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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
   
   
  
   
  Page 3 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  CASTLE OLDSKULL 
  Oldskull Adventure 
  Generator 
   
  (Supplement GWG2) 
   
  An Old School Supplement 
  For Fantasy Role-Playing Games 
   
  Created By 
  Kent David Kelly 
   
  Cover Art By 
  Andreas Roller 
   
  Interior Illustrations By 
  Heinrich Aldegrever, Dave Allsop (Ironhead 
  Arts), Anne Anderson, John D. Batten, 
  Jacob Binck, Hanns Bolz, Carl Gustav 
  Carus, Harry Clarke, Thomas Cole, 
  Henrique Alvim Correa, Louis Daguerre, 
  Gustave Dore, Ludwig Hans Fischer, Mary 
  Hallock Foote, Caspar David Friedrich, 
  Felipe Gaona, Forrest Imel, Frog God 
  Games (Lost Lands Illustration Pack), Rick 
  Hershey, Christian Jank, Alois Kirnig, 
  Theodor Kittelsen, Eric Lofgren, Karel 
  Vitezslav Masek, William McAusland, 
  Bradley K. McDevitt, Gerald Fenwick 
  Metcalf, Frank Myrick, Giovanni Battista 
  Piranesi, Edouard Riou, David Roberts, 
  Andreas Roller, George Shepherd, Sidney 
  Sime, Sir John Tenniel, John Vinycomb, 
  William West, Milo Winter, 
  Et Alii 
   
  Publisher’s Choice Quality Stock Art 
  © Rick Hershey / Fat Goblin Games 
   
   
  Some Artwork Copyright 
  William McAusland, 
  Used With Permission 
   
  Wonderland Imprints © 2017-2019 
  Only the Finest Works of Fantasy 
   
  OSR 
   
   
   
   
   
   
   
   
  
   
  Page 4 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Table of Contents 
   
  p1 
  Cover 
  p2 
  Wonderland Imprints 
  p4 
  Table of Contents 
  p9 
  Description 
  p9 
  Dedication 
   
  p10 
  CHAPTER 1: INTRODUCTION – 
  THE WORLD COMES ALIVE 
  p12 
  The Advantages of a Sandbox 
  Campaign 
  p14 
  Overview of the Adventure 
  Generation Process 
  p16 
  Recommended Adventure Scenario 
  Planning Format 
  p17 
  Adventure Planning Worksheets 
   
  p24 
  CHAPTER 2: CONCEIVING THE 
  ADVENTURE 
  p24 
  Concocting the Adventure Title 
  p24 
  Table 1: Adventure Title Table 1 
  p29 
  Table 2: Adventure Title Table 2 
  p32 
  Table 3: Adventure Titles: 100 
  Random Results 
  p34 
  Setting the Scene 
  p35 
  Table 4: Adventure Impetus / 
  Framing Event 
   
  p39 
  CHAPTER 3: ENVISIONING THE 
  BENEFACTOR 
  p39 
  The Benefactor Descriptor 
  p40 
  Table 5: Benefactor / Patron 
  Descriptor (Adjective) 
  p48 
  The Benefactor Archetype 
  p49 
  Table 6: Benefactor Archetype 
  p63 
  Character Class and Calling of the 
  Benefactor 
  p65 
  Table 8: The Class Commonality 
  Table 
  p66 
  Table 9: The Mage Calling: Random 
  Determination of Character Class 
  p67 
  Table 10: The Priest Calling: Random 
  Determination of Character Class 
  p67 
  Table 11: The Rogue Calling: 
  Random Determination of Character 
  Class 
  p67 
  Table 12: The Warrior Calling: 
  Random Determination of Character 
  Class 
  p68 
  Experience Level of the Benefactor 
  p68 
  Table 13: Recommended NPC 
  Experience Levels 
  p69 
  Level Title of the Benefactor 
  p70 
  Table 14: Anti-Paladin Level Title 
  Determination 
  p71 
  Table 15: Assassin Level Title 
  Determination 
  p72 
  Table 16: Barbarian Level Title 
  Determination 
  p72 
  Table 17: Bard Level Title 
  Determination 
  p73 
  Table 18: Cavalier Level Title 
  Determination 
  p74 
  Table 19: Cleric Level Title 
  Determination 
  p74 
  Table 20: Druid Level Title 
  Determination 
  p75 
  Table 21: Fighter Level Title 
  Determination 
  p75 
  Table 22: Hunter Level Title 
  Determination 
  p76 
  Table 23: Illusionist Level Title 
  Determination 
  p77 
  Table 24: Jester Level Title 
  Determination 
  p78 
  Table 25: Magic-User Level Title 
  Determination 
  p79 
  Table 26: Monk Level Title 
  Determination 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  p80 
  Table 27: Mountebank Level Title 
  Determination 
  p80 
  Table 28: Mystic Level Title 
  Determination 
  p81 
  Table 29: Paladin Level Title 
  Determination 
  p82 
  Table 30: Ranger Level Title 
  Determination 
  p82 
  Table 31: Savant Level Title 
  Determination 
  p83 
  Table 32: Thief Level Title 
  Determination 
  p83 
  The Benefactor’s Promised Reward 
  p84 
  Table 33: Promised Rewards for 
  Quest Completion 
   
  p89 
  CHAPTER 4: THE WORLD OF 
  ADVENTURE 
  p89 
  Envisaging the Adventure Journey 
  and Region 
  p90 
  Table 34: Adventure Type Table 1: 
  The Journey 
  p90 
  Dimensional Journeys and Locales 
  p91 
  Table 35: Journey Determination 
  Sub-Table 1: Dimensional Journeys 
  p94 
  Cold Climate Journeys and Locales 
  p95 
  Table 36: Journey Determination 
  Sub-Table 2: Journeys in Cold 
  Terrain 
  p96 
  Sub-Arctic Journeys and Locales 
  p96 
  Table 37: Journey Determination 
  Sub-Table 3: Journeys in Sub-Arctic 
  Terrain 
  p97 
  Sub-Tropical Journeys and Locales 
  p97 
  Table 38: Journey Determination 
  Sub-Table 4: Journeys in Sub-
  Tropical Terrain 
  p98 
  Temperate Journeys and Locales 
  p98 
  Table 39: Journey Determination 
  Sub-Table 5: Journeys in Temperate 
  Terrain 
  p99 
  Tropical Journeys and Locales 
  p100 Table 40: Journey Determination 
  Sub-Table 6: Journeys in Tropical 
  Terrain 
  p100 Netherworld Journeys and Locales 
  p101 Table 41: Journey Determination 
  Sub-Table 7: Netherworld Journeys 
  p101 Planar Journeys and Locales 
  p102 Table 42: Journey Determination 
  Sub-Table 8: Planar Journeys 
  p104 Underwater Journeys and Locales 
  p104 Table 43: Journey Determination 
  Sub-Table 9: Underwater Journeys 
  p110 Envisaging the Adventure Dungeon 
  or Destination 
  p111 A Brief Glimpse of the Castle 
  Oldskull Multiverse Cosmogony 
  p118 Dungeon Archetypes and 
  Destinations 
  p118 Table 44: Destination Dungeon 
  Selection 
   
  p124 CHAPTER 5: LOCALES OF THE 
  JOURNEY REGION 
  p124 The Locale and Region Designation 
  System 
  p127 Regional Locales, Part I: Cold 
  Depressions 
  p127 Table 45: Adventure Locales: Cold 
  Depression 
  p129 Regional Locales, Part II: Cold 
  Forests 
  p129 Table 46: Adventure Locales: Cold 
  Forest 
  p130 Regional Locales, Part III: Cold 
  Freshwater 
  p130 Table 47: Adventure Locales: Cold 
  Freshwater Feature 
  p131 Regional Locales, Part IV: Cold Hills 
  p131 Table 48: Adventure Locales: Cold 
  Hills 
  p132 Regional Locales, Part V: Cold 
  Mountains 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  p132 Table 49: Adventure Locales: Cold 
  Mountains 
  p133 Regional Locales, Part VI: Cold Plains 
  p133 Table 50: Adventure Locales: Cold 
  Plains 
  p134 Regional Locales, Part VII: Cold 
  Saltwater 
  p134 Table 51: Adventure Locales: Cold 
  Saltwater Feature 
  p135 Regional Locales, Part VIII: Cold 
  Swamps 
  p135 Table 52: Adventure Locales: Cold 
  Swamp 
  p136 Regional Locales, Part IX: Cold 
  Wastelands 
  p136 Table 53: Adventure Locales: Cold 
  Wasteland 
  p138 Regional Locales, Part X: The 
  Netherworld 
  p138 Table 54: Adventure Locales: 
  Netherworld 
  p139 Regional Locales, Part XI: The 
  Elemental Planes of Air 
  p139 Table 55: Adventure Locales: Planar 
  Air 
  p140 Regional Locales, Part XII: The 
  Planes of Chaos 
  p140 Table 56: Adventure Locales: Planar 
  Chaos 
  p141 Regional Locales, Part XIII: The 
  Elemental Planes of Earth 
  p141 Table 57: Adventure Locales: Planar 
  Earth 
  p143 Regional Locales, Part XIV: The 
  Planes of Evil 
  p143 Table 58: Adventure Locales: Planar 
  Evil 
  p144 Regional Locales, Part XV: The 
  Elemental Planes of Fire 
  p144 Table 59: Adventure Locales: Planar 
  Fire 
  p145 Regional Locales, Part XVI: The 
  Planes of Good 
  p145 Table 60: Adventure Locales: Planar 
  Good 
  p146 Regional Locales, Part XVII: The 
  Planes of Law 
  p146 Table 61: Adventure Locales: Planar 
  Law 
  p147 Regional Locales, Part XVIII: The 
  Planes of Neutrality 
  p147 Table 62: Adventure Locales: Planar 
  Neutrality 
  p148 Regional Locales, Part XIX: The 
  Elemental Planes of Water 
  p148 Table 63: Adventure Locales: Planar 
  Water 
  p150 Regional Locales, Part XX: Temperate 
  Depressions 
  p150 Table 64: Adventure Locales: 
  Temperate Depression 
  p151 Regional Locales, Part XXI: 
  Temperate Forest 
  p151 Table 65: Adventure Locales: 
  Temperate Forest 
  p152 Regional Locales, Part XXII: 
  Temperate Freshwater 
  p152 Table 66: Adventure Locales: 
  Temperate Freshwater Feature 
  p153 Regional Locales, Part XXIII: 
  Temperate Hills 
  p153 Table 67: Adventure Locales: 
  Temperate Hills 
  p154 Regional Locales, Part XXIV: 
  Temperate Mountains 
  p154 Table 68: Adventure Locales: 
  Temperate Mountains 
  p155 Regional Locales, Part XXV: 
  Temperate Plains 
  p155 Table 69: Adventure Locales: 
  Temperate Plains 
  p155 Regional Locales, Part XXVI: 
  Temperate Saltwater 
  p155 Table 70: Adventure Locales: 
  Temperate Saltwater Feature 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  p157 Regional Locales, Part XXVII: 
  Temperate Swamps 
  p157 Table 71: Adventure Locales: 
  Temperate Swamp 
  p158 Regional Locales, Part XXVIII: 
  Temperate Wastelands 
  p158 Table 72: Adventure Locales: 
  Temperate Wasteland 
  p159 Regional Locales, Part XXIX: Tropical 
  Depressions 
  p159 Table 73: Adventure Locales: 
  Tropical Depression 
  p160 Regional Locales, Part XXX: Tropical 
  Forests 
  p160 Table 74: Adventure Locales: 
  Tropical Forest 
  p161 Regional Locales, Part XXXI: Tropical 
  Freshwater 
  p161 Table 75: Adventure Locales: 
  Tropical Freshwater Feature 
  p162 Regional Locales, Part XXXII: 
  Tropical Hills 
  p162 Table 76: Adventure Locales: 
  Tropical Hills 
  p163 Regional Locales, Part XXXIII: 
  Tropical Mountains 
  p163 Table 77: Adventure Locales: 
  Tropical Mountains 
  p164 Regional Locales, Part XXXIV: 
  Tropical Plains 
  p164 Table 78: Adventure Locales: 
  Tropical Plains 
  p165 Regional Locales, Part XXXV: 
  Tropical Saltwater 
  p165 Table 79: Adventure Locales: 
  Tropical Saltwater Feature 
  p167 Regional Locales, Part XXXVI: 
  Tropical Swamps 
  p167 Table 80: Adventure Locales: 
  Tropical Swamp 
  p167 Regional Locales, Part XXXVII: 
  Tropical Wastelands 
  p167 Table 81: Adventure Locales: 
  Tropical Wasteland 
  p169 The Glossography of Non-Planar 
  Adventure Locales 
  p169 Table 82: Glossography of Non-
  Planar Adventure Locales 
  p187 Using Chaotic Descriptors to 
  Differentiate Locales 
   
  p187 CHAPTER 6: TURNING TROPES 
  INTO UNIQUE IDEAS 
  p187 The Many Uses of Chaotic 
  Descriptors 
  p189 Table 83: The Chaotic Descriptor 
  Table 
   
  p206 CHAPTER 7: CREATING QUESTS 
  WHILE ENCOURAGING FREE WILL 
  p207 Quest Actions and Target Branches 
  p207 Table 84: Quest Action 
  Determination 
  p214 Quest Targets: Person / Creature / 
  Faction 
  p216 Table 85: Quest Target: Person / 
  Creature / Faction 
  p226 Quest Targets: Places 
  p231 Quest Target Places: Cave Systems 
  p231 Table 86: Cave System Locales 
  p237 Quest Target Places: Dungeon 
  Chambers 
  p237 Table 87: Dungeon Chambers 
  p246 Quest Target Places: Manor Houses 
  p246 Table 88: Manor House Rooms 
  p254 Quest Target Places: Strongholds 
  p254 Table 89: Stronghold Rooms 
  p264 Quest Target Places: Temples 
  p264 Table 90: Temple Rooms 
  p274 Quest Target Places: Tombs 
  p274 Table 91: Tomb Chambers 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  p280 Quest Target Places: Urban 
  Locations 
  p280 Table 92: Urban Locales 
  p287 Quest Targets: Things 
  p287 Table 93: Quest Target: Thing 
   
  p293 CHAPTER 8: DESTINIES AND 
  DETAILS 
  p293 Choices and Fate: Secondary Quest 
  Goals 
  p294 Table 94: Secondary Quest Goals 
  p297 The Tangled Web: Possible 
  Complications 
  p298 Table 95: Potential Quest 
  Complications 
  p299 Thou Art Not Alone: Allies and 
  Guides 
  p302 Table 96: Allies and Guide NPCs 
  p305 Strategic Delays: Tasks before 
  Departure 
  p306 Table 97: Tasks before Departure 
  p307 The Journey Begins: Weather on the 
  Day of Travel 
  p308 Table 98: Abstract Weather 
  Determination 
   
  p309 CHAPTER 9: ELEMENTS OF EVIL 
  p309 The Iconic Villain 
  p311 The Iconic Villain: Archetypes 
  p311 Table 99: Iconic Villain Archetypes 
  p318 The Iconic Villain: Motivators and 
  Goals 
  p319 Table 100: Villainous Motivators and 
  Goals 
  p320 The Iconic Villain: Flaws and 
  Weaknesses 
  p321 Table 101: Villainous Flaws and 
  Weaknesses 
  p323 The Iconic Villain: Actions and 
  Methods 
  p323  Table 102: Villainous Actions and 
  Methods 
  p324 Unexpected Adversaries: Interesting 
  Non-Monstrous Enemies 
  p325 Table 103: Non-Monstrous Enemy 
  Determination 
  p325 Legions of Adversity: Choosing the 
  Monsters 
   
  p332 CHAPTER 10: GUIDANCE 
  THROUGH THE LABYRINTH 
  p332 Learning by Watching, then Doing 
  p333 Begin at the Beginning 
  p334 The Quest Giver’s Gambit 
  p335 The Adventure Unfolds 
  p337 Unveiling the Wilderlands 
  p342 Things Stranger Than Stranger 
  p344 Things Come into Focus 
  p346 All About Bad Guys 
  p348 Easy Monsters 
  p348 Average Monsters 
  p348 Hard Monsters 
  p349 Stepping Back: Considering Next 
  Steps 
   
  p351 About the Author 
  p352 Legal 
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Description 
   
  A Platinum Medal DriveThruRPG Best 
  Seller 
   
  The world’s ultimate adventure creation 
  tool. Infinite possibilities await you in 
  dungeons, the wilderness, the seas, 
  skies, netherworld, and the planes of 
  existence. Whither are you bound? 
   
  Years in the making and now revised for the 
  future, Wonderland Imprints supplement 
  OLDSKULL 
  ADVENTURE 
  GENERATOR 
  (GWG2) is the “Rosetta Stone” of the Castle 
  Oldskull system, the one master system 
  which binds all of the present and future 
  supplements of the Castle Oldskull OSR 
  gaming universe together into a massive 
  unified imagination engine. Harness the 
  power of over 30,000 data elements to create 
  dungeons, villains, quests, and more. Your 
  worlds of adventure will never be the same! 
  Using this 300+ page supplement, you can 
  create millions of unique adventures for your 
  players. There are so many options, that in 
  a lifetime of play no two adventures you 
  create will ever be the same. 
  I believe (but would be happy to be proven 
  wrong) that this is the most ambitious and 
  extensive adventure creation tool available 
  on the market. When combined with the 
  CLASSIC DUNGEON DESIGN GUIDE series, 
  you will have all the tools needed to design 
  an entire fantasy realm that fits within a 
  larger world of your own creation. Using this 
  volume, you can create an entire campaign 
  of multiple adventures, entailing wilderness 
  journeys, dungeons, monster lairs, traps, 
  tricks, treasure, and unforgettable tales. 
  And when coupled with the GAME WORLD 
  GENERATOR, you can create your own 
  entire world of endless adventure and allow 
  the Players Characters to journey anywhere. 
  And while you both refine and refuse 
  suggestions 
  rendered 
  by 
  the 
  random 
  generators, you will be creating new realms 
  of wonder — unique to your personal vision 
  — every step of the way. Do you need a new 
  island, 
  temple, 
  tomb, 
  forest, 
  swamp, 
  mountain range, netherworld, or sea? This 
  book will show you how to build them all, 
  each uniquely detailed with their own locales 
  and opportunities for play. 
  Another old school gaming experience from 
  Kent David Kelly and Wonderland Imprints, 
  Only the Finest Works of Fantasy. (Over 350 
  pages, 109,000+ words.) 
   
   
   
  Dedication 
   
  This work is dedicated to the memory of the 
  great classic dungeon and fantasy milieu 
  designers who are no longer with us: David 
  Lance 
  Arneson, 
  M.A.R. 
  Barker, 
  Bob 
  Bledsaw, E. Gary Gygax, Dr. John Eric 
  Holmes, Tom Moldvay, and David Trampier. 
  It is also dedicated to the great fantasists 
  who inspired them, some of whom are 
  fortunately still with us today: Poul William 
  Anderson, 
  Edgar 
  Rice 
  Burroughs, 
  L. 
  Sprague de Camp, Robert E. Howard, Fritz 
  Leiber, Howard Phillips Lovecraft, Michael 
  Moorcock, J.R.R. Tolkien, and Jack Vance. 
  In the spirit of creating wonders with which 
  to inspire others to write their own unique 
  works of enchantment, the author salutes 
  you. 
   
   
  
   
  Page 10 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  CHAPTER 1: 
  INTRODUCTION ~ 
  THE WORLD COMES ALIVE 
   
   
   
  Do you ever wish that you had an assistant, 
  or a familiar, to help you with running the 
  game every day of your life? Someone to 
  make everything easier, brimming with ideas 
  and 
  enthusiasm, 
  feeding 
  you 
  endless 
  amazing inspirations so that you would 
  never run out of epic challenges to throw at 
  your insatiable players? 
  If so, wait no more. 
  This book will show you how to create 
  millions of different adventures. Not just 
  your next adventure, but every adventure 
  you’re going to write over the next 10, 20, or 
  30 years or even more. You will still need to 
  do the design work, of course. But now you 
  will have an assistant every step of the way 
  to save you time so that you can do less 
  drudge work, and more imagining. You will 
  never exhaust this book’s potential, because 
  it is an instigator filled with symbols, 
  bridges, accelerators and keys: it is a game 
  world maximization machine that is driven 
  by your imagination. 
  Game Mastering can be overwhelming even 
  for those of us who are blessed with infinite 
  amounts of time. If you’ve already read 
  GWG1, 
  GAME 
  WORLD 
  GENERATOR, 
  DELUXE EDITION (Book 1 in this series), 
  then you already know how daunting it can 
  be to build your own fantasy world … and 
  how much random generation can inspire 
  rapid new developments in your work. But 
  you will also learn that if you move through 
  the laborious tasks step by step, with careful 
  guidance, 
  the 
  entire 
  process 
  becomes 
  manageable 
  instead 
  of 
  hopelessly 
  intimidating. An entire world dawns beneath 
  your fingertips when you apply yourself to 
  the tasks with careful forethought and 
  conviction. And the better and more plentiful 
  your tools, the finer your creation will 
  become. 
  But once you’ve created your game world, 
  what do you do? Do you just give your 
  players 
  one 
  dungeon 
  after 
  another, 
  beginning their predictable adventures in a 
  city with no journey or hardship involved; or, 
  by telling them their heroes are already 
  standing at the top of the dungeon steps 
  with no sense of danger or travail? If that’s 
  all you ever do, then the entire world you 
  designed goes to waste. Your players will 
  never be able to share the fullness of your 
  vision if you don’t usher them beyond the 
  horizons of the immediate dungeons and 
  their home city, out into the boundless 
  promise of the Wondrous, the Majestic, and 
  the Unknown. 
  To fulfill the true potential of the game — a 
  world where no horizon is ever the last — you 
  need to take your players off the rails from 
  time to time, and to let them roam free. 
  That involves trust and improvisation, and 
  it’s one of the scariest steps you can take as 
  a Game Master. Many GMs never dare the 
  transition, and stick only to published and 
  pre-scripted 
  adventure 
  modules, 
  like 
  chapters in a book, with the players never 
  really able to deviate from a corporate script 
  handed down from on high. But if you 
  
   
  Page 11 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  purchased this supplement, you are ready to 
  become a masterful content creator, instead 
  of a GM apprentice and merely a master 
  content 
  consumer. 
  Mastery 
  involves 
  creation, adaptability, and refinement, not 
  just reading and memorization. 
  So you may be wondering: what steps need 
  to be taken to gain mastery over the fantasy 
  world, and to turn an episodic series of 
  dungeons into a world of infinite choices? 
  What can you learn and do to move your 
  campaign up to the next level, and to keep it 
  there? 
  The answer is an old school principle known 
  as sandboxing. This means that you will be 
  taking 
  your 
  game 
  world 
  away 
  from 
  predictable linearity, and turning it into a 
  massive playground. It will no longer be a 
  one-track amusement ride. Using a series of 
  intelligent shortcuts, random elements, 
  emergent trends, implied associations and 
  intuitive links, you will soon be creating any 
  “ride” you want to, one piece of track ahead 
  of the players. This can be a daunting task, 
  but this book is designed to help you with 
  the epic transition away from player 
  puppetry and into the realm of free-willed 
  exploration. 
  The transition requires a considerable 
  degree of trust from all parties. What you will 
  need to do is to allow your players to do 
  anything they want, anywhere in your world. 
  That is one of the most terrifying things that 
  I can tell another Game Master, because 
  they know full well that giving players that 
  level of freedom means that the entire world 
  — no, the entire universe — will potentially 
  need to be envisioned, planned, and 
  designed by the GM before the players can 
  go anywhere. That is frequently deemed an 
  impossibly 
  monumental 
  task. 
  (And 
  sometimes, yes, you’ll need to improvise at 
  the table. It’s a skill that grows momentously 
  the more you use it.) There’s no way to give 
  players that level of freedom while keeping 
  control of the game, right? 
  Or is there? 
  It can happen, but it requires careful 
  planning. The trick is to dangle adventures 
  in front of your players’ noses, and to 
  strongly encourage them to move to a 
  specific region. But instead of handing them 
  a plot and forcing them to abide by it like 
  puppets dancing on their strings, you’re 
  going to be creating open-ended regions for 
  them to explore. Each region becomes 
  something of a game board, if you will, where 
  instead of one move (forward into the next 
  dungeon), the adventurers are instead given 
  an opportunity to move in any direction. If 
  you happen to play chess, I can say that 
  regionally-driven sandboxing turns your 
  pawn-like Player Characters — who can only 
  move forward — into queens — the most 
  liberated and powerful pieces in the game. 
  To give players that strong sense of freedom, 
  you’ll 
  be 
  creating 
  regions 
  that 
  lead 
  everywhere, with an infinite variety of 
  choices and paths. 
  You’ll be putting 
  dungeons into the wilderness, but also 
  underwater, on islands, in the sky, and in 
  the various planes of existence. If your 
  players avoid your designed regions, you will 
  be taking pieces out of unexplored areas and 
  putting them (subtly) into the PCs’ new path. 
  Whenever the PCs want to wander off of the 
  map edges, you’re going to let them do so … 
  because you know a little bit about what lies 
  off of each map edge, and you have the 
  random generation tools that you need to 
  devise new material, wherever they may 
  roam. 
  Sandboxing can be ugly at times, especially 
  in the beginning. The temptation to take 
  away player freedom when they do the 
  unexpected is ever-present. It’s a difficult 
  process 
  to 
  learn 
  because 
  you 
  will 
  instinctively want to control your players 
  whenever they make choices that you didn’t 
  expect, or that you think will destroy the 
  game. But your players are your friends, and 
  they have patience with you … or, you will 
  soon teach them that patience will yield 
  fantastic results within the ever-broadening 
  confines of the game! 
  You may need to remind them that actions 
  have consequences, resulting in alignment 
  change, imprisonment, violence, or even 
  death. You may also need to stop play from 
  time to time (for a night, or two, or even a 
  week for a major change), but this book will 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  always be here to help you create the ground 
  under the PCs’ feet, wherever they choose to 
  wander. If everything you designed is to the 
  east, and they go west, just tell them that if 
  they make that choice, that’s fine, but then 
  this game night will be one for board games, 
  or cards, or videogames, or whatever else 
  while you prepare to build “the west” for the 
  next session in the campaign. Your players 
  will learn that their freedom, while very 
  powerful, 
  has 
  direct 
  and 
  substantial 
  consequences: if they inconvenience you 
  beyond your reasonable preparations, that’s 
  OK; but they must understand that they are 
  inconveniencing themselves as well. The 
  players will come to learn that they need to 
  give you the time to create the places they 
  want to explore, and you in turn will reward 
  them by giving them what they want: a realm 
  of endless opportunity and adventure. 
  And when they get themselves back on 
  track, seeking out your pre-designed quest 
  regions once again, the dungeon you’re 
  designing will be waiting there for them. A 
  tenuous balance will emerge, with curious 
  players and a very busy GM, making tacit 
  agreements of where the game is going to go. 
  The players will then be able to wander 
  across your entire world, experiencing all of 
  the realms, wildernesses and kingdom that 
  you made (either in your own time, or with 
  supplement 
  GWG1-D, 
  GAME 
  WORLD 
  GENERATOR, 
  DELUXE 
  EDITION). 
  And 
  they’re going to want to explore every corner 
  of your fascinating world, for years, because 
  every single place they reach is going to offer 
  them a new and different adventure. 
  You will be focusing your design efforts not 
  just on creating a “story” for the players to 
  follow in linear fashion; you will be creating 
  choices by outlining dozens of different 
  adventures at a time. Then you can fill your 
  campaign notebook with (for example) vague 
  notes for a temperate forest adventure, a 
  netherworld 
  adventure, 
  a 
  cold 
  sea 
  adventure, 
  and 
  a 
  tropical 
  wasteland 
  adventure, modifying and refining your ideas 
  as you fill in the world one horizon after the 
  next … always staying a step ahead of the 
  adventurers, who will come to believe that 
  your world is practically infinite. But the 
  players will begin to trust you further as you 
  empower them, and will be drawn (if only 
  subconsciously) to the areas and dungeons 
  where you’re layering on the deepest and 
  finest details, much like moths to a flame. 
  And why? Because when the players 
  adventure in the regions you’ve already 
  prepared, they get to play more, instead of 
  waiting. After all, you’re only human. These 
  things take time to prepare. 
  Sandboxing 
  — giving 
  your 
  players 
  a 
  malleable realm to shape, define, and 
  perhaps eventually watch crumble — is 
  amazingly powerful. But the process does 
  not turn you into a miracle worker. Rather, 
  it turns you into a master chef offering two 
  types of meals to your guests: [1] fast 
  appetizers 
  (the 
  things 
  you’ve 
  already 
  prepared) that are ready to serve, and [2] 
  lavish custom-crafted feasts, which take a 
  longer time to prepare but are always worth 
  the wait. 
   
