TEXT: STOCKING THE WILDERNESS  
  A procedural system for Judges running wilderness hexcrawls 
  By Matt Jarmak with Alexander Macris 
  The wilderness is a dangerous place.  Yes, it has dragons, giants, and purple worms. But there are more than just 
  monsters in the wild.  Traveling across these lands, an adventurer might find himself faced with a place of great 
  natural beauty, an ancient mystery, or a horrible scene of destruction. These are not encounters with monsters, 
  but they are nevertheless an important and interesting part of wilderness travel. 
  Unfortunately, ACKS offers the Judge no guidance on how to stock his wilderness hexes with such places. This 
  article therefore presents a new set of Wilderness Stocking Tables that provide memorable and meaningful 
  random events as the party travels across the land. By broadening wilderness adventures to include more than just 
  monster encounters, the Wilderness Stocking Tables greatly reduce the frequency of uneventful days of traveling 
  without necessarily turning the wilderness into a menagerie of monsters. We hope, as well, that these tables will 
  fire the Judge’s imagination and inspire new, bold ideas for wilderness adventuring.  
  HOW TO USE THE WILDERNESS STOCKING TABLES 
  At any time when the Judge would normally roll for a random encounter (entering a new hex, spending a day 
  traveling, searching for lairs, etc.), the Judge should instead roll on the Wilderness Stocking Table appropriate for 
  the terrain type. If multiple hexes or terrain types are crossed but trigger only one roll, the Judge should just select 
  a specific hex to stock from among those crossed.  
  On a “Nothing” result, there is no event. On an “Encounter” result, a random encounter occurs and should be 
  rolled for normally. On any other result, the Judge should roll on the appropriate sub-table to determine what the 
  adventurers have come upon. 
   The results on the table should always be treated as suggestions, and placed in a fashion that makes sense in the 
  context of the party, terrain, weather, time of year, and so on.  For example, Valuable Terrain: Cache, when rolled 
  in an ocean hex, may be a sunken ship, while in a Woods hex it may be a hidden bandit cache. 
  Time Requirements for Wilderness Activities: If the players choose to benefit from a terrain feature (gathering the 
  loot from the cache, for example), the time can vary based on what the result was.  It likely takes longer to gather 
  up all of the useful herbs found than it does to loot an unguarded treasure chest and run.  If the result does not 
  specifically mention the time required, it should be decided by the Judge based on the conditions and activities 
  involved. The Campaign Play rules from Axioms can be valuable in this regard.    
  WILDERNESS STOCKING TABLES BY TERRAIN TYPE 
  Clear, Grass, Scrub (1d20) 
   
  Hills, Woods, River, Ocean (1d20) 
   
