3-134)
  Basic Trap, magical (Table 3-135)
  Complex Trap (Table 3-137)
  Basic Traps
  Basic Mechanical Traps
  Table 3-126: Basic Mechanical Traps
  Die Roll
  Mechanical Trap Effect (d100)
  01-02
  Adhesive, on surfaces
  03-04
  Alcove, guillotine blade
  05-06
  Area temperature change
  07-08
  Bear trap or other spring-loaded object
  09-10
  Breaking bridge
  11-12
  Caltrops
  13-14
  Ceiling drops
  15-16
  Ceiling lowers
  17-18
  Ceiling or floor becomes magnetic
  19-20
  Chemical reaction in floor, walls, or ceiling, releases 
  gas (see Table 3-128)
  21-22
  Door, falls to crush
  23-24
  Fire increases
  25-26
  Floor rises to meet ceiling
  27-28
  Floor, becomes magnetic
  29-30
  Floor, flips over
  31-32
  Floor, tilts toward something unpleasant
  33-34
  Grate, spiked, drops
  35-36
  Grease or other slippery substance
  Table 3-126: Basic Mechanical Traps - Continued
  Traps
  217
  
  Die Roll
  Trap Concealment (d100)
  Complicated Trigger (d100)
  01-02
  Alcove
  A chemical requires a certain level of coolness to remain inactive.  Nearby flames (such as 
  torches) cause it to react and activate the trap
  03-04
  Altar
  A chemical requires a certain level of heat to remain inactive.  Shadows cause it to react and 
  activate the trap
  05-06
  Aquarium
  A coating of grease covers a substance that heats up when exposed to air; if the grease is smeared, 
  the heat of the chemical reaction activates the trap
  07-08
  Barrel or cask
  A feather is suspended over a very delicate pressure plate.  If it is blown down by air currents, it 
  will activate the trap when it lands (so would other very light objects)
  09-10
  Bath or basin
  A glass globe (possibly quite small) contains a chemical that is highly reactive when exposed to 
  air.  If the globe breaks (and is still in the right place) the heat of the chemical reaction activates 
  the trap
  11-12
  Bed
  A hanging object or an object resting on the floor holds down a vertical tripwire.  If the object 
  is removed, the tripwire flies into the ceiling (probably due to a counterweight) and the trap is 
  activated
  13-14
  Book
  A highly reactive powder is located upon a heat sensor of some kind.  Body heat, oils in skin, or 
  exhaled carbon dioxide concentrations (three different triggers, here) cause the powder to react 
  and activate the heat sensor or burn through a thread
  15-16
  Bookshelves
  A part of the item can be moved, and contains a lever that activates the trap
  17-18
  Box or crate
  Acid container tips onto string; when spring snaps, trap is activated
  19-20
  Bridge
  Acid container tips onto string; when spring snaps, trap is activated
  21-22
  Cabinet
  Beam of light (possibly invisible, possibly not, possibly visible only with unusual type of vision) 
  has a “photoreceptor”: if the beam of light is broken, the trap is activated
  23-24
  Carpet or rug
  Beam of light (possibly invisible, possibly not, possibly visible only with unusual type of vision) 
  has a “photoreceptor.”  Something blocks the beam of light, but if that item is moved, the light 
  will hit the photoreceptor and activate the trap
  25-26
  Ceiling hook
  Beam of light (possibly invisible, possibly not, possibly visible only with unusual type of vision) 
  has a “photoreceptor”: if the beam of light is broken, the trap is activated
  27-28
  Chair or throne
  Beam of light (possibly invisible, possibly not, possibly visible only with unusual type of vision) 
  has a “photoreceptor.”  Something blocks the beam of light, but if that item is moved, the light 
  will hit the photoreceptor and activate the trap
  29-30
  Chest
  Blade cuts twine if moved
  31-32
  Corpse
  Blade cuts twine if moved
  33-34
  Dais, platform or stage
  Change-up.  A hammer is held suspended by a latch, which, if opened will cause the hammer to 
  strike an obvious pressure plate.  That pressure plate HAS to be hit in order to temporarily de-
  activate another, hidden, pressure plate in the floor.  The pressure plate in the floor is the one that 
  activates a trap.
  35-36
  Desk
  Flint sparks a trail of flammable powder to the triggering poin
  37-38
  Display case
  Flint sparks a trail of flammable powder to the triggering point
  39-40
  Door
  Guitar-type string, if plucked, establishes a frequency that breaks a little sliver of glass, activating 
  the trap
  41-42
  Door hinges
  Latch releases gears to begin moving, if the latch is accidentally pulled off its holder
  43-44
  Doorknob or latch
  Latch releases gears to begin moving, if the latch is accidentally pulled off its holder
  45-46
  Fireplace
  Piece of tubing contains gas or liquid under pressure.  The pressure keeps the trap from function-
  ing; if a stopper is removed (possibly attached to a wire or chain), the pressure is removed and the 
  trap activates.  Same result if the tubing is broken or pierced.
  47-48
  Flagstone in floor
  Pin (like that of a grenade) hold trap from functioning unless it is pulled from its socket
  49-50
  Forge or anvil
  Pin (like that of a grenade) hold trap from functioning unless it is pulled from its socket
  51-52
  Fountain
  Pressure plate with weight on it releases when weight removed
  53-54
  Idol or statue
  Pressure plate with weight on it releases when weight removed
  55-56
  Jar, pot, urn
  Pressure plate with weight on it releases when weight removed
  57-58
  Ladder
  Pressure plate: when depressed, the trap is activated
  59-60
  Lamp
  Pressure plate: when depressed, the trap is activated
  Table 3-127: Mechanical traps – Concealment, Complicated Triggers
  Not every mechanical trap will have a complicated trigger: most will operate by pressure plates and tripwires.
  218
  BOOK THREE: DUNGEON DESIGN - TRAPS
  
  Die Roll
  Trap Concealment (d100)
  Complicated Trigger (d100)
  61-62
  Machine
  Pressure plate: when depressed, the trap is activated
  63-64
  Manacles or chains
  Pressure plate: when depressed, the trap is activated
  65-66
  Mirror
  Pull-wire on item releases trap
  67-68
  Oven
  Pull-wire on item releases trap
  69-70
  Pedestal
  Pull-wire on item releases trap
  71-72
  Pews or benches
  Sliding bolt keeps hidden gears from moving unless the bolt is pulled from its socket
  73-74
  Pillar or column
  Sliding bolt keeps hidden gears from moving unless the bolt is pulled from its socket
  75-76
  Pool
  Sliver of blown glass contains a light beam or a corrosive liquid that activates the trap if the piece 
  of glass is broken
  77-78
  Portcullis
  Something is delicately balanced upon a button.  If it falls, the removal of weight lifts a pin and 
  activates the trap
  79-80
  Railing
  Spring releases trap
  81-82
  Ramp
  Spring releases trap
  83-84
  Stairs
  Trap is located on a balanced “seesaw” with another counterweight; if either item is removed, the 
  seesaw will press onto a trigger and activate the trap
  85-86
  Stove
  Trap is located on a balanced “seesaw” with another counterweight; if either item is removed, the 
  seesaw will pull up a chain and activate the trap
  87-88
  Sundial
  Trap is located on a balanced “seesaw” with another counterweight; if either item is removed, the 
  seesaw will press onto a trigger and activate the trap
  89-90
  Table
  Trap is located on a balanced “seesaw” with another counterweight; if either item is removed, the 
  seesaw will pull up a chain and activate the trap
  91-92
  Tapestry
  Tripwire activates trap when pulled
  93-94
  Taxidermy piece
  Tripwire activates trap when pulled
  95-96
  Telescope or kaleidoscope
  Tripwire activates trap when pulled
  97-98
  Toilets or privy
  Tripwire activates trap when pulled
  99-00
  Torch or sconce
  Water container in trap, if disturbed, splashes water onto reactive substance; chemical reaction 
  releases trap
  Table 3-128: Gases
  Die Roll
  Effect (d100)
  Behavior (d100)
  01-02
  Affects brain (confusion): causes random actions (temporary)
  Begins as heavier than airbut becomes lighter and rises
  03-04
  Affects brain (language): lose language or speech capability (tem-
  porary).
  Begins as heavier than air but becomes lighter and rises
  05-06
  Affects brain (rage): attack comrades (temporary)
  Begins as heavier than air but becomes lighter and rises
  07-08
  Affects muscles: can only carry half normal weight (permanent)
  Begins as heavier than air but becomes lighter and rises
  09-10
  Affects muscles: can only carry half normal weight (temporary)
  Begins as heavier than air but becomes lighter and rises
  11-12
  Affects muscles: causes damage penalty (permanent)
  Begins as lighter than air but becomes heavier and sinks
  13-14
  Affects muscles: causes damage penalty (temporary)
  Begins as lighter than air but becomes heavier and sinks
  15-16
  Affects muscles: movement rate reduced by half (permanent)
  Begins as lighter than air but becomes heavier and sinks
  17-18
  Affects muscles: movement rate reduced by half (temporary)
  Begins as lighter than air but becomes heavier and sinks
  19-20
  Affects nerves: causes to-hit penalties (permanent)
  Begins as lighter than air but becomes heavier and sinks
  21-22
  Affects nerves: causes to-hit penalties (temporary)
  Fills a cubic area, disperses rapidly
  23-24
  Affects nerves: saving throw penalties (permanent)
  Fills a cubic area, disperses rapidly
  25-26
  Affects nerves: saving throw penalties (temporary)
  Fills a cubic area, disperses rapidly
  27-28
  Affects nerves; palsy prevents character from being able to hold 
  onto anything (temporary)
  lls a cubic area, disperses rapidly
  29-30
  Affects skin: rash and itching (various effects possible, from combat 
  penalties to saving throws to taking off armor, to dropping held items - 
  long term but not permanent)
  Fills a cubic area, disperses rapidly
  Table 3-127: Mechanical traps – Concealment, Complicated Triggers - Continued
  219
  BOOK THREE: DUNGEON DESIGN - TRAPS
  
  Die Roll
  Effect (d100)
  Behavior (d100)
  31-32
  Attacks brain (intelligence): lowers intelligence (permanent)
  Fills a cubic area, lingers
  33-34
  Attacks brain (intelligence): lowers intelligence (temporary)
  Fills a cubic area, lingers
  35-36
  Attacks muscles: lowers strength (permanent)
  Fills a cubic area, lingers
  37-38
  Attacks muscles: lowers strength (temporary)
  Fills a cubic area, lingers
  39-40
  Attacks nerves: lowers dexterity (permanent)
  Fills a cubic area, lingers
  41-42
  Attacks nerves: lowers dexterity (temporary)
  Fills a particular radius, disperses rapidly
  43-44
  Attacks respiratory system: causes hit point damage (less with sav-
  ing throw)
  Fills a particular radius, disperses rapidly
  45-46
  Blindness gas
  Fills a particular radius, disperses rapidly
  47-48
  Burns skin: reduces charisma (permanent)
  Fills a particular radius, disperses rapidly
  49-50
  Burns skin: reduces charisma (temporary)
  Fills a particular radius, disperses rapidly
  51-52
  Causes depression and lethargy: affected characters won’t bother 
  going anywhere or fighting (temporary)
  Fills a particular radius, lingers
  53-54
  Damaging gas: more or less hit point damage depending on saving 
  throw.
  Fills a particular radius, lingers
  55-56
  Fear gas: combat penalties (temporary)
  Fills a particular radius, lingers
  57-58
  Fear gas: paralyzed (temporary)
  Fills a particular radius, lingers
  59-60
  Fear gas: run (temporary)
  Fills a particular radius, lingers
  61-62
  Flammable
  Lies near floor, lingers
  63-64
  Flammable: sticks to clothing and skin for ongoing damage if 
  ignited
  Lies near floor, lingers
  65-66
  Forgetfulness gas (possibly just role-played, or possibly a loss of 
  experience points or even levels).
  Lies near floor, lingers
  67-68
  Hallucination gas; 50% likelihood of attacking a double image of 
  opponents (temporary)
  Lies near floor, lingers
  69-70
  Hallucination gas; see friends as some sort of enemy (works best if 
  that sort of enemy is waiting for the gas to take effect before attack-
  ing) (temporary).
  Lies near floor, lingers
  71-72
  Hunger gas: consume all rations
  Rises near ceiling, lingers
  73-74
  Light sensitivity gas: light causes damage, but you still can’t see very 
  well in the dark (some sort of partial blindness) (temporary)
  Rises near ceiling, lingers
  75-76
  Pain gas: victims are incapacitated to some degree (e.g., drop  
  weapons, effectively paralyzed, or just subject to combat penalties).
  Rises near ceiling, lingers
  77-78
  Paralysis (temporary)
  Rises near ceiling, lingers
  79-80
  Poison
  Rises near ceiling, lingers
  81-82
  Poison
  Turns into liquid after a certain duration, and drains away
  83-84
  Poison
  Turns into liquid after a certain duration, and drains away
  85-86
  Poison
  Turns into liquid after a certain duration, and drains away
  87-88
  Poison
  Turns into liquid after a certain duration, and drains away
  89-90
  Poison
  Turns into liquid after a certain duration, and drains away
  91-92
  Removes oxygen from air (affects breathing and flames)
  Turns into solid powder after a certain duration
  93-94
  Sleep gas
  Turns into solid powder after a certain duration
  95-96
  Slow gas, causes all effects of a slow spell (temporary)
  Turns into solid powder after a certain duration
  97-98
  Tightens throat muscles, causing likelihood of unconsciousness
  Turns into solid powder after a certain duration
  99-00
  Transformation gas: slowly changes victim into a different form 
  established by the particular alchemical properties of the gas (e.g., 
  lycanthropy gas, giant bug gas, flesh-to-stone gas, etc.) (permanent)
  Turns into solid powder after a certain duration
  Table 3-128: Gases - Continued
  220
  BOOK THREE: DUNGEON DESIGN - TRAPS
  
  Die Roll
  Pit Type (d100)
  51-55
  Closes, locks, then shifts or rotates to be replaced with 
  new (empty) pit
  56-60
  Closes, locks, walls close to crush
  61-65
  Contains piranha, mutant sea bass, electric eels, etc.
  66-70
  Covered pit, spikes at bottom
  71-75
  Drops to another level of dungeon
  76-80
  Poison spikes at bottom
  81-85
  Uncovered pit
  86-90
  Uncovered pit, ooze or slime at bottom
  91-95
  Uncovered pit, snakes
  96-00
  Uncovered pit, spikes at bottom
   
  Table 3-132: Poison Effects Table (Lethal)
  Die Roll
  Effect of Lethal Poison (d100)
  01-02
  Adjusted by Constitution score: the victim will die in a 
  number of rounds (or hours, or days) equal to a die roll 
  plus his Constitution score.
  03-04
  Adjusted by level: the victim will die in a number of 
  rounds (or hours, or days) equal to a die roll plus his 
  level of experience.
  05-06
  Attribute Erosion (lethal): particular attribute is reduced 
  by 1 point per minute, with death occurring at 0; saving 
  throw completely negates effect; attribute loss is perma-
  nent unless restored by magic 
  07-08
  Attribute Erosion (lethal): particular attribute is reduced 
  by 1 point per minute, with death occurring at 0; saving 
  throw completely negates effect; attribute loss is not 
  permanent if poison effects are reversed
  09-10
  Attribute Erosion (lethal): particular attribute is reduced 
  by 1 point per hour, with death occurring at 0; saving 
  throw completely negates effect; attribute loss is perma-
  nent unless restored by magic 
  11-12
  Attribute Erosion (lethal): particular attribute is reduced 
  by 1 point per hour, with death occurring at 0; saving 
  throw completely negates effect; attribute loss is not 
  permanent if poison effects are reversed
  13-14
  Damage (lethal quantity): causes hit point damage each 
  hour for a predetermined number of days; saving throw 
  avoids effects completely
  15-16
  Damage (lethal quantity): causes hit point damage each 
  hour for a predetermined number of days; successful 
  saving throw reduces but does not eliminate damage
  17-18
  Damage (lethal quantity): causes hit point damage each 
  hour for a predetermined number of days; successful 
  saving throw means that damage is only inflicted once
  19-20
  Damage (lethal quantity): causes hit point damage each 
  minute for a predetermined number of minutes; saving 
  throw avoids effects completely
  21-22
  Damage (lethal quantity): causes hit point damage each 
  minute for a predetermined number of hours; saving 
  throw avoids effects completely
  23-24
  Damage (lethal quantity): causes hit point damage each 
  minute for a predetermined number of minutes; success-
  ful saving throw reduces but does not eliminate damage
  Table 3-129: Trap Liquids
  Die Roll
  Nature of Liquid (d100)
  01-10
  Alchemical (saving throw or percentage chance to 
  cause an effect – possibly randomized)
  11-20
  Fast-hardening resin or concrete
  21-30
  Gasoline/kerosene
  31-40
  Greek fire
  41-50
  Oil (non-flammable)
  51-60
  Plaster
  61-70
  Slime
  71-80
  Soup or stew
  81-90
  Viscous/quasi-gel
  91-00
  Water
  Table 3-130: Missile Traps
  Die Roll
  Missile Type (d100)
  Special - Optional (d100)
  01-05
  Arrows
  Attached to cable or chain 
  for pulling back
  06-10
  Arrows
  Coated in acid
  11-15
  Ballista bolt
  Disease carrier
  16-20
  Bladed disk or shuriken
  Explosive
  21-25
  Bolts
  Poisoned (lethal)
  26-30
  Cannonball
  Poisoned (non-lethal)
  31-35
  Catapult stone
  None
  36-40
  Darts
  None
  41-45
  Darts
  None
  46-50
  Grappling hook
  None
  51-55
  Grenade
  None
  56-60
  Harpoon
  None
  61-65
  Lasso
  None
  66-70
  Net
  None
  71-75
  Shrapnel
  None
  76-80
  Sling bullet
  None
  81-85
  Sling stone 
  None
  86-90
  Spear
  None
  91-95
  Spiked cannonball
  None
  96-00
  Spiked log
  None
   
   
  Table 3-131: Pits
  Die Roll
  Pit Type (d100)
  01-15
  Normal pit (covered)
  16-20
  Closes and locks
  21-25
  Closes, contains liquid (see Table 3-129)
  26-30
  Closes, locks, floods
  31-35
  Closes, locks, poison spikes at bottom
  36-40
  Closes, locks, sinks down like elevator
  41-45
  Closes, locks, snakes or centipedes inside
  46-50
  Closes, locks, spikes at bottom
  Table 3-131: Pits - Continued
  221
  BOOK THREE: DUNGEON DESIGN - TRAPS
  
  Die Roll
  Effect of Lethal Poison (d100)
  55-56
  Internal damage (increasing): if the victim fails a saving 
  throw, he suffers internal damage and has a 10% chance 
  of dying when he next takes damage from a wound, 
  spell, fall, or other source of hit point damage.  The next 
  wound has a 15% chance of killing him, the next wound 
  a 20% chance, and so on.  (A stronger poison might have 
  a higher initial chance of death or cumulate at more than 
  5% per wounding).
  57-58
  Internal damage (lethal): if the victim fails a saving 
  throw, he suffers internal damage and has a 10% chance 
  of dying each time he takes damage from a wound, spell, 
  fall, or other source of hit point damage.  (A stronger 
  poison might have a higher chance of death).
  59-60
  Internal damage (saving throw/level based - progres-
  sive): if the victim fails a saving throw, he suffers inter-
  nal damage and must make a saving throw every time he 
  suffers damage from another source.  Failing the saving 
  throw indicates that the damage caused by the poison 
  causes death (from a weakened artery, stomach lining, 
  etc).  Each saving throw has a cumulative –1 penalty.
  61-62
  Internal damage (saving throw/level based): if the victim 
  fails a saving throw, he suffers internal damage and must 
  make a saving throw every time he suffers damage from 
  another source.  Failing the saving throw indicates that 
  the damage caused by the poison causes death (from a 
  weakened artery, stomach lining, etc).
  63-64
  Lethal (don’t eat): failed saving throw means the charac-
  ter has a 25% chance of dying every time he eats
  65-66
  Lethal (don’t eat): failed saving throw means the charac-
  ter will die the next time he eats food
  67-68
  Lethal (don’t sleep): failed saving throw means the 
  character has a 25% chance of dying whenever he sleeps 
  unless the poison is reversed.
  69-70
  Lethal (don’t sleep): failed saving throw means the 
  character will succumb to the poison and die when he 
  next sleeps.
  71-72
  Lethal (stay out of the sun): failed saving throw means 
  the character takes damage from sunlight (some number 
  of points per hour’s exposure) and those hit points can-
  not be healed unless the poison itself is removed from 
  the system.
  73-74
  Lethal, delayed by level: failed saving throw means that 
  the character will die in a number of combat rounds 
  equal to his level.
  75-76
  Lethal, delayed by level: failed saving throw means that 
  the character will die in a number of hours equal to his 
  level.
  77-78
  Lethal, delayed: failed saving throw means death in a 
  certain number of combat rounds
  79-80
  Lethal, delayed: failed saving throw means death in a 
  certain number of hours
  81-82
  Lethal, delayed: failed saving throw means death in a 
  random number of combat rounds
  83-84
  Lethal, delayed: failed saving throw means death in a 
  random number of hours
  85-86
  Lethal: Instant death; saving throw avoids effects com-
  pletely
  87-88
  Lethal: Instant death; successful saving throw means 
  damage but not death
  Die Roll
  Effect of Lethal Poison (d100)
  25-26
  Damage (lethal quantity): causes hit point damage each 
  minute for a predetermined number of hours; successful 
  saving throw reduces but does not eliminate damage
  27-28
  Damage (lethal quantity): causes hit point damage each 
  minute for a predetermined number of minutes; successful 
  saving throw means that damage is only inflicted once
  29-30
  Damage (lethal quantity): causes hit point damage each 
  minute for a predetermined number of hours; successful 
  saving throw means that damage is only inflicted once
  31-32
  Damage (lethal quantity): causes hit point damage each 
  round for a predetermined number of rounds; saving 
  throw avoids effects completely
  33-34
  Damage (lethal quantity): causes hit point damage each 
  round for a predetermined number of rounds; successful 
  saving throw reduces but does not eliminate damage
  35-36
  Damage (lethal quantity): causes hit point damage each 
  round for a predetermined number of rounds; successful 
  saving throw means that damage is only inflicted once
  37-38
  Damage (lethal quantity): causes hit point damage each 
  round, forever; saving throw avoids effects completely
  39-40
  Damage (lethal quantity): causes hit point damage each 
  round, forever; successful saving throw reduces but does 
  not eliminate damage
  41-42
  Damage (lethal quantity): causes hit point damage each 
  round, forever; successful saving throw means that dam-
  age is only inflicted once
  43-44
  Damage from activity: failed saving throw means the 
  character takes a certain number of hit points damage 
  per hour, but physical exertion (moving, fighting, spell 
  casting) causes additional damage per combat round.
  45-46
  Damage from activity: failed saving throw means the 
  character takes a certain number of hit points damage per 
  hour, but physical exertion (moving, fighting, spell casting) 
  requires an additional saving throw to avoid instant death.
  47-48
  Damage from spell casting: failed saving throw means 
  the character takes a certain number of hit points dam-
  age per hour (eventually lethal, but very slow), but also 
  takes hit point damage whenever he casts a spell (prob-
  ably dependent on the power of the spell).  None of the 
  damage caused by spell casting can be healed unless the 
  poison is removed from the system.
  49-50
  Experience Point Erosion (lethal): failed saving throw 
  means that character loses a particular number of 
  experience points every hour until reaching 0 (death).  
  The more lethal the poison, the higher the number of 
  experience points lost each hour.  Experience point loss 
  is permanent unless restored.
  51-52
  Experience Point Erosion (lethal): failed saving throw 
  means that character loses a particular number of experi-
  ence points every hour until reaching 0 (death).  The 
  more lethal the poison, the higher the number of experi-
  ence points lost each hour.  Experience points return (at 
  some rate) if the poison is neutralized.
  53-54
  Internal damage (ability score based): if the victim fails 
  a saving throw, he suffers internal damage and must 
  make a “check” against his constitution score every 
  time he suffers damage from another source.  Failing 
  the check (rolling higher than the ability score on a d20) 
  indicates that the damage caused by the poison causes 
  death (from a weakened artery, stomach lining, etc).
  Table 3-132: Poison Effects Table (Lethal) - Continued
  Table 3-132: Poison Effects Table (Lethal) - Continued
  222
  BOOK THREE: DUNGEON DESIGN - TRAPS
  
  Note that “mental” effects of poisons are short term – that would in-
  dicate insanity, which is much more linked with magic than poisons 
  are – a “poison” is something that works non-magically.  Magical poi-
  sons should be thought of as potions, and dreamed up using that kind 
  of mental framework, so you don’t accidentally blend all your types 
  of threats together.  When all types of threats can result in all types 
  of consequences, you have removed the unique nature of “poison” vs. 
  “curse,” vs. “disease,” etc.  Physical effects can generally be short term 
  (very weak poisons, or the side effect of making a saving throw against 
  a very strong poison) or long term (probably the result of failing a save 
  – long term effects as an automatic minimum result of poison would 
  indicate a poison of quasi-mythical potency and will understandably 
  tick off your players).
  Die Roll
  Non-Lethal Poison Effect (d100)
  01-10
  Affects ability score(s) (short or long term)
  11-20
  Affects saving throws across the board (short or long 
  term)
  21-30
  Blindness (short or long term)
  31-40
  Catatonia (long or short term)
  41-50
  Confusion (short term)
  51-60
  Deafness (short or long term)
  61-70
  Incapacitated by pain
  71-80
  Paralysis or catatonia (long or short term)
  81-90
  Rage or berserking (short term)
  91-00
  Reduced ability to resist disease (penalty to saving 
  throw) (short or long term)
  Die Roll
  Effect of Lethal Poison (d100)
  89-90
  Level Erosion (lethal): failed saving throw means that 
  the character loses a level and continues to lose more 
  levels (perhaps one per day) until reaching 0 (death).  
  Level loss is permanent unless the levels are restored.  
  Note: levels tend to be associated with life force, so 
  this sort of poison would likely be associated with the 
  undead, planes of shadow, or other such supernatural 
  forces.  Mere loss of memory would be better addressed 
  with a poison that erodes experience points rather than 
  experience levels
  91-92
  Level Erosion (lethal): failed saving throw means that 
  the character loses a level and continues to lose more 
  levels (perhaps one per day) until reaching 0 (death).  
  Levels are regained (at some rate) if the poison is neu-
  tralized.
  93-94
  Percentile chance of death (eroding): Each hour, the 
  victim has a percentage chance of dying instantly (the 
  percentile chance corresponding to the strength of the 
  poison).  The percentile chance increases each hour.  
  Example: if the victim fails a saving throw, he has a 10% 
  chance of dying immediately; if he survives, he must 
  make a check every subsequent hour, with the first check 
  at 15%, the second check at 20%, etc.
  95-96
  Percentile chance of death: Each hour, the victim has 
  a percentage chance of dying instantly (the percentile 
  chance corresponding to the strength of the poison).
  97-98
  Saving throw checks (eroding): a failed saving throw 
  means the character starts the process of dying, but can 
  stave it off for a while – each hour, the character must 
  make a saving throw or die instantly.  Also, each hour, a 
  cumulative –1 penalty is added to that die roll.
  99-00
  Saving throw checks: a failed saving throw means the 
  character starts the process of dying, but can stave it off 
  for a while – each hour, the character must make a sav-
  ing throw or die instantly.
  Table 3-133: Poison Effects (Non-Lethal) - Continued
  Table 3-132: Poison Effects Table (Lethal) - Continued
  223
  BOOK THREE: DUNGEON DESIGN - TRAPS
  
  Basic Traps (Rigged Natural Features)
  The above trap tables are great for generating a huge variety of mechanical traps, but sometimes a trap is constructed by taking advantage of an 
  already existing, inherently dangerous feature of the terrain – and making it more dangerous for people who don’t know the right way to handle it. 
  For traps like these, roll on the following table (which is a repeat of one of the trick tables, but used differently):
  Table 3-134: Basic Traps (Rigged Natural Features)
  Die Roll
  Dangerous Feature that has been “Rigged” (d100)
  Method of Rigging the Obstacle (d100)
  01-05
  Chasm blocking path
  Something pushes you into it
  06-10
  Cliff face or wall requires climbing
  Something collapses you into it
  11-15
  Crumbling ceiling or walls
  Something pulls you into it
  16-20
  Crumbling floor
  There is a fake “safe” path that isn’t the safe path
  21-25
  Dangerous-looking bridge over chasm or river
  There is a monster placed in a strategic location
  26-30
  Force field or other magical barrier
  There is a mechanical trap placed in a strategic location
  31-35
  Geysers of hot water or lava
  Something compels you into it (e.g., magical charm)
  36-40
  Hot area (volcanic or other)
  Something slides you into it
  41-45
  Illusion of another type of obstacle
  Something lifts you into it
  46-50
  Misty area with poor visibility
  Something shakes you into it (loss of footing, probably)
  51-55
  Pathway/walkway leads up the side of a cliff face
  Something guides you into it
  56-60
  Pit blocking path
  Something makes you abnormally reckless
  61-65
  Quicksand
  Something reduces your ability to cope with the risk (affecting 
  ability scores, effective level, saving throws, etc)
  66-70
  River blocks path
  Something reaches out from within it
  71-75
  Rivulet or water channel crosses path
  It is used as a missile-fire ambush
  76-80
  Slippery slope
  Some device, spell, or construction has been used to make it 
  harder to get out of the danger zone once involved
  81-85
  Tall ceiling with overhead risks
  Something rotates or shifts to make the obstacle more dangerous
  86-90
  Thorns, undergrowth, or dangerous fungus growths
  Something affects sense of direction, sense of sight, or physi-
  cal balance in or near the danger zone; to make damage more 
  likely, or to prolong exposure to damage
  91-95
  Venting steam, bad air, or dangerous gases
  A “safe” path only works for the first couple of people, after 
  which it becomes dangerous or impassable
  96-00
  Wall or fence blocks path
  Another danger acts to herd the party into the natural danger 
  zone (lightning strikes, hordes of rats, roiling gas, etc).
   
  Basic Traps (Magical)
  Magical traps are those with a non-mechanical effect or a non-mechanical trigger.  In addition to the trap’s actual effect, there will often be some 
  sort of special effect that goes with it (See Table 3-136). 
  Table 3-135: Basic Traps (Magical)
  Die Roll
  Profile of Trap (d100)
  Magical Trap Trigger (d100)
  Magical Trap Effect (d100)
  01-10
  Complicated Mechanical Trigger (roll 
  on Table 127) Magical Effect (roll on 
  column 3)
  Alignment-detector, species-detector, or character-
  class detector
  Anti-gravity or levitation
  11-20
  Magical Trigger (Column 2) Mechanical 
  Effect (Roll on Table 126)
  Area is being scryed (by crystal ball or similar device) 
  and the trap can be manually activated by the creature 
  monitoring the area
  Confuses
  21-30
  Magical Trigger (Column 2) Mechanical 
  Effect (Roll on Table 126)
  Beams of light activate trap when broken
  Curses (see Table 3-118)
  31-40
  Magical Trigger (Column 2) Mechanical 
  Effect (Roll on Table 126)
  Carving, gem, or other feature can “see” intruders and 
  has enough intelligence to discern friend or foe (possi-
  bly it could be fooled by disguises, depending on what 
  it has been told to watch for)
  Elemental damage
  224
  BOOK THREE: DUNGEON DESIGN - TRAPS
  
  Die Roll
  Special Effect (d100)
  01-02
  A change in mental processes
  03-04
  A change to the skin
  05-06
  A sphere of elemental substance: earth, fire, air or water
  07-08
  A sphere of force or light
  09-10
  Affects internal organs or brain
  11-12
  Can be avoided with the use of certain words
  13-14
  Certain people are unaware of the trap having functioned
  15-16
  Chiming sound
  17-18
  Darkness, shadows, or intense illumination
  19-20
  Dreams or visions
  21-22
  Fire (oddly colored)
  23-24
  Floating image or a person, monster, or animal
  25-26
  Floating motes of light
  27-28
  Frost or ice
  29-30
  Glowing metal
  31-32
  Involves a gem (possibly implanted)
  33-34
  Involves a glass or metal bottle in some way
  35-36
  Involves a large piece of cloth such as a tapestry, cloak, 
  or carpet
  37-38
  Involves a mirror, lens, window, or glass ball
  39-40
  Involves a mouth making sound, or another obvious 
  source of sound such as a musical instrument
  41-42
  Involves a pattern on the walls or ceiling
  43-44
  Involves a snake, serpentine movement, or a twisting path
  45-46
  Involves a water source such as a fountain, river, or pool
  47-48
  Involves an hourglass, sundial, or other timekeeping 
  device (tick, tock…)
  49-50
  Involves disorientation in space
  Die Roll
  Special Effect (d100)
  51-52
  Involves eyes
  53-54
  Involves memory
  55-56
  Involves movement up or down in some way
  57-58
  Involves paper or parchment
  59-60
  Involves pictures on the walls or floor
  61-62
  Involves plant matter (probably growing suddenly from 
  nowhere)
  63-64
  Involves runes, possibly glowing, possibly part of the 
  trap’s trigger
  65-66
  Involves the forward or backward movement of time
  67-68
  Involves the movement of several disks
  69-70
  Involves the movement of stone
  71-72
  Involves the movement or sand, powder, or dirt
  73-74
  Involves the sudden appearance of an animal
  75-76
  Involves wine
  77-78
  Involves wood
  79-80
  Light beams
  81-82
  Light glow (strangely colored) 
  83-84
  Rope, spider webs, tendrils, or tentacles
  85-86
  Sleet or hail
  87-88
  Sparks
  89-90
  Takes effect slowly and can be avoided with the proper 
  actions
  91-92
  Thorns or needles
  93-94
  Thunderclap
  95-96
  Unwittingly gives clue or revelation as a side effect
  97-98
  Uses fear in the trap’s functioning or effects
  99-00
  Uses rage or anger in the trap’s functioning or effects
  Die Roll
  Profile of Trap (d100)
  Magical Trap Trigger (d100)
  Magical Trap Effect (d100)
  41-50
  Magical Trigger (Column 2) Magical Ef-
  fect (Column 3)
  Clouds or curtains of mist activate trap when agitated
  Enchants
  51-60
  Magical Trigger (Column 2) Magical Ef-
  fect (Column 3)
  Magical speech requests password and activates trap 
  if the proper response is not given. There are some 
  less-common variations on this: in some cases the trap 
  might only activate if a specific wrong response is 
  given; or it might require both a password and posses-
  sion of a specific object.
  Imprisons
  61-70
  Magical Trigger (Column 2) Magical Ef-
  fect (Column 3)
  Object “sends a message” that activates a trap when 
  the object is picked up, opened, etc.
  Lethal
  71-80
  Magical Trigger (Column 2) Magical Ef-
  fect (Column 3)
  Presence of intelligence activates trap
  Paralysis
  81-90
  Mechanical trigger (simple) with conceal-
  ment (Roll on Table 127)
  Presence of life activates trap
  Teleports
  91-00
  Mechanical Trigger (simple, such as trip-
  wire) Magical Effect (roll on column 3)
  Temperature alterations (including body heat) activate 
  trap
  Transforms
  Table 3-136: Magical Trap Special Effects
  Table 3-135: Basic Traps (Magical) - Continued
  225
  BOOK THREE: DUNGEON DESIGN - TRAPS
  
  Complex Traps
  Complex traps are traps with four or even five elements. 
  The Draw: This first stage might or might not be present; it is a mechanism that brings the party into the area where the trap can take effect and/
  or triggers the trap. 
  The Prison: The second stage is virtually always present; an element that holds the characters in place or in a particular location. 
  The Kill Mechanism: The third stage is an element that kills them slowly in that location. 
  The Kill-switch: The fourth element, which is virtually always present in a slow-kill trap, is a kill switch or mechanism of escape. 
  The Complication: The fifth element, which will not always be present, is a distraction or complication.
  Table 3-137: Overall Profile for Complex Trap
  Die Roll
  First Stage - The Draw 
  (1d6)
  Second Stage - The 
  Prison (1d6)
  Third Stage - The Kill 
  Mechanism (1d6)
  Fourth Stage - Kill-
  Switch or Escape 
  Hatch (1d6)
  Fifth Stage - Compli-
  cation (1d6)
  1-2
  Physical or Magical 
  Draw (See Table 3-138)
  Whole party blocked 
  from retreat
  Progressive gas effect
  Mechanical escape 
  hatch
  Monsters or progressive 
  physical immobilization
  3-4
  Greed (the promise or 
  appearance of treasure ei-
  ther brings the party into 
  the area or attempting to 
  get it triggers the trap)
  Party physically divided 
  from each other
  Slow-moving mechani-
  cal
  Kill-switch or magical 
  escape
  Progressive magically-
  induced weakness or 
  immobilization
  5-6
  None
  Some (or all) of party 
  immobilized
  Repeated mechanical, 
  monster, or magical 
  attacks
  Automatic Timer and 
  Reset
  Backup third-stage kill 
  (roll a second time on 
  column three)
   
  Table 3-138: Trap Draws (Physical Draws)
  Die Roll
  Form of Trickery (d100)
  01-10
  Charm or enchanted singing pulls party members toward trapped area
  11-20
  Gravitational or magnetic effect pulls or pushes party or certain members
  21-30
  Harmless gas or illusionary peril tries to herd party into trapped area
  31-40
  High wind or vacuum blows party into trapped area (50%) or an interesting vehicle the party has been riding suddenly heads for 
  this area (50%)
  41-50
  Pit opens
  51-60
  Pit opens
  61-70
  Ropes, vines, tentacles, or ejected webs catch party members and pull them
  71-80
  Slide or chute opens, or architectural feature turns into a slide or chute
  81-90
  Slide or chute opens, or architectural feature turns into a slide or chute
  91-00
  Teleportation, or dimensional gateway or device, transports party
   
  Table 3-139: Trap Prisons
  Die Roll
  Trap Blocks Exit (d100)
  Trap Divides Party (d100)
  Trap Immobilizes Party Members 
  (d100)
  01-08
  Chasm, cracks, or gaps in floor open 
  behind party
  Chasms, cracks, or gaps in floor open
  Entangling (webs, tentacles, ropes, 
  chains, plants, etc)
  09-16
  Wall(s) moves to block exit
  Walls move to divide up the area
  Paralyzing
  17-24
  Thorns or plants grow or move to block 
  exit
  Thorns or plants grow in the trap area 
  to divide party and possibly immobilize 
  some of them by entangling
  Grabbing (bear traps, magical arms, 
  tentacles, etc)
  25-32
  Wall of fire, ice, or wind, or a body of 
  water, forms behind the party
  Fire or ice forms to physically divide 
  the party from each other. Damage is 
  possible.
  Transformation-type attack (stone to flesh 
  beams, etc)
  226
  BOOK THREE: DUNGEON DESIGN - TRAPS
  
  Die Roll
  Trap Blocks Exit (d100)
  Trap Divides Party (d100)
  Trap Immobilizes Party Members 
  (d100)
  33-40
  Snakes, insects, or monster appear behind 
  party to block off exit
  Bars, grates, or portcullises emerge or 
  fall in a pattern intended to separate party 
  members from each other
  Adhesives
  41-48
  Bars, grates, or portcullises trap the entire 
  party in an area
  Ropes or chains emerge to separate party 
  members
  Cage(s) fall, rise, or form, attempting to 
  capture individuals
  49-56
  Party is shifted into a dimensional pocket
  Certain party members are trapped in 
  different time-speeds, caught in other di-
  mensions (although still visible), or stasis 
  fields separate the party.
  Pits open to catch individual party 
  members
  57-65
  Dangerous glyphs form behind party, or 
  the thing they are written upon is physi-
  cally moved behind party
  Force fields separate party members 
  (walls, globes, etc)
  Ice, glass, Lucite, plaster, amber, harden-
  ing mud, rapidly-solidifying stone or 
  resin is used in an attempt to immobilize 
  some or all party members
  66-74
  Force field forms behind party
  Beams or rays of magical power separate 
  the party, and are the equivalent of an 
  electrical fence if touched (paralysis or 
  damage being the most obvious results, 
  although the field is open for weirder 
  beams)
  Mental inability to move (confusion, 
  rage, fear) is directed at party
  75-83
  Frictionless or greased surfaces make 
  escape very hard (probably a slope or 
  cliff is involved as well)
  Party members shrink in size and are now 
  separated by great distances. Alternative-
  ly, some dimensional effect causes a fake 
  distance effect between them
  Certain party members are trapped in 
  different time-speeds, caught in other di-
  mensions (although still visible), or stasis 
  fields separate the party.
  84-92
  Party is swallowed by something (ar-
  chitectural, demonic, or even animal). 
  Alternatively, powerful monsters (or even 
  invulnerable ones) that don’t attack (prob-
  ably constructs, elementals, or undead) 
  move to guard the exit. They might respond 
  if pushed; this isn’t as unfair as it sounds – 
  remember, they are serving as a wall, and 
  walls are essentially invulnerable, too.
  Powerful monsters emerge and push the 
  party members into cells (or something 
  equivalent), then leave. It’s possible but 
  highly unlikely the party can beat them, 
  but the monsters don’t actually attack, 
  either. Undead or constructed monsters 
  work best for this. The other possibility 
  is a virtually unbeatable horde of lesser 
  monsters that also don’t actually attack, 
  just put the party into the cells.
  Stunning by loud noise, horrid sight, 
  physical blow, etc.
  93-00
  Party is turned into gas and sucked 
  through small opening (probably recon-
  stituting on the other side)
  Bars, grates, or portcullises emerge or 
  fall in a pattern intended to separate party 
  members from each other
  Sleep or magical enchantment
   
   
  Table 3-140: Trap Kill-Mechanisms
  Die Roll
  Progressive Gas Effect - while exposed (d100)
  Slow-Moving Mechanical (d100)
  Repeated Attacks (d100)
  01-10
  Periodical unavoidable loss of hit points  
  (a set number, probably low)
  Closing walls or other means of shrinking 
  the enclosure until everyone is crushed. 
  Includes slowly advancing steamrollers, 
  etc.
  Missile traps fire periodically into 
  area
  11-20
  Periodical unmodified saving throws  
  (until failure)
  Area slowly fills with water or other 
  liquid. Note: if the party is separated, 
  this could also involve lowering them 
  into something at random rates, differ-
  ent times, etc. Alternatively, the floor is 
  quicksand or some other substance that 
  people sink into.
  Rocks or heavy objects fall  
  periodically into area
  21-30
  Declining ability score (death at 0), with decline 
  happening upon failed attribute check or saving 
  throw
  Area fills with something that causes slight 
  but progressively increasing damage (e.g., 
  biting bugs or very weak poison gas)
  Monsters are periodically released 
  into area
  31-40
  Periodical random drops in experience  
  (death at 0, effects temporary if survived)
  Cutting or slicing implements move 
  slowly across area (top to bottom or side 
  to side)
  Swinging arms (or similar, such as 
  wrecking balls) make periodical 
  attacks
  Table 3-139: Trap Prisons - Continued
  227
  BOOK THREE: DUNGEON DESIGN - TRAPS
  
  Die Roll
  Progressive Gas Effect - while exposed (d100)
  Slow-Moving Mechanical (d100)
  Repeated Attacks (d100)
  41-50
  Periodical unmodified “attribute checks” (until 
  failure)
  Slowly increasing heat or cold
  Area-effect spells go off in the area 
  periodically (very weak fireballs, 
  for example)
  51-60
  Periodical saving throws with cumulative pen-
  alty added each time
  Air is slowly sucked out of the area
  Area-effect spells go off, but only 
  in parts of the area – if you’re 
  standing in the right place at that 
  time, you’re safe.
  61-70
  Loss of hit points each time a periodical saving 
  throw fails (a random or set number of hit points 
  each time)
  Area slowly fills with deadly poison gas 
  that is either heavier or lighter than air 
  (keep your head high or low, respec-
  tively).
  Walls, ceiling, or floor suddenly 
  contract, rise, or fall, but only in 
  certain areas. This might only 
  cause damage, or might actually be 
  lethal if you’re in the wrong place 
  at the wrong time.
  71-80
  Series of flat percentile chances to die or be 
  affected by other measurement such as drop in 
  ability score, hit points, or experience points 
  down toward death.
  Objects are pushed into room one at a 
  time. Eventually there won’t be more 
  room, and anyone inside will be crushed 
  as more objects are forced in.
  Dangerous liquids (boiling water, 
  slime, etc) squirt or pour into 
  certain parts of the area at random 
  intervals.
  81-90
  A series of “steps,” each associated with a 
  greater level of inability to act (e.g., laughter 
  causing lower ability to mess with the escape 
  hatch). Characters move to the next step based 
  on periodical saving throws, percentile chances, 
  or ability checks.
  An obviously deadly mechanism in the 
  middle of the area is counting down until 
  it operates – as shown by an hourglass or 
  some other way of communicating the 
  slow building-up of the threat.
  Flames, electricity, or blasts of 
  frost shoot into random areas at 
  random intervals
  91-00
  Periodical loss of hit points, random number 
  each time
  Really dangerous monster (like a demon) 
  slowly begins to coalesce in the area
  Spears or very long spikes stick 
  out into the area at random
  Table 3-140: Trap Kill-Mechanisms - Continued
  Table 3-141: Kill-Switches and Escape Hatches
  A kill-switch is a way of turning off a trap, either before it springs or 
  once it is already in operation.  In slow-killing traps, it can be a matter 
  of life or death to figure out how the kill-switch operates (or where it 
  is). Escape hatches usually have to be figured out or found as well, but 
  instead of turning off the trap, they allow people to exit before being 
  killed or harmed.
  Die Roll
  Working the Kill-switch (d100)
  01-25
  Use the Architectural Trick tables (Table 3-84 or 3-85)
  26-50
  Use the Unusual Mechanism table (Table 3-32)
  51-75
  Treat the kill-switch as a Wager Trick (Table 3-108)
  76-99
  There is a Magical Thing trick in the area where the 
  characters are trapped, and it has a way to let them out 
  (Table 3-97 and following tables)
  00
  Unusual Method: Flip coin each round until “tails” 
  comes up, player draws a card each round until getting a 
  spade, player draws card each round until the results to-
  tal 50, game of rack/paper/scissors, or any other method 
  you can dream up. This can add a lot of spice to a tense 
  situation.
   