  The Advantages of 
  Sandboxing a Campaign 
   
  By allowing the players to choose wherever 
  they want to go, while simultaneously 
  incentivizing them to go to certain places 
  where they can explore whatever they want 
  on a smaller and more controllable scale, 
  you will be able to design whatever you want, 
  while giving the players what they want as 
  well … and as you gain expertise in 
  sandboxing and improvisation, you will be 
  able to design just about any kind of 
  adventure on demand. 
  That is true Game Mastery: making the 
  impossible 
  possible, 
  and 
  creating 
  the 
  illusion of endless choices through building 
  a matrix of interwoven adventure paths. 
  Your world will become akin to an enormous 
  and beautiful 
  spider 
  web, 
  where 
  the 
  adventurers will soon learn that they can go 
  down the sticky paths whenever they really 
  want to; but the wiser paths lead not only to 
  riches, but also to intersections of newer and 
  finer threads, where even more surprising 
  choices await. 
  
   
  Page 13 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  Sandboxing will not only make you a better 
  Game Master over time; it will make your 
  players evolve into better gamers, who will 
  come to understand just how much work 
  you are doing to entertain them every week. 
  It will turn the GM-player relationship into a 
  partnership of world creation, with you as 
  the master designer, and the players as the 
  inspirations and assistants, guiding the 
  collective work to a more enlightened and 
  powerful level of imaginative opportunity. 
  Your world will become one of near-infinite 
  potential, realized through the wishes of the 
  players who explore it, and your infusions of 
  danger and unexpected circumstance which 
  balance 
  the 
  whole. 
  Your 
  game 
  will, 
  genuinely, move further away from episodic 
  puppet storytelling and closer to the realm of 
  improvisatory art. 
  Wow. That’s still an incredibly daunting 
  task, to move from the role of storyteller, and 
  then to the role of world creator, all the way 
  up to world fulfiller and optimization master. 
  Can the transition be done, without causing 
  you to crash and burn under your own 
  monumental load of new design options and 
  tasks? 
  It can indeed, if you read this book, and if 
  you take the time to outline several 
  adventures and store them away. And 
  although your first ambitious adventure 
  design will probably take you a week or more 
  to write, this guide will lead you through all 
  of the major steps until you get to the more 
  technical process of dungeon design. 
  (For that highly specialized task, you will 
  need the CLASSIC DUNGEON DESIGN 
  GUIDE series to take you even further.) 
  To give you that level of power requires an 
  intimidating book of considerable size. 
  This volume already runs to hundreds of 
  pages, and you may find that some of the 
  topics herein are dealt with more succinctly 
  while others are fully explored. That is 
  because [1] I can’t fit the entire process of 
  world empowerment into a single volume, 
  and [2] I’ve already covered many of the 
  topics 
  you 
  might 
  be 
  wanting 
  more 
  information on in other books. 
  That is why this supplement has been 
  written specifically to tie together all of the 
  Castle Oldskull books I have published to 
  date. I will be showing you how you can use 
  the 
  systems 
  here 
  in 
  the 
  OLDSKULL 
  ADVENTURE GENERATOR to branch out 
  into the other supplements, where you will 
  find even more time savers, more options, 
  and more interesting ideas. This book will 
  give you plots and wilderness regions, and 
  other books will help you to create Non-
  Player Characters, monsters, treasures, 
  dungeons, and even pantheons. 
  You don’t need all of those books that I have 
  written to make this book complete, because 
  you can always fill in the gaps with your own 
  work 
  and 
  imagination. 
  But 
  in 
  each 
  supplement I offer you many you many more 
  tools for your personal toolbox, if you ever 
  want further assistance in creating your 
  adventures! 
  So are you ready to move from basic GMing 
  and into expert adventure design? Excellent. 
  If you’re doubtful, take a leap of faith. I can’t 
  swear that it won’t be painful at times, but I 
  can promise you it is worth it. 
  So let’s be on our way. The journey will be 
  long, with lots of twists and turns, but I will 
  endeavor 
  to 
  make 
  it 
  interesting 
  and 
  rewarding along the way. I suggest you get a 
  large notebook, or a word processor, or a 
  tablet, or some note cards, or whatever you 
  prefer … because after you design your first 
  adventure, you’re going to want to make 
  outlines 
  showing 
  how 
  that 
  adventure 
  branches 
  in 
  every 
  other 
  direction 
  throughout your world. This branching 
  process manifests the gateway that leads off 
  into all of the other endless horizons that 
  your game world has to offer. 
  Let’s make your world into an amazing place 
  that your players will remember for the rest 
  of their lives. I don’t know precisely where 
  we’re going, but I do know that it’s going to 
  be an unforgettable adventure! 
   
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Overview of the Adventure 
  Generation Process 
   
   
   
  So now that you know that this book is 
  hugely ambitious, you probably have a 
  question: How is it possible to simplify 
  something so big? And what the heck does 
  this book actually do? 
  Well, that’s both complicated and easy to 
  answer. This book will give you super-
  detailed adventure outlines — rough drafts, 
  if you will — to any fantasy story that you 
  can possibly imagine. Major elements in 
  those stories include plots, counter-plots, 
  complications, quests, quest givers, terrain, 
  edifices, monsters, treasures, character 
  motivations, NPC encounters, and random 
  events. 
  The book is designed to give you completely 
  random, intriguing options for all of the 
  important aspects in an adventure, so that if 
  you’re completely lost (or just overwhelmed) 
  you can roll a bunch of ten-sided dice and 
  simply follow the rolls as they help you to 
  build your world’s regions into realms of 
  limitless adventure opportunities. 
  Also, however, you can (and should) override 
  the dice and random results any time that 
  you want to. You can flip through this book, 
  skimming for ideas that strike your fancy; 
  you can reroll options that don’t seem to 
  make any sense; you can change options 
  that are interesting, but that don’t quite fit 
  into your campaign, and you can make 
  personal refinements to make the details 
  more palatable to your players and/or 
  yourself. No one is going to force you to 
  accept the random results, but I do promise 
  you that if you learn to make bizarre results 
  work with one another whenever you can, 
  this book will turn you into an even finer 
  world-and-adventure designer than you 
  were before. There is a very long chapter in 
  the back of this book, where I roll random 
  results for every system in this supplement, 
  and illustrate my thought process that will 
  show you how to do this. 
  So basically, this book gives you a huge 
  amount of creative power, while also trusting 
  you to take the wheel whenever things start 
  to go off track. If you simultaneously trust 
  this book, while also allowing yourself to 
  overrule it on an instinct or a whim, you will 
  find that your adventure outlines will be 
  cleaner, faster, more detailed, and also more 
  eccentric (in a good way) than ever before. 
  But before we get too deep into that labyrinth 
  of ultra-detail, it helps to know what the 
  entire process entails. So let’s take a glimpse 
  at the raven’s-eye view. Here is a list of the 
  major steps in adventure outline generation 
  that we’re going to be discussing in detail: 
   
  [1] Adventure Title Creation: This is the 
  first idea, which is like the spicy title of a 
  pulp adventure story: it gives you a delicious 
  taste of what’s to come, and implies some of 
  the themes that are going to be offered for 
  your consideration. Much like the title of a 
  movie, book, or module can catch your eye 
  and make you look deeper, this is the hook 
  that will place before your players to set the 
  theme. Sample random adventure titles 
  include Dark Lady of the Death Dealers, In 
  Defiance of Oblivion, or Savages of the 
  Sinking Lands. 
   
  [2] The Framing Event: This is the first 
  “scene,” where you paint in the landscape 
  and initial action for the players before you 
  let them control what happens. Examples 
  include an orcish ambush, the song of a 
  beautiful bard which echoes the dream you 
  
   
  Page 15 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  had last night, or finding a dead man’s final 
  message in a bottle that has been floating in 
  the sea for centuries. 
   
  [3] The Benefactor: This chapter helps you 
  design the “quest giver,” the person (or 
  monster, or Thing) that gives the adventurers 
  the opportunity and incentive to explore a 
  particular region in your world. You don’t 
  need benefactors all the time, but they’re 
  useful in enticing reluctant adventurers to 
  do various things, because they offer … 
   
  [4] The Promised Reward: This is the 
  tempting morsel that the benefactor dangles 
  under the adventurers’ noses. If the PCs 
  ignore the benefactor’s wishes, they still get 
  to explore the adventure region if they like, 
  but they don’t get the tasty treat. When you 
  remove the stick of GM control from your 
  players, this carrot helps you to (somewhat) 
  control the adventurers and the paths they 
  decide to take. Just remember, clever and 
  imaginative players won’t always take your 
  bait. Be ready for them to do the unexpected! 
   
  [5] The Adventure Journey: This generator 
  chapter tells you what kind of region you can 
  create next to entice your players further 
  into your world. There are dozens of different 
  kinds of journeys and regions featured in 
  this book, ranging from tombs to frozen 
  mountains, from planar realms to undersea 
  adventures in the tropics. You can skip this 
  step to create simpler adventures more 
  quickly if you like, but I personally find this 
  to be one of the most rewarding steps of all. 
  In implementing this step you’re not just 
  designing 
  one-use 
  adventures, 
  you’re 
  designing 
  locales 
  that 
  will 
  become 
  permanent features in your world. A 
  significant amount of sandbox play involves 
  random encounters in the wilderness, and 
  the players’ actions and tactics will help to 
  define the region as they explore. 
   
  [6] The Adventure Destination: This 
  generator helps you to outline the region 
  that the PCs will be exploring in even deeper 
  detail. There are thousands of ideas in this 
  chapter, dealing with dungeons, wilderness, 
  different climates, and every kind of realm 
  throughout your world. There are 38 region 
  types in all. 
   
  [7] The Chaotic Descriptor Tool: This tool 
  gives you over 1,000 different adjectives 
  (amethyst, bewitching, clockwork, drowning, 
  eternal, etc.) that will help you to turn tropes 
  and clichés into unique ideas. If you’re 
  familiar with supplement CDDG1 THE 
  CLASSIC DUNGEON DESIGN GUIDE, this 
  tool will be familiar to you … but it has been 
  made tighter and more powerful here. 
  There’s also a larger D10,000 version of this 
  tool available from Wonderland Imprints if 
  you decide that you like it. 
   
  [8] The Quest Designer: This complex 
  branching system allows you to create any 
  quest you can imagine. It turns a piece of 
  abstracted code (for example, “Appease / 
  Please [Person / Creature / Faction] with 
  [Thing])” into an odd and specific mission 
  (e.g., 
  “Appease 
  the 
  Sentient 
  Steam 
  Elemental with the Puzzle Box”). Turning 
  that code into lore for your game world will 
  enrich your design and intrigue your 
  players. 
   
  [9] The Secondary Quest Designer: This 
  tool helps you to intuit side missions, 
  distractions, bonus goals, and extra twisty 
  paths that will cause your OCD players to go 
  into shivery conniptions. Secondary quests 
  can also buy you design time when your 
  players voluntarily choose to go off in a 
  direction away from your upcoming “main 
  attraction.” 
   
  [10] The Complication Generator: This tool 
  introduces 
  plot 
  twists, 
  MacGuffins, 
  unexpected drama, and extra layers of 
  difficulty along the way. 
   
  [11] The Ally Creator: This general tool tells 
  you about the people, creatures, and friendly 
  
   
  Page 16 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  monsters who might be willing to assist and 
  follow the PCs throughout the region. This is 
  a safety valve, which allows you to kill off 
  NPCs while teaching the players how to lead, 
  strategize, 
  and 
  employ 
  allies 
  to 
  beat 
  otherwise-unbeatable challenges. 
   
  [12] 
  Tasks 
  Before 
  Departure: 
  This 
  “mouthpiece” tool allows you to suggest 
  avenues of role-playing that will help the 
  PCs, if they are willing to slow down, plan, 
  and do some further research before they 
  jaunt 
  out 
  into 
  the 
  dangerous 
  world. 
  Basically, this is a patience teacher that will 
  turn unruly and reckless players into 
  cautious ones. It will also give you hints on 
  how to hinder, harm, or even kill PCs who 
  ignore your strategic advice, and can later be 
  pointed to as foreshadowing and fair play. 
  (“Well, the sages warned you to pick some 
  special 
  poison-nullifying 
  healing 
  herbs 
  before you raced off into the jungle, didn’t 
  they?”) 
   
  [13] The Abstract Weather Tool: This is a 
  simple, open-ended tool that helps to set the 
  scene at the beginning of the adventure. And 
  by 
  frequently 
  creating 
  detrimental 
  or 
  ominous conditions, it further encourages 
  the players to take a bit of time to consider 
  the Tasks Before Departure (above). 
   
  [14] The Villain Generator: This tool gives 
  you iconic villains with special motivations, 
  methods, actions, flaws, and weaknesses. 
  While it is very powerful, you might be 
  surprised by how relatively simple and 
  succinct this tool is. And why is that? 
  Because if you need any more detail on NPC 
  generation and character development, I’ve 
  written 500+ pages on that separate topic, 
  which you will find in supplement DDE1, 
  DUNGEON DELVER ENHANCER. 
   
  [15] The Unexpected Adversary Tool: This 
  basic tool is a role-playing enhancer, which 
  introduces “enemies” that might become 
  friends, or who might seem like friends, or 
  people who might change their beliefs based 
  on the PCs’ words or actions (e.g., love 
  interests, traitors, diseased innocent people, 
  etc.). It’s an odd tool designed to make your 
  players think more, and to adapt themselves 
  with 
  more 
  flexibility 
  to 
  ever-changing 
  scenarios. 
   
  [16] The Monster Selection Tool: This 
  necessarily open-ended tool will help you 
  with the always-laborious task of selecting 
  monsters that are appropriate to your new 
  adventure’s climate, terrain, and difficulty 
  level. It can be supplemented by my 
  monster-oriented volumes, such as the 
  OLDSKULL MONSTER GENERATOR and 
  the OLDSKULL DUNGEON BESTIARY. 
   
  Recommended Adventure 
  Scenario Planning Format 
   
  If you are going to use this guide in an in-
  depth fashion (rather than just browsing and 
  grabbing ideas here and there), you are 
  probably going to need some planning sheets 
  to keep all of your information organized. 
  You can use a notebook, a word processor, 
  printable copies of my personal sheets, or 
  whatever else you might prefer. I hereby 
  grant you unlimited rights to print, modify, 
  and duplicate my planning sheets for non-
  commercial purposes. You will find them on 
  the pages hereafter, and also in the printable 
  PDF 
  supplement 
  included 
  with 
  your 
  purchase (if you bought the electronic 
  version of this volume). 
  I hope you find these useful! 
  
   
   
  CASTLE OLDSKULL: THE OLDSKULL ADVENTURE GENERATOR 
  GAME MASTER’S ADVENTURE SCENARIO PLANNING SHEET ~ I 
  Game Master: 
   
  Campaign: 
   
  ADVENTURE TITLE 
  Title Part 1: 
   
  Title Part 2: 
   
  BASIC PRELIMINARIES 
  Framing Event: 
   
  Benefactor 
  Descriptor: 
   
  Benefactor 
  Archetype: 
   
  Benefactor Class: 
   
  Benefactor Level: 
   
  Benefactor Race: 
   
  Benefactor Title: 
   
  Benefactor Design 
  Notes: 
   
   
  PROMISED REWARD 
  Reward Element 1: 
   
  Reward Element 2: 
   
  Reward Element 3: 
   
  Reward Element 4: 
   
  Reward Element 5: 
   
  GM’s GPV Limit: 
   
  Promised Reward 
  Notes: 
   
  THE ADVENTURE JOURNEY REGION 
  Journey Type: 
   
  Journey Terrain 
  Type A: 
  Type: 
  Dice: 
  Journey Terrain 
  Type B: 
  Type: 
  Dice: 
  Journey Locale 
  Table 1: 
  Type: 
  Dice: 
  Journey Locale 
  Table 2: 
  Type: 
  Dice: 
  Journey Locale 
  Table 3: 
  Type: 
  Dice: 
  Journey Locale 
  Table 4: 
  Type: 
  Dice: 
  Journey and 
  Region Notes: 
   
   
   
   
   
   
  
   
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  CASTLE OLDSKULL: THE OLDSKULL ADVENTURE GENERATOR 
  GAME MASTER’S ADVENTURE SCENARIO PLANNING SHEET ~ II 
  JOURNEY REGION LOCALES 
  Locale Type 1: 
   
  Descriptor: 
   
  Locale Type 2: 
   
  Descriptor: 
   
  Locale Type 3: 
   
  Descriptor: 
   
  Locale Type 4: 
   
  Descriptor: 
   
  Locale Type 5: 
   
  Descriptor: 
   
  Locale Type 6: 
   
  Descriptor: 
   
  Locale Type 7: 
   
  Descriptor: 
   
  Locale Type 8: 
   
  Descriptor: 
   
  Locale Type 9: 
   
  Descriptor: 
   
  Locale Type 10: 
   
  Descriptor: 
   
  Locale Type 11: 
   
  Descriptor: 
   
  Locale Type 12: 
   
  Descriptor: 
   
  Locale Type 13: 
   
  Descriptor: 
   
  Locale Type 14: 
   
  Descriptor: 
   
  Locale Type 15: 
   
  Descriptor: 
   
  Locale Type 16: 
   
  Descriptor: 
   
  Locale Type 17: 
   
  Descriptor: 
   
  Locale Type 18: 
   
  Descriptor: 
   
  Locale Type 19: 
   
  Descriptor: 
   
  Locale Type 20: 
   
  Descriptor: 
   
  Locale Type 21: 
   
  Descriptor: 
   
  Locale Type 22: 
   
  Descriptor: 
   
  Regional Locale 
  Notes: 
   
   
   
   
   
   
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
   
  CASTLE OLDSKULL: THE OLDSKULL ADVENTURE GENERATOR 
  GAME MASTER’S ADVENTURE SCENARIO PLANNING SHEET ~ III 
  REGIONAL SECTOR PLANNING GRID 
  THE NORTHWEST 
  THE NORTH 
  THE NORTHEAST 
   
   
   
   
   
   
   
   
   
   
  THE WEST 
  CENTRAL 
  THE EAST 
   
   
   
   
   
   
   
   
   
   
  THE SOUTHWEST 
  THE SOUTH 
  THE SOUTHEAST 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page 20 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
   
  CASTLE OLDSKULL: THE OLDSKULL ADVENTURE GENERATOR 
  GAME MASTER’S ADVENTURE SCENARIO PLANNING SHEET ~ IV 
  THE QUEST 
  Quest Action Code 
  Template: 
   
  Quest Action 
  Element A: 
   
  Quest Action 
  Element B: 
   
  Refined Quest 
  Action Text: 
   
  Quest Target Type:  
  Quest Target: 
   
  Quest Notes: 
   
   
   
   
   
  SECONDARY QUEST GOALS 
  Secondary Goal 1: 
   
  Secondary Goal 2: 
   
  Secondary Goal 3: 
   
  Secondary Goal 4: 
   
  Secondary Goal 5: 
   
  Secondary Goal 6: 
   
  Secondary Goal 7: 
   
  Avg. XP Reward: 
   
  Secondary Quest 
  Goal Notes: 
   
   
   
   
   
  POSSIBLE QUEST COMPLICATIONS 
  Complication 1: 
   
  Complication 2: 
   
  Complication 3: 
   
  Likely Sequence: 
   
  Quest 
  Complication 
  Notes: 
   
   
   
   
   
   
   
  
   
  Page 21 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
   
  CASTLE OLDSKULL: THE OLDSKULL ADVENTURE GENERATOR 
  GAME MASTER’S ADVENTURE SCENARIO PLANNING SHEET ~ V 
  ALLIES AND GUIDES 
  Ally Type: 
   
  No. Appearing: 
   
  Level(s): 
   
  Hit Dice: 
   
  Ally / Guide 
  Notes: 
   
   
  TASKS BEFORE DEPARTURE 
  Strategic Task 1: 
   
  Strategic Task 2: 
   
  Strategic Task 3: 
   
  Strategic Task 4: 
   
  Strategic Task 5: 
   
  Potential Delay: 
   
  Strategic Task 
  Notes: 
   
   
   
  WEATHER ON THE DAY OF TRAVEL 
  At Current 
  Location: 
   
  At Destination 
  Location: 
   
  Weather Notes: 
   
   
  THE ICONIC VILLAIN 
  Villain Archetype: 
   
  Villain Subtype / 
  Specialization: 
   
  Motivator / Goal 1: 
   
   
  Motivator / Goal 2: 
   
  Flaw / Weakness: 
   
   
  Actions / Methods: 
   
  Iconic Villain 
  Notes: 
   
   
   
   
   
   
   
   
   
  
   
  Page 22 | 354 
   
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  CASTLE OLDSKULL: THE OLDSKULL ADVENTURE GENERATOR 
  GAME MASTER’S ADVENTURE SCENARIO PLANNING SHEET ~ VI 
  OTHER POTENTIAL ENEMIES 
  Non-Monstrous 
  Enemy: 
   
  Number of Player 
  Characters: 
   
  Party’s Average PC 
  Level: 
   
  Equivalent-to-PCs 
  Lethality Level: 
   
  GM’s Considered 
  Lethality Levels: 
   
  EASY MONSTERS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  AVERAGE MONSTERS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  HARD MONSTERS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  CASTLE OLDSKULL: THE OLDSKULL ADVENTURE GENERATOR 
  GAME MASTER’S ADVENTURE SCENARIO PLANNING SHEET ~ VII 
  PRELIMINARY DUNGEON / DESTINATION PLANNING NOTES 
  Dungeon Type: 
   
   
   
  Dungeon Name: 
   
  INSPIRATIONAL ROOM IDEAS 
  Inspirational 
  Room Type 1: 
   
  Descriptor / Notes: 
   
  Inspirational 
  Room Type 2: 
   
  Descriptor / Notes: 
   
  Inspirational 
  Room Type 3: 
   
  Descriptor / Notes: 
   
  Inspirational 
  Room Type 4: 
   
  Descriptor / Notes: 
   
  Inspirational 
  Room Type 5: 
   
  Descriptor / Notes: 
   
  Inspirational 
  Room Type 6: 
   
  Descriptor / Notes: 
   
  Inspirational 
  Room Type 7: 
   
  Descriptor / Notes: 
   
  Inspirational 
  Room Type 8: 
   
  Descriptor / Notes: 
   
  Inspirational 
  Room Type 9: 
   
  Descriptor / Notes: 
   
  Inspirational 
  Room Type 10: 
   
  Descriptor / Notes: 
   
  Inspirational 
  Dungeon Room 
  Notes: 
   
  (Proceed with additional design elements, 
  potentially using the CLASSIC DUNGEON DESIGN GUIDE series.) 
  
   
  CHAPTER 2: 
  CONCEIVING THE 
  ADVENTURE 
   
   
   
  Concocting the Adventure 
  Title 
   
  The first step in conceiving a great adventure 
  — one which you’re not entirely sure you 
  know how to begin — is to give it an evocative 
  pulp fantasy title, much as you might find 
  heading a tale by Robert E. Howard, Clark 
  Ashton Smith, or Edgar Rice Burroughs. 
  This simple tool allows you to roll the dice 
  twice, and to receive a new pulp adventure 
  title on the spur of the moment. 
  As with most good random systems, this one 
  will give you amazing results fairly often and 
  ridiculous results rarely … with the majority 
  of results falling somewhere on the spectrum 
  between those two extremes. I’ve worked on 
  these tables over the years so that the signal-
  to-noise quality ratio is quite high, but there 
  are some redundancies in Adventure Title 
  Table 1 that will not work with every result 
  provided by Adventure Title Table 2. As 
  always, you should roll, use your judgment, 
  and decide when a reroll is necessary to 
  make the random output work. 
  Alternately, you can avoid rolling on Table 2 
  entirely if you have a well-developed game 
  world filled with themes that you already 
  want to explore. So if you roll “Archon” on 
  Table 1, and you happen to have a realm in 
  your world that is ruled by Archons, you 
  could name your adventure “Archons of 
  Enthalamon” (or whatever) instead of the 
  randomly-generated “Archon of R’lyeh.” Now 
  “Archon of R’lyeh” is not a terrible title; but 
  the difference here is, in the first example 
  you already know that Enthalamon is a 
  realm or god in your world, and in the 
  second example you would need to do some 
  extra design work to determine (a) who the 
  Archon is, (b) why he or she is considered a 
  power in R’lyeh, and (c) what that means for 
  the random adventure you’ll be generating. 
  This system is design to give you over 55,000 
  possible results, and to give you a good 
  working title in 1 minute or less (depending 
  on the lookups and the rerolls). And if you 
  ever need more adventure titles for further 
  inspiration, you can refer to supplement 
  CDDG1, THE CLASSIC DUNGEON DESIGN 
  GUIDE, where I offer you 1,000 dungeon 
  names and adventure titles in Section 3-7, 
  1,000 Evocative Dungeon Names. (There, 
  you can pay special attention to sub-section 
  VII within the 1,000 results, Scenario Names 
  and Adventure Titles.) 
  So are you ready to roll? Here we go! 
   
  Table GWG2-1: 
  Adventure Title Table 1 
   
  Roll 1D1000 (3D10, hundreds, tens, and 
  ones), and consult the following table. 
   