  Barren, Desert, Swamp, Jungle (1d20) 
  1-2 
  Unique Terrain 
   
  1-2 
  Unique Terrain 
   
  1 
  Unique Terrain 
  3-7 
  Dangerous Terrain 
   
  3-6 
  Dangerous Terrain 
   
  2-4 
  Dangerous Terrain 
  8-12 
  Nothing 
   
  7-9 
  Nothing 
   
  5-7 
  Nothing 
  13-17 
  Valuable Terrain 
   
  10-13 
  Valuable Terrain 
   
  8-10 
  Valuable Terrain 
  18-20 
  Encounter 
   
  14-20 
  Encounter 
   
  11-20 
  Encounter 
  
  TREASURE TYPES BY TERRAIN 
  When any sub-table result directs a roll for Treasure by Terrain, roll using the treasure type indicated by this table. 
  Terrain 
  Treasure Type 
  Clear, Grass, Scrub 
  K 
  Hills, Barren, Swamp 
  N 
  Desert, Mountain 
  N,D 
  Woods 
  L,D 
  Jungle 
  K,C 
  River 
  L 
  Ocean 
  O 
  STRUCTURES 
  When any sub-table result directs a roll for Structure Type, choose or roll for a result on this table. 
  Roll 
  Dungeon Type 
  Roll 
  Dungeon Type 
  1 
  Aqueduct 
  11 
  Monument 
  2 
  Barrow mound 
  12 
  Mine 
  3 
  Bridge 
  13 
  Observatory 
  4 
  Castle 
  14 
  Prison 
  5 
  Colossus 
  15 
  Outpost 
  6 
  Cottage 
  16 
  Shrine/temple 
  7 
  Keep 
  17 
  Tomb 
  8 
  Manor 
  18 
  Tower 
  9 
  Mausoleum 
  19 
  Villa 
  10 
  Monastery 
  20 
  Wizard’s dungeon 
   
  VALUABLE TERRAIN 
   
   
   
  Valuable Terrain (1d12) 
  1 
  Cache 
  2 
  Food 
  3 
  Hidden Settlement 
  4 
  Monster Carcass 
  5 
  Perfect Weather 
  6 
  Resource 
  7 
  Ruin 
  8 
  Safe Haven 
  9 
  Shortcut 
  10 
  Useful Herbs 
  11 
  View 
  12 
  Double 
  
  VALUABLE TERRAIN DESCRIPTIONS 
  Cache: The adventurers find a hidden stash of loot or other unguarded treasure.  Roll for treasure as per the 
  Treasure Type by Terrain table. 
  Food: The adventurers find an easily-accessible source of food; perhaps the adventurers found a fruit grove, a deer 
  leapt across their path, or they stumbled upon a patch of delicious mushrooms.  Regardless of the source, it offers 
  the party 4d10 x 2 pounds of standard rations. Remember that 2 pounds of rations are sufficient to feed one 
  person for one day. One week of rations weighs 1 stone. 
  Hidden Settlement: The adventurers find a hidden settlement.  Roll randomly on the encounter table for the 
  terrain to discover what type of  creatures live there.  Regardless of the result, the creatures will not be actively 
  hostile.  (If they are unintelligent, they may simply not mind the party's presence; if they are Chaotic, they may be 
  hiding and just want to be left alone.  The details of why this particular group is not actively hostile are left to the 
  Judge.)  A hidden settlement of intelligent creatures may be treated as a Class VI market with only half the normal 
  number of items available (rounded up). 
  Monster Carcass: The adventurers find a dead monster or monsters.  Roll as for a random encounter in the hex.  
  The adventurers find the result rolled dead in their path.  The corpse’s age in days is 1d4 divided by the terrain 
  movement modifier for the hex. For example, in a desert (x3/4), it is from 1.5 to 6 days old, while on a road (x3/2), 
  it is from 16 hours to 2.5 days old.  The monster may have salvageable parts, as per Lairs & Encounters, at the 
  Judge's discretion. 
  Perfect Weather: The adventurers hit a patch of perfect weather, whatever that means for the season and 
  location the adventurers are in.  This makes their travel much easier.  The adventurers may either choose to count 
  this day's journey as a day of rest, or the adventurers may force march this day without penalty. 
  Resource: The adventurers find that the hex has a valuable resource in it.  Increase the land value of the hex by 1, 
  to a maximum of 9.  Alternately, the adventurers may plunder the resource, gaining 10d10 loads of a trade good; if 
  the hex is plundered, do not increase its land value.  To determine what the resource is, roll randomly on the 
  Merchandise table in ACKS Core.  If the result is a finished good, the adventurers find the raw materials 
  appropriate to create that good. (At the Judge's discretion, if the resource is Precious Merchandise, the land value 
  may be increased by 2 or more points if the resource is left unplundered.)  The Judge should determine the 
  amount of time required to plunder the resource. By default, it requires one day per character per 60gp of goods 
  to plunder resources. (If using the optional Campaign Activities rules, plundering 60gp of goods counts as a major 
  strenuous activity.) 
  EXAMPLE: A hills hex has a valuable resource in it. The Judge rolls on the Merchandise table and the result is 19 – 
  Salt. The Judge determines the hills are dotted with natural mineral salt licks. If the adventurers plunder this 
  resource, they can get 10d10 loads of salt, each worth 100gp and weighing 80 stone. Plundering the salt will 
  require one day per character per 60gp of salt. 
  Ruin: The adventurers find an abandoned, unoccupied 
  structure of some kind.  Roll 1d20 on the Structure 
  table. The structure is damaged, but could be repaired.  
  To find the ruin’s value, roll 1d12 and add a modifier as 
  indicated by terrain type. 
   