  Table 3-142: Progressive Magically-Induced Weaknesses
  Die Roll
  Magically-Induced Weakness (d100)
  01-02
  Acid Damage Magical acid is involved with the trap as a 
  secondary feature or complication. If the victim fails some 
  sort of check (morale, saving throw, percentile chance, etc) 
  he may be subject to such things as (1) becoming unable to 
  act due to pain, (2) becoming temporarily blind, (3) having 
  his equipment damaged, or (4) taking normal damage.
  Die Roll
  Magically-Induced Weakness (d100)
  03-04
  Adhesiveness and Friction.  Magical adhesiveness or 
  slipperiness is involved with the trap as a secondary 
  feature.
  05-06
  Affect Ground or Rock.  Rock might be turning to 
  mud (or changing back), or some other magical effect is 
  working upon the stone in the area while the characters 
  try to escape.
  07-08
  Affect Metal. Magical properties of the trap are affecting 
  metal while the characters try to escape. This could in-
  clude causing the metal to animate, affecting it as a mag-
  net, making it rust, heating it up, chilling it to deadly low 
  temperatures, causing it to conduct electricity, shaping it 
  at will, making it brittle, changing its physical properties, 
  causing it to constrict, or some combination thereof.
  09-10
  Affect Wood. The trap can animate wooden items, caus-
  ing them to attack the party.
  11-12
  Affect Wood. The trap’s properties, magical or alchemi-
  cal) affect wood in such a way as to make it brittle or 
  bend it. If the means of escaping the trap involve 
  something made of wood, this might create a serious race 
  against time.
  13-14
  Affects the Use of Limbs.  Whether it is because of 
  extreme cold, a spell, or some other magical means, it is 
  difficult to use one’s limbs while trapped, and it becomes 
  more difficult as time passes. This could be due to any-
  thing from a clumsiness curse, to confusion, to intense 
  cold, to twitching movements. 
  15-16
  Animate Objects.  The trap includes some objects that 
  animate and attack the party.
  Table 3-142: Progressive Magically-Induced Weaknesses 
  - Continued
  228
  BOOK THREE: DUNGEON DESIGN - TRAPS
  
  Die Roll
  Magically-Induced Weakness (d100)
  17-18
  Asphyxiation.  The magical part of the trap removes 
  or reduces the target’s ability to breathe.  Death is not 
  immediate, and the period of time required for the victim 
  to die can be measured out in several ways (see Table 
  3-143 (Measuring out Life) or Table 3-128 (Effects of 
  Gas). Don’t worry if the character seems to be able to 
  hold his breath for an incredibly long time – just assume 
  that he manages to catch a gasp of air somehow during 
  the process.
  19-20
  Aversion.  The magical part of the trap tries to create an 
  aversion to something that is in the trap with the char-
  acters. If they “catch” the aversion, it will make it more 
  difficult to handle the rest of the trap.
  21-22
  Body Infestation.  The trap infests the victim’s body 
  with a plant or animal growth
  23-24
  Burial.  If it is not already a feature of the trap, the trap 
  keeps trying to bury the characters in some substance as 
  they try to escape.
  25-26
  Clumsiness.  If affected, the characters in the trap suf-
  fer one or more of the following effects: a penalty to 
  hit, a penalty to armor class, inability or reduction in 
  spell casting, and/or the chance to drop any items they 
  are holding.  Actual dexterity score is not necessarily 
  affected.  The way in which the trap causes clumsiness 
  could include overloading one of the victim’s emotions 
  (joy, rage, hate, greed, fear); an alchemical reaction 
  (mysterious chemicals in the waters of the trap); the 
  effects of tiny but continual electrical shocks; or a very 
  weak poison, curse, or disease.
  27-28
  Cold Damage.  Increasing cold causes progressive 
  damage (or it becomes progressively harder to avoid 
  damage).
  29-30
  Compelling Sound.  The trap includes a sound-causing 
  feature that tries to magically compel the characters to 
  do something, or stop doing something. The longer they 
  are exposed, the more difficult it becomes to avoid the 
  compulsion.
  31-32
  Constitution Loss.  The trap slowly drains constitution 
  from the victims while they are trying to escape. The 
  effect is probably temporary, but if constitution is the key 
  to surviving the other features of the trap, this could be a 
  nasty “kicker” to the trap’s overall lethality.
  33-34
  Dehydrate, Desiccate, Suck Fluids.  Some magical 
  feature of the trap sucks blood or dehydrates the victim 
  (possibly all the way into powder).  
  35-36
  Despondency.  The trap causes intense despondency 
  or lethargy, which may keep the characters from even 
  attempting to escape if they are affected or exposed long 
  enough. 
  37-38
  Dexterity Loss.  The trap slowly drains dexterity from the 
  victims while they are trying to escape. The effect is prob-
  ably temporary, but if quick hands or graceful movement 
  is the key to surviving the other features of the trap, this 
  could be a nasty “kicker” to the trap’s overall lethality.
  39-40
  Dimensional Features.  This type of magical trap 
  feature taps other dimensions of time and space to screw 
  around with the movement or other abilities of the 
  trapped characters.  
  41-42
  Disease. The trap causes a fast-acting disease that gets 
  progressively worse while in the trap. 
  Table 3-142: Progressive Magically-Induced Weaknesses 
  - Continued
  Table 3-142: Progressive Magically-Induced Weaknesses 
  - Continued
  Die Roll
  Magically-Induced Weakness (d100)
  43-44
  Distracting Sound.  The trap includes a sound-causing 
  feature that is really distracting, causing problems for the 
  characters as they try to escape, fight, etc.
  45-46
  Electrical Damage.  The trap causes progressive electri-
  cal damage to the target, or small repeated electrical 
  attacks. There may also be an additional result involved 
  after a certain point, or if a saving throw fails – possibili-
  ties include: random actions for some number of rounds, 
  loss of bodily coordination, mental disorientation, tem-
  porary paralysis, etc.
  47-48
  Fear.  The trap causes magical fear, paralyzing or keep-
  ing the affected character from acting (to some degree).
  49-50
  Fire.  The trap includes a magical fire feature – if the 
  victim fails some sort of check (morale, saving throw, 
  percentile chance, etc) he reflexively takes some action 
  in response to the fire.  These could include: panic for 
  a couple of combat rounds, trying to put out the fire, or 
  writhing in pain. It might be that the “check” becomes 
  more difficult as time passes.
  51-52
  Hallucinations or Illusions.  The trap includes magi-
  cally or drug-induced hallucinations.
  53-54
  Ice.  Magical ice plays a role in the trap, either immobi-
  lizing, causing damage, or being slippery.
  55-56
  Immobilization.  Magical immobilization might include 
  dancing, twitching, laughing, vomiting, nausea, confu-
  sion, jumping, floating, talking, scratching, begging for 
  mercy, thinking, arguing, holding one’s breath, hiding, 
  and meditating.
  57-58
  Implant Eggs or Larva.  While everything else is go-
  ing on, the trap is trying to inject eggs or larva into the 
  characters, which will distract them from other parts of 
  the trap. 
  59-60
  Insanity.  The trap includes a progressive risk of magi-
  cally induced insanity.
  61-62
  Intelligence Loss. The trap slowly drains intellect from 
  the victims while they are trying to escape. The effect 
  is probably temporary, but if intelligence is the key to 
  surviving the other features of the trap, this could be a 
  nasty “kicker” to the trap’s overall lethality.
  63-64
  Light, Dark, and Shadow.  The trap involves magical 
  light, dark, or shadow to cause a threat to the trapped 
  characters, or to make it more difficult to escape.
  65-66
  Luck.  The characters in the trap become progressively 
  more unlucky (probably a temporary effect, but a trap 
  is not the place where you want to suddenly become 
  unlucky).
  67-68
  Magic Drain (spells).  The trap progressively drains 
  away spell power.
  69-70
  Magic Force.  Some sort of magical force pushes or 
  pulls the characters while they are trying to deal with the 
  rest of the trap.
  71-72
  Magical Vortex.  Mist, smoke, steam, vapor, fog, or 
  some other kind of gas moves in a powerful whirlwind 
  or series of gusts.  The substance might be poisonous, 
  might be choking, might be hot, might be cold, might 
  conduct electricity, might dispel magic, or could have 
  any number of other properties.  It might not necessarily 
  fill the entire area where the characters are trapped, but 
  would probably move around in that case.
  229
  BOOK THREE: DUNGEON DESIGN - TRAPS
  
  Table 3-143: Measuring out Life
  Die Roll
  Mode of Measurement (d100)
  01-05
  By a certain number of combat rounds
  06-10
  By a certain number of days
  11-15
  By a certain number of hours
  16-20
  By a number of rounds equal to an ability score (ability 
  score doesn’t decline, just determines the time frame)
  21-25
  By declining points of an ability score
  26-30
  By hit points
  31-35
  By number of the character’s level
  36-40
  By number of times character is subsequently wounded 
  thereafter (eg., survives a number of hits or falls, disre-
  garding hit points).
  41-45
  By saving throw
  46-50
  By series of saving throws (until failure)
  51-55
  Experience points decline to 0
  56-60
  Levels decline to 0
  61-65
  Number of times character casts a spell
  66-70
  Number of times character sleeps
  71-75
  The number of times a specific action is performed (at-
  tacking, moving, etc)
  76-80
  Until series of “attribute checks” finally fails
  81-85
  Until series of “attribute checks” finally fails (cumula-
  tive penalty added each time)
  86-90
  Until series of percentile (or other x in y chance) die 
  rolls fails
  91-95
  Until series of percentile (or other x in y chance) die 
  rolls fails, with chance reducing each time or with a 
  cumulative penalty added each time.
  96-00
  Until series of saving throws fails (cumulative penalty 
  added each time)
  Die Roll
  Magically-Induced Weakness (d100)
  73-74
  Memory Drain or Wisdom Loss.  The trap progres-
  sively drains away memory. It might or might not also 
  cause temporary draining of wisdom points.
  75-76
  Movement Inhibitions. Some sort of binding or entan-
  gling tries to prevent the trap’s victims from moving.  
  77-78
  Ongoing Damage. Wounds inflicted in the trap continue 
  to bleed, acid causes damage to continue to rack up, 
  or there is some other magical feature of the trap that 
  causes ongoing damage while the characters are trying 
  to escape.
  79-80
  Overload Senses.  Some feature of the trap is trying to 
  cause an overload of one or all of the senses, and getting 
  stronger.
  81-82
  Paralysis.  Some feature of the trap can cause magi-
  cal paralysis, and it might be getting more powerful (or 
  progressively weakening the characters’ ability to fight 
  it off.
  83-84
  Progressively Damaging Sound.  The trap includes a 
  sound-causing feature that causes a low but increasing 
  level of damage.
  85-86
  Rage.  The trap causes rage, either in a series of steps 
  or determined when a saving throw fails. Characters 
  affected by the rage will probably not be much help in 
  escaping the situation. 
  87-88
  Size and Density.  The size or density of the characters 
  is being slowly changed while they are in the trap. 
  89-90
  Sleep or Catatonia.  The trap presents an increasing risk 
  of magical sleep or catatonia.
  91-92
  Slow.  The trap progressively slows down the trapped 
  characters.
  93-94
  Weakness.  Some part of the trap induces magical weak-
  ness. This might or might not include progressive loss of 
  strength points as well.
  95-96
  Stun.  Something about the trap can stun victims if they 
  fail periodical saving throws against the effect.
  97-98
  Telekinesis and Teleportation.  Items are flying or 
  teleporting around the area, or some other teleportation 
  or telekinetic effect is used to cause problems.
  99-00
  Transformation.  While the characters are in the trap 
  they are also slowly being changed into something else.
   
  Table 3-142: Progressive Magically-Induced Weaknesses 
  - Continued
  230
  BOOK THREE: DUNGEON DESIGN - TRAPS
  
  Die Roll
  Dungeon Dressing Item (d100)
  41
  Iron bar(s)
  42
  Iron hook
  43
  Iron ring(s) set in wall
  44
  Key
  45
  Layer of dirt on floor
  46
  Leaves from tree or plant
  47
  Lever
  48
  Looking glass
  49
  Mice
  50
  Mirror(s)
  51
  Mud on floor
  52
  Mule harness
  53
  Musical instrument
  54
  Nails
  55
  Needle and thread
  56
  Parchment
  57
  Peep-hole
  58
  Pendulum
  59
  Pieces of leather
  60
  Pipes
  61
  Poo
  62
  Pot, plate, or silverware (roll for condition)
  63
  Pouch
  64
  Prisoner, tied up
  65
  Puddles
  66
  Reed pipes
  67
  Rope
  68
  Rug
  69
  Rushes or straw on floor
  70
  Scattered pebbles or gravel
  71
  Scattered tobacco
  72
  Scorch marks
  73
  Scrap of hair or scalp
  74
  Shield (roll for condition)
  75
  Skull
  76
  Smell: cooking
  77
  Smell: perfume
  78
  Smell: unpleasant
  79
  Sound: clanking
  80
  Sound: hissing
  81
  Steam Vent
  82
  Stepladder
  Dungeon dressing is the creation of little, unusual details to give a 
  bit of character to empty rooms. 
  Table 3-144: General Dungeon Dressing
  Die Roll
  Dungeon Dressing Item (d100)
  01
  Anvil
  02
  Armor (roll for condition)
  03
  Arrows (roll for condition)
  04
  Backpack or bag
  05
  Basin
  06
  Basket, wicker
  07
  Bloodstains
  08
  Bones (human, demi-human, or humanoid)
  09
  Bones, animal
  10
  Bottle or flask
  11
  Box, metal
  12
  Box, wooden
  13
  Broom or mop
  14
  Brush
  15
  Bucket
  16
  Button or clasp
  17
  Cauldron
  18
  Chains
  19
  Chair (roll for condition)
  20
  Chamber pot
  21
  Charm or fetish
  22
  Cockroaches
  23
  Corpse, adventurer (1d4)
  24
  Corpse, humanoid
  25
  Corpse, peasant
  26
  Corpse, unusual
  27
  Crank
  28
  Crate
  29
  Curtain rod
  30
  Cushion or pillow (roll for condition)
  31
  Doorknob or latch
  32
  Dripping ceiling
  33
  Drops of wax (candle or sealing)
  34
  Engraved disk (medal?)
  35
  Fire pit
  36
  Fireplace
  37
  Firewood
  38
  Hat rack
  39
  Herbs, dried
  40
  Hook, ceiling
  Table 3-144: General Dungeon Dressing - Continued
  Dungeon Dressing
  231
  
  Table 3-146: Corpse Malformations
  Die Roll
  Malformation (d100)
  01-05
  Additional arms
  06-10
  Additional eyes
  11-15
  Additional fingers
  16-20
  Dwarfism
  21-25
  Elephant-like or lion-like feet
  26-30
  Elongated bones (all)
  31-35
  Elongated bones (arms)
  36-40
  Elongated bones (feet)
  41-45
  Elongated bones (hands)
  46-50
  Elongated bones (legs)
  51-55
  Hunchback
  56-60
  Mandibles
  61-65
  Massive (thick) bones
  66-70
  Oversized skull
  71-75
  Pincers
  76-80
  Second head
  81-85
  Tail
  86-90
  Tentacles
  91-95
  Undersized skull
  96-00
  Vestigial wings
   
  Table 3-147: Weird Dungeon Dressing
  Die Roll
  Weird Dungeon Dressing Item (d100)
  01
  1ft tall pile of nearly identical stones
  02
  A boot, skeletal foot included
  03
  A vine covered wall, rife with insect life
  04
  A wall that emanates cold
  05
  A wall that sighs as people pass by
  06
  A wall with hundreds of pitons hammered into it
  07
  Absolutely symmetrical spider webs
  08
  Animal heads mounted on walls
  09
  Blank parchment on the wall, ornately framed
  10
  Bloodstained rug, stain is human-shaped
  11
  Bodies arranged in pattern
  12
  Bucket of guts
  13
  Candle wax melted to the ceiling
  14
  Cave paintings
  15
  Ceiling shows the sky as if seen from the surface
  16
  Ceramic animal, painted
  17
  Circular design on wall, framed area swirls
  18
  Clothing mannequins
  19
  Cradle
  20
  Dart board or shuffleboard
  21
  Deep coating of ashes on floor
  22
  Dice
  23
  Dissected cadaver
  Die Roll
  Dungeon Dressing Item (d100)
  83
  Sticks
  84
  Storage locker
  85
  Stove
  86
  Table (roll for condition)
  87
  Torch stub
  88
  Torture Device
  89
  Trail marker or chalk mark on wall
  90
  Trail rations
  91
  Treasure chest
  92
  Undergarments
  93
  Vegetation: ferns
  94
  Vegetation: molds or lichens
  95
  Vegetation: mushrooms
  96
  Walls are whitewashed or painted
  97
  Weapon (roll for condition)
  98
  Weapon (roll for condition)
  99
  Woven fabric
  100
  Yarn or string, unwound
   
  Table 3-145: Unusual Corpses
  Die Roll
  Unusual Corpse (d100)
  01-05
  Adventuring party (roll for condition of item and apply 
  result to the bodies)
  06-10
  Bear
  11-15
  Blob
  16-20
  Boar
  21-25
  Cockatrice
  26-30
  Demon
  31-35
  Dog or wolf
  36-40
  Dragon (perhaps small, perhaps large)
  41-45
  Dwarf or elf
  46-50
  Giant
  51-55
  Giant crab or other crustacean
  56-60
  Giant Frog
  61-65
  Giant Insect or Beetle
  66-70
  Giant lizard
  71-75
  Giant Snake
  76-80
  Horse or mule
  81-85
  Large quantity of normal vermin (worms, rats, bugs, etc)
  86-90
  Malformed human or humanoid
  91-95
  Manticore
  96-00
  Stag
  Table 3-144: General Dungeon Dressing - Continued
  232
  BOOK THREE: DUNGEON DESIGN - DUNGEON DRESSING
  
  Die Roll
  Weird Dungeon Dressing Item (d100)
  64
  Power outlet, magical, electric, or some other form of 
  power (probably usable with something else found in the 
  adventure area)
  65
  Puerile graffiti scrawled on the wall
  66
  Sarcophagus
  67
  Sarcophagus, possibly with semi-precious stones
  68
  Slot machine or carnival game
  69
  Small statue standing upright on a stool
  70
  Snow falling
  71
  Something involving cling-wrap plastic
  72
  Something moves behind a tapestry
  73
  Something moves under a blanket
  74
  Stones of floor seem to be moving in slow spiral pattern
  75
  Stylistic picture of an eye on all four walls, the floor, and 
  ceiling
  76
  Tapestry with widely-spaced scorch marks
  77
  Telephone Booth
  78
  Telescope/Microscope
  79
  The shape of a face that seems to be pressing through 
  the wall
  80
  Thirteen black candles scattered on the floor
  81
  Tic-tac-toe games scratched on floor or wall
  82
  Treadmill
  83
  Twisting column of light
  84
  Unattended pile of treasure
  85
  Unstable walls or ceiling, shored up with wood
  86
  Vehicle, low-flying, levitating, or hovering, unreliable
  87
  Vehicle, motorcycle equivalent
  88
  Ventriloquism or sound-displacing effect
  89
  Voice Tube
  90
  Vomit
  91
  Wall of eyes
  92
  Wall of portraits
  93
  Wall of portraits, all backwards
  94
  Wall of portraits, all reversed
  95
  Wall of portraits, one backwards
  96
  Wall of portraits, one reversed
  97
  Waterwheel
  98
  Weapons arranged in pattern
  99
  Wire mesh or cobweb-like wires
  100
  Wooden ship
  Die Roll
  Weird Dungeon Dressing Item (d100)
  24
  Enormous roulette-type wheel in floor
  25
  Exercise Machine
  26
  Extraordinary change in temperature
  27
  Feathers
  28
  Feeling of lassitude or contentment
  29
  Floor covered in ball-bearings or spheres
  30
  Floor flagstones are all huge buttons
  31
  Floor is covered in feathers or down
  32
  Floor ripples slightly
  33
  Flowers growing from stone floor or ceiling
  34
  Four metal balls floating in air or water
  35
  Fruit hanging by strings from ceiling
  36
  Ghostly reptile shapes in air, moving
  37
  Hexagonal markings on floor
  38
  Hologram, ghostly image, or projection
  39
  Hose or tubing
  40
  Huge snow globe or diorama in glass case
  41
  Ice sculpture
  42
  Illusionary pit or chasm
  43
  Large parts of walls are covered with paper
  44
  Levitating glob of water, possibly with fish
  45
  Live animal, mutated
  46
  Live animal, pet
  47
  Live crow in a bottle
  48
  Loom with partly-woven patterned cloth
  49
  Magic mouth in wall or pillar
  50
  Magnet
  51
  Mechanical minstrel(s)
  52
  Mine cart, possibly with track
  53
  Mirror glued to the floor
  54
  Mosaic forms picture of character or spells character’s 
  name
  55
  Multiple levers or buttons
  56
  Multiple spouts
  57
  Mummified or fossilized body
  58
  One wall covered entirely in cobwebs, facing a wall 
  where the stone is polished to a sheen
  59
  Ornately carved staff on the floor, broken
  60
  Phonograph
  61
  Pipe rack
  62
  Plaster cast of a monster, unpainted
  63
  Pond with frogs, reeds, and flowers
  Table 3-147: Weird Dungeon Dressing - Continued
  Table 3-147: Weird Dungeon Dressing - Continued
  233
  BOOK THREE: DUNGEON DESIGN - DUNGEON DRESSING
  
  Die Roll
  Furniture Type (d100)
  37-40
  Display case
  41-44
  Easel or writing desk
  45-48
  Fire pit
  49-52
  Lamp
  53-56
  Lectern
  57-60
  Lighting sconces
  61-64
  Privacy screen
  65-68
  Shelves
  69-72
  Stool
  73-76
  Storage chest
  77-80
  Table, banquet
  81-84
  Table, dining
  85-88
  Table, display
  89-92
  Table, workbench
  93-96
  Throne
  97-00
  Toilet/privy
   
  Table 3-151: Small Items
  Die Roll
  Small Item (d100)
  01-02
  Badge
  03-04
  Beads, string of
  05-06
  Bell, small
  07-08
  Centipede
  09-10
  Coin
  11-12
  Comb
  13-14
  Dice
  15-16
  Dried apricots, prunes, etc.
  17-18
  Dried flower
  19-20
  Earring
  21-22
  Egg
  23-24
  Fan
  25-26
  Feather
  27-28
  Finger
  29-30
  Flint and steel
  31-32
  Fork
  33-34
  Gem
  35-36
  Ink bottle
  37-38
  Jewelry
  39-40
  Lock of hair
  41-42
  Locket or necklace
  43-44
  Lotus blossom
  45-46
  Lump of resin or wax
  47-48
  Marbles
  49-50
  Miniature figurine
  51-52
  Mirror
  53-54
  Mouse (dead, alive, undead)
  Table 3-148: Condition of Item
  Die Roll
  Condition of Item (d100)
  01-05
  Perfect condition
  06-10
  Dented or damaged
  11-15
  Torn or cut
  16-20
  Bent or folded
  21-25
  Rusted or rotted
  26-30
  Burned or scorched
  31-35
  Painted or defaced
  36-40
  Crusted with residue
  41-45
  Crushed or compacted
  46-50
  Splintered or shattered
  51-55
  Melted or partially burned
  56-60
  Charred
  61-65
  Worn down
  66-70
  Mold growth
  71-75
  Toothmarks or weapon damage
  76-80
  Undamaged but used
  81-85
  Damaged but repaired
  86-90
  Soiled
  91-95
  Bloodstained
  96-00
  Written upon or engraved
   
  Table 3-149: Lighting (normal)
  Die Roll
  Normal Lighting (d100)
  01-10
  Candles, in candlesticks
  11-20
  Candles, in chandelier
  21-30
  Candles, in wall sconces
  31-40
  Charcoal brazier
  41-50
  Fire pit or fireplace
  51-60
  Oil lamps, hanging
  61-70
  Oil lamps, table or shelves
  71-80
  Oil lamps, wall sconces or alcoves
  81-90
  Torches, free-standing
  91-100
  Torches, wall sconces
   
  Table 3-150: Furniture Items
  Die Roll
  Furniture Type (d100)
  01-04
  Armchair
  05-08
  Bed
  09-12
  Bed, for dog or other pet
  13-16
  Bench
  17-20
  Chair
  21-24
  Chandelier
  25-28
  Chest of drawers
  29-32
  Couch
  33-36
  Desk
  Table 3-150: Furniture Items - Continued
  234
  BOOK THREE: DUNGEON DESIGN - DUNGEON DRESSING
  
  Table 3-152: Smells
  Die Roll
  Smell Description (d100)
  01-05
  Alcohol
  06-10
  Blood
  11-15
  Chlorine
  16-20
  Cooking
  21-25
  Earthy smell
  26-30
  Fish
  31-35
  Flowers
  36-40
  Fresh bread
  41-45
  Lamp oil or kerosene
  46-50
  Lye soap
  51-55
  Manure or dung
  56-60
  Metallic
  61-65
  Mold
  66-70
  Rot or decay, animal
  71-75
  Rot or decay, plant
  76-80
  Smoke
  81-85
  Sulphur
  86-90
  Sweat
  91-95
  Urine
  96-00
  Wet dog
   
  Sounds (See Table 3-71)
  Die Roll
  Small Item (d100)
  55-56
  Paint and brush
  57-58
  Pebble (possibly glowing)
  59-60
  Piece of coal
  61-62
  Pieces of gravel
  63-64
  Pipe
  65-66
  Prism
  67-68
  Quill pen
  69-70
  Ring
  71-72
  Rock or pebble
  73-74
  Roll of ribbon
  75-76
  Scissors
  77-78
  Scraps of paper
  79-80
  Seeds
  81-82
  Skeleton, small snake, rodent, or bird
  83-84
  Soap
  85-86
  Spectacles, monocle, or lens
  87-88
  Spool of thread and needle
  89-90
  Tobacco
  91-92
  Tooth or teeth
  93-94
  Tube
  95-96
  Twine
  97-98
  Vial
  99-00
  Whistle
   
  Table 3-151: Small Items - Continued
  235
  BOOK THREE: DUNGEON DESIGN - DUNGEON DRESSING
  
  Die Roll
  Binding (d100)
  Other Unusual Feature (d100)
  91-95
  No cover or scroll
  Trap (magical)
  96-00
  In box
  Metal inlay on cover (filigree or 
  possibly larger inlays)
   
   
  Hallucinogens
  Hallucinogens might be encountered in the campaign at large, or 
  might be encountered in the dungeon as a very subtle feature combining 
  the effects of a potion and a poison. A simple hallucinogen simply gives 
  the character pleasure (with no particular game effect), coupled with 
  addiction. A more complex hallucinogen would grant an actual game-
  benefit to the character such as insights or strength, but would have 
  increasingly negative side effects as time went on. If a powerful spell 
  were required to end the addiction, it might be of temporary advantage 
  to the character to actually maintain the addiction (with both its positive 
  and increasingly negative effects) until it becomes cost-effective to pay 
  for the curing (or the party’s cleric gains enough levels to cast the spell).
  Table 3-155: Hallucinogen Name
  Die 
  Roll
  First Word - 
  Part One (d100)
  First Word - 
  Part Two (d100)
  Second Word 
  (d100)
  01-05
  Qua
  tus
  Blossom
  06-10
  Khe
  gora
  Mushroom
  11-15
  Lo
  gira
  Leaf
  16-20
  Tul
  mu
  Fungus
  21-25
  Hia
  ka
  Seed
  26-30
  Ixi
  kanu
  Stalk
  31-35
  Thul
  par
  Root
  36-40
  Shia
  tara
  Flower
  41-45
  Ala
  shi
  Vine
  46-50
  Bha
  jo
  Grub
  51-55
  Ya
  x
  Larva
  56-60
  Jini
  ya
  Toad/Frog
  61-65
  My
  gis
  Worm
  66-70
  Ola
  qua
  Fish
  71-75
  Pa
  min
  Eggs
  76-80
  Qui
  sin
  Wasp
  81-85
  Ul
  gola
  Crab
  86-90
  Man
  teer
  Octopus/squid
  91-95
  Kree
  ra
  Pod
  96-00
  Gia
  th
  Bean
   
  Altars  
  (see Table 3-55 and sequential)
  Books
  Table 3-153: Book Types
  Die Roll
  Book Type (d100)
  01-20
  Bound book, normal
  21-40
  Bound book, unusual binding
  41-60
  Scrolls
  61-80
  Tablets, clay
  81-00
  Tablets, stone
   
  Table 3-154: Unusual Book Bindings
  Die Roll
  Binding (d100)
  Other Unusual Feature (d100)
  01-05
  Leather – human 
  skin
  Lock
  06-10
  Leather – dragon 
  skin
  Trap (mechanical)
  11-15
  Leather – snake or 
  crocodile skin
  Lock and Trap
  16-20
  Leather – orc or 
  goblin skin
  Chained to shelves
  21-25
  Leather – gnoll skin
  Pages glued together
  26-30
  Leather – troll skin
  Incorporeal pages – how do you 
  turn them?
  31-35
  Metal covers
  Hypnotic pattern on cover
  36-40
  Wood covers
  Poison on pages or cover
  41-45
  Stone covers (obsid-
  ian, etc.)
  Gem-encrusted
  46-50
  No binding – loose 
  pages
  Unusual writing (see Written 
  Tricks)
  51-55
  Leather – painted
  Metal pages (thin)
  56-60
  Leather – scarred or 
  scratched
  Pages out of order (possibly 
  deliberate)
  61-65
  Cloth covers
  Unusual illustrations
  66-70
  Transparent or invis-
  ible covers
  Invisible pages
  71-75
  Ceramic covers
  Strange color ink
  76-80
  Shifting pattern/pic-
  ture on cover
  Content of pages changes (ran-
  domly, cyclically, or based on 
  outside stimulus such as reader’s 
  alignment or identity)
  81-85
  Skin with pulsing 
  veins as cover
  Virtually weightless or inexplica-
  bly heavy
  86-90
  Slime-like cover
  Written in code
  Table 3-154: Unusual Book Bindings - Continued
  Misc. Useful Tables
  236
  
  Table 3-158: Physical Signs of Hallucinogen Use
  Die Roll
  Signs of Addiction to, or Use of, Narcotic (d100)
  01-05
  Irises of the eye turn strange color: red, purple, yellow, 
  or orange
  06-10
  Whites of eyes turn a strange color: red, yellow, blue, 
  green, grey, or brown
  11-15
  Nervous tic develops in a particular (and characteristic) 
  place: cheek, eye, hand, arm, leg, or neck.
  16-20
  One leg tends to begin dragging slightly when walking
  21-25
  One hand becomes less able to grip items firmly
  26-30
  User experiences a long period of disorientation after 
  waking from sleep
  31-35
  User experiences frequent nightmares
  36-40
  Dizziness when standing up
  41-45
  Hair begins to turn white or grey
  46-50
  Hair begins to show unusual color tone: red, yellow, 
  blue, or green.
  51-55
  Speech occasionally becomes slurred, and nonsensical 
  later in the course of the addiction
  56-60
  Occasional hallucinations even while not under the 
  influence of the drug
  61-65
  Constant thirst
  66-70
  Constant hunger
  71-75
  Occasional memory gaps for names, details, and/or 
  recent events
  76-80
  Fingernails and toenails begin to turn strange color: red, 
  yellow, blue, green, grey, or brown
  81-85
  Patterns begin to appear on skin in pink, white, bluish or 
  brownish color
  86-90
  Urine shows strange colors
  91-95
  Constant need to spit, and saliva shows strange color 
  tinge such as blue, green, yellow, or orange
  96-00
  Teeth begin to change color to red, black, orange, or green
   
   
  Table 3-159: Herbs
  This is a list of real-world herbs, mainly good for filling out the details 
  of an alchemist’s storeroom.
  Die Roll
  Herb (d100)
  01
  Abscess root
  02
  Acacia gum (gum arabic)
  03
  Aconite (monk’s hood, wolfsbane)
  04
  Acorn, ground
  05
  Adder’s tongue (trout-lily, dog’s tooth violet)
  06
  Adderwort
  07
  Adrue tubers, sedative
  08
  Agaric (gilled mushroom)
  09
  Agrimony
  10
  Alder-bark
  11
  All-heal (woundwort)
  12
  Almond, milk or powdered nut
  13
  Aloe
  Table 3-156: How Hallucinogen is Administered
  Die Roll
  Administered (d100)
  01-10
  Chewed
  11-20
  Cooked and eaten
  21-30
  Distilled and injected
  31-40
  Dried and eaten
  41-50
  Dried and smoked in pipe
  51-60
  Dried and smoked in pipe
  61-70
  Mixed with alcoholic beverage to release drug
  71-80
  Powdered and inhaled
  81-90
  Powdered and inhaled
  91-00
  Steeped in boiling water or milk, and served as a tea
  Table 3-157: Effects of Hallucinogens
  Die 
  Roll
  “Beneficial” Effect (d100)
  Progressive Deteriora-
  tions (d100)
  01-25
  Insight; the hallucinogen 
  functions as a low-powered 
  detection spell against spe-
  cific hazard such as traps, 
  or toward a specific benefit 
  (sensing the presence of 
  gold, for example)
  Double-loss of the “ben-
  eficial effect.” Whatever 
  benefit the character gains 
  while under the drug’s 
  influence is reduced below 
  normal while the character 
  is not under the influence. 
  The amount of the negative 
  effect probably increases 
  over time, starting out as 
  very minor or not even 
  present. That “not even 
  present” possibility could 
  make a character repeat-
  edly drink from a supply of 
  “potions” that are actually 
  an addictive hallucinogen.
  26-50
  Attribute Gain: while the 
  character is under the 
  influence of the drug, some 
  attribute score is increased 
  to the point where it creates 
  a bonus or other benefit
  Frequent and increas-
  ing need for sleep affects 
  normal performance as a 
  character if it isn’t met.
  51-75
  Hit point gain: while the 
  character is under the influ-
  ence of the drug, he or she 
  is capable of taking more 
  damage than normal.
  Increasing episodes of con-
  fusion, possibly to the point 
  where a spell caster cannot 
  always succeed at casting a 
  spell, or a fighter cannot re-
  liably make attacks in any 
  particular combat round.
  76-00
  Berserk attacks or a 
  “danger sense” that gives 
  the character some sort of 
  benefit in combat – some 
  of these might also have 
  a negative effect: berserk 
  attacking usually makes 
  the character easier to hit 
  as well as being able to hit 
  more effectively.
  Deteriorating senses: 
  character is becoming less 
  able to see things clearly, 
  for example, starting the 
  process of getting penalties 
  to attack rolls, etc. 
  237
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Die Roll
  Herb (d100)
  58
  Hyssop
  59
  Ipecac
  60
  Kelp
  61
  Larkspur (knight’s spur)
  62
  Leek
  63
  Lily blossom (or bulb)
  64
  Lily of the valley
  65
  Lotus
  66
  Mace
  67
  Marigold
  68
  Mayflower
  69
  Melon seed
  70
  Mint
  71
  Mistletoe
  72
  Mullein (flowering plant)
  73
  Mustard
  74
  Myrrh (dried sap)
  75
  Nutmeg
  76
  Old Man of the Woods mushroom (Strobilomyces Con-
  fusus Floccopus) – seriously, that’s the Latin name
  77
  Parasol mushroom (Lepiota Procera)
  78
  Passion-flower
  79
  Pepper
  80
  Peppermint
  81
  Pomegranate
  82
  Poppy
  83
  Quince
  84
  Rose
  85
  Rose hips
  86
  Saffron
  87
  Scaber Stalk mushroom (Leccinum Scaber)
  88
  Sesame seeds
  89
  Shaggy Mane (or Inky Cap) mushroom (Coprinus 
  Comatus)
  90
  Skullcap Root
  91
  Smearwort
  92
  Sweetbalm
  93
  Tarragon
  94
  Tea
  95
  Thyme
  96
  Tree Ear mushroom (Auricularia Polytricha)
  97
  Trumpet of Death mushroom (Craterellus cornucopioides)
  98
  Valerian Root
  99
  Watercress
  100
  Woodbine (gelsemium)
  Die Roll
  Herb (d100)
  14
  Amaranth
  15
  Angelica herb
  16
  Anise oil
  17
  Asparagus root
  18
  Balmony (snakehead, shell-flower)
  19
  Basil
  20
  Beet
  21
  Belladonna (deadly nightshade)
  22
  Betel nut
  23
  Birch
  24
  Birthwort
  25
  Bittersweet (woody nightshade)
  26
  Black Truffle
  27
  Blackberry
  28
  Bryony
  29
  Burdock
  30
  Butterbur
  31
  Camphor
  32
  Caraway seed
  33
  Catnip
  34
  Chamomile
  35
  Clamshell mushroom
  36
  Clover
  37
  Cloves
  38
  Comfrey
  39
  Dandelion
  40
  Death Cap mushroom (Amanita Phalloides)
  41
  Eyebright
  42
  Fennel
  43
  Feverfew
  44
  Figwort (throatwort)
  45
  Foxglove (digitalis, fairy cap)
  46
  Garlic
  47
  Gentian
  48
  Ginger
  49
  Ginseng
  50
  Gypsy mushroom (Rozites Caperata)
  51
  Hartstongue
  52
  Hawthorn
  53
  Hedgehog mushroom (Hydnum Repandum)
  54
  Hellebore
  55
  Honeysuckle
  56
  Horehound
  57
  Horse mushroom (Agaricus Arvensis)
  Table 3-159: Herbs - Continued
  Table 3-159: Herbs - Continued
  238
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Die 
  Roll
  Color (d100)
  Smells Like (d100)
  Other (d100)
  51-60
  Grey
  No smell
  Powder is weight-
  less or almost so
  61-70
  Orange
  Rot
  Remains hotter or 
  colder than room 
  temperature
  71-80
  Purple
  Smoke
  The powder’s smell 
  (other than “no 
  smell”) is very, very 
  strong and can be 
  smelled at a distance.
  81-90
  Red
  Vinegar
  Tiny grains (dust-
  like)
  91-00
  White
  Wet dog
  Very large grains 
  (seed or gravel size)
   
  Table 3-162: Magical Workrooms (List of Furnishings)
  Die Roll
  Furnishing (d100)
  01-05
  Animal cages
  06-10
  Athanor (oven)
  11-15
  Bookshelves
  16-20
  Burners and fires
  21-25
  Calipers and measuring devices
  26-30
  Candles and light sources
  31-35
  Desk and papers
  36-40
  Distilling apparatus
  41-45
  Fireplace and braziers
  46-50
  Flasks and beakers
  51-55
  Herb-growing pots
  56-60
  Lenses and telescopes
  61-65
  Magic circles and wardings (floor and possibly else-
  where)
  66-70
  Models and anatomical statues
  71-75
  Orrery and astrolabe
  76-80
  Skeletons of animals, people, monsters
  81-85
  Star charts
  86-90
  Stuffed animal hides
  91-95
  Stuffed monster hides
  96-00
  Test tubes
   