  [001-003] Abominations 
  [004-006] Acolyte 
  [007-009] Adepts 
  [010-012] Adventure 
  [013-015] Aeon 
  [016-018] Age 
  [019-021] Airship 
  [022-024] Angel 
  [025-027] Archon 
  
   
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  [028-030] Artifact 
  [031-033] Ashes 
  [034-036] Assassins 
  [037-039] Axe 
  [040-042] Bane 
  [043-045] Banishment 
  [046-048] Banshee 
   
   
   
  [049-051] Beasts 
  [052-054] Berserkers 
  [055-057] Betrayal 
  [058-060] Blood 
  [061-063] Brotherhood 
  [064-066] Brothers 
  [067-069] Cabal 
  [070-072] Casket 
  [073-075] Chains 
  [076-078] Champions 
  [079-081] Chant 
  [082-084] Chasms 
  [085-087] Chieftain 
  [088-090] Chieftess 
  [091-093] Children 
  [094-096] Chronicles 
  [097-099] Cinders 
  [100-102] Circle 
  [103-105] City 
  [106-108] Clarion 
  [109-111] Claws 
  [112-114] Cloud Castle 
  [115-117] Codex 
  [118-120] Conclave 
  [121-123] Conquest 
  [124-126] Corsairs 
  [127-129] Crown 
  [130-132] Crusade 
  [133-135] Crypt 
  [136-138] Crystals 
  [139-141] Cutthroats 
  [142-144] Cult 
  [145-147] Curse 
  [148-150] Daggers 
  [151-153] Dark Age 
  [154-156] Dark Lady 
  [157-159] Daughters 
  [160-162] Deathtrap 
  [163-165] Defilers 
  [166-168] Demon 
  [169-171] Demoness 
  [172-174] Denizens 
  [175-177] Destroyer 
  [178-180] Destruction 
  [181-183] Devils 
  [184-186] Devourer 
  
   
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  [187-189] Disciples 
  [190-192] Domain 
  [193-195] Doom 
   
  [196-198] Dragon 
  [199-201] Dreams 
  [202-204] Dwellers 
  [205-207] Dweomer 
  [208-210] Dwimmerlaik 
  [211-213] Echoes 
  [214-216] Emperor 
  [217-219] Empress 
  [220-222] Enchanter 
  [223-225] Enchantress 
  [226-228] Evocation 
  [229-232] Expedition 
  [233-236] Exploration 
  [237-240] Eye 
  [241-244] Faces 
  [245-248] Fane 
  [249-252] Fangs 
  [253-256] Fate 
  [257-260] Fiend 
  [261-264] Fires 
  [265-268] Forest 
  [269-272] Fury 
  [273-276] Gambit 
  [277-280] Gates 
  [281-284] Gauntlet 
  [285-288] Geas 
  [289-292] Gemstones 
  [293-296] Ghosts 
  [297-300] Ghouls 
  [301-304] Giants 
  [305-308] Goddess 
  [309-312] Gods 
  [313-316] Gold 
  [317-320] Grail 
  [321-324] Grimoire 
  [325-328] Halls 
  [329-332] Hammer 
  [333-336] Hand 
  [337-340] Haunts 
  [341-344] Heart 
  [345-348] Hecatomb 
  [349-352] Horde 
  [353-356] Hour 
  [357-360] House 
  [361-364] Hunters 
  [365-368] Iconoclasts 
  [369-372] Immortals 
  [373-376] In Defiance 
  [377-380] In Search 
  [381-384] Invocation 
  [385-388] Iron Shadows 
  [389-392] Island 
  [393-396] Jackals 
  [397-400] Jaws 
  [401-404] Jewels 
  [405-408] Journey 
  
   
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  [409-412] Journeyers 
  [413-416] Keep 
  [417-420] Killer 
  [421-424] King 
  [425-428] Knights 
  [429-432] Knives 
  433-436] Labyrinth 
  [437-440] Lament 
  [441-444] Land 
  [445-448] Legacy 
  [449-452] Legion 
  [453-456] Libram 
  [457-460] Lions 
  [461-464] Lord 
  [465-468] Lurkers 
  469-472] Madness 
  [473-476] Mage 
  [477-480] Maidens 
  [481-484] Malleus 
  [485-488] Masks 
  [489-492] Master 
  [493-496] Matriarch 
  [497-500] Maw 
  [501-504] Maze 
  [505-508] Mirage 
  [509-512] Monks 
  [513-516] Moors 
  [517-520] Mountain 
  [521-524] Mysteries 
  [525-528] Necromancer 
  [529-532] Nemesis 
  [533-536] Netherworld 
  [537-540] Nightmares 
  [541-544] Omen 
  [545-548] Opals 
  [549-552] Overlord 
  [553-556] Paths 
  [557-560] Patriarch 
   
  [561-564] Peril 
  [565-568] Phantoms 
  [569-572] Pirates 
  [573-576] Pits 
  [577-580] Plague 
  [581-584] Plight 
  [585-588] Pools 
  [589-592] Portal 
  [593-596] Priests 
  [597-600] Prisoners 
  [601-604] Prophecy 
  [605-608] Prophet 
  [609-612] Prophetess 
  [613-616] Pyramid 
  [617-620] Pyre 
  [621-624] Queen 
  [625-628] Quest 
  [629-632] Ravager 
  
   
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  [633-636] Reaper 
  [637-640] Reavers 
  [641-644] Reflections 
  [645-648] Reign 
  [649-652] Relic 
  [653-656] Remembrance 
  [657-660] Revelation 
  [661-664] Revenant 
  [665-668] Revenge 
  [669-672] Riddle 
  [673-676] Rings 
  [677-680] Rites 
  [681-684] Rituals 
  [685-688] Rogues 
  [689-692] Sacrifice 
   
   
   
  [693-696] Saga 
  [697-700] Savages 
  [701-704] Savant 
  [705-708] Scourge 
  [709-712] Sea 
  [713-716] Secrets 
  [717-720] Seekers 
  [721-724] Seer 
  [725-728] Servant 
  [729-732] Servitors 
  [733-736] Shadows 
  [737-740] Shattering 
  [741-744] She-Devil 
  [745-748] Shroud 
  [749-752] Siege 
  [753-756] Sigil 
  [757-760] Sign 
  [761-764] Sisterhood 
  [765-768] Sisters 
  [769-772] Slaves 
  [773-776] Slayers 
  [777-780] Song 
  [781-784] Sorcerer 
  [785-788] Sorceress 
  [789-792] Soul Eater 
  [793-796] Souls 
  [797-800] Sphinx 
  [801-804] Spires 
  [805-808] Stalkers 
  [809-812] Strega 
  [813-816] Stronghold 
  [817-820] Sundering 
  [821-824] Sword 
  [825-828] Swordmasters 
  [829-832] Tales 
  [833-836] Talisman 
  [837-840] Talons 
  [841-844] Temple 
  [845-848] Temptress 
  [849-852] Terror 
  [853-856] Thief 
  [857-860] Thralls 
  [861-864] Tides 
  [865-868] Titan 
  [869-872] Titaness 
  [873-876] Tomb 
  [877-880] Tower 
  
   
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  [881-884] Treasures 
  [885-888] Trial 
  [889-892] Triumph 
  [893-896] Trolls 
  [897-900] Tyranny 
  [901-904] Valley 
  [905-908] Vampires 
  [909-912] Vaults 
  [913-916] Veils 
  [917-920] Vengeance 
  [921-924] Vigil 
  [925-928] Voyage 
  [929-932] Walls 
  [933-936] War 
  [937-940] War Drums 
  [941-944] Warlock 
  [945-948] Warlords 
  [949-952] Warriors 
  [953-956] Web 
  [957-960] Whispers 
  [961-964] Widow 
  [965-968] Winds 
  [969-972] Wings 
  [973-976] Witch 
  [977-980] Witch Lord 
  [981-984] Wizard 
  [985-988] Wolves 
  [989-992] Wonders 
  [993-996] Wraiths 
  [997-000] Wrath 
   
  Table GWG2-2: 
  Adventure Title Table 2 
   
  This piece of the adventure title follows 
  Adventure Title 1. Feel free to change 
  prepositions, plurality, words etc. as needed. 
  And as mentioned prior, if you have a fully-
  developed game world already you may want 
  to replace the random results here with the 
  names of people, powers, monsters, or 
  places that are specific to your world and its 
  environs. 
  For a random result, roll 1D1000 and 
  consult the following table: 
   
  [001-005] of Ashmodai 
  [006-010] of Azathoth 
  [011-015] of Baal 
  [016-020] of Baba Yaga 
  [021-025] of Baphomet 
  [026-030] of Bloodstone 
  [031-035] of Chaos 
  [036-040] of Chthon 
  [041-045] of Cimmeria 
  [046-050] of Corrosion 
  [051-055] of Crimson 
  
   
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  [056-060] of Crom 
  [061-065] of Cthulhu 
  [066-070] of Dagon 
  [071-075] of Damnation 
  [076-080] of Darkness 
  [081-085] of Death 
  [086-090] of Deceit 
  [091-095] of Desolation 
  [096-100] of Despair 
  [101-105] of Destiny 
  [106-110] of Deviltry 
  [111-115] of Doom 
  [116-120] of Dungeons Deep 
  [121-125] of Dust 
  [126-130] of Elemental Evil 
  [131-135] of Eternity 
  [136-140] of Gehinnom 
  [141-145] of Hawks 
  [146-150] of Hell 
  [151-155] of Honor 
  [156-160] of Hyperborea 
  [161-165] of Ill Omen 
  [166-170] of Iniquity 
  [171-175] of Iron 
  [176-180] of Kadath 
  [181-185] of Law 
  [186-190] of Legendry 
  [191-195] of Madness 
  [196-200] of Malediction 
  [201-205] of Midnight 
  [206-210] of Mitra 
  [211-215] of Nepenthe 
  [216-220] of Nodens 
  [221-225] of Nyarlathotep 
  [226-230] of Oblivion 
  [231-235] of Old City 
  [236-240] of Pegana 
  [241-245] of Poison 
  [246-250] of R’lyeh 
  [251-255] of Serpents 
  [256-260] of Severance 
  [261-265] of Shub-Niggurath 
  [266-270] of Silence 
  [271-275] of Solitude 
  [276-280] of Sorcery 
  [281-285] of Sorrow 
  [286-290] of Steel 
  [291-295] of Stone 
  [296-300] of the Abyss 
  [301-305] of the Accursed Realm 
  [306-310] of the Aklo Rites 
  [311-315] of the Alchemist 
  [316-320] of the Ape Kingdom 
  [321-325] of the Barren Lands 
  [326-330] of the Behemoth 
  [331-335] of the Beholder 
  [336-340] of the Beyond 
  [341-345] of the Black Freighter 
  [346-350] of the Black Idol 
  [351-355] of the Blade Throne 
  [356-360] of the Blood Forge 
  [361-365] of the Borderlands 
  [365-370] of the Boreal Reach 
  [371-375] of the Boreal Wastes 
  [376-380] of the Brazen Delve 
  [381-385] of the Bronze Gates 
  [386-390] of the Cauldron Born 
  [391-395] of the Citadel 
  [396-400] of the Cloudlands 
  [401-405] of the Clouds 
  [406-410] of the Colossus 
  [411-415] of the Dark Mother 
  
   
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  [416-420] of the Dawn 
  [421-425] of the Death Dealers 
  [426-430] of the Death Gauntlet 
  [431-435] of the Deathless Ones 
  [436-440] of the Deep Ones 
   
  [441-445] of the Deeps 
  [446-450] of the Dhole Feast 
  [451-455] of the Dread Manor 
  [456-460] of the Dream Eaters 
  [461-465] of the Drowning Pool 
  [466-470] of the Dune Lands 
  [471-475] of the Dune Sea 
  [476-480] of the Dusk 
  [481-485] of the Earth’s Core 
  [486-490] of the Elder Things 
  [491-495] of the Emerald Rune 
  [496-500] of the End of Days 
  [501-505] of the Endless Caverns 
  [506-510] of the Endless Dark 
  [511-515] of the Endless Stair 
  [516-520] of the Fire Giant Queen 
  [521-525] of the Forbidden Palace 
  [526-530] of the Forgotten Fane 
  [531-535] of the Forsaken 
  [536-540] of the Frogmen 
  [541-545] of the Frost 
  [546-550] of the Frost Giant Thane 
  [551-555] of the Frozen Waves 
  [556-560] of the Gods of Mars 
  [561-565] of the Haunted Path 
  [566-570] of the Hell Mouth 
  [571-575] of the Hell Pits 
  [576-580] of the Hill Giant Chieftess 
  [581-585] of the Hollow Lands 
  [586-590] of the Ice 
  [591-595] of the Idolater 
  [596-600] of the Imperious 
  [601-605] of the Invincible 
  [606-610] of the Iron Beast 
  [611-615] of the Jabberwock 
  [616-620] of the Jewels of Olom 
  [621-625] of the Juggernaut 
  [626-630] of the Jungle 
  [631-635] of the Justiciar 
  [636-640] of the Labyrinth 
  [641-645] of the Lionheart 
  [646-650] of the Lizard Men 
  [651-655] of the Lost 
  [656-660] of the Lost City 
  [661-665] of the Lost Kingdom 
  [666-670] of the Lost World 
  [671-675] of the Mad God 
  [676-680] of the Maelstrom 
  [681-685] of the Mist 
  [686-690] of the Monolith 
  [691-695] of the Moon 
  [696-700] of the Moon Pool 
  [701-705] of the Moonbeasts 
  [706-710] of the Mountain 
  
   
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  [711-715] of the Mummy Queen 
  [716-720] of the Necropolis 
  [721-725] of the Netherworld 
  [726-730] of the Night 
  [731-735] of the Nomad Lands 
  [736-740] of the Nightgaunts 
  [741-745] of the Overlord 
  [746-750] of the Phoenix 
  [751-755] of the Pirate Queen 
  [756-760] of the Poison Lotus 
  [761-765] of the Poisoned Blades 
  [766-770] of the Ruins 
  [771-775] of the Sands 
  [776-780] of the Scarlet One 
  [781-785] of the Scorpion 
  [786-790] of the Scorpion King 
  [791-795] of the Screaming Skull 
  [796-800] of the Serpent People 
  [801-805] of Set 
  [806-810] of the Shallow Sea 
  [811-815] of the Shattered Realm 
  [816-820] of the Silver Key 
  [821-825] of the Sinking Lands 
  [826-830] of the Slave Pits 
  [831-835] of the Slithering One 
  [836-840] of the Spiders 
  [841-845] of the Spire 
  [846-850] of the Stars 
  [851-855] of the Storm Bringers 
  [856-860] of the Tempest 
  [861-865] of the Temple 
  [866-870] of the Tomb 
  [871-875] of the Unborn 
  [876-880] of the Unconquered Realm 
  [881-885] of the Undead 
  [886-890] of the Undercity 
  [891-895] of the Undervault 
  [896-900] of the Unknown 
  [901-905] of the Unseelie Court 
  [906-910] of the Vanishing Way 
  [911-915] of the Victorious 
  [916-920] of the Void 
  [921-926] of the Vorpal Blade 
  [927-930] of the Vulture Demons 
  [931-934] of the Wall of Sleep 
  [935-938] of the Wastes 
  [939-942] of the Wendigo 
  [943-946] of the White Worm 
  [947-950] of the Wild Hunt 
  [951-954] of the Wilderlands 
  [955-958] of the Wilds 
  [959-962] of the Witch House 
  [963-966] of the Witch Lord 
  [967-970] of the Worm 
  [971-973] of the Ziggurat 
  [974-976] of Torment 
  [977-979] of Treachery 
  [980-982] of Venom 
  [983-985] of the Werewolf 
  [986-988] of the White Wolf 
  [989-991] of Winter 
  [992-994] of Wizardry 
  [995-997] of Yog-Sothoth 
  [998-000] of Yuggoth 
   
  Table GWG2-3: 
  Adventure Titles: 
  100 Random Results 
   
  If you want an immediate result, or to see 
  the system in action, here are 100 titles I 
  generated using the previous two tables. A 
  few are repetitive if read in sequence. I had 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  to delete about 20 results and reroll them to 
  come up with a workable set of 100, which 
  is not at all a bad ratio of quality. There’s a 
  bit of repetition here and there due to 
  randomness. 
   
  [01] Remembrance of the Emerald Rune 
  [02] Demon of Darkness 
   
   
  [03] Adepts of Deviltry 
  [04] Hand of the Scarlet One 
  [05] Sisters of the Abyss 
  [06] Plague of the Haunted Path 
  [07] Warlords of the Wilderlands 
  [08] Rites of Iniquity 
  [09] Pools of the Dark Mother 
  [10] Berserkers of the Scarlet One 
  [11] Cult of the Scarlet One 
  [12] Heart of Dagon 
  [13] Rituals of Baba Yaga 
  [14] Warlock of the Jabberwock 
  [15] Crypt of the Drowning Pool 
  [16] Reign of Damnation 
  [17] Island of the Emerald Rune 
  [18] Hour of the Undercity 
  [19] Whispers of the Storm Bringers 
  [20] Lord of Sorrow 
  [21] Wings of the Unborn 
  [22] Children of the Deeps 
  [23] Warlock of the Wilderlands 
  [24] Shadows of the Undervault 
  [25] Bane of Wizardry 
  [26] Plague of Kadath 
  [27] Dreams of the Alchemist 
  [28] Matriarch of the Spiders 
  [29] Queen of the Brazen Delve 
  [30] Warlords of Gehinnom 
  [31] Children of the Forsaken 
  [32] Iconoclasts of Azathoth 
  [33] Shroud of Hell 
  [34] Lament of Serpents 
  [35] Talons of the Mummy Queen 
  [36] Wrath of the Drowning Pool 
  [37] Vigil of the Cauldron Born 
  [38] Devils of Legendry 
  [39] Titan of the Wastes 
  [40] Gates of the Undercity 
  [41] Land of the Blade Throne 
  [42] Remembrance of Steel 
  [43] Halls of Corrosion 
  [44] Chronicles of the Mummy Queen 
  [45] Quest of the Dark Mother 
  [46] Secrets of Torment 
  [47] Hour of the Ziggurat 
  [48] Siege of Sorrow 
  [49] Hunters of Baba Yaga 
  [50] Knights of the Sinking Lands 
  [51] Aeon of the Undervault 
  [52] Gates of the Moonbeasts 
  
   
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  [53] Demoness of Baba Yaga 
  [54] Archon of the Unconquered Realm 
  [55] Gemstones of the Black Freighter 
  [56] Emperor of Ashmodai 
  [57] Dragon of the Citadel 
  [58] Remembrance of the Nightgaunts 
  [59] Jewels of the Shallow Sea 
  [60] Dwimmerlaik of the Spire 
  [61] Champions of the Lost City 
  [62] Ashes of Malediction 
  [63] Brotherhood of the Wall of Sleep 
  [64] Reavers of the Elder Things 
  [65] Tower of Winter 
  [66] Terror of the Poison Lotus 
  [67] Echoes of Yuggoth 
  [68] Ravager of the Blade Throne 
  [69] Crusade of Set 
  [70] Titaness of Hell 
  [71] Gates of the Unconquered Realm 
  [72] Hunters of the Unknown 
  [73] Nightmares of the Colossus 
  [74] Tales of Baphomet 
  [75] Sphinx of Nepenthe 
  [76] War Drums of the Ziggurat 
  [77] Cutthroats of the Lost World 
  [78] Quest of the Pirate Queen 
  [79] Chieftain of Pegana 
  [80] Devils of the Death Dealers 
  [81] Dreams of Honor 
  [82] Curse of Cthulhu 
  [83] Vengeance of the Poison Lotus 
  [84] Lament of the Justiciar 
  [85] Pyre of Eternity 
  [86] Tides of the Haunted Path 
  [87] Cabal of the Earth’s Core 
  [88] Lurkers of the Mist 
  [89] Keep of Madness 
  [90] Hand of the Endless Caverns 
  [91] Valley of Sorcery 
  [92] Shattering of Despair 
  [93] Malleus of the Sands 
  [94] Adventure of the Frozen Waves 
  [95] Brothers of Azathoth 
  [96] Jewels of the Juggernaut 
  [97] Shadows of Crom 
  [98] Fate of the Wilds 
  [99] Fury of the Night 
  [00] Blood of the Wilderlands 
   
  Setting the Scene 
   
  Next, you will want to consider an Adventure 
  Impetus, also known as a Framing Event. 
  These are opening events which lead into the 
  adventure, or into the multi-adventure 
  opportunity. You can think of the framing 
  event as the first splash page in a Savage 
  Sword of Conan magazine, or the first 120 
  seconds of your favorite TV show before the 
  titles hit. 
  Most, but not all, of these general events 
  assume that the PCs are currently situated 
  in a town, city, or encampment that they 
  believe to be safe. But in old school 
  adventures, cities and “safe” havens can 
  frequently be some of the most perilous 
  places of all. Pulp adventures frequently 
  begin with adversity, or compulsion of 
  action, or a lure to the adventurers’ dark side 
  (greed, revenge, rage, betrayal, and so forth). 
  At the gentler end of the spectrum are offers 
  of employment — most frequently received in 
  taverns — that the PCs can take or leave, but 
  if the adventure hook is going to be that soft 
  and that simple then you can safely skip to 
  the next section … you really don’t need a 
  framing event at all then, just a brief 
  introduction to the tavern scene. (But you 
  can throw in a brawl or some kind of angry 
  challenge if you want to spice things up!) 
  
   
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  How heavy-handed you want to be with 
  these ideas is a matter of play style, and 
  since I don’t know you or your players I can 
  only give you general advice. My advice is 
  this: If you roll something that you think will 
  outrage your players or make them feel that 
  you’re being unfair, tread gently and either 
  reroll, or plan the framing event so that 
  negative circumstances can be avoided by 
  the party if they are clever and alert. 
  If you would like to see several thousand 
  more framing event ideas, you can refer to 
  the master event table that comprises the 
  majority of supplement CSE1, CITY STATE 
  ENCOUNTERS. 
   
  Table GWG2-4: 
  Adventure Impetus / Framing Event 
   
  Roll 1D1000, and consult the following 
  table: 
   
  [001-006] Accusation against a PC 
  [007-012] Accusation against an NPC 
  [013-018] Accusation of an inquisitor 
  [019-024] Adventurer wrongly arrested 
  [025-030] Adventurers ambushed 
  [031-036] Adventurers betrayed 
  [037-042] Adventurers captured 
  [043-048] Adventurers cursed 
  [049-054] Adventurers left for dead 
  [055-060] Adventurers lost 
  [061-066] Adventurers shipwrecked 
  [067-072] Aggressive NPC (benefactor 
  intervenes) 
  [073-078] Ally abducted 
  [079-084] Ally goes missing 
  [085-090] Ally in danger 
  [091-096] Ambush by evil demi-humans / 
  NPCs 
  [097-102] Ambush by humanoids 
  [103-108] Ambush by humans / NPCs 
  [109-114] Ambush by monsters 
  [115-120] Appearance of a death angel 
  [121-126] Appearance of a magical gateway 
  [127-132] Appearance of the wild hunt 
  [133-138] Arrival of a caravan 
  [139-144] Arrival of a menagerie 
  [145-150] Arrival of a noble ruler 
  [151-156] Arrival of a ship 
  [157-162] Auction of interesting treasure, 
  and arguing NPCs 
  [163-168] Bard’s song 
  [169-174] Beggar with a cryptic secret 
  [175-180] Behest of a liege lord 
  [181-186] Behest of the overlord 
  [187-192] Burning building 
  [193-198] Burrowing monster attack 
  [199-204] Call-arms 
  [205-210] Challenge from a rival 
  [211-216] Compulsion spell (geas) 
  [217-222] Compulsion spell (quest) 
  [223-228] Conversation with a good NPC 
  [229-234] Conversation with a neutral NPC 
  [235-240] Conversation with an evil NPC 
  [241-246] Coronation of a king 
  [247-252] Dangerous spell effect 
  [253-258] Destruction of a PC's treasure 
  
   
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  [259-264] Destruction of an edifice 
  [265-270] Destruction of an NPC's treasure 
  [271-276] Direct message from a familiar 
   
   
   
  [277-282] Direct message from a 
  messenger 
  [283-288] Direct message from an ally 
  [289-294] Direct message from an enemy 
  [295-300] Discovered adventure journal 
  [301-306] Discovered confession 
  [307-312] Discovered diary 
  [313-318] Discovered drawing or painting 
  [319-324] Discovered history book 
  [325-330] Discovered inscription 
  [331-336] Discovered map 
  [337-342] Discovered password 
  [343-348] Discovery of a dead body 
  [349-354] Discovery of a doppelganger 
  [355-360] Discovery of a map 
  [361-366] Discovery of a message in a 
  bottle 
  [367-372] Discovery of a scroll 
  [373-378] Discovery of a scrying pool 
  [379-384] Discovery of an adventurer’s 
  journal 
  [385-390] Disembodied voice 
  [391-396] Dream (shared) 
  [397-402] Duel between two NPCs 
  [403-408] Eerie calm before the storm 
  [409-414] Encounter with a good NPC 
  [415-420] Encounter with a neutral NPC 
  [421-426] Encounter with an evil NPC 
  [427-432] Escape of a slave 
  [433-438] Execution of a criminal 
  [439-444] Execution of an innocent person 
  [445-450] Falling star 
  [451-456] Festival of a chaos god 
  [457-462] Festival of a god of law 
  [463-468] Festival of a god of neutrality 
  [469-474] Full moon 
  [475-480] Funeral 
  [481-486] Ghostly presence 
  [487-492] Ghostly presence, ancestor of a 
  PC 
  [493-498] Gladiatorial duel 
  [499-504] Graduation of apprentices from a 
  Scholomance 
  [505-510] Great bird migration 
  [511-516] Guilty / criminal NPC's escape 
  [517-522] Hiring notice posted 
  [523-528] Indirect message from a crier 
  [529-534] Indirect message from a herald 
  [535-540] Innocent NPC's escape 
  [541-546] Insect swarm 
  [547-552] Intercepted letter from an evil 
  NPC 
  [553-558] Jail break 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [559-564] Joust 
  [565-570] Key discovered or given 
  [571-576] Knighting of a great hero 
  [577-582] Landing of a good dragon 
  [583-588] Letter from a PC's ally 
  [589-594] Letter from a PC's family member 
  [595-600] Letter from a powerful NPC 
  [601-606] Lunar eclipse 
  [607-612] Magic mouth 
  [613-618] Masquerade ball 
  [619-624] Mistaken identity 
  [625-630] News of an attack 
  [631-636] News of discovered treasure 
  [637-642] News of missing adventurers 
  [643-648] Nightmare (shared) 
  [649-654] Nightmare of a monster 
  [655-660] Nightmare of a terrible place 
  [661-666] NPC adventurers discussing a 
  locale 
  [667-672] NPC adventurers discussing 
  schemes 
  [673-678] NPC adventurers discussing 
  treasure 
  [679-684] Ominous inscription on a wall 
  [685-690] Overheard rumors of a lost 
  treasure 
  [691-696] Overheard rumors of a 
  mysterious people 
  [697-702] Overheard rumors of a rising 
  enemy 
  [703-708] Overheard rumors of an 
  unknown locale 
  [709-714] Panicked crowd 
  [715-720] Parchment blowing in the wind 
  [721-726] Plague outbreak 
  [727-732] Plea from a commoner 
  [733-738] Plea from a family member 
  [739-744] Plea from a high-level NPC 
  [745-750] Plea from a noble 
  [751-756] Plea from an ally 
  [757-762] Posted notice, dangerous event 
  [763-768] Posted notice, NPC bounty 
  [769-774] Posted notice, treasure hunter 
  [775-780] Posted notice, warning 
  [781-786] Prophetic oracle of evil omen 
  [787-792] Prophetic oracle of good omen 
  [793-798] Prophetic oracle of mysteries 
  [799-804] Questioned by a noble 
  [805-810] Questioned by guards 
  [811-815] Raid by humanoid army 
   
   
  [816-820] Rival reluctantly asks for help 
  [821-825] Solar eclipse 
  [826-830] Storm 
  [831-835] Storyteller’s tale 
  [836-840] Strange accusation 
  [841-845] Strange dream 
  [846-850] Strange cultic procession 
  [851-855] Stranger asks for a favor 
  
   
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  [856-860] Stranger flees from the 
  adventurers 
  [861-865] Stranger threatens the 
  adventurers 
  [866-870] Street urchin 
  [871-875] Survivor bringing tales of a 
  discovery 
  [876-880] Survivor bringing tales of a foul 
  place 
  [881-885] Survivor bringing tales of an 
  amazing place 
  [886-890] Survivor bringing tales of lost 
  comrades 
  [891-895] Survivor bringing tales of 
  monsters 
  [896-900] Survivor bringing tales of 
  treasure 
  [901-905] Teleportation of a PC or PC's ally 
  [906-910] Teleportation of an NPC 
  [911-915] The dead rise 
  [916-920] The Elder Sign 
  [921-925] The Yellow Sign 
  [926-930] Theft of a PC's treasure 
  [931-935] Theft of an NPC's treasure 
  [936-940] Tournament 
  [941-945] Town crier 
  [946-950] Vision 
  [951-955] Whispers of rebellion 
  [956-960] Witch burning 
  [961-965] Witnessed abduction 
  [966-970] Witnessed scene, madness 
  [971-975] Witnessed scene, plotting 
  enemies 
  [976-980] Witnessed scene, stolen treasure 
  [981-985] Witnessed scene, violence 
  [986-990] Witnessed scene, wild magic 
  [991-995] Wonderful dream of a beautiful 
  place 
  [996-000] Wonderful dream of treasure 
  If you want to add some other adventure-
  influencing events either before or after the 
  emergence of the framing event, be sure to 
  check out my book CSE1, CITY STATE 
  ENCOUNTERS, which deals with surprising 
  people and situations in the urban realm. 
   