   
  Terrain 
  Modifier 
  Clear, Grass, Scrub 
  0 
  Hills, Mountains, Woods, River 
  +2 
  Jungle, Swamp, Ocean, Desert, Barren 
  +4 
  
  The ruin has an initial value of 39,000 gp plus another 2,000 gp times the result of the Judge’s roll.  Of course, 
  these ruins are not in pristine shape; they wouldn't be ruins if they were!  The more wild and unsettled the terrain, 
  the more likely the ruin is to be horrifically decayed. Roll 2d10 and subtract twice the terrain modifier listed above 
  to determine what percentage of the ruin's value has survived, to a minimum of 1%.  At the Judge's discretion, this 
  value may be rounded to the nearest 5%. 
  EXAMPLE: The adventurers have discovered a ruin in a swamp hex. The Judge rolls 16 on the Structure table, so 
  the ruin is a temple. To determine the temple’s initial value, the Judge rolls a 3 on 1d12, and adds +4 because the 
  temple is in a swamp, for a result of 7. Therefore the temple’s initial value was 39,000 + (2,000gp x 7) = 53,000 gp. 
  The Judge then rolls to determine the percentage of value remaining. He  rolls a 13, so the temple retains [13 – (2 x 
  4)] 5% of its original value. The ruined temple is worth 2,650gp.  
  Safe Haven: The adventurers find a hidden, guarded, or otherwise especially safe location.  While resting here, the 
  adventurers will not be discovered by any random encounters, though the adventurers may be followed into the 
  redoubt if they attempt to escape into it. 
  Shortcut: The adventurers find a shortcut. Draw a line from the face of the hex the adventurers entered the hex 
  from, to the face of the hex the adventurers leave through, along the direction of their travel.  When traveling 
  between these faces, the adventurers may treat the hex as having no modifier to travel speed.  If the hex's terrain 
  already gave no modifier, the adventurers may treat it as a road instead.  (At the Judge’s discretion, to simplify, 
  these effects may be applied when traveling through the hex in any direction instead of only along their original 
  axis of travel.) 
  Useful Herbs: The adventurers find a place where useful herbs grow.  Roll on the 
  useful herbs table, below, to determine what the adventurers found.  A 
  character with Naturalism proficiency throw (or another appropriate 
  proficiency) can identify the find with a proficiency throw of 11+. If correctly 
  identified, the herbs can be harvested. There will be 2d100 lbs of herbs. 
  Harvesting the herbs takes 1 turn per 5 lbs. (If using the optional Campaign 
  Activities rules, harvesting 180 lbs of herbs counts as a major strenuous activity, 
  e.g. 180 lbs in 6 hours.) Each pound counts as one item for encumbrance 
  purposes.  
  View: The adventurers find a place with a fantastic view of the surrounding 
  terrain.  In addition to being an exemplar of natural beauty, it offers an excellent 
  strategic command post.  If an army enters mass combat while controlling the 
  viewpoint, each commander in the army gains a bonus to their Strategic Ability.  
  The Judge may choose a bonus or roll 1d3. 
  Double: Roll twice on this table.  If either or both rolls are 'double', again, roll on 
  Unique Terrain instead.  If neither reroll is 'double', the adventurers find both indicated valuable terrain pieces.  
  (The adventurers cannot find one Unique and one Valuable.  For instance, if the rerolls are 12 and 3, you find only 
  a piece of unique terrain, not a piece of unique terrain and a cache.) 
   