  Potions and Alchemy
  Table 3-160: Liquid Potions
  Die 
  Roll
  Color 
  (d100)
  Consistency 
  (d100)
  Smells Like 
  (d100)
  Other 
  (d100)
  01-10
  Black
  Chunky
  Alcohol
  Bubbles or 
  effervesces
  11-20
  Blue
  Contains 
  sediment or 
  precipitates
  Burned 
  Toast
  Clouded
  21-30
  Brown
  Multiple 
  viscosities 
  (layered 
  liquids or 
  floating blobs 
  within)
  Dung or 
  manure
  Colored 
  flecks within
  31-40
  Clear
  Oily
  Flowers
  Fumes, 
  seethes, or 
  sublimates 
  in air
  41-50
  Green
  Sludge
  Newly-
  mown grass
  Layered 
  colors
  51-60
  Grey
  Syrupy
  No smell
  Opalescent 
  (swirls of 
  color change 
  with light, 
  like a pearl)
  61-70
  Orange
  Syrupy
  Rot
  Phosphores-
  cent (glows)
  71-80
  Purple
  Viscous
  Smoke
  Reflective or 
  metallic
  81-90
  Red
  Watery
  Vinegar
  Swirls of 
  color (actual 
  color, not 
  just an opal-
  escent light 
  effect)
  91-00
  White
  Watery
  Wet dog
  Translucent
  Table 3-161: Powdered Potions
  Not all potions are necessarily liquid in form, although don’t overdo it.
  Die 
  Roll
  Color (d100)
  Smells Like (d100)
  Other (d100)
  01-10
  Black
  Burned Toast
  Gives off wisps of 
  steam or sublimation
  11-20
  Blue
  Dung or manure
  Is compressed into 
  a block, chalk-like 
  stick, tablet, cap-
  sule, or sphere
  21-30
  Brown
  Flowers
  Large Grains (like 
  black powder)
  31-40
  Clear
  Gunpowder (sul-
  phurous, brimstone)
  Powder is extremely 
  heavy
  41-50
  Green
  Newly-mown grass
  Powder is magnetic 
  (try licking a potion 
  off your shield…)
  Table 3-161: Powdered Potions - Continued
  239
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Die Roll
  Preservation (d100)
  Body Part (d100)
  Type A - 50% chance 
  (d100)
  Type B - 50% 
  chance (d100)
  Other Detail (d100)
  01-02
  A Suspension in liquid 
  of the
  Ankle-bone of a(n)
  Anteater
  Basilisk
  Removed at Midsummer
  03-04
  A Suspension in liquid 
  of the
  Ankle-bone of a(n)
  Ape
  Bugbear
  Removed by the light of a cres-
  cent moon
  05-06
  A Suspension in liquid 
  of the
  Beak/tooth of a(n)
  Baboon
  Catoblepas
  Removed during an eclipse
  07-08
  A Suspension in liquid 
  of the
  Beak/tooth of a(n)
  Badger
  Cockatrice
  Removed during the Solstice
  09-10
  Distilled liquid of the
  Claw of a(n)
  Bat
  Crow
  Removed in a ritual conducted by 
  a particular savage priesthood
  11-12
  Distilled liquid of the
  Claw of a(n)
  Bear
  Doppelganger
  Removed in the dark of the New 
  Moon
  13-14
  Distilled liquid of the
  Egg(s) of a(n)
  Beaver
  Dove
  Removed under the light of a full 
  moon
  15-16
  Distilled liquid of the
  Egg(s) of a(n)
  Boar
  Dragon
  Slain (or found) in a forest
  17-18
  Essence derived from 
  the
  Entrails of a(n)
  Bull
  Dryad
  Slain (or found) underground
  19-20
  Essence derived from 
  the
  Eye of a(n)
  Camel
  Duck
  Slain with spears that were 
  blessed by druids
  21-22
  Essence derived from 
  the
  Eye of a(n)
  Canary
  Ferret
  That could speak
  23-24
  Essence derived from 
  the
  Face of a(n)
  Cat
  Fire-Drake
  That died during a rainfall
  25-26
  Oil pressed from the
  Face of a(n)
  Giant centipede
  Ghoul
  That died from being boiled
  27-28
  Oil pressed from the
  Foot/hoof/claw of a(n)
  Chicken
  Goblin
  That died from eating poisonous 
  mushrooms
  29-30
  Oil pressed from the
  Foot/hoof/claw of a(n)
  Cobra
  Griffon
  That died from plague
  31-32
  Oil pressed from the
  Gallstones of a(n)
  Crab
  Harpy
  That died of old age
  33-34
  Paste made from the
  Hand of a(n)
  Crocodile
  Hippogriff
  That died of thirst
  35-36
  Paste made from the
  Hand of a(n)
  Dinosaur
  Kobold
  That froze to death
  37-38
  Paste made from the
  Head of a(n)
  Dog
  Land Shark
  That had a rare spotted pattern of 
  colors on it
  39-40
  Paste made from the
  Head of a(n)
  Dolphin
  Leopard
  That had magical properties dur-
  ing life
  Alchemical Ingredients
  Table 3-163: Detailed Alchemical Ingredients Master Table
  Many of the items created in these tables are so specific that they’d 
  almost function better as a resource for player characters who are creat-
  ing potions or supplying an alchemist. However, you never know when 
  extreme detail will come in handy when you’re creating a dungeon ad-
  venture.
  Die Roll
  Type (d100)
  01-20
  Animal/Monster part
  21-40
  Person part
  41-60
  Plant or plant part
  61-80
  Small Alchemical Things
  81-00
  Substance
  Table 3-164: Animal/Monster Part
  Some of these combinations don’t make immediate sense, but part of alchemy is finding something extremely rare, like the beak of a baboon. 
  Note that some of the entries repeat, in order to make the table work properly. Roll to see whether you should use Type A or Type B monsters.
  240
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Die Roll
  Preservation (d100)
  Body Part (d100)
  Type A - 50% chance 
  (d100)
  Type B - 50% 
  chance (d100)
  Other Detail (d100)
  41-42
  Pickled
  Heart of a(n)
  Eagle
  Lizard man
  That had once eaten human flesh
  43-44
  Pickled
  Heart of a(n)
  Eel
  Manticore
  That inhabited the shores of a 
  particular island
  45-46
  Pickled
  Hide of a(n)
  Elephant
  Medusa
  That lived under a curse
  47-48
  Pickled
  Horn/antler/hair of a(n)
  Fish
  Merman
  That was a blue-colored member 
  of the species
  49-50
  Powdered
  Horn/antler/hair of a(n)
  Frog
  Minotaur
  That was a half-blood with an-
  other species
  51-52
  Powdered
  Kidney of a(n)
  Giraffe
  Newt
  That was a perfect specimen of 
  the species
  53-54
  Powdered
  Kidney of a(n)
  Goat
  Ogre
  That was a perfectly black-col-
  ored member of the species
  55-56
  Powdered
  Knee-bone of a(n)
  Hawk
  Panther
  That was an albino of the species
  57-58
  The Boiled
  Knee-bone of a(n)
  Heron
  Pixie
  That was blind
  59-60
  The Boiled
  Knucklebones or joints 
  of a(n)
  Horse
  Satyr
  That was born at midnight
  61-62
  The Boiled
  Liver of a(n)
  Hyena
  Sea Monster
  That was born at the full moon
  63-64
  The Dried
  Liver of a(n)
  Jackal
  Seagull
  That was born dead
  65-66
  The Dried
  Lungs of a(n)
  Demon
  Shark
  That was born on Midsummer 
  Night
  67-68
  The Dried
  Remnants of a(n)
  Leopard
  Snake
  That was cooked in oil immedi-
  ately after death
  69-70
  The Dried
  Rib of a(n)
  Lion
  Spider
  That was drowned
  71-72
  The Mummified
  Rib of a(n)
  Lizard
  Squid
  That was fossilized
  73-74
  The Mummified
  Shin-bone of a(n)
  Mammoth
  Stag
  That was killed by a ghost (or 
  wraith, or spirit)
  75-76
  The Mummified
  Shin-bone of a(n)
  Monkey
  Swamp thing
  That was killed by a predator
  77-78
  The Mummified
  Skin or hide of a(n)
  Octopus
  Toad
  That was killed by a virgin
  79-80
  The Preserved
  Skin or hide of a(n)
  Ostrich
  Troglodyte
  That was killed by members of its 
  own species
  81-82
  The Preserved
  Skull of a(n)
  Ox
  Unicorn
  That was killed in a cage
  83-84
  The Preserved
  Skull of a(n)
  Parrot
  Viper
  That was killed in a particular 
  ancient ruin
  85-86
  The Preserved
  Stomach of a(n)
  Peacock
  Vulture
  That was killed in a stone circle
  87-88
  The Salted
  Stomach of a(n)
  Roc
  Walrus
  That was raised in captivity
  89-90
  The Salted
  Teeth of a(n)
  Rabbit
  Warthog
  That was sacrificed in a particular 
  location
  91-92
  The Salted
  Teeth of a(n)
  Rat
  Wereboar
  That was sacrificed on Allhallows 
  Eve
  93-94
  The Salted
  Tongue of a(n)
  Raven
  Werewolf
  That was slain by a knight
  95-96
  The Smoke-cured
  Tongue of a(n)
  Rhinoceros
  Whale
  That was slain with a magical 
  dagger
  97-98
  The Smoke-cured
  Tusk/fang/tooth of a(n)
  Saber-tooth tiger
  Wolf
  That was slain with an arrow
  99-00
  The Smoke-cured
  Tusk/fang/tooth of a(n)
  Seal or baby seal
  Wyvern
  With two heads
  Table 3-164: Animal/Monster Part - Continued
  241
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Table 3-165: Person Part
  Note: The “Other Detail” is optional, depending on how much detail you really need. In most cases, alchemical ingredients in a dungeon can be 
  generated just using details of the physical appearance of the substance. Roll to see which column to use for Type of Person.
  Die Roll
  Preservation (d100)
  Body Part (d100)
  Type of Person  
  Column 1 - 50% 
  chance to use this 
  column (d100)
  Type of Person  
  Column 2 - 50% 
  chance to use this  
  column instead (d100)
  Other Detail (d100)
  01-02
  A Suspension of
  Ankle-bone of a(n)
  Abbot
  Knight
  Killed in a circle of 
  mushrooms
  03-04
  A Suspension of
  Bladder of a(n)
  Accused man
  Lawyer
  Killed in a circle of 
  stones
  05-06
  A Suspension of
  Blood of a(n)
  Addict
  Necromancer
  Prepared and preserved 
  by the crafts of a witch
  07-08
  Essence of the
  Brain of a(n)
  Adulterer
  Oathbreaker
  Removed at Midsum-
  mer
  09-10
  Essence of the
  Dung of a(n)
  Albino
  Ogre
  Removed by a demon
  11-12
  Essence of the
  Ears of a(n)
  Alchemist
  One-legged man
  Removed by the light 
  of a crescent moon
  13-14
  Oil derived from the
  Entrails of a(n)
  Apothecary
  Orc
  Removed by the light 
  of sacred flames
  15-16
  Oil derived from the
  Eye of a(n)
  Arsonist
  Peasant
  Removed by the 
  victim’s brother
  17-18
  Oil derived from the
  Eye of a(n)
  Artisan 
  Perjurer
  Removed during an 
  eclipse
  Removed by a 
  specialized took
  19-20
  Oil derived from the
  Face of a(n) 
  Assassin
  Pickpocket
  Removed during the 
  Solstice
  21-22
  Paste made from the
  Final breath of a(n)
  Astrologer
  Pirate
  Removed in the dark of 
  the New Moon
  23-24
  Paste made from the
  Finger-bones of a(n)
  Baker
  Poisoner
  Removed under the 
  light of a full moon
  25-26
  Paste made from the
  Fingernail of a(n)
  Bandit
  Prisoner
  Removed while the 
  person was living
  27-28
  Paste made from the
  Fingernail of a(n)
  Barbarian
  Prostitute
  Removed with a bronze 
  knife
  29-30
  Powder of the
  Fingers of a(n)
  Barber
  Rapist
  Sacrificed by druids
  31-32
  Powder of the
  Fingers of a(n)
  Baron(ess)
  Red-haired man
  Who died at a crossroad
  33-34
  Powder of the
  Foot of a(n)
  Beautiful woman
  Shaman
  Who died at midnight
  35-36
  Powder of the
  Gallstones of a(n)
  Beggar
  Slanderer
  Who died by betrayal
  37-38
  Powdered
  Hair of a(n)
  Black-haired man
  Slave
  Who died during a 
  storm
  39-40
  Powdered
  Hand of a(n)
  Blackmailer
  Smuggler
  Who died from expo-
  sure to the elements
  41-42
  Powdered
  Hand of a(n)
  Blasphemer
  Swindler
  Who died in exile
  43-44
  The Boiled
  Head of a(n) 
  Blond-haired person
  Tax Collector
  Who died of poisoning
  45-46
  The Distilled
  Head of a(n)
  Blue-eyed man
  Traitor
  Who died unshriven
  47-48
  The Distilled
  Heart of a(n)
  Bureaucrat
  Trespasser
  Who drowned
  49-50
  The Distilled
  Heart of a(n)
  Burglar
  Warlock
  Who froze to death
  51-52
  The Distilled
  Heart’s blood of a(n)
  Butcher
  Warrior
  Who had never tasted 
  meat
  53-54
  The Dried
  Intestines of a(n)
  Cattle Thief
  Witch
  Who had walked in 
  certain sacred precincts
  55-56
  The Dried
  Kidney of a(n)
  Counterfeiter
  Damsel
  Who lived a virtuous 
  life
  57-58
  The Dried
  Knee-bone of a(n)
  Coward
  Widow
  Who was (however 
  distantly) of a traitor’s 
  blood
  242
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Die Roll
  Preservation (d100)
  Body Part (d100)
  Type of Person  
  Column 1 - 50% 
  chance to use this 
  column (d100)
  Type of Person  
  Column 2 - 50% 
  chance to use this  
  column instead (d100)
  Other Detail (d100)
  59-60
  The Dried
  Knuckle-bones of a(n)
  Desecrator of Tombs
  Crone
  Who was (however 
  distantly) of royal blood
  61-62
  The Jellied
  Liver of a(n)
  Deserter
  Seventh Son
  Who was a miser
  63-64
  The Jellied
  Liver of a(n)
  Dishonest Man
  Halfling
  Who was a virgin
  65-66
  The Jellied
  Lungs of a(n)
  Druid
  Noble
  Who was an albino
  67-68
  The Mummified
  Rib of a(n)
  Drunk
  Ferryman
  Who was evil to the 
  core
  69-70
  The Mummified
  Rib of a(n)
  Dwarf
  Foreigner
  Who was killed by a 
  ghost
  71-72
  The Mummified
  Shin-bone of a(n)
  Elf
  Forester
  Who was killed by a 
  vampire
  73-74
  The Mummified
  Shin-bone of a(n)
  Embezzler
  Fortune-teller
  Who was killed by his/
  her own child
  75-76
  The Pickled
  Skin of a(n) 
  Escaped Slave
  Gladiator
  Who was killed by 
  plague
  77-78
  The Pickled
  Skin of a(n) 
  Eunuch
  Knave
  Who was killed by wild 
  beasts
  79-80
  The Pickled
  Skull of a(n)
  Executioner
  Leper
  Who was killed with a 
  silver weapon
  81-82
  The Preserved
  Skull of a(n)
  Extortionist
  Outlaw
  Who was murdered
  83-84
  The Preserved
  Spittle of a(n)
  Forger
  Moneylender
  Who was not given the 
  proper funeral rites
  85-86
  The Preserved
  Stomach of a(n)
  Gambler
  Monk
  Who was not raised by 
  human parents
  87-88
  The Preserved
  Teeth of a(n)
  Goblin
  Pilgrim
  Who was one of two 
  twins
  89-90
  The Salted
  Teeth of a(n)
  Grave Robber
  Princess
  Who was sacrificed to a 
  demon or other such
  91-92
  The Salted
  Thumbs of a(n)
  Handsome man
  Shoemaker
  Who was strangled
  93-94
  The Salted
  Toenails of a(n) 
  Heretic
  Spy
  Who was tainted by 
  congress or bargains 
  with a demon
  95-96
  The Salted
  Toes of a(n)
  Horse thief
  Weaver
  Who was unjustly 
  executed for crimes not 
  committed
  97-98
  The Smoke-cured
  Tongue of a(n)
  Judge
  Traveler
  Whose body was dug 
  up from the grave
  99-00
  The Sun-bleached
  Tongue of a(n)
  Kidnapper
  Tailor
  Whose body was taken 
  from a gallows 
  Table 3-165: Person Part - Continued
  243
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Die Roll
  Preservation (d100)
  Type of Plant (d100)
  Other Detail (d100)
  01
  A Suspension in liquid of
  Acacia gum (gum Arabic)
  Blessed by a monk before preparation
  02
  A Suspension in liquid of
  Aconite (monk’s hood, wolfsbane)
  Brought from across the sea
  03
  A Suspension in liquid of
  Acorn, ground
  Brought from the far west
  04
  A Suspension in liquid of
  Adder’s tongue (trout-lily, dog’s 
  tooth violet)
  Buried for a year in a crossroads before preparation
  05
  Distilled liquid of
  Adderwort
  Collected by a widow
  06
  Distilled liquid of
  Adrue tubers, sedative
  Cooked in a rare beer before preparation
  07
  Distilled liquid of
  Agaric (gilled mushroom)
  Cooked in demon-fire before preparation
  08
  Distilled liquid of
  Agrimony
  Cut by a man condemned to be beheaded
  09
  Essence of
  Alder-bark
  Cut by the wife of a soldier
  10
  Essence of
  All-heal (woundwort)
  Dug from the ground by a murderer
  11
  Essence of
  Almond, milk or powdered nut
  Dusted with crushed mother of pearl
  12
  Essence of
  Aloe
  Dusted with the powdered teeth of a wolf
  13
  Oil of
  Amaranth
  Fertilized with the manure of wild hippogriffs
  14
  Oil of
  Angelica herb
  Fertilized with the rotted meat of an ogre
  15
  Oil of
  Anise oil
  Grown beneath a canopy of spider-webs
  16
  Oil of
  Asparagus root
  Grown beneath a lens of amber
  17
  Paste made from
  Balmony (snakehead, shell-flower)
  Grown by dwarves
  18
  Paste made from
  Basil
  Grown by evil elves in the fastnesses beneath the earth
  19
  Paste made from
  Beet
  Grown by goblins
  20
  Paste made from
  Belladonna (deadly nightshade)
  Grown by witchcraft
  21
  Pickled
  Betel nut
  Grown from the empty eye socket of a skull
  22
  Pickled
  Birch
  Grown from the grave-earth of a murderer
  23
  Pickled
  Birthwort
  Grown from the grave-earth of a saint
  24
  Pickled
  Bittersweet (woody nightshade)
  Grown in a cursed glade
  25
  Powdered
  Black Truffle
  Grown in a forest where ghosts dwell
  26
  Powdered
  Blackberry
  Grown in a graveyard
  27
  Powdered
  Bryony
  Grown in a house of glass (e.g., greenhouse, terrarium, etc.)
  28
  Powdered
  Burdock
  Grown in a nest of vipers
  29
  Dried
  Butterbur
  Grown in a room of mirrors
  30
  Dried
  Camphor
  Grown in a swamp
  31
  Dried
  Caraway seed
  Grown in an ancient battlefield
  32
  Dried
  Catnip
  Grown in clay pots made from the earth of a particular place
  33
  Dried
  Chamomile
  Grown in earth that was kept isolated from all other earth of 
  the world
  34
  Dried
  Clamshell mushroom
  Grown in elemental earth
  35
  Dried
  Clover
  Grown in hanging baskets woven from the hair of a harpy
  36
  Powdered
  Cloves
  Grown in the high mountains
  37
  Powdered
  Comfrey
  Grown in the nest of a roc
  38
  Powdered
  Dandelion
  Grown in the precincts of a prison
  39
  Powdered
  Death Cap mushroom (Amanita 
  Phalloides)
  Grown in the precincts of a temple
  40
  Preserved
  Eyebright
  Grown in the ruins of a settlement wiped out by plague
  41
  Preserved
  Fennel
  Grown in the snow and ice
  42
  Preserved
  Feverfew
  Grown in the tidal pools of a particular coastline
  43
  Preserved
  Figwort (throatwort)
  Grown in waters that have drowned a man
  44
  Salted
  Foxglove (digitalis, fairy cap)
  Grown near the nests of giant wasps
  45
  Salted
  Garlic
  Grown on a particular mountain peak or hill
  Table 3-166: Plant or Plant Part
  244
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Die Roll
  Preservation (d100)
  Type of Plant (d100)
  Other Detail (d100)
  46
  Salted
  Gentian
  Grown without sunlight
  47
  Salted
  Ginger
  Harvested at dawn
  48
  Smoke-cured
  Ginseng
  Harvested at Dusk
  49
  Smoke-cured
  Gypsy mushroom (Rozites Cape-
  rata)
  Harvested at midnight
  50
  Smoke-cured
  Hartstongue
  Harvested at Midsummer
  51
  A Suspension in liquid of
  Hawthorn
  Harvested at the full moon
  52
  A Suspension in liquid of
  Hedgehog mushroom (Hydnum 
  Repandum)
  Harvested at the Winter Solstice
  53
  A Suspension in liquid of
  Hellebore
  Harvested by a child
  54
  A Suspension in liquid of
  Honeysuckle
  Harvested by a druid
  55
  Distilled liquid of
  Horehound
  Harvested by a traitor
  56
  Distilled liquid of
  Horse mushroom (Agaricus Ar-
  vensis)
  Harvested by a virgin
  57
  Distilled liquid of
  Hyssop
  Harvested by goblins
  58
  Distilled liquid of
  Ipecac
  Harvested by night
  59
  Essence of
  Kelp
  Harvested by one whose soul is damned
  60
  Essence of
  Larkspur (knight’s spur)
  Harvested by the alchemist who shall prepare it
  61
  Essence of
  Leek
  Harvested during an eclipse
  62
  Essence of
  Lily blossom (or bulb)
  Harvested during the new moon
  63
  Oil of
  Lily of the valley
  Harvested in the teeth of a gale blowing from the north
  64
  Oil of
  Lotus
  Harvested on Allhallows Eve
  65
  Oil of
  Mace
  Harvested under a crescent moon
  66
  Oil of
  Marigold
  Harvested with a blade that has recently killed
  67
  Paste made from
  Mayflower
  Harvested with a copper sickle
  68
  Paste made from
  Melon seed
  Harvested with a magical blade
  69
  Paste made from
  Mint
  Mixed with olives
  70
  Paste made from
  Mistletoe
  No special feature; this is a standard ingredient, not a special one.
  71
  Pickled
  Mullein (flowering plant)
  No special feature; this is a standard ingredient, not a special one.
  72
  Pickled
  Mustard
  No special feature; this is a standard ingredient, not a special one.
  73
  Pickled
  Myrrh (dried sap)
  No special feature; this is a standard ingredient, not a special one.
  74
  Pickled
  Nutmeg
  No special feature; this is a standard ingredient, not a special one.
  75
  Powdered
  Old Man of the Woods mushroom 
  No special feature; this is a standard ingredient, not a special one.
  76
  Powdered
  Parasol mushroom (Lepiota Procera)
  No special feature; this is a standard ingredient, not a special one.
  77
  Powdered
  Passion-flower
  No special feature; this is a standard ingredient, not a special one.
  78
  Powdered
  Pepper
  No special feature; this is a standard ingredient, not a special one.
  79
  Dried
  Peppermint
  No special feature; this is a standard ingredient, not a special one.
  80
  Dried
  Pomegranate
  Nourished with elemental water
  81
  Dried
  Poppy
  Passed through the gut of a monkey
  82
  Dried
  Quince
  Prepared after harvesting by use of elemental fire
  83
  Dried
  Rose
  Prepared by a blind man (or woman)
  84
  Dried
  Rose hips
  Prepared by a dryad
  85
  Dried
  Saffron
  Prepared by a gypsy
  86
  Powdered
  Scaber Stalk mushroom (Leccinum 
  Scaber)
  Prepared by a witch
  87
  Powdered
  Sesame seeds
  Prepared so as to be highly flammable
  88
  Powdered
  Shaggy Mane (or Inky Cap) mush-
  room (Coprinus Comatus)
  Prepared so as to repel one or more species of magical creature 
  (like wolvesbane or garlic)
  89
  Powdered
  Skullcap Root
  Prepared so as to sublimate into a poison gas
  Table 3-166: Plant or Plant Part - Continued
  245
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Die Roll
  Preservation 
  (d100)
  Type of Small Thing (d100)
  01-02
  Distilled
  Bats
  03-04
  Distilled
  Bees
  05-06
  Distilled
  Beetles
  07-08
  Distilled
  Blossoms, buds, or flowers
  09-10
  Distilled
  Brains
  11-12
  Dried
  Cats
  13-14
  Dried
  Centipedes
  15-16
  Dried
  Crabs
  17-18
  Dried
  Dragonflies
  19-20
  Dried
  Earwigs
  21-22
  Ground-up
  Eels
  23-24
  Ground-up
  Eels
  25-26
  Ground-up
  Feathers
  27-28
  Ground-up
  Frogs
  29-30
  Ground-up
  Gallstones
  31-32
  Jellied
  Geckos
  33-34
  Jellied
  Hornets
  35-36
  Jellied
  Horrid things from under the water 
  that should not exist in a sane world
  37-38
  Jellied
  Imps
  39-40
  Jellied
  Jellyfish
  41-42
  Pickled
  Lamprey
  43-44
  Pickled
  Leeches
  45-46
  Pickled
  Locusts
  47-48
  Pickled
  Mice
  49-50
  Pickled
  Mold or lichen
  Die Roll
  Preservation 
  (d100)
  Type of Small Thing (d100)
  51-52
  Powdered
  Moths
  53-54
  Powdered
  Mushrooms or truffles
  55-56
  Powdered
  Newts
  57-58
  Powdered
  Octopus-creatures
  59-60
  Powdered
  Ooze-globules
  61-62
  Salt-cured
  Piranha
  63-64
  Salt-cured
  Praying Mantises
  65-66
  Salt-cured
  Rats
  67-68
  Salt-cured
  Roaches
  69-70
  Salt-cured
  Scarab beetles
  71-72
  Smoke-cured
  Shrews
  73-74
  Smoke-cured
  Slugs
  75-76
  Smoke-cured
  Snails
  77-78
  Smoke-cured
  Snakes
  79-80
  Smoke-cured
  Songbirds
  81-82
  Smoked
  Spiders
  83-84
  Smoked
  Stink bugs
  85-86
  Smoked
  Tapeworms
  87-88
  Smoked
  Tentacles
  89-90
  Smoked
  Ticks
  91-92
  Stewed
  Toads
  93-94
  Stewed
  Turtles
  95-96
  Stewed
  Vines or tendrils
  97-98
  Stewed
  Wasps
  99-00
  Stewed
  Worms
  Die Roll
  Preservation (d100)
  Type of Plant (d100)
  Other Detail (d100)
  90
  Preserved
  Smearwort
  Scorched in a fire of rare woods before preparation
  91
  Preserved
  Sweetbalm
  Soaked in the water from a particular (possibly underground) 
  lake
  92
  Preserved
  Tarragon
  Stolen from a druidic grove
  93
  Preserved
  Tea
  Stolen from a merchant of evil and dark reputation
  94
  Salted
  Thyme
  Taken from the gardens of a (particular) titan
  95
  Salted
  Tree Ear mushroom (Auricularia 
  Polytricha)
  That has had dark spells cast upon it
  96
  Salted
  Trumpet of Death mushroom (Cra-
  terellus cornucopioides)
  That has heard sounds of pure terror
  97
  Salted
  Valerian Root
  That has survived a forest fire
  98
  Smoke-cured
  Watercress
  That was watered with blood
  99
  Smoke-cured
  Willow
  Using rare vinegars and oils in the preparation process
  100
  Smoke-cured
  Woodbine (gelsemium)
  Washed with the tears of a damsel
   
  Table 3-166: Plant or Plant Part - Continued
  Table 3-167: Small Alchemical Things
  246
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Die Roll
  Form of  Substance (d100)
  Type of Substance (d100)
  Other Detail - if desired (d100)
  01-05
  Chips
  Amber
  Found as the waste-product bleeding slowly out from 
  the maintenance of a dimensional gateway some-
  where nearby (or maintained on the premises by the 
  alchemist as a production implement)
  06-10
  Cubes
  Brimstone (sulfur)
  Found in the guts of a leviathan or other large creature
  11-15
  Disks
  Bronze or brass
  Found in the sea bed off a particular coast or island 
  with magical influences
  16-20
  Flakes
  Chalcedony or malachite
  Found in the stems, seeds, or around the base of a 
  strange and rare plant
  21-25
  Granola-like lumps
  Chitin, shell, or carapace
  From the bark of a bizarre underground or underwa-
  ter “tree,” or from a strange coral growth
  26-30
  Granules
  Coal
  Mined or obtained by evil dwarves or by goblins, etc.
  31-35
  Gravel
  Emerald, ruby, or sapphire
  Mined or obtained by genies or ifreet
  36-40
  Chunks of gummy, jelled, or 
  oozy form of the substance
  Frozen ichor or blood
  Mined or obtained by members of a particular cult or sect
  41-45
  Nuggets
  Frozen potion
  Mined or obtained from a volcano or the area around 
  the volcanic activity
  46-50
  Pebbles
  Gold or silver
  Mined or obtained from the lair of a demon
  51-55
  Polyhedrons (assorted)
  Incense or other wood (rare or valuable)
  Mined or obtained from the precincts of an elemental 
  power (possibly another plane of existence)
  56-60
  Powder (fine)
  Iron or steel
  Mined or obtained from the rock beneath a holy or 
  unholy site
  61-65
  Powder (regular)
  Normal rock (possibly moon-rock or 
  meteoric)
  Mined or obtained only from the deepest level of 
  a particular cavern complex, which might be quite 
  far away
  66-70
  Rocks
  Obsidian or turquoise
  Obtained from the eggs of some horrid and bizarre 
  birdlike or reptilian creature the alchemist  (or some-
  one nearby) raises
  71-75
  Sequins
  Opal or jade
  Prepared by a wizard (infusions of magic of some kind)
  76-80
  Slices
  Pearl or mother-of-pearl
  The “Type” of substance is only an appearance. 
  In truth, it is something rather more magical and 
  sinister. The alchemist might or might not be aware 
  of this fact.
  81-85
  Small cylinders or sticks
  Rust
  The alchemist keeps finding this substance in his lab 
  and on his equipment, and doesn’t know why, which 
  is disturbing. Being an alchemist, he gathers and 
  keeps it, of course.
  86-90
  Strands, hairs, or filaments
  Salt
  The substance forms, congeals, coalesces, condenses, or 
  is obtained high in the clouds; the alchemist or a wizard 
  crony might have a way of drawing it down, or it might 
  be a trade items with some kind of aerial being
  91-95
  Wafers
  Solidified kerosene, sodium, nitroglycerin, 
  or other highly reactive chemical substance
  The substance is obtained by trading with strange 
  extra-dimensional creatures, possibly from a distant 
  moon or alternate world
  96-00
  Wire
  Solidified smoke, air, fire, gas, or electricity
  The substance is only a byproduct of whatever the 
  alchemist’s main project is
  Table 3-168: Substance
  247
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Table 3-170: Magic Clothing
  Die Roll
  Clothing Item 
  (d100)
  Magical Effect (d100)
  01-05
  Belt
  Acts as a temporary body double for the 
  owner, clone of the owner, illusionary 
  substitute for the owner, or other such 
  substitution-type magic
  06-10
  Boots
  Allows wearer to influence a particular 
  type of being more than normal (or 
  even acts as a magic enchantment on 
  such beings)
  11-15
  Buttons
  Allows wearer to travel in a particular 
  unusual way
  16-20
  Cap
  Can be commanded to function in two 
  different ways (from this table), but not 
  both at once
  21-25
  Cloak
  Disguises wearer as a particular type 
  of being
  26-30
  Fez
  Disguises wearer in general
  31-35
  Gloves
  Gives wearer better resistance to a 
  particular type of spell or magic
  36-40
  Hat
  Gives wearer some sort of unusual 
  defense in combat
  41-45
  Hood
  Gives wearer unusual knowledge (of a 
  place, type of item, craft, etc)
  46-50
  Mask
  Glows, tightens, loosens, or provides 
  some other warning when a particular 
  item or type of creature is nearby
  51-55
  Medallion
  Hides wearer (invisible or hard to see)
  56-60
  Necklace
  Hides wearer from particular type of 
  detection (sight, sound, scrying, smell, 
  etc)
  61-65
  Sandals
  Hides wearer from particular type or 
  types of beings (undead, dragons, etc)
  66-70
  Sash
  Increases wearer’s ability to do some-
  thing associated (or slightly associated) 
  with the type of clothing.
  71-75
  Scarf
  Item can animate and act on its own at 
  wearer’s command
  76-80
  Shirt
  Item can animate and act on its own, 
  doing so with helpful intent but not 
  under owner’s direct command)
  81-85
  Shoes
  Makes wearer immune to a particular 
  type of spell or magic
  86-90
  Slippers
  Parts of item can be removed, and take 
  on magical properties (different types 
  of parts have different effect, same each 
  time for that type of part)
  91-95
  Trousers
  Parts of item can be removed, and take 
  on magical properties (random each 
  time)
  96-00
  Wig
  Parts of item can be removed, and take 
  on magical properties (same each time)
  Magic Items
  Adventurers can frequently be enticed into a particular mission or 
  exploration if there is a unique magic item at the end of the quest, or 
  they might be hired to recover some lost item of significance. The 
  following table can generate interesting magical items – some of great 
  power, some of relative insignificance in the grand scheme of things. 
  Table 3-169: Magic Containers
  Magical containers are usually associated with capacity, changes, 
  production, and divination, as reflected in this table.
  Die 
  Roll
  Container 
  (d100)
  Magical Effect (d100)
  01-05
  Bag
  Allows divination or scrying with cor-
  rect contents
  06-10
  Basket, small
  Alters things put inside (random 
  results)
  11-15
  Bird’s nest
  Alters things put inside (same each 
  time)
  16-20
  Bottle
  Can be hidden, hides contents, or 
  protects contents from theft
  21-25
  Box
  Changes location of things put inside
  26-30
  Cabinet
  Contents that have been inside can 
  produce a specific magical effect 
  (once, or for limited time)
  31-35
  Canister
  Contents that have been kept inside 
  can produce a random magical effect 
  (once or for a limited time)
  36-40
  Earthenware pot
  Holds extra capacity of anything
  41-45
  Glass globe
  Holds extra capacity of specific item
  46-50
  Goblet
  Produces ally
  51-55
  Hat
  Produces item, ally, or effect – in its 
  best judgment about what its owner 
  needs at the moment (sometimes with 
  considerable errors in this judgment)
  56-60
  Haversack
  Produces mist or smoke
  61-65
  Locket
  Produces random contents
  66-70
  Pocket
  Produces substance (used for particu-
  lar application)
  71-75
  Pot
  Produces substance or item (directly 
  harmful to enemies)
  76-80
  Pouch
  Produces substance or item (helpful 
  to self)
  81-85
  Sack
  Produces written or pictorial answers, 
  hints, symbols, or clues
  86-90
  Salt cellar
  Protects contents from damage, spells, 
  elements, or other dangers
  91-95
  Tankard
  Protects wearer or bearer from specific 
  type of damage or danger
  96-00
  Vase
  Talks (sometimes usefully, sometimes 
  not)
   
   
  248
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Die 
  Roll
  Item - choose 
  or roll (d100)
  Descriptive Effect (d100)
  44
  Gloves
  [chosen item] of Quasi-realism
  45
  Glue
  [chosen item] of Second Chances
  46
  Goblet
  [chosen item] of Sharp Response
  47
  Harp
  [chosen item] of Spite
  48
  Hat
  [chosen item] of Storage
  49
  Haversack
  [chosen item] of Suddenness
  50
  Hood
  [chosen item] of Summoning
  51
  Horn
  [chosen item] of Symbols
  52
  Incense
  [chosen item] of Sympath
  53
  Lamp
  [chosen item] of Temperatures
  54
  Lantern
  [chosen item] of Ten Possibilities
  55
  Locket
  [chosen item] of the Bear
  56
  Longbow
  [chosen item] of the Corollary Counterpart
  57
  Mace
  [chosen item] of the Dwarves
  58
  Mask
  [chosen item] of Shifting Positions
  59
  Medallion
  [chosen item] of the Snake
  60
  Mirror
  [chosen item] of the Spider
  61
  Necklace
  [chosen item] of the Titans
  62
  Oil
  [chosen item] of the Waters
  63
  Pocket
  [chosen item] of Three Goats
  64
  Pot
  [chosen item] of Transmogrification
  65
  Pouch
  [chosen item] of Twice Taken
  66
  Poultice
  [chosen item] of Unexpected Usefulness
  67
  Purse
  [chosen item] of Untoward Consequences
  68
  Pyramid
  [chosen item] of Unusual Capabilities
  69
  Ring
  [chosen item] of Visions
  70
  Rope
  [chosen item] of Volubility
  71
  Runestones
  [chosen item] of Warding
  72
  Sack
  [chosen item] of Warnings
  73
  Salt cellar
  [chosen item] of Wealthy Consequences
  74
  Sandals
  [chosen item] of Weird Whirlings
  75
  Sash
  [chosen item] of Whoopass
  76
  Scarf
  [chosen item] of Winter
  77
  Scissors
  [chosen item] of Wonder
  78
  Scroll
  Adventurer’s [chosen item]
  79
  Shield
  Boomerang [chosen item]
  80
  Shirt
  Dimensional [chosen item]
  81
  Shoes
  Elven [chosen item]
  82
  Sling
  Exponential [chosen item]
  83
  Slippers
  Ferocious [chosen item]
  84
  Spear
  Goblin [chosen item]
  85
  Staff
  Iridescent [chosen item]
  86
  Stick
  Leaping [chosen item]
  87
  Stone
  Mutating [chosen item]
  88
  Sword
  Octopus [chosen item]
  89
  Tablet
  Odiferous [chosen item]
  90
  Tankard
  Reflective [chosen item]
  Table 3-171: Magical Effects, Descriptive
  You will find that the descriptive effects listed here will generate very 
  different ideas depending on what sort of item you’ve already chosen. 
  A sword of unusual capabilities is quite different from a bag of unusual 
  capabilities, for instance.
  Die 
  Roll
  Item - choose 
  or roll (d100)
  Descriptive Effect (d100)
  01
  Anklet
  [chosen item] of Appropriate Knowledge
  02
  Armor
  [chosen item] of Best Effects
  03
  Arrow
  [chosen item] of Binding
  04
  Axe
  [chosen item] of Blending
  05
  Bag
  [chosen item] of Bonfires
  06
  Ball
  [chosen item] of Chances
  07
  Bandages
  [chosen item] of Choices and Chances
  08
  Basket
  [chosen item] of Clay
  09
  Bell
  [chosen item] of Coincidental Benefits
  10
  Belt
  [chosen item] of Connections
  11
  Bird’s nest
  [chosen item] of Convenient Sounds
  12
  Blocks
  [chosen item] of Disconnection
  13
  Book
  [chosen item] of Disguises
  14
  Boots
  [chosen item] of Eerie Implications
  15
  Bottle
  [chosen item] of Escapes
  16
  Box
  [chosen item] of Explosive Action
  17
  Bracelet
  [chosen item] of Favorability
  18
  Brooch
  [chosen item] of Fear and Trembling
  19
  Broom
  [chosen item] of Feverish Action
  20
  Brush
  [chosen item] of Five Postures
  21
  Buttons
  [chosen item] of Flowers
  22
  Cabinet
  [chosen item] of Following
  23
  Candle
  [chosen item] of High Esteem
  24
  Canister
  [chosen item] of Higher Consciousness
  25
  Cap
  [chosen item] of Imitation
  26
  Carpet
  [chosen item] of Imitations
  27
  Cloak
  [chosen item] of Inconveniencing Others
  28
  Cloth
  [chosen item] of Inescapable Conclusions
  29
  Coin
  [chosen item] of Introspection
  30
  Comb
  [chosen item] of Irritations
  31
  Crossbow
  [chosen item] of Juxtaposition
  32
  Dagger
  [chosen item] of Knowing
  33
  Eyeglass
  [chosen item] of Lamentable Effect
  34
  False Beard
  [chosen item] of Lucky Accidents
  35
  Fan
  [chosen item] of Many Methods
  36
  Fez
  [chosen item] of Mayhem and Mischance
  37
  Fiddle
  [chosen item] of Mixable Motives
  38
  Figurine
  [chosen item] of Mysterious Ways
  39
  Flask
  [chosen item] of Needful Action
  40
  Flower
  [chosen item] of Odd Visions
  41
  Flute
  [chosen item] of Ominous Possibilities
  42
  Gem
  [chosen item] of Perfect Performance
  43
  Globe
  [chosen item] of Persuasion
  Table 3-171: Magical Effects, Descriptive - Continued
  249
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Die Roll
  Part One (d100)
  Part Two (d100)
  59-60
  Aging
  Seeds
  61-62
  Electrical
  Encrustation
  63-64
  Soporific
  Growths
  65-66
  Lethal
  Pustules
  67-68
  Weakening
  Mist
  69-70
  Soul-sucking
  Smoke
  71-72
  Iron
  Tube
  73-74
  Silent
  Wisps
  75-76
  Shadowy
  Fixative
  77-78
  Mighty
  Shell
  79-80
  Crushing
  Sphere
  81-82
  Burrowing
  Thorns
  83-84
  Excruciating
  Gesture
  85-86
  Mental
  Insanity
  87-88
  Freezing
  Insects
  89-90
  Suffocating
  Irritant
  91-92
  Narcotic
  Discomfiture
  93-94
  False
  Serpent
  95-96
  Dimensional
  Prison
  97-98
  Enervating
  Breeze
  99-00
  Dehydrating
  Image
   
  Table 3-173: Generalized Spell Effects
  Die Roll
  General Effect of Spell (d100)
  01
  Acidic effect
  02
  Affect armor using special effect
  03
  Affect climbing
  04
  Affect falling
  05
  Affect general health for good or ill
  06
  Affect weapon using special effect
  07
  Affects animals
  08
  Affects particular mineral
  09
  Affects plants
  10
  Affects vision
  11
  Alters self (appearance)
  12
  Alters self (to another set of abilities)
  13
  Alters state of matter without changing temperature
  14
  Bravery or removal of fear
  15
  Brings to life or animates inorganic substance
  16
  Brings to life or animates organic substance
  17
  Cause alertness (possibly to the point of causing harm)
  18
  Cause wound
  19
  Clairaudience of varying power
  20
  Clairvoyance of varying power
  21
  Combustion effect
  22
  Contagious effect (not necessarily of a disease, but of 
  any condition that might be caused by a spell)
  Die 
  Roll
  Item - choose 
  or roll (d100)
  Descriptive Effect (d100)
  91
  Tome
  Spherical [chosen item]
  92
  Top
  Spitting [chosen item]
  93
  Towel
  Three-part [chosen item]
  94
  Trousers
  Trickster’s [chosen item]
  95
  Twine
  Two-colored [chosen item]
  96
  Unguent
  Ugly [chosen item]
  97
  Vase
  Voluble [chosen item]
  98
  Wand
  Wandering [chosen item]
  99
  Wig
  Warrior’s [chosen item]
  100
  Yarn
  Willpower [chosen item]
  Magic Spells
  As with magical items, a unique spell (or a monster with a particular 
  “special effect”) can add lots of spice to an adventure.
  Table 3-172: Attack Spells
  Die Roll
  Part One (d100)
  Part Two (d100)
  01-02
  Fiery
  Envelope
  03-04
  Ghostly
  Pincers
  05-06
  Terrifying
  Skull
  07-08
  Black
  Face
  09-10
  Watery
  Teeth
  11-12
  Liquid
  Claws
  13-14
  Incorporeal
  Tentacles
  15-16
  Accurate
  Rain
  17-18
  Corrosive
  Hail
  19-20
  Unexpected
  Explosion
  21-22
  Surprising
  Coils
  23-24
  Icy
  Pressure
  25-26
  Unearthly
  Darts
  27-28
  Acidic
  Hand
  29-30
  Fearsome
  Stinger
  31-32
  Poisonous
  Barbs
  33-34
  Phosphorescent
  Spikes
  35-36
  Glowing
  Sword
  37-38
  Clutching
  Kiss
  39-40
  Grim
  Shock
  41-42
  Piercing
  Shadow
  43-44
  Hissing
  Net
  45-46
  Eviscerating
  Apparition
  47-48
  Blasting
  Summons
  49-50
  Paralyzing
  Evocation
  51-52
  Binding
  Sound
  53-54
  Shrieking
  Trap
  55-56
  Inescapable
  Rune
  57-58
  Mind-numbing
  Belaborment
  Table 3-92: Attack Spells - Continued
  Table 3-171: Magical Effects, Descriptive - Continued
  250
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Die Roll
  General Effect of Spell (d100)
  62
  Grants magical power to someone’s touch
  63
  Grows items or creatures
  64
  Harmony effect
  65
  Heats or cools
  66
  Improve functioning of one or more senses
  67
  Increase power of something (magical or physical)
  68
  Increase range of something (possibly a magical effect)
  69
  Insanity of some degree caused by special effect
  70
  Instant travel over, through, between, or at distance
  71
  Lengthens particular magical effect (possibly weakening 
  it, possibly not)
  72
  Lifts or raises
  73
  Light or dark effect
  74
  Opens
  75
  Pain effect
  76
  Paralyzes
  77
  Persuasive speech (either from caster or elsewhere)
  78
  Premonitions
  79
  Provide shelter of varying degree
  80
  Pulls
  81
  Pushes
  82
  Rains down element (ice, air, fire, earth, electric, acid)
  83
  Raises temperature
  84
  Read or affect thoughts
  85
  Reduces attribute (strength, dexterity, etc)
  86
  Reduces temperature
  87
  Restore lost qualities
  88
  Restricts motion to particular area
  89
  Send something somewhere
  90
  Shrinks items or creatures
  91
  Sckness effect
  92
  Silence or noise effect
  93
  Sleep or lethargy caused by special effect
  94
  Summons element from ground or air (ice, air, fire, 
  earth, electric, acid)
  95
  Summons servant from other place
  96
  Time effect on inorganic substance
  97
  Time effect on organic substance
  98
  Unlocks or unfastens
  99
  Voodoo (caster’s motions cause similar effect elsewhere)
  100
  Water or moisture effect
   
  Die Roll
  General Effect of Spell (d100)
  23
  Conveys improved attribute (strength, dexterity, etc)
  24
  Corrosion effect
  25
  Creates a blockade from elemental force (ice, air, fire, 
  earth, electric, acid, force, etc)
  26
  Creates a blockade from objects nearby or created 
  objects
  27
  Creates cloud or obfuscation
  28
  Creates element or force
  29
  Creates mental binding
  30
  Creates physical binding
  31
  Creates servant, incorporeal
  32
  Creates servant, inorganic
  33
  Creates servant, organic
  34
  Creates simultaneity of event, action, or spell
  35
  Creates smell
  36
  Creates visible illusion
  37
  Crushing effect using substance
  38
  Cure wound
  39
  Cutting effect using substance
  40
  Death using some special effect
  41
  Deciphers to greater or lesser degree
  42
  Delays magical effect until trigger event
  43
  Delays or prevents particular magical effect
  44
  Detects ambushes or prevents surprises of some kind
  45
  Detects particular conditions
  46
  Detects particular events
  47
  Detects particular objects
  48
  Detects particular patterns
  49
  Disease effect
  50
  Disharmony effect
  51
  Dismiss spell effects
  52
  Dismissal of something that has arrived
  53
  Dissolves or disintegrates
  54
  Electrical effect
  55
  Fear effect
  56
  Fire effect
  57
  Frost effect
  58
  Gain abilities of particular animal
  59
  Gain attack form of a particular monster
  60
  Gain spirit-type attributes
  61
  Grants magical power to someone’s gaze
  Table 3-173: Generalized Spell Effects - Continued
  Table 3-173: Generalized Spell Effects - Continued
  251
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Die 
  Roll
  Description Pt. 1
  - structure and 
  substance (d100)
  Description Pt. 2 
  - Exterior deco-
  rations (d100)
  Description Pt. 3 
  - Other Features 
  (d100)
  41-50
  Made of inlaid 
  wood rather than 
  stone
  Mirrored or 
  reflective (inside, 
  outside, or both)
  Contains stairs 
  down or other 
  means of de-
  scending
  51-60
  Made of wicker 
  or woven from 
  some substance 
  other than stone 
  (could include 
  metal, leather, 
  reeds, etc.)
  Carvings or 
  pictures of two 
  themes
  Contains vermin 
  (snakes, centi-
  pedes, etc)
  61-70
  Made of beaten 
  bronze or other 
  metal
  Carvings or 
  pictures of one 
  theme
  Trapped, magical 
  (see Table 3-135) 
  or opening the 
  sarcophagus is 
  the trigger for a 
  complex trap (see 
  Table 3-137)
  71-80
  A single casting 
  of metal
  Warnings or sigils
  Statue, effigy, or 
  other representa-
  tion of body (in-
  cluding abstract 
  or symbolic) is 
  inside, not actual 
  body
  81-90
  Standard: human-
  sized and made of 
  normal stone
  External Feature
  Dimensional 
  space, suspended 
  animation, frozen 
  time, trapped 
  magical being, 
  or other magical 
  effect contained 
  or constrained 
  within
  91-00
  Standard: human-
  sized and made of 
  normal stone
  Shrouded in cloth, 
  smoke, illusion, 
  mist, etc.
  Contains undead 
  or other monster
   
  Table 3-176: Symbolic/Decorative Themes for Sarcophagi
  Die Roll
  Symbolic/Decorative Theme - Roll Twice (d100)
  01-02
  Antlers or deer head
  03-04
  Archer
  05-06
  Arrow
  07-08
  Axe
  09-10
  Boar
  11-12
  Bull
  13-14
  Castle
  15-16
  Centipede or spider
  17-18
  Chains
  19-20
  Circles
  21-22
  Cloaked figure
  23-24
  Cloud
  25-26
  Comet
  27-28
  Crown
  Table 3-174: Command Words and Magic Words
  Die Roll
  First Part 
  (d100)
  Second Part 
  (d100)
  Ending 
  (d100)
  01-05
  Bara
  bo
  lis
  06-10
  Mira
  bi
  lune
  11-15
  Abara
  ca
  dabra
  16-20
  Ocus
  po
  sicus
  21-25
  Dias
  coxi
  po
  26-30
  Lea
  sa
  x
  31-35
  Ro
  sixa
  nda
  36-40
  Sha
  loba
  m
  41-45
  Za
  za
  n
  46-50
  Ul
  pana
  r
  51-55
  O
  sci
  rix
  56-60
  Oca
  miri
  pir
  61-65
  Re
  da
  la
  66-70
  Lo
  paa
  lion
  71-75
  Ba
  tsa
  xon
  76-80
  Bo
  tua
  cto
  81-85
  Po
  soa
  cta
  86-90
  Mia
  mura
  sta
  91-95
  Acro
  a
  sto
  96-00
  A
  mi
  nto
  Sarcophagi and their Contents
  A few points about sarcophagi as they are used in dungeon-adventure de-
  sign. There are some rooms in which opening sarcophagi is like opening a 
  box of chocolates – you never know what you’re going to get. In rooms like 
  this, most or all of the sarcophagi will be identical, or there might be “types” 
  that can be identified by some hint in the decorations. The ones with red stone 
  patterns might contain ghouls, while the ones with blue stone patterns might 
  contain treasure. A second type of sarcophagus room contains a couple of 
  highly distinctive ones – there might be some of the “box of chocolate” ones, 
  but the central feature is the one or two very unusual ones.
  Table 3-175: Master Sarcophagus Table
  Die 
  Roll
  Description Pt. 1
  - structure and 
  substance (d100)
  Description Pt. 2 
  - Exterior deco-
  rations (d100)
  Description Pt. 3 
  - Other Features 
  (d100)
  01-10
  Larger than  
  human sized
  Carvings or 
  pictures of two 
  symbolic/decora-
  tive themes
  Trapped, me-
  chanical (see 
  Table 3-126)
  11-20
  Much larger than 
  human sized
  Carvings or 
  pictures of one 
  symbolic/decora-
  tive theme
  False bottom
  21-30
  Made of unusual-
  colored stone
  Warnings or sigils
  Opens with an un-
  usual mechanism 
  (see Table 3-32)
  31-40
  Standard: human-
  sized and made of 
  normal stone
  External Feature
  Functions as an 
  architectural trick 
  (see Table 3-85 or 
  3-84)
  Table 3-175: Master Sarcophagus Table - Continued
  252
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Die Roll
  Feature (d100)
  71-80
  Statues surround
  81-90
  Water or liquid font (possibly in a depression in the 
  sarcophagus lid itself)
  91-00
  Window, peephole, air-holes, or other gap or transparent 
  feature
   
  Table 3-178: Warnings or Sigils for Sarcophagi
  Die Roll
  Nature of Warning or Sigil (d100)
  01-25
  Spoken or sound-alarm warning
  26-50
  Cryptic warning written on exterior
  51-75
  Large rune or sigil (see Table 3-21 for ideas)
  76-00
  Force field or other magical device used to deter people 
  from touching the sarcophagus
  Table 3-179: Quick Climactic Monster Ideas
  Die Roll
  First Part (d100)
  Second Part (d100)
  01-05
  The Vampire of
  Suppuration, Seething, and 
  Boiling
  06-10
  The Wizard of
  Life-Sucking
  11-15
  The Ooze of
  Monster-Creation
  16-20
  The Chief and 
  Sub-humans of
  Breath-Weapon(s)
  21-25
  The Ghouls of
  Frost
  26-30
  The Tentacle-Creature of
  Embalming
  31-35
  The Insect of
  Egg-Injection
  36-40
  The Reptile of
  Fire
  41-45
  The Great Bird of
  Traps and Binding
  46-50
  The Moving Statue of
  Suffocation and/or Drowning
  51-55
  The Living Machine of
  Acid
  56-60
  The Water-Creature of
  Mind-Attacks
  61-65
  The Demon of
  Illusions
  66-70
  The Warriors of
  Transmutations
  71-75
  The Sorceress of
  Dimensions
  76-80
  The Priest of
  Teleportations
  81-85
  The Spider of
  The Deadly Gaze
  86-90
  The Beast of
  Contagion and Disease
  91-95
  The Wraith-Creature of
  Winds and Air
  96-00
  The Amphibian of
  Plant Control
  Die Roll
  Symbolic/Decorative Theme - Roll Twice (d100)
  29-30
  Dagger
  31-32
  Demon face
  33-34
  Diamond or spiral
  35-36
  Dragon
  37-38
  Egg
  39-40
  Eye(s)
  41-42
  Fish, whale, or leviathan
  43-44
  Flame
  45-46
  Goblet
  47-48
  Grapes (or other fruit)
  49-50
  Griffon or hippogriff
  51-52
  Hands
  53-54
  Heads/faces
  55-56
  Heart
  57-58
  Helix
  59-60
  Helm
  61-62
  Hourglass
  63-64
  Lion
  65-66
  Manticore or unicorn
  67-68
  Minotaur or Pegasus
  69-70
  Moon
  71-72
  Mouse or rat
  73-74
  Pyramid
  75-76
  Roses
  77-78
  Serpent
  79-80
  Shield
  81-82
  Ship(s)
  83-84
  Skull(s)
  85-86
  Squares
  87-88
  Stars
  89-90
  Sun
  91-92
  Sword
  93-94
  Throne or chair
  95-96
  Tree
  97-98
  Vines
  99-00
  Wreath
  Table 3-177: External Features for Sarcophagi
  Die Roll
  Feature (d100)
  01-10
  Big locks or seals
  11-20
  Candles
  21-30
  High platform beneath sarcophagus
  31-40
  Located in a marked area (see Table 3-95 for ideas)
  41-50
  Motto, scripture, or eulogy is inscribed or is in bas-relief 
  on sarcophagus
  51-60
  Plants grow around, on, or through sarcophagus
  61-70
  Raised on pillars
  Table 3-177: External Features for Sarcophagi - Continued
  Table 3-176: Symbolic/Decorative Themes for Sarcophagi 
  - Continued
  253
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Die Roll
  Jewelry (d100)
  89-90
  Platter
  91-92
  Ring
  93-94
  Ring (signet)
  95-96
  Scepter (or crozier)
  97-98
  Tiara
  99-00
  Torc
   