   
   
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  CHAPTER 3: 
  ENVISIONING THE 
  BENEFACTOR 
   
   
   
  The Benefactor Descriptor 
   
  As I have noted earlier in my travels (way 
  back in CDDG1, THE CLASSIC DUNGEON 
  DESIGN GUIDE), the Benefactor is the 
  patronal “quest giver” who supplies the 
  Player Characters with the details of a 
  promising and potentially lucrative mission. 
  This person is usually well off, fairly 
  powerful, or at least desperate enough to 
  deceive strong mercenaries (the PCs) while 
  simultaneously being able to convince them 
  to risk life and limb in the name of blood, 
  glory, riches, and fabulous adventure. 
  Personally, I don’t like to be too heavy-
  handed with these individuals. I usually 
  prefer to dangle a nice juicy piece of meat in 
  front of the players, and if they don’t want to 
  chomp on it that’s just fine. But generally 
  speaking, if you make the adventure offer 
  worth the players’ while — and if you make 
  it clear to the hack-and-slashers that there’s 
  lots of cool monsters lurking out there in 
  quest land, just waiting to be killed — the 
  most players will welcome your quest bait as 
  being one of the most entertaining and 
  reliable tropes in the game. 
  You don’t need to use a benefactor if you 
  don’t want one, but it gives your players an 
  important chance to conduct a question-
  and-answer session in character before they 
  decide whether they want to undertake the 
  risks involved in the adventurous offering. 
  And the “You all meet in a tavern, when you 
  overhear rumors about …” monologue tends 
  to get a little old after a while. Also, 
  benefactors can give you a bit of leverage to 
  make sure the players don’t become too 
  murderous or reckless if a finer touch is 
  required; knowing that a powerful noble is 
  counting on you can be quite an incentive, 
  even for the most violent and short-sighted 
  of PCs! 
  Best of all, benefactors can help you to build 
  your world in unexpected ways. These tables 
  are 
  therefore 
  designed 
  to 
  give 
  your 
  benefactor a unique personality with a 
  minimum of fuss, allowing you to integrate 
  the offered adventure into your campaign 
  world, and into the fabric of your urban city 
  state (or other settlement). Some of the more 
  interesting random benefactors can become 
  recurring characters, and depending on the 
  PCs’ actions (and the benefactor’s alignment, 
  which you will decide) they may turn into 
  villains, 
  rivals, 
  exiles, 
  allies, 
  or 
  even 
  henchmen over time. 
  As with other more villainous NPCs, you may 
  be wanting to add more details to your 
  benefactor than I can offer you here. Here we 
  are primarily interested in the major nuts 
  and bolts that get an adventure moving: the 
  benefactor’s personality, state of mind, 
  position of power, class, level, lot in life, 
  implied 
  weaand 
  most 
  especially 
  the 
  treasure(s) being offered. If you want details 
  by 
  the 
  thousand 
  far 
  beyond 
  these 
  adventure-propelling 
  parameters, 
  I 
  encourage you to check out supplement 
  DDE1, DUNGEON DELVER ENHANCER. 
   
  
   
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  Table GWG2-5: 
  Benefactor / Patron Descriptor 
  (Adjective) 
   
  To create an interesting benefactor, you first 
  need to determine the individual’s defining 
  descriptor (adjective). These variables can 
  relate 
  to 
  actions, 
  concerns, 
  race, 
  background, personality, agendas, or secret 
  motivational information. 
  To determine the benefactor’s descriptor, roll 
  1D1000 and consult the following table: 
   
  A 
  [001-002] Abhorrent 
  [003-004] Abrasive 
  [005-006] Absent-Minded 
  [007-008] Absurd 
  [009-010] Abyssal 
  [011-012] Accomplished 
  [013-014] Accursed 
  [015-016] Active 
  [017-018] Aggressive 
  [019-020] Agreeable 
  [021-022] Alien 
  [023-024] Aloof 
  [025-026] Altruistic 
  [027-028] Ambitious 
  [029-030] Amnesiac 
  [031-032] Amused 
  [033-034] Ancient 
  [035-036] Angry 
  [037-038] Antagonistic 
  [039-040] Anxious 
  [041-042] Apathetic 
  [043-044] Apologetic 
  [045-046] Arcane 
  [047-048] Arrogant 
  [049-050] Ascetic 
  [051-052] Ashamed 
  [053-054] Astral 
  [055-056] Avoiding Conflict 
   
  B 
  [057-058] Baneful 
  [059-060] Barbaric 
  [061-062] Bargaining 
  [063-064] Beautiful 
  [065-066] Befuddled 
  [067-068] Beguiling 
  [069-070] Belligerent 
  [071-072] Besieged 
  [073-074] Bewildering 
  [075-076] Bigoted 
  [077-078] Blackmailed 
  [079-080] Blasphemous 
  [081-082] Blind 
  [083-084] Bloodied 
  [085-086] Boisterous 
  [087-088] Bored 
  [089-090] Boring 
  [091-092] Bossy 
  [093-094] Boundless Energy 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [095-096] Brash 
  [097-098] Brave 
  [099-100] Brazen 
  [101-102] Brilliant 
  [103-104] Brooding 
   
  C 
  [105-106] Cackling 
  [107-108] Cagey 
  [109-110] Callous 
  [111-112] Calm 
  [113-114] Cantankerous 
  [115-116] Capricious 
  [117-118] Careless 
  [119-120] Carousing 
  [121-122] Cautious 
  [123-124] Celestial 
  [125-126] Celibate 
  [127-128] Chaotic 
  [129-130] Charismatic 
  [131-132] Charitable 
  [133-134] Charming 
  [135-136] Charnel 
  [137-138] Cheerful 
  [139-140] Choleric 
  [141-142] Chthonic 
  [143-144] Clever 
  [145-146] Closed-Minded 
  [147-148] Cloying 
  [149-150] Cold-Hearted 
  [151-152] Comfort-Loving 
  [153-154] Competing 
  [155-156] Compliant 
  [157-158] Concerned 
  [159-160] Confident 
  [161-162] Confused 
  [163-164] Contemptuous 
  [165-166] Contrary 
  [167-168] Controlled 
  [169-170] Controlling 
  [171-172] Cooperative 
  [173-174] Corpulent 
  [175-176] Corrupted 
  [177-178] Courageous 
  [179-180] Courteous 
  [181-182] Cowardly 
  [183-184] Cranky 
  [185-186] Crass 
  [187-188] Craven 
  [189-190] Criminal 
  [191-192] Crippled 
  [193-194] Crude 
  [195-196] Cruel 
  [197-198] Cryptic 
  [199-200] Crystalline 
  [201-202] Cultured 
  [203-204] Cunning 
  [205-206] Curious 
  [207-208] Cursed 
  [209-210] Cynical 
   
  D 
  [211-212] Dainty 
  [213-214] Damned 
  [215-216] Daredevil 
  [217-218] Dark 
  [219-220] Deathless 
  [221-222] Deceived 
  [223-224] Deceptive 
  [225-226] Decisive 
  [227-228] Decrepit 
  [229-230] Defeatist 
  
   
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  [231-232] Deformed 
  [233-234] Delusional 
  [235-236] Demanding 
  [237-238] Demonic 
  [239-240] Demoralized 
  [241-242] Dependent 
  [243-244] Deposed 
  [245-246] Destitute 
  [247-248] Determined 
  [249-250] Devout 
  [251-252] Diabolic 
  [253-254] Diligent 
  [255-256] Diplomatic 
  [257-258] Dire 
  [259-260] Disagreeable 
  [261-262] Disciplined 
  [263-264] Discouraged 
  [265-266] Diseased 
  [267-268] Disinterested 
  [269-270] Disoriented 
  [271-272] Distant 
  [273-274] Domineering 
  [275-276] Doom 
  [277-278] Doubtful 
  [279-280] Doughty 
  [281-282] Dour 
  [283-284] Draconian 
  [285-286] Dramatic 
  [287-288] Dreaming 
  [289-290] Droll 
  [291-292] Drunken 
  [293-294] Dumb 
  [295-296] Dying 
   
   
   
  E 
  [297-298] Earnest 
  [299-300] Easy-Going 
  [301-302] Eccentric 
  [303-304] Egotistic 
  [305-306] Elderly 
  [307-308] Eldritch 
  [309-310] Elegant 
  [311-312] Elemental 
  [313-314] Eloquent 
  [315-316] Emaciated 
  [317-318] Embittered 
  [319-320] Emotionless 
  [321-322] Enchanting 
  [323-324] Energetic 
  [325-326] Enlightened 
  [327-328] Enshrouded 
  [329-330] Envious 
  [331-332] Escaped 
  [333-334] Eternal 
  [335-336] Ethereal 
  [337-338] Evasive 
  [339-340] Ever-Seeking 
  [341-342] Ever-Vigilant 
  [343-344] Evil 
  [345-346] Exacting 
  [347-348] Exalted 
  [349-350] Excitable 
  [351-352] Exiled 
  [353-354] Exotic 
  [355-356] Extroverted 
   
  F 
  [357-358] Faceless 
  [359-360] Famous 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [361-362] Fanatical 
  [363-364] Fast 
  [365-366] Fawning 
  [367-368] Fearful 
  [369-370] Fearless 
  [371-372] Fearsome 
  [373-374] Fickle 
  [375-376] Fiery-Tempered 
  [377-378] Filthy 
  [379-380] Flamboyant 
  [381-382] Flirtatious 
  [383-384] Foolhardy 
  [385-386] Foolish 
  [387-388] Forever Wandering 
  [389-390] Forgotten 
  [391-392] Forsaken 
  [393-394] Foul 
  [395-396] Friendly 
  [397-398] Frightened 
  [399-400] Funereal 
   
  G 
  [401-402] Gambling 
  [403-404] Gaunt 
  [405-406] Generous 
  [407-408] Gentle 
  [409-410] Ghastly 
  [411-412] Ghoulish 
  [413-414] Glorious 
  [415-416] Golden 
  [417-418] Good 
  [419-420] Graceful 
  [421-422] Gracious 
  [423-424] Greedy 
  [425-426] Gregarious 
  [427-428] Grieving 
  [429-430] Grim 
  [431-432] Grotesque 
  [433-434] Grumpy 
  [435-436] Guarded 
  [437-438] Guilt-Ridden 
  [439-440] Guilty 
   
  H 
  [441-442] Haggling 
  [443-444] Hallowed 
  [445-446] Hallucinat-ing 
  [447-448] Hard-Hearted 
  [449-450] Hateful 
  [451-452] Haughty 
  [453-454] Haunted 
  [455-456] Heartbreaker 
  [457-458] Heartless 
  [459-460] Hedonistic 
  [461-462] Helpful 
  [463-464] Heretical 
  [465-466] Hidden 
  [467-468] Hideous 
  [469-470] Honest 
  [471-472] Honorable 
  [473-474] Horrible 
  [475-476] Horrifying 
  [477-478] Hostile 
  [479-480] Hot-Tempered 
  [481-482] Humble 
  [483-484] Humorous 
  [485-486] Hyperborean 
  [487-488] Hysterical 
   
   
  
   
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  I 
  [489-490] Ichthyoid 
  [491-492] Illustrious 
  [493-494] Imaginative 
  [495-496] Impatient 
  [497-498] Imprisoned 
   
   
  [499-500] Inconsiderate 
  [501-502] Indecisive 
  [503-504] Infamous 
  [505-506] Infernal 
  [507-508] Infested 
  [509-510] Inquisitive 
  [511-512] Insane 
  [513-514] Intellectual 
  [515-516] Intimidating 
  [517-518] Intolerant 
  [519-520] Introverted 
  [521-522] Irreverent 
  [523-524] Irritable 
   
  J 
  [525-526] Jaundiced 
  [527-528] Jealous 
  [529-530] Jesting 
  [531-532] Joyful 
  [533-534] Judgmental 
  [535-536] Juvenile 
   
  K 
  [537-538] Kind-Hearted 
  [539-540] Kindly 
  [541-542] Kleptoman-iacal 
  [543-544] Knowledgeable 
   
  L 
  [545-546] Languid 
  [547-548] Lawful 
  [549-550] Lazy 
  [551-552] Leery 
  [553-554] Lemurian 
  [555-556] Leprous 
  [557-558] Loathsome 
  [559-560] Lonely 
  [561-562] Loquacious 
  [563-564] Lost 
  [565-566] Loud 
  [567-568] Loyal 
  
   
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  [569-570] Lunar 
  [571-572] Lustful 
   
  M 
  [573-574] Macabre 
  [575-576] Mad 
  [577-578] Mad God’s 
  [579-580] Malevolent 
  [581-582] Malignant 
  [583-584] Manic 
  [585-586] Manipulative 
  [587-588] Manxome 
  [589-590] Masked 
  [591-592] Melancholic 
  [593-594] Mentoring 
  [595-596] Mephitic 
  [597-598] Merciful 
  [599-600] Merry 
  [601-602] Mischievous 
  [603-604] Miserly 
  [605-606] Misguided 
  [607-608] Modest 
  [609-610] Moody 
  [611-612] Morose 
  [613-614] Mute 
  [615-616] Mysterious 
  [617-618] Mystical 
   
  N 
  [619-620] Naive 
  [621-622] Narcissistic 
  [623-624] Necromantic 
  [625-626] Nervous 
  [627-628] Neurotic 
  [629-630] Neutral 
  [631-632] Nice 
  [633-634] Nonchalant 
  [635-636] Nosy 
   
  O 
  [637-638] Oafish 
  [639-640] Oath-Bound 
  [641-642] Obnoxious 
  [643-644] Obsequious 
  [645-646] Obsessed 
  [647-648] Occult 
  [649-650] Odious 
  [651-652] Old 
  [653-654] Open-Minded 
  [655-656] Opinionated 
  [657-658] Optimistic 
  [659-660] Overbearing 
   
  P 
  [661-662] Pacifistic 
  [663-664] Pale 
  [665-666] Paranoid 
  [667-668] Partying 
  [669-670] Pathetic 
  [671-672] Peaceful 
  [673-674] Perceptive 
  [675-676] Perfidious 
  [677-678] Persuasive 
  [679-680] Pessimistic 
  [681-682] Pious 
  [683-684] Placid 
  [685-686] Pleading 
  [687-688] Pleasant 
  [689-690] Polite 
  [691-692] Polymorphed 
  
   
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  [693-694] Pompous 
  [695-696] Possessed 
  [697-698] Powerful 
  [699-700] Pragmatic 
  [701-702] Prankster 
  [703-704] Precise 
  [705-706] Predatory 
  [707-708] Prickly 
  [709-710] Prim 
  [711-712] Proper 
  [713-714] Protective 
  [715-716] Proud 
  [717-718] Punctual 
  [719-720] Pure 
   
  Q 
  [721-722] Quavering 
  [723-724] Quixotic 
   
  R 
  [725-726] Radiant 
  [727-728] Rash 
  [729-730] Reanimated 
  [731-732] Reasonable 
  [733-734] Reborn 
  [735-736] Reckless 
  [737-738] Reclusive 
  [739-740] Redeemed 
  [741-742] Relaxed 
  [743-744] Relentless 
  [745-746] Reptilian 
  [747-748] Repugnant 
  [749-750] Repulsive 
  [751-752] Resigned 
  [753-754] Resplendent 
  [755-756] Reverent 
  [757-758] Righteous 
  [759-760] Romantic 
  [761-762] Rough 
  [763-764] Rude 
  [765-766] Rugged 
  [767-768] Ruthless 
   
  S 
  [769-770] Sacred 
  [771-772] Sadistic 
  [773-774] Sanctimonious 
  [775-776] Scabrous 
  [777-778] Scheming 
  [779-780] Scraggy 
  [781-782] Secretive 
  [783-784] Seductive 
  [785-786] Self-Absorbed 
  [787-788] Self-Centered 
  [789-790] Self-Righteous 
  [791-792] Self-Sacrificing 
  [793-794] Selfish 
  [795-796] Sensitive 
  [797-798] Sepulchral 
  [799-800] Serious 
  [801-802] Serpentine 
  [803-804] Servile 
  [805-806] Shadowed 
  [807-808] Shivering 
  [809-810] Shrewd 
  [811-812] Shy 
  [813-814] Sickly 
  [815-816] Silent 
  [817-818] Singing 
  [819-820] Sinister 
  [821-822] Skulking 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [823-824] Sleep-walking 
  [825-826] Sloppy 
  [827-828] Slothful 
  [829-830] Smug 
  [831-832] Snobby 
  [833-834] Snooty 
  [835-836] Solemn 
  [837-838] Somber 
  [839-840] Spectral 
  [841-842] Spiritual 
  [843-844] Squeamish 
  [845-846] Starving 
  [847-848] Steel-Hearted 
  [849-850] Stoic 
  [851-852] Strange 
  [853-854] Stubborn 
  [855-856] Studious 
  [857-858] Stygian 
  [859-860] Subservient 
  [861-862] Suicidal 
  [863-864] Summoned 
  [865-866] Supercilious 
  [867-868] Superstitious 
  [869-870] Survivalist 
  [871-872] Suspicious 
  [873-874] Sycophantic 
  [875-876] Sympathetic 
   
  T 
  [877-878] Taciturn 
  [879-880] Talented 
  [881-882] Talkative 
  [883-884] Terrified 
  [885-886] Testy 
  [887-888] Thrill-Seeking 
  [889-890] Timeless 
  [891-892] Timid 
  [893-894] Tiresome 
  [895-896] Tough 
  [897-898] Tranquil 
  [899-900] Treacherous 
  [901-902] Trusting 
  [903-904] Trustworthy 
  [905-906] Truthful 
  [907-908] Twisted 
   
  U 
  [909-910] Unaware 
  [911-912] Uncivilized 
  [913-914] Uncouth 
  [915-916] Uncultured 
  [917-918] Undaunted 
  [919-920] Undead 
   
   
   
  [921-922] Undefiled 
  [923-924] Underdog 
  [925-926] Understanding 
  [927-928] Undying 
  
   
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  [929-930] Unfazed 
  [931-932] Unholy 
  [933-934] Unlikable 
  [935-936] Unpredictable 
  [937-938] Unreadable 
  [939-940] Untrustworthy 
  [941-942] Untruthful 
   
  V 
  [943-944] Vain 
  [945-946] Vainglorious 
  [947-948] Valiant 
  [949-950] Veiled 
  [951-952] Vengeful 
  [953-954] Vile 
  [955-956] Vindictive 
  [957-958] Violent 
  [959-960] Vorpal 
  [961-962] Vulnerable 
   
  W 
  [963-964] Wandering 
  [965-966] Warmongering 
  [967-968] Wary 
  [969-970] Wealthy 
  [971-972] Wearying 
  [973-974] Whimsical 
  [975-976] Wicked 
  [977-978] Wild 
  [979-980] Wise 
  [981-982] Withered 
  [983-984] Witty 
  [985-986] Worried 
  [987-988] Worshipped 
  [989-990] Wounded 
  [991-992] Wrathful 
  [993-994] Wretched 
   
  X 
  [995-996] Xenophobic 
   
  Y 
  [997-998] Yithian 
  [999-000] Yuggothian 
   
  Roll more than once if you like, or if you more 
  need more detail. Conflicting results can 
  either be rerolled, or can refer to more than 
  one benefactor agent, or can be creatively 
  interpreted and resolved by you. 
   
  The Benefactor Archetype 
   
  The archetype entails a benefactor’s class, 
  rank, noble station, or similar denominator 
  of influence, culture, and power. 
  Archetypes 
  are 
  chiefly 
  based 
  on 
  the 
  classification of the benefactor’s societal 
  role. Some of these labels are official 
  positions and magistracies, and you can 
  learn more about questionable terms by 
  researching them online. For example, an 
  Actuator (in the game) would be a (magical?) 
  predictor of risk and calamity, while an 
  Administrator is an individual responsible 
  for managing a specific type of urban-based 
  work 
  (architecture, 
  farming, 
  market 
  oversight, dwarven mining operations, etc.). 
  A quick look through a dictionary or 
  Wikipedia will help you to identify roles you 
  are not familiar with, or you can simply reroll 
  until you get a less obscure result that works 
  for you. Some modernized or non-medieval 
  results (such as Actuator, demonstrated 
  above) might need to be slightly reconfigured 
  to fit into the fantasy world. 
  For each benefactor archetype entry, you will 
  find notes pertaining to the character’s 
  recommended calling, class, and / or 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  experience level. These notes will help us to 
  define your new benefactor in general game 
  terms, beyond the abstract term (alchemist, 
  armorer, artisan, etc.) of the archetype itself. 
  The various noble titles and recommended 
  experience levels that you will find hereafter 
  are derived directly from the full noble 
  hierarchy of the Castle Oldskull campaign, 
  which I detailed at length in supplement 
  GWG1, GAME WORLD GENERATOR. These 
  recommended 
  levels 
  have 
  Gygaxian 
  inspirations (c. 1971-1981) which I felt were 
  important to emulate here, thereby defining 
  an expected baseline of relative NPC power 
  in the campaign. If your campaign is “low 
  level” or “high level” beyond this Gygaxian 
  paradigm, 
  you 
  can 
  make 
  customized 
  changes to level and power as needed for 
  your world. 
   
   
   
  Table GWG2-6: 
  Benefactor Archetype 
   
  To determine the benefactor’s archetype 
  (and recommended class, in many cases), 
  roll 1D1000 and consult the following table: 
   
  A 
  [001-003] Actuary: 1 Mage or 2 Priest (Roll 
  1D2). 
  [004-006] Administrator: 1 Mage, 2 Priest, 
  or 3 Rogue (Roll 1D3). 
  [007-009] Adventurer: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [010-012] Advisor: 1 Mage, 2 Priest, or 3 
  Rogue (Roll 1D3). 
  [013-015] Aedile: 1 Mage, 2 Priest, or 3 
  Rogue (Roll 1D3). 
  [016-018] Agent: 1 Mage, 2 Rogue (Roll 
  1D2). 
  [019-021] Agister: 1 Mage, 2 Priest, 3 
  Warrior (Roll 1D3). 
  [022-024] Alchemist: Always Mage (Magic-
  User). 
  [025-027] Alderman: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [028-030] 
  Alliance: 
  (Faction, 
  multiple 
  members; refer to GWG1, GAME WORLD 
  GENERATOR Appendix C): Any (roll on the 
  Class Commonality Table, pg. 65). 
  [031-033] Alnager: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [034-036] Ambassador: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [037-039] Animal Trainer: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [040-042] Anti-Paladin: Always Warrior 
  (Anti-Paladin). 
  [043-045] Apothecary: 1 Mage, 2 Priest, or 
  3 Rogue (Roll 1D3). 
  [046-048] Apparitor: 1 Mage, 2 Priest, or 3 
  Rogue (Roll 1D3). 
  [049-050] Arbiter: 1 Mage, 2 Priest, or 3 
  Rogue (Roll 1D3). 
  [051-053] Arcane Armorer: Always Mage 
  (Magic-User). 
  [054-056] Arcane Weaponsmith: 1 Mage, 2 
  Priest (Roll 1D2). 
  [057-059] Arch-Baron / Arch-Baroness: 
  Noble title, refer to GWG1, GAME WORLD 
  GENERATOR for more details. Any class (roll 
  on the Class Commonality Table, pg. 65). 
  Roll 1D6 to determine the character’s 
  experience level: [1-2] Recognized (level 10), 
  [3] Established (level 11), [4] Esteemed (level 
  12), [5] Venerated (level 13), [6] Powerful 
  (level 14). 
  [060-062] Archduke / Archduchess: Noble 
  title, 
  refer 
  to 
  GWG1, 
  GAME 
  WORLD 
  GENERATOR for more details. Any class (roll 
  on the Class Commonality Table, pg. 65). 
  Roll 1D6 to determine the character’s 
  experience level: [1-2] Recognized (level 14), 
  [3] Established (level 15), [4] Esteemed (level 
  16), [5] Venerated (level 17), [6] Powerful 
  (level 18). 
  
   
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  [063-065] Arena Master: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [066-068] Armorer: Always Warrior (roll 
  class randomly). 
  [069-071] Artificer: 1 Mage, 2 Priest (Roll 
  1D2). 
  [072-074] Artisan: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [075-078] 
  Assassin: 
  Always 
  Rogue 
  (Assassin). 
  [079-081] Assessor: 1 Mage, 2 Priest, or 3 
  Rogue (Roll 1D3). 
  [082-084] Astrologer: 1 Mage, 2 Priest, or 3 
  Rogue (Roll 1D3). 
  [085-087] Auditor: 1 Mage, 2 Priest, or 3 
  Rogue (Roll 1D3). 
  [088-090] Auditor General: 1 Mage, 2 
  Priest, or 3 Rogue (Roll 1D3). 
   
  B 
  [091-093] Bailiff: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [094-096] Bandit: Always Rogue (Thief). 
  [097-099] Bandit Chieftain: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [100-102] Banker: 1 Mage, 2 Priest, or 3 
  Rogue (Roll 1D3). 
  [103-105] 
  Barbarian: 
  Always 
  Warrior 
  (Barbarian). 
  [106-108] Bard: Always Rogue (Bard). 
  [109-111] Baron / Baroness: Noble title, 
  refer to GWG1, GAME WORLD GENERATOR 
  for more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 9), [3] Established 
  (level 10), [4] Esteemed (level 11), [5] 
  Venerated (level 12), [6] Powerful (level 13). 
  [112-114] Baronet: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 8), [3] Established 
  (level 9), [4] Esteemed (level 10), [5] 
  Venerated (level 11), [6] Powerful (level 12). 
  [115-117] Barrister: 1 Mage, 2 Priest, or 3 
  Rogue (Roll 1D3). 
  [118-120] Beast Master: 1 Rogue, 2 Warrior 
  (Roll 1D2). 
  [121-123] Beadle: Always Priest (roll class 
  randomly). 
  [124-126] Beggar: Always Rogue (roll class 
  randomly). 
  [127-129] 
  Berserker: 
  Always 
  Warrior 
  (Barbarian). 
  [130-132] Bey: Noble title, refer to GWG1, 
  GAME WORLD GENERATOR for more 
  details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 9), [3] Established 
  (level 10), [4] Esteemed (level 11), [5] 
  Venerated (level 12), [6] Powerful (level 13). 
  [133-135] Blacksmith: Always Warrior (roll 
  class randomly). 
  [136-138] Bodyguard: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [139-141] Borsholder: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [142-144] Boss: (Typically a half-ogre or 
  half-orc title for petty chieftain): 1 Rogue, 2 
  Warrior (Roll 1D2). 
  [145-147] Bounty Hunter: 1 Rogue, 2 
  Warrior (Roll 1D2). 
  [148-150] Brewer: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [151-153] 
  Brigand: 
  Always 
  Rogue 
  (1 
  Assassin, 2 Evil Thief [1D2]). 
  [154-157] Burgher: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [158-160] Burgomaster: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [161-163] Burgrave: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 10), [3] Established 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  (level 11), [4] Esteemed (level 12), [5] 
  Venerated (level 13), [6] Powerful (level 14). 
   
  C 
  [164-167] 
  Cabal: 
  (Faction, 
  multiple 
  members; refer to GWG1, GAME WORLD 
  GENERATOR Appendix C). Any (roll on the 
  Class Commonality Table, pg. 65). 
  [168-170] Camarilla: (Faction, multiple 
  members; refer to GWG1, GAME WORLD 
  GENERATOR Appendix C). Any (roll on the 
  Class Commonality Table, pg. 65). 
  [171-173] Cancellarius: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [174-176] Caravan Master: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [177-179] Cartographer: 1 Mage, 1 Priest, 
  or 3 Warrior (Roll 1D3). 
  [180-182] Castellan: Presiding title, refer to 
  CDDG2, THE CLASSIC DUNGEON DESIGN 
  GUIDE II for more details. Always Warrior 
  (Fighter). 
  Roll 
  1D4 
  to 
  determine 
  the 
  character’s experience level: [1] Castellan 
  (level 5), [2] Grand Castellan (level 6), [3] 
  Vaunted Grand Castellan (level 7), [4] 
  Entrusted Grand Castellan (level 8). 
  [183-185] 
  Cavalier: 
  Always 
  Warrior 
  (Cavalier). 
  [186-188] Centurion: Always Warrior (1 
  Cavalier, 2 Fighter [1D2]). 
  [189-191] Chamberlain: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [192-194] Champion: Always Warrior (roll 
  class randomly). 
  [195-197] Chancellor: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [198-200] 
  Charlatan: 
  Always 
  Rogue 
  (Mountebank). 
  [201-203] Chieftain / Chieftess: Any (roll 
  on the Class Commonality Table, pg. 65). 
  [204-206] Child: Either a level zero NPC 
  (80%), a magician in disguise (10%) or a 
  shape shifter in disguise (10%). 
  [207-209] 
  Circle: 
  (Faction, 
  multiple 
  members; refer to GWG1, GAME WORLD 
  GENERATOR Appendix C). Any (roll on the 
  Class Commonality Table, pg. 65). 
  [210-212] Cleric: Always Priest (Cleric). 
  [213-215] Coiner: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [216-217] Collector (typically wealthy and 
  willing to pay adventurers to acquire 
  objects): Any (roll on the Class Commonality 
  Table, pg. 65). 
  [218-220] Commandant: Always Warrior 
  (roll class randomly). 
  [221-223] Commander: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [224-226] Conclave: (Faction, multiple 
  members). 
  Any 
  (roll 
  on 
  the 
  Class 
  Commonality Table, pg. 65). 
   