   
  Useful Herbs (1d12*) 
  1 
  Belladonna 
  2 
  Birthwort 
  3 
  Comfrey 
  4 
  Garlic 
  5 
  Goldenrod 
  6 
  Wolfsbane 
  7 
  Woundwort 
  8 
  Aloe 
  9 
  Bitterwood 
  10 
  Horsetail 
  11 
  Lungwort 
  12 
  Willow-bark 
  *if not using the Heroic 
  Fantasy Handbook, roll 1d8 
  and reroll rolls of 8 instead 
  
  DANGEROUS TERRAIN 
  Dangerous Terrain (1d12) 
  1 
  Enshrouding Terrain 
  2 
  Fearful Despoiling 
  3 
  Foul Water 
  4 
  Foul Weather 
  5 
  Plague 
  6 
  Poison 
  7 
  Quagmire 
  8 
  Snare 
  9 
  Spoilage 
  10 
  Trap 
  11 
  Wasteland 
  12 
  Double 
   
  DANGEROUS TERRAIN DESCRIPTIONS 
  Enshrouding Terrain: The adventurers locate terrain that makes it very difficult to see what is going on, such as a 
  deep valley surrounded on all sides by forest.  An army that enters mass combat while positioned in the 
  enshrouding terrain is in trouble. Each commander in such an army suffers a penalty to their Strategic Ability.  The 
  Judge may choose the penalty or roll 1d3.  In addition, each commander in the army suffers a penalty to their 
  Leadership Ability, again chosen or rolled on 1d3.  The penalties may be identical or different.  (Of course, if the 
  adventurers ambush an enemy while they travel through the area, it is they that would suffer the penalties!) 
  Fearful Despoiling: Roll once on the Valuable Terrain table.  The adventurers find that result, but despoiled, 
  desecrated, or otherwise destroyed.  This calamity is fearful enough to necessitate a Morale roll for followers (but 
  not for henchmen); see table. 
  Flee: The affected followers drop whatever they were holding and flee 
  immediately in a panic. 
  Tender resignation: The affected followers immediately tender their resignation, 
  but continue to serve until they have a safe opportunity to leave. 
  No effect:  The affected followers are shaken, but recover. 
  Renewed zeal:  The affected followers harden themselves against this kind of shock, and automatically succeed on 
  their next morale roll during this expedition. 
  Filled with fire:  The affected followers take this as a personal crusade, and automatically succeed on all morale 
  rolls made during this expedition. 
  (Note: The exact duration of an expedition is left to the Judge's discretion; but generally, it lasts until the followers 
  are somewhere they feel that they could safely remain if they chose to.) 
  Foul Water: The adventurers are unable to find any water that is safe to drink on their day's journey.  Unless the 
  expedition carried water with it, the adventurers begin to suffer the penalties of dehydration.  Foul water is rarely 
  confined to only a single place; until a member of the party succeeds on a hunting or foraging proficiency throw on 
  a subsequent day (or it rains), the adventurers remain unable to find any safe water.  
  Roll 
  Result 
  2- 
  Flee. 
  3-5 
  Tender resignation. 
  6-8 
  No effect. 
  9-11 
  Renewed zeal. 
  12+ 
  Filled with fire. 
  