  Table 3-181: Gems and Precious Stones
  There are considerably more precious stones and gems in the world than 
  the ones listed here, but the unfamiliarity (and scientific sound) of the rarer 
  types don’t tend to give the same satisfying feeling as a black pearl…
  Die 
  Roll
  Precious 
  Stone (d100)
  Notes (Do not roll dice)
  01-02
  Agate
  A form of chalcedony. When cut, agates 
  often show beautiful banding and stripes; 
  these are called striped agate. Agate can also 
  be the mineral which forms a fossil.
  03-04
  Agate Geode
  Rock nodules containing agate inside. These 
  can be dramatic when cut open, but since 
  they make a bowl shape when cut, and have 
  unremarkable rock on the outside, they would 
  not ordinarily be used as personal jewelry.
  05-06
  Amber
  Fossilized tree resin. Amber can come in many 
  colors, usually with a yellowish cast. Blue 
  amber exists, and is the rarest form. Amber  
  occasionally contains insects that were trapped 
  in the resin and fossilized along with it.
  07-08
  Amethyst 
  (Purple)
  A variety of quartz. It can be carved, and 
  since it was believed by the Romans to pre-
  vent drunkenness, they carved it into cups.
  09-10
  Amethyst 
  (Yellow)
  A yellow form of amethyst.
  11-12
  Apatite
  Green and blue colored apatite are used as 
  gemstones. The stone can occasionally be 
  chatoyant (i.e., a cat’s-eye appearance).
  13-14
  Aquamarine
  A blue form of beryl.
  15-16
  Beryl
  Pure beryl is transparent; when it contains 
  impurities, these give it color. Colored 
  forms of beryl have other names – em-
  eralds and aquamarine are both forms of 
  beryl.
  17-18
  Bloodstone
  A dark green chalcedony flecked with 
  spots of red jasper. It is also often called 
  Heliotrope.
  19-20
  Carnelian
  A red form of chalcedony.
  21-22
  Chalcedony
  A somewhat translucent gemstone with a 
  waxy-looking surface. Several other gem-
  stones are forms of chalcedony.
  23-24
  Chrysoprase
  Green chalcedony
  25-26
  Coral
  Coral can be carved and polished to create a 
  wide variety of shapes and figures. The range 
  of colors covers the entire spectrum.
  27-28
  Diamond
  Most diamonds are clear, but impurities can 
  result in diamonds of almost any color – 
  these are rarer than clear diamonds.
  Table 3-180: Jewelry
  This table is not limited just to items of personal jewelry – it contains 
  various other items that might be decorated with gems or be worked in 
  precious metals.
  Die Roll
  Jewelry (d100)
  01-02
  Anklet
  03-04
  Armband
  05-06
  Bangle
  07-08
  Belt
  09-10
  Belt Buckle
  11-12
  Bowl
  13-14
  Box
  15-16
  Bracelet
  17-18
  Bracer
  19-20
  Brooch
  21-22
  Button
  23-24
  Candle-holder
  25-26
  Choker
  27-28
  Circlet
  29-30
  Cloak clasp
  31-32
  Collar
  33-34
  Comb
  35-36
  Coronet
  37-38
  Crown
  39-40
  Cup
  41-42
  Dagger
  43-44
  Dagger hilt
  45-46
  Decanter
  47-48
  Ear cuff
  49-50
  Earring
  51-52
  Ewer
  53-54
  False eye
  55-56
  Figurine
  57-58
  Goblet
  59-60
  Hairbrush
  61-62
  Hand mirror
  63-64
  Hatpin (holds feather)
  65-66
  Holy symbol
  67-68
  Key
  69-70
  Locket
  71-72
  Medal
  73-74
  Medallion
  75-76
  Napkin Holder
  77-78
  Navel Pendant
  79-80
  Necklace
  81-82
  Nose ring
  83-84
  Orb
  85-86
  Pendant
  87-88
  Pin
  Table 3-180: Jewelry - Continued
  254
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Die 
  Roll
  Precious 
  Stone (d100)
  Notes (Do not roll dice)
  63-64
  Obsidian
  Volcanic glass. Obsidian is dark colored, 
  and can be used to make very sharp edges.
  65-66
  Onyx
  A form of banded quartz.
  67-68
  Opal
  Opal ranges widely in color, although the 
  red and black ones are rare. Opals have 
  lots of internal colors all together, which is 
  very unusual.
  69-70
  Opal (Black)
  Black opals are the rarest kind of opal. 
  They still have other colors within the 
  stone, the rarest combination being black 
  and red.
  71-72
  Opal (Fire)
  Fire opal would be the reverse of a black 
  opal, predominantly red with internal black 
  colorations.
  73-74
  Pearl
  Formed in oysters. They can have a wide 
  range of rarity based on color and shape. 
  Sea pearls are also rarer than freshwater 
  ones. Mollusks other than oysters can 
  produce pearls, and some of these can be 
  quite valuable.
  75-76
  Pearl (Black)
  Black pearls are very rare; they do exist in 
  the real world.
  77-78
  Pearl (Purple)
  A rare color of sea pearl
  79-80
  Peridot
  An olive-green gemstone that only occurs 
  in this one color. They can easily be mis-
  taken for emeralds. Interestingly, peridot 
  has been found in meteorites.
  81-82
  Quartz 
  (Rose)
  A particular color of quartz.
  83-84
  Quartz 
  (Smoky)
  A particular color of quartz
  85-86
  Ruby
  Ruby, emerald, sapphire, and diamond are 
  the four true precious stones. Rubies are 
  the same mineral as sapphires, but they are 
  the ones running from pink to dark red.
  87-88
  Sapphire
  One of the four true precious stones, sap-
  phires are a form of corundum which can 
  be any color other than pink or red (which 
  are considered rubies).
  89-90
  Sapphire 
  (White)
  There is no such thing as a white sapphire, 
  so these would be much more valuable 
  than ordinary sapphires, which are already 
  quite valuable.
  91-92
  Tiger’s Eye
  A form of quartz that is “chatoyant,” mean-
  ing that it looks like there is an eye.
  93-94
  Topaz (any)
  Pure topaz is colorless
  95-96
  Topaz (blue)
  Blue topaz is the rarest color of topaz
  97-98
  Tourmaline
  A semi-precious stone that can be found in 
  almost any color, including colorless.
  99-00
  Turquoise 
  (various 
  colors)
  Lower-quality turquoise is fairly common, 
  but higher quality specimens can be very 
  valuable indeed. Egypt and Persia were the 
  first major sources of turquoise. The stone 
  can be blue, green or red, and often has 
  veins of color running through it.
  Die 
  Roll
  Precious 
  Stone (d100)
  Notes (Do not roll dice)
  29-30
  Diamond 
  (Black)
  Black diamonds don’t exist in the real world, 
  so they are fabulously rare in fantasy worlds
  31-32
  Diamond 
  (Blue)
  Blue diamonds. These result from boron 
  impurities, but the important thing is that 
  they are rarer (more valuable) than normal 
  diamonds.
  33-34
  Emerald
  The green form of beryl. Emeralds are rare 
  and valuable.
  35-36
  Feldspar
  A very common mineral, but some forms 
  of it are lustrous and attractive. Moon-
  stone is a form of feldspar, and virtually 
  all valuable feldspar would be a form of 
  moonstone.
  37-38
  Garnet
  A fairly common mineral, but some forms 
  of it are rarer and interesting. Some forms of 
  garnet change color depending on the light; 
  for example, one type changes from a blue-
  green all the way to purple. Garnets come in 
  a variety of colors; red, yellow, brown, etc. 
  There is a blue type, which is the rarest.
  39-40
  Golden Beryl
  A golden yellow form of beryl, often called 
  Heliodore.
  41-42
  Hematite
  Hematite is a metal, a form of iron oxide, 
  which varies from steel-colored to black, 
  to red. Powdered hematite dust can be fatal 
  if inhaled, and was used as a trap in an 
  ancient Egyptian tomb.
  43-44
  Ivory
  Ivory comes from tusks, and can be carved 
  and polished.
  45-46
  Jade (Black)
  Doesn’t actually exist, so very valuable in 
  a fantasy world.
  47-48
  Jade (Blue)
  A blue form of jade.
  49-50
  Jade (Green)
  The most valuable form of jade (with the 
  exception of black jade, which doesn’t ex-
  ist in the real world).
  51-52
  Jasper
  Opaque chalcedony that has been polished. 
  Colors range around red, yellow, brown and 
  green, but there is also a rarer blue type.
  53-54
  Lapis Lazuli
  A blue, relatively rare semi-precious stone. 
  A lot of lapis was used in the jewelry 
  found in Tutankhamen’s tomb. 
  55-56
  Malachite
  A vibrant green, relatively common stone.
  57-58
  Moonstone
  A form of feldspar which looks pearl-like 
  and reflects light, vaguely, from inside the 
  stone.
  59-60
  Moss Agate 
  Agate that contains filament-like patterns of 
  other minerals. These look like plant mate-
  rial, giving the stone the “moss” name.
  61-62
  Mother of 
  Pearl
  Pearl-like deposits, very common. The 
  value of a piece of mother-of-pearl would 
  depend almost entirely upon the quality 
  with which it was carved, not the value of 
  the mother-of-pearl itself. However, a real-
  ly big piece would have to have come from 
  a giant clam or oyster (rarer), and weirdly 
  shaped fantasy mollusks could also create 
  weirdly-shaped pieces of mother-of-pearl, 
  and these would also be relatively rare.
  Table 3-181: Gems and Precious Stones - Continued
  Table 3-181: Gems and Precious Stones - Continued
  255
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Die Roll
  Interment 
  (d100)
  Memorial 
  Feature (d100)
  Other  
  Feature (d100)
  21-25
  Different body 
  parts placed in 
  specific place in 
  tomb; corpses 
  are not kept 
  intact
  Inscription or 
  written record of 
  the deceased’s 
  ancestry or  
  family tree
  Multiple levels 
  in tomb area
  26-30
  Encased in trans-
  parent preserva-
  tive substance 
  and left for 
  display or other 
  purpose
  Inscription, 
  picture, or 
  statuette denoting 
  profession with no 
  individual name
  Multiple trap-
  doors in floor 
  (and possibly 
  ceilings) of tomb 
  area
  31-35
  Glass-topped 
  containers
  Inscription, pic-
  ture, or statuette 
  denoting social 
  class with no 
  individual name
  Multiple traps in 
  tomb area (magi-
  cal or mechani-
  cal: see the Traps 
  section for ideas)
  36-40
  Hung from 
  hooks, in bags, 
  or other method 
  of suspending 
  something in air
  Lists of dead 
  with separate list 
  for each social 
  class, caste, rank, 
  or profession
  Pillars are 
  significant to the 
  tomb’s symbol-
  ogy or defenses
  41-45
  In alcoves with 
  locker-like doors
  Mummified 
  totem animal of 
  the deceased
  Presence of 
  water: fountains, 
  pools, channels, 
  or similar
  46-50
  In drawer-like 
  containers
  No individual 
  memorials
  Rotating walls, 
  doors, or floors 
  in tomb area
  51-55
  Kept under water 
  or other liquid
  No individual 
  memorials
  Separate areas 
  of the tomb are 
  separated by  
  constructed 
  hazards, such 
  as swimming 
  through an  
  underwater  
  tunnel, crossing 
  a shifting bridge 
  over lava, etc. The 
  table of rigged 
  natural features 
  (Table 3-134) can 
  be a useful source 
  of ideas.
  56-60
  Metal sarcophagi
  Notation of 
  mode of death
  Several “wings” 
  radiate out from 
  a central tomb 
  area. Each wing 
  might have a 
  different type of 
  trap-defense, a 
  different mode 
  of access, or a 
  different undead 
  type associate 
  with it.
  61-65
  Mummified and 
  standing or ly-
  ing, no coffin
  Painted or bas-
  relief pictures
  Sliding doors or 
  walls in tomb 
  area
  Table 3-182: Decorations
  Die Roll
  Decoration
  01-05
  Animal pelts on walls or floor
  06-10
  Banners
  11-15
  Carpets or rugs
  16-20
  Decorative pond, fountain, or other water display
  21-25
  Display of a collection, such as books, dried flowers, 
  insects, silverware, etc.
  26-30
  Display of non-statue artworks, such as pottery, baskets, 
  holy symbols, complex models, ivory, gemstones, musi-
  cal instruments, etc.
  31-35
  Display of weapons or armor
  36-40
  Fires, flames, torches, or other light sources of decora-
  tive colors, possibly involving reflections as well
  41-45
  Frescoes or murals
  46-50
  Hunting trophies (heads or taxidermy)
  51-55
  Mirrors, or glass or crystal items
  56-60
  Ornate furniture
  61-65
  Paintings on walls
  66-70
  Plants and flowers, or entire garden
  71-75
  Rock garden or similar arrangement
  76-80
  Semi-precious stone or decorative stone used in con-
  struction
  81-85
  Statuary
  86-90
  Tapestries
  91-95
  Wall carvings
  96-00
  Wood paneling, floors, or ceilings
   
  Table 3-183: Tomb Arrangement
  Die Roll
  Interment 
  (d100)
  Memorial 
  Feature (d100)
  Other  
  Feature (d100)
  01-05
  Bones in large 
  vaults behind 
  doors
  Death mask 
  (made from 
  body’s face just 
  after death)
  Bridges or walk-
  ways are used 
  prominently 
  in the tomb’s 
  construction
  06-10
  Bones in small 
  wall or floor 
  alcoves
  Dried flowers or 
  other preserved 
  offering
  Cranes, lifting 
  apparatus, or 
  other heavy 
  machinery is 
  involved in the 
  tomb’s construc-
  tion.
  11-15
  Coffin (or con-
  tainer) of non-
  standard material 
  such as wicker 
  basketry, vines, 
  cloth, etc.
  Holy symbol 
  representing 
  each interred 
  body, no individ-
  ual memoriam
  Entire tomb area 
  functions as a 
  Complex Trap 
  (see Table 3-137 
  for ideas)
  16-20
  Cremation urns
  Image of patron 
  deity, demon, or 
  even a human 
  liege lord rather 
  than a repre-
  sentation of the 
  person.
  Entire Tomb area 
  functions as a 
  Magical Area 
  Trick (see Table 
  3-93 for ideas)
  Table 3-183: Tomb Arrangement - Continued
  256
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  Table 3-184: Profile of Monster Ambush
  Die Roll
  Physical Element of 
  Ambush
  Effect or Second Feature
  01-10
  Chute, slide, or  
  slippery surface
  Allow(s) fast-moving, mounted, 
  or otherwise highly monsters to 
  gain a specific combat advantage 
  against the characters
  11-20
  Curtains (of mist, 
  cloth, electricity, fire, 
  or anything that can 
  obstruct vision)
  Channel characters into a place 
  where monsters can employ an 
  interesting weapon
  21-30
  Magical weakness or 
  other effect from a 
  central location
  Give the advantage to monsters 
  that are immune to, or able to 
  bypass, this tactical impediment
  31-40
  One or more plat-
  forms or balconies
  Keep(s) characters from reach-
  ing the monsters
  41-50
  Pillar
  Move(s) around to threaten, 
  menace, or disorient characters
  51-60
  Reflections
  Rising to allow monsters to 
  make advantageous or surprise 
  attack
  61-70
  System of chains 
  (and possibly  
  platforms)
  Sliding into place to allow sur-
  prise or advantageous attack
  71-80
  Teleportation zones 
  or places
  Suddenly reveal(s) monsters in a 
  surrounding, flanking, elevated, 
  or other advantageous tactical 
  situation
  81-90
  Tentacles, vines, or 
  ropes
  Work in conjunction with a 
  physical feature or a magical ef-
  fect making it hard for characters 
  have to keep balance (mental or 
  physical) while fighting
  91-00
  Wall or walls
  Work in conjunction with pits, 
  cages, or another type of prison 
  that can damage or trap characters
  Die Roll
  Interment 
  (d100)
  Memorial 
  Feature (d100)
  Other  
  Feature (d100)
  66-70
  Pits of bones
  Record of last 
  words, last deed, 
  death poem, or 
  other
  Some areas 
  have very low 
  ceilings or very 
  narrow cor-
  ridors (squeeze 
  between two 
  very close pillars 
  or turn sideways 
  to get down a 
  corridor, for 
  example).
  71-75
  Plastered or 
  bricked into 
  walls
  Representative 
  rune selected in 
  place of actual 
  names
  Statues of deities 
  and/or demons in 
  tomb area
  76-80
  Sacks
  Roster of the 
  Dead
  Strange way to 
  get through tomb 
  area (see Table 
  3-3 for ideas)
  81-85
  Stacked and left 
  to rot
  Rune denotes 
  type of Undeath, 
  mode of  
  communication, 
  or type of  
  damnation/ 
  salvation
  Tapestries, 
  curtains, cloth, 
  or wall hangings 
  are prominent 
  in the tomb’s 
  decoration
  86-90
  Stone sarcophagi
  Small clay models 
  or figurines  
  representing 
  actual appearance 
  of the deceased 
  (figurines  
  representing 
  nobles might be 
  of more valuable 
  material such as 
  ivory)
  Tomb area 
  contains several 
  teleporters that 
  move visitors 
  (or intruders, 
  or priests, or 
  corpses) into 
  different areas of 
  tombs.
  91-95
  Underneath floor 
  slabs
  Statue of the 
  dead (standing or 
  lying)
  Tomb is a verti-
  cal or downward 
  spiral following 
  the course of one 
  or more stair-
  ways or ramps
  96-00
  Wooden coffins
  Written names 
  inscribed or 
  painted
  Worm-hole like 
  tunnels lead to 
  specific tombs or 
  tomb areas
  Table 3-183: Tomb Arrangement - Continued
  257
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  3-46: Areas Involving Worship ........................................................161 
  3-47: Areas Involving Bugs .............................................................162 
  3-48: Areas Involving Plants ............................................................162 
  3-49: Landmarks, Big Things ..........................................................162 
  3-50: Level Changes ........................................................................164 
  3-51: Basic Stairs .............................................................................164 
  3-52: Unusual Stairs .........................................................................164 
  3-53A: Strange Things, Alternative One..........................................165 
  3-53B: Strange Things, Alternative Two .........................................166 
  3-54: Contents of Special Rooms ....................................................167 
  3-55: Altars .......................................................................................167 
  3-56: Religious Imagery ..................................................................168 
  3-57: Dramatic Architecture ............................................................168 
  3-58: Changing Architectural Features ............................................168 
  3-59: Type of Container for Special Rooms ....................................168 
  3-60: Small Containers ....................................................................168 
  3-61: Large Containers.....................................................................169 
  3-62: Bizarre Containers ..................................................................170
  3-63: Furniture, Unusual ..................................................................170
  3-64: Liquid, Contained ...................................................................171
  3-65: Descriptions of Non-Water Liquids ........................................171
  3-66: Unusual Lighting ....................................................................171
  3-67: Major Mechanisms and Processes ..........................................172
  3-68: NPC Interaction ......................................................................172
  3-69: Pillars ......................................................................................173 
  3-70: Unusual Plants ........................................................................174 
  3-71: Sounds ....................................................................................176 
  3-72: Statue Material and Condition ................................................176 
  3-73: Type of Statue .........................................................................176 
  3-74: Simple Statues ........................................................................177 
  3-75: Complex and Large Statues ....................................................177 
  3-76: Thrones ...................................................................................178 
  3-77: Water Landmarks ....................................................................182 
  3-78: What Comes Next (Basic Ideas) .............................................182 
  3-79: What Comes Next (Using Tables) ..........................................184 
  3-80: Wild Card Matrix for Tricks ...................................................186 
  3-81: Tricks by Category .................................................................187 
  3-82: Hints and Foreshadowings .....................................................188 
  3-83: Spoken Clues ..........................................................................189 
  3-84: Quick Architectural Tricks .....................................................190 
  3-85: Complex Architectural Tricks .................................................190 
  3-86: Bargain and Persuasion Tricks ...............................................192 
  3-87: Master Table of Experiment Tricks ........................................193 
  3-88: Table of First Elements (Experimental Tricks) .......................193 
  3-89: Table of Second Elements (Experimental Tricks) ..................194 
  3-90: Experimental Trick (machine or alchemical reaction)  
            defined by resulting sound ......................................................195 
  Table ..............................................................................................Page
  3-1:  Types of Races Against Time ..................................................130 
  3-2: Enticements to Peril ..................................................................131 
  3-3: Topographical and/or Tactical Challenges ................................132 
  3-4: Specific Tactical Situations .......................................................132 
  3-5: Challenges to the Character Sheet ............................................134 
  3-6: Why an Adventure Location Became Dangerous.....................136 
  3-7: Item-Based Backstories ............................................................137 
  3-8: Person Based Backstories .........................................................138 
  3-9: Most Recent Use Backstories ...................................................139 
  3-10: Types of Clues ........................................................................140 
  3-11: Coded and Deliberate Messages .............................................140 
  3-12: Deliberate Misdirections ........................................................141 
  3-13: Content and Perspective of Direct Visions .............................142 
  3-14: Evidence of Mechanism or Use ..............................................143 
  3-15: Type of Event Leaving the Clue .............................................143 
  3-16: Relation of Source to Rumor ..................................................144 
  3-17: Information Content of Rumors .............................................144 
  3-18: Nature of the Writing ..............................................................144 
  3-19: Letter Contents .......................................................................145 
  3-20: Ownership Papers ...................................................................145 
  3-21: Generating Magical Symbols .................................................146 
  3-22: Sample Alternate Alphabets ...................................................147 
  3-23: Transitions Between Dungeon Areas ......................................150 
  3-24: Corridor, Basic Description of ................................................150 
  3-25: Corridor, Unusual Features of ................................................150 
  3-26: Bridges ....................................................................................151 
  3-27: Archway Master Table ............................................................151 
  3-28: Archway, Distinctive Elements ..............................................151 
  3-29: Normal Door, Basic Description of ........................................152 
  3-30: Normal Door, Unusual Features of .........................................153 
  3-31: Normal Door, Unusual Shapes of ...........................................153 
  3-32: Normal Door, Unusual Mechanisms for .................................154 
  3-33: Waterway Connections, Basic Description.............................155 
  3-34: Waterway Connections, Nature of Liquid ..............................155 
  3-35: Teleportation, Nature of ..........................................................156 
  3-36: Teleportation, Devices and Special Effects for .......................156 
  3-37: Dungeon Area Topography .....................................................157 
  3-38: Rooms or Chambers in a Dungeon Area ................................157 
  3-39: Normal Size Rooms/Caverns .................................................158 
  3-40: Rooms of Unusual Size ..........................................................158 
  3-41: Arrangement of Rooms/Caverns Within an Area ...................158 
  3-42: Area Names Involving Water..................................................160 
  3-43A: Areas Involving Tombs (Alternative 1) ...............................160 
  3-43B: Areas Involving Tombs (Alternative 2) ...............................160 
  3-44: Areas Involving Scholarship or Research ...............................160 
  3-45: Areas Involving Imprisonment ...............................................161 
  List of Tables
  List of Tables
  258
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  3-138: Trap Draws (Physical Draws) ...............................................226 
  3-139: Trap Prisons ..........................................................................226 
  3-140: Trap Kill-Mechanisms ..........................................................227 
  3-141: Kill-Switches and Escape Hatches .......................................228 
  3-142: Progressive Magically-Induced Weaknesses ........................228 
  3-143: Measuring out Life ...............................................................230 
  3-144: General Dungeon Dressing ...................................................231 
  3-145: Unusual Corpses ...................................................................232 
  3-146: Corpse Malformations ..........................................................232 
  3-147: Weird Dungeon Dressing ......................................................232 
  3-148: Condition of Item .................................................................234 
  3-149: Lighting (normal) .................................................................234 
  3-150: Furniture Items .....................................................................234 
  3-151: Small Items ...........................................................................234 
  3-152: Smells ...................................................................................235 
  3-153: Book Types ...........................................................................236 
  3-154: Unusual Book Bindings ........................................................236 
  3-155: Hallucinogen Name ..............................................................236 
  3-156: How Hallucinogen is Administered ......................................237
  3-157: Effects of Hallucinogens ......................................................237 
  3-158: Physical Signs of Hallucinogen Use .....................................237 
  3-159: Herbs .....................................................................................237 
  3-160: Liquid Potions ......................................................................239 
  3-161: Powdered Potions .................................................................239 
  3-162: Magical Workrooms (List of Furnishings) ...........................239 
  3-163: Detailed Alchemical Ingredients Master Table ....................240 
  3-164: Animal/Monster Part ............................................................240 
  3-165: Person Part ............................................................................242 
  3-166: Plant or Plant Part .................................................................244 
  3-167: Small Alchemical Things......................................................246 
  3-168: Substance ..............................................................................247 
  3-169: Magic Containers ..................................................................248 
  3-170: Magic Clothing .....................................................................248 
  3-171: Magical Effects, Descriptive ................................................249 
  3-172: Attack Spells .........................................................................250 
  3-173: Generalized Spell Effects .....................................................250 
  3-174: Command Words and Magic Words .....................................252 
  3-175: Master Sarcophagus Table ....................................................252 
  3-176: Symbolic/Decorative Themes for Sarcophagi ......................252 
  3-177: External Features for Sarcophagi .........................................253 
  3-178: Warnings or Sigils for Sarcophagi ........................................253 
  3-179: Quick Climactic Monster Ideas ............................................253 
  3-180: Jewelry ..................................................................................254 
  3-181: Gems and Precious Stones ....................................................254
  3-182: Decorations ...........................................................................256 
  3-183: Tomb Arrangement ...............................................................256 
  3-184: Profile of Monster Ambush ..................................................257 
  3-91: False Appearance Tricks .........................................................196 
  3-92: Hazard Tricks ..........................................................................196 
  3-93: Magic Area Tricks Master Table ............................................196 
  3-94: Correct Actions for Magic Area Tricks ..................................197 
  3-95: Marking off Magic Area .........................................................197 
  3-96: Warnings .................................................................................197 
  3-97: Central Feature of Magic Thing .............................................198 
  3-98: Abstract Special Effects for Magic Thing ..............................198 
  3-99: Triggering Actions for Magic Things .....................................198 
  3-100: Result of Triggering Action ..................................................199 
  3-101: Warning Signals ....................................................................200 
  3-102: Correct Responses to Magical Thing Tricks.........................200 
  3-103: Single-Rule Pathways ...........................................................201 
  3-104: Mode of Forward Movement in Game Board Tricks ...........202 
  3-105: Risk and Reward for Game Board Trick “Squares.” ............203 
  3-106: Master Table for Substance Tricks .......................................203 
  3-107: Form of Substance ................................................................204 
  3-108: Basic Game Tricks, Risk and Reward ..................................204 
  3-109: Methods of Betting Games ...................................................205 
  3-110: Choice Games .......................................................................206 
  3-111: Names for Games..................................................................207 
  3-112: Game “Rooms” .....................................................................207 
  3-113: Types of Game Series ...........................................................208 
  3-114: Writing Surfaces ...................................................................208 
  3-115: Writing Methods ...................................................................208 
  3-116: Beneficial Effect of Reading the Written Trick ....................209 
  3-117: Unusual Writing ....................................................................209 
  3-118: Type of Beneficial Magical Condition or Curse ...................209 
  3-119: Magical Changes to Area ......................................................209 
  3-120: Beneficial Changes and Curses to Items ..............................210 
  3-121: Beneficial Conditions and Curses to Individuals ..................210 
  3-122: Aversions ..............................................................................214 
  3-123: Physician’s Diagnosis of Normal Diseases ..........................214 
  3-124: Specific Courses of Treatment (for Normal Diseases) .........216 
  3-125: Lethal and Virulent Diseases ................................................216 
  3-126: Basic Mechanical Traps ........................................................217 
  3-127: Mechanical traps – Concealment, Complicated Triggers .....218 
  3-128: Gases .....................................................................................219 
  3-129: Trap Liquids..........................................................................221 
  3-130: Missile Traps ........................................................................221 
  3-131: Pits ........................................................................................221 
  3-132: Poison Effects Table (Lethal) ...............................................221 
  3-133: Poison Effects (Non-Lethal) .................................................223 
  3-134: Basic Traps (Rigged Natural Features) .................................224 
  3-135: Basic Traps (Magical) ...........................................................224 
  3-136: Magical Trap Special Effects ................................................225 
  3-137: Overall Profile for Complex Trap .........................................226 
  List of Tables
  List of Tables
  259
  BOOK THREE: DUNGEON DESIGN - MISC. USEFUL TABLES
  
  BOOK 
  FOUR:
  Non-Dungeon  
  Adventure Design
  Table of Contents
  Aerial Adventures ................................................................................................................261
  Castles and Ruins .................................................................................................................264
  Cities and Settlements ..........................................................................................................267
  Planar and Alternate Worlds ................................................................................................283
  Underwater Adventures .......................................................................................................287
  Waterborne Adventures ........................................................................................................288
  Wilderness Adventures ........................................................................................................290
  General Wilderness Tables ...............................................................................................290
  Desert Adventures ............................................................................................................295
  Forest Adventures .............................................................................................................297
  Hill and Mountain Adventures .........................................................................................298
  Swamp Adventures ...........................................................................................................300
  List of Tables (Book Four) ...................................................................................................301
  260
  
  Table 4-2: Aerial Adventure Locations/Objectives
  Die Roll
  Locale or Adventure Objective (d100)
  01-10
  Aerial chase/find, flying group
  11-20
  Aerial chase/find, flying individual
  21-30
  Aerial portal/gate
  31-40
  Aerial vehicle
  41-50
  Cliff face
  51-60
  Floating island(s) 
  61-70
  Flying structure
  71-80
  High mountain
  81-90
  Low-hanging moon
  91-00
  Top of high spire/tower
  Table 4-3: Aerial Problems/Mysteries/Missions
  Die Roll
  The “Hook” (d100)
  01-05
  Adventure location only accessible by air (mountain or 
  cliff face)
  06-10
  Bypass ground-based enemies to reach objective or 
  adventure location
  11-15
  Bypass ground-based hazard to reach objective or adven-
  ture location
  16-20
  Fallen clues from above
  21-25
  Fetch something known to be above
  26-30
  Guard and defend aerial structure
  31-35
  Guard and defend ground structure/area from aerial attack
  36-40
  Infiltrate aerial structure
  41-45
  Investigate omens of something above
  46-50
  Investigate strange lights
  51-55
  Investigate strange sounds
  56-60
  Locate and destroy aerial predators
  61-65
  Locate and rescue prisoner of aerial beings/monster
  66-70
  Prophesy of something above
  71-75
  Reconnoiter best course for ground travel
  76-80
  Reconnoiter enemy position
  81-85
  Steal/recover something known to be in aerial structure
  86-90
  Stop or engage in bombardment of surface
  91-95
  Stop or engage in snatching items by air
  96-00
  Stop or engage in snatching people by air
  Table 4-4: Events in the Air
  Note: this is not an encounter table – it is for use in designing sig-
  nificant components of an adventure. An encounter table would need to 
  have higher likelihood of “normal” events such as a flock of birds, and 
  lower chances of encountering the weird events such as floating rocks.
  Die Roll
  Event (d100)
  01-05
  Air becomes thicker
  06-10
  Air elementals or djinn
  11-15
  Attacked by missiles from ground
  Introduction to  
  Book Four
  The previous three books contain tables designed to spark ideas: the 
  first book addressed missions and villainous plans, the second book 
  focuses on monsters, and the third book focuses on constructing a dun-
  geon adventure. This fourth book provides tables for non-dungeon ad-
  ventures – castles, ruins, forests, other dimensions, and others. 
  Table 4-1: Type of Adventure
  Die 
  Roll
  Adventure Type (d8)
  1
  Aerial
  2
  Castles and Ruins
  3
  Cities and Settlements
  4
  Planar and Alternate Worlds
  5
  Underwater
  6
  Waterborne
  7-8
  Wilderness
   
   
  Pattern of Non-Dungeon Adventures
  The patterns listed here also apply to dungeon adventures, but when 
  designing wilderness or other types of adventures it is often more 
  important than with dungeon adventures to step back and look at the 
  overall structure of what you’re putting together. The reason is that 
  in a dungeon, so many possibilities are hardwired into the map: you 
  can’t go up or down unless the map allows it, your visibility is limited, 
  and there are only a limited number of pathways. In a wilderness or 
  non-dungeon adventure, you have to give some thought to the broader 
  possibilities (both the advantages and disadvantages) involved.
  Adventure Patterns
  Physical reconnaissance followed by an assault.
  Physical reconnaissance followed by infiltration (with combat likely).
  Diplomatic reconnaissance followed by assault.
  Diplomatic reconnaissance followed by infiltration (with combat 
  likely).
  Set-piece event with direct combat, or with diplomatic or physical 
  reconnaissance followed by combat. Note: in general, the whole rea-
  son behind starting with a set-piece event is to create a viciously fast-
  moving race against time.
  Exploration (physical reconnaissance) involving multiple encounters 
  (assault, diplomacy, etc)
  Aerial Adventures
  Most aerial adventures contain non-aerial elements, such as a cloud 
  castle or a cliff-side, although this isn’t necessarily always the case. 
  What’s meant by an “aerial adventure” here is that the adventure con-
  tains significant elements involving flying or falling. These might in-
  clude travel-type adventures where much of the adventure is a danger-
  ous flying journey to another location, or adventures where flying is a 
  major tactical element involved in the way the characters must handle 
  a non-aerial feature. An example of the latter might be a tall cliffside 
  with many entrances that have no stairways between them, or, even if 
  the cliff has stairways, there are flying enemies that must be fought off 
  while getting from one place to another on the cliff.
  261
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Table 4-6: Types of Flying Vehicles
  Die Roll
  Vehicle (d100)
  Locomotion (d100)
  01-05
  Bubble/sphere
  Anchor (claws off)
  06-10
  Castle
  Course is magically defined at 
  time of construction; moves back 
  and forth between two locations 
  without the possibility of chang-
  ing course or destination.
  11-15
  Congealed cloud
  Drawn by ground features (pulled 
  in by concentrations of earth 
  magic, magical lodestones, etc.)
  16-20
  Dirigible or blimp
  Drifts with wind (an air balloon, 
  for example) with no steering
  21-25
  Disk
  Drifts with wind (an air balloon, 
  for example) with no steering
  26-30
  Floating plant with 
  massive root tangles
  Follows planetary/moon move-
  ments
  31-35
  Large Chariot
  Follows zodiacal course
  36-40
  Rock chunk with 
  internal tunnels
  Great vanes are used for steering
  41-45
  Shaped like blob 
  with internal com-
  partments
  Lashing tail propels the craft 
  through the air
  46-50
  Shaped like crab or 
  lobster, mechanical
  Mental manipulation of magical 
  propulsion object (someone has 
  to be able to exert this sort of 
  mental control in order to make 
  it work)
  51-55
  Ship, fishing vessel
  Magical propulsion (horizontal 
  version of levitation)
  56-60
  Ship, fishing vessel
  Magical propulsion (horizontal 
  version of levitation)
  61-65
  Ship, fishing vessel
  Magically generated air gusts
  66-70
  Ship, galleon
  Oars
  71-75
  Ship, galleon
  Propeller
  76-80
  Ship, galleon
  Sails
  81-85
  Ship, metal, cigar-
  shaped
  Sails
  86-90
  Ship, galley
  Sails
  91-95
  Ship, galley
  Teleportation
  96-99
  Small island
  Wind-rudder
  00
  Whale-creature with 
  howdah
  Wings
   
   
  Table 4-7: Types of Flying Structures
  Note: These are flying structures designed to be the location of an 
  adventure, so they are quite unusual.
  Die Roll
  Structure 
  (d100)
  Foundation 
  (d100)
  Buoyancy 
  (d100)
  01-05
  City
  Circular band 
  (torc)
  Antigravity field
  06-10
  Cottage
  Cloth or carpet
  Attracted toward 
  clouds
  11-15
  Cube
  Cloud
  Attracted toward 
  star(s)
  Die Roll
  Event (d100)
  16-20
  Close-swinging moon
  21-25
  Clouds moving independently of wind
  26-30
  Clouds, normal
  31-35
  Dead magic area
  36-40
  Floating globes, spheres, bubbles
  41-45
  Floating rock or minerals
  46-50
  Floating vegetation
  51-55
  Flock of birds
  56-60
  Flying Structure (See Table 4-7)
  61-65
  Flying Vehicle (See Table 4-6)
  66-70
  High winds or air vortex to ground (or even below 
  ground)
  71-75
  Lightning or chain lightning
  76-80
  Pollen or spores in air
  81-85
  Rain, snow, or storm
  86-90
  Rainbow
  91-95
  Sudden brightness in sky
  96-00
  Swarm of bugs
  Table 4-5: Things Seen from the Air
  This table serves to integrate Table 4-4 (Events in the Air) with the pres-
  ence of the ground below; when the flight level will be low to the ground 
  (especially in scouting missions), your adventure will need to take into 
  account the fact that flying characters can cover a lot of distance and have 
  much longer visibility ranges than in most other types of adventures.
  Die Roll
  What is Seen (d100)
  01-05
  Billowing smoke
  06-10
  Bubbles rising
  11-15
  Camp
  16-20
  Castle
  21-25
  Column of smoke
  26-30
  Crop circles or patterns
  31-35
  Encampment
  36-40
  Fleeing person
  41-45
  Glittering surfaces
  46-50
  Ground battle
  51-55
  Hills forming shape of creature
  56-60
  Hills forming shape of symbol
  61-65
  Lake with island
  66-70
  Low-lying fog or mist
  71-75
  Remnants of forest fire
  76-80
  Small lake
  81-85
  Soldiers marching
  86-90
  Town
  91-95
  Trees moving
  96-00
  Village
   
   
  Table 4-4: Events in the Air - Continued
  262
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  Owner (d100)
  13-16
  Deity, demigod, or quasi-deity
  17-20
  Demonic
  21-24
  Djinni
  25-28
  Draconic
  29-32
  Efreeti
  33-36
  Extra-planar merchant
  37-40
  Extra-planar monsters
  41-44
  Flying serpentine monster
  45-48
  Ghost(s) (abandoned structures)
  49-52
  Ghostly leader with minions
  53-56
  Incorporeal force linked to emotion or souls
  57-60
  Intelligent undead with minions
  61-64
  Mist or cloud creature
  65-68
  Powerful religious leader (human)
  69-72
  Powerful religious leader (non-human)
  73-76
  Rider of flying mount and minions
  77-80
  Rider of levitating mount and minions
  81-84
  Solitary giant flier
  85-88
  Solitary giant levitator
  89-92
  Storm giant
  93-96
  Titan
  97-00
  Winged humanoid king/prince
   
  Table 4-9: Purpose of Flying Structure
  Die Roll
  Purpose (d100)
  01-02
  Comfortable and isolated residence: powerful being
  03-04
  Houses a society: knights who protect
  05-06
  Houses a society: magic-users guild
  07-08
  Houses a society: monastery
  09-10
  Isolates its content: dead god or other powerful being
  11-12
  Isolates its content: deadly artifact
  13-14
  Isolates its content: disease colony
  15-16
  Isolates its content: forbidden temple
  17-18
  Isolates its content: hermitage
  19-20
  Isolates its content: library
  21-22
  Isolates its content: magical research
  23-24
  Isolates its content: prison
  25-26
  Isolates its content: religious relic
  27-28
  Isolates its content: tombs
  29-30
  Isolates its content: treasure rooms
  31-32
  Mercantile and Military: to dominate the local ground trade 
  33-34
  Mercantile: headquarters for a merchant family
  35-36
  Mercantile: headquarters for a monster-type merchant
  37-38
  Mercantile: headquarters for a planar merchant
  39-40
  Mercantile: inn/way-station for airborne travelers
  41-42
  Mercantile: trading post
  Die Roll
  Structure 
  (d100)
  Foundation 
  (d100)
  Buoyancy 
  (d100)
  16-20
  Cubes, multiple
  Cloud
  Divine curse 
  never to touch 
  ground
  21-25
  Farm
  Cloud
  Levitating 
  construction 
  material
  26-30
  Great castle
  Cone, inverted
  Levitating 
  mounting
  31-35
  Keep
  Cone, point up
  Levitator object 
  within
  36-40
  Manor house
  Congealed air
  Lighter-than-
  air material in 
  containers (anti-
  ballast)
  41-45
  Polyhedron
  Disk, concave
  Lighter-than-
  air material in 
  containers (anti-
  ballast)
  46-50
  Polyhedrons, 
  multiple
  Disk, convex
  Lighter-than-
  air material in 
  containers (anti-
  ballast)
  51-55
  Dome
  Great beast 
  (probably form-
  less)
  Lighter-than-air 
  mounting
  56-60
  Castle
  Iceberg
  Lighter-than-air 
  mounting
  61-65
  Treehouses
  Mass of dirt
  Lighter-than-air 
  mounting
  66-70
  Small town
  Metal flakes
  Repelled by 
  ground
  71-75
  Sphere
  Multiple plat-
  forms
  Repelled by 
  ground
  76-80
  Spheres, multiple
  Mysterious 
  vapor
  Sucked upward 
  by planets or 
  moons
  81-85
  Tiered structures, 
  multiple founda-
  tions
  Rock chunk
  Updrafts of air
  86-90
  Tower
  Structure is 
  suspended from 
  mounting (roll 
  again to deter-
  mine mounting)
  Weightless 
  construction 
  material
  91-95
  Towers, multiple
  Vines & plants
  Weightless 
  mounting
  96-00
  Village
  Wooden platform
  Wings
   
  Table 4-8: Owner of Flying Structure
  Die Roll
  Owner (d100)
  01-04
  Abandoned to chaos, neglect, occupied by flying and 
  non-flying vermin
  05-08
  Abandoned to chaos, neglect, occupied by non-fliers
  09-12
  Cloud giant
  Table 4-8: Owner of Flying Structure - Continued
  Table 4-7: Types of Flying Structures - Continued
  263
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Castles and Ruins
  Castles and ruins will generally be used quite differently from each 
  other in adventures, since castles are occupied (political or assault-on-
  occupied-location types of adventures) and ruins are mainly abandoned 
  (explore-and-loot types of adventures). However, for purposes of getting 
  ideas, castles and ruins are very similar. Both involve open-air adventur-
  ing with a possible aerial component, and the background and physical 
  design of the adventure locale is a very similar process – since ruins are 
  usually the broken and abandoned form of a castle-like settlement. 
  Ruins
  Table 4-10: Condition of Ruin
  Die Roll
  Condition of Ruin (d100)
  Covering or Burial 
  if indicated (d100)
  01-10
  Crumbling
  Dir
  11-20
  Fully covered or buried
  Force fields
  21-30
  In cliff face
  Fungi
  31-40
  In large crater
  Glass dome
  41-50
  Inside cavern
  Rock fall
  51-60
  Partially burned
  Sand
  61-70
  Partially collapsed
  Swamp
  71-80
  Partially covered or buried
  Under water (lake, sea, 
  river, etc)
  81-90
  Partially crystallized
  Vines and plants
  91-00
  Partially melted
  Volcanic ash
   
   
  Table 4-11: Type of Ruin
  Die Roll
  Basic Type of Ruin (d6)
  1
  Castle
  2
  Manor
  3
  Temple
  4
  Town
  5
  Village
  6
  Unusual Purpose (see Table 4-12, below)
   
  Table 4-12: Unusual Purpose Ruins
  Die Roll
  Unusual (original) Purpose of Ruins (d100)
  01-10
  Academy, school, or university
  11-20
  Energy Source
  21-30
  Forges or manufactory
  31-40
  Huge vehicle(s)
  41-50
  Library or archive
  51-60
  Mines, quarry, archaeological dig, drilling
  61-70
  Museum or observatory
  71-80
  Prison
  81-90
  Wizard’s stronghold
  91-00
  Zoo or animal training
   
  Die Roll
  Purpose (d100)
  43-44
  Military and Mercantile: slave-takers
  45-46
  Military: to pillage airborne trade
  47-48
  Military: to pillage ground trade
  49-50
  Military: to pillage nearby settlements
  51-52
  Military: spying and reconnaissance
  53-54
  Observatory, astrological
  55-56
  Planar as well as Flying Structure (see Tables 2-46 
  through 2-58 if you need ideas for creating a new planar 
  monster or planar monster type)
  57-58
  Political and Military: to dominate local ground politics
  59-60
  Political: Headquarters for a leader in sky-based politics 
  or government of a particular airborne race
  61-62
  Political: seat of local government (probably within 
  ladder-reach of ground most of the time)
  63-64
  Political: seat of rival government/rebels
  65-66
  Prestige residence: local mercantile leaders
  67-68
  Prestige residence: nobles
  69-70
  Prestige residence: the “awakened” (whatever it might 
  suggest to you)
  71-72
  Productive: to breed flying creatures
  73-74
  Productive: factories (probably wind-powered)
  75-76
  Productive: farming
  77-78
  Productive: to gather valuable materials in sky (From 
  clouds? From sun? All is possible)
  79-80
  Productive: herds airborne “cattle” or creatures
  81-82
  Productive: mining (travels to ground, contains mining 
  and processing facilities)
  83-84
  Religious and Military: to dominate ground religion 
  (internal faction)
  85-86
  Religious and Military: to dominate ground religion 
  (stamp out opposing sects or heretics, most likely)
  87-88
  Religious: to avoid ground contact
  89-90
  Religious: to be close to sky
  91-92
  Religious: to be close to specific planet/moon
  93-94
  Religious: to be closer to stars
  95-96
  Religious: to be in contact with clouds
  97-98
  Religious: to enter storms
  99-00
  Religious: to follow course of wind
   
   
  Table 4-9: Purpose of Flying Structure - Continued
  264
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die 
  Roll
  Castle 
  (d100)
  Manor 
  (d100)
  Temple 
  (d100)
  Town 
  (d100)
  Village 
  (d100)
  61-70
  Motte and 
  bailey, no 
  keep
  Stone 
  house 
  and 1d6 
  outbuild-
  ings
  Pyramid 
  or zig-
  gurat
  Above 
  plus 
  1d100 
  houses
  Above 
  plus 
  wooden 
  wall
  71-80
  Shell 
  Keep 
  (stone 
  bailey)
  Villa
  Temple 
  with ne-
  cropolis
  Above 
  plus 
  second 
  gatehouse
  Above 
  plus 1d10 
  cottages
  81-90
  Single 
  large 
  tower 
  (donjon)
  Villa
  Spire
  Above 
  plus 
  1d100 
  houses
  Above 
  plus 1d3 
  wooden 
  towers
  91-00
  Unusual
  Unusual
  Cathedral 
  Temple
  Above 
  plus 
  Temple
  Above 
  plus 1d10 
  cottages
  Castles
  Table 4-15: Type of Castle
  Die Roll
  Type of Castle (d100)
  01-12
  Concentric castle (two surrounding outer baileys)
  13-25
  Keep
  26-38
  Keep and Bailey with Gatehouse
  39-51
  Keep and Bailey with towers, and Gatehouse
  52-64
  Keep, inner bailey, outer bailey and Gatehouse
  65-77
  Motte and bailey, no keep
  78-90
  Shell Keep (stone bailey)
  91-00
  Single large tower (donjon)
  Table 4-16: Unusual Castles and Manors
  Die Roll
  Unusual Castle (d100)
  Unusual Manor (d100)
  01-10
  A castle where the only 
  entrance is underground, 
  through caverns or even  
  underground water channels 
  that might require a boat.
  Bubble on tall spire
  11-20
  Built of bones
  Built for giant-scale inhab-
  itants
  21-30
  Carvings or gargoyles that 
  are part of structure can 
  be animated to defend the 
  place
  Built into cliff face
  31-40
  Cloud castle ruins
  Crashed vehicle (possibly 
  flying vehicle) being used 
  for house
  41-50
  Includes dimensional 
  defenses
  Glass dome
  51-60
  Involves levitating towers, 
  fire-platforms, or entrances
  Habitrail-type structure 
  with connecting tubes or 
  passages
  Table 4-13: Current Purpose of Ruins
  Die Roll
  Current Purpose (d100)
  01-20
  Unusual Purpose: Roll on Table 4-12 for ideas
  21-30
  A large monster has taken the ruin as a lair, since it 
  offers convenient shelter for sleeping (and perhaps 
  breeding).
  31-40
  Adopted as holy site and temple for a sect that needs to 
  remain secret or in the wilderness
  41-50
  An adventuring party has taken possession of the ruins 
  in order to search for treasure. Possibly there is a dun-
  geon entrance, possibly the ruins are complex enough 
  that searching is required even on the surface.
  51-60
  Assassins, thieves, or some other stealthy group (pos-
  sibly including rangers, smugglers, bootleggers, drug 
  dealers, counterfeiters, or druids) have taken up resi-
  dence in the ruins.
  61-70
  Headquarters and hideout for a military group (that has 
  not started operations yet)
  71-80
  Headquarters and hideout for raiding group
  81-90
  Infested with giant beetles, wasps, and/or other large 
  vermin as a convenient nest with shady places.
  91-00
  Whoever or whatever caused the ruination of the site is 
  still present, picking over the remains and possibly cov-
  ering their tracks. Perhaps they are raising the original 
  inhabitants as undead creatures.
   