   
   
  [227-229] Conqueror: Always Warrior (roll 
  class 
  randomly, 
  reroll 
  if 
  Paladin 
  is 
  indicated). 
  [230-232] Consortium: (Faction, multiple 
  members; refer to GWG1, GAME WORLD 
  GENERATOR Appendix C). Any (roll on the 
  Class Commonality Table, pg. 65). 
  [233-235] Constable: Any (roll on the Class 
  Commonality Table, pg. 65). 
  
   
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  [236-238] Consul: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [239-241] Coroner: 1 Mage, 2 Priest, or 3 
  Rogue (Roll 1D3). 
  [242-244] Councillor: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [245-247] Councilman / Councilwoman: 
  Any (roll on the Class Commonality Table, 
  pg. 65). 
  [248-250] Count / Countess: Noble title, 
  refer to GWG1, GAME WORLD GENERATOR 
  for more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 11), [3] Established 
  (level 12), [4] Esteemed (level 13), [5] 
  Venerated (level 14), [6] Powerful (level 15). 
  [251-253] Courtesan: 1 Mage, 2 Rogue (Roll 
  1D2). 
  [254-256] Courtier: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [257-259] 
  Coven: 
  (Faction, 
  multiple 
  members; refer to GWG1, GAME WORLD 
  GENERATOR Appendix C). 1 Mage, 2 Priest 
  (Roll 1D2). 
  [260-262] 
  Cryptic 
  Alliance: 
  (Faction, 
  multiple members; refer to GWG1, GAME 
  WORLD GENERATOR Appendix C). Any (roll 
  on the Class Commonality Table, pg. 65). 
  [263-265] Cult: (Faction, multiple members; 
  refer to GWG1, GAME WORLD GENERATOR 
  Appendix C). Any (roll on the Class 
  Commonality Table, pg. 65). 
  [266-268] Cult Leader: Any (roll on the 
  Class Commonality Table, pg. 65). 
   
  D 
  [269-271] Dark Elf: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [272-274] Dauphin: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Risen (level 14), [3] Ascendant (level 
  15), [4] Mighty (level 16), [5] Revered (level 
  17), [6] Exalted (level 18). 
  [275-277] Decemvir: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 9), [3] Established 
  (level 10), [4] Esteemed (level 11), [5] 
  Venerated (level 12), [6] Powerful (level 13). 
  [278-280] Demigod / Demigoddess: To be 
  selected by the GM; will almost always be 
  under a magical veil of disguise. 
  [281-283] Demon: Of a type to be selected 
  by the GM; almost certain to be shape 
  shifted into a more agreeable form. 
  [284-286] Deposed Noble: Of a former rank, 
  and 
  retained 
  experience 
  level, 
  to 
  be 
  determined by the GM (Baronet, Baron, 
  Count, Marquis, etc.). 
  [287-289] Despot: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [290-292] Devil: Of a type to be selected by 
  the GM; almost certain to be shape shifted 
  into a more agreeable form. 
  [293-295] Dictator: 1 Rogue, 2 Warrior (Roll 
  1D2). 
  [296-298] Diplomat: 1 Mage, 2 Priest, or 3 
  Rogue (Roll 1D3). 
  [299-301] Dominus: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 9), [3] Established 
  (level 10), [4] Esteemed (level 11), [5] 
  Venerated (level 12), [6] Powerful (level 13). 
  [302-304] Dragon: Of a type to be selected 
  by the GM; almost certain to be shape 
  shifted into a more agreeable form. 
  [305-307] Dragon Slayer: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [308-310] Drink Merchant: Typically, but 
  not always, a level zero NPC. Refer to CSE1, 
  CITY STATE ENCOUNTERS for the many 
  subtypes. 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [311-313] Druid: Always Priest (Druid) 
  [314-316] Duelist: 1 Rogue, 2 Warrior (Roll 
  1D2). 
  [317-319] Duke / Duchess: Noble title, refer 
  to GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 13), [3] Established 
  (level 14), [4] Esteemed (level 15), [5] 
  Venerated (level 16), [6] Powerful (level 17). 
  [320-322] Dvergar: Any (roll on the Class 
  Commonality Table, pg. 65). 
   
   
   
  [323-325] Dwarf: Any (roll on the Class 
  Commonality Table, pg. 65). 
   
  E 
  [326-328] Earl: Noble title, refer to GWG1, 
  GAME WORLD GENERATOR for more 
  details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 11), [3] Established 
  (level 12), [4] Esteemed (level 13), [5] 
  Venerated (level 14), [6] Powerful (level 15). 
  [329-331] Elder: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [332-334] Elemental Power: Of a type to be 
  selected by the GM; almost certain to be 
  shape shifted into a more agreeable form. 
  [335-337] Elf: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [338-340] Emir: Noble title, refer to GWG1, 
  GAME WORLD GENERATOR for more 
  details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 14), [3] Established 
  (level 15), [4] Esteemed (level 16), [5] 
  Venerated (level 17), [6] Powerful (level 18). 
  [341-343] Emissary: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [344-346] Emperor / Empress: Noble title, 
  refer to GWG1, GAME WORLD GENERATOR 
  for more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Risen (level 18), [3] Ascendant (level 
  19), [4] Mighty (level 20), [5] Revered (level 
  21), [6] Exalted (level 22). 
  [347-349] Entertainer: 1 Mage, 2 Priest, or 
  3 Rogue (Roll 1D3). 
  [350-352] Enumerator: 1 Mage, 2 Priest, or 
  3 Rogue (Roll 1D3). 
  [353-355] Equerry: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [356-358] Exarch: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [359-361] Exchequer: 1 Mage, 2 Priest, or 3 
  Rogue (Roll 1D3). 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [362-364] Exciseman / Excisewoman: Any 
  (roll on the Class Commonality Table, pg. 
  65). 
  [365-367] Exile: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [368-370] Explorer: Any (roll on the Class 
  Commonality Table, pg. 65). 
   
  F 
  [371-373] Faerie: This may be an atomy, a 
  pixie, sprite, sylph, etc. 
  [374-376] 
  Farmer: 
  Typically, 
  but 
  not 
  always, a level zero NPC. 
  [377-379] Fellowship: (Faction, multiple 
  members; refer to GWG1, GAME WORLD 
  GENERATOR Appendix C). Any (roll on the 
  Class Commonality Table, pg. 65). 
  [380-382] Feodary: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [383-385] Fighter: Always Warrior (Fighter). 
  [386-388] Figurehead: 90% chance of being 
  a Rogue (roll class randomly); otherwise, 1 
  Mage, 2 Priest, 3 Warrior (Roll 1D3). 
  [389-391] Fisherman: Typically, but not 
  always, a level zero NPC. 
  [392-394] Food Merchant: Typically, but 
  not always, a level zero NPC. Refer to CSE1, 
  CITY STATE ENCOUNTERS for the many 
  subtypes. 
  [395-397] Foreman / Forewoman: Any (roll 
  on the Class Commonality Table, pg. 65). 
  [398-400] Forge Master: Always Warrior 
  (roll class randomly). 
  [401-402] Forger: Always Rogue (roll class 
  randomly). 
  [403-405] 
  Fraternity 
  / 
  Brotherhood: 
  (Faction, multiple members; refer to GWG1, 
  GAME WORLD GENERATOR Appendix C). 
  Any (roll on the Class Commonality Table, 
  pg. 65). 
  [406-408] Fugitive: 75% chance of being a 
  Rogue (roll class randomly); otherwise, 1 
  Mage, 2 Priest, 3 Warrior (Roll 1D3). 
   
  G 
  [409-411] 
  Gang: 
  (Faction, 
  multiple 
  members; refer to GWG1, GAME WORLD 
  GENERATOR Appendix C). 1 Rogue, 2 
  Warrior (Roll 1D2). 
  [412-414] Gatekeeper: Are you the Key 
  Master? Any (roll on the Class Commonality 
  Table, pg. 65). 
  [415-417] Gathering: (Faction, multiple 
  members; refer to GWG1, GAME WORLD 
  GENERATOR Appendix C). Any (roll on the 
  Class Commonality Table, pg. 65). 
  [418-420] Gemcutter: Typically, but not 
  always, a level zero NPC. 
  [421-423] General: 75% chance of being a 
  Warrior (roll class randomly); otherwise, 1 
  Mage, 2 Priest, 3 Rogue (Roll 1D3). 
  [424-426] Genie: Of a type to be selected by 
  the GM; almost certain to be shape shifted 
  into a more agreeable form. 
  [427-429] Giant: Of a type to be selected by 
  the GM. 
  [430-432] Giant Killer: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [433-435] Gnome: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [436-438] Godling / Petty God: To be 
  selected by the GM; will almost always be 
  under a magical veil of disguise. 
  [439-441] Guard Captain: Officer title, refer 
  to CSE1, CITY STATE ENCOUNTERS for 
  more details. Always Warrior (Fighter). Roll 
  1D4 to determine the character’s experience 
  level: [1] Guard Captain (level 5), [2] Senior 
  Guard Captain (level 6), [3] Guard Captain 
  at Arms (level 7), [4] Vaunted Guard Captain 
  (level 8). 
  [442-444] 
  Guild: 
  (Faction, 
  multiple 
  members; refer to GWG1, GAME WORLD 
  GENERATOR Appendix C). Any (roll on the 
  Class Commonality Table, pg. 65). 
  [445-447] Guild Master: Any (roll on the 
  Class Commonality Table, pg. 65). 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [448-450] Guildsman / Guildswoman: Any 
  (roll on the Class Commonality Table, pg. 
  65). 
  [451-453] Gypsy (Roma): Any (roll on the 
  Class Commonality Table, pg. 65). 
   
  H 
  [454-456] Half-Elf: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [457-459] Half-Ogre: 1 Priest, 2 Warrior 
  (Roll 1D2). (Refer to the Wonderland 
  Imprints supplement OLDSKULL HALF-
  OGRES for a full treatment of this character 
  race.) 
  [461-463] Half-Orc: 1 Priest, 2 Rogue, or 3 
  Warrior (Roll 1D3). 
  [464-466] Halfling: 1 Priest, 2 Rogue, or 3 
  Warrior (Roll 1D3). 
  [467-469] Henchman / Henchwoman: Any 
  (roll on the Class Commonality Table, pg. 
  65). 
  [470-472] Herald: Always Rogue (Bard). 
  [473-475] Heretic: Always Priest (Cleric). 
  [476-478] Hermit: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [479-481] Herzog: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 13), [3] Established 
  (level 14), [4] Esteemed (level 15), [5] 
  Venerated (level 16), [6] Powerful (level 17). 
  [482-484] Hetman: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 14), [3] Established 
  (level 15), [4] Esteemed (level 16), [5] 
  Venerated (level 17), [6] Powerful (level 18). 
  [485-487] Hierarch: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 12), [3] Established 
  (level 13), [4] Esteemed (level 14), [5] 
  Venerated (level 15), [6] Powerful (level 16). 
  [488-490] High King / High Queen: Noble 
  title, 
  refer 
  to 
  GWG1, 
  GAME 
  WORLD 
  GENERATOR for more details. Any class (roll 
  on the Class Commonality Table, pg. 65). 
  Roll 1D6 to determine the character’s 
  experience level: [1-2] Risen (level 16), [3] 
  Ascendant (level 17), [4] Mighty (level 18), [5] 
  Revered (level 19), [6] Exalted (level 20). 
  [491-493] Humanoid: Of a type to be 
  selected by the GM; may be cloaked, hooded, 
  disguised, etc. 
  [494-496] Hunter: Always Warrior (Hunter). 
   
  I 
  [497-499] Illusion: Created by a nearby 
  spell caster to communicate with the 
  (untrustworthy?) PCs. 
  [500-502] 
  Illusionist: 
  Always 
  Mage 
  (Illusionist). 
  [503-505] Independent Enclave: (Faction, 
  multiple members; refer to GWG1, GAME 
  WORLD GENERATOR Appendix C). Any (roll 
  on the Class Commonality Table, pg. 65). 
  [506-508] Inquisitor: 1 Priest, 2 Rogue (Roll 
  1D2). 
  [509-511] Inspector: 1 Mage, 2 Rogue (Roll 
  1D2). 
  [512-514] Inventor: Typically, but not 
  always, a level zero NPC. 
  [515-517] Isolated Settlement: (Faction, 
  multiple members; refer to GWG1, GAME 
  WORLD GENERATOR Appendix C). Any (roll 
  on the Class Commonality Table, pg. 65). 
   
  J 
  [518-520] Jarl: Noble title, refer to GWG1, 
  GAME WORLD GENERATOR for more 
  details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 11), [3] Established 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  (level 12), [4] Esteemed (level 13), [5] 
  Venerated (level 14), [6] Powerful (level 15). 
  [521-523] Jester: Always Rogue (Jester). 
  [524-526] Jeweler: Typically, but not 
  always, a level zero NPC. 
   
  K 
  [527-529] 
  Key 
  Master: 
  Are 
  you 
  the 
  Gatekeeper? 
  Any 
  (roll 
  on 
  the 
  Class 
  Commonality Table, pg. 65). 
  [530-533] King / Queen: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Risen (level 15), [3] Ascendant (level 
  16), [4] Mighty (level 17), [5] Revered (level 
  18), [6] Exalted (level 19). 
  [534-536] Ki-Rin: May be invisible, ethereal, 
  etc. until encountered in secrecy. 
  [537-539] Knight Banneret: Noble title, 
  refer to GWG1, GAME WORLD GENERATOR 
  for more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 7), [3] Established 
  (level 8), [4] Esteemed (level 9), [5] Venerated 
  (level 10), [6] Powerful (level 11). 
  [540-542] Knight Companion: Noble title, 
  refer to GWG1, GAME WORLD GENERATOR 
  for more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 6), [3] Established 
  (level 7), [4] Esteemed (level 8), [5] Venerated 
  (level 9), [6] Powerful (level 10). 
  [543-545] Knight: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 5), [3] Established 
  (level 6), [4] Esteemed (level 7), [5] Venerated 
  (level 8), [6] Powerful (level 9). 
  [546-548] 
  Knightly 
  Order: 
  (Faction, 
  multiple members; refer to GWG1, GAME 
  WORLD GENERATOR Appendix C). 1 Anti-
  Paladin, 2-4 Cavalier, 5 Fighter, 6 Paladin 
  (Roll 1D6). 
   
   
  L 
  [549-551] Lady: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [552-554] Lady in Waiting: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [555-557] Laird: Noble title, refer to GWG1, 
  GAME WORLD GENERATOR for more 
  details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 8), [3] Established 
  (level 9), [4] Esteemed (level 10), [5] 
  Venerated (level 11), [6] Powerful (level 12). 
  [558-560] Lammasu: May be invisible, 
  ethereal, etc. until encountered in secrecy. 
  [561-563] Landgrave: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 12), [3] Established 
  (level 13), [4] Esteemed (level 14), [5] 
  Venerated (level 15), [6] Powerful (level 16). 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [564-566] 
  League: 
  (Faction, 
  multiple 
  members; refer to GWG1, GAME WORLD 
  GENERATOR Appendix C). Any (roll on the 
  Class Commonality Table, pg. 65). 
  [567-569] Legatus: 75% chance of being a 
  Warrior (roll class randomly); otherwise, 1 
  Mage, 2 Priest, 3 Rogue (Roll 1D3). 
  [570-572] Lich: May be polymorphed, in 
  disguise, etc. until encountered in secrecy. 
  [573-575] Lizard Man: May be cloaked, 
  hooded, disguised, etc. 
  [576-578] Lord: Always Warrior (roll class 
  as follows, 1 Cavalier, 2 Fighter, 3 Paladin, 4 
  Ranger [1D4]). 
  [579-581] Lord of Arms: Always Warrior 
  (roll class as follows, 1 Cavalier, 2 Fighter, 3 
  Paladin, 4 Ranger [1D4]). 
  [582-584] 
  Loremaster: 
  Always 
  Rogue 
  (Bard). 
  [585-587] Lycanthrope: Of a type to be 
  selected by the GM; almost certain to be 
  shape shifted into a more agreeable form. 
   
   
  M 
  [588-590] Madman / Madwoman: Any (roll 
  on the Class Commonality Table, pg. 65). 
  [591-593] Magic Mouth: Cast (or left) by a 
  mage of some kind. 
  [594-596] Magic Shrine: Intelligent and 
  capable of speaking; likely protected by 
  magical forces. 
  [597-599] Magic Weapon: Intelligent and 
  capable of speaking; likely protected by 
  magical forces. 
  [600-602] Magic-User: Always Mage (Magic-
  User). 
  [603-605] Magister: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [606-608] Magistrate: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [609-610] Maiden: (A damsel in distress?): 
  Typically, but not always, a level zero NPC. 
  [611-612] Majordomo: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [613-615] Manciple: 1 Mage, 2 Priest, or 3 
  Rogue (Roll 1D3). 
  [616-618] Mapmaker: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [619-621] Margrave: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 12), [3] Established 
  (level 13), [4] Esteemed (level 14), [5] 
  Venerated (level 15), [6] Powerful (level 16). 
  [622-624] Mariner: 1 Rogue, 2 Warrior (Roll 
  1D2). 
  [625-627] Marquis / Marchioness: Noble 
  title, 
  refer 
  to 
  GWG1, 
  GAME 
  WORLD 
  GENERATOR for more details. Any class (roll 
  on the Class Commonality Table, pg. 65). 
  Roll 1D6 to determine the character’s 
  experience level: [1-2] Recognized (level 12), 
  [3] Established (level 13), [4] Esteemed (level 
  14), [5] Venerated (level 15), [6] Powerful 
  (level 16). 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [628-630] Marshal: 75% chance of being a 
  Warrior (roll class randomly); otherwise, 1 
  Mage, 2 Priest, 3 Rogue (Roll 1D3). 
  [631-633] Martyr: 75% chance of being a 
  Priest (roll class randomly); otherwise, 1 
  Mage, 2 Rogue, 3 Warrior (Roll 1D3). 
  [634-636] Master: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [637-639] Master Smith: Always Warrior 
  (roll class randomly). 
  [640-642] Mastermind: 75% chance of 
  being 
  a 
  Rogue 
  (roll 
  class 
  randomly); 
  otherwise, 1 Mage, 2 Priest, 3 Warrior (Roll 
  1D3). 
  [643-645] Matriarch: Always Priest (roll 
  class randomly). 
  [646-648] Mayor: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [649-651] Menagerie Keeper: Any (roll on 
  the Class Commonality Table, pg. 65). 
  [652-653] Mentor: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [654-655] Mercenary Company: (Faction, 
  multiple members; refer to GWG1, GAME 
  WORLD GENERATOR Appendix C). Any (roll 
  on the Class Commonality Table, pg. 65). 
  [656-657] Mercenary Company Captain: 1 
  Rogue, 2 Warrior (Roll 1D2). 
  [658-660] Merchant of Goods: Typically, 
  but not always, a level zero NPC. Refer to 
  CSE1, CITY STATE ENCOUNTERS for the 
  many subtypes. 
  [661-663] Merchant of Services: Typically, 
  but not always, a level zero NPC. Refer to 
  CSE1, CITY STATE ENCOUNTERS for the 
  many subtypes. 
  [664-666] Miner: Typically, but not always, 
  a level zero NPC. 
  [667-669] Mistress: Any (roll on the Class 
  Commonality Table, pg. 65) 
  [670-672] Monastery / Nunnery: (Faction, 
  multiple members; refer to GWG1, GAME 
  WORLD GENERATOR Appendix C). Always 
  Priest (roll class randomly). 
  [673-675] Monk: Always Priest (Monk). 
  [676-678] Monster: Intelligent monster of 
  the GM’s choice; likely disguised in some 
  way, or hidden in secrecy. 
  [679-681] 
  Mountebank: 
  Always 
  Rogue 
  (Mountebank). 
  [682-684] Mystic: Always Priest (Mystic). 
   
  N 
  [685-687] Naga: May be polymorphed, in 
  disguise, etc. until encountered in secrecy. 
  [688-690] Navigator: Typically, but not 
  always, a level zero NPC. 
  [691-693] Necromancer: 1 Mage, 2 Priest 
  (Roll 1D2). 
  [694-696] Netherworld Gnome: Any (roll on 
  the Class Commonality Table, pg. 65). 
  [697-699] Netherworlder: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [700-702] Nomarch: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [703-705] Notary: 1 Mage, 2 Priest, or 3 
  Rogue (Roll 1D3). 
   
  O 
  [706-708] Ogre: Intelligent monster; likely 
  only present in an evil society. 
  [709-711] Ogre Mage: May be polymorphed, 
  in disguise, etc. until encountered in 
  secrecy. 
  [712-714] Outcast: Typically, but not 
  always, a level zero NPC. 
  [715-717] Overking / Overqueen: Noble 
  title, 
  refer 
  to 
  GWG1, 
  GAME 
  WORLD 
  GENERATOR for more details. Any class (roll 
  on the Class Commonality Table, pg. 65). 
  Roll 1D6 to determine the character’s 
  experience level: [1-2] Risen (level 17), [3] 
  Ascendant (level 18), [4] Mighty (level 19), [5] 
  Revered (level 20), [6] Exalted (level 21). 
  [718-720] Overlord: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  determine the character’s experience level: 
  [1-2] Recognized (level 13), [3] Established 
  (level 14), [4] Esteemed (level 15), [5] 
  Venerated (level 16), [6] Powerful (level 17). 
   
  P 
  [721-723] 
  Paladin: 
  Always 
  Warrior 
  (Paladin). 
   
   
  [724-726] Pasha: Noble title, refer to GWG1, 
  GAME WORLD GENERATOR for more 
  details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 11), [3] Established 
  (level 12), [4] Esteemed (level 13), [5] 
  Venerated (level 14), [6] Powerful (level 15). 
  [727-729] Patriarch: Always Priest (roll 
  class randomly). 
  [730-732] Pirate: 1 Rogue, 2 Warrior (Roll 
  1D2). 
  [733-735] Planar Explorer: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [736-738] Planar Power: Intelligent monster 
  of the GM’s choice; likely disguised in some 
  way, or hidden in secrecy. 
  [739-741] Praetor: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [742-744] Pretender: 75% chance of being 
  a Rogue (roll class randomly); otherwise, 1 
  Mage, 2 Priest, 3 Warrior (Roll 1D3). 
  [745-747] Prince / Princess: Noble title, 
  refer to GWG1, GAME WORLD GENERATOR 
  for more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Risen (level 14), [3] Ascendant (level 
  15), [4] Mighty (level 16), [5] Revered (level 
  17), [6] Exalted (level 18). 
  [748-750] Procurator: 1 Mage, 2 Priest, or 3 
  Rogue (Roll 1D3). 
  [751-753] Prophet / Prophetess: Always 
  Priest (roll class randomly). 
  [754-756] Propraetor: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [757-759] Psion / Psychic: Always Priest 
  (Monk) Unless you, as GM, are running a 
  psionics-driven campaign. 
  [760-762] Puppet Master: 1 Mage, 2 Priest, 
  or 3 Rogue (Roll 1D3). 
  [763-765] Pursuivant: Always Warrior (roll 
  class randomly). 
   
  R 
  [766-768] Ranger: Always Warrior (Ranger). 
  [769-771] Reeve: 1 Rogue, 2 Warrior (Roll 
  1D2). 
  [772-774] Regent: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Risen (level 14), [3] Ascendant (level 
  15), [4] Mighty (level 16), [5] Revered (level 
  17), [6] Exalted (level 18). 
  [775-777] Registrar: 1 Mage, 2 Priest, or 3 
  Rogue (Roll 1D3). 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [778-780] Researcher: 1 Mage, 2 Priest (Roll 
  1D2). 
   
  S 
  [781-783] Sage: 1 Mage, 2 Priest (Roll 1D2). 
  [784-786] Saint: Always Priest (roll class 
  randomly). 
  [787-789] Satrap: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 11), [3] Established 
  (level 12), [4] Esteemed (level 13), [5] 
  Venerated (level 14), [6] Powerful (level 15). 
  [790-792] Satyr: Intelligent monster; likely 
  only present in a neutral society. 
  [793-795] Savant: Always Mage (Savant). 
  [796-798] Scion: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [799-801] Scrutineer: 1 Mage, 2 Priest (Roll 
  1D2). 
  [802-804] 
  Secret 
  Society: 
  (Faction, 
  multiple members; refer to GWG1, GAME 
  WORLD GENERATOR Appendix C). Any (roll 
  on the Class Commonality Table, pg. 65). 
  [805-807] 
  Sect: 
  (Faction, 
  multiple 
  members; refer to GWG1, GAME WORLD 
  GENERATOR Appendix C). Always Priest 
  (roll class randomly). 
  [808-810] Sentient Room: Intelligent and 
  capable of speaking; likely protected by 
  magical forces. 
  [811-813] Serdar: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 11), [3] Established 
  (level 12), [4] Esteemed (level 13), [5] 
  Venerated (level 14), [6] Powerful (level 15). 
  [814-816] Servant to an NPC: A minor 
  servant sent by a powerful master; you can 
  use the CDDG2, THE CLASSIC DUNGEON 
  DESIGN 
  GUIDE 
  II 
  Barracks 
  table 
  to 
  determine the subtype if you prefer. 
  [817-819] Shade: May be invisible, ethereal, 
  etc. until encountered in secrecy. 
  [820-822] Shaman: Always Priest (roll class 
  randomly). 
  [823-825] Shedu: May be invisible, ethereal, 
  etc. until encountered in secrecy. 
  [826-828] Sheriff (more archaic, Shrieve): 
  Always Warrior (roll class randomly). 
  [829-831] Ship Captain: 1 Rogue, 2 Warrior 
  (Roll 1D2). 
  [832-834] Siege Captain: Always Warrior 
  (roll class randomly). 
  [835-837] Siege Master: Always Warrior 
  (roll class randomly). 
  [838-840] Signifer: Always Warrior (roll 
  class randomly). 
  [841-843] Slave Lord: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [844-846] Slaver: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [847-849] 
  Society: 
  (Faction, 
  multiple 
  members; refer to GWG1, GAME WORLD 
  GENERATOR Appendix C). Any (roll on the 
  Class Commonality Table, pg. 65). 
  [850-852] Solicitor: 1 Mage, 2 Priest, or 3 
  Rogue (Roll 1D3). 
  [853-855] Sorority / Sisterhood: (Faction, 
  multiple members; refer to GWG1, GAME 
  WORLD GENERATOR Appendix C). Any (roll 
  on the Class Commonality Table, pg. 65). 
  [856-858] Sphinx: Intelligent monster of the 
  GM’s choice; likely disguised in some way, or 
  hidden in secrecy. 
  [859-861] 
  Splinter 
  Group: 
  (Faction, 
  multiple members; refer to GWG1, GAME 
  WORLD GENERATOR Appendix C). Any (roll 
  on the Class Commonality Table, pg. 65). 
  [862-864] Spy: 75% chance of being a Rogue 
  (roll class randomly); otherwise, 1 Mage, 2 
  Priest, 3 Warrior (Roll 1D3). 
  [865-867] Spy Master: 75% chance of being 
  a Rogue (roll class randomly); otherwise, 1 
  Mage, 2 Priest, 3 Warrior (Roll 1D3). 
  
   
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  [868-870] Steward: Presiding title, refer to 
  CDDG2, THE CLASSIC DUNGEON DESIGN 
  GUIDE II for more details. Always Warrior 
  (Fighter). 
  Roll 
  1D6 
  to 
  determine 
  the 
  character’s experience level: [1-2] Steward 
  (level 4), [3] High Steward (level 5), [4] Chief 
  Steward (level 6), [5] Vaunted Chief Steward 
  (level 7), [6] Entrusted Chief Steward (level 
  8). 
  [872-874] Strategist: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [875-877] Sub-Chieftain / Sub-Chieftess: 
  Any (roll on the Class Commonality Table, 
  pg. 65). 
  [878-880] Sub-Commander: Any (roll on 
  the Class Commonality Table, pg. 65). 
  [881-883] Supreme Chancellor: Any (roll 
  on the Class Commonality Table, pg. 65). 
  [884-886] Supreme Master: Any (roll on the 
  Class Commonality Table, pg. 65). 
   