  Foul Weather: The weather is foul, whatever that means for the season and terrain the adventurers are in. Foul 
  weather causes the adventurers to move at most at half speed for 1d6 days.  If this result is rolled again before the 
  previous foul weather expires, the weather becomes even worse for the overlapping duration.  At the Judge's 
  discretion, depending on the season and terrain, the weather may totally stop the adventurers or may be 
  dangerous (such as a blizzard).  Rolling this result multiple times can create truly life-threatening weather such as 
  ice storms, nor'easters, hurricanes, and monsoons. 
  Plague: The party is exposed to a disease of some sort. When this occurs, the type of disease is determined with a 
  roll of 1d100 on the Disease Type table. Subtract 10 if the party is in a swamp or jungle hex, and add 10 if the party 
  is in a clear, glass, or scrublands hex. Once the disease is identified, each 30 followers, each henchman, and each 
  adventurer must then make a saving throw versus Death against the disease. Certain diseases, being less acute, 
  offer a saving throw bonus. 
  If the saving throw succeeds, the 
  character(s) avoid any serious illness. If 
  the saving throw fails, the character(s) 
  become diseased for the listed duration. 
  Diseased characters cannot move or 
  fight.  
  At the end of the duration, diseased 
  characters either recover or die. If the 
  saving throw failed on a roll of natural 1, or by the amount noted on the Disease Type table, the diseased 
  characters expire from the illness. Otherwise, the diseased characters recover. Saving throws for NPCs should be 
  made secretly by the Judge, so the adventurers are unaware of whether their followers and henchmen will 
  recover. 
  EXAMPLE: A party of four 4th level fighters – Artur, Balbus, Corvic, and Decimus – have just entered a jungle hex 
  when a plague event is rolled. The Judge rolls 1d100 on the Disease Type table and gets a 20; subtracting 10, 
  because the party is in a jungle hex, the result is 10, so the disease is putrid fever. Each character must make a 
  saving throw versus Death. All four have a target value of 12+. Artur rolls a 14 and avoids the illness. Balbus rolls a 
  10. He is diseased for two weeks, but then recovers. Corvic rolls a natural 1. He is disease for two weeks, then dies 
  (since he rolled a natural 1 on the save). Decimus rolls a 4. He is diseased for two weeks, then dies (since he failed 
  the save by 7 or more).  
  Poison: The adventurers find something poisonous. Roll on the Poisons table to determine what type of poison 
  was found in what quantity. The poison may be disguised, and appear to be useful herbs or other valuable 
  commodity. A character with Naturalism proficiency throw (or another appropriate proficiency) can identify the 
  find with a proficiency throw of 11+. However, if the find is probed without proper caution, the adventurer is 
  exposed to the poison and must succeed on a saving throw vs. Poison or suffer its effects.  
  If correctly identified, the poison can be harvested.  Harvesting poison properly requires a Naturalism proficiency 
  throw for a plant toxin and an Animal Husbandry proficiency throw for a creature venom.  In either case, the 
  required target value is listed on the table below. On a roll of a natural 1, the gatherer has been exposed to the 
  poison, and must succeed on a saving throw v. Poison or suffer its effects.   Harvesting the poison takes 1 turn per 
  dose. (If using the optional Campaign Activities rules, harvesting 6 doses of poison counts as a minor strenuous 
  activity.) Doubling the harvest time increases the proficiency throw by +4, tripling it increases the proficiency 
  throw by +8. Each dose harvested counts as one item for encumbrance purposes.  
  Disease Type 
  Die Roll 
  Disease Type 
  Save Bonus 
  Duration 
  Death 
  5 - 
  Plague 
  0 
  1d8 days 
  Failed by 6+ 
  6-15 
  Putrid Fever 
  0 
  2 weeks 
  Failed by 7+ 
  16-30 
  Spotted Pox 
  +1 
  3 weeks 
  Failed by 8+ 
  31-50 
  Bilious Fever 
  +2 
  4 weeks 
  Failed by 8+ 
  51-75 
  Ague 
  +3 
  1d4 weeks 
  Failed by 10+ 
  76+ 
  Bloody Flux 
  +4 
  1 week 
  Rolled Natural 1 
  