  Table 4-14: Structures of Ruins (by Basic Type)
  Die 
  Roll
  Castle 
  (d100)
  Manor 
  (d100)
  Temple 
  (d100)
  Town 
  (d100)
  Village 
  (d100)
  01-10
  Concen-
  tric castle 
  (two 
  surround-
  ing outer 
  baileys)
  Hall
  Shrine
  10d10 
  houses
  1d6 cot-
  tages
  11-20
  Keep
  Hall
  Chapel
  Above 
  plus 
  Donjon 
  citadel
  Above 
  plus 1d10 
  cottages
  21-30
  Keep
  Long-
  house
  Temple 
  with 1d6 
  outbuild-
  ing
  Above 
  plus 
  wooden 
  walls
  Above 
  plus 1d10 
  cottages
  31-40
  Keep and 
  Bailey 
  with 
  Gatehouse
  Long-
  house
  Fortified 
  Temple
  Above 
  plus stone 
  walls
  Above 
  plus a 
  manor
  41-50
  Keep and 
  Bailey 
  with  
  towers, 
  and 
  Gatehouse
  Mansion
  Acropo-
  lis-temple
  Above 
  plus gate-
  house
  Above 
  plus 1d10 
  cottages
  51-60
  Keep, 
  inner 
  bailey, 
  outer 
  bailey and 
  Gatehouse
  Palace
  Standing 
  stones
  Above 
  plus 
  concen-
  tric walls 
  around 
  donjon
  Above 
  plus an 
  inn build-
  ing
  Table 4-14: Structures of Ruins (by Basic Type) - Continued
  265
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  Castle Inhabitant/
  Officer (d100)
  Notes (do not roll separately)
  46-50
  Castellan or Con-
  stable
  The person ultimately respon-
  sible for the functioning of the 
  castle; the boss.  
  51-55
  Chancellor
  A personal secretary to a noble.
  56-60
  Chaplain
  The castle’s religious counselor
  61-65
  Clerk
  Responsible for keeping ac-
  counts and doing math, as well 
  as writing.  In non-medieval 
  cultures, a scribe.
  66-70
  Cook and kitchen 
  staff
  The head cook of a castle is 
  responsible for a very large daily 
  production, feeding everyone 
  from servants to soldiers to 
  nobles.  
  71-75
  Gardener
  Gardeners were not just em-
  ployed to keep vegetable and 
  herb gardens; they were also 
  involved in maintaining earth-
  works and keeping the physical 
  surroundings of the castle ready 
  to defend against sieges.
  76-80
  Jester
  The local comic relief
  81-85
  Keeper of the 
  Wardrobe
  Responsible for the important 
  clothes, and in charge of laun-
  dresses and one or more tailors.
  86-90
  Marshall
  In charge of the wagons, horses, 
  grooms, and all transportation.  
  Carters and a head groom report 
  to this officer.
  91-95
  Lord
  Although the actual “ownership” 
  of a castle can vary (emperors 
  and kings have several castles 
  they own directly), some noble 
  will reside in most castles either 
  as a vassal or as the direct owner.
  96-00
  Porter
  Responsible for keeping track 
  of who enters and leaves the 
  fortification, and for granting 
  access.  Usually stationed in the 
  gatehouse, although not normally 
  part of the actual guard.  This is 
  the person you have to convince, 
  if you’re trying to sneak in dis-
  guised as a group of merchants.
  Die Roll
  Unusual Castle (d100)
  Unusual Manor (d100)
  61-70
  Irregular, like coral  
  formation
  Larger inside than outside
  71-80
  Made of living plants, 
  including thorns, trees, etc.
  Spiral structure or tube
  81-90
  Numerous possible entrances, 
  with many of them trapped 
  to kill attackers; the “right” 
  entrance might even change 
  magically
  Tree-house type of struc-
  ture
  91-00
  Windowless, door-less, 
  only access is underground
  Wizard’s flying house/
  saucer
   
  Table 4-17: People in a Castle
  The list below is useful because it gives a picture of the castle as a 
  self-contained community, which (as fortresses) they tend to be.  Even 
  if your campaign isn’t based on the medieval period, and your “castle” 
  is actually a Pagoda or a clay-brick hill fortress in a Mesopotamian-type 
  region, these same jobs are likely to exist, just with different names.  
  Die Roll
  Castle Inhabitant/
  Officer (d100)
  Notes (do not roll separately)
  01-05
  Almoner
  In charge of distributing alms to 
  the poor; only present in castles 
  with a village present
  06-10
  Apothecary
  Larger castles may have an 
  apothecary in the service of the 
  lord and lady, serving double 
  duty as a physician as well.
  11-15
  Armorer
  A skilled blacksmith with the 
  training and ability to make 
  weapons and armor
  16-20
  Bailiff
  In charge of a village, assigning 
  jobs to the peasants including 
  work on the lord’s land and 
  repairing village structures.  Will 
  not be present in a castle without 
  a village, and even so would 
  probably live in the village.  
  Often a peasant promoted to this 
  administrative rank; nobles don’t 
  take this job.
  21-25
  Barber
  Cuts hair and does bloodletting; 
  many castles would keep one on 
  staff
  26-30
  Blacksmith
  Blacksmiths handle regular tasks 
  such as shoeing horses.
  31-35
  Butler
  In charge of the cellars, mainly 
  the provision and storage of beer 
  (large barrels are “butts”).
  36-40
  Candlemaker
  Responsible for the castle’s 
  lighting needs, including non-
  candle lighting such as torches or 
  dipped “rushlights.”
  41-45
  Carpenter
  Most castles could employ a 
  full time carpenter to handle 
  everything from structural repair 
  to furniture; more than one 
  person was normally needed for 
  this task.
  Table 4-17: People in a Castle - Continued
  Table 4-16: Unusual Castles and Manors - Continued
  266
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  city, and making contact with dangerous people (a thieves guild or as-
  sassins guild for example). Tables 1-3 through 1-9 can be very useful if 
  the characters are looking for work.
  Exploration Adventures. In this sort of adventure, the players decide 
  to wander randomly through the city to see what they find. It is al-
  most impossible to plan for an adventure of this type. To prepare for an 
  exploration adventure, it is usually best to avoid creating pre-planned 
  maps of anything, and to rely on random generation tables for most of 
  the events. Running this type of adventure requires so much creative 
  mental activity on your part that a random generation tool is often the 
  only way to keep things moving at a brisk pace. Another tool for run-
  ning this sort of adventure is to sketch out one or two little location-
  maps, just as one would for a mission adventure, but to keep them in 
  reserve for use wherever and whenever combat actually takes place 
  (these are often called “geomorphs”). The tables in this book can be 
  very useful for generating the walk-through of a city map.
  Because these three types of city adventures tend to mix and blend in 
  with each other, the tables in this section aren’t organized as a step-by-
  step procedure. As you design your adventure, just dip into the tables 
  for whatever you need at the time.
  The “Capsule Details”
  Table 4-18: Pride of the Town
  This is the sort of thing like, “Our town is the cleanest in all the 
  land…”
  Die Roll
  Pride of the Town (d100)
  01-02
  A local “wonder of the world” (a collection, museum, or 
  library)
  03-04
  A local “wonder of the world” (a statue)
  05-06
  A local “wonder of the world” (a structure)
  07-08
  A local “wonder of the world” (animal or beast)
  09-10
  A local “wonder of the world” (plant or tree)
  11-12
  A local recipe/dish (e.g. Silverport-style fried rat)
  13-14
  A local strongman
  15-16
  Beauty of the women
  17-18
  Cleanliness of the people
  19-20
  Cleanliness of the town
  21-22
  Comfortable beds
  23-24
  Elaborate or constant insults
  25-26
  Flamboyance of local clothing
  27-28
  Good manners
  29-30
  Hospitality to foreigners
  31-32
  Local bread
  33-34
  Local cats
  35-36
  Local entertainers (juggling, etc.)
  37-38
  Local livestock
  39-40
  Local meats
  41-42
  Local music
  43-44
  Local political leaders or political system
  45-46
  Local tea
  47-48
  Local temple(s)
  49-50
  Manners or skill of town watch
  51-52
  Masonry
  Preparing for a City Adventure
  City adventures are perhaps the most complicated type of adventure 
  to create, since there is so much activity going on around the characters 
  at all times. Before trying to design a city adventure, it’s a good idea to 
  stop and think about why the characters are in the city, and what level 
  of detail you’re going to need to handle that sort of adventure. If the 
  adventure is a mere shopping trip, you will bog everything down if you 
  try to make the players listen to the details of every shop and residence 
  they see, street by street, with descriptions of the people passing by … 
  when all they want is to replace a broken longsword and get back to 
  adventuring.
  If this is the first time you have used this city (i.e., it’s not a feature 
  that has recurred several times in your campaign already), then it’s im-
  portant to brand something memorable about the city onto the players’ 
  minds. This “capsule” detail about the city should cover two things: 
  a visual image of the city; and one simple detail about how the city 
  is risky or gives a significant benefit to the characters themselves, on 
  a personal level. Players do not remember details – they think about 
  things in terms of one or two major features. Rather than inundating 
  them with details to filter, go ahead and smack them with what’s really 
  memorable right at the beginning. Ideas for the sorts of quirky things 
  that can make a city memorable are listed in Tables 4-18 to 4-22. As a 
  general rule, a city should almost be a caricature of itself – focus really, 
  really hard on the city’s central characteristic, at least until the players 
  have it drilled into their heads. Once they “know” the city, of course, 
  you can introduce more details, but still: always slowly enough for the 
  players to remember!
  The Three Types of City Adventures
  There aren’t sharp distinctions between the three types of adventures 
  listed here – many city adventures are in the gray areas between these 
  categories. As things get more complicated – which happens because 
  you offer a “hook” to something more complex, or because the players 
  decide to interfere more and more in the city’s business – the adventure 
  will tend to slide closer and closer down the scale toward the explora-
  tion type (see below).
  Shopping Trips. Shopping trip type adventures aren’t really adven-
  tures at all, or, at least, not at the beginning. The players begin this 
  sort of adventure when they want to buy equipment, get healing, find 
  information, or undertake some other mundane, non-adventuring type 
  of activity. Most of the time, you should almost hand-wave this sort of 
  trip into a city. If the players aren’t trying to gather information or do 
  anything other than buy things, then you’re only getting in the way if 
  you try to turn it into an adventure. For this sort of visit to a city, it’s 
  usually enough to give the players the “capsule information” about the 
  city, and perhaps a sketch map of the major streets with the important 
  shops and temples marked.
  Mission Adventures. Sometimes, however, the characters are ventur-
  ing into the city with a mission. Missions normally have two phases: an 
  information-gathering phase and a combat phase. In the information-
  gathering phase, tactical information is far less important than knowing 
  which people have the important information and how the party might 
  track it down. On the other hand, when the mission turns into combat, 
  you will usually need to have a very small-scale tactical map of where 
  the combat will take place. When creating such a map, take advantage 
  of the features that are unique and special to city adventures: balconies, 
  multi-story buildings, rooftops, the possibility of using the open sky 
  above, and bystanders. Depending on the adventure and where it might 
  lead, it’s possible that you’ll need more than one such map, represent-
  ing two alternative places where a fight might break out, or for two 
  places in a “series,” in which the second location is a place the char-
  acters will only reach if they are “succeeding” in the adventure. For 
  a mission adventure, you will need not only the low-detail city map 
  used in a shopping trip, but also these little pinpoint locations. Mis-
  sion adventures can include any of the following: looking for work, 
  performing that work (usually a mission), pursuing a manhunt into the 
  Cities and Settlements
  267
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  Draft or Riding Animal (d100)
  76-80
  Massive insects (for flying) or beetles (for riding and 
  pulling carts)
  81-85
  Mutant horses (chitin armor, horns, massive size, etc).
  86-90
  Mutated giant animal (such as cats, dogs or any of the 
  “giant” possibilities listed on the table. As with horses, 
  the mutation might be chitin armor, horns, etc).
  91-95
  Rhinoceros (or Pleistocene-era giant wooly rhinoceros)
  96-00
  Yaks
   
  Table 4-20: Odd Customs of Dress 
  Die Roll
  To Whom it Applies 
  (d100)
  Strange Mode of Dress 
  (d100)
  01-05
  All Females.
  A box or other small 
  container. This might be 
  for documents, or it might 
  simply have a random con-
  notation for the people of 
  this culture.
  06-10
  All Males.
  A particular item of clothing, 
  also of a particular color
  11-15
  All married people. Also, 
  roll a 50% chance to see 
  if it’s a different mode for 
  married males and females.
  Badge, embroidered or 
  sewn with the relevant 
  identifications or symbolic 
  markings
  16-20
  All members of a particu-
  lar profession (this would 
  probably extend to visitors), 
  such as wizards, fighters, 
  and thieves. Go with the 
  more interesting profes-
  sions: this is just extraneous 
  detail if it doesn’t apply to 
  at least one party member.
  Bells, of any size ranging 
  from jingling little bells 
  up to a cowbell around the 
  neck
  21-25
  All members of a particu-
  lar race or species.
  Facial marking (paint, 
  henna, etc) of a particular 
  color or pattern
  26-30
  All members of a particu-
  lar religion. This might be 
  a sign that the religion is 
  despised, but could also be 
  a city-wide token of pride 
  for the dominant religion. 
  Alternatively, it might 
  be that each of several 
  religions sports a different 
  identifying mode of dress.
  Feathers (probably but not 
  necessarily from a particu-
  lar type of flying creature)
  31-35
  All members of one par-
  ticular guild. This is likely 
  the most prestigious guild, 
  or a guild whose members 
  are despised.
  Flowers
  36-40
  All People who are not 
  members of one of the 
  city’s official guilds.
  Gloves, tights, or codpiece
  Die Roll
  Pride of the Town (d100)
  53-54
  Metalwork
  55-56
  Obedience of slaves
  57-58
  Odd physical feature such as overbite or large eyes
  59-60
  Quality of glassblowing products
  61-62
  Quality of local food or cooking
  63-64
  Quality of pottery or ceramics
  65-66
  Quality of sailors (If city/town is a port)
  67-68
  Quality of teeth
  69-70
  Remarkable fatness or thinness of locals
  71-72
  Remarkable height of citizens
  73-74
  Security of local prison
  75-76
  Severity of laws
  77-78
  Size of local fair
  79-80
  Size or taste of the local vegetables
  81-82
  Skill at a game (chess, discus-throwing, etc)
  83-84
  Skill of animal breeders
  85-86
  Skill of local merchants
  87-88
  Skill of local soldiers
  89-90
  Skill of locals at trading and haggling
  91-92
  Statues
  93-94
  Taverns/beer
  95-96
  Textiles
  97-98
  Wine
  99-00
  Woodcarving
  Table 4-19: Unusual Domestic Animals Used
  Die Roll
  Draft or Riding Animal (d100)
  01-05
  Aurochs
  06-10
  Dinosaurs (biped)
  11-15
  Dinosaurs (quadruped)
  16-20
  Elephants (or mammoths)
  21-25
  Floating fungus (big levitating mushroom-caps you ride 
  on, for instance)
  26-30
  Giant dogs or cats (or wolves)
  31-35
  Giant goats (mountain goats would be great for moun-
  tainous regions)
  36-40
  Giant lizards
  41-45
  Giant ostriches
  46-50
  Giant peacocks (perfect for the local imperial city)
  51-55
  Giant rodent (or different types of rodents for different 
  purposes)
  56-60
  Giant serpents
  61-65
  Giant turtles (when it absolutely, positively has to be 
  there next week). Big palanquins or wagons could be 
  mounted on one, though.
  66-70
  Giant walking air-breathing fish (sharks, whales, etc)
  71-75
  Hippopotamus (good for river travel, maybe hauling 
  barges)
  Table 4-19: Unusual Domestic Animals Used - Continued
  Table 4-18: Pride of the Town - Continued
  268
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  To Whom it Applies 
  (d100)
  Strange Mode of Dress 
  (d100)
  96-00
  Members of each social class 
  have a distinctive article of 
  dress. Roll only once on the 
  next column, and use different 
  varieties of the same result: 
  for example, if the next col-
  umn indicates a “pointed hat,” 
  use a one-pointed hat for one 
  class, a non-pointed hat for a 
  second class, two points for a 
  third class, a so on.
  Wooden shoes, high boots, 
  sandals, or other specific 
  item of footwear
   
  Table 4-21: Odd Behavior
  Odd behaviors have to be something that the Referee can mimic while 
  the adventurers are talking to people in the city/settlement, or they 
  won’t make much of an impression on the players. When this works, 
  however, the players will definitely remember the city. These are cul-
  tural behaviors that the entire city (or a subgroup) uses, not just distinc-
  tive mannerisms of a single individual. 
  Die Roll
  Odd Behavior (d100)
  01-10
  Avoid all eye contact
  11-20
  Bow constantly
  21-30
  Distinctive swear word or expostulation (invented spe-
  cifically for this city)
  31-40
  Nod throughout another’s speech
  41-50
  Refer to oneself only in the third person
  51-60
  Snap fingers when agreeing (or perhaps when disagree-
  ing).
  61-70
  Tap self when agreeing (on head, foot, over heart, etc.)
  71-80
  Two-part gesture for greeting: for example, clap hands 
  then bow, whistle then tap nose, smack fist to heart then 
  shake head, etc.
  81-90
  Wave hand in particular
  91-00
  Wiggle earlobes or nose with fingers
  Table 4-22: Unusual Cultural Center of Gravity
  Die Roll
  Culture is Focused on
  01-10
  Actual worship of ruling class
  11-20
  Dedication to stamping out some type of art, poetry, 
  scholarship, attitude, religious belief, or lifestyle.
  21-30
  Focused on the community rather than the individual; 
  people live for the benefit of the community (this might ap-
  pear fascistic or communist, depending on how it operates)
  31-40
  Obsessively focused on a “living god” in the community
  41-50
  Obsessively focused on cleanliness
  51-60
  Obsessively focused on physical health
  61-70
  Obsessively focused on religion
  71-80
  Obsessively focused upon a particular statue in the com-
  munity
  81-90
  Obsessively focused upon sex
  91-00
  Rigid adherence to dictates left by the community’s 
  founder
  Die Roll
  To Whom it Applies 
  (d100)
  Strange Mode of Dress 
  (d100)
  41-45
  All People.  This includes 
  both residents and visitors. 
  Visitors would be given, 
  or would have to acquire, 
  the proper article of dress 
  before being allowed to 
  enter.
  Item of silverware, such 
  as a spoon of a specific 
  type. It might be that such 
  a person is only allowed 
  to eat with this particular 
  implement, or it might be 
  symbolic of a past event.
  46-50
  All Residents.
  There is a 50% chance that 
  a second strange mode of 
  dress is used by one sub-
  group: roll again to find this 
  subgroup, ignoring results 
  of “All Residents” or “All 
  People.” Mask or veil
  51-55
  All unmarried people. 
  Also, roll a 50% chance to 
  see if it’s a different mode 
  for unmarried males and 
  females. 
  Metal collar, bracelet, or 
  other non-decorative piece 
  of metal
  56-60
  All visitors.
  Nose ring or earring(s)
  61-65
  All who are parents. Also, 
  roll a 50% chance to see 
  if it’s a different mode for 
  fathers and mothers.
  Overlong sleeves or no 
  sleeves (e.g., a vest)
  66-70
  Anyone who has passed 
  some sort of test or chal-
  lenge (a manhood/woman-
  hood ritual, for example). 
  It might be that if the char-
  acters don’t undertake this 
  ritual they will have some 
  difficulties due to lack of 
  respect. In some cases the 
  ritual might merely be ex-
  pensive, or in some cases it 
  might potentially be lethal.
  Pointed hat (50% chance to 
  require 1d3+1 points)
  71-75
  Criminals of a particular 
  type (e.g., the “Scarlet Let-
  ter” worn by adulterers in 
  puritan New England).
  Pointed shoes (including 
  boots or slippers)
  76-80
  Each odd-numbered visi-
  tor, or some other random 
  selection process that 
  makes some party mem-
  bers wear the garment and 
  others not be allowed to.
  Ribbons (whether or not of 
  a particular color)
  81-85
  Members of a certain 
  political faction.
  Specific type of relict from 
  your family
  86-90
  Members of a particular 
  social class. This might be 
  a high class, or it might 
  be a shunned class such as 
  Hindu “untouchables.”
  Tattoo or ritual scarring
  91-95
  Members of each politi-
  cal faction have a certain 
  identifying mode of dress. 
  One historical example 
  would be the “green” and 
  “blue” factions in ancient 
  Constantinople.
  Wide-brimmed hat, hat 
  with no brim, or specific 
  hood
  Table 4-20: Odd Customs of Dress - Continued
  Table 4-20: Odd Customs of Dress - Continued
  269
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  City Districts (d100)
  61-70
  Temple District: An area dominated by temples and the 
  housing of priests.
  71-80
  Thieves’ Quarter: Few cities would have a quarter 
  specifically devoted to the profession of larceny, but 
  some poorer quarters might be dominated by organized 
  crime and become known for it.  Such quarters often 
  form where part of the city is self-governed or subject to 
  less onerous laws.  Interestingly, theaters were often also 
  found in such districts.
  81-90
  Wealthy or Nobles’ District: such districts will contain 
  partially fortified houses and even small estates, villas, or 
  compounds comprising several buildings.  Many of the 
  families living in these areas will have troops or retain-
  ers, or at the very least a couple of private guardsmen.
  91-00
  Wharfs/Docks: Fishermen and sailors, together with 
  businesses catering to them. 
   
  Locations in a City
  Locations are listed by type: open areas, business types (for shops), 
  civic areas, and religious areas.
  Table 4-25: Open Areas
  Die Roll
  Open Area (d100)
  01-10
  Arena (racing or gladiatorial)
  11-20
  Executions plaza and stocks
  21-30
  General market square
  31-40
  Graveyard
  41-50
  Holy ground or planar gate
  51-60
  Parade grounds
  61-70
  Political forum
  71-80
  Public park or gardens
  81-90
  Slave market
  91-00
  Training grounds
   
  Table 4-26: Businesses
  Die Roll
  Type of Business (d100)
  01
  Alchemist
  02
  Animal trainer: birds
  03
  Animal trainer: horses (beyond town walls)
  04
  Animal trainer: unusual animals (lions, etc)
  05
  Apothecary
  06
  Architect
  07
  Armorer
  08
  Artist
  09
  Assassin or poisoner
  10
  Astronomer
  11
  Attorney: civil
  12
  Attorney: criminal
  13
  Baker
  City Map Generator
  Author’s Favorite Method
  The author’s favorite method for inventing a city is to begin by rolling for 
  the identity of the town’s central open area (Table 4-25), and to assume that 
  this says a great deal about the city’s personality. A city with its central area 
  and culture based on a huge graveyard is a very different place from a city 
  that centers on a gladiatorial arena, which is in turn different from a city 
  built around a sacred flower-garden.  This open area will be large, centrally 
  located, and it will play a large part in the city’s culture.  
  Then draw a couple of main streets leading to the city gates from the 
  central area, and a couple of cross streets so the city map isn’t just one 
  large hub, and you’re good to go. 
  Table 4-23: Interesting Streets
  Die Roll
  Interesting Aspect of Street (d100)
  01-10
  Buildings taller, shorter, wider, or narrower than is nor-
  mal in the rest of the city.
  11-20
  Connected balconies from building to building create 
  two “walkway streets” on the sides of the road. Bridges 
  might also span the road from balcony to balcony.
  21-30
  Flower gardens (either in front of buildings, in window 
  gardens, or on a median down the middle of the street).
  31-40
  Hanging decorations (dead animals, streamers, banners, 
  real or fake heads, weapons, etc.)
  41-50
  Limited access street: guards request certain credentials 
  in order to permit passage
  51-60
  Predominant color of paint (blue, red, etc)
  61-70
  Similar businesses clustered together (see Table 4-26 for 
  ideas)
  71-80
  Statues, either with or without a predominant type, 
  theme, or material
  81-90
  Street is on a very steep slope, up or down
  91-00
  Street on a bridge (many medieval city-bridges were 
  quite built up with houses and shops).
  Table 4-24: City Districts
  Die Roll
  City Districts (d100)
  01-10
  Ghetto: not necessarily indicating poverty, a ghetto is 
  an area where members of a specific race or religion are 
  concentrated.  Laws in particularly oppressive cities might 
  require this sort of segregation, or it might simply be that 
  members of the culture/race/religion prefer to self-segre-
  gate, gravitating to the same neighborhoods out of choice. 
  In particular, foreigners who speak a different language than 
  the predominant one will frequently congregate in one area.
  11-20
  Guild Quarter: Craftsmen often gather together in par-
  ticular areas, and sometimes the guilds will cooperate to 
  hire private watchmen and guards for this area
  21-30
  Merchants’ Quarter
  31-40
  Poor Quarter/Slums
  41-50
  Red Light District: Whether it’s geisha houses or di-
  lapidated brothels, the world’s oldest profession is often 
  segregated into a specific neighborhood
  51-60
  Slaughterhouse District: Many cities isolated businesses 
  that produced bad smells, such as tanneries, slaughter-
  houses, stables, and cattle pens.  Such districts might also 
  contain the residences of the city’s poorer inhabitants
  Table 4-24: City Districts - Continued
  270
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  Type of Business (d100)
  58
  Leatherworker
  59
  Limner (sign painter)
  60
  Locksmith
  61
  Mathematician
  62
  Miller (outside town walls, probably)
  63
  Money lender
  64
  Musical instrument maker
  65
  Navigator
  66
  Parchment maker
  67
  Pawnshop
  68
  Perfumer
  69
  Pet store
  70
  Plantation owner
  71
  Potter
  72
  Rope maker
  73
  Sage: botany
  74
  Sage: general
  75
  Sage: history
  76
  Sage: theology
  77
  Sailmaker
  78
  Scribe
  79
  Sculptor
  80
  Silversmith
  81
  Slave merchant
  82
  Slave trader
  83
  Spice merchant
  84
  Stables
  85
  Stonemason
  86
  Tailor
  87
  Tanner (outside town walls)
  88
  Tavern
  89
  Tea merchant
  90
  Tea shop or restaurant
  91
  Teamsters
  92
  Tinker
  93
  Undertaker
  94
  Veterinarian
  95
  Wagon maker
  96
  Warehouse
  97
  Weaponsmith
  98
  Whitesmith (silver, copper)
  99
  Wine merchant
  100
  Wood carver
   
   
  Die Roll
  Type of Business (d100)
  14
  Barber and bloodletter
  15
  Bathhouse
  16
  Blacksmith
  17
  Boatwright
  18
  Bowyer or fletcher
  19
  Brewery
  20
  Bronze worker (brazier)
  21
  Brothel
  22
  Butcher
  23
  Cabinetmaker/joiner
  24
  Candlemaker
  25
  Caravanserai (beyond town walls)
  26
  Carpet merchant
  27
  Carpet weavers
  28
  Cartographer
  29
  Cartographer
  30
  Casino
  31
  Chandler (ship outfitter)
  32
  Cheese merchant
  33
  Cobbler
  34
  Coffin maker
  35
  Doctor or physician
  36
  Dyer of cloth
  37
  Engineer (building)
  38
  Engineer (siege)
  39
  Engravings
  40
  Fishmonger
  41
  Fortune teller
  42
  Furrier
  43
  Gem merchant
  44
  General merchandise
  45
  Glassblower
  46
  Goldsmith
  47
  Grain merchant
  48
  Guildhall (any)
  49
  Herbalist
  50
  Hostel
  51
  Illuminator
  52
  Inn
  53
  Interpreter
  54
  Jeweler
  55
  Land broker
  56
  Landlord or slumlord
  57
  Laundry
  Table 4-26: Businesses - Continued
  Table 4-26: Businesses - Continued
  271
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  News or Rumor (d100)
  56-60
  Outbreak of Undeath in nearby community or even 
  within city
  61-65
  Plague has broken out in some area of city
  66-70
  Potential attack on city, or large number of bandits/foes 
  are arriving in the nearby countryside
  71-75
  Religious zealotry is reaching the point of violence and 
  inquisition at some temple or other religious authority
  76-80
  Series of bizarre thefts
  81-85
  Series of kidnappings has been taking place in an area 
  of the city
  86-90
  Strangers are lurking in disguise within the city
  91-95
  The city guard are investigating a crime, but will not 
  disclose the details of it
  96-00
  There will be a new tax, with strange terms, conditions, 
  and exclusions
   
  Table 4-30: Faction Wars
  Die Roll
  Type of Faction War (d100)
  01-05
  Criminal group against criminal group
  06-10
  Guild against guild
  11-15
  Merchant against merchant
  16-20
  Mob leadership against municipal leaders
  21-25
  Mob leadership against wizard(s)
  26-30
  Noble house against noble house
  31-35
  Noble house against powerful merchant
  36-40
  Noble house against temple
  41-45
  Noble house against wizard
  46-50
  Nobles against criminal group
  51-55
  Nobles against guilds
  56-60
  Nobles against municipal leaders
  61-65
  Nobles against religious leadership
  66-70
  Nobles against workers (revolution or anti-revolutionary)
  71-75
  Race against race
  76-80
  Religious leadership against criminal group
  81-85
  Religious leadership against municipal leaders
  86-90
  Temple against powerful merchant
  91-95
  Usurper against nobles
  96-00
  Workers against guild leadership
  Table 4-27: Civic Buildings
  Die Roll
  Civic Location (d100)
  01-10
  Citadel
  11-20
  City Administration
  21-30
  Courts of law
  31-40
  Executions plaza
  41-50
  Hospital
  51-60
  Jail
  61-70
  Orphanage
  71-80
  Public Baths
  81-90
  Town watch barracks
  91-00
  University
  Table 4-28: Religious Areas*
  Die Roll
  Religious Location (d100)
  01-10
  Hermitage (outside town walls)
  11-20
  Holy ground
  21-30
  Hospital
  31-40
  Monastery
  41-50
  Ramshackle temple
  51-60
  Rich temple
  61-70
  School
  71-80
  Scriptorium or archive
  81-90
  Shrine
  91-00
  University
  * The sequence of tables beginning with Table 4-35 contains numer-
  ous resources for adding detail to religious buildings, areas, and prac-
  tices.
  Events in City
  Table 4-29: Latest News (possibly untrue)
  Die Roll
  News or Rumor (d100)
  01-05
  A faction war has broken out (see Table 4-30 for ideas)
  06-10
  A famous criminal is to be executed
  11-15
  A major religious festival is being prepared
  16-20
  A surge of conversions to some deity is taking place
  21-25
  A war between nearby nobles outside the city has just 
  broken out
  26-30
  An election or other sort of selection (including by lottery) 
  might be rigged, and things are beginning to turn ugly
  31-35
  Arrival of important potentate or ambassador from afar
  36-40
  Buildings keep falling down or suffering structural damage
  41-45
  Certain types of magic use are about to be forbidden by 
  law, for unknown reasons
  46-50
  Foreigners are being rounded up and questioned by the 
  city guard for unknown reasons
  51-55
  Members of a particular race or profession are being 
  rounded up by the city guard
  Table 4-29: Latest News (possibly untrue) - Continued
  272
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  Type of Crime or Criminal Charges (d100)
  17
  Cattle theft or rustling
  18
  Causing a disturbance
  19
  Coin clipping
  20
  Consorting with demons
  21
  Counterfeiting
  22
  Cowardice or desertion
  23
  Demonic possession
  24
  Desecration
  25
  Disrespect to clergy
  26
  Disrespect to nobility
  27
  Drug possession
  28
  Drug smuggling
  29
  Drunk and disorderly
  30
  Drunkenness
  31
  Embezzlement
  32
  Escaped slave
  33
  Escaping serfdom
  34
  Extortion
  35
  False imprisonment
  36
  Fleeing crime scene
  37
  Forgery
  38
  Forsaking an oath
  39
  Gambling
  40
  Grave robbery
  41
  Harboring a criminal
  42
  Harboring a slave
  43
  Heresy
  44
  Horse theft
  45
  Impersonating an officer of the law
  46
  Incest
  47
  Inciting to riot
  48
  Insanity
  49
  Kidnapping
  50
  Lewdness, private
  51
  Lewdness, public
  52
  Libel
  53
  Manslaughter
  54
  Misuse of public funds
  55
  Murder
  56
  Mutiny
  57
  Necromancy
  58
  Ownership of vicious animal
  59
  Participating in forbidden meeting
  60
  Peddling
  61
  Perjury
  62
  Pickpocket
  63
  Piracy
  Table 4-31: Abstract City-Encounter Generator
  This generator is much too open-ended for use at the gaming table, 
  but it can be useful for designing your own city encounter tables, if 
  that’s the way you want to handle running your city. The table defines 
  the basic outline of the encounter in broad parameters, which can then 
  be fleshed out.
  Die Roll
  Type of  
  Encounter 
  (d100)
  Complication 
  (d100)
  Complication 
  Involves or is 
  Based Upon 
  (d100)
  01-20
  Adventurers or 
  armed bands  
  (including city 
  guard and nobility)
  Acting strangely 
  or having an 
  uncharacteris-
  tic response to 
  things
  A person who is 
  present or whose 
  influence affects 
  the action of the 
  individuals in the 
  encounter
  21-40
  Craftsmen, 
  tradespeople, 
  guild members, 
  etc.
  Carrying some-
  thing interesting
  Beliefs, religion, 
  or politics
  41-60
  Farmers or  
  merchants
  Having  
  dangerous 
  encounter with 
  other people 
  nearby
  Item
  61-80
  Monster or 
  criminal
  Having mundane 
  (but possibly 
  interesting) 
  encounter with 
  other people 
  nearby
  Past event
  81-00
  Performer or 
  street vendor
  Wants to interact 
  with party
  Unexpected 
  event (that hap-
  pened just now)
  Law and Order
  Table 4-32: Crimes
  Die Roll
  Type of Crime or Criminal Charges (d100)
  01
  Accessory to another crime (roll again to determine)
  02
  Adultery
  03
  Aiding and abetting (criminals or enemies)
  04
  Arson
  05
  Assault
  06
  Bankruptcy
  07
  Battery
  08
  Bearing improper armaments
  09
  Begging
  10
  Blackmail
  11
  Blasphemy
  12
  Breach of contract
  13
  Breach of financial duty
  14
  Breaking and entering
  15
  Bribery
  16
  Burglary
  Table 4-32: Crimes - Continued
  273
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Table 4-33: Prisons
  Die Roll
  Prison (d100)
  01-02
  Cell in high tower, with barred window
  03-04
  Comfy room and the promise not to leave; possibly tat-
  tooed with a magical tracing sigil; penalty for leaving is 
  a death sentence.
  05-06
  Comfy room and the promise not to leave; possibly the 
  food is nice, possibly it’s really awful.
  07-08
  Deep hole in the ground, unguarded, in public place 
  such as a city plaza or a castle’s great hall
  09-10
  Deep hole in the ground, with locked grate, guarded
  11-12
  Deep hole in the ground, with locked grate, guarded, in a 
  prison building or courtyard
  13-14
  Deep hole in the ground, with locked grate, unguarded, 
  in a prison building or courtyard
  15-16
  Deep hole in the ground, with locked grate, unguarded, 
  in public place such as a city plaza or a castle’s great hall
  17-18
  Fortress-prison built on a cloud
  19-20
  Ground-floor gaol with all prisoners together in large 
  room with a single cage-door.  Guards outside the door. 
  (Old West style).
  21-22
  Kept entranced in a room by the voice of a magical, talk-
  ing statue; statue stops talking only during mealtimes.
  23-24
  Large underground complex with monsters that can’t get 
  into the “prisoner” section
  25-26
  Locked underground dungeon cell, alone
  27-28
  Locked underground dungeon room with other prisoners
  29-30
  Magical “shock collar” causes damage if prisoner leaves 
  a particular area; not much other supervision or guarding
  31-32
  Magnetic bracelets hold prisoner to a metal wall (prob-
  ably in an open-air plaza or courtyard)
  33-34
  Prisoner is buried alive with food and water in a stone 
  chamber, and dug back out when the sentence is finished
  35-36
  Prisoner is kept in a cage hanging high above a well-
  traveled area such as a city plaza or a castle courtyard.
  37-38
  Prisoner is kept in a glass bubble hanging over a chasm, 
  volcanic crater, deep water, or other obstacle to rescue.
  39-40
  Prisoner is kept in an iron cage in a city street, a village 
  market square, or a castle courtyard.
  41-42
  Prisoner is placed in magical suspended animation for 
  the duration of the sentence. The body is secured in a 
  locked room, an underground burial vault, or is encased 
  in rock, resin, or plaster.
  43-44
  Prisoner is polymorphed into a statuette or other inani-
  mate object for the duration of the sentence.
  45-46
  Prisoner is shifted forward or backward in time, and re-
  turned magically at the end of the sentence (which might 
  not be as long in “real time” as it is in terms of subjec-
  tive time spent in the other time).
  47-48
  Prisoner is turned into a powder and kept in a bottle until 
  the sentence is finished, at which time he is reconstituted 
  by adding water.
  49-50
  Prisoner’s mind or soul is moved by magic or science 
  into a container; the body just waits wherever it is stored 
  until the sentence is completed.
  51-52
  Prisoners are all placed into a many-roomed dungeon 
  with only the one entry/exit, but the interior of the dun-
  geon is not patrolled or supervised by the guards. 
  Die Roll
  Type of Crime or Criminal Charges (d100)
  64
  Poisoning
  65
  Possession of forbidden weapon
  66
  Possession of stolen goods
  67
  Prison escape
  68
  Prostitution
  69
  Public nuisance
  70
  Public recklessness
  71
  Racketeering
  72
  Rape
  73
  Receiving stolen goods (fencing)
  74
  Resisting arrest
  75
  Robbery
  76
  Sabotage
  77
  Sale of shoddy goods
  78
  Sedition
  79
  Selling goods without license
  80
  Selling unlicensed goods
  81
  Shoplifting
  82
  Slander
  83
  Smuggling
  84
  Soliciting
  85
  Swindling
  86
  Tax evasion
  87
  Theft
  88
  Treason
  89
  Trespass
  90
  Using false measures
  91
  Violation of guild rules
  92
  Violation of local taboo: forbidden speech
  93
  Violation of local taboo: required article of clothing
  94
  Violation of local taboo: required obeisance
  95
  Violation of local taboo: required religious item
  96
  Watering wine or putting additives into food
  97
  Wearing improper badges of office
  98
  Wearing improper clothing
  99
  Wearing improper signatures of nobility
  100
  Witchcraft
  Table 4-32: Crimes - Continued
  274
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Table 4-34: Inquisition Effects on Hirelings and NPCs
  Sometimes the characters get away, but a hireling gets captured and 
  interrogated. How does your loyal follower react? The table also con-
  tains some ideas for how badly the city’s inquisitors might damage a 
  recalcitrant witness.
  Die Roll
  NPC’s Cooperation 
  (d100)
  Game Effect of the Inqui-
  sition (this is only worth 
  the bother if it’s a PC or 
  a henchman) (d100)
  01-10
  Immediate, cooperative 
  surrender of all known 
  information
  Lose 1 point of charisma 
  per day
  11-20
  Immediate, cooperative 
  surrender of all known 
  information, together with 
  a number of lies that in-
  criminate anyone the NPC 
  thinks the torturer wants to 
  be incriminated
  Lose one point of charisma 
  immediately, then 1 more 
  point every second day
  21-30
  NPC holds out for 1d6 
  hours, then spills any 
  beans that can be spilled
  Lose 1 point of strength 
  per day
  31-40
  NPC holds out for 1d4 
  days, then spills any beans 
  that can be spilled
  Lose one point of strength 
  immediately, then 1 more 
  point every second dayd
  41-50
  NPC holds out for 1 week, 
  then spills any beans that 
  can be spilled
  Saving throw against 
  insanity on first day at +5, 
  next day at +4, next day at 
  +3, etc.
  51-60
  NPC holds out for 1d2 
  days, then tells lots of lies; 
  if these aren’t believed, he 
  holds out another 1d2 days 
  before spilling the beans
  Lose 1 point of constitu-
  tion per day
  61-70
  NPC continues to make up 
  lies indefinitely, does not 
  spill the beans
  Lose one point of constitu-
  tion immediately, then 1 
  more point every second 
  day
  71-80
  NPC gives out half-truths 
  that can be verified, but 
  lead in the wrong direction 
  (takes 1d100 hours)
  Lose 1 point of dexterity 
  per day
  81-90
  NPC dies instantly of 
  fright; no information 
  given
  Lose one point of dexterity 
  immediately, then 1 more 
  point every second day
  91-00
  NPC holds out for 1d4 
  days, then becomes 
  the loyal toady of the 
  inquisitors, even willing to 
  undertake a mission as an 
  infiltrator
  Saving throw against 
  insanity on first day at +5, 
  next day at +4, next day at 
  +3, etc.
  Die Roll
  Prison (d100)
  53-54
  Prisoners are enchanted to remain within a particular 
  area, check in with guards periodically, and follow cer-
  tain rules, but are otherwise unsupervised
  55-56
  Prisoners are fed to a huge, bizarre cell-like creature that 
  disgorges them again upon command (or after a certain 
  period of time)
  57-58
  Prisoners are kept individually in small wooden shacks 
  on platforms in the prison area, high above the ground.
  59-60
  Prisoners are kept inside a ring of fire or electricity, with 
  a metal grate as a roof, but otherwise outdoors and open 
  to the elements.
  61-62
  Prisoners are kept on a long chain to a post in the ground 
  (possibly a collar, possibly manacles)
  63-64
  Prisoners are kept on a ship designed for use as a prison
  65-66
  Prisoners are kept on an island (probably small) but not 
  otherwise constrained
  67-68
  Prisoners are levitated into the air in sight of the guards, 
  and left there until the sentence is finished (food and 
  water are handed up on poles).
  69-70
  Prisoners are magically paralyzed and kept in locked, 
  coffin-like boxes for the duration of the sentence.
  71-72
  Prisoners are magically paralyzed and stacked in a 
  guarded, open air prison area.
  73-74
  Prisoners are placed into a pocket dimension with 
  strange physical laws and no escape except a re-opening 
  of the conduit between the dimensions
  75-76
  Prisoners are shrunken down by magic and kept in little 
  cages somewhere
  77-78
  Prisoners are welded into an iron box with a grate for food 
  and water, and the box is kept in a city street, a village market 
  square, or a castle courtyard … or inside a guarded prison area.
  79-80
  Prisoners occupy common rooms in windowless tower
  81-82
  Tower prison with no windows and only an underground 
  entrance
  83-84
  Underwater prison: an air-filled dome underwater
  85-86
  Underwater prison: prisoner kept in air-filled glass 
  bubble on a chain, which is drawn back up to the surface 
  periodically for food, water, and air-refills.
  87-88
  Underwater prison: prisoners are kept in the air pockets 
  (which might be as small as a cell, or as large as a city block)
  89-90
  Upon sentencing, prisoners are fed a poison that requires 
  administration of a temporary antidote every few hours 
  to avoid death.  Upon release, the prisoner gets the 
  permanent antidote.
  91-92
  Walled enclosure houses several prisoners; prisoners are 
  chained to each other, but not otherwise closely watched 
  (they are probably counted every once in a while, but wheth-
  er that’s hourly, daily, or weekly depends on the prison).
  93-94
  Walled enclosure houses several prisoners; prisoners 
  are chained to each other and the chain is also fixed to 
  the ground or into the walls.  Prisoners aren’t closely 
  watched, but might be counted from time to time.
  95-96
  Walled enclosure houses several prisoners; walls are guarded, 
  but prisoners aren’t closely watched or individually chained
  97-98
  Windowless cell with locked door in high tower, unguarded
  99-00
  Windowless cell with locked door in high tower, with a 
  guard at the door
  Table 4-33: Prisons - Continued
  275
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  Name - part 1 (d100)
  Name - part 2 (d100)
  Title - part 1 (d100)
  Title - part 2 (d100)
  01-02
  A
  ‘ao
  The Angel
  in Darkness
  03-04
  Ankh
  ‘uo
  The Arbitrator
  in the Eye of the Mind
  05-06
  Ar
  a-at
  The Caller
  in the High Tower
  07-08
  Ath
  agor
  The Child
  in the Pathways Below
  09-10
  Bar
  ak
  The Devourer
  of Battle
  11-12
  Bel
  akhar
  The Dragon
  of Bells
  13-14
  Dham
  akles
  The Dreamer
  of Bitterness
  15-16
  Dir
  an
  The Eater
  of Destiny
  17-18
  Gil
  ang
  The Echo
  of Fate 
  19-20
  Had
  a-Pheth
  The Finder
  of Fear
  21-22
  Heph
  asha
  The Fire
  of Judgment
  23-24
  Her
  ashta
  The Forgiver
  of Lust
  25-26
  Herak
  atem
  The Guardian
  of Memory
  27-28
  Hul
  atep
  The Hawk
  of Men
  29-30
  Isht
  da
  The Herald
  of Mercy
  31-32
  Jen
  daya
  The Hunter
  of Nightmares
  33-34
  Ka
  eer
  The Judge
  of Revenge
  35-36
  Ka-S
  eesh
  The Keeper
  of Sin
  37-38
  Kir
  ela
  The Lifter
  of Sorrow
  39-40
  Kirh
  ena
  The Lord
  of Souls
  41-42
  Kla
  engg
  The Master
  of Summer
  43-44
  Krak
  eph
  The Messenger
  of the Abyss
  45-46
  Lun
  ptar
  The Mother
  of the Ancestors
  47-48
  M
  es
  The Musician
  of the Ancient Ones
  49-50
  Mitr
  esh
  The Overlord
  of the Dead
  51-52
  Mol
  esha
  The Prince
  of the Deep
  53-54
  Ny
  eshtua
  The Queen
  of the Forgotten
  55-56
  O
  eus
  The Redeemer
  of the Full Moon
  57-58
  Orh
  hoggos
  The Rider
  of the Giants
  59-60
  Ptosh
  i’ir
  The Saint
  of the Midnight Dark
  61-62
  Qua-Qu
  imai
  The Serpent
  of the Proud
  63-64
  Quar
  iraj
  The Servant
  of the Sands
  65-66
  Ra-
  on
  The Servitor
  of the Seas
  67-68
  Rav
  onor
  The Singer
  of the Seasons
  69-70
  Sam
  onos
  The Sister
  of the Stars
  71-72
  Shal
  oog
  The Slayer
  of the Titans
  73-74
  Sl
  or-Tua
  The Slayer
  of the Underworld
  75-76
  Thar
  oshtu
  The Speaker
  of the Water
  77-78
  Tholz
  oteph
  The Summoner
  of Thieves
  79-80
  Tol
  oth
  The Sword
  of War
  81-82
  Tra
  ta
  The Taster
  of Winter
  83-84
  Ts
  taka
  The Thief
  of Wrath
  85-86
  Tsat
  tala
  The Watcher
  who Awakens
  87-88
  Va
  tara
  The Watchman
  who is Blind
  Religious Influence in Cities and Communities
  Religions
  Table 4-35: Generating Minor Gods
  276
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  What is Carried 
  (d100)
  What is Worn 
  (d100)
  Accessory (d100)
  Sound Made 
  (d100)
  Reason for Procession or  
  Ceremony (d100)
  01-05
  Banners
  Nothing: nudity
  Bracelets with prayers engraved
  Animal sounds
  About to pick a fight with another 
  religion or group
  06-10
  Bells
  Nothing: nudity
  Chains or manacles
  Bells ringing
  Beginning of a new astrological phase
  11-15
  Birds
  Nothing: nudity
  Cloak with holy color or holy 
  symbols
  Chanting
  Beginning of a particular phase of 
  the moon
  16-20
  Birds of prey
  Normal clothing
  Collar with holy symbols
  Clashing
  Blessing of the local community
  21-25
  Branches
  Nothing: nudity
  Face and/or body paints
  Cymbals
  Celebrating or performing manhood 
  or womanhood rite of passage
  26-30
  Candles
  Nothing: nudity
  False fangs or tusks, large paper 
  mache head (human or animal), or 
  other falsely exaggerated body part
  Drums
  Celebration of a new religious 
  leader
  31-35
  Certain people or 
  person
  Nothing: nudity
  Gloves or gauntlets
  Hissing
  Celebration of members who have 
  achieved a new level in the religion
  36-40
  Cymbals
  Nothing: nudity
  Headdress (feathers)
  Humming on 
  one note
  Equinox
  41-45
  Drums
  Nothing: nudity
  Headdress (symbolic such as 
  tiger head, skull, bird head, etc)
  Keening
  Funeral
  46-50
  Effigies
  Nothing: nudity
  Headdress (with something hanging 
  from it, like beads, scalps, bells, 
  charms, etc)
  Pipes
  Harvest time
  51-55
  Feather fans or 
  pinwheels
  Robes
  Helmet
  Quiet prayers
  Holy day commemorating a deed or 
  act of the deity
  56-60
  Flowers (lotus, 
  roses, etc)
  Robes
  Hood
  Recitations of 
  mantra
  Holy day commemorating birth, 
  death, or rebirth of deity
  61-65
  Fruit or grain
  Robes
  Horns or antlers
  Screaming
  Induction of new converts into the 
  sect or religion
  66-70
  Heads, skulls, 
  bones, or ances-
  tral relics
  Robes
  Mask (full face)
  Singing
  Marks anniversary of the death of a 
  particular leader or saint, or a deed 
  of that person
  71-75
  Incense burners
  Togas
  Mask (half-face)
  Trumpets or 
  fanfares
  Marriage (or divorce, possibly)
  76-80
  Rune-stones
  Togas
  Scars or wounds (possibly real, 
  possibly painted)
  Utter silence
  On their way to a dangerous ritual 
  that will probably involve deaths 
  and might involve human sacrifice
  81-85
  Statue draped in 
  cloth
  Animal pelts
  Strings of beads
  Wailing
  Requesting intercession by the deity 
  for some specific problem that ex-
  ists at the moment
  86-90
  Torches
  Armor, because 
  fighting may be 
  involved
  Tall hats (conical, cylindrical, 
  spherical, etc)
  War cries
  Seeking atonement for sins
  91-95
  Weapons
  Loincloths
  Veil
  Weeping
  Solstice
  Die Roll
  Name - part 1 (d100)
  Name - part 2 (d100)
  Title - part 1 (d100)
  Title - part 2 (d100)
  89-90
  Wu
  toa
  The Weaver
  who is Hidden
  91-92
  Y
  tomb
  The Widow
  who is Hooded
  93-94
  Yol
  tya
  The Wind
  who Sleeps
  95-96
  Ysh
  za
  The Wolf
  who Slithers in the Night
  97-98
  Zi
  zoa
  The Word
  who Waits
  99-00
  Zul
  zoad
  The Worm
  who Weeps
  Table 4-35: Generating Minor Gods - Continued
  Table 4-36: Religious Processions and Ceremonies
  277
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  be built on Holy Ground, a 95% chance to house a relic, and will have 
  1d2+2 Administrative Functions.
  Table 4-38: Reason why Ground is Holy
   