  T 
  [887-889] Tavern Keeper: Typically, but 
  not always, a level zero NPC. 
  [890-892] Tax Collector: 1 Rogue, 2 
  Warrior (Roll 1D2). 
  [893-895] Temple Order: (Faction, multiple 
  members). 
  Always 
  Priest 
  (roll 
  class 
  randomly). 
  [896-898] Thane: Noble title, refer to GWG1, 
  GAME WORLD GENERATOR for more 
  details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 9), [3] Established 
  (level 10), [4] Esteemed (level 11), [5] 
  Venerated (level 12), [6] Powerful (level 13). 
  [899-902] Theocrat: Always Priest (roll 
  class randomly). 
  [903-905] Thief: Always Rogue (Thief). 
  [906-908] Time Traveler: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [909-912] Titan: May be invisible, ethereal, 
  etc. until encountered in secrecy. 
  [913-915] Torturer: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [916-918] Traitor: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [919-921] Treasurer: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [922-924] Tree Giant: Intelligent monster; 
  likely only present in a neutral or good 
  society. 
  [925-927] Tribune: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [928-930] Trickster: 1 Mage (Illusionist), 2 
  Rogue (Jester), 3 Rogue (Mountebank) (Roll 
  1D3). 
  [931-933] Triumphator: 75% chance of 
  being a Warrior (roll class randomly); 
  otherwise, 1 Mage, 2 Priest, 3 Rogue (Roll 
  1D3). 
  [934-936] 
  Troubadour: 
  Always 
  Rogue 
  (Bard). 
   
   
   
  [937-939] Turncoat: Any (roll on the Class 
  Commonality Table, pg. 65). 
  
   
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  [940-942] Tyrant: Any (roll on the Class 
  Commonality Table, pg. 65). 
   
  U 
  [943-945] Ulnager: Any (roll on the Class 
  Commonality Table, pg. 65). 
  [946-948] Unbeliever: 1 Mage, 2 Rogue, 3 
  Warrior (Roll 1D3). 
  [949-951] Undead: Intelligent monster of 
  the GM’s choice; likely disguised in some 
  way, or hidden in secrecy. 
  [952-954] Underworlder: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [955-957] Usurper: Any (roll on the Class 
  Commonality Table, pg. 65). 
   
  V 
  [958-960] Vampire: Intelligent monster; 
  likely only present in an evil society. 
  [961-963] Vampire Hunter: Any (roll on the 
  Class Commonality Table, pg. 65). 
  [964-966] Viceroy: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Risen (level 14), [3] Ascendant (level 
  15), [4] Mighty (level 16), [5] Revered (level 
  17), [6] Exalted (level 18). 
  [967-968] Vidame: Noble title, refer to 
  GWG1, GAME WORLD GENERATOR for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Risen (level 10), [3] Ascendant (level 
  11), [4] Mighty (level 12), [5] Revered (level 
  13), [6] Exalted (level 14). 
  [969-970] 
  Villager: Typically, but not 
  always, a level zero NPC. 
  [971-972] Viscount / Viscountess: Noble 
  title, 
  refer 
  to 
  GWG1, 
  GAME 
  WORLD 
  GENERATOR for more details. Any class (roll 
  on the Class Commonality Table, pg. 65). 
  Roll 1D6 to determine the character’s 
  experience level: [1-2] Risen (level 10), [3] 
  Ascendant (level 11), [4] Mighty (level 12), [5] 
  Revered (level 13), [6] Exalted (level 14). 
  [973-974] Vision: A magical, speaking 
  dream spirit; only encountered in sleep. May 
  be shared collectively by the party. 
  [975-976] Vizier: Noble title, refer to GWG1, 
  GAME WORLD GENERATOR for more 
  details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D6 to 
  determine the character’s experience level: 
  [1-2] Recognized (level 11), [3] Established 
  (level 12), [4] Esteemed (level 13), [5] 
  Venerated (level 14), [6] Powerful (level 15). 
   
  W 
  [977-978] Warden: 1 Rogue, 2 Warrior (Roll 
  1D2). 
  [979-980] Warlock: Always Mage (roll class 
  randomly). 
   
   
  [981-982] Watch Captain: Officer title, refer 
  to CSE1, CITY STATE ENCOUNTERS for 
  more details. Any class (roll on the Class 
  Commonality Table, pg. 65). Roll 1D4 to 
  determine the character’s experience level: 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [1] Watch Captain (level 5), [2] Senior Watch 
  Captain (level 6), [3] Watch Captain at Arms 
  (level 7), [4] Vaunted Watch Captain (level 8). 
  [983-984] Weapon Master: Always Warrior 
  (roll class randomly). 
  [985-986] Weapon Smith: Always Warrior 
  (roll class randomly). 
  [987-988] Widow / Widower: Any (roll on 
  the Class Commonality Table, pg. 65). 
  [989-990] Wish-Maker: 1 Mage, 2 Priest 
  (Roll 1D2). 
  [991-992] Witch: Always Mage (roll class 
  randomly). 
  [993-994] Witch Doctor: 1 Mage, 2 Priest 
  (Roll 1D2). 
  [995-996] Witch Hunter: 75% chance of 
  being 
  a 
  Priest 
  (roll 
  class 
  randomly); 
  otherwise, 1 Mage, 2 Rogue, 3 Warrior (Roll 
  1D3). 
   
  Z 
  [997-998] Zealot: 1 Priest, 2 Warrior (Roll 
  1D2). 
  [999-000] Zombie Master: 1 Mage, 2 Priest 
  (Roll 1D2). 
   
  Character Class and Calling 
  of the Benefactor 
   
  If the benefactor is not a monster (as 
  indicated on the prior generation tables), 
  and the character class of the benefactor is 
  not 
  self-evident 
  from 
  the 
  Benefactor 
  Archetype table, it follows that he / she will 
  probably need a class and experience level 
  for further definition and personalization. 
  You can of course have level zero or similarly 
  powerless 
  persons 
  giving 
  quests 
  out 
  whenever you like, but such individuals tend 
  not to be wealthy or influential, and are very 
  easily killed. That might or might not be a 
  major 
  problem, 
  depending 
  on 
  the 
  mischievous play style — or lack thereof — 
  exhibited by your players. Hopefully, they 
  don’t make too much of a habit out of killing 
  benefactors off without serious GM reprisal. 
  In this supplement, we divide Non-Player 
  Characters into Callings, as well as into 
  Character Classes. A Calling is a general 
  classification less specific than a Class. The 
  four Callings, and the Character Classes 
  which belong to them, are as follows: 
   
   
  Table GWG2-7: 
  The Four Callings of Powerful Personages 
   
  Mage: 
  An 
  arcane 
  spell 
  caster. 
  More 
  specifically, someone who casts memorized 
  spells, tapping into the planar powers and 
  energies. Illusionist, Magic-User, Savant. 
  (And any further Mage specializations which 
  exist in your campaign.) 
  Priest: A holy or unholy spell caster. More 
  specifically, someone who meditates to 
  receive spells from a higher power, such as 
  a god, goddess, arch-devil, demon lord or 
  Great Old One. Cleric, Druid, Monk, Mystic. 
  (And any further Priest specializations which 
  exist in your campaign.) 
  
   
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  Rogue: A skill specialist. More specifically, 
  someone 
  who 
  favors 
  non-magical 
  approaches, and who relies on either non-
  combat abilities or indirect combat abilities. 
  Note that rogues in office might well be 
  impostors, charlatans, and the like, getting 
  away with a deception. Assassin, Bard, 
  Jester, Mountebank, Thief. (And any further 
  Thief specializations which exist in your 
  campaign.) 
  Warrior: 
  A 
  combat 
  specialist. 
  More 
  specifically, someone who favors non-
  magical 
  approaches, 
  and 
  who 
  relies 
  primarily on direct combat abilities. Anti-
  Paladin, 
  Barbarian, 
  Cavalier, 
  Fighter, 
  Hunter, Paladin, Ranger. (And any further 
  Warrior specializations which exist in your 
  campaign.) 
   
  If your game has additional character 
  classes, you can add them into the four 
  Callings using the guidelines I offer you here. 
  The tables hereafter will give you the widest 
  possible variety of benefactor types, with all 
  common and unusual classes in my 
  campaign being listed. I have also included 
  some of the more common Specializations — 
  or play styles, if you will — from the Castle 
  Oldskull campaign, which are touched upon 
  in supplement CDDG2, THE CLASSIC 
  DUNGEON DESIGN GUIDE II (and a bit in 
  supplement DDE1, DUNGEON DELVER 
  ENHANCER, as well). You can ignore these if 
  the extra information is superfluous to you, 
  or you can use them to further detail the 
  benefactor as a unique NPC. 
   
  Determining the Benefactor’s Character 
  Class 
   
  There are several different ways to determine 
  the benefactor’s class, based on what the 
  notes in the prior table of Benefactor 
  Archetypes told you what to do. The options 
  you have seen under each benefactor’s 
  descriptor will tell you how to determine the 
  class, as follows: 
   
  [1] Faction: If the entry reads “Faction,” that 
  means that the benefactor is actually an 
  organization, not an individual. If you prefer, 
  you can have the faction be represented by a 
  single individual of a random class. If that’s 
  what you do, you will be rolling soon on the 
  Class Commonality Table. Otherwise, you 
  can just pick a class that you like. 
   
   
   
  [2] Normal Humans Predominant: If the 
  entry reads “Typically, but not always, a level 
  zero NPC,” that means that the benefactor 
  will usually be a level zero normal human 
  with no character class whatsoever. If you 
  would 
  prefer 
  that 
  the 
  benefactor 
  is 
  (secretly?) experienced, then you will be 
  rolling on the Class Commonality Table to 
  determine the benefactor’s class. 
   
  [3] Predetermined Calling, Predetermined 
  Class: If the entry reads “Always Mage 
  (Savant)” or something similar, then the 
  Calling (in this case Mage) is listed first, and 
  the class (in this case Savant) is listed in 
  parentheses. Therefore, you already know 
  the benefactor’s class in this instance. 
   
  [4] Predetermined Calling, Random Class: 
  If the entry reads “Always Mage (roll class 
  randomly)” or something similar, that means 
  that the benefactor’s Calling is Mage, and 
  that we will determining the specific 
  character class next. 
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [5] 
  Randomly 
  Determined 
  Calling, 
  Random Class: If the entry reads “Any (roll 
  on the Class Commonality Table),” that 
  means the character’s Calling can be either 
  Mage, Priest, Rogue, or Warrior. We’ll be 
  finding out which one of these applies to the 
  benefactor soon, on the Class Commonality 
  Table. 
   
  [6] Randomly Determined Calling, Small 
  List: If the entry reads “1 Rogue, 2 Warrior 
  (Roll 1D2)” or something similar, that means 
  that you should roll 1D2 to determine the 
  character’s 
  Calling 
  (character 
  class 
  grouping). In this instance, a roll of 1 would 
  mean that the benefactor is a Rogue, and a 
  roll of 2 would mean that the benefactor is a 
  Warrior. We will be determining the class 
  next. 
   
  [7] Special Entries: Other entries indicate 
  monster types, which usually do not have a 
  character class unless you decide that they 
  should possess one. A few monsters such as 
  liches, vampires, and shades have classes 
  and levels more commonly than other more 
  “normal” monster do. 
   
  Table GWG2-8: 
  The Class Commonality Table 
   
  If you do not know either the benefactor’s 
  calling or class, this table will assign both of 
  those variables randomly. The table is 
  structured so that common (the oldest and 
  most iconic) characters classes are weighted 
  most heavily, and hyper-specialized / very 
  rare classes appear the most infrequently. 
  To determine the benefactor’s random 
  calling 
  and 
  class 
  (and 
  recommended 
  specialization if you have access those 
  archetypes), roll 1D100 twice and consult 
  the following table: 
   
   
  [01-40] Common Character Class. 
  Specified roll: 
  [01-07] Priest, Cleric, no specialization. 
  [08-10] Priest, Cleric, Cloistered 
  specialization. 
  [11-16] Warrior, Fighter, no specialization. 
  [17-18] Warrior, Fighter, Archer 
  specialization. 
  [19-20] Warrior, Fighter, Blade Master 
  specialization. 
  [21-28] Mage, Magic-User, no 
  specialization. 
  [29-30] Mage, Magic-User, Alchemist 
  specialization. 
  [31-35] Rogue, Thief, no specialization. 
  [36-38] Rogue, Thief, Acrobat 
  specialization. 
  [39] Rogue, Thief, Bandit specialization 
  (neutral alignment). 
  [40] Rogue, Thief, Brigand specialization 
  (evil alignment). 
   
   
   
   
  
   
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  [31-70] Uncommon Character Class. 
  Specified roll: 
  [41-46] Rogue, Assassin, no specialization. 
  [47-50] Warrior, Barbarian, no 
  specialization. 
  [51-52] Warrior, Barbarian, Berserker 
  specialization. 
  [53-58] Warrior, Cavalier, no specialization. 
  [59-64] Priest, Druid, no specialization. 
  [65-70] Warrior, Hunter, no specialization. 
   
  [71-90] Rare Character Class. Specified 
  roll: 
  [71-74] Rogue, Bard, no specialization. 
  [75-78] Mage, Illusionist, no specialization. 
  [79] Priest, Monk, “of the Fist” 
  specialization. 
  [80-81] Priest, Monk, “of the Foot” 
  specialization. 
  [82] Priest, Monk, “of the Iron Will” 
  specialization. 
  [83-86] Warrior, Paladin, no specialization. 
  [87-90] Warrior, Ranger, no specialization. 
   
   
  [91-00] Very Rare Character Class. 
  Specified roll: 
  [91] Warrior, Anti-Paladin, no 
  specialization. 
  [92-93] Rogue, Jester, no specialization. 
  [94-95] Rogue, Mountebank, no 
  specialization. 
  [96-97] Priest, Mystic, no specialization. 
  [98-99] Mage, Savant, no specialization. 
  [00] Extremely rare NPC class (Beast 
  Master, Oracle, Time Lord, etc.), or GM’s 
  choice. 
   
  The Known Calling, Unknown Class 
  Tables for Class Selection 
   
  If you know the benefactor’s calling (Mage, 
  Priest, Rogue, or Warrior), but not the 
  character class, you can determine the class 
  by rolling on the appropriate table below. 
  The weights for Common, Uncommon, Rare 
  and Very Rare character classes reflected in 
  the prior table are carried over here for the 
  sake of consistency. 
   
  Table GWG2-9: 
  The Mage Calling: 
  Random Determination of Character 
  Class 
   
  [01-28] Illusionist 
  [29-78] Magic-User (no specialization) 
  [79-84] Magic-User (Alchemist 
  specialization) 
  [85-98] Savant 
  [99-00] Extremely rare NPC class (e.g., 
  Death Master, Witch / Warlock, Witch 
  Doctor), or GM’s choice. 
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Table GWG2-10: 
  The Priest Calling: 
  Random Determination of Character 
  Class 
   
  [01-30] Cleric (no specialization) 
  [31-40] Cleric (Cloistered specialization) 
  [41-70] Druid 
  [71-78] Monk (of the Fist specialization) 
  [79-85] Monk (of the Foot specialization) 
  [86-90] Monk (of the Iron Will 
  specialization) 
  [91-98] Mystic 
  [99-00] Extremely rare NPC class (e.g., 
  Healer, Oracle, Plague Doctor, Scribe, 
  Shaman), or GM’s choice. Refer to 
  OLDSKULL PLAGUE DOCTORS for a 
  detailed example of a rare (and sometimes 
  PC) clerical class for your consideration. 
   
   
  Table GWG2-11: 
  The Rogue Calling: 
  Random Determination of Character 
  Class 
   
  [01-27] Assassin 
  [28-45] Bard 
  [46-54] Jester 
  [55-63] Mountebank 
  [64-86] Thief (no specialization) 
  [87-90] Thief (Acrobat specialization) 
  [91-94] Thief (neutral, of Bandit 
  specialization) 
  [95-98] Thief (evil, of Brigand specialization) 
  [99-00] Extremely rare NPC class (e.g., 
  Ninja), or GM’s choice. 
   
  Table GWG2-12: 
  The Warrior Calling: 
  Random Determination of Character 
  Class 
   
  [01-06] Anti-Paladin 
  [07-18] Barbarian (no specialization) 
  [19-22] Barbarian (Berserker specialization) 
  [23-38] Cavalier 
  [39-50] Fighter (no specialization) 
  [51-55] Fighter (Archer specialization) 
  [56-60] Fighter (Blade Master 
  specialization) 
  [61-76] Hunter 
  [77-87] Paladin 
  [88-98] Ranger 
  [99-00] Extremely rare NPC class (e.g., 
  Duelist, Mariner), or GM’s choice. 
   
   
  
   
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  Experience Level of the 
  Benefactor 
   
   
   
  Once you know the benefactor’s class, you 
  can also randomly determine his or her 
  experience level. (Monsters and level zero 
  normal humans are typically excepted from 
  this process.) 
  If your benefactor had a noble title in the 
  earlier Benefactor Archetype table, then you 
  may know the character’s experience level 
  already. For example, a Viscountess has a 
  level between 10 and 14. 
  Otherwise, you can roll the benefactor’s level 
  randomly below. This table is weighted in 
  accordance with the Gygaxian precepts that 
  are evident throughout the Castle Oldskull 
  campaign. This means that level 1, 2, and 3 
  NPCs are very common, while higher 
  experience levels are progressively more 
  rare. NPCs above level 18 appear in my 
  campaign with a less than 1 in 100 
  probability, and so those results are not 
  provided here. This means that if you want 
  the benefactor to have an experience level of 
  19 or higher, you will need to assign the level 
  yourself rather than resorting to random 
  determination. 
  As the PCs progress in power, the likelihood 
  will grow that they are taking orders (or 
  rather, requests!) for quests and missions 
  from people who are weaker than they are. 
  That’s fine, and it’s the result of the natural 
  progression of PCs from level 1 unknowns to 
  level 20-whatever epic heroes over the 
  course of your campaign. 
   
  Table GWG2-13: 
  Recommended NPC Experience Levels 
   
  To determine a benefactor’s level at random, 
  roll 1D100 and consult the following table: 
  [01-30] (30% chance) Benefactor Experience 
  Level 1. 
  [31-45] (15% chance) Experience Level 2 (or 
  dual class 1/1). 
  [46-54] (9% chance) Benefactor Experience 
  Level 3 (or dual class 1/2). 
  [55-60] (6% chance) Benefactor Experience 
  Level 4 (or dual class 2/2) (or triple class 
  1/1/2 to 1/2/2). 
  [61-65] (5% chance) Benefactor Experience 
  Level 5 (or dual class 2/3). 
  [66-69] (4% chance) Benefactor Experience 
  Level 6 (or dual class 3/3 to 4/4). 
  [70-73] (4% chance) Benefactor Experience 
  Level 7 (or dual class 4/5 to 5/5). 
  [74-77] (4% chance) Benefactor Experience 
  Level 8 (or dual class 5/6 to 6/6). 
  [78-81] (4% chance) Benefactor Experience 
  Level 9 (or dual class 6/7 to 7/7). 
  [82-85] (4% chance) Benefactor Experience 
  Level 10 (or dual class 7/8 to 8/8). 
  [86-89] (4% chance) Benefactor Experience 
  Level 11 (or dual class 8/9 to 9/9). 
  [90-92] (3% chance) Benefactor Experience 
  Level 12 (or dual class 9/10 to 10/10). 
  [93-94] (2% chance) Benefactor Experience 
  Level 13 (or dual class 10/11 to 11/11). 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [95-96] (2% chance) Benefactor Experience 
  Level 14 (or dual class 11/12 to 12/12). 
  [97] (1% chance) Benefactor Experience 
  Level 15 (or dual class 12/13 to 13/13). 
  [98] (1% chance) Benefactor Experience 
  Level 16 (or dual class 13/14 to 14/14). 
  [99] (1% chance) Benefactor Experience 
  Level 17 (or dual class 14/15 to 15/15). 
  [00] (1% chance) Benefactor Experience 
  Level 18 (or dual class 15/16 to 16/16). 
   
  Level Title of the 
  Benefactor 
   
   
   
  If you have given the benefactor an 
  experience level, you will also want to give 
  them a Level Title. Level titles, while now 
  obscure in many games, are a very useful 
  role-playing “hook” that can be used to give 
  each character a relative ranking in the 
  game world, based on class and expertise. 
  These systems also add verisimilitude, 
  because they let you refer in-game to “Lady 
  Ariendel, Vice Marshal” instead of “Lady 
  Ariendel, the level 11 Fighter.” 
  The following tables list many hundreds of 
  level titles that I use in my campaign. Each 
  title evokes a different atmosphere, which 
  you can use to make each NPC more 
  compelling and unique. For example, some 
  of the level titles for a level 1 thief are Alley 
  Cat, Beggar Thief, Dungeon Scout, Lock 
  Breaker, and Trap Springer. These are very 
  different from one another. 
  An Alley Cat is probably an urban thief who 
  grew up on the streets, while a Beggar Thief 
  is a deceptive individual who prefers the 
  method of disguise to watch and defraud 
  potential victims. A Dungeon Scout is a 
  relatively honest type of thief, who uses his 
  skills to assist treasure-hunting adventuring 
  parties in ruins and subterranean locales. 
  Meanwhile, a Lock Breaker specializes in 
  picking 
  locks, 
  and 
  a 
  Trap 
  Springer 
  specializes (poorly, being only level 1 so far) 
  in finding and removing traps. By randomly 
  determining each benefactor’s level title, you 
  can come up with an image in your mind 
  that can quickly convey the person’s 
  personality, methods, and preferences in 
  dangerous circumstances. The level title can 
  also give you some quick hints on the NPC’s 
  role-playing potential, background, intent, 
  and / or alignment. 
  I believe you will find this selection of level 
  titles more than sufficient, and you might 
  want to invite your players to use it for their 
  Player Characters as well. But should you 
  need even more variety, you will find it in 
  supplements 
  CDDG2, 
  THE 
  CLASSIC 
  DUNGEON DESIGN GUIDE II (with more 
  level titles) and DDE1, DUNGEON DELVER 
  ENHANCER (with specializations that tell 
  you many of different types of characters can 
  do). 
  The next section you will need to access 
  depends on the benefactor’s class, as 
  follows: 
   
  [1] Anti-Paladin, a black knight in the 
  service of evil (refer to Table GWG2-14 
  hereafter, pg. 70). 
  
   
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  [2] Assassin, a slayer of men and master spy 
  (refer to Table GWG2-15 hereafter, pg. 71). 
  [3] Barbarian, a tribal warrior of the 
  wilderlands 
  (refer 
  to 
  Table 
  GWG2-16 
  hereafter, pg. 72). 
  [4] Bard, a lore master and jack of all trades 
  who lives by the lyre (refer to Table GWG2-
  17 hereafter, pg. 72). 
  [5] Cavalier, a proud horseman who serves 
  a knightly order (refer to Table GWG2-18 
  hereafter, pg. 73). 
  [6] Cleric, a priest or priestess in the service 
  of a god or goddess (refer to Table GWG2-19 
  hereafter, pg. 74). 
  [7] Druid, a priest or priestess of the great 
  Earth Mother (refer to Table GWG2-20 
  hereafter, pg. 74). 
  [8] Fighter, a warrior and weapons master 
  (refer to Table GWG2-21 hereafter, pg. 75). 
  [9] Hunter, a tracker and trapper who lives 
  in the wilderlands (refer to Table GWG2-22 
  hereafter, pg. 75). 
  [10] Illusionist, a mage who practices the 
  arts of mist, shadowry and deceit (refer to 
  Table GWG2-23 hereafter, pg. 76). 
  [11] 
  Jester, 
  an acrobatic 
  rogue 
  who 
  specializes in fire-breathing and tumbling 
  (refer to Table GWG2-24 hereafter, pg. 77). 
  [12] Magic-User, a mage who learns many 
  diverse arcane magics (refer to Table GWG2-
  25 hereafter, pg. 78). 
  [13] Monk, a priestly disciple and martial 
  artist who has mastered himself (refer to 
  Table GWG2-26 hereafter, pg. 79). 
  [14] Mountebank, a cunning charlatan and 
  pretender who culls favor (refer to Table 
  GWG2-27 hereafter, pg. 80). 
  [15] Mystic, a divine seer who foretells the 
  future and warns of ill omen (refer to Table 
  GWG2-28 hereafter, pg. 80). 
  [16] Paladin, a white knight who serves as a 
  champion of law and good (refer to Table 
  GWG2-29 hereafter, pg. 81). 
  [17] Ranger, a warrior of the wilderlands 
  who protects the borders from evil (refer to 
  Table GWG2-30 hereafter, pg. 82). 
  [18] Savant, a mage devoted to occult and 
  obscure knowledge (refer to Table GWG2-31 
  hereafter, pg. 82). 
  [19] Thief, a rogue who uses diverse skills 
  and stealth to avoid confrontation (refer to 
  Table GWG2-32 hereafter, pg. 83). 
   
  Table GWG2-14: 
  Anti-Paladin Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Caitiff, Chaos Minion, 
  Evildoer, Poltroon, Traitor. 
  Experience Level 2: Betrayer, Chaos 
  Bringer, Miscreant, Ruiner, Varlet. 
  Experience Level 3: Chaos Warrior, 
  Demon Worshipper, Grief Bringer, Hellion, 
  Malefactor. 
  Experience Level 4: Anti-Hero / Anti-
  Heroine, Chaos Reaver, Dire Malefactor, 
  Hag Hunter, Hate Bringer. 
  Experience Level 5: Black Malefactor, 
  Blackguard, Knight Perilous, Nightmare 
  Rider, Unforgiven One. 
  Experience Level 6: Foul Blackguard, 
  Paladin Slayer, Scoundrel, Shadow Knight. 
  Experience Level 7: Black Knight, 
  Dastard, Demon Singer / Demon 
  Songstress, Hero Slayer. 
  Experience Level 8: Anti-Superhero / 
  Anti-Superheroine, Champion of Chaos, 
  Demon Bringer, Villain. 
  Experience Level 9: Arch-Villain, Bringer 
  of Treachery, Chaos Lord / Lady of Chaos, 
  Knight of Ruin. 
  Experience Level 10: Blood Fiend, Demon 
  Incarnate / Demoness Incarnate, Lord of 
  Ruin / Lady of Ruin. 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Experience Level 11: Anti-Paladin, 
  Warlord of Ruin. 
  Experience Level 12: Anti-Paladin Lord / 
  Anti-Paladin Lady, Overlord of Ruin / Dame 
  Overlord of Ruin. 
  Experience Level 13: Hatred Incarnate, 
  Nemesis. 
  Experience Level 14: Chaos Incarnate, 
  Vile Nemesis. 
  Experience Level 15+: Arch-Nemesis, Evil 
  Incarnate. 
  (Please refer to the supplement OLDSKULL 
  ANTI-PALADINS for full lore and details 
  concerning this character class.) 
   