  Quagmire: The adventurers run across some sort of 
  terrain that delays their travel, such as fallen trees, a 
  wildfire off in the distance, or even a literal 
  quagmire.  Whatever the reason, the adventurers 
  make no further progress today, and move at half 
  speed the next day.  
  Snare: The adventurers find a trap intended to catch, 
  rather than kill.  Determine the trap as if it were a 
  dungeon of level 5 (that is, very effective).  25% of 
  snares guard treasure; if this snare guards treasure, 
  determine the treasure type as per Cache by 
  consulting the Treasure Type by Terrain table. 
  Spoilage: Some event or terrain feature (a wagon 
  throwing an axle, a horse throwing a hoof, a bag 
  falling into the swamp, etc.) causes the adventurers 
  to lose stored rations.  Their expedition loses 
  1d8*5% of its stored rations. 
  Trap: The adventurers find a deadly trap of some 
  kind.  Determine the trap as if it were a dungeon of 
  level 5 (which is to say extraordinarily fatal).  25% of deadly traps guard treasure; if this trap guards treasure, 
  determine the treasure type by consulting the Treasure Type by Terrain table.  
  Wasteland: The hex is dead and barren.  Reduce its Land Value by 1, to a minimum of 3.  This result stacks if rolled 
  multiple times in the same hex. 
  Double: Roll twice on this table.  If either or both rolls are 'double', again, roll on Unique Terrain instead.  If neither 
  reroll is 'double', the adventurers find both indicated dangerous terrain pieces. The adventurers cannot find one 
  Unique and one Dangerous.  For instance, if the rerolls are 12 and 3, the adventurers find only a piece of unique 
  terrain, not a piece of unique terrain and a quagmire.) 
  UNIQUE TERRAIN 
  Unique Terrain (1d12) 
  1 
  Complex Map 
  2 
  Curse 
  3 
  Empowering Place 
  4 
  Lesser Terrain 
  5 
  Magical Place 
  6 
  Magical Resource 
  7 
  Monstrous Shadow 
  8 
  Place of Power 
  9 
  Portal 
  10 
  Relic 
  11 
  Truly Unique 
  12 
  Double 
  (1d20) 
  Poison 
  Target 
  1 
  3d10 doses of yew 
  4+ 
  2 
  3d10 doses of pit viper venom 
  11+ 
  3 
  4d6 doses of hellebore 
  8+ 
  4 
  4d6 doses of hemlock 
  8+ 
  5 
  2d10 doses of giant killer bee venom 
  11+ 
  6 
  2d10 doses of carcass scavenger venom 
  11+ 
  7 
  3d6 doses of foxglove 
  14+ 
  8 
  3d6 doses of sea snake venom 
  11+ 
  9 
  3d6 doses of giant black widow venom 
  11+ 
  10 
  3d6 doses of giant rattlesnake venom 
  11+ 
  11 
  2d6+1 doses of belladonna 
  11+ 
  12 
  2d6+1 doses of henbane 
  8+ 
  13 
  2d6+1 doses of wolfsbane 
  11+ 
  14 
  2d6+1 doses of giant tarantula venom 
  11+ 
  15 
  2d6+1 doses of giant scorpion venom 
  11+ 
  16 
  2d4 doses of rockfish venom 
  11+ 
  17 
  2d4 doses of wyvern venom 
  11+ 
  18 
  1d3 doses of curare 
  20+ 
  19 
  1d3 doses of purple worm venom 
  11+ 
  20 
  1d3 doses of dragon blood 
  11+ 
  
   
  UNIQUE TERRAIN DESCRIPTIONS 
  Complex Map: The adventurers find a location that is in 
  itself a treasure map.  An example might look similar to 
  Stonehenge.  It can be difficult to decipher the map, or 
  even to learn that it is a map at all.  If deciphered, it leads 
  to a treasure.  The treasure is 1 hex away per 1,000 gp 
  value (the Judge may use the average value and roll the 
  actual contents of the treasure later).  Roll 1d6 to 
  determine the treasure type the map points to. 
  Curse: The adventurers find a cursed place or object.  Roll on the Curse table to get some idea of what sort of curse 
  has been found, and how it may affect the party.  Some of the curses on the Curse table reflect their transmission 
  or methodology, while others suggest what penalty the curse inflicts.  If a penalty is not suggested, use the Bestow 
  Curse spell as a starting point, or use any curse the Judge has in mind. 
  Curse (1d10) 
  1 
  Infectious:  The curse is infectious in some fashion. 
  2 
  Transformational: The curse transforms its victims. 
  3 
  Intermittent: The curse applies only at specific times. 
  4 
  Devastating: The effect of the curse is greater than normal. 
  5 
  Horrifying: The curse makes the victim fearsome to their allies. 
  6 
  Confusing: The curse affects the victim's thought patterns. 
  7 
  Forgetful: The curse affects the victim's memory. 
  8 
  Enfeebling: The curse affects the victim's physical attributes. 
  9 
  Locational: The curse affects the location, rather than specific victims. 
  10 
  Object: The curse is tied to an object, and affects its bearers or wielders. 
   