   
  Die Roll
  Event at this 
  Place (d100)
  Natural  
  Feature 
  (d100)
  Decoration of  
  Standing Stone,  
  Totem Pole or Boul-
  der, if indicated (d100)
  01-04
  Avatar of deity 
  manifests itself 
  occasionally
  Altar (see Table 
  3-55 and Table 
  3-56 for ideas)
  Attached chains or 
  manacles
  05-08
  Birth of an 
  avatar of the 
  deity
  Boulder
  Bloodstained
  09-12
  Birth of hero/
  saint
  Boulder,  
  decorated
  Carved (incised or 
  etched) with a repre-
  sentation of the event 
  from column 1
  13-16
  Burial of a 
  hero/saint
  Cairn (pile of 
  smaller rocks 
  and boulders)
  Carved (incised or 
  etched) with holy 
  symbols
  17-20
  Death of an 
  avatar of the 
  deity
  Garden tended 
  by visitors
  Carved (incised or 
  etched) with vines, 
  flowers, and/or trees
  21-24
  Death of hero/
  saint
  Geyser or 
  steam vent
  Carved (incised or 
  etched) with whorls 
  and patterns
  25-28
  Defeat of a 
  hero/saint 
  (battle)
  Grove of trees
  Carved (raised bas-
  relief) with a repre-
  sentation of the event 
  from column 1
  29-32
  Defeat of a 
  hero/saint 
  (trickery)
  Hot springs
  Carved (raised 
  bas-relief) with holy 
  symbols
  33-36
  Defeat of the 
  deity (battle)
  Multiple stand-
  ing stones, ran-
  domly placed, 
  natural
  Carved (raised bas-
  relief) with whorls 
  and patterns
  37-40
  Defeat of the 
  deity (trickery)
  Multiple stand-
  ing stones, 
  randomly 
  placed, natural, 
  decorated
  Carved (raised or 
  bas-relief) with vines, 
  flowers, and/or trees
  41-44
  Ghost of saint/
  hero manifests 
  itself occasion-
  ally
  Multiple stand-
  ing stones, ran-
  domly placed, 
  quarried
  Carved with ancient, 
  stylized depictions of 
  unknown people (possi-
  bly with unusual propor-
  tions or body structures 
  such as wings)
  Temples
  Table 4-37: Temple Types
  See definitions after the table for discussion of the results
  Die Roll
  Type of Temple (d6)
  1
  Holy Ground (no building)
  2
  Shrine (altar, stone, or statue)
  3
  Chapel
  4
  Small Temple
  5
  Large Temple
  6
  Major Temple (Cathedral-type)
   
  Holy Ground Only: A piece of land (possibly extremely small) is 
  known for an event that happened there (possibly it actually did, pos-
  sibly it is only local legend).  People gather there for festivals or on 
  certain dates unless the place is isolated or in the wilderness.  There is a 
  50% chance that the site has a natural feature. (See table below).
  Shrine: A shrine is a man-made place of worship that has no build-
  ings or dedicated priesthood (although priests might stop by, or main-
  tain the shrine from some other location).  The shrine is likely a statue 
  of some kind, although there might be a small structure build to protect 
  whatever constitutes the shrine.  A shrine has a 25% chance to be built 
  on Holy Ground (see table below), but it would not have a natural fea-
  ture in addition to the shrine.
  Chapel: A chapel is a building (or room) for small worship services. 
  In some cases (50%) the chapel will have a full-time priest in atten-
  dance.  If not, a priest from some other location comes to officiate at 
  services.  A historical example of chapels comes from the middle ages, 
  when noble families would often have private chapels in their castles or 
  manor houses, with the parish priest coming to hold private services for 
  the noble family.  However, it is quite possible for chapels to be com-
  pletely separate from other buildings (which is the assumption here).  If 
  there is a full-time priest at the chapel, there is a 20% chance that the 
  chapel has an Administrative Function in addition to its purely religious 
  function – see the tables below to determine what that function is.  Any 
  chapel, whether there is a full-time priest or not, has a 30% chance to 
  be built on Holy Ground, and a 10% chance to house a relic (see table).
  Small Temple: A small temple is a Temple Structure containing quar-
  ters for priests and a worship area.  The temple will have 1d2 priests 
  and 1d4 acolytes.  It has a 40% chance to be built on Holy Ground, a 
  30% chance to house a relic (see table), and a 30% chance to have an 
  Administrative Function.
  Large Temple: A large temple is a Temple Structure containing quar-
  ters for 1d4+1 priests, 1d4+1 acolytes.  It has a 60% chance to be built 
  on Holy Ground, a 60% chance to house a relic, and will have 1d2 
  Administrative Functions.
  Major Temple: A major temple is a Temple Structure containing 
  quarters for 1d6+6 priests, and 1d6+6 acolytes.  It has a 75% chance to 
  Die Roll
  What is Carried 
  (d100)
  What is Worn 
  (d100)
  Accessory (d100)
  Sound Made 
  (d100)
  Reason for Procession or  
  Ceremony (d100)
  96-00
  Whips
  Armor of scales, 
  representing fish 
  or reptile (includ-
  ing dragons), 
  probably related 
  to a myth, the  
  deity, or the event 
  being celebrated 
  or mourned
  Vest
  Whistling
  To demonstrate the power and 
  number of the sect’s following to 
  others, as a threat or possibly to gain 
  new converts
  Table 4-36: Religious Processions and Ceremonies - Continued
  278
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Table 4-39: Administrative Functions of Larger Temples
  Die Roll
  Administrative Function (d100)
  01-05
  Administers fiefs held by the temple or the sect
  06-10
  Administrates priests and maintenance of 1d4 smaller 
  temples, chapels, shrines, or areas of Holy Ground
  11-15
  Almshouse
  16-20
  Animal training
  21-25
  Archives
  26-30
  Asylum
  31-35
  Canon or ecclesiastical court
  36-40
  Couriers or way station (stables and lodging)
  41-45
  Headquarters of military order
  46-50
  Headquarters of secret society
  51-55
  Herbal gardens
  56-60
  Hospital
  61-65
  Inquisition
  66-70
  Library
  71-75
  Prison
  76-80
  School (academic)
  81-85
  School (theological)
  86-90
  Scriptorium
  91-95
  Spying and intelligence gathering for the sect
  96-00
  Storehouses
  Table 4-40: Temple Structure
  Roll on Column 2 if indicated by Column 1.
  Die Roll
  Main Building or Sanctu-
  ary (d100)
  Unusual (d100)
  01-10
  Acropolis-type building 
  with pillars and much open 
  space
  Bubble atop ancient spire
  11-20
  Building(s) surrounds 
  courtyard
  Built upon stilts or stone 
  piers/pillars, with ladders 
  or stairs for entry
  21-30
  Building with outer wall 
  (possibly fortified) and 
  courtyard
  Carved into cliff face
  31-40
  Domed circular building
  Entirely underground with 
  fortified entrance
  41-50
  Domed square building 
  or rectangular building 
  partially domed or with 
  multiple domes
  Levitates or floats with 
  ladders or stairs for entry 
  (or levitation platforms if it 
  is too high for stairs)
  51-60
  Pyramid or ziggurat
  Mist solidifies into stairs 
  and rooms within, seems 
  larger on inside than 
  outside, location of rooms 
  shifts
  61-70
  Spire
  Partially underwater or 
  completely underwater 
  (probably a sea, river, or 
  water god)
  71-80
  Tall structure with multiple 
  spires
  Rooms all within interior 
  of colossal statue
  Die Roll
  Event at this 
  Place (d100)
  Natural  
  Feature 
  (d100)
  Decoration of  
  Standing Stone,  
  Totem Pole or Boul-
  der, if indicated (d100)
  45-48
  Healing magic 
  (for deity’s 
  followers only) 
  is very strong 
  here
  Multiple stand-
  ing stones, ran-
  domly placed, 
  quarried, 
  decorated
  Carved with depic-
  tions of mythological 
  beasts
  49-52
  Hero/saint 
  signed a treaty 
  or pact
  Multiple stand-
  ing stones, 
  some with 
  slabs resting 
  across the 
  tops (e.g., 
  Stonehenge), 
  quarried
  Carved with faces, 
  animal or monstrous
  53-56
  Holy symbol 
  of the deity 
  manifests oc-
  casionally here
  Multiple stand-
  ing stones, 
  some with 
  slabs resting 
  across the tops 
  (e.g., Stone-
  henge), quar-
  ried, decorated
  Carved with faces, 
  human
  57-60
  Manifestation 
  of the deity in 
  material plane
  Natural spring
  Chipped or hacked at
  61-64
  Marriage of a 
  hero/saint
  Sacred plants
  Fossils
  65-68
  Oracular pow-
  ers are very 
  strong here
  Sacred tree
  Inlaid or inset stones, 
  not precious
  69-72
  Reputed birth-
  place of the 
  deity
  Standing stone, 
  natural
  Inlaid or inset stones, 
  semi-precious
  73-76
  Sacred animals 
  gather/live/
  breed here
  Standing stone, 
  natural, deco-
  rated
  Painted one color
  77-80
  Sacred animals 
  of the deity
  Standing stone, 
  quarried
  Painted with ancient, 
  stylized depictions of 
  people, animals, and 
  monsters (e.g., cave 
  painting)
  81-84
  Victory won 
  by an avatar of 
  the deity
  Standing stone, 
  quarried, deco-
  rated
  Painted with pictures 
  depicting the event 
  from column 1
  85-88
  Victory won by 
  deity (battle)
  Statue or idol 
  (see Table 3-72 
  through Table 
  3-75 for ideas)
  Painted with symbols
  89-92
  Victory won 
  by deity (trick 
  or politics)
  Totem pole(s), 
  stone, deco-
  rated
  Painted with whorls 
  and patterns
  93-96
  Victory won 
  by hero/saint 
  (battle)
  Totem pole(s), 
  wooden, deco-
  rated
  Veined with ore
  97-00
  Victory won 
  by hero/saint 
  (trick or poli-
  tics)
  Wildflowers
  Veined with semi-
  precious stone
   
  Table 4-38: Reason why Ground is Holy - Continued
  279
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  Clothes of 
  Hero/saint 
  (d100)
  Deity’s Body (d100)
  Holy Fountain, Font, or 
  Spring (d100)
  Holy Stone or Statue (d100)
  Item Blessed by 
  Deity (d100)
  01-10
  Robe
  Body is husk, deity lives on 
  other plane, left body behind
  Blessed by saint or deity
  Animates or changes shape
  Amulet
  11-20
  Shoes
  Body is husk, deity lives on 
  other plane, left body behind
  Falsely identified as being 
  holy
  Blessed by saint or deity
  Black velvet 
  painting or 
  tapestry
  21-30
  Belt
  Body is husk, deity lives on 
  other plane, left body behind
  Gives visions to those who 
  drink
  Carved from meteorite, gem, 
  wood of sacred tree, etc.
  Chariot
  31-40
  Hat
  Dark secret; mummified
  Heals
  Falsely identified as being 
  holy
  Goblet
  41-50
  Codpiece
  Dark secret; mummified
  Non-material source of water; 
  direct from other plane of 
  existence
  Forbidden to lay eyes upon
  Helmet
  51-60
  Glove
  Dark secret; suspended 
  animation
  Poisonous to most who drink 
  – used as test
  Heals at touch
  Holy symbol
  61-70
  Shirt
  Deity resides here, still lives
  Raises dead (sometimes)
  Raises dead (sometimes)
  Lantern or lamp
  71-80
  Chains
  Imprisoned
  Removes curses
  Removes curses
  Ring
  81-90
  Cloak
  Insane
  Removes diseases
  Removes diseases
  Staff
  91-00
  Mask
  Not actual body: divine 
  attention is highly focused 
  here: rewards, defenses, 
  and punishments are more 
  spectacular, deadly, and strict, 
  respectively
  Shows other places
  Speaks – oracle
  Statuette
   
  Die Roll
  Main Building or Sanctu-
  ary (d100)
  Unusual (d100)
  81-90
  Tower
  Small building with inte-
  rior larger than exterior
  91-00
  Unusual (roll on next 
  column)
  Tree house(s) in huge trees 
  with walkways
   
  Table 4-41: Nature of Relics
  Die Roll
  Nature of Relic (d100)
  01-10
  Clothes of hero/saint
  11-20
  Deity’s body
  21-30
  Holy fountain, font, or spring
  31-40
  Holy stone or statue
  41-50
  Item blessed by deity
  51-60
  Item owned by hero/saint
  61-70
  Part of deity’s body
  71-80
  Remnants of hero/saint’s body
  81-90
  Weapon or armor of hero/saint
  91-00
  Writings
  Table 4-42A: Details of Relics A
  Table 4-40: Temple Structure - Continued
  280
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Table 4-43: Cultural Changes in City
  In many cases, a city may be undergoing some fundamental change 
  in its society; if this is the case, the ferment and underlying violence 
  involved with such a conflict might be an excellent way to provide the 
  backstory or the specific missions involved in a city adventure.
  Die Roll
  Type of Cultural Change (d100)
  01-10
  A fashion in behavior or dress becomes prevalent.  
  Perhaps a particular type of fur is a must-have, biting 
  a dwarf and surviving is a status symbol, owning a pet 
  jaguar is spiritually enlightening, etc.
  11-20
  A religious sect is rising rapidly in popularity.  Existing, 
  entrenched temples are forced to respond with changing 
  approaches and they may try to discredit or outlaw the 
  popular movement.
  21-30
  A secular belief begins to spread, causing strife and 
  intense debate.  Examples might include the belief that 
  a minority group is inherently superior or inferior, that 
  the common people should have rights (or that they 
  shouldn’t), that slavery might be immoral (or perhaps 
  moral), or that certain animals are dangerous.
  31-40
  New form of music, poetry, art, or sculpture is consid-
  ered obscene, scandalous, satirically offensive to the 
  nobility, irreligious, or dangerous to the established 
  social order.
  41-50
  New literature or lyric forms are rediscovered by 
  translators or imported from a foreign country.  These 
  are considered dangerous by traditionalists and those 
  entrenched in power based on tradition.
  51-60
  Political power vacuum allows a militaristic faction to 
  increase its power without being checked by the normal 
  safeguards of society.  This might be a militant temple, 
  followers of a particular noble, the nobility in general, 
  organized crime, or demagogues.
  61-70
  Social change causes widespread unemployment – an 
  influx of slaves, the belief that certain forms of work are 
  demeaning or immoral, the rapid development of a caste 
  system, etc).
  Die Roll
  Type of Cultural Change (d100)
  71-80
  Technological changes cause or threaten widespread un-
  employment (introduction of new farming techniques, 
  more efficient looms for weaving, or even something 
  more fantastic, like magical sewing needles).
  81-90
  There is an influx of foreigners from foreign wars or 
  famines, from movement of nomadic people, or from 
  new trade routes opening up.  Another possibility is 
  simply that rural peasants are moving into a city be-
  cause there are more jobs (or vice versa).  The “natives” 
  perceive economic and social risks from the foreign-
  ers, and tensions increase, possibly to the point of new 
  political factions and widespread violence.
  91-00
  Trade and crafts generate more money than farming, 
  with the result that trade guilds and merchants begin 
  pushing their way into the upper classes.  Traditional 
  nobility may respond with laws or even violence against 
  the “upstarts.”  This is also the sort of conflict that leads 
  to the establishment of new political factions.
  Table 4-44: The Bill of Fare
  Sometimes you may want to mention the “specialty of the house” for 
  an inn or tavern. This table can give you starting ideas for this rather 
  mundane task.
  Die Roll
  Lower Class 
  (d100)
  Middle Class 
  (d100)
  Upper Class or 
  Banquet (d100)
  01-05
  Barley soup/
  stew
  Boiled eggs, 
  ham, and fried 
  potatoes
  Baked sailfish filets 
  with parsley and 
  fried beets
  06-10
  Bread and 
  broth
  Boiled lamb 
  with cabbage
  Battered puffer fish 
  stuffed with minced 
  clams
  11-15
  Cat-meat pas-
  ties with peas
  Curried mince-
  meat pie
  Bear steak with 
  cherry glaze
  Table 4-43: Cultural Changes in City - Continued
  Die Roll
  Item Owned by Hero/
  saint (d100)
  Part of Deity’s Body 
  (d100)
  Remnants of Hero/
  saint’s Body (d100)
  Weapon or Armor of 
  Hero/saint (d100)
  Writings (d100)
  01-10
  Amulet
  Arm
  A few bones or teeth
  Bow
  Clay tablets
  11-20
  Crown or coronet
  Eye
  Ashes
  Chain mail
  Evil, cursed, and/or ta-
  boo texts kept guarded 
  and secret
  21-30
  Goblet
  Finger
  Brain
  Gauntlets
  Forbidden texts kept 
  guarded and secret
  31-40
  Helmet
  Foot
  Hair
  Hammer or mace
  Holy writ that for some 
  reason can’t be copied
  41-50
  Holy symbol
  Hair
  Mummified body
  Helmet
  Journal of hero/saint
  51-60
  Lantern or lamp
  Hand
  Mummified hand
  Leather armor
  Letters of hero/saint
  61-70
  Plate
  Head
  Mummified mistress
  Plate mail
  Map to sacred location
  71-80
  Ring
  Heart
  Mummified steed
  Shield
  Map to tombs
  81-90
  Staff
  Leg
  Skeleton
  Spear
  Secret scriptures for 
  initiates only
  91-00
  Statuette
  Tooth (or tusk, etc.)
  Skull
  Sword
  Stone tablets 
  Table 4-42B: Details of Relics B
  281
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Tribes and Nomads
  Tribes generally come into the game as the equivalent of a settlement, 
  or they are opponents for a prospective mass combat. 
  Table 4-45: Battle Composition of a Tribe
  The larger the tribe, the more likely it is to have more of these elements.
  Die Roll
  Battle Element (d100)
  01-10
  A battle standard and standard bearer, possibly giving 
  some sort of bonus to nearby troops
  11-20
  A behemoth creature of some kind, such as an el-
  ephant, mammoth, ancient horror, dinosaur, etc.
  21-30
  A unit of troops using missile weapons and staying 
  away from hand to hand combat if possible
  31-40
  Animal allies such as wolves or bears that can fight 
  without direct orders. These might include some flying 
  creatures such as eagles.
  41-50
  Chieftain, considerably more powerful than the aver-
  age tribe member
  51-60
  Elite unit of larger warriors with better armor than 
  average, used either as shock troops or as the body-
  guard for a chieftain. These might even be of another, 
  larger race – giants or ogres working with an orc tribe, 
  for example. Tribes associated with a particular animal 
  might even have a shock unit of were-creatures.
  61-70
  Mounted troops, possibly riding unusual mounts, pos-
  sibly including armored mounts.
  71-80
  One or more spellcasters, such as a medicine man, sha-
  man, mercenary from the civilized lands, etc.
  81-90
  Some warriors using unusual weapons that immobilize 
  opponents, such as nets or mancatchers.
  91-00
  Sub-chiefs, more powerful than the average tribe mem-
  ber, acting as leaders in the ranks
   
  Table 4-46: 
  Appearances of Primitive Villages and/or Encampments
  Die Roll
  Interesting Factor (d100)
  01-10
  Animal spirits visible, move around the village/camp
  11-20
  Death masks or fetish masks all over the place. Possi-
  bly these are consulted for advice, and they might even 
  give good advice!
  21-30
  Fires burn in a strange, spiritual color (either the result 
  of magic, or the result of using strange wood or other fuel)
  31-40
  Heads staked out or enemies hung in trees (the Gauls 
  actually historically did this)
  41-50
  Strange air patterns: the air in the campsite is always still, or 
  there is always a light breeze. A cursed village might even 
  always have high winds when the rest of the area is calm.
  51-60
  Taboo areas where outsiders may not pass
  61-70
  Tents made from leather that is from armored beasts 
  and still has the armor
  71-80
  Totem poles
  81-90
  Unexpected smell for a barbarian camp, such as flow-
  ers or incense
  91-00
  Unusual domesticated animals (see Table 4-19 for 
  ideas)
  Die Roll
  Lower Class 
  (d100)
  Middle Class 
  (d100)
  Upper Class or 
  Banquet (d100)
  16-20
  Dog sausage 
  and roasted 
  potatoes
  Fresh octopus 
  and clams in 
  light broth 
  with herbs
  Braised doves in 
  orange sauce with 
  walnuts
  21-25
  Fish stew (not 
  entirely fresh)
  Hearty stew
  Caviar with sautéed 
  strips of venison
  26-30
  Horse and 
  parsnip shish 
  kabobs
  Huge steamed 
  mushrooms
  Escargots, with a 
  selection of cheeses 
  and meat pastries
  31-35
  Kidney pie
  Meat pas-
  ties and wild 
  greens
  Filets of giant python 
  with thinly sliced po-
  tatoes and horserad-
  ish cream sauce
  36-40
  Octopus and 
  clams (some-
  what fresh)
  Mussels and 
  beets, in sauce
  Fish, seethed in wine 
  and herbs, served 
  on a bed of stewed 
  snails and candied 
  oranges
  41-45
  Old cheese 
  with rooster 
  broth
  Pork chops
  Frog legs and salmon 
  pastries, with roasted 
  peppers
  46-50
  Onion and cab-
  bage stew
  Purpleworm 
  steak with 
  mushroom 
  gravy and wild 
  greens
  Jellied eels with roast 
  cucumbers and sauce
  51-55
  Pigeon pie
  Rabbit pie
  Peacock tongues with 
  peppers and liver
  56-60
  Pork (?) sau-
  sage
  Roast beef and 
  potatoes
  Peppered beef with 
  truffles
  61-65
  Porridge
  Roast mutton 
  (sheep)
  Roast goose with suet 
  pudding and raisins
  66-70
  Porridge with 
  flecks of meat 
  (slumgullion)
  Roast pork and 
  fried mush-
  rooms
  Roast pheasant with 
  tarts
  71-75
  Rat on a stick
  Roasted eggs 
  with sausage
  Roast pig with apples
  76-80
  Stew, of 
  questionable 
  contents
  Roasted squab, 
  capon, or 
  chicken
  Roast venison and 
  spinach pasties
  81-85
  Stewed eels
  Sausage and 
  cheese
  Roasted ortolans 
  (songbird) in cream 
  sauce with wild 
  onions
  86-90
  Tripe and 
  beans
  Simmered 
  stingray with 
  cream sauce
  Spiced lamb with 
  pomegranate chutney
  91-95
  Turnip soup
  Spicy turnip 
  fritters with 
  stewed chicken
  Spiced lobster in the 
  shell, with saffron 
  rice and almonds
  96-00
  Turnip tarts
  Steak-and-
  Kidney Pie
  Turtle soup with 
  fresh, crusty bread
  Table 4-44: The Bill of Fare - Continued
  282
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  What’s Different on this Plane? (d100)
  66-70
  Plane involves the use of a new attribute score such as 
  “innate teleportation accuracy”: each character must 
  roll up this new ability.
  71-75
  Risks to reliable player control of characters (Confu-
  sion, charm, etc)
  76-80
  Saving throw numbers and/or bonuses
  81-85
  Spell functioning (result, casting time, effectiveness, or 
  perhaps the change only affects particular types of spells)
  86-90
  Spell preparation (more spells, fewer spells, faster or 
  slower preparation time)
  91-95
  Varying the limitation of movement in 3 dimensions – 
  add a fourth or a fifth
  96-00
  Weapon functioning (changed effectiveness of metal, of 
  blades, of blunt weapons, etc.)
  Types of Planar Adventures
  The tables here are divided up into different types of other planes of exis-
  tence: Alternate Worlds/Realities, Supernatural Planes (ghostly and wraith-
  like), Dimensional Planes, Spirit Planes (as in, living animal and totem 
  spirits, not the ghosts of dead people), Hells and Demonic Regions, Cthonic 
  Planes (utterly alien and generally sanity-destroying), and Dream Realms.
   
   
  Table 4-48: Alternate Worlds or Realities
  Die Roll
  Varied Factor in Alternate World (d100)
  01-05
  Alternate geography and history affecting a population iden-
  tical to the normal world’s population (i.e., you know all the 
  people, but the world they live in is utterly different).
  06-10
  Alternate geography: cultures and politics have re-
  mained the same, but on a different map
  11-15
  Alternate history: different or new dominant culture
  16-20
  Alternate history: different or new dominant religion
  21-25
  Alternate history: disasters and cataclysms
  26-30
  Alternate history: higher incidence of Undeath
  31-35
  Alternate history: higher technologies developed
  36-40
  Alternate magic: higher or lower incidence of magic, wild 
  magic, dead magic, or different functioning of magic
  41-45
  Alternate religions: the gods of the normal world are 
  replaced by different religions
  46-50
  As per normal world, but alignments are shifted around
  51-55
  Control of world by extra-planar or alien race
  56-60
  Control of world by single empire
  61-65
  Different or new dominant race
  66-70
  Magical laws slightly different from normal
  71-75
  Physical laws slightly different from normal (gravity, 
  effect of missile weapons, etc)
  76-80
  Political boundaries different from normal
  81-85
  Races differ from normal
  86-90
  Temperatures and climates radically different
  91-95
  Time travel into future
  96-00
  Time travel into past
  Planar Adventures
  Notes on Planar Adventures
  Planar adventures are difficult to design, but they can produce some of 
  the most exciting peak moments in a long-running campaign. They often 
  represent the culmination of some sort of effort, and they are in many 
  ways the “badge” of an experienced adventuring party. However, what 
  makes a planar adventure distinct from other adventures is also what 
  makes it difficult to design – some of the ground rules of normal reality 
  are changed, which means a lot of pre-planning by the Referee to make 
  these changes work well as part of an adventure. The adventure needs to 
  be (a) highly creative in terms of these changes, but also (b) still playable. 
  If the players can’t quickly grasp what their characters’ new capabilities 
  and restrictions are, the whole situation will seem random and contrived.
  By using these tables, you’ll get ideas for consistent (but weird) physical 
  rules that might apply across the board in the new plane, or at least in the 
  area where the adventure takes place. Having the idea established as a “rule” 
  will help you to build more ideas from it, and will allow you to convey more 
  easily to the players what their new capabilities, risks, and limitations are.
  After you’ve decided what will be “new” in the planar environment, a 
  good way to make sure it will be a fun setting is to review some of the 
  basic tenets of the game – if your planar setting takes advantage of these 
  elements, then you are probably on track:
  1) It’s a game of resource management.  What unusual resources do 
  the characters need in this plane/dimension, and how are these used 
  up?  One possible factor in a good planar adventure is an unusual (or 
  possibly bizarre) resource that the players must decide when to use and 
  when to conserve.  This could range from potions of fire resistance in an 
  elemental plane, to air supply in an airless pocket dimension, to some-
  thing like Zo-Tcha eggs that you make up as a truly unique resource.
  2) It’s a game of exploration.  Beware the tendency to make other 
  planes of existence into a single type of terrain with little variation and 
  few landmarks.
  3) It’s a game of tactics – have you used the planar/dimensional set-
  ting to create unusual tactical challenges with odd combat/spell effects?
  4) It’s a game of challenging the players’ skill.  Does your planar 
  adventure only challenge the character sheet (i.e., using saving throws 
  and damage), or are you also using the setting to create challenges that 
  can only be solved by smart thinking?
  Table 4-47: Things to Vary on Another Plane of Existence
  Die Roll
  What’s Different on this Plane? (d100)
  01-05
  Attribute scores (functioning, effect)
  06-10
  Changed functioning of magic items
  11-15
  Changed initiative method
  16-20
  Changed method of acquiring experience points
  21-25
  Dependable belief in what the characters see or hear
  26-30
  Dependable communications
  31-35
  Dependable sanity of characters
  36-40
  Effect of food and water
  41-45
  Hit point functioning (healing, regeneration, damage 
  amounts)
  46-50
  Human/bipedal body form of the characters
  51-55
  Movement rates or movement type
  56-60
  Need for other, additional, or substitute basic necessities 
  (as opposed to the standard air, food, water, sleep, shelter)
  61-65
  New attribute scores required – re-roll attributes as they 
  operate in this plane
  Table 4-47:  
  Things to Vary on Another Plane of Existence - Continued
  283
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  Varied Factor(s) in a Dimension-related Plane (d100)
  46-50
  Movement: teleportation is the only possible form of 
  movement (probably mentally controlled, probably with 
  a small random factor)
  51-55
  Phasing: random incorporeality
  56-60
  Phasing: teleportation-type spell effects are altered or 
  don’t function
  61-65
  Probability: divinatory magic becomes uncertain
  66-70
  Spell Effect Location: spell effects manifest other than 
  where intended unless the caster makes some sort of 
  success check (against intelligence, or a saving throw, or 
  a to-hit roll).  Alternatively, there could be a flat chance 
  for spells to go off in the location intended.
  71-75
  Time: Alteration to initiative method
  76-80
  Time: haste/slow effects, hitting and lasting randomly
  81-85
  Time: healing rates affected
  86-90
  Time: move in time as well as space (example: disappear 
  for 3 rounds, then appear and take 3 full round actions 
  all at once)
  91-95
  Time: random aging and reverse-aging
  96-00
  Time: spell effects manifest slowly or randomly
   
  Table 4-51: Spirit Planes
  Die Roll
  Varied Factor in Spirit Plane (d100)
  01-20
  Action into Material Plane: by concentration or some 
  other effort (possibly measured by a success roll of some 
  kind, possibly automatic success), one can reach into or 
  across the planar barrier into the material plane.  Action 
  possible might include lifting things, making noises 
  heard, etc.
  21-40
  ESP: anyone can hear nearby thoughts
  41-60
  Movement: movement rates are much larger than normal
  61-80
  Shapeshifting into a particular totem animal (or, if un-
  lucky, a totem plant)
  81-00
  Vision: normal vision is tremendously enhanced or 
  restricted
   
  Table 4-52: Hells and Demonic Regions
  Die Roll
  Varied Factor in the Hell (d100)
  01-20
  Altered form: “visitors” may manifest with demonic 
  physical attributes – or possibly appear angelic, since 
  their morality is so alien to the plane
  21-40
  Despair, greed, rage, or other mental state creeps up on 
  characters if they fail periodic saving throws
  41-60
  Fire or cold spells do not function properly, or are more 
  powerful than normal
  61-80
  Temperature: temperatures, whether hot or cold, are so 
  extreme as to be dangerous
  81-00
  Wounds regenerate, but re-grown flesh is monstrous or 
  demonic
  Table 4-49: Supernatural Planes
  Die Roll
  Varied Factor in Supernatural Plane (d100)
  01-10
  Certain terrible events might “replay themselves,” 
  causing danger to those who are caught up in the echo – 
  which, to them, would effectively be truly happening.
  11-20
  Despair, greed, rage, or other mental state creeps up on 
  characters if they fail periodic saving throws
  21-30
  Each encounter with beings in the plane involves a test 
  of wills, with failure indicating that the loser has come, 
  to some degree or other, under the control of the other 
  creature. The characters might have an item that lets 
  them do the same thing, too – building up an army of 
  ghouls as they approach the King Wraith’s vast castle…
  31-40
  Effect on healing or other beneficial clerical-type spells. 
  If the plane’s ghostly powers are antithetical to certain 
  religious powers, those powers might be weakened in 
  the other plane of existence.
  41-50
  Material plane is visible, but there is a constant risk of 
  becoming separated from it (either a flat probability 
  checked at intervals, or actions create a risk of separa-
  tion to some increasing degree)
  51-60
  Places may have “echo” powers – one of the main con-
  cepts of a supernatural plane is ghostliness, and places 
  exert compelling powers in many ghost stories.
  61-70
  Presence of an undead type that is not ordinarily found 
  in material planes (see Tables 2-64 through 2-68 for 
  ideas)
  71-80
  Presence of one normal, living species that one would 
  not expect to find here. For instance, a wraith world 
  where normal, living wolves are found. Or small frogs. 
  Any possibility is a bit spooky; the animals might be 
  helpful, hostile, or just part of the weirdness of the 
  scenery.
  81-90
  Risk of becoming possessed – although possession is 
  often associated with demons, it’s a good ghostly risk 
  as well. Thinking up some unusual characteristic of 
  ghostly possession would add a great deal of spice to the 
  “flavor” of the plane.
  91-00
  Visitors dying in the plane will have their souls trapped 
  there
   
  Table 4-50: Dimensional Planes
  Die Roll
  Varied Factor(s) in a Dimension-related Plane (d100)
  01-05
  Bodily Dimensions: Limbs, head, and torso may elon-
  gate, shrink, or expand at random intervals.
  06-10
  Light/dark: invisibility becomes a random effect
  11-15
  Light/dark: light and vision magic altered
  16-20
  Light/dark: vision length altered
  21-25
  Material plane is visible, but connection to it erodes, or 
  distance from it grows
  26-30
  Material plane is visible, but there is a constant risk of 
  becoming separated from it (either a flat probability 
  checked at intervals, or actions create a risk of separa-
  tion to some increasing degree)
  31-35
  Movement: movement rate changed
  36-40
  Movement: movement rate is more or less affected by 
  the amount of equipment carried than normal
  41-45
  Movement: speed or movement rate is random
  Table 4-50: Dimensional Planes - Continued
  284
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  Nature of River/Lake (d100)
  21-25
  Illusions or dreams
  26-30
  Invisible water
  31-35
  Liquid aging
  36-40
  Liquid forgetfulness
  41-45
  Liquid light or darkness
  46-50
  Liquid madness
  51-55
  Liquid smell/scent/stench
  56-60
  Liquid sound
  61-65
  Liquid taste
  66-70
  Moving globules
  71-75
  Moving ice
  76-80
  River of abstract color
  81-85
  River of gas or mist
  86-90
  River of worms or other creatures
  91-95
  Seething liquid
  96-00
  Viscous liquid
   
  Table 4-56: Mountains in Other Planes (particularly in 
  Cthonic areas or dream-realms)
  Die Roll
  Odd Feature of Mountains (d100)
  01-10
  Affect distances and travel within their area
  11-20
  Alive, with internal organs
  21-30
  Carved into statues or with runes on a grand scale
  31-40
  Generate monsters they control
  41-50
  Have a tactical (rules-changing) effect unique to the 
  mountain terrain
  51-60
  Infinitely tall
  61-70
  Intelligent, able to communicate, and possibly hostile or 
  friendly
  71-80
  Like jello
  81-90
  Move around
  91-00
  Riddled with tunnels
  Table 4-53: Cthonic Planes
  Die Roll
  Varied Factor in Cthonic Region (d100)
  01-10
  Altered Form: “visitors” have alternate form on plane, as 
  tentacled monsters, possibly with sanity problems; shape 
  may shift periodically
  11-20
  Magical “high technology” in use for bizarre and inex-
  plicable purposes
  21-30
  Mutating terrain; forests periodically change to swamps, 
  hills rise, etc.
  31-40
  Points in time are “saved,” and can be returned to (but 
  with risks)
  41-50
  Roll on dimensional table
  51-60
  Ruins of prior civilization are apparent everywhere, ei-
  ther with strange effects (sanity, horror, magical benefits 
  or curses), or the ruins are the only thing that is normal 
  amidst the weirdness
  61-70
  Thoughts of powerful beings are “projected” and heard 
  by lesser beings
  71-80
  Winds cause geographical changes
  81-90
  Winds cause sanity problems or horror as they change
  91-00
  Winds cause shapeshifting as they change
   
  Table 4-54: Dream-Realms
  Die Roll
  Varied Factor in Dream Realm (d100)
  01-10
  Altered Form: characters are not in their own bodies, but 
  the form taken could be virtually anything, from animals to 
  monsters, to a different body, to a different character’s body
  11-20
  Flickering between the dream realm and the real world 
  based on depth of sleep in the real world, disturbances, 
  or random intervals where consciousness returns to the 
  sleeping body for an unpredictable period
  21-30
  Hit points, attributes, and abilities shift at random inter-
  vals, making characters weaker, stronger, or different in 
  unpredictable ways
  31-40
  Memories of prior events take shape in the dream realm, 
  possibly in dangerous forms, or possibly as a way of 
  conveying information about the realm
  41-50
  Pieces of equipment periodically disappear or return; 
  generally at least one thing is missing
  51-60
  Roll on Cthonic Planes, but ignore insanity risks (unless 
  it is a serious nightmare type of realm)
  61-70
  Roll on Dimensional table
  71-80
  Roll on Spirit Planes
  81-90
  Talking animals or plants, whether or familiar or alien species
  91-00
  Terrain involves constant or repeated falling
  Table 4-55: Rivers and Lakes in Other Planes (particularly in 
  Cthonic areas or dream-realms)
  Die Roll
  Nature of River/Lake (d100)
  01-05
  Air movement
  06-10
  Chunky liquid
  11-15
  Dirt, earth, rocks
  16-20
  Fire
  Table 4-55: Rivers and Lakes in Other Planes (particularly in 
  Cthonic areas or dream-realms) - Continued
  285
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Table 4-57: Planar Gateways
  In addition to this table, Tables 2-56 and 2-57 can be useful for generating ideas for planar travel, and Table 3-35 offers a variety of options for 
  the way teleportation might work. 
  Die Roll
  Physical Form of Gateway (d100)
  Other Aspect of Gateway (d100)
  01-10
  An item that is worn allows a person to shift into a differ-
  ent plane. For an interesting twist, the item might only have 
  enough of a “charge” to allow a certain period of time in the 
  other plane, after which the wearer would be pulled back into 
  the original plane of existence until the item has recharged and 
  can be used again.
  Having used this particular gate as opposed to another leaves 
  a visible mark or aura on the characters in the other plane. 
  Perhaps there is a “slave” gate and a “master” gate – hopefully 
  the players picked the right one!
  11-20
  Archway or other architectural feature that the traveler walks 
  through
  Having used this particular gate, as opposed to another, deter-
  mines the physical form or abilities the characters will have on 
  the other side. Preferably they picked the “Dragon” gate and 
  not the “Mouse” gate, for example. 
  21-30
  Being perceived by a particular thing, whether this is a divine be-
  ing, a mirror, a monster, or an item. Venturing into a divine grove 
  might be perfectly safe unless the ancient tree of skulls actually 
  awakens and banishes the party into the realm of ghosts…
  The gateway leads to a very remote place in the other plane 
  (whatever that means in terms of the physical laws of the other 
  plane). Excellent for stealthy operations.
  31-40
  Consuming some item, such as a lotus blossom
  The manner in which the gateway is used actually creates the 
  other plane rather than simply “reaching” it.
  41-50
  No physical aspect; travel to the other plane is accomplished 
  mentally or by use of a spell, incantation, or similar spoken 
  ritual. The physical body might or might not be left behind.
  Use of the gateway creates a physical effect (all the way from a 
  little alarm bell up to possibly a massive earthquake) some-
  where in one of the two planes.
  51-60
  Performing a series of acts, normally with particular physical 
  components such as a flint blade, a particular incense, etc.
  No particular other aspect of the gateway.
  61-70
  Planar relocations are the by-product of some process that is 
  taking place, either on this plane or on the other. “Cosmic Drill-
  ing” in an elemental plane might have the side effect of open-
  ing a way into the area where the drilling is taking place.
  No particular other aspect of the gateway.
  71-80
  Remaining in a particular place for a certain length of time. 
  In this sort of circumstance, the characters might even “feel” 
  themselves slowly changing their plane of reality.
  No particular other aspect of the gateway.
  81-90
  Touching a physical item such as a magical tree, an ancient 
  statue, or other such.
  No particular other aspect of the gateway.
  91-00
  Travel is accomplished in a vehicle of some kind; often a ship, 
  as in Michael Moorcock’s Sailor on the Seas of Fate.
  No particular other aspect of the gateway.
  286
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  Inhabitants (d100)
  26-30
  Jellyfish monster
  31-35
  Moving mechanisms, traps, or both, built into the ship 
  itself before sinking
  36-40
  Multiple swimming snakes, possibly with controller
  41-45
  Schools of predatory fish
  46-50
  Sea giant
  51-55
  Sea serpent
  56-60
  Sharks or large predatory fish
  61-65
  Traps (to be emptied by monster later)
  66-70
  Undead crew and captain
  71-75
  Underwater horror – amoeboid or ooze
  76-80
  Underwater horror – huge hybrid of two underwater 
  monsters
  81-85
  Underwater humanoid-type (mermen, fish-men, tritons, 
  etc.
  86-90
  Water elemental or water djinn
  91-95
  Water spider(s)
  96-00
  Whale (possibly intelligent)
   
  Table 4-62: Unusual Seaweeds
  Die 
  Roll
  Odd Feature of the Seaweed (d100)
  01-10
  Creates breathable air, in vicinity or in huge bubbles
  11-20
  Deep taproots bring minerals to surface, creating seeds 
  made of strange and possibly valuable minerals
  21-30
  Growth harbors a symbiotic (and protective) type of 
  underwater animal
  31-40
  Huge pods that can be floated upward
  41-50
  Large growths are sapient
  51-60
  Large growths can move, similar to large shambling 
  mound or tree shepherd
  61-70
  Mental domination powers at a distance, or hypnotic colors
  71-80
  Most of the weed can retract itself beneath the surface if 
  threatened
  81-90
  Releases the underwater equivalent of spores, in clouds 
  that may be dangerous (anti-magic, oxygen-sucking, etc).
  91-00
  Small growths, or flowers, can move through water as if 
  swimming, and attack anything that threatens the larger 
  growths
   
  Table 4-63: Underwater Vehicles
  Die Roll
  Underwater Vehicle (d100)
  01-05
  Abstract spiraling shape of tubes magically traps bubble 
  of air in center
  06-10
  Amoeboid ship (living or dead) with internal cellular 
  organs used as housing for passengers
  11-15
  Bubble/sphere (opaque and solid)
  16-20
  Bubble/sphere (transparent and possibly porous)
  21-25
  Castle-like submersible
  Underwater Adventures
  Table 4-58: Events Underwater
  Die Roll
  Event (d100)
  01-10
  Arrival of intelligent aquatic raiders
  11-20
  Arrival of unintelligent aquatic predators
  21-30
  Current, jet-stream, or undertow
  31-40
  Mental call or communication from water-giant, kraken, 
  or other powerful being
  41-50
  Sand cloud from surface
  51-60
  Schools of fish or jellyfish
  61-70
  Strange particles or objects suspended in water
  71-80
  Underwater vehicle
  81-90
  Vortex (upward, probably)
  91-00
  Whale or other harmless (unless provoked) creature.
   