   
   
  Table GWG2-15: 
  Assassin Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Bloodletter, Bravo, 
  Oath Breaker, Scapegrace, Tyro. 
  Experience Level 2: Butcher, Impaler, 
  Poisoner, Rutterkin, Tormentor. 
  Experience Level 3: Darksider, 
  Intimidator, Pragmatus / Pragmata, 
  Trophyman / Trophywoman, Waghalter. 
  Experience Level 4: Mauler, Murderer / 
  Murderess, Rakehell, Strangler, Veteran 
  Darksider. 
  Experience Level 5: Exterminator, 
  Garroter, Hatchetman / Hatchet-woman, 
  Thug. 
  Experience Level 6: Carnifex, Eliminator, 
  Killer, Sicarius / Sicaria, Slaughterer. 
  Experience Level 7: Cutthroat, Headsman 
  / Headswoman, Infiltrator, Manhunter / 
  Manhuntress. 
  Experience Level 8: Executioner, 
  Headhunter / Headhuntress, Magsman / 
  Magswoman, Spy. 
  Experience Level 9: Assassin, Death 
  Bringer, Grand Executioner, Master Spy, 
  Slayer. 
  Experience Level 10: Death Dealer, Expert 
  Assassin, Master Assassin, Master Slayer. 
  Experience Level 11: Reaper, Senior 
  Assassin. 
  Experience Level 12: Chief Assassin, Grim 
  Reaper. 
  Experience Level 13: Lord Assassin / 
  Lady Assassin, Prime Assassin. 
  Experience Level 14: Angel of Death, 
  Guildmaster Assassin / Guild-Mistress 
  Assassin. 
  Experience Level 15+: Archangel of Death, 
  Grandfather of Assassins / Grandmother of 
  Assassins. 
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
   
   
  Table GWG2-16: 
  Barbarian Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Berserker, Minion, 
  Nomad, Outlander, Savage, Tribesman / 
  Tribeswoman. 
  Experience Level 2: Berserker Raider, 
  Tribal Hunter / Tribal Huntress, Wild-
  Wanderer, Wolfling. 
  Experience Level 3: Bear Warrior, 
  Marauder, Tribal Warrior, Wild Berserker, 
  Wilderlander. 
  Experience Level 4: Bear Berserker, Great 
  Wolf Berserker, Howler, Lone Wolf, Shield 
  Breaker. 
  Experience Level 5: Destroyer, Great Bear 
  Berserker, Warmonger. 
  Experience Level 6: Mage Slayer, Rager, 
  Tribal Hero / Tribal Heroine. 
  Experience Level 7: Blood Rager, Hewer, 
  Sub-Chieftain / Sub-Chieftess, Tribal 
  Champion. 
  Experience Level 8: Barbarian Champion, 
  Berserker Champion, Chieftain / Chieftess. 
  Experience Level 9: Barbarian Lord, 
  Berserker Lord, Horde Bringer, War 
  Chieftain / War Chieftess. 
  Experience Level 10: Barbarian High 
  Lord, Berserker High Lord, Great War 
  Chieftain / Great War Chieftess. 
  Experience Level 11: Barbarian Warlord, 
  Berserker Warlord. 
  Experience Level 12: Barbarian 
  Conqueror, Berserker Conqueror. 
  Experience Level 13: Barbarian Overlord, 
  Berserker Overlord. 
  Experience Level 14: Barbarian Prince / 
  Barbarian Princess, Berserker Prince / 
  Berserker Princess. 
  Experience Level 15+: Barbarian King / 
  Barbarian Queen, Berserker King / 
  Berserker Queen. 
   
  Table GWG2-17: 
  Bard Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Courtier, Herald, 
  Probationer, Rhymer, Storyteller. 
  Experience Level 2: Crowther, Fochlucan 
  Apprentice, Lyrist Noble, Herald, 
  Raconteur. 
  Experience Level 3: Chronicler, Fochlucan 
  Adept, Master Lyrist, Royal Herald, 
  Sonneteer. 
  Experience Level 4: Cantor / Cantora, 
  Charmer, Fochlucan Master, Master 
  Sonneteer, Skald. 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Experience Level 5: Beguiler, High Skald, 
  Jaunter, Mac-Fuismidh Apprentice, 
  Racaraide. 
  Experience Level 6: Alba, Mac-Fuismidh 
  Adept, Master Racaraide, Minnesinger, 
  Jongleur. 
  Experience Level 7: Mac-Fuismidh 
  Master, Master Jongleur, Pied Piper, 
  Troubadour. 
  Experience Level 8: Doss Apprentice, 
  Master Troubadour, Minstrel, Poet / 
  Poetess, Trouvere. 
  Experience Level 9: Doss Adept, Lorist / 
  Muse, Trovatore, Warrior Minstrel. 
  Experience Level 10: Doss Master, Lore 
  Master, Rhapsodist, Storied Lorist / Storied 
  Muse. 
  Experience Level 11: Bard, Canaith 
  Apprentice, Great Lore Master, Vates. 
  Experience Level 12: Canaith Adept, 
  Grand Lore Master, Master Bard. 
  Experience Level 13: Canaith Master, 
  Grand Bard, Myth Bringer. 
  Experience Level 14: Cli Apprentice, 
  Legendary Bard, Myth Maker. 
  Experience Level 15: Cli Adept, Master of 
  Myths, Mythic Bard. 
  Experience Level 16: Archipoeta, Cli 
  Master. 
  Experience Level 17: Anstiuth Apprentice, 
  Master Archipoeta. 
  Experience Level 18: Anstiuth Adept, 
  Grand Archipoeta. 
   
  Table GWG2-18: 
  Cavalier Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Armiger, Herald of 
  Arms, Hobilar, Horseman / Horsewoman, 
  Lancer. 
  Experience Level 2: Jouster, Scutarius, 
  Scutifer, Shield Bearer / Shield Maiden, 
  Veteran Lancer. 
  Experience Level 3: Esquire, Master 
  Lancer, Veteran Scutarius, Veteran 
  Scutifer, Veteran Shield Bearer. 
  Experience Level 4: Banner Bearer, 
  Cataphract, Esquire Peer, Knight Errant / 
  Dame Errant. 
  Experience Level 5: Esquire and Master, 
  Knight Bachelor / Grand Dame Errant, 
  Vaunted Knight Errant / Vaunted Dame 
  Errant. 
  Experience Level 6: Esteemed Knight 
  Errant / Esteemed Dame Errant, Knight / 
  Dame. 
  Experience Level 7: Grand Knight / Grand 
  Dame, Grand Knight / Grand Dame Knight, 
  Hierarch / Dame Hierarch, Sovereign 
  Knight / Sovereign Dame. 
  Experience Level 8: Banneret, Justiciar 
  Cavalier, Knight Banneret / Dame 
  Banneret. 
  Experience Level 9: Chevalier, Grand 
  Justiciar Cavalier, Knight Commander / 
  Dame Commander, Sovereign Knight 
  Banneret / Sovereign Dame Banneret. 
  Experience Level 10: Cavalier, Grand 
  Chevalier, Sovereign Knight Commander / 
  Sovereign Dame Commander. 
  Experience Level 11: Grand Master 
  Cavalier, Lord Cavalier / Lady Cavalier. 
  Experience Level 12: High Lord Cavalier / 
  High Lady Cavalier, Vice Marshal Cavalier. 
  Experience Level 13: Marshal Cavalier, 
  Warlord Cavalier. 
  Experience Level 14: High Warlord 
  Cavalier, Lord Marshal Cavalier, Overlord 
  Cavalier / Overlady Cavalier. 
  Experience Level 15: Grand Commander 
  Cavalier, Grand Marshal Cavalier. 
  Experience Level 16+: Grand Master 
  Cavalier. 
   
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Table GWG2-19: 
  Cleric Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Acolyte, Catechumen, 
  Cult Minion, Scribe, Temple Aspirant. 
  Experience Level 2: Adept, Anchorite, 
  Cultist, Temple Initiate, Temple Servant. 
  Experience Level 3: Adept of the Order, 
  Advocatus / Advocata, Cult Adept, Deacon 
  / Deaconess, Priest / Priestess. 
  Experience Level 4: Cantor, Curate, 
  Officiant Priest / Officiant Priestess, Temple 
  Adept, Vicar / Vicaress. 
  Experience Level 5: Healer, Prefect / 
  Prefectess, Temple Priest / Temple 
  Priestess, Warrior Priest / Warrior 
  Priestess, Wise Man / Wise Woman. 
  Experience Level 6: Canon / Canoness, 
  Chief Priest / Chief Priestess, Elder, Sub-
  Prelate. 
  Experience Level 7: Bishop, Exorcist, 
  Prelate. 
  Experience Level 8: Archbishop, Patriarch 
  / Matriarch, Shrine Keeper. 
  Experience Level 9: Fane Keeper, High 
  Priest / High Priestess. 
  Experience Level 10: Great High Priest / 
  Great High Priestess, Temple Keeper. 
  Experience Level 11: Grand High Priest / 
  Grand High Priestess. 
  Experience Level 12: Supreme High Priest 
  / Supreme High Priestess. 
  Experience Level 13: Holy Exarch, Unholy 
  Exarch. 
  Experience Level 14: Divine Exarch, 
  Infernal Exarch. 
  Experience Level 15: Grand Divine 
  Exarch, Grand Unholy Exarch. 
  Experience Level 16: Archcleric. 
  Experience Level 17: Holy Archcleric, 
  Unholy Archcleric. 
  Experience Level 18: Divine Archcleric, 
  Infernal Archcleric. 
   
   
   
  Table GWG2-20: 
  Druid Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Aspirant, Child of 
  Vortigern, Naturalist, Pagan. 
  Experience Level 2: Moonchild, Ovate, 
  Sun Brother / Sun Sister. 
  Experience Level 3: Briar Treader, Initiate 
  of the First Circle, Oak Seer / Oak Seeress. 
  Experience Level 4: Hieros / Hiera, 
  Initiate of the Second Circle, Thorn Walker. 
  Experience Level 5: Arbor Keeper, Initiate 
  of the Third Circle, Stone Shaper. 
  Experience Level 6: Faerie Caller, Initiate 
  of the Fourth Circle, Wicker Man / Wicker 
  Woman, Willow Druid / Willow Druidess. 
  Experience Level 7: Bear Druid / Bear 
  Druidess, Initiate of the Fifth Circle, Primal 
  Druid / Primal Druidess, Shape Shifter, 
  Skin Wearer. 
  Experience Level 8: Initiate of the Sixth 
  Circle, Lightning Caller, Storm Bringer. 
  Experience Level 9: Ash Druid / Ash 
  Druidess, Initiate of the Seventh Circle. 
  Experience Level 10: Initiate of the Eighth 
  Circle, Rowan Druid / Rowan Druidess. 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Experience Level 11: Dryw, Grove Druid / 
  Grove Druidess, Initiate of the Ninth Circle, 
  Yew Druid / Yew Druidess. 
  Experience Level 12: Druid / Druidess, 
  Druid of the Sacred Grove / Druidess of the 
  Sacred Grove. 
  Experience Level 13: Archdruid / 
  Archdruidess. 
  Experience Level 14: Great Druid / Great 
  Druidess. 
  Experience Level 15: Grand Druid / 
  Grand Druidess. 
  Experience Level 16: Grand Druid Elder / 
  Grand Druidess Elder, Hierophant Druid / 
  Hierophant Druidess. 
  Experience Level 17: Hierophant Initiate, 
  Hierophant of the Cairn, Hierophant of the 
  Waters. 
  Experience Level 18: Hierophant Adept, 
  Hierophant of the Pyre, Hierophant of the 
  Whirlwind. 
   
  Table GWG2-21: 
  Fighter Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Armsman / 
  Armswoman, Footman / Footwoman, 
  Guardsman / Guardswoman, Petty 
  Sergeant, Veteran. 
  Experience Level 2: Junior Lieutenant, 
  Legionnaire, Sergeant, Warrior, Watchman 
  / Watchwoman. 
  Experience Level 3: Fletcher, Lieutenant, 
  Senior Sergeant, Skull Crusher, 
  Swordsman / Swordswoman. 
  Experience Level 4: Gladiator / Gladiatrix, 
  Hero / Heroine, Sergeant of Arms, Steward, 
  Swordmaster. 
  Experience Level 5: Captain, Castellan, 
  High Steward, Swashbuckler, Victorious 
  Gladiator / Victorious Gladiatrix. 
  Experience Level 6: Chief Steward, Grand 
  Castellan, Master Bladesman / 
  Bladeswoman, Myrmidon, Veteran Captain. 
  Experience Level 7: Captain of Arms, 
  Champion, Vaunted Captain, Vaunted 
  Chief Steward, Vaunted Grand Castellan. 
  Experience Level 8: Arrowsmith, Elite 
  Captain, Entrusted Chief Steward, 
  Entrusted Grand Castellan, Superhero / 
  Superheroine. 
  Experience Level 9: Archer, Lord / Lady 
  Experience Level 10: Archer Esquire, High 
  Lord. 
  Experience Level 11: Archer Knight, 
  General, Vice Marshal, Warlord. 
  Experience Level 12: Archer Lord, 
  Marshal. 
  Experience Level 13: Archer Master, High 
  Warlord, Lord Marshal / Lady Marshal. 
  Experience Level 14: Archer Grand 
  Master, Grand Marshal, Overlord / Dame 
  Overlord. 
  Experience Level 15: Grand Overlord / 
  Grand Dame Overlord. 
  Experience Level 16+: Supreme Overlord 
  / Supreme Dame Overlord. 
   
   
  Table GWG2-22: 
  Hunter Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Experience Level 1: Beast Handler, Hound 
  Tamer, Wilderlander. 
  Experience Level 2: Hound Keeper, 
  Tracker, Wilderland Survivor. 
  Experience Level 3: Herdhand, Hound 
  Master, Wilderland Tracker. 
  Experience Level 4: War Hound Master, 
  Wilderland Guide. 
  Experience Level 5: Beast Keeper, 
  Huntsman / Huntswoman. 
  Experience Level 6: Prey Chaser, Prey 
  Pacer, Veteran Huntsman / Veteran 
  Huntswoman. 
  Experience Level 7: Beast Tamer, Master 
  Huntsman / Master Huntswoman, Prey 
  Stalker. 
  Experience Level 8: Beast Trainer, Dire 
  Beast Tamer, Hunter / Huntress, Master 
  Prey Stalker. 
  Experience Level 9: Beast Master, Dire 
  Beast Trainer, Huntmaster / Huntmistress. 
  Experience Level 10: Great Huntmaster / 
  Great Hunt-mistress, Lord of the Wilds / 
  Lady of the Wilds, Supreme Beast Master, 
  Wild Runner. 
  Experience Level 11: Grand Huntmaster / 
  Grand Huntmistress, Master of the Hunt, 
  Spectral Hound Tamer. 
  Experience Level 12: Great Master of the 
  Hunt / Great Mistress of the Hunt, Spectral 
  Hound Keeper. 
  Experience Level 13: Child of Lord Herne, 
  Grand Master of the Hunt / Grand Mistress 
  of the Hunt, Spectral Hound Master. 
  Experience Level 14: Brother of Lord 
  Herne / Sister of Lord Herne. 
  Experience Level 15: Champion of Lord 
  Herne, Chosen of Lord Herne. 
  Experience Level 16+: Heir to Lord Herne / 
  Heiress to Lord Herne. 
   
   
   
  Table GWG2-23: 
  Illusionist Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Apprentice Trickster, 
  Cantrip Crafter, Daydreamer, Shadow 
  Prentice. 
  Experience Level 2: Cantrip Master, 
  Dreamer, Evoker of Shadows, Minor 
  Trickster. 
  Experience Level 3: Dreamlander, 
  Ethereal Wanderer, Shadow Conjurer, 
  Trickster. 
  Experience Level 4: Dreamlander of 
  Pnath, Face Dancer, Master Dreamer, 
  Master Trickster, Mist Weaver. 
  Experience Level 5: Cabalist, Cerenarian 
  Dreamlander, Hypnotist, Magician of 
  Shadowry, Veilist. 
  Experience Level 6: Dreamlander of 
  Sarkomand, Master Cabalist, Mesmerist, 
  Shadow Weaver, Visionary. 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Experience Level 7: Dream Enchanter / 
  Dream Enchantress, Dreamlander of Leng, 
  Master Visionist, Phantasmist, Shadow 
  Summoner. 
  Experience Level 8: Apparitionist, 
  Dreamlander of Hatheg-Kla, Enthraller, 
  Master Phantasmist, Spectralist. 
  Experience Level 9: Dreamlander of 
  Carcosa, Master Apparitionist, Shadow 
  Sorcerer / Shadow Sorceress, Spellbinder. 
  Experience Level 10: Dreamlander of 
  Kadath, Eidolon, Illusionist, Master 
  Spellbinder. 
  Experience Level 11: Dreamlander of the 
  Beyond, Master Illusionist, 
  Phantsmagorian, Shadow Wizard / Shadow 
  Wizardess. 
  Experience Level 12: Dreamlander of the 
  Crawling Chaos, Grand Phantasmagorian, 
  Great Master Illusionist, Master Shadow 
  Wizard / Master Shadow Wizardess. 
  Experience Level 13: Astral Walker, 
  Dreamlander of Nepenthe, Grand Master 
  Illusionist, Great Wizard of Twilight / Great 
  Wizardess of Twilight. 
  Experience Level 14: Grand Umbral 
  Wizard / Grand Umbral Wizardess, Master 
  Dreamlander, Nightmare Bringer, Wish 
  Bringer. 
  Experience Level 15: Great Master 
  Dreamlander, Supreme Wizard of Shadows 
  / Supreme Wizardess of Shadows. 
  Experience Level 16: Grand Master 
  Dreamlander, Shadow Mage, Shadow 
  Magus / Shadow Maga. 
  Experience Level 17: Grand Shadow 
  Mage, Grand Shadow Magus / Maga. 
  Experience Level 18: Archmage of 
  Shadowry. 
   
   
   
  Table GWG2-24: 
  Jester Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Apprentice Jester, 
  Apprentice Knave, Village Idiot, Wag. 
  Experience Level 2: Befuddler, Punster, 
  Trouper, Wit. 
  Experience Level 3: Entertainer, Knife 
  Thrower, Masquer, Tumbler. 
  Experience Level 4: Dark Entertainer, Fire 
  Walker, Harlequin, Tightrope Walker. 
  Experience Level 5: Clown, Commedia 
  Jester, Fire Dancer, Sword Swallower. 
  Experience Level 6: Juggler, Riddler, 
  Zanni of Brighella, Zanni of Pedrolino. 
  Experience Level 7: Buffoon, Inamorato of 
  Colombina, Torch Juggler, Zanni of 
  Arlecchino. 
  Experience Level 8: Fool, Knife Juggler, 
  Master of Arlecchino, Merryandrew / 
  Merryandrea, Vecchi of Pantalone. 
  Experience Level 9: Grand Master of 
  Arlecchino, Joker, Master of Punchinello, 
  Wonder Bringer, Vecchi of il Dottore. 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Experience Level 10: Commedia Capitan, 
  Harbinger of Misrule, Jester, Troupe Master 
  / Troupe Mistress, Wonder Maker. 
  Experience Level 11: Court Jester, 
  Disciple of Misrule, Grand Commedia 
  Capitan, Puppet Master. 
  Experience Level 12: Death Dancer, Great 
  Puppet Master, Master of Misrule / 
  Mistress of Misrule, Noble Jester. 
  Experience Level 13: Grand Puppet 
  Master, Lord of Misrule / Lady of Misrule, 
  Royal Jester. 
  Experience Level 14: Lord of the Danse 
  Macabre / Lady of the Danse Macabre, 
  Nightmare Puppet Master, Prince of Fools / 
  Princess of Fools. 
  Experience Level 15+: King of the Fools / 
  Queen of the Fools. 
   
   
   
   
   
  Table GWG2-25: 
  Magic-User Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Apprentice, Familiar 
  Seeker, Medium, Prentice, Prestidigitator. 
  Experience Level 2: Alchemist’s Disciple, 
  Arcane Seer, Evoker, Glassblower, 
  Promising Medium. 
  Experience Level 3: Abjurer, Conjurer, 
  Dweomer Crafter, Master Evoker, Reagent 
  Gatherer. 
  Experience Level 4: Dweomer Adept, 
  Elementalist, Eyebiter, Master Conjurer, 
  Theurgist. 
  Experience Level 5: Dweomer Master, 
  Geomancer Master, Theurgist, Pyromancer, 
  Thaumaturgist. 
  Experience Level 6: Alember, Geomancer 
  Adept, Magician, Master Thaumaturgist, 
  Pyromancer Adept. 
  Experience Level 7: Enchanter / 
  Enchantress, Master Aeromancer, Master 
  Geomancer, Master Magician, Master 
  Pyromancer. 
  Experience Level 8: Enchanter Adept / 
  Enchantress Adept, Hexer, Master 
  Enchanter / Mistress Enchantress, 
  Summoner, Warlock / Witch. 
  Experience Level 9: Alchemist, Great 
  Warlock / Great Witch, Master Summoner, 
  Sabbat Warlock / Sabbat Witch, Sorcerer / 
  Sorceress. 
  Experience Level 10: Master Sorcerer / 
  Mistress Sorceress, Necromancer, Senior 
  Alchemist. 
  Experience Level 11: Arcane 
  Necromancer, Master Alchemist, Wizard / 
  Wizardess. 
  Experience Level 12: Grand Master 
  Alchemist, Master Wizard / Mistress 
  Wizardess. 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Experience Level 13: Great Wizard / Great 
  Wizardess, Demonologist, Diabolist. 
  Experience Level 14: Demonologist Adept, 
  Diabolist Adept, Grand Wizard / Grand 
  Wizardess. 
  Experience Level 15: Master 
  Demonologist, Master Diabolist, Supreme 
  Wizard / Supreme Wizardess. 
  Experience Level 16: Mage, Magus. 
  Experience Level 17: Dread Mage, Dread 
  Magus, Grand Mage, Grand Magus. 
  Experience Level 18: Archmage. 
   
   
   
  Table GWG2-26: 
  Monk Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Drunken Boxer, 
  Luctator, Novice of the Fist, Novice of the 
  Foot, Novice of the Iron Will. 
  Experience Level 2: Aspirant Brother / 
  Aspirant Sister, Initiate of the Fist, Initiate 
  of the Foot, Initiate of the Iron Will, Novice 
  Brother / Novice Sister. 
  Experience Level 3: Brother of the Fist / 
  Sister of the Fist, Brother of the Foot / 
  Sister of the Foot, Brother of the Iron Will / 
  Sister of the Iron Will, Martial Artist, 
  Pankrator. 
  Experience Level 4: Disciple of the Fist, 
  Disciple of the Foot, Disciple of the Iron 
  Will, Elder Brother / Elder Sister, Mind 
  Veiler. 
  Experience Level 5: Brother Superior / 
  Sister Superior, Immaculate, Psychic 
  Warrior. 
  Experience Level 6: Brother Magister / 
  Sister Magistress, Immaculate Superior, 
  Prior / Prioress. 
  Experience Level 7: Calcitro, Master of the 
  Fist, Master of the Foot, Master of the Iron 
  Will, Transcendent Monk. 
  Experience Level 8: Abbott / Abbess, 
  Superior Master of the Fist, Superior 
  Master of the Foot, Superior Master of the 
  Iron Will. 
  Experience Level 9: Master of the Boreal 
  Realm, Master of Dragons / Mistress of 
  Dragons, Master of the North Wind, 
  Transcendent Master. 
  Experience Level 10: Master of the 
  Twilight Realm, Master of the West Wind. 
  Experience Level 11: Master of the 
  Burning Realm, Master of the South Wind. 
  Experience Level 12: Master of the 
  Dawning Realm, Master of the East Wind. 
  Experience Level 13: Master of the Boreal 
  Spirits, Master of Winter. 
  Experience Level 14: Master of Autumn, 
  Master of the Falling Leaves. 
  Experience Level 15: Master of the Eternal 
  Sun, Master of Summer. 
  Experience Level 16: Master of Spring, 
  Master of the Verdant Realm. 
  Experience Level 17: Grand Master of 
  Dragons, Grand Master of Flowers. 
  
   
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  Experience Level 18: Ascendant Grand 
  Master, Glorious Grand Master. 
   
  Table GWG2-27: 
  Mountebank Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Charlatan Prentice, 
  Cozener, Mountebank Prentice. 
  Experience Level 2: Dealer, Flash Artist, 
  Hoaxer, Pretender. 
  Experience Level 3: Cheat, Double Dealer, 
  Gambler, Veteran Hoaxer. 
  Experience Level 4: Con Man / Con 
  Woman, Fraud, Hoax Master, Palmer, 
  Veteran Gambler. 
  Experience Level 5: Con Artist, Defrauder, 
  Disguise Artist, Master Gambler. 
  Experience Level 6: Deluder, Master 
  Defrauder, Master of Disguise, Schemer. 
  Experience Level 7: Adept Schemer, 
  Deceiver, Grand Master of Disguise, Master 
  Deluder. 
  Experience Level 8: Forger, Impostor, 
  Master Deceiver, Master Schemer. 
  Experience Level 9: Grifter, Master Forger, 
  Misdirectionist, Supreme Deceiver. 
  Experience Level 10: Master Grifter, 
  Master Misdirectionist, Swindler, Uncanny 
  Impostor. 
  Experience Level 11: Charlatan, Master 
  Impostor, Master Swindler. 
  Experience Level 12: Master Charlatan, 
  Mountebank. 
  Experience Level 13: Grand Charlatan, 
  Master Mountebank. 
  Experience Level 14: Great Master 
  Mountebank, Grand Mountebank, 
  Kingmaker / Queenmaker. 
  Experience Level 15+: Grand Master 
  Mountebank, Power Behind the Throne. 
   
   
  Table GWG2-28: 
  Mystic Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Fortune’s Son / 
  Fortune’s Daughter, Leaf Reader, 
  Questioner. 
  Experience Level 2: Fortune Finder, 
  Questioner of Spirits, Seeker of Mysteries, 
  Seeker of Truth. 
  Experience Level 3: Crystal Gazer, Far 
  Seeker of Mysteries, Far Seeker of Truth, 
  Fortune Teller, Questioner of Souls. 
  Experience Level 4: Augur, Auspicier, 
  Empath, Master Fortune Teller, Soothsayer. 
  Experience Level 5: Clairvoyant, Diviner, 
  Haruspex, Soothsayer Adept, Vestal. 
  Experience Level 6: Foreteller of 
  Mysteries, Oracle, Seer, Sibyl, True 
  Soothsayer. 
  Experience Level 7: Devout Seer, 
  Foreteller of Secrets, Great Oracle, Lama. 
  Experience Level 8: Elder Lama, Foreteller 
  of Omens, Grand Oracle, Prophesier, 
  Revelator. 
  Experience Level 9: Foreteller of Truths, 
  Grand Prophesier, Illumined Revelator, 
  Sacred Oracle. 
  Experience Level 10: Divine Oracle, 
  Enlightened Revelator, Foreteller of 
  Revelations, Prophet / Prophetess. 
  Experience Level 11: Foreteller of Ages, 
  High Prophet / High Prophetess, Mystic. 
  
   
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  Experience Level 12: Foreteller of Worlds, 
  Sacred Mystic, Sacred Prophet / Sacred 
  Prophetess. 
  Experience Level 13: Divine Mystic, 
  Foreteller of the Planes. 
  Experience Level 14: Enlightened Prophet 
  / Enlightened Prophetess, Foreteller of the 
  Planar Truths. 
  Experience Level 15+: Divine Prophet / 
  Divine Prophetess, Foreteller of Eternity. 
   
  Table GWG2-29: 
  Paladin Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Gallant, Palatine 
  Armiger, Palatine Lancer. 
  Experience Level 2: Gallant Valorous, 
  Keeper of the Faith, Keeper of the Light, 
  Keeper of the Truth, Palatine Scutifer. 
  Experience Level 3: Gallant Dauntless, 
  Palatine Esquire, Protector / Protectress. 
  Experience Level 4: Crusader, Defender, 
  Defiant, Palatine Knight Errant / Palatine 
  Dame Errant. 
  Experience Level 5: Great Crusader, 
  Hospitaller, Palatine Knight Bachelor / 
  Grand Palatine Dame Errant, Veteran 
  Defender, Warder. 
  Experience Level 6: Grand Crusader, 
  Guardian, Knight, Hospitaller, Palatine 
  Knight / Dame Palatine, Templar. 
  Experience Level 7: Grand Palatine Knight 
  / Grand Dame Palatine, Knight Templar, 
  Paladin Chevalier, Palatine Knight Hierarch 
  / Palatine Dame Hierarch, Veteran 
  Guardian. 
  Experience Level 8: Grand Guardian, 
  Justiciar, Palatine Banneret. 
  Experience Level 9: High Justiciar, 
  Paladin, Palatine Knight Commander / 
  Palatine Dame Commander. 
  Experience Level 10: Grand Justiciar, 
  Grand Palatine Knight Commander / Grand 
  Palatine Dame Commander, Lord of the 
  Garde / Lady of the Garde, Paladin Lord / 
  Lady Paladin. 
  Experience Level 11: Grand Master 
  Paladin / Grand Dame Paladin, Grand 
  Master Paladin / Grand Dame Paladin, 
  Lionheart. 
  Experience Level 12: Paladin High Lord, 
  Paladin Vice Marshal. 
  Experience Level 13: Paladin Warlord, 
  Paladin Marshal. 
  Experience Level 14: Lord Marshal 
  Paladin, Paladin High Warlord, Paladin 
  Overlord. 
  Experience Level 15: Palatine Grand 
  Commander, Palatine Grand Marshal. 
  Experience Level 16+: Supreme Paladin 
  Overlord. 
   