  Empowering Place: The adventurers find a place capable of temporarily empowering non-magical items with the 
  powers of a magical item.  Choose or roll a magic item that the place is capable of duplicating, then choose a 
  method by which the terrain can deliver this power.  (For example, a cliff might empower the boots of someone 
  who leaps off it with the powers of boots of levitation.)  Only a non-magical item may be empowered, and only 
  one such item may be empowered at a time.  The empowered item will serve as the magical item for 1d6 days, but 
  will then be destroyed.  (It does not merely become nonmagical; the physical item is destroyed.) If desired, the 
  Judge can roll on the Structure table when placing an empowering place. 
  Lesser Terrain: The adventurers find something that appears unique at first, but turns out not to be.  Roll on the 
  Valuable or Dangerous terrain tables instead (50% chance of either).  The terrain found will appear more fantastic 
  than usual, but will function as normal. 
  Magical Place: The adventurers find a place that is capable of duplicating the effect of a spell of some kind.  
  Choose or roll the source of the magic (arcane, divine, eldritch, etc.), then choose or roll a spell from their spell list. 
  Unless the Judge wishes to choose something, a good default is to roll as if it were a scroll found.  Then choose a 
  method by which this place can duplicate the spell.  For example, a pool may cast Cure Light Wounds on anyone 
  who bathes in it under the moonlight.  The place is capable of creating the spell effect with a frequency 
  determined by the level of spell, but never more often than once per day per target. 
  Roll (1d6) 
  Treasure Type 
  Average Value 
  1 
  K 
  5,000 gp average value 
  2 
  L, J 
  10,000 gp average value 
  3 
  P 
  17,000 gp average value 
  4 
  Q 
  22,000 gp average value 
  5 
  Ox2 
  24,000 gp average value 
  6 
  Q, N 
  31,000 gp average value 
  