  Table 4-59: Ocean Floor Features
  Die Roll
  Feature (d100)
  01-10
  Chunks of suspended ice or underwater glacier
  11-20
  Coral reef
  21-30
  Huge predatory anemones
  31-40
  Ocean floor recedes to deeper waters
  41-50
  Seaweed forest
  51-60
  Shipwrecks
  61-70
  Spires or flat mesas
  71-80
  Underwater castle or dwelling for giant, titan, mer-lord, etc.
  81-90
  Underwater hill or cliff
  91-00
  Volcanic fissure releasing heated water
  Table 4-60: Shipwrecks (Type, Reason for Sinking)
  Die Roll
  Type of Ship (d100)
  Reason for Sinking (d100)
  1-19
  Bireme
  Rocks/torn hull
  20-38
  Caravel
  Battle damage/catapult
  39-57
  Coaster
  Crushing damage/tentacles
  58-76
  Galleon
  Burned
  77-94
  Galley
  Wind/capsize
  95-00
  Unusual
  None apparent
  Table 4-61: Inhabitants of Shipwrecks
  Die Roll
  Inhabitants (d100)
  01-05
  Crab/lobster
  06-10
  Dangerous seaweed or anemones, possibly with a symbi-
  otic organism not affected by the other inhabitants
  11-15
  Giant octopoid
  16-20
  Giant squid
  21-25
  Giant worm or annelid
  Table 4-61: Inhabitants of Shipwrecks - Continued
  287
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Table 4-65: Unusual Ships
  Die Roll
  Type of Ship (d100)
  01-05
  Bubble/sphere (half-submerged or skimming surface)
  06-10
  Castle (mounted on floatation device, possibly with 
  dungeons below waterline)
  11-15
  Floating plant with roots used as propulsion
  16-20
  Huge iron or stone ship with internal passages and rooms
  21-25
  Rock chunk with internal tunnels
  26-30
  Small floating island
  31-35
  Amoeboid ship (living or dead) with internal cellular 
  organs used as housing for passengers
  36-40
  Shaped like crab or lobster, mechanical
  41-45
  Shaped like fish or whale, mechanical
  46-50
  Massive raft with wooden buildings, perhaps a pagoda-
  palace
  51-55
  Ship or building mounted on back of huge sea turtle
  56-60
  Ghost ship crewed by zombies or ghouls, possibly made 
  of bone
  61-65
  Jellyfish ship
  66-70
  Ship drawn by seahorses, horses that walk on water, or 
  pulled by water elementals
  71-75
  Carpet of seaweed with structures on it
  76-80
  Paddlewheel ship (various sources of energy, including 
  living beings, could be used to power the paddlewheels)
  81-85
  Ship or platform traveling in a tornado or waterspout as 
  locomotion
  86-90
  Ship drawn by flying creatures for locomotion
  91-95
  Invisible ship
  96-00
  Ship shifts between different alternate realities, astral 
  plane, ethereal plane, etc.
   
  Table 4-66: Ship Reputations
  Die Roll
  Reputation or Rumors (d100)
  01-05
  Disappearances or crew or passengers in past
  06-10
  Fast ship
  11-15
  Good navigator
  16-20
  Has ghostly presence on board, believed to be lucky or 
  unlucky
  21-25
  Heathen captain
  26-30
  Heathen crew or crewmembers
  31-35
  Horrible or terrible event once took place on board ship
  36-40
  Lucky ship
  41-45
  Not seaworthy
  46-50
  Obsessed captain
  51-55
  Once discovered strange place and treasure
  56-60
  Possible pirate
  61-65
  Possible smuggler
  66-70
  Reliable captain
  71-75
  Rowdy crew
  76-80
  Slow ship
  81-85
  Supernatural bargain involved in ship’s history
  Die Roll
  Underwater Vehicle (d100)
  26-30
  Couch, chair, or throne; magically propelled
  31-35
  Ghost shipwreck (mobile) crewed by zombies or ghouls, 
  possibly made of bone
  36-40
  Hot-air balloon or zeppelin arrangement
  41-45
  Massive “Sandcrawler” type vehicle (sea-floor only)
  46-50
  Massive mobile platform with wooden buildings, per-
  haps a pagoda-palace
  51-55
  Shaped like crab or lobster, mechanical
  56-60
  Shaped like dragonfly (or other flying insect), swims with 
  wings, mechanical or magical, passenger compartment in 
  head (or on back if passengers are water-breathers)
  61-65
  Shaped like fish or whale, mechanical
  66-70
  Shaped like puffer fish or angler fish, mechanical, pas-
  senger compartment inside
  71-75
  Shaped like snake or alligator, mechanical
  76-80
  Ship or chariot drawn by seahorses or larger sea crea-
  tures such as squid or whales
  81-85
  Undead giant crab carapace
  86-90
  Underwater paddle-wheeler type of vessel
  91-95
  Underwater plant with roots used as propulsion
  96-00
  Whale, sea-serpent, or other huge undersea creature with 
  glass howdah
   
  Waterborne Adventures
  Table 4-64: Chart of Common Ship Types
  Die 
  Roll
  Type of Ship (d100)
  01-10
  Bireme, merchant: Two masts; two rowing decks with 
  fore and aft castles
  11-20
  Bireme, war: No masts (or perhaps one very short mast 
  that can be unstepped for ramming); two decks with fore 
  and aft castles
  21-30
  Caravel: Two or three masts; possibly an aft castle
  31-40
  Coaster (fishing boat): Two masts, triangular sails
  41-50
  Galleon: Three masts, four decks
  51-60
  Galley, merchant: One mast; one deck
  61-70
  Galley, war: No masts; one deck
  71-80
  Longship: One deck, one mast
  81-90
  Rowboat or coracle: No deck or mast
  91-00
  Trireme: Three decks, no masts (or 1-3 short masts that 
  can be unstepped for ramming)
  Table 4-63: Underwater Vehicles - Continued
  288
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Table 4-68: Unusual Pirates
  Die Roll
  Unusual Pirates (d100)
  01-10
  Human or humanoid pirates with special ability such 
  as teleportation or water-breathing (could come from a 
  device, a potion, a patron demon, a mutation, etc)
  11-20
  Human or humanoid pirates with spell-casting leader
  21-30
  Human pirates with monstrous leader such as an intel-
  ligent turtle dragon, a kraken, a sea giant, or similar
  31-40
  Human pirates with swimming allies
  41-50
  Human pirates with unusual ship
  51-60
  Humanoid pirates such as goblins, orcs, etc.
  61-70
  Large humanoid pirates such as ogres
  71-80
  Pirates are hybrid with a sea-creature such as crabs, 
  lobsters, eels, fish, octopus, etc)
  81-90
  Pirates with unusual mutation (additional arms, shell-
  plating, fins, etc)
  91-00
  Undead pirates such as ghouls, with zombies or skeletons
   
   
  Table 4-69: Events on Water
  Die Roll
  Event (d100)
  01-05
  Borealis lights in sky
  06-10
  Changing temperature
  11-15
  Complete calming of wind
  16-20
  Coral reef or sudden decrease in water depth
  21-25
  Dolphins, whales, sharks, etc.
  26-30
  Floating seaweed beds
  31-35
  Flocks of unusual birds
  36-40
  Hail or sleet
  41-45
  Heavy rain
  46-50
  Island
  51-55
  Lightning storm
  56-60
  Merchant vessel or convoy
  61-65
  Meteor shower
  66-70
  Phosphorescent algae in water
  71-75
  Pirates (obviously)
  76-80
  School of flying fish
  81-85
  Tsunami, tornado, or hurricane
  86-90
  Unusual ship
  91-95
  Waterspout
  96-00
  Whirlpool
  Die Roll
  Reputation or Rumors (d100)
  86-90
  Unlucky ship
  91-95
  Very seaworthy
  96-00
  Well protected
   
   
  Table 4-67: Ship Cargo
  For cargoes that are arranged by cultural region, see Caravan Cargoes, 
  Table 4-77. For unusual cargoes, see Tables 4-79 and 4-80. 
  Die Roll
  Ship Cargo (d100)
  01-02
  Baskets and woven reed items
  03-04
  Beer
  05-06
  Bronze or tin implements (lamps, bowls, knives, etc)
  07-08
  Carpets (cheap)
  09-20
  Cattle
  21-22
  Fish (pickled)
  23-28
  Fish and meat (dried)
  29-30
  Fruit (apples)
  31-32
  Fruit (figs, dates)
  33-34
  Fruit (oranges)
  35-36
  Fruit (pomegranates)
  37-38
  Goats
  39-50
  Grain
  51-52
  Honey
  53-54
  Iron or tin
  55-56
  Leather and hides
  57-58
  Light cloth
  59-60
  Metal ore
  61-62
  Metal, smelted
  63-64
  Nuts (almonds)
  65-66
  Nuts (hazelnuts)
  67-68
  Nuts (walnuts)
  69-70
  Pottery
  71-72
  Reed mats and tatamis
  73-74
  Rice
  75-76
  Rice wine
  77-78
  Sesame seeds
  79-80
  Tapestries (cheap)
  81-82
  Turnips, potatoes, parsnips
  83-84
  Water or salted ice
  85-96
  Wine
  97-98
  Wood
  99-00
  Woolen cloth
   
   
  Table 4-66: Ship Reputations - Continued
  289
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Wilderness Adventures
  Part One: 
  General Wilderness Tables
  General Plant Life, Animals, and Terrain
  Table 4-72: Unusual Trees
  Die Roll
  Nature of Unusual Tree (d100)
  01-05
  Coral-like trees with mineral encrustations
  06-10
  Levitating seed-pods that float on the wind
  11-15
  Mushroom trees
  16-20
  Pod-trees
  21-25
  Prehistoric-type fern-trees
  26-30
  Trees petrified into stone
  31-35
  Trees riddled with mysterious holes (Inhabited? Related 
  to seeds?  Disease? There are many possibilities)
  36-40
  Trees that have eyes (or seem to)
  41-45
  Trees that meld together at the branches or roots
  46-50
  Trees that swarm with a symbiotic vermin
  51-55
  Trees that use buoyant root-systems to float in water
  56-60
  Trees with faces or arms
  61-65
  Trees with fleshy blossoms that have different magical or 
  natural effects
  66-70
  Trees with glowing motes in bark or seeds; or phospho-
  rescent bark or berries
  71-75
  Trees with ground-dragging fronds
  76-80
  Trees with long, whiplash roots
  81-85
  Trees with snake-skin bark
  86-90
  Very fat, squat trees
  91-95
  Very slender but very tall trees
  96-00
  Whispering trees
  Table 4-73: Unusual Plants
  Die Roll
  Plant Part 
  (d100)
  Odd Attribute (d100)
  01-05
  Berries
  Are an ingredient in magic potions
  06-10
  Berries
  Are an unusual color
  11-15
  Berries
  Are fleshy or bloated
  16-20
  Branches
  Are invisible
  21-25
  Branches
  Are part of an unusual reproductive 
  strategy
  26-30
  Branches
  Are so beautiful that they are prized as 
  decorations
  31-35
  Flowers
  Are so delicious that they can be harvested 
  for good money
  36-40
  Flowers
  Are used as a means of communication 
  by the plant (possibly only with other 
  plants, possibly with other species or even 
  humans)
  Table 4-70: Unusual Islands
  Die Roll
  Unusual Island (d100)
  01-10
  Central volcano or volcanoes
  11-20
  Cyclopean statues
  21-30
  Fauna (all of it) on the island is intelligent and dangerous
  31-40
  Island is a graveyard for huge sea creatures
  41-50
  Island is a graveyard for ships
  51-60
  Island is a living creature, and any tunnels probably lead 
  to internal organs
  61-70
  Shrouded in mist or darkness
  71-80
  Tip of an enormous man-made structure or wrecked vessel
  81-90
  Transparent or translucent stone
  91-00
  Vegetation on the island is intelligent and dangerous
   
   
  Table 4-71: Owner of the Island
  Die Roll
  Owner of the Island (d100)
  01-04
  Deity, demigod, or quasi-deity
  05-08
  Demon
  09-12
  Dragon or turtle dragon
  13-16
  Extra-planar monsters
  17-20
  Ghostly leader with minions
  21-24
  Ghosts in abandoned structures
  25-28
  Horror of the deep, nocturnal feeding ground
  29-32
  Incorporeal force
  33-36
  Intelligent undead
  37-40
  Island itself is a living entity
  41-44
  Leader of aquatic humanoid tribe
  45-48
  Mist or cloud creature
  49-52
  Occupied solely by flying and non-flying vermin
  53-56
  Pirates, nonhuman
  57-60
  Pirates, permanent settlement
  61-64
  Pirates, temporary encampment
  65-68
  Pirates, unusual
  69-72
  Powerful religious leader (human)
  73-76
  Powerful religious leader (non-human)
  77-80
  Sea giant or storm giant
  81-84
  Sea merchants
  85-88
  Sea serpent
  89-92
  Solitary giant swimmer
  93-96
  Titan
  97-00
  Water djinni
   
  290
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  Unusual Feature (d100)
  93-96
  Wings of bat or bird
  97-00
  Wounded (see Table 4-75)
   
  Table 4-75: Animal Wounds
  This table is for use with the animal lists in various terrain categories
  Die Roll
  Type of Wound or Mutilation (d100)
  01-10
  Arrow(s)
  11-20
  Burned, scorched, or melted
  21-30
  Disemboweled
  31-40
  Limps, or leg(s) hurt or broken
  41-50
  Missing foot or feet
  51-60
  Missing leg(s)
  61-70
  Partially flayed or skinned
  71-80
  Raking cuts or slashed
  81-90
  Suspended animation or frozen
  91-00
  Turned to stone, wood, metal, or crystal
   
   
  Table 4-76: Weird Terrain Features
  Elements from this table can be used in any terrain to add the weirder 
  sword & sorcery flavor of Clark Ashton Smith, Lovecraft, and others 
  who wrote in this vein.
  Die Roll
  Underlying Feature Type 
  (d100)
  The Weird Feature 
  (d100)
  01-05
  Flame
  Balanced or precarious
  06-10
  Flame
  Bizarre coloration, or 
  vivid color, (possibly even 
  supernaturally vivid)
  11-15
  Fungus, mushroom, or 
  moss
  Crystalline, or crystalline 
  attributes
  16-20
  Fungus, mushroom, or 
  moss
  Gelatinous or viscous
  21-25
  Plant, bush, thornbush, 
  shrub, or other
  Hard to look upon for 
  some reason, and pos-
  sibly dangerous to do so: 
  revulsion, fear, wonder, 
  insanity, etc.
  26-30
  Plant, bush, thornbush, 
  shrub, or other
  Human-like shape (would 
  often be only a vague 
  similarity, not just a bor-
  ing old “rock looks like 
  person”)
  31-35
  Reptile/amphibian
  Impossible geometry 
  or obvious dimensional 
  strangeness
  36-40
  Reptile/amphibian
  Inexplicably but only 
  mildly repulsive, either 
  visually or, somehow, 
  mentally or by instinct.
  41-45
  Rock formation
  Is a source of mist, smoke, 
  poison gas, or odd smell
  Die Roll
  Plant Part 
  (d100)
  Odd Attribute (d100)
  41-45
  Flowers
  Attract a particular predator into the area 
  as a protective device (possibly a subtle 
  one, like small venomous snakes)
  46-50
  Leaves
  Cause hair growth or other strange (but 
  natural) effect if someone is downwind of 
  the smell
  51-55
  Leaves
  Create or are created by mineral deposits
  56-60
  Leaves
  Glow faintly
  61-65
  Pods
  Have minor healing properties
  66-70
  Pods
  Have strange pattern of colors (striped, 
  spotted, etc)
  71-75
  Pods
  Have strangely human (or animal) shape
  76-80
  Roots
  Have unusual odor
  81-85
  Roots
  Make a strange noise (not necessarily all 
  the time; consider other stimuli such as the 
  approach of a particular kind of monster)
  86-90
  Roots
  Release sap with unusual properties
  91-95
  Stems
  Seem to move (or actually move)
  96-00
  Stems
  Slightly change the surrounding tempera-
  ture
   
  Table 4-74: Unusual Feature of Animal
  This table is for use with the animal lists in various terrain categories
  Die Roll
  Unusual Feature (d100)
  01-04
  Albino
  05-08
  Covered in moss, grass, or bark
  09-12
  Dead, possibly mutilated (see Table XXX)
  13-16
  Double normal size
  17-20
  Eating carrion or corpse (particularly disturbing if the 
  animal is an herbivore)
  21-24
  Extra legs
  25-28
  Follows or leads party
  29-32
  Human-like face
  33-36
  Lots of them, and some strange behavior
  37-40
  Made of rock or earth
  41-44
  Metallic color (e.g., silvery)
  45-48
  Motes of light surround the animal
  49-52
  Moves almost like a shift in space, or teleportation
  53-56
  Odd blue or red color
  57-60
  Odd yellow or green color
  61-64
  Scales or fur, whichever is abnormal to the animal type
  65-68
  Sick, rabid, or diseased
  69-72
  Spirit animal (or appears to be)
  73-76
  Tentacles, tendrils, crab claws, shell, or chitin
  77-80
  Translucent or invisible
  81-84
  Two heads
  85-88
  Undead
  89-92
  Wears collar, necklace, jewelry, or other sign of ownership
  Table 4-74: Unusual Feature of Animal - Continued
  Table 4-73: Unusual Plants - Continued
  291
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  Contents 
  (d100)
  Organization 
  (d100)
  Mode of Transport 
  (d100)
  31-40
  Two regular 
  cargos and one 
  small cargo
  One merchant 
  clan (members 
  of an extended 
  family with 
  junior members 
  serving as 
  guards or even 
  porters)
  Horse-drawn wagons
  41-50
  Three regular 
  cargos and one 
  small cargo
  Lone merchant 
  with employ-
  ees
  Hot air balloons
  51-60
  Two regular 
  cargos and two 
  small cargos
  Members of 
  a merchant 
  guild, with 
  the rest of the 
  caravan being 
  employees of 
  the guild
  Levitating platforms 
  towed by ogres or 
  other large creatures
  61-70
  Two regular 
  cargos and 
  three small 
  cargos
  Religious 
  leader and 
  merchant 
  followers of 
  various ranks
  Mules or horses as 
  pack animals
  71-80
  Three regular 
  cargos and 
  three small 
  cargoes
  Merchants 
  traveling under 
  protection of 
  nomad caravan 
  (the nomads 
  themselves 
  don’t do much 
  trading, they 
  just own wag-
  ons for use by 
  their clients)
  Ox-drawn wagons, 
  or possibly huge 
  wagons drawn by 
  giant yaks
  81-90
  One regular 
  cargo and one 
  small cargo
  The traveling 
  household of a 
  landless knight 
  provides 
  protection and 
  wagons to 
  merchants for 
  a fee
  Single, massive, 
  almost castle- 
  like wagon with  
  crenellated top and 
  heavily armored 
  beasts pulling it, such 
  as land-sharks, giant 
  beetles, etc.
  91-00
  One regular 
  cargo and two 
  small cargos
  Two merchant 
  companies, 
  highly suspi-
  cious of each 
  other
  Slave bearers, possi-
  bly with some mules, 
  possibly sub-human 
  in some way
  Die Roll
  Underlying Feature Type 
  (d100)
  The Weird Feature 
  (d100)
  46-50
  Rock formation
  Pearly, opalescent, or 
  translucent
  51-55
  Rock/boulder
  Pyramidal
  56-60
  Rock/boulder
  Runes or glyphs involved
  61-65
  Sand, earth, or mud
  Seems to keep reappear-
  ing, drawing characters to 
  it, or even affecting their 
  course of movement back 
  toward it.
  66-70
  Sand, earth, or mud
  Shifts, moves, and/or 
  distorts
  71-75
  Strange flesh or fleshy
  Speaks or makes sounds 
  (generally disturbing, omi-
  nous, cryptic, or prophetic)
  76-80
  Strange flesh or fleshy
  Spherical or spherical 
  elements
  81-85
  Tree
  Spire or very tall
  86-90
  Tree
  Studded with odd feature 
  such as eyes, gems, pus-
  tules, or long extrusions 
  like tendrils, tentacles, or 
  vines
  91-95
  Water body or shape
  Surrounded by strange 
  insects or small creatures 
  that are not insects and 
  might even be other-
  worldly
  96-00
  Water body or shape
  Twisting or spiral
   
  Caravans and Cargo
  Caravans are such a staple feature of wilderness fantasy gaming that 
  these tables are included in the general category. Most caravans will 
  have some passengers; the table also indicates additional passengers 
  (usually suggesting that the passengers are in some way different from 
  the normal run of the mill).
  Table 4-77: Contents of a Caravan
  Die Roll
  Contents 
  (d100)
  Organization 
  (d100)
  Mode of Transport 
  (d100)
  01-10
  One regular 
  cargo
  One merchant 
  company or 
  partnership
  Camels
  11-20
  Two regular 
  cargos and one 
  small cargo
  One merchant 
  family with 
  employees
  Dinosaurs or lizards 
  as pack animals
  21-30
  Three regular 
  cargos and one 
  small cargo
  Individual 
  merchants who 
  have hired a 
  caravan master 
  to arrange for 
  supply vehi-
  cles, supplies, 
  and guards
  Flightless birds pull 
  wagons
  Table 4-77: Contents of a Caravan - Continued
  Table 4-76: Weird Terrain Features - Continued
  292
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  Regular Cargo - European Cultures 
  (d100)
  Regular Cargo - Desert/Middle Eastern 
  (d100)
  Regular Cargo - Asian
  (d100)
  01-02
  Armor (mainly leather)
  Armor (mainly leather)
  Armor (mainly leather, and less likely than in 
  Middle Eastern or European-type caravans)
  03-04
  Batch of general trade goods (a mix of low-
  quality crafted goods of various materials, in-
  cluding such things as trinkets, holy symbols, 
  pipes, ribbons, candles, clay lamps, etc)
  Bandits who already have control of the 
  caravan
  Baskets and woven straw items
  05-06
  Beans
  Baskets and woven reed items
  Beans
  07-08
  Beer
  Batch of general trade goods (a mix of 
  low-quality crafted goods of various materi-
  als, including such things as trinkets, holy 
  symbols, pipes, ribbons, clay lamps, etc)
  Bronze or tin implements (lamps, bowls, 
  knives, etc)
  09-10
  Bronze or tin implements (lamps, bowls, 
  knives, etc)
  Beans
  Carpets or rugs
  11-12
  Carpets or rugs (generally low quality)
  Bronze or tin implements (lamps, bowls, 
  knives, etc)
  Cattle
  13-14
  Cattle (including oxen)
  Carpets and rugs (cheap)
  Ceramics and porcelain (more likely) or 
  glassware (less likely)
  15-16
  Coal
  Carpets or rugs (high quality)
  Coal
  17-18
  Corn
  Cattle
  Cotton cloth
  19-20
  Distilled liquor (rum, brandy, etc)
  Coconuts or palm nuts
  Dyes
  21-22
  Dyes
  Dyes
  Fish (pickled)
  25-26
  Fish (pickled)
  Fish and meat (dried)
  Fish and meat (dried)
  27-28
  Fish and meat (dried)
  Fruit (figs, dates)
  Fruit (mangoes, oranges, etc.)
  29-30
  Flour
  Fruit (pomegranates)
  Fruit (oranges)
  31-32
  Fruit (apples)
  Glassware
  Goats
  33-34
  Glassware
  Goats
  Government cortege: diplomatic or mov-
  ing to new assignment
  35-36
  Goats, pigs, or other livestock
  Grain (millet)
  Grain (millet)
  37-38
  Grain (barley)
  Grain (wheat)
  Grain (wheat)
  39-40
  Grain (wheat)
  Grapes, plums, raisins, or prunes
  Herbs (common)
  41-42
  Hallucinogens or narcotics
  Hashish or other drug
  Honey
  43-44
  Herbs (common)
  Herbs (common)
  Incense
  45-46
  Horses (or other type of mount)
  Honey
  Leather and hides
  47-48
  Iron or tin
  Incense
  Light cloth
  49-50
  Leather and hides
  Leather and hides
  Lotus flowers
  51-52
  Meat, salted (pork, bacon, etc)
  Light cloth
  Metal ore
  53-54
  Mercenary company in transit
  Lotus flowers
  Metal, smelted
  55-56
  Metal ore
  Mercenary company in transit
  Nuts (almonds)
  57-58
  Metal, smelted
  Metal (ore or smelted)
  Opium
  59-60
  Nuts (hazelnuts or walnuts)
  Nuts (almonds)
  Pottery
  61-62
  Nuts (walnuts)
  Oil (olive oil or flammable oil)
  Prisoners
  63-64
  Parchment, paper, or papyrus
  Parchment or papyrus
  Prisoners or convicts
  65-66
  Pottery
  Pottery
  Rare wood (mahogany, teak, or other 
  tropical woods)
  67-68
  Prisoners
  Prisoners
  Reed mats and tatamis
  69-70
  Religious passengers (pilgrimage, pos-
  sibly crusaders)
  Rare wood (cedar and sandalwood, in 
  particular)
  Religious passengers (pilgrimage)
  71-72
  Rope
  Religious passengers (pilgrimage)
  Rice (long grain or wild)
  73-74
  Salt
  Rope
  Rice (short grain or white)
  75-76
  Sheep
  Salt
  Rice paper or papyrus
  Table 4-78: Regular Cargo
  293
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Table 4-79: Small Cargo
  Die Roll
  Small Cargo (d100)
  01-04
  Archaeological finds
  05-08
  Birds, in cages (delicacy or pet)
  09-12
  Bones, supposedly of saints
  13-16
  Books
  17-20
  Bugs, in cages (delicacy or pet; could also include 
  silkworms)
  21-24
  Circus animals
  25-28
  Explosives or material with explosive properties
  29-32
  Gems/jewelry
  33-36
  Gold
  37-40
  Lenses or kaleidoscopes
  41-44
  Live fish in aquarium(s)
  45-48
  Live plants
  49-52
  Magical Cargo
  53-56
  Pelts or furs
  57-60
  Perfumes
  61-64
  Poison Gas
  65-68
  Poisonous snakes, bugs, etc.
  69-72
  Sedated large monster (dragon, minotaur, etc)
  73-76
  Seeds (or silk)
  77-80
  Silver
  81-84
  Special, valuable dung
  85-88
  Spices
  89-92
  Unusual feathers
  93-96
  Valuable dyes
  97-00
  Worthless decoy cargo
   
   
  Table 4-80: Magical Cargo
  Die Roll
  Magical Cargo (d100)
  01-10
  Alchemical Glassware
  11-20
  Chemicals
  21-30
  Entire wizard’s laboratory
  31-40
  Large and fragile framework, lattice, etc.
  41-50
  Mineral with unusual propensities
  51-60
  Monolith with magical properties, magical runes, etc
  61-70
  Partially completed construct, such as a golem’s body or 
  other large item for future enchantments
  71-80
  Plants with unusual properties
  81-90
  Slime
  91-00
  Undead, possibly quiescent
  Die Roll
  Regular Cargo - European Cultures 
  (d100)
  Regular Cargo - Desert/Middle Eastern 
  (d100)
  Regular Cargo - Asian
  (d100)
  77-78
  Slaves
  Sesame seeds
  Rice wine
  79-80
  Sugar or sugar plants (cane or beet)
  Silk
  Rope
  81-82
  Tapestries (cheap)
  Slaves
  Salt
  83-84
  Tea leaves (mainly herbal)
  Sugar or sugar plants (cane or beet)
  Sesame seeds
  85-86
  Textiles (high quality wool, possibly 
  some silk)
  Tea
  Silk
  87-88
  Tobacco
  Tobacco
  Slaves
  89-90
  Turnips, potatoes, parsnips
  Water or salted ice
  Sugar or sugar plants (cane or beet)
  91-92
  Weapons (common)
  Weapons (common)
  Tea
  93-94
  Wine
  Wine
  Tobacco
  95-96
  Wood
  Wood
  Villagers (being relocated)
  97-98
  Wool
  Wood (not necessarily high quality, since 
  in desert areas all wood could be a trade 
  commodity)
  Weapons (common) Note: private cargoes of 
  weaponry would be unusual in many Asian 
  regions, where their possession was con-
  trolled more strictly than in Western cultures
  99-00
  Woolen cloth
  Wool, or goat or camel hair
  Wood
   
  Table 4-78: Regular Cargo - Continued
  294
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die 
  Roll
  Desert 
  Feature
  Description
  08-14
  Dunes
  Dunes can form from snow in polar deserts, 
  and from sand in hotter deserts. They have a 
  gentle slope on one side and a steeper slope 
  on the lee side (where the blown-over sand 
  causes avalanches).
  15-22
  Dust 
  Devils
  Cyclonic storms of very small particles, 
  reaching as high as one kilometer. Caused 
  by extreme temperature differentials in close 
  areas.
  23-30
  Ephemeral 
  Stream
  Runoff from nearby mountains can cause 
  short-lived rivers or streams in a desert
  31-37
  Exotic 
  River
  Most deserts are watersheds which receive 
  little moisture (the moisture all goes to the 
  adjoining watersheds). However, in some 
  cases a river with a very strong source, such 
  as the Nile or the Colorado River, moves 
  through a desert.
  38-44
  Lakes
  Desert lakes can form when there is suf-
  ficient runoff from nearby mountains. They 
  are shallow and broad, and wind can actu-
  ally cause the lake to move from one place 
  to another.
  45-52
  Loess
  Silt deposits, often as deep as 20-30 meters, 
  with one deposit 355 meters deep.
  53-60
  Mineral 
  Deposits
  Deserts contain metals no less than temper-
  ate regions, so it is possible to find valuable 
  gold, silver, or copper deposits. In particu-
  lar, though, deserts have unusual mineral 
  deposits caused by evaporation. Not all of 
  these would be particularly interesting in 
  a fantasy campaign, but unusual salts and 
  other minerals might be used in magical 
  potions, making expeditions into the desert a 
  worthwhile venture.
  61-68
  Oasis
  An oasis is an area where underground 
  springs or seepage can create small lakes, 
  tree growth, and crop growth in areas where 
  precipitation alone would not permit crop 
  growth. The soils are not usually very good; 
  they are high in organic content, but often 
  saline. However, it would be possible to 
  have an oasis where the soil was incredibly 
  fertile – it’s just not likely under real-world 
  terrestrial conditions.
  69-76
  Playa
  Flat area caused by the existence of a dry 
  desert lakebed. Usually crusted with salt or 
  clay as a result of the lake’s presence.
  77-84
  Ripples
  Ripples can be as large as small dunes, but 
  don’t necessarily have the gentle slope/ steep 
  slope formation of a true dune.
  85-92
  Sand Sheet
  Flat sand. Boring, but this is what covers 
  about 40% of deserts, as opposed to areas 
  with dunes. The reason why dunes don’t 
  form is because the sand particles in a sand 
  sheet are too large for significant wind 
  movement.
  93-100
  Wadi
  Dry streambeds left by flash flooding or 
  ephemeral streams. During torrential desert 
  rain, these can be extremely dangerous.
  Part Two: Desert Wilderness Tables
  Deserts are actually a lot more interesting than the featureless seas 
  of sand many people think of. There are several different types of des-
  erts, and they are populated with an extraordinary variety of plant and 
  animal life (although more sparsely than the more hospitable terrain 
  types). One particular thing to keep in mind about deserts is that sand 
  moves constantly as a result of wind currents – you can always use the 
  adventure hook of something interesting that has recently been uncov-
  ered by the winds.
  Table 4-81: Types of Deserts
  Die Roll
  Desert 
  Type
  Description
  01-14
  Coastal 
  Desert
  Coastal deserts are created because of 
  cold ocean currents running parallel to the 
  coastline. Such deserts often experience 
  ground-covering fog, but little precipita-
  tion. 
  15-28
  Midlatitude 
  Desert
  Areas located far from oceans, and are 
  watersheds which receive little rainfall. 
  Temperatures in midlatitude deserts vary 
  considerably with the season, rather than 
  being tremendously hot all the time. The 
  Tengger Desert in China, and the Sonoran 
  Desert in Mexico are examples of this sort 
  of desert.
  29-42
  Monsoon 
  Desert
  Monsoon deserts are areas where seasonal 
  storms run out of moisture before reaching 
  the desert area.
  43-56
  Montaine 
  Desert
  Montaine deserts are high-altitude areas 
  far from any significant body of water. 
  The Tibetan plateau contains a significant 
  area of Montaine Desert.
  57-70
  Polar 
  Desert
  Deserts in polar regions are generally 
  plains of gravel or plain bedrock rather 
  than sand. In polar deserts where precipi-
  tation occurs, there can be incidence of 
  snow dunes.
  71-84
  Rain 
  Shadow 
  Desert
  A tall mountain range blocks clouds from 
  moving into the desert region. The Tian 
  Shan Desert in China is an example of a 
  Rain Shadow Desert
  85-100
  Trade Wind 
  Desert
  Predominant wind currents heat up and 
  dissipate cloud cover, causing more sun to 
  hit the area. The Sahara is an example of 
  this type of desert.
   
  Table 4-82: Desert Map Features
  Die 
  Roll
  Desert 
  Feature
  Description
  01-07
  Badlands 
  (clay-rich 
  area)
  Arid areas with high clay content eroded 
  by wind or water are called badlands. They 
  have a number of unique geographical 
  features including canyons, gullies, and 
  hoodoos. A hoodoo is a tall spire of rock left 
  behind after the surrounding area is eroded 
  away. Many of these form because there 
  is a more durable rock at the top, acting as 
  a “cap” to protect the lower portion of the 
  spire from the elements.
  Table 4-82: Desert Map Features - Continued
  295
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Table 4-85: Desert Dressing
  Die Roll
  Dressing (d100)
  01-05
  Bones of large animal
  06-10
  Broken shards of pottery
  11-15
  Evidence of a natural catastrophe, either ancient or 
  recent
  16-20
  Evidence of an abandoned nomad campsite
  21-25
  Large fossil or fossil bed exposed by wind
  26-30
  Mirage
  31-35
  Patches of desert grass or scrub trees (usually indicates 
  subterranean water)
  36-40
  Remains of a destroyed caravan (might be recent, might 
  just be bones)
  41-45
  Rock with carved runes
  46-50
  Rodent warren (prairie dogs, meerkats, jackrabbits, 
  jumping rats, etc.)
  51-55
  Skeleton, staked out in sand
  56-60
  Spring or small oasis
  61-65
  Stand of large cacti
  66-70
  Standing stones (possibly toppled and half buried)
  71-75
  Statue half-buried in sand
  76-80
  Tracks (camel or other mammal)
  81-85
  Tracks (large snake or other reptile)
  86-90
  Unusual Sands (see Table 4-86 for ideas)
  91-95
  Wadi (dry stream-bed resulting from flash floods)
  96-00
  Weapon (probably broken)
  Table 4-86: Unusual Sands
  Die Roll
  Unusual Sand Type (d100
  01-05
  Area scattered with huge boulders
  06-10
  Causes risk of mutation, shapeshifting, or physical 
  change
  11-15
  Contains extended burrows of small creatures (rodents, 
  reptiles, or perhaps something unusual like ground birds)
  16-20
  Contains shifting patterns, possibly even runes
  21-25
  Extremely cold
  26-30
  Filled with odd desert vegetation
  31-35
  Gravel area
  36-40
  Human faces form in the sand, changing constantly
  41-45
  Intelligent and malicious
  46-50
  Magical effect – causes thirst or hunger, or removes abil-
  ity to perceive thirst or hunger
  51-55
  Magical effect – charms
  56-60
  Magical effect – hallucinations
  61-65
  Melted into solid, glassy surface
  66-70
  Patterns of color/striated
  71-75
  Quicksand
  76-80
  Reflective/searing hot
  81-85
  Ripples without apparent cause
  86-90
  Sand is edible, relieves thirst, emits light, or offers some 
  other unusual minor benefit
  Table 4-83: Desert Legends
  Roll on this table (both columns) to generate the name of a legend 
  about the desert
  Die Roll
  First Part (d100)
  Second Part (d100)
  01-05
  The Ancient
  Canyon
  06-10
  The Battle of the Green
  Caravan
  11-15
  The Cave of the
  Ceremony
  16-20
  The Crimson
  City
  21-25
  The Curse of the 
  Dunes
  26-30
  The Dervish-
  God
  31-35
  The Djinni of the
  Maiden
  36-40
  The Dreaming
  Nomads
  41-45
  The Eyes of the
  Oasis
  46-50
  The Ghost-
  Pharaoh
  51-55
  The Jewel of the
  Processional
  56-60
  The Lizard
  Pyramid
  61-65
  The Lost
  Sands
  66-70
  The Magic Palm Trees 
  of the
  Scimitar
  71-75
  The Sacrificial
  Serpent
  76-80
  The Salt-
  Sorcerer
  81-85
  The Secret of the Red
  Storm
  86-90
  The Servants of the
  Sultan
  91-95
  The Slaves of the
  Wanderer
  96-00
  The Vulture
  Ziggurat
   
   
  Table 4-84: Build an Interesting Oasis
  Although this is a short table, it seems to produce some really great 
  results, and very consistently.
  Die Roll
  Feature (d100)
  Interesting As-
  pect of Feature 
  (d100)
  Owner of Oasis 
  (d100)
  01-10
  Birds
  Act like potion 
  when eaten
  Bandits
  11-20
  Fish
  Black
  Djinn
  21-30
  Frogs
  Blue
  Efreet
  31-40
  Fruits
  Charms – 
  to fight
  Idol of a god or 
  demigod
  41-50
  Grasses
  Charms – 
  to remain
  Merchants
  51-60
  Mud
  Conceal treasure
  Militant religious 
  zealots
  61-70
  Palm, fig, or date 
  trees
  Creates illusions
  Nomads
  71-80
  Reeds
  Intelligent
  None
  81-90
  Sand
  Produces valu-
  able substance
  Religious exiles
  91-00
  Water
  Sacred
  Water creature
   
   
  296
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Table 4-89: Forest Dressing
  Die Roll
  Forest Dressing (d100)
  01-05
  Area where lots of bark has been scraped off trees, some 
  of it quite high up
  06-10
  Broken arrows and weapons
  11-15
  Broken woodsman’s axe
  16-20
  Burrow entrance
  21-25
  Child’s doll
  26-30
  Dead animal (probably partially eaten, but perhaps not)
  31-35
  Heavy spiderwebs
  36-40
  Human sacrifice left to the elements
  41-45
  Isolated unusual tree
  46-50
  Lightning-struck tree
  51-55
  Line of ants or other insects … going to or from something
  56-60
  Massive fallen tree
  61-65
  Moss hanging from tree branches
  66-70
  Nails driven into trees
  71-75
  Pattern of stones set on forest floor
  76-80
  Piles of bones
  81-85
  Pond
  86-90
  Small stream
  91-95
  Trail markers carved into trees
  96-00
  Wicker basket
   
  Table 4-90: Forest Legends
  Roll on this table (both columns) to generate the name of a legend 
  about the forest.
  Die Roll
  First Part (d100)
  Second Part (d100)
  01-05
  The Ancient
  Children
  06-10
  The Dark
  Circle
  11-15
  The Emerald
  Druids
  16-20
  The Followers of the
  Dryad
  21-25
  The Gold of the 
  Foresters
  26-30
  The Leaf-
  Gatherer
  31-35
  The Lost
  Glade
  36-40
  The Oracle of the
  Hunter
  41-45
  The Rune-
  Knight
  46-50
  The Secret of the
  Miser
  51-55
  The Shadowy
  Monolith
  56-60
  The Slaying of the
  Path
  61-65
  The Slumbering
  Pools
  66-70
  The Stone of the
  Priesthood
  71-75
  The Symbol of the 
  Reeds
  76-80
  The Token of the
  Remembrance
  81-85
  The Trees of the
  Six
  86-90
  The Vengeance of the
  Stag
  91-95
  The Warded
  Trail
  96-00
  The Wolf-
  Witch
   
  Die Roll
  Unusual Sand Type (d100
  91-95
  Sand is made of a valuable or semi-valuable mineral
  96-00
  Wind-blown or wind-sculpted
   
  Table 4-87: Desert Animals
  This table is pretty mundane by itself – use it in tandem with Table 
  4-74 to create unusual encounters or situations
  Die Roll
  Animal (d100)
  01-10
  Camel
  11-20
  Cougar or lynx
  21-30
  Jackrabbit
  31-40
  Lizard (medium) such as iguana
  41-50
  Lizard (small)
  51-60
  Quail or pheasant
  61-70
  Small bird
  71-80
  Small burrowing rodents (e.g. prairie dogs)
  81-90
  Small snake
  91-00
  Vulture
   
  Part Three: 
  Forest Wilderness Tables
  Table 4-88: Forest Mapping Features
  One can use this table for building maps; it is a list of ideas for the 
  kind of larger features that go onto the map before details start getting 
  filled in. For smaller details, use Forest Dressing Table 4-89.
  Die Roll
  Map Feature (d100)
  01-10
  Area with destruction
  11-20
  Area with heavy, almost impassable undergrowth
  21-30
  Area with unusual trees (see Table 4-72)
  31-40
  Areas with heavy fungal growths
  41-50
  Areas with unusual plants (see Table 4-73)
  51-60
  Deliberately cleared area
  61-70
  Evidence of druidic activity (standing stones, sacrifices)
  71-80
  Isolated ruins, small, such as ancient statues
  81-90
  Natural clearings
  91-00
  Rivers, creeks, brooks
  Table 4-86: Unusual Sands - Continued
  297
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Part Four: Hills/Mountains 
  Wilderness Tables
  Table 4-93: Hill and Mountain Map Features
  Die Roll
  Map Features (d100)
  01-05
  Barren area
  06-10
  Canyon or crevice
  11-15
  Cave entrance(s)
  16-20
  Cliff
  21-25
  Cuts (areas where cliffs break, and can be climbed easily)
  26-30
  Grazing areas
  31-35
  Long ridges
  36-40
  Overgrown/unused trail
  41-45
  Pool
  46-50
  River
  51-55
  Stream
  56-60
  Trees: following riverbed or streambed
  61-65
  Trees: forested area
  66-70
  Trees: grove or wood
  71-75
  Trees: stunted or unusual
  76-80
  Tribal markers or territorial borders
  81-85
  Unstable rock or avalanche risks
  86-90
  Vale, valley, or basin
  91-95
  Waterfalls
  96-00
  Winding trail
   
  Table 4-94: Hill or Mountain Dressing
  Die Roll
  Hill Dressing (d100)
  01-05
  Abandoned camp
  06-10
  Animal tracks
  11-15
  Blood
  16-20
  Broken wagon wheel
  21-25
  Carved rocks
  26-30
  Corpse or bones (animal)
  31-35
  Corpse or bones (humanoid or monster)
  36-40
  Fallen boulder
  41-45
  Fallen trees
  46-50
  Feathers
  51-55
  Footprints
  56-60
  Grave
  61-65
  Gravel
  66-70
  Pattern of rocks
  71-75
  Shrine
  76-80
  Signs of underground river (vegetation following course)
  81-85
  Skull on pole
  86-90
  Standing stone
  91-95
  Tar pit
  96-00
  Trail signs
  Table 4-91: Forest Animals
  As with the other “animals” tables, this is pretty mundane by itself – use 
  it in tandem with Table 4-74 to create unusual encounters or situations.
  Die Roll
  Animal (d100)
  01-05
  Badger
  06-10
  Bear
  11-15
  Bees
  16-20
  Boar
  21-25
  Crow or other medium-sized bird
  26-30
  Doe
  31-35
  Frog
  36-40
  Larger snake
  41-45
  Quail or pheasant
  46-50
  Rabbit
  51-55
  Skunk
  56-60
  Sloth
  61-65
  Small snake
  66-70
  Sparrow or other small bird
  71-75
  Squirrel
  76-80
  Stag
  81-85
  Tiger, cougar, panther, or lynx
  86-90
  Turtle
  91-95
  Vulture or owl
  96-00
  Wolf
   
   
  Table 4-92: Jungle/Rainforest Animals
  Use this table in tandem with Table 4-74 to create unusual encounters 
  or situations
  Die Roll
  Animal (d100)
  01-05
  Alligator or crocodile
  06-10
  Baboon
  11-15
  Bear or similar
  16-20
  Bees, wasps, or hornets
  21-25
  Boar
  26-30
  Burrowing rodent
  31-35
  Chameleon
  36-40
  Frog
  41-45
  Gorilla or large ape
  46-50
  Large lizard (iguana or even komodo dragon)
  51-55
  Monkey
  56-60
  Panther or leopard
  61-65
  Parrot or macaw
  66-70
  Sloth
  71-75
  Snake
  76-80
  Songbird or bird of paradise
  81-85
  Stork, crane, egret, or heron
  86-90
  Turtle
  91-95
  Vulture
  96-00
  Wolf
  298
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Die Roll
  Unusual Feature of Cliffside (d100)
  86-90
  Unusual color of stone, or striated with unusual colors of 
  stone (orange, green, etc).
  91-95
  Veins of gemstone, gold, or valuable mineral visible in 
  cliff face
  96-00
  Waterfall (could be small, and might be more than one) 
   
  Table 4-97: Fossils
  Die Roll
  Basic Resemblance (d100)
  Odd Feature (d100)
  01-05
  Amphibian, small
  None
  06-10
  Amphibian, human size
  Armor plating
  11-15
  Amphibian, horse size
  Body shape, thick and 
  powerful
  16-20
  Amphibian, elephant size
  Body shape, unexpect-
  edly spindly
  21-25
  Fish, small
  Eyes, disproportionately 
  large
  26-30
  Fish, human size
  Eyes, more or fewer 
  than normal (including 
  none at all)
  31-35
  Fish, horse size
  Fossilized with nest/
  cache of eggs
  36-40
  Fish, elephant size
  Fossilized with skin 
  intact
  41-45
  Mammal, small
  Head, disproportionately 
  large
  46-50
  Mammal, human size
  Head, resembling differ-
  ent type of creature
  51-55
  Mammal, horse size
  Hybrid creature
  56-60
  Mammal, elephant size
  Legs, one set dispropor-
  tionately large
  61-65
  Plant, small
  Limbs, more or fewer 
  than normal
  66-70
  Plant, human size
  Mandibles
  71-75
  Plant, horse size
  Serpentine shape
  76-80
  Plant, elephant size
  Spines
  81-85
  Reptile, small
  Squid-like or octopus-
  like features
  86-90
  Reptile, human size
  Sting(s)
  91-95
  Reptile, horse size
  Tentacle(s)
  96-00
  Reptile, elephant size
  Wings 
   