   
  1st level: 5/day 
   
  2nd level: 3/day 
   
  3rd level: 1/day 
   
  4th level: 1/week 
   
  5th level: 1/month 
   
  6th level: 1/year 
   
  7th level and higher: 1/decade or longer.  (Ritual spells do not normally appear at these locations, but this 
  suggested frequency is included should the Judge decide to place one.) 
  If desired, the Judge can roll on the Structure table when placing a magical place. 
  Magical Resource: The adventurers find a naturally-occurring magical resource.  Treat as a special component or 
  magical compound of the Judge's choice (or roll on the encounter table to find out what creature it counts as a 
  component from). The magical resource does not require metamphora to store.  It weighs 1 stone per 10 gp value 
  and the adventurers find an amount worth 3d6 x 1,000gp.  If the party returns later, they will find that more has 
  grown; the Judge may assign a growth rate (a reasonable average is approximately 33 months to restore the full 
  amount) or reroll its value. 
  Monstrous Shadow: A nearby terrible monster casts a shadow over the area (or brightens the area, if the monster 
  is Lawful).  Roll a random encounter for the terrain to determine the type of terrible monster.  If the encounter 
  includes multiple monsters, only one of them is the terrible monster, and it leads the others.  The terrible monster 
  is always in a lair - even if its type does not normally make lairs. If the terrible monster has less than 11 HD, 
  increase its HD to 11 as a result of the powers it has been infused with.  For each HD of increase, the monster’s AC 
  improves by ½ and the monster deals an average of 2 hp more damage divided among all its attacks. Increase the 
  monster's size by one category, to a minimum of Large (ogre-sized). If its alignment is Neutral, change it to Chaotic. 
  The terrible monster’s lair is a shadowed (minor) sinkhole of evil (or equivalent pinnacle of good, if Lawful).  If it is 
  slain, the sinkhole of evil (or pinnacle of good) will disperse in 1d4 days. The creature rarely goes far from its lair, 
  but otherwise acts as normal for a creature of its type. The lair will have normal treasure for the monster’s type, 
  plus additional treasure by terrain type. 
  EXAMPLE: When the adventurers enter a mountains hex, the Judge rolls a Monstrous Shadow result. He refers to 
  the random encounter table for mountains terrain, and rolls a result of flyer/wyvern. Wyverns are encountered in 
  aeries of 1d6, so he rolls 1d6 to determine the number of wyverns present. The result is 3, so three wyverns are 
  present, one of which is the terrible monster. Wyverns are 7 HD monsters, so the terrible wyvern is increased to 11 
  HD. It gains a +2 bonus to AC (from 6 to 8) and adds 8 additional points of damage across its two attacks; the Judge 
  decides its talons deal 3d8/3d8 rather than 2d8/2d8. The terrible wyvern’s aerie has treasure type M (typical for 
  wyverns) plus N, D (from the Treasure Type by Terrain table). 
  Place of Power:  The adventurers find a place of power of some kind.  Roll to determine the type and power. 
  Type (1d10) 
  1-4 
  Sinkhole of evil 
  5-6 
  Pinnacle of good 
  7 
  Aerie of elemental air 
  8 
  Edifice of elemental earth 
  9 
  Furnace of elemental fire 
  10 
  Well of elemental water 
  
   
  Power (1d12) 
  1-11 
  Minor 
  12 
  Roll again on the Major Power Table 
   
  Major Power Table (1d12) 
  1-11 
  Major 
  12 
  Supreme 
  If desired, the Judge can roll on the Structure table when placing a place of power. 
  Portal: The adventurers find a portal linking two locations.  The portal may transfer only sensory information (sight 
  and/or sound), or may allow travel through it.  The portal may be always active, or may be limited in some fashion 
  (such as functioning only during an eclipse).  A portal that allows travel is always limited in some fashion (though a 
  portal may be always active for sight and/or sound, but allow travel only in limited circumstances).  The Judge 
  should choose a location for the other end of the portal that is appropriate for his setting. Note that the two ends 
  of the portal may have different conditions for when they activate – for instance, one end might activate during a 
  lunar eclipse while the other end activates during a solar eclipse – and the other end is not guaranteed to be a safe 
  destination, making travel through an unknown portal extremely dangerous.  At the Judge's discretion, the portal 
  link may manifest in other ways than an actual portal (such as treating the two locations as the same for the 
  purposes of spellcasting range). 
  Relic:  The adventurers find a relic of a time long gone.  The relic is not necessarily magical, but is valuable.  Roll as 
  for a Regalia (1d100+80 on Jewelry table in ACKS Core) to determine its value.  10% of relics are also magical 
  (choose or roll a magic item); of those that are magical, 10% are cursed (Judge’s choice). 
  Truly Unique: The adventurers find something truly unique.  This category is a catch-all for anything the Judge 
  wishes to place in this hex (usually something they saw in another source and thought was awesome). If the Judge 
  justifiably feels that the point of a random table is to keep from having to invent things whole cloth like this, 
  choose another result or reroll! 
  Double: Roll twice and combine the results, which may be a single terrain feature with two powers or two 
  different terrain features, at the Judge's discretion.  If the result is rolled again, ignore it and reroll (there cannot be 
  more than two Unique effects in a hex). 
  
SOURCE: textdata/thevault/Adventurer Conqueror King/ACKS Patreon Content/Wilderness Stocking Tables Revised (ACKS).pdf