  Table 4-95: Hill or Mountain Legends
  Die Roll
  First Part (d100)
  Second Part (d100)
  01-05
  The Cold
  Bandits
  06-10
  The Curse of the
  Cave
  11-15
  The Disappearance of the
  Climbers
  16-20
  The Divine
  Flower
  21-25
  The Eye of the
  Grove
  26-30
  The Guardian of the
  Hill-druids
  31-35
  The Harp of the
  Idol
  36-40
  The Ice
  Jewel
  41-45
  The Lost
  Mist
  46-50
  The Mysterious Marks of the
  Oracle
  51-55
  The Murderous
  Pool
  56-60
  The Prospector’s
  Priestess
  61-65
  The Ram of the
  Rocks
  66-70
  The Red 
  Runestone
  71-75
  The Salt
  Sacrifice
  76-80
  The Serpentine
  Stream
  81-85
  The Stone (or Silver)
  Trees
  86-90
  The Tragic 
  Valley (or vale)
  91-95
  The Vision of the
  Warrior
  96-00
  The Winter
  Witches
  Table 4-96: Unusual Cliffsides
  Die Roll
  Unusual Feature of Cliffside (d100)
  01-05
  Carved with ladders or steps
  06-10
  Cliffside is sapient, and can speak through mouth-
  shaped cave
  11-15
  Contains layers of fossils
  16-20
  Covered in moss, fungi, or other flora
  21-25
  Covered with growths of wildflowers
  26-30
  Cracked by earthquake
  31-35
  Dried-up waterfalls have created several climbing path-
  ways to the top, some of which may be more dangerous 
  than others
  36-40
  Glitters with reflective mineral deposits
  41-45
  Home for enormous number of flying creatures (birds, 
  bats, etc.)
  46-50
  Home for enormous numbers of burrowing creatures 
  such as rodents, unusual snakes, etc.
  51-55
  Hung with strange trophies (skulls, flower garlands, etc), 
  some in very hard-to-reach places
  56-60
  Massive statues or bas-relief carved into cliffside
  61-65
  Paintings (possibly large, possibly small): abstract pat-
  terns such as spirals or circles
  66-70
  Paintings (possibly large, possibly small): people and 
  animals
  71-75
  Partially supported by pillars or ancient masonry
  76-80
  Pockmarked with holes that create whistling and moan-
  ing in breezes and winds
  81-85
  Pockmarked with numerous caves or grottos
  Table 4-96: Unusual Cliffsides - Continued
  299
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Table 4-100: Swamp Dressing
  Die Roll
  Item or Feature (d100)
  01-05
  Boat (damaged or whole)
  06-10
  Bones
  11-15
  Bubbles rising from water or mud
  16-20
  Carcasses on poles
  21-25
  Decorated poles or totemic arrangements
  26-30
  Derelict shack or cottage
  31-35
  Fish, possibly phosphorescent
  36-40
  Fresh-water pool, very clear
  41-45
  Pan pipes or reed flute
  46-50
  Reeds, unusual (color, height, etc)
  51-55
  Rock outcropping
  56-60
  Sandbar
  61-65
  Smell of rot
  66-70
  Strange lights (marshlights or fireflies)
  71-75
  Sulfur spring
  76-80
  Swamp gas – causes visions or hallucinations
  81-85
  Swamp gas – causes weakness or nausea
  86-90
  Very thick hanging moss growing from trees like curtains
  91-95
  Waterfowl
  96-00
  Wooden ladder built into tree
   
   
  Part Five: Swamp Wilderness Tables
   
   
  Table 4-98: Swamp Map Features
  Die Roll
  Swamp Feature (d100)
  01-05
  Algae growth covers water surface
  06-10
  Birds flying from cover when startled
  11-15
  Changes in water color
  16-20
  Changing depths from hip-deep to neck-deep
  21-25
  Changing depths from marshy to ankle-deep
  26-30
  Creatures’ backs used as bridge
  31-35
  Deep pits or channels under water
  36-40
  Flowers
  41-45
  Hanging vines from trees to ground
  46-50
  Houses (or even castle) on stilts
  51-55
  Leeches in water or trees
  56-60
  Long, marshy islands
  61-65
  Overhanging trees
  66-70
  Rocky hill-island
  71-75
  Sandbar
  76-80
  Schools of small fish
  81-85
  Sulfuric bubbles from underwater
  86-90
  Sunken tower or castle
  91-95
  Swarms of biting insects
  96-00
  Water lilies and lily pads conceal water surface
   
   
  Table 4-99: Swamp Legends
  Die Roll
  Legend of the … (d100)
  Noun (d100)
  01-05
  Ancient
  City
  06-10
  Bone
  Father
  11-15
  Crocodile
  Ferryman
  16-20
  Cursed
  Fish
  21-25
  Dragonfly
  Fisherman
  26-30
  Drowning
  Hunter
  31-35
  Fertility
  Magic
  36-40
  Fungus
  Ones
  41-45
  Lost
  Pool
  46-50
  Lurking
  Queen
  51-55
  Moss
  Serpent
  56-60
  Murderous
  Shaman
  61-65
  Poison
  Shambler
  66-70
  Primordial
  Spires
  71-75
  Slaughtered
  Temple
  76-80
  Stalker
  Totems
  81-85
  Sunken
  Tree
  86-90
  Toad
  Village
  91-95
  Voodoo
  Vines
  96-00
  Water
  Witch
   
  300
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  
  Table ............................................................................................. Page
  4-50: Dimensional Planes ................................................................284 
  4-51: Spirit Planes ............................................................................284 
  4-52: Hells and Demonic Regions ...................................................284 
  4-53: Cthonic Planes ........................................................................285 
  4-54: Dream-Realms ........................................................................285 
  4-55: Rivers and Lakes in Other Planes ...........................................285 
  4-56: Mountains in Other Planes .....................................................285 
  4-57: Planar Gateways .....................................................................286 
  4-58: Events Underwater .................................................................287 
  4-59: Ocean Floor Features ..............................................................287 
  4-60: Shipwrecks (Type, Reason for Sinking) .................................287 
  4-61: Inhabitants of Shipwrecks ......................................................287 
  4-62: Unusual Seaweeds ..................................................................287 
  4-63: Underwater Vehicles ...............................................................287 
  4-64: Chart of Common Ship Types ................................................288 
  4-65: Unusual Ships .........................................................................288 
  4-67: Ship Cargo ..............................................................................289 
  4-68: Unusual Pirates .......................................................................289 
  4-69: Events on Water ......................................................................289 
  4-70: Unusual Islands ......................................................................290 
  4-71: Owner of the Island ................................................................290 
  4-72: Unusual Trees .........................................................................290 
  4-73: Unusual Plants ........................................................................290 
  4-74: Unusual Feature of Animal .....................................................291 
  4-75: Animal Wounds ......................................................................291 
  4-76: Weird Terrain Features............................................................291 
  4-77: Contents of a Caravan ............................................................292 
  4-78: Regular Cargo .........................................................................293 
  4-79: Small Cargo ............................................................................294 
  4-80: Magical Cargo ........................................................................294 
  4-81: Types of Deserts .....................................................................295 
  4-82: Desert Map Features ...............................................................295 
  4-83: Desert Legends .......................................................................296 
  4-84: Build an Interesting Oasis ......................................................296 
  4-85: Desert Dressing ......................................................................296 
  4-86: Unusual Sands ........................................................................296 
  4-87: Desert Animals .......................................................................297 
  4-88: Forest Mapping Features ........................................................297 
  4-89: Forest Dressing .......................................................................297 
  4-90: Forest Legends ........................................................................297 
  4-91: Forest Animals ........................................................................298 
  4-92: Jungle/Rainforest Animals ......................................................298 
  4-93: Hill and Mountain Map Features ............................................298 
  4-94: Hill or Mountain Dressing ......................................................298 
  4-95: Hill or Mountain Legends ......................................................299 
  4-96: Unusual Cliffsides ..................................................................299 
  4-97: Fossils .....................................................................................299 
  4-98: Swamp Map Features .............................................................300 
  4-99: Swamp Legends ......................................................................300 
  4-100: Swamp Dressing ...................................................................300 
  301
  BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN
  Table ..............................................................................................Page
  4-1: Type of Adventure ....................................................................261 
  4-2: Aerial Adventure Locations/Objectives ....................................261 
  4-3: Aerial Problems/Mysteries/Missions ........................................261 
  4-4: Events in the Air .......................................................................261 
  4-5: Things Seen from the Air..........................................................262 
  4-6: Types of Flying Vehicles ..........................................................262 
  4-7: Types of Flying Structures ........................................................262 
  4-8: Owner of Flying Structure ........................................................263 
  4-9: Purpose of Flying Structure ......................................................263 
  4-10: Condition of Ruin ...................................................................264 
  4-11: Type of Ruin ...........................................................................264 
  4-12: Unusual Purpose Ruins...........................................................264 
  4-13: Current Purpose of Ruins .......................................................265 
  4-14: Structures of Ruins (by Basic Type) .......................................265 
  4-15: Type of Castle .........................................................................265 
  4-16: Unusual Castles and Manors ..................................................265 
  4-17: People in a Castle ...................................................................266 
  4-18: Pride of the Town ...................................................................267 
  4-19: Unusual Domestic Animals Used ...........................................268 
  4-20: Odd Customs of Dress ............................................................268 
  4-21: Odd Behavior ..........................................................................269 
  4-22: Unusual Cultural Center of Gravity .......................................269 
  4-23: Interesting Streets ...................................................................270 
  4-24: City Districts ...........................................................................270 
  4-25: Open Areas .............................................................................270 
  4-26: Businesses...............................................................................270 
  4-27: Civic Buildings .......................................................................272 
  4-28: Religious Areas .......................................................................272 
  4-29: Latest News (possibly untrue) ................................................272 
  4-30: Faction Wars ...........................................................................272 
  4-31: Abstract City-Encounter Generator ........................................273 
  4-32: Crimes .....................................................................................273 
  4-33: Prisons ....................................................................................274 
  4-34: Inquisition Effects on Hirelings and NPCs.............................275 
  4-35: Generating Minor Gods ..........................................................276 
  4-36: Religious Processions and Ceremonies ..................................277 
  4-37: Temple Types ..........................................................................278 
  4-38: Reason why Ground is Holy ...................................................278 
  4-39: Administrative Functions of Larger Temples .........................279 
  4-40: Temple Structure .....................................................................279 
  4-41: Nature of Relics ......................................................................280 
  4-42A: Details of Relics A ...............................................................280 
  4-42B: Details of Relics B ...............................................................281 
  4-43: Cultural Changes in City ........................................................281 
  4-44: The Bill of Fare.......................................................................281 
  4-45: Battle Composition of a Tribe ................................................282 
  4-46: Appearances of Primitive Villages and/or Encampments .......282 
  4-47: Things to Vary on Another Plane of Existence .......................283 
  4-48: Alternate Worlds or Realities ..................................................283 
  4-49: Supernatural Planes ................................................................284 
  List of Tables
  
  Table ............................................................................................. Page
  1-1A: Locations (Overview) ................................................................ 8
  1-1B: Locations (Overview) .............................................................. 10
  1-2: Locations (Purpose)  ................................................................... 13
  1-3: Types of Missions ....................................................................... 15
  1-4: Individual-Based Missions ......................................................... 15
  1-5: Item-Based Missions .................................................................. 15
  1-6: Location-Based Missions ........................................................... 16
  1-7: Event-Based Missions ................................................................ 16
  1-8: Patrons and Targets ..................................................................... 17
  1-9: Patron Motivations ..................................................................... 25
  1-10: Hooks and Motivations ............................................................. 26
  1-11: Master Table of Villainous Plans .............................................. 27
  1-12: Villainous Concealment ............................................................ 28
  1-13: Conversion ................................................................................ 29
  1-14: Desecration Plots (Location)  ................................................... 30
  1-15: Desecration Methods (Event)  .................................................. 30
  1-16: Type of Ceremony Villain Plans to Desecrate (Event)  ............ 31
  1-17: Intended Method of Destruction ............................................... 32
  1-18: Reason for Destroying this Particular Community .................. 33
  1-19: Reason for Seeking Vengeance/Revenge ................................. 34
  1-20: Destruction of Good-Aligned Groups ...................................... 36
  1-21: Quest for Economic Power ....................................................... 37
  1-22: Evoke Catastrophic Event ........................................................ 38
  1-23: Food-Related Activities ............................................................ 39
  1-24: Gain Favor of Another Villain (or Villainous Organization)  ........ 40
  1-25: Increase Personal Capabilities .................................................. 40
  1-26: Scope of Political Power Sought .............................................. 41
  1-27: Method of Gaining Political Power .......................................... 41
  1-28: Random Acts ............................................................................ 46
  1-29: Time Cycles .............................................................................. 46
  1-30: Whose Reputation is to be Manipulated ................................... 48
  1-31: What Reputation is Being Sought ............................................ 49
  1-32: Nature of Subversion to Evil .................................................... 49
  1-33: Group Being Supported ............................................................ 50
  1-34: Nature of Assistance Being Rendered ...................................... 51
  1-35: Human Minions ........................................................................ 52
  2-1: Monster Categories .....................................................................55
  2-2: Creature Attributes ......................................................................56
  2-3: Folkloric Shape-Adaptations ......................................................58
  2-4: Method of Obtaining Food .........................................................59
  2-5: Abstract Food ..............................................................................59
  2-6:  Reproductive Strategy ...............................................................59
  2-7:  Type of Construct ......................................................................60
  2-8: Physical Danger Posed by Construct ..........................................60
  2-9:  Modern Analogues for Fantasy Devices ....................................61
  2-10: Reason for Creating Construct .................................................61
  2-11: Construct’s Physical Resemblance ...........................................61
  2-12: Construct’s Loss of Control ......................................................62
  2-13: Dragon’s Unusual Physical Feature ..........................................62
  2-14: Dragon’s Unusual Ability .........................................................64
  2-15: Dragon’s Unusual Breath Weapon............................................64
  2-16: Individual Dragon’s Mentalities, Motivations, and Status ..............66
  2-17: Social Strata of Elementals .......................................................67
  2-18: Elemental Body Forms .............................................................67
  2-19: Elemental Plane of Origin ........................................................67
  2-20: Method of Binding the Elemental Creature ..............................68
  2-21: Conditions in Elemental Region ...............................................68
  2-22: Form of Fey Creature ...............................................................69
  2-23:  Fey Contracts ...........................................................................69
  2-24: Magical Abilities of Fey Creature ............................................70
  2-25: Fey Transformation of Enemies ...............................................70
  2-26: Characteristic Fey Magic Items ................................................70
  2-27:  Fey Methods of Immobilization ..............................................70
  2-28: Summoning Fey Creatures .......................................................72
  2-29: Giant’s Possession (or related activity) ....................................73
  2-30: Giant’s Physical Appearance ....................................................74
  Table ............................................................................................. Page
  2-31: Giant’s Magical Abilities ..........................................................74
  2-32: Type of Horror ..........................................................................75
  2-33: Physical Form of the Horror .....................................................75
  2-34: Descriptions for Chitin, Carapace, and Armor Plates ...............76
  2-35: Humanoid Physical Structure ...................................................77
  2-36: Humanoid Racial Overview .....................................................77
  2-37: Unusual Humanoid Leader-Types ............................................78
  2-38: Thematic Ideas for Mastermind Humanoid Races ...................79
  2-39: Racial History of Mastermind Races ........................................80
  2-40: Profile of a Mist Creature .........................................................81
  2-41: Ooze Form ................................................................................82
  2-42: Ooze Immunities and Special Attacks ......................................82
  2-43: Ooze Name/Description ...........................................................84
  2-44: Macro-Biote Form ....................................................................84
  2-45: Ideas for Macro-Biotes .............................................................85
  2-46: Categories of Planar Creatures .................................................86
  2-47: Demonic Hints for Dark Angels ...............................................86
  2-48: Basic Form of Demonic Creature .............................................88
  2-49: Demonic Attributes ...................................................................88
  2-50: Normal Purpose of Summoned Monster ..................................89
  2-51: Physical Form of Summoned Creature .....................................89
  2-52: Unusual Material Compositions for Summoned Creatures ...............90
  2-53: Problems With Summoned Creatures .......................................91
  2-54: Physical Form of Planar Traveler .............................................92
  2-55: Planar Trading/Commodities ....................................................93
  2-56: Mode of Planar Travel ..............................................................93
  2-57: Vehicles and Bodily Organs for Planar Travel .........................93
  2-58: Form and Causation of a Visitation ..........................................94
  2-59: Basic Form of Plant Monster ....................................................95
  2-60: Movement Forms for Mobile Plants .........................................96
  2-61: Pull/Augment Special Attack Types for Plants .........................97
  2-62: Physical Distance Attacks for Plants ........................................98
  2-63: Sample Unusual Reproduction Methods for Plants ..................99
  2-64: Basic Types of Undead Creatures .............................................99
  2-65: Causes of Intelligent Undeath ..................................................99
  2-66: Preparations for Intelligent Undeath ......................................100
  2-67: Breaks in the Life Cycle .........................................................100
  2-68: Manner of Death .....................................................................101
  2-69: Basic Profile of Verminous Creature ......................................103
  2-70: Special Features of a Verminous Creature-Type ....................103
  2-71: Vermin Movement-Systems ...................................................104
  2-72: Monster’s Overall Combat Profile ..........................................105
  2-73: Head Attacks ...........................................................................107
  2-74: Limb Attacks ..........................................................................108
  2-75: Body Attacks ..........................................................................108
  2-76: Tail Attacks .............................................................................108
  2-77: Tongue Attacks .......................................................................108
  2-78: Special Attack Delivery Method ............................................109
  2-79: Special Attack Type ................................................................109
  2-80: Fear Effects .............................................................................119
  2-81: Transformations ......................................................................119
  2-82: Special Defenses and Abilities ...............................................120
  2-83: Distinctive Attributes ..............................................................121
  2-84: Morphological Changes & Phases (Reproductive Cycles) .......... 122
  2-85: Social Organization of Sapient Monsters ...............................123
  2-86: Common Identifying Features of  
            Highly-Intelligent Creatures ....................................................123
  3-1:  Types of Races Against Time ..................................................130 
  3-2: Enticements to Peril ..................................................................131 
  3-3: Topographical and/or Tactical Challenges ................................132 
  3-4: Specific Tactical Situations .......................................................132 
  3-5: Challenges to the Character Sheet ............................................134 
  3-6: Why an Adventure Location Became Dangerous.....................136 
  3-7: Item-Based Backstories ............................................................137 
  3-8: Person Based Backstories .........................................................138 
  3-9: Most Recent Use Backstories ...................................................139 
  302
  Complete List of Tables
  
  Table ..............................................................................................Page
  3-74: Simple Statues ........................................................................177 
  3-75: Complex and Large Statues ....................................................177 
  3-76: Thrones ...................................................................................178 
  3-77: Water Landmarks ....................................................................182 
  3-78: What Comes Next (Basic Ideas) .............................................182 
  3-79: What Comes Next (Using Tables) ..........................................184 
  3-80: Wild Card Matrix for Tricks ...................................................186 
  3-81: Tricks by Category .................................................................187 
  3-82: Hints and Foreshadowings .....................................................188 
  3-83: Spoken Clues ..........................................................................189 
  3-84: Quick Architectural Tricks .....................................................190 
  3-85: Complex Architectural Tricks .................................................190 
  3-86: Bargain and Persuasion Tricks ...............................................192 
  3-87: Master Table of Experiment Tricks ........................................193 
  3-88: Table of First Elements (Experimental Tricks) .......................193 
  3-89: Table of Second Elements (Experimental Tricks) ..................194 
  3-90: Experimental Trick (machine or alchemical reaction)  
            defined by resulting sound ......................................................195 
  3-91: False Appearance Tricks .........................................................196 
  3-92: Hazard Tricks ..........................................................................196 
  3-93: Magic Area Tricks Master Table ............................................196 
  3-94: Correct Actions for Magic Area Tricks ..................................197 
  3-95: Marking off Magic Area .........................................................197 
  3-96: Warnings .................................................................................197 
  3-97: Central Feature of Magic Thing .............................................198 
  3-98: Abstract Special Effects for Magic Thing ..............................198 
  3-99: Triggering Actions for Magic Things .....................................198 
  3-100: Result of Triggering Action ..................................................199 
  3-101: Warning Signals ....................................................................200 
  3-102: Correct Responses to Magical Thing Tricks.........................200 
  3-103: Single-Rule Pathways ...........................................................201 
  3-104: Mode of Forward Movement in Game Board Tricks ...........202 
  3-105: Risk and Reward for Game Board Trick “Squares.” ............203 
  3-106: Master Table for Substance Tricks .......................................203 
  3-107: Form of Substance ................................................................204 
  3-108: Basic Game Tricks, Risk and Reward ..................................204 
  3-109: Methods of Betting Games ...................................................205 
  3-110: Choice Games .......................................................................206 
  3-111: Names for Games..................................................................207 
  3-112: Game “Rooms” .....................................................................207 
  3-113: Types of Game Series ...........................................................208 
  3-114: Writing Surfaces ...................................................................208 
  3-115: Writing Methods ...................................................................208 
  3-116: Beneficial Effect of Reading the Written Trick ....................209 
  3-117: Unusual Writing ....................................................................209 
  3-118: Type of Beneficial Magical Condition or Curse ...................209 
  3-119: Magical Changes to Area ......................................................209 
  3-120: Beneficial Changes and Curses to Items ..............................210 
  3-121: Beneficial Conditions and Curses to Individuals ..................210 
  3-122: Aversions ..............................................................................214 
  3-123: Physician’s Diagnosis of Normal Diseases ..........................214 
  3-124: Specific Courses of Treatment (for Normal Diseases) .........216 
  3-125: Lethal and Virulent Diseases ................................................216 
  3-126: Basic Mechanical Traps ........................................................217 
  3-127: Mechanical traps – Concealment, Complicated Triggers .....218 
  3-128: Gases .....................................................................................219 
  3-129: Trap Liquids..........................................................................221 
  3-130: Missile Traps ........................................................................221 
  3-131: Pits ........................................................................................221 
  3-132: Poison Effects Table (Lethal) ...............................................221 
  3-133: Poison Effects (Non-Lethal) .................................................223 
  3-134: Basic Traps (Rigged Natural Features) .................................224 
  3-135: Basic Traps (Magical) ...........................................................224 
  3-136: Magical Trap Special Effects ................................................225 
  3-137: Overall Profile for Complex Trap .........................................226 
  3-138: Trap Draws (Physical Draws) ...............................................226 
  Table ..............................................................................................Page
  3-10: Types of Clues ........................................................................140 
  3-11: Coded and Deliberate Messages .............................................140 
  3-12: Deliberate Misdirections ........................................................141 
  3-13: Content and Perspective of Direct Visions .............................142 
  3-14: Evidence of Mechanism or Use ..............................................143 
  3-15: Type of Event Leaving the Clue .............................................143 
  3-16: Relation of Source to Rumor ..................................................144 
  3-17: Information Content of Rumors .............................................144 
  3-18: Nature of the Writing ..............................................................144 
  3-19: Letter Contents .......................................................................145 
  3-20: Ownership Papers ...................................................................145 
  3-21: Generating Magical Symbols .................................................146 
  3-22: Sample Alternate Alphabets ...................................................147 
  3-23: Transitions Between Dungeon Areas ......................................150 
  3-24: Corridor, Basic Description of ................................................150 
  3-25: Corridor, Unusual Features of ................................................150 
  3-26: Bridges ....................................................................................151 
  3-27: Archway Master Table ............................................................151 
  3-28: Archway, Distinctive Elements ..............................................151 
  3-29: Normal Door, Basic Description of ........................................152 
  3-30: Normal Door, Unusual Features of .........................................153 
  3-31: Normal Door, Unusual Shapes of ...........................................153 
  3-32: Normal Door, Unusual Mechanisms for .................................154 
  3-33: Waterway Connections, Basic Description.............................155 
  3-34: Waterway Connections, Nature of Liquid ..............................155 
  3-35: Teleportation, Nature of ..........................................................156 
  3-36: Teleportation, Devices and Special Effects for .......................156 
  3-37: Dungeon Area Topography .....................................................157 
  3-38: Rooms or Chambers in a Dungeon Area ................................157 
  3-39: Normal Size Rooms/Caverns .................................................158 
  3-40: Rooms of Unusual Size ..........................................................158 
  3-41: Arrangement of Rooms/Caverns Within an Area ...................158 
  3-42: Area Names Involving Water..................................................160 
  3-43A: Areas Involving Tombs (Alternative 1) ...............................160 
  3-43B: Areas Involving Tombs (Alternative 2) ...............................160 
  3-44: Areas Involving Scholarship or Research ...............................160 
  3-45: Areas Involving Imprisonment ...............................................161 
  3-46: Areas Involving Worship ........................................................161 
  3-47: Areas Involving Bugs .............................................................162 
  3-48: Areas Involving Plants ............................................................162 
  3-49: Landmarks, Big Things ..........................................................162 
  3-50: Level Changes ........................................................................164 
  3-51: Basic Stairs .............................................................................164 
  3-52: Unusual Stairs .........................................................................164 
  3-53A: Strange Things, Alternative One..........................................165 
  3-53B: Strange Things, Alternative Two .........................................166 
  3-54: Contents of Special Rooms ....................................................167 
  3-55: Altars .......................................................................................167 
  3-56: Religious Imagery ..................................................................168 
  3-57: Dramatic Architecture ............................................................168 
  3-58: Changing Architectural Features ............................................168 
  3-59: Type of Container for Special Rooms ....................................168 
  3-60: Small Containers ....................................................................168 
  3-61: Large Containers.....................................................................169 
  3-62: Bizarre Containers ..................................................................170
  3-63: Furniture, Unusual ..................................................................170
  3-64: Liquid, Contained ...................................................................171
  3-65: Descriptions of Non-Water Liquids ........................................171
  3-66: Unusual Lighting ....................................................................171
  3-67: Major Mechanisms and Processes ..........................................172
  3-68: NPC Interaction ......................................................................172
  3-69: Pillars ......................................................................................173 
  3-70: Unusual Plants ........................................................................174 
  3-71: Sounds ....................................................................................176 
  3-72: Statue Material and Condition ................................................176 
  3-73: Type of Statue .........................................................................176 
  303
  Complete List of Tables
  
  Table ..............................................................................................Page
  4-21: Odd Behavior ..........................................................................269 
  4-22: Unusual Cultural Center of Gravity .......................................269 
  4-23: Interesting Streets ...................................................................270 
  4-24: City Districts ...........................................................................270 
  4-25: Open Areas .............................................................................270 
  4-26: Businesses...............................................................................270 
  4-27: Civic Buildings .......................................................................272 
  4-28: Religious Areas .......................................................................272 
  4-29: Latest News (possibly untrue) ................................................272 
  4-30: Faction Wars ...........................................................................272 
  4-31: Abstract City-Encounter Generator ........................................273 
  4-32: Crimes .....................................................................................273 
  4-33: Prisons ....................................................................................274 
  4-34: Inquisition Effects on Hirelings and NPCs.............................275 
  4-35: Generating Minor Gods ..........................................................276 
  4-36: Religious Processions and Ceremonies ..................................277 
  4-37: Temple Types ..........................................................................278 
  4-38: Reason why Ground is Holy ...................................................278 
  4-39: Administrative Functions of Larger Temples .........................279 
  4-40: Temple Structure .....................................................................279 
  4-41: Nature of Relics ......................................................................280 
  4-42A: Details of Relics A ...............................................................280 
  4-42B: Details of Relics B ...............................................................281 
  4-43: Cultural Changes in City ........................................................281 
  4-44: The Bill of Fare.......................................................................281 
  4-45: Battle Composition of a Tribe ................................................282 
  4-46: Appearances of Primitive Villages and/or Encampments .......282 
  4-47: Things to Vary on Another Plane of Existence .......................283 
  4-48: Alternate Worlds or Realities ..................................................283 
  4-49: Supernatural Planes ................................................................284 
  4-50: Dimensional Planes ................................................................284 
  4-51: Spirit Planes ............................................................................284 
  4-52: Hells and Demonic Regions ...................................................284 
  4-53: Cthonic Planes ........................................................................285 
  4-54: Dream-Realms ........................................................................285 
  4-55: Rivers and Lakes in Other Planes ...........................................285 
  4-56: Mountains in Other Planes .....................................................285 
  4-57: Planar Gateways .....................................................................286 
  4-58: Events Underwater .................................................................287 
  4-59: Ocean Floor Features ..............................................................287 
  4-60: Shipwrecks (Type, Reason for Sinking) .................................287 
  4-61: Inhabitants of Shipwrecks ......................................................287 
  4-62: Unusual Seaweeds ..................................................................287 
  4-63: Underwater Vehicles ...............................................................287 
  4-64: Chart of Common Ship Types ................................................288 
  4-65: Unusual Ships .........................................................................288 
  4-67: Ship Cargo ..............................................................................289 
  4-68: Unusual Pirates .......................................................................289 
  4-69: Events on Water ......................................................................289 
  4-70: Unusual Islands ......................................................................290 
  4-71: Owner of the Island ................................................................290 
  4-72: Unusual Trees .........................................................................290 
  4-73: Unusual Plants ........................................................................290 
  4-74: Unusual Feature of Animal .....................................................291 
  4-75: Animal Wounds ......................................................................291 
  4-76: Weird Terrain Features............................................................291 
  4-77: Contents of a Caravan ............................................................292 
  4-78: Regular Cargo .........................................................................293 
  4-79: Small Cargo ............................................................................294 
  4-80: Magical Cargo ........................................................................294 
  4-81: Types of Deserts .....................................................................295 
  4-82: Desert Map Features ...............................................................295 
  4-83: Desert Legends .......................................................................296 
  4-84: Build an Interesting Oasis ......................................................296 
  4-85: Desert Dressing ......................................................................296 
  4-86: Unusual Sands ........................................................................296 
  Table ..............................................................................................Page
  3-139: Trap Prisons ..........................................................................226 
  3-140: Trap Kill-Mechanisms ..........................................................227 
  3-141: Kill-Switches and Escape Hatches .......................................228 
  3-142: Progressive Magically-Induced Weaknesses ........................228 
  3-143: Measuring out Life ...............................................................230 
  3-144: General Dungeon Dressing ...................................................231 
  3-145: Unusual Corpses ...................................................................232 
  3-146: Corpse Malformations ..........................................................232 
  3-147: Weird Dungeon Dressing ......................................................232 
  3-148: Condition of Item .................................................................234 
  3-149: Lighting (normal) .................................................................234 
  3-150: Furniture Items .....................................................................234 
  3-151: Small Items ...........................................................................234 
  3-152: Smells ...................................................................................235 
  3-153: Book Types ...........................................................................236 
  3-154: Unusual Book Bindings ........................................................236 
  3-155: Hallucinogen Name ..............................................................236 
  3-156: How Hallucinogen is Administered ......................................237
  3-157: Effects of Hallucinogens ......................................................237 
  3-158: Physical Signs of Hallucinogen Use .....................................237 
  3-159: Herbs .....................................................................................237 
  3-160: Liquid Potions ......................................................................239 
  3-161: Powdered Potions .................................................................239 
  3-162: Magical Workrooms (List of Furnishings) ...........................239 
  3-163: Detailed Alchemical Ingredients Master Table ....................240 
  3-164: Animal/Monster Part ............................................................240 
  3-165: Person Part ............................................................................242 
  3-166: Plant or Plant Part .................................................................244 
  3-167: Small Alchemical Things......................................................246 
  3-168: Substance ..............................................................................247 
  3-169: Magic Containers ..................................................................248 
  3-170: Magic Clothing .....................................................................248 
  3-171: Magical Effects, Descriptive ................................................249 
  3-172: Attack Spells .........................................................................250 
  3-173: Generalized Spell Effects .....................................................250 
  3-174: Command Words and Magic Words .....................................252 
  3-175: Master Sarcophagus Table ....................................................252 
  3-176: Symbolic/Decorative Themes for Sarcophagi ......................252 
  3-177: External Features for Sarcophagi .........................................253 
  3-178: Warnings or Sigils for Sarcophagi ........................................253 
  3-179: Quick Climactic Monster Ideas ............................................253 
  3-180: Jewelry ..................................................................................254 
  3-181: Gems and Precious Stones ....................................................254
  3-182: Decorations ...........................................................................256 
  3-183: Tomb Arrangement ...............................................................256 
  3-184: Profile of Monster Ambush ..................................................257 
  4-1: Type of Adventure ....................................................................261 
  4-2: Aerial Adventure Locations/Objectives ....................................261 
  4-3: Aerial Problems/Mysteries/Missions ........................................261 
  4-4: Events in the Air .......................................................................261 
  4-5: Things Seen from the Air..........................................................262 
  4-6: Types of Flying Vehicles ..........................................................262 
  4-7: Types of Flying Structures ........................................................262 
  4-8: Owner of Flying Structure ........................................................263 
  4-9: Purpose of Flying Structure ......................................................263 
  4-10: Condition of Ruin ...................................................................264 
  4-11: Type of Ruin ...........................................................................264 
  4-12: Unusual Purpose Ruins...........................................................264 
  4-13: Current Purpose of Ruins .......................................................265 
  4-14: Structures of Ruins (by Basic Type) .......................................265 
  4-15: Type of Castle .........................................................................265 
  4-16: Unusual Castles and Manors ..................................................265 
  4-17: People in a Castle ...................................................................266 
  4-18: Pride of the Town ...................................................................267 
  4-19: Unusual Domestic Animals Used ...........................................268 
  4-20: Odd Customs of Dress ............................................................268 
  304
  Complete List of Tables
  
  Table ..............................................................................................Page
  4-94: Hill or Mountain Dressing ......................................................298 
  4-95: Hill or Mountain Legends ......................................................299 
  4-96: Unusual Cliffsides ..................................................................299 
  4-97: Fossils .....................................................................................299 
  4-98: Swamp Map Features .............................................................300 
  4-99: Swamp Legends ......................................................................300 
  4-100: Swamp Dressing ...................................................................300 
  Table ..............................................................................................Page
  4-87: Desert Animals .......................................................................297 
  4-88: Forest Mapping Features ........................................................297 
  4-89: Forest Dressing .......................................................................297 
  4-90: Forest Legends ........................................................................297 
  4-91: Forest Animals ........................................................................298 
  4-92: Jungle/Rainforest Animals ......................................................298 
  4-93: Hill and Mountain Map Features ............................................298 
  305
  Complete List of Tables
  Consolidated Index
  Aberrations, see “Horrors”
  Adventure Design, cardinal rule of 6
  Adventure Hooks 26
  Aerial Adventures 261-264
  Alchemy 239-247
  Altars 30, 161, 167-168, 278
  Alternate Worlds 283
  Ambush 257
  Angels, Dark 86-87
  Animals: 56-58, 268, 291, 297, 298
  Architecture 168 (Dramatic Architecture) 190-191 (Architectural Tricks)
  Archways 151
  Area, Magic, see “Tricks”
  Areas, Dungeon 149-150, 157-162
  Attributes (Demonic) see “Demonic Hints”
  Attributes (of Creatures) 56-58 (animals and beasts), 75 (aberrations 
  and horrors), 77 (humanoids), 85 (macro-biotes), 88 (demonic), 121-
  122 (for monsters)
  Aversions 214
  Backstory 135-139
  Backstory, Big Picture 136
  Backstory, Item-Based 137
  Backstory, Most Recent Use Method 139
  Backstory, Person-Based 138
  Betting 204-208
  Books 236 (specific treatment of topic), also see related 147-148 
  (codes and ciphers), 208-209 (written tricks) and 250-252 (spells)
  Bridges 151 (types), 190 (as architectural trap)
  Buildings 264 (Ruins), 272 (Civic), 279 (Temples)
  Businesses 37 (economic plots of villains), 270-271 (in a city), see 
  related 145 (ownership papers)
  Carapace 76
  Cargo 289 (ships), 292-294
  Castles 255-256
  Catastrophes 38
  Caverns 158-159
  Central Feature of Magic Thing 198
  Ceremonies 31, 277
  Challenges, to the Character Sheet 133-134
  Challenges, Topographical and/or Tactical 132-133
  Chambers, see “Rooms”
  Chitin 76
  Cities 267-282
  Cliffs 299
  Clothing 248, 268-269
  Clues 131, 135, 140-144
  Codes 147-148
  Combat Profile, of Monsters 105-107 (followed by numerous sub-tables)
  Commodities, Planar 93
  Condition, Magical 209-213
  Constructs 60-62
  Containers 168-170
  Conversion (as villainous plot) 29
  Corpses 232 (unusual), 232 (malformations), 256-256 (arrangement in tomb)
  Corridors 150
  Creativity 4, 6, 53, 127-128, 135
  Crimes 100 (as break in life/death/undeath cycle), 137 and 139 (rela-
  tionship to backstory), 141 (misdirection regarding), 273-274 (types of)
  Curses 111 (as special attack by monster, also see 112, 115, 116, 
  118 on this topic), 195, 196 (as part of an area-trick), 199 (as 
  result of triggering action), 204-206 (as result of wager), 209-
  213 (specific treatment of topic), 228-230 (magically induced 
  weaknesses)
  Customs 268-269 (of dress)
  Cycles 46-48 (of time), 100-101 (breaks in life cycle), 
  122 (reproductive cycle)
  Dark Angel 86-87 (see related 88 Demonic Creature)
  Death, Manner of 101-102, see also 230 (measuring out life)
  Death, Measuring out Life 230
  Demonic Attributes, see “Demonic Hints”
  Demonic Creature 88 (see related, 86-87 Dark Angel)
  Demonic Hints 87 (see related 88 Demonic Attributes)
  Demons 86-87 (Dark Angel type), 88 (Demonic Creatures), 138 and 
  139 (as involved in backstories), 192 (as appearing in bargain and 
  persuasion tricks), 284 (Demonic Planes)
  Desecrate, Plots to 30-31
  Deserts 293-294 (caravan cargos in), 295-297 (wilderness adventures in)
  Dimensions (of dungeon areas and rooms) 158
  Dimensions (plane of existence) 75-76 (horrors from other dimen-
  sions), 86-94 (creatures from other dimensions), 112 and 116 (special 
  attacks using dimensions)
  Diseases 210-212 (as magical condition), 214-216 (specific treatment 
  of topic), see also 230 on Measuring out Life
  Districts, in City 270-272
  Doors 146 (symbols upon), 150 (as transition area), 151-155 (specific 
  treatment of topic), see also related pages 140-144 for clues that may 
  exist about doors
  Dragons 62-66
  Dungeon Dressing 231-235 and see related about special rooms on 
  pp167-182
  Elementals 67-68 (specific treatment of topic) and see related 283-285 
  on planar adventures (does not specifically cover elemental planes), 
  and also see related 287-288 on underwater adventures for elemental 
  plane of water
  Escape 133 (as element of tactical situation), 226 and 228 (kill-
  switches for traps and also trap-prisons), see related 274-275 (pris-
  ons)
  Events, on Water 289
  Evidence, see “Clues”
  Experiments 193-195 (in the context of tricks), also see “Alchemy” 
  index entry
  Fear, Effects of 119
  Fey Creatures 69-72
  Food, Abstract 59
  Food, Method of Obtaining 39 (as plot), 59 (methods)
  Forest 297-298
  Fossils 299, possibly also see “Corpses,” above
  Furniture 170-171
  
  306
  Gambling, see “Betting”
  Games 204-208
  Gas or gases 204 (forms of), 217 (in traps) 219-220 (specific treat-
  ment of topic) and see related 221-223 (poisons) and 236-237 (hal-
  lucinogens)
  Gems 254-255
  Generating Magical Symbols 146
  Giants 73-74
  Gods 276-277 (generating), see related 278-281 (temples). Also con-
  sider using the monster tables starting from Table 2-1 and then turning 
  the resulting creature into a super-powered being.
  Hallucinogens 236-237 
  Hazards 196 (tricks), 224 (rigged natural features) also see “Gas or 
  Gases,” and “Challenges, Topographical and/or Tactical”
  Hells 284 (specific treatment of topic) and related 286 (gates), see 
  related topic, “Demons.”
  Herbs 237-238 (specific treatment of topic) with related 244-246 
  (plant parts in alchemy) and related 290-291 (unusual trees and 
  plants) and related 95-99 (plant monsters)
  Hills 298-299
  Hints and Foreshadowings 188 (specific treatment of topic), and 200 
  (warning signals), see also “Clues,” and for generating a prophesy, try 
  using the backstory generation tables (see “Backstory”) and simply 
  putting the result in the future tense instead of the past tense.
  Hooks, Adventure 26
  Horrors (monster type) 75-76
  Humanoids 77-80
  Imagery, Religious 168 and see related “Generating Magical Symbols”
  Islands 290
  Items, Condition of 234 (specific treatment of topic) and see related 
  164 (condition of stairs) and 176 (condition of statues)
  Jewelry 254 and take a look at Table 3-176 for decorative themes on 
  jewelry, even though that table is for sarcophagi
  Jungle see “Forest”
  Kill-Switches, 226 and 228 and also see related topic “Escape”
  Landmarks, Dungeon 162-182 (initial table is on 162)
  Legends 296 (about deserts), 297 (about forests), 299 (about hills and 
  mountains), 300 (about swamps), see also “Backstory”
  Letters, see “Writing”
  Levels, Dungeon 149 and also see 164 (level changes)
  Lighting 171-172
  Liquid 155 and see related “Alchemy”
  Locations 8-14 (specific treatment of adventure locations), 261 (aeri-
  al), 270 (in a city)
  Macro-Biotes 83-85
  Magic Thing Tricks 197
  Magical Symbols, see “Generating Magical Symbols”
  Manors, see “Castles”
  Masterminds 79-80 and see related the entire section on Villainous 
  Plots starting at p27
  Minions 52
  Missions, Aerial 261
  Missions, Event-Based 16
  Missions, Individual-Based 15
  Missions, Item-Based 15
  Missions, Location-Based 16
  Missions, Types of 15
  Mist Creatures 81-82
  Monster Categories 55
  Mountains 298-299
  Names and Naming 84 (slimes and oozes), 93 (modes of planar 
  travel), 160-162 (dungeon levels and areas), 207 (for games and game 
  tricks), 276-277 (minor gods), also see 8-14 in which several place 
  names and villain names are incidentally created in the location tables.
  Natural Features, Rigged 224, also see 196 (Hazard Tricks)
  News, see “Rumors”
  Oasis, 296 and see related “Deserts” above
  Oozes 83-85
  Outsiders, see “Planar Creatures”
  Patrons 17-25
  Pirates 288, 289
  Pits 221
  Planar Creatures 86-94 (specific treatment of topic) and see related 75-76 
  (horrors from other dimensions) and 283-286 (planar adventures)
  Planes of Existence 283-286 and “Planar Creatures” above
  Plant Monsters 95-99
  Plants 95-99 (plant monsters), 237-238 (herbs), 290-291 (unusual 
  trees and plants)
  Poison 221-223, and see also 236-237 (hallucinogens) and the “Gas 
  or Gases” entry, above
  Potions See “Alchemy”
  Prisons 228 (trap-prisons), 274-275 (specific treatment of incarcera-
  tion), see related 273-274 (crimes)
  Processions 277-278 see also 31 (ceremonies)
  Races Against Time 129-130 and related 201-202 (run-the-gauntlet tricks)
  Rainforest, see “Jungle”
  Random Generation, Dungeon p149 is the starting point, continuing 
  for all of Book 3
  Relics 277 (in religious processions), 278 (in temples), 280-281 (spe-
  cific treatment of topic), see also 30 (desecration of relics)
  Religious Processions see “Processions”
  Reproduction, of Monsters, see “Reproductive Cycles”
  Reproductive Cycles 99 (in plant monsters), 122 (specific treatment 
  of topic), and also see 46-48 (time cycles, which can be relevant)
  Reproductive Strategies 59, also see “Reproductive Cycles,” above
  Revenge, Reasons for 25 (as patron motivation), 34-35 (specific 
  treatment of topic)
  Rooms 139 (room purposes and types), 158 (room size), 158-159 
  (arrangement within specific dungeon area), 167-182 (special 
  rooms), and also see related 132-133 (tactical situations)
  Ruins 264-265
  Rumors 26 (characters learning about available adventures), 144 
  (specific treatment of topic), 288-289 (about ships), also see related: 
  296 (legends about deserts), 297 (legends about forests), 299 (legends 
  about hills and mountains), 300 (legends about swamps)
  Sands, see “Deserts”
  Sarcophagi 252-253 (specific treatment of topic), also see related 160 
  (naming areas involving tombs) and 256-257 (arrangement of tombs)
  Seaweed 287, see related 95-99 (plant monsters) 
  Shipwrecks 287
  Signals, Warning, 200 and also see related “Hints and Foreshadow-
  ings,” above
  Smells 235
  Sounds 176 (in dungeon), 200 (warning signals)
  Special Defenses, of Monsters 120-121 and see related 109-119 (special 
  attacks of monsters)
  Special Rooms 167-182, and also see “Rooms,” above.
  Spells 250-252, and see related 109-119 (special attacks of monsters). 
  Other potential cross-references are “Alchemy” and “Books,” above
  Stairs 132 (as third dimension in tactical situations), 164 (specific 
  treatment of topic), 196 (as hazard-type trick), and see related 164 
  (level changes in dungeon) for alternatives to stairs
  Statues 176 (material and condition, types of), 177 (simple statues table, 
  complex statues table), 201 (multiple mentions in tables for single-rule 
  pathway tricks), and see related 60-62 (constructed monsters)
  Streets 270 (unusual streets) and see related 270-272 (city locations)
  Substances 76 (chitin), 90 (unusual composition of summoned crea-
  tures), 171 (liquids), 193 (in experiment tricks), 204 (gases), 210 (var-
  ious transmutations of), 221-223 (poisons), 236-237 (hallucinogens), 
  240-246 (alchemical ingredients), 247 (specific treatment of topic)
  Summoned Monsters 67-68 (elementals), 72 (methods of summoning fey 
  creatures), 86-94 (planar creatures), 89-91 (specific treatment of topic)
  Consolidated Index
  
  307
  Swamps 300 (maps, legends about, and features of)
  Teleportation 118 (as special attack for monsters), 156-157 (specific 
  treatment of topic)
  Temples 161 (dungeon areas involving worship), 265 (ruined), 272 
  (religious areas in city), 278-281 (specific treatment of topic), and see 
  related 276-277 (generating minor gods)
  Thrones 178-181
  Time Cycles 46-48 (specific treatment of topic), and see related 100-
  101 (breaks in life cycle), 122 (reproductive cycle)
  Tombs 160 (naming areas involving tombs), 256-257 (specific treat-
  ment of topic), also see related 252-253 (sarcophagi) and 99-102 (un-
  dead monsters)
  Topography, Dungeon 132-133 (topographical and/or tactical chal-
  lenges), 157 (specific treatment of topic)
  Towns see 267-282 (cities and settlements)
  Traps 217-230, see related 190-216 (tricks)
  Travel, Planar 93 (specific treatment of topic), 283-286 (planar ad-
  ventures)
  Trees 290-291 (unusual trees and plants), see related 95-99 (plant 
  monsters) and 237-238 (herbs)
  Tribes 123 (social organization of sapient monsters), 282 (specific 
  treatment of topic)
  Tricks 190-216 and see related 217-230 (traps)
  Triggers 46-48 (triggering events for time cycles or random 
  behaviors), 91 (events triggering problems with summoned creatures), 
  198-199 (for Magic Thing tricks), 218-219 (specific treatment of 
  mechanical triggers for traps), 224-225 (for magical traps) see related 
  228 (trap kill-switches)
  Undead 99-102 (tables for creating undead monsters) and see related 
  160 (naming areas involving tombs), 256-257 (tombs), and 252-253 
  (sarcophagi)
  Vehicles 93 (planar), 262 (flying), 268 (unusual draft animals), 287-
  288 (underwater), 288-289 (ships), 292 (caravans and cargo)
  Vermin 103-104
  Villages see 267-282 (cities and settlements)
  Villain, Concealment of 28
  Villain, Plans of 27 (master table)
  Visions 142
  Visitations 94
  Warnings see “Signals, Warning,” above
  Water 155 (waterways), 182 (water landmarks), 287-289 (underwater 
  and waterborne adventures)
  Water Landmarks see “Water”
  Waterway, see “Water”
  Weakness, Magically Induced 228-230 (specific discussion), see also 
  230 (measuring out life)
  Words, Magic 252, see also 146 (magical symbols) and 147 (codes 
  and ciphers)
  Worlds, Alternate, see “Alternate Worlds”
  Writing 146 (magical symbols), 147 (codes and ciphers), 208-209 
  (written tricks)
  Consolidated Index
  
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SOURCE: textdata/thevault/_GM Books/Adventure prep and inspiration/Tome of Adventure Design (Improved).pdf