   
   
   
  
   
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  Table GWG2-30: 
  Ranger Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Bounder, Forester, 
  Goblin Bane, Highlander, Runner. 
  Experience Level 2: Frontiersman / 
  Frontierswoman, Guardian Forester, Orc 
  Slayer, Strider. 
  Experience Level 3: Highland Strider, 
  Scout, Woodsman / Woodswoman. 
  Experience Level 4: Backwoodsman / 
  Backwoodswoman, Courser, Ogre Killer, 
  Veteran Scout. 
  Experience Level 5: Tracker, Trapper, 
  Veteran Courser, Wilds Stalker. 
  Experience Level 6: Backwoods Tracker, 
  Backwoods Trapper, Guide. 
  Experience Level 7: Backwoods Guide, 
  Pathfinder, Stalker, Troll Slayer. 
  Experience Level 8: Backwoods 
  Pathfinder, Backwoods Stalker, Giant 
  Killer, Ranger / Rangeress. 
  Experience Level 9: Ranger Guardian, 
  Ranger Knight. 
  Experience Level 10: Ranger Champion, 
  Ranger of the Elven Conclave, Ranger Lord 
  / Lady Rangeress. 
  Experience Level 11: Ranger of the Elf 
  Lords, Ranger High Lord. 
  Experience Level 12: Ranger of the Elven-
  Queen, Ranger Marshal, Ranger Warlord. 
  Experience Level 13: Ranger High 
  Warlord, Ranger Lord Marshal, Ranger 
  Overlord. 
  Experience Level 14: Heir to the Dunedai 
  / Heiress to the Dunedai. 
  Experience Level 15: Prince of the 
  Dunedai / Princess of the Dunedai. 
  Experience Level 16: King of the Dunedai 
  / Queen of the Dunedai. 
  Experience Level 17: High King of the 
  Dunedai / High Queen of the Dunedai. 
  Experience Level 18: Overking of the 
  Dunedai / Overqueen of the Dunedai. 
    
  Table GWG2-31: 
  Savant Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Apprentice 
  Chiromancer, Arcane Scribe, Scholar’s 
  Apprentice. 
  Experience Level 2: Arcane Scrivener, 
  Chiromancer, Scholar’s Scribe. 
  Experience Level 3: Chiromancer Adept, 
  Illuminator, Scholar’s Disciple. 
  Experience Level 4: Master Chiromancer, 
  Omen Seeker, Scholar. 
  Experience Level 5: Astrologer, Omen 
  Reader, Sophister. 
  Experience Level 6: Master Astrologer, 
  Omen Bringer, Sophister Adept. 
  Experience Level 7: Master Sophister, 
  Noble Astrologer, Philosopher. 
  Experience Level 8: Great Philosopher, 
  Magnus, Royal Astrologer. 
  Experience Level 9: Grand Philosopher, 
  Occultist, Sage. 
  Experience Level 10: Arcane Occultist, 
  Master Sage, Savant. 
  Experience Level 11: Grand Sage, Master 
  Occultist, Master Savant. 
  Experience Level 12: Grand Savant. 
  Experience Level 13: Supreme Savant. 
  Experience Level 14: Sage and Magus. 
  Experience Level 15: Master Sage and 
  Magus. 
  Experience Level 16+: Grand Sage and 
  Magus. 
   
  
   
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  Table GWG2-32: 
  Thief Level Title Determination 
   
  To determine the benefactor’s level title, 
  select a title that corresponds with the 
  character’s experience level as listed below: 
  Experience Level 1: Alley Cat, Beggar 
  Thief, Dungeon Scout, Lock Breaker, Trap 
  Springer. 
  Experience Level 2: Black Cat, Footpad, 
  Lock Picker, Rogue, Trap Finder. 
  Experience Level 3: Cutpurse, Freebooter, 
  Locksmith, Marauder, Skulker. 
  Experience Level 4: Grave Robber, 
  Highwayman / Highwaywoman, Robber, 
  Shadow, Skulker, Smuggler. 
  Experience Level 5: Ambusher, 
  Backstabber, Burglar, Master Smuggler, 
  Outlaw. 
  Experience Level 6: Burglar-Acrobat, 
  Desperado, Filcher. 
  Experience Level 7: Pilferer, Reaver, 
  Second-Story Thief, Sharper. 
  Experience Level 8: Cat Burglar, Shadow 
  Reaver. 
  Experience Level 9: Master Cat Burglar, 
  Master Reaver, Thief. 
  Experience Level 10: Master Bandit, 
  Master Brigand, Master Thief, Master Thief-
  Acrobat. 
  Experience Level 11: Bandit Lord, Brigand 
  Lord, Grand Master Thief. 
  Experience Level 12: Supreme Master 
  Thief. 
  Experience Level 13: Stealer of Shadows. 
  Experience Level 14: Lord of Thieves / 
  Lady of Thieves. 
  Experience Level 15: Prince of Thieves / 
  Princess of Thieves. 
  Experience Level 16+: King of Thieves / 
  Queen of Thieves. 
   
  And now that you know the benefactor’s 
  basic parameters, you can continue with the 
  creation of your adventure outline. These 
  NPC basics should give you a good character 
  sketch which you can hang all of your details 
  off of. 
  If you want to fully flesh out the benefactor 
  as a unique personality, you can certainly do 
  so now. And if you more assistance in that 
  regard, you can refer to supplement DDE1, 
  DUNGEON DELVER ENHANCER for much 
  more information on detailing every aspect 
  of an NPC. 
   
   
   
  The Benefactor’s Promised 
  Reward 
   
  In a great many campaigns, PCs who 
  perform quests are rewarded in the coin of 
  the realm: Gold Pieces (GP). After all, who 
  wouldn’t be strongly tempted to risk their life 
  if a huge pile of gold was offered to the 
  victorious and the triumphant? But as a 
  campaign proceeds, the “gold for your 
  services” trope can become less fantastical, 
  and more like a pay-on-delivery salary 
  dished out to at-will employees on the run. 
  It all becomes a little corporate and too 21st 
  century, don’t you think? Especially in a 
  fantasy game emulating the world’s greatest 
  myths and fairytales. We can do better here, 
  by far. 
  If you’re fine with always offering gold to the 
  PCs, you can safely skip this section and 
  proceed to the next. But, if you’re more like 
  me — you want to entice the players in 
  unexpected ways, but you just don’t always 
  
   
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  think of how to do that on the spur of the 
  moment — you might want to make use of 
  the table below. This system gives you a 
  more realistic, flexible, unusual and role-
  playing 
  friendly 
  approach, 
  where 
  the 
  benefactor offers goods, services, promises, 
  honorifics, and just about anything else they 
  can think of to sway the mercenary PCs to 
  their oh-so-worthy (and ultra-violent) cause. 
  For most adventure scenarios, I recommend 
  that you roll on this table 1D4+1 times, and 
  then drop any options that seem redundant 
  or too powerful. For example, you will want 
  to be careful with the divine rewards that 
  give a permanent +1 bonus to ability scores; 
  you can tone that down to a month-long 
  aura benefit or whatever. 
  But in almost all cases, I leave the details of 
  the reward up to you. It’s fine if the PCs are 
  paid in rare spices … but how much are the 
  spices worth? 1,000 GP? 25,000 GP? Does 
  the value fluctuate depending on the realm, 
  the city, the buyer, supply and demand, or 
  even the season of the year? That is all for 
  you to decide. I would encourage you to keep 
  the values of exotic goods and objects fairly 
  low (so as not to disrupt the campaign with 
  overpowered rewards), while also making the 
  players raise their eyebrows a bit at the 
  generousness of the benefactor’s offer. Every 
  PC has a price, and that price will increase 
  over time as the adventurers become more 
  powerful and gold hungry. 
  Your players will respond to different 
  rewards in different ways. To some, a 
  knighthood and honorary “Sir” will seem 
  inconsequential, while to others it may 
  resonate to such a degree that they become 
  proud, more invested, and interested in the 
  urban and noble aspects of your campaign. 
   
  If you’re still squeamish about offering lavish 
  rewards to the PCs, I would offer you the 
  following reminders for consideration: [1] 
  The PCs only get the reward if they fulfill the 
  quest. Sometimes, you’re offering a reward 
  that the PCs might never get, just to 
  encourage them to get to the adventure 
  wilderness region and dungeon locale. [2] 
  Some of the coolest rewards give PCs things 
  they might not purchase for themselves, 
  while also opening up further aspects of the 
  campaign. If your PCs are given pegasi, will 
  they become interested in aerial adventures? 
  If they are given hippocampi, will they 
  become interested in ocean adventures? You 
  never know until you try, and eventually 
  these fantastic beasts will probably be killed 
  off. And my personal favorite, [3] The 
  Questionable Legacies section of the table 
  below is a beautiful thing, because it gives 
  rewards that are both a blessing and a curse. 
  Try one of these as soon as you can, to see 
  how your players react. 
  Sometimes, attaining a reward is actually 
  worse than never attaining it at all … 
   
  Table GWG2-33: 
  Promised Rewards for Quest Completion 
   
  For each use of this feature, roll 1D1000 and 
  consult the following table: 
   
  [001-007] Beneficial Spell Casting, 
  Divination spell (of great power) 
  [008-014] Beneficial Spell Casting, Heal 
  spell (or gold equivalent if not needed) 
  [015-021] Beneficial Spell Casting, Limited 
  Wish spell 
  [022-028] Beneficial Spell Casting, Magical 
  identification of all magic items 
  [029-035] Beneficial Spell Casting, 
  Resurrection spell (or gold equivalent if not 
  needed) 
  [036-042] Beneficial Spell Casting, Wish 
  spell 
  [043-049] Blessing, From a divine or 
  infernal power 
  [050-056] Blessing, From a temple and 
  priesthood 
  [057-063] Boon / Advantage, Divine or 
  infernal gift of awareness (+1 Intelligence) 
  [064-070] Boon / Advantage, Divine or 
  infernal gift of celerity (+1 Dexterity) 
  
   
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  [071-077] Boon / Advantage, Divine or 
  infernal gift of endurance (+1 Constitution) 
  [078-084] Boon / Advantage, Divine or 
  infernal gift of fate (opportunity-reroll PC 
  hit points, and accept the new result if 
  higher) 
  [085-091] Boon / Advantage, Divine or 
  infernal gift of inspiration (+1 Charisma) 
  [092-098] Boon / Advantage, Divine or 
  infernal gift of might (+1 Strength) 
  [099-105] Boon / Advantage, Divine or 
  infernal gift of revelation (+1 Wisdom) 
  [106-120] Boon / Advantage, Glory and 
  knowledge (Experience Point award) 
  [121-127] City State Power, Admittance 
  into cabal / guild / order 
  [128-134] City State Power, Agreement / 
  alliance / oath 
  [135-141] City State Power, Borderland 
  grant / baronetcy 
  [141-148] City State Power, Knighthood 
  [149-155] City State Power, Overlord’s boon 
  (permanent discount on purchased goods) 
  [156-162] City State Power, Public 
  proclamation of acclaim (increase of Social 
  Standing) 
  [163-169] Favor / Debt, Escort to land of 
  preference by caravan 
  [170-176] Favor / Debt, Escort to land of 
  preference by soldiers 
  [177-183] Favor / Debt, Forgiveness of debt 
  or obligation 
  [184-190] Favor / Debt, From a demi-
  human enclave 
  [191-197] Favor / Debt, From a divine or 
  infernal power 
  [198-205] Favor / Debt, From a guild or 
  guild master 
  [206-212] Favor / Debt, From a knightly 
  order 
  [213-219] Favor / Debt, From a powerful 
  NPC ally 
  [220-226] Favor / Debt, From a ruling 
  noble 
  [227-233] Favor / Debt, From a temple and 
  priesthood 
  [234-240] Favor / Debt, From an allied / 
  friendly faction 
  [241-247] Favor / Debt, From the 
  benefactor’s clan, family, order, etc. 
  [248-254] Favor / Debt, From the 
  benefactor’s government, ruler, liege, etc. 
  [255-261] Favor / Debt, Passage-land of 
  preference by airship 
  [262-268] Favor / Debt, Passage to land of 
  preference by ship 
  [269-275] Favor / Debt, Services of an 
  alchemist 
  [276-282] Favor / Debt, Services of a 
  gemcutter / jeweler 
  [283-289] Favor / Debt, Services of a 
  master spy 
  [290-296] Favor / Debt, Services of a sage 
  [297-303] Information, Access to a magical 
  library or archive 
  [304-310] Information, Leading to a 
  dimensional gate location 
  [311-317] Information, Leading to a good 
  dragon’s lair 
  [318-324] Information, Leading to a lost 
  world, lost valley, or lost city 
  [325-331] Information, Leading to a 
  lucrative adventure locale 
  [332-338] Information, Leading to a 
  passage into the netherworld 
  [339-345] Information, Leading to a planar 
  gate location 
   
  
   
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  [346-352] Information, Leading to a secret 
  dungeon 
  [353-359] Information, Leading to an 
  unclaimed treasure 
  [360-366] Information, Leading to an 
  unmined gemstone lode 
  [367-373] Information, Leading to an 
  unmined precious metal lode 
  [374-380] Information, Leading to an 
  unusual hidden resource (furs, healing 
  herbs, reagents, spices, etc.) 
  [381-387] Information, Leading to the 
  location of a (protected) artifact 
  [388-394] Information, Password-a 
  powerful secret society or institution 
  [395-401] Information, Truename of a 
  demon or devil 
  [402-408] Loyal Follower, Assassin 
  henchman 
  [409-415] Loyal Follower, Automaton or 
  living statue 
  [416-422] Loyal Follower, Barbarian 
  henchman 
  [423-429] Loyal Follower, Bard henchman 
  [430-436] Loyal Follower, Cavalier 
  henchman 
  [437-443] Loyal Follower, Cleric henchman 
  [444-450] Loyal Follower, Druid henchman 
  [451-457] Loyal Follower, Familiar(s) or 
  spirit companion(s) 
  [458-464] Loyal Follower, Fighter 
  henchman 
  [465-471] Loyal Follower, Genie or 
  elemental 
  [472-478] Loyal Follower, Hunter 
  henchman 
  [479-485] Loyal Follower, Hunting dogs or 
  war dogs 
  [486-492] Loyal Follower, Illusionist 
  henchman 
  [493-499] Loyal Follower, Jester henchman 
  [500-506] Loyal Follower, Magic-user 
  henchman 
  [507-513] Loyal Follower, Monk henchman 
  [514-520] Loyal Follower, Mountebank 
  henchman 
  [521-527] Loyal Follower, Mystic henchman 
  [528-534] Loyal Follower, Paladin 
  henchman 
  [535-541] Loyal Follower, Ranger 
  henchman 
  [542-548] Loyal Follower, Savant 
  henchman 
  [549-555] Loyal Follower, Subdued 
  monster 
  [556-562] Loyal Follower, Thief henchman 
  [563-569] Loyal Troops, Troop of archers, 
  slingers, or crossbowmen 
   
  
   
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  [570-576] Loyal Troops, Troop of cavalry 
  [577-583] Loyal Troops, Troop of dwarves 
  [584-590] Loyal Troops, Troop of elves 
  [591-597] Loyal Troops, Troop of footmen 
  [598-604] Loyal Troops, Troop of gnomes 
  [605-611] Loyal Troops, Troop of halflings 
  [612-618] Magical Power, Recharging of 
  magical items 
  [619-625] Magical Power, Recipe / 
  incantation for spell new to the campaign 
  [626-632] Magical Power, Shared magic 
  spell(s) with spell caster(s) 
  [633-639] Magical Power, Temporary use of 
  minor magic items (Continual Light stones, 
  amulet of undead detection, etc.) 
  [640-646] Political Favor, City state status 
  and reputation 
  [647-653] Political Favor, Demi-human 
  enclave and reputation 
  [654-660] Political Favor, Guild status and 
  reputation 
  [661-667] Political Favor, Letter of marque 
  [668-674] Political Favor, Royal pardon, 
  forgiveness, or future “pass” on 
  questionable behavior 
  [675-681] Political Favor, Urban office or 
  magistracy 
  [682-688] Questionable Legacy, Acceptance 
  into merchant caravan 
  [689-695] Questionable Legacy, Acceptance 
  into merchant fleet 
  [696-702] Questionable Legacy, Deed to 
  collapsing mine 
  [703-709] Questionable Legacy, Deed to 
  damaged ship 
  [710-716] Questionable Legacy, Deed to 
  failing inn 
  [717-723] Questionable Legacy, Deed to 
  failing merchant’s store 
  [724-730] Questionable Legacy, Deed to 
  haunted manor 
  [731-737] Questionable Legacy, Deed to 
  ruined tower 
  [738-745] Questionable Legacy, Deed to 
  subterranean stronghold 
  [746-752] Training, Free training to next 
  experience level 
  [753-759] Training, Improvement of rogue 
  skills, for thieves and non-thieves 
  [760-766] Training, New bonus non-
  weapon proficiency (skill) 
  [767-773] Training, New bonus weapon 
  proficiency 
  [774-780] Training, New psionic / psychic 
  discipline 
  [781-787] Treasure, Art objects or unusual 
  valuable items 
  [788-794] Treasure, Copper and silver 
  coins 
  [795-801] Treasure, Dragon egg 
  [802-808] Treasure, Electrum and gold 
  coins 
  [809-815] Treasure, Fine warhorses and 
  barding 
  [816-822] Treasure, Gems 
  [823-829] Treasure, Gold and platinum 
  coins 
  [830-836] Treasure, Jewelry 
  [837-843] Treasure, Key to a treasure vault 
  [844-850] Treasure, Magic armor 
  [851-857] Treasure, Magic ring 
  [858-864] Treasure, Magic rod, staff, or 
  wand 
  
   
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  [865-871] Treasure, Magic shield(s) 
  [872-878] Treasure, Magic sword 
   
   
   
  [879-885] Treasure, Material spell 
  components (demon ichor, dragon’s blood, 
  powdered gemstones, etc.) 
  [886-892] Treasure, Miscellaneous magic 
  item 
  [893-899] Treasure, Miscellaneous magic 
  weapon 
  [900-906] Treasure, Potion(s) 
  [907-913] Treasure, Scroll(s) 
  [914-920] Treasure, Silver and electrum 
  coins 
  [921-927] Treasure, Spell book 
  [928-934] Treasure, Subdued young 
  dragon 
  [935-941] Treasure, Tamed exotic mount(s) 
  (giant boars, giant lizards, etc.) 
  [942-948] Treasure, Tamed flying mount(s) 
  [949-955] Treasure, Tamed guardian 
  beast(s) 
  [956-962] Treasure, Tamed guardian 
  monster(s) 
  [963-969] Treasure, Treasure map 
  [970-976] Treasure, Young monster or 
  monster egg 
  [978-000] We Can Come-an Agreement, 
  Roll three times, and let the players choose 
  one — and only one — of the options, prior-
  their departure. 
   
   
   
   
  
   
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  CHAPTER 4: 
  THE WORLD OF 
  ADVENTURE 
   
   
   
  Envisaging the Adventure 
  Journey and Region 
   
  So what is the key to connecting all of those 
  treasure-filled dungeons into your game 
  world, so that the PCs are always interested 
  in wandering over the next horizon instead 
  of staying in one place? It’s actually quite 
  simple: It’s not enough to urge your players 
  to move their PCs to a new city, or to a new 
  kingdom. Eventless travel is boring, time-
  consuming and uninspiring. What you need 
  is an adventurous, atmospheric and event-
  filled wilderness journey, connecting point A 
  (the PCs’ current locale) to point B (the 
  dungeon or other adventure destination) 
  with lots of hard-won treasures along the 
  way. If you spoil the players by always 
  allowing them to skip through the game 
  world with sentences like “You travel for two 
  weeks and nothing happens,” you’re actually 
  doing your players a grave disservice and 
  selling your game world short. No one wants 
  to travel in a world where nothing exciting 
  happens, and there’s nothing valuable to be 
  found. And the game world means nothing if 
  the players will always stick to one 
  comfortable corner of the planet! 
  In the majority of cases, I recommend forcing 
  the PCs to undertake a wilderness journey to 
  reach the dungeon. The journey can be short 
  or long, and you can have the dungeon 
  destination either hidden or blindingly 
  obvious (such as a distant mountain rising 
  over the horizon). You can always make 
  exceptions, particularly when the PCs are 
  low level, or the players are squeamish, or 
  you have a very limited amount of time to 
  actually play. But if you want to dip your 
  toes into the wilderness adventure pool 
  without fully committing, you can also 
  experiment a bit and consider the option of 
  accelerated 
  travel. 
  Accelerated 
  travel 
  typically involves flying magic, flying magic 
  items, and / or flying mounts; but it can also 
  mean magical gateways (to the wilderness 
  near the dungeon, but not into the dungeon 
  proper!), Lovecraftian Dreamland journeys, 
  or caravan accompaniment. Be sure to 
  check out Section 3-3, The Way to the 
  Dungeon, 
  in 
  CDDG1, 
  THE 
  CLASSIC 
  DUNGEON DESIGN GUIDE for further 
  thoughts and useful shortcuts in this 
  regard. 
  It can be difficult and daunting to step out 
  into the big world as a GM, too, because you 
  will need to design a wilderness area for the 
  players to journey through and explore. I 
  was always squeamish about this until I 
  played TSR’s classic sandbox module, X1 
  The Isle of Dread. That adventure was so 
  good, and my players loved it so much, that 
  we spent almost a year adding islands, 
  tribes, monster lairs, sunken shipwrecks, 
  and dangerous currents to that wilderness 
  map to keep the adventure going. When it 
  was over, the players were almost sad to 
  return to their plain vanilla “dungeon-after-
  dungeon” delving once again. And it took me 
  a while to realize what was missing from the 
  campaign, even though I kept on designing 
  the best dungeons I could think of: The 
  
   
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  players were craving the grueling cinematic 
  experience of their dreams and favorite 
  movies, hiring porters, getting lost, blazing 
  ils, climbing cliffs, hearing the screams of 
  their men-at-arms, trying to save them, and 
  slogging through steamy jungles in search of 
  dragon lairs. 
   
  If you’re designing your first wilderness 
  journey, I recommend creating a river and its 
  monster-infested shores. It’s linear, and it 
  strongly discourages backtracking or leaving 
  the path. Once you try that, you can move 
  on to a small sandbox region — for example, 
  an island, a borderlands barony, or a lost 
  mountain valley — and let the PCs tromp 
  about there too. You will find that a 
  wilderness sandbox is really just a dungeon 
  without walls, where the primary barriers 
  between encounter locations (“rooms”) are 
  distance, resource depletion, wandering 
  monsters, and terrain types instead of 
  corridors. Once you gain confidence, you can 
  move on to larger sandboxes that interlock 
  with one another, and you will be well on 
  your way to creating a living, breathing world 
  that turns your abstracted game world into 
  a place of limitless adventure. 
   
   
   
  Table GWG2-34: 
  Adventure Type Table 1: 
  The Journey 
   
  Roll 1D100 and consult the following table. 
  If the Player Character group is of too low an 
  average level for the adventure type, you 
  should probably reroll. Once a journey type 
  has been selected, you can refer to the later 
  sections of this book to determine the locale 
  tables that you will be using to build the 
  adventure region. 
   
  [01-04] Dimensional Journey. Reroll if 
  Player Characters are below level 9. Roll 
  journey details on Journey Determination 
  Sub-Table 1, pg. 91. 
  [05-13] Journey in Cold Terrain. Roll 
  journey details on Journey Determination 
  Sub-Table 2, pg. 95. 
  [14-30] Journey in Sub-Arctic Terrain. 
  Roll 
  journey 
  details 
  on 
  Journey 
  Determination Sub-Table 3, pg. 96. 
  [31-47] Journey in Sub-Tropical Terrain. 
  Roll 
  journey 
  details 
  on 
  Journey 
  Determination Sub-Table 4, pg. 97. 
  [48-77] Journey in Temperate Terrain. 
  Roll 
  journey 
  details 
  on 
  Journey 
  Determination Sub-Table 5, pg. 98. 
  [78-86] Journey in Tropical Terrain. Roll 
  journey details on Journey Determination 
  Sub-Table 6, pg. 100. 
  [87-95] Netherworld Journey. Reroll if 
  Player Characters are below level 7. Roll 
  journey details on Journey Determination 
  Sub-Table 7, pg. 100. 
  [96-98] Planar Journey. Reroll if Player 
  Characters are below level 11. Roll journey 
  details on Journey Determination Sub-Table 
  8, pg. 102. 
  [99-00] Underwater Journey. Reroll if 
  Player Characters are below level 5. Roll 
  journey details on Journey Determination 
  Sub-Table 9, pg. 104. 
   
  Dimensional Journeys and 
  Locales 
   
  A dimensional journey is one in which the 
  adventurers leave the present game world on 
  their way to the destination, without leaving 
  the Prime Material Plane. There are several 
  different subtypes (including time travel), 
  but the most common are [1] journeys 
  through the wilderness in this world, to a 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  magical gateway leading to another world, 
  leading into a dungeon; [2] journeys through 
  a magical gateway into the wilderness of 
  another world, with the wilderness travel 
  leading to the dungeon; or, [3] a long trek 
  through the wilderness of this world, to a 
  magical gateway into another world, and a 
  second trek to the dungeon. The most 
  common type, represented in the table I offer 
  below, is [2]. 
  Novice 
  and 
  many 
  intermediate 
  Game 
  Masters tend to overlook the importance of 
  dimensional journeys and alternate worlds 
  on the Prime Material Plane. Some think, 
  “Why do I need another fantasy world if I 
  already have one the players haven’t seen 
  much of?” And while that is a good point, 
  there are two important factors to consider. 
  One, alternate worlds allow you to put in 
  terrain, cultures, and even sets of physical 
  laws that you want to play with, but that you 
  don’t want the players to have constant and 
  universal access to. So if you’ve been 
  wanting to try out a superhero rules set with 
  the 
  PCs, 
  why 
  not 
  have 
  them 
  move 
  temporarily to an alternate world where the 
  laws of physics can be bent by strong-willed 
  individuals? Or if you’ve been wanting to 
  design a mythic version of India, or China, 
  or Africa and you can’t seem to fit it into your 
  primary 
  game 
  world, 
  an 
  alternate 
  dimension’s world allows you to design the 
  desired locale without ever disrupting the 
  primary game world you’ve already worked 
  hard to create. 
  The second point is that you can have the 
  PCs journey to alternate worlds that appear 
  in your favorite adventure literature, which 
  gives your players a fantastic change of pace. 
  You can have the PCs enter Wonderland, or 
  our own world, or Lovecraft’s Dreamlands, or 
  even my own mythic Earth-of-Pegana as 
  featured in the World of Oldskull campaign. 
  These side jaunts can be very entertaining to 
  the players (especially if they are fans of the 
  literature), and refreshing for the Game 
  Master too. You can let your imagination run 
  wild and have the PCs visit (for example) all 
  of the worlds of Harold Shea, or Jack Vance, 
  or Michael Moorcock, or whoever else you 
  might admire. Why not? The game has 
  already been built to encourage voyages 
  between worlds, and a dimensional journey 
  is the perfect opportunity to exploit the 
  potential 
  of 
  that 
  underused 
  vein 
  of 
  fantastical adventure. 
  The table hereafter offers options for 
  magical, mundane, and post-apocalyptic 
  worlds in other dimensions. Magical worlds 
  are favored because they allow spell casters 
  to use their spells and powers normally. 
  Mundane worlds in contrast are very 
  dangerous to FRPG adventurers, because 
  they will either prevent spell casting 
  (depending on their inherent physical laws), 
  limit spell casting, or only allow magical 
  items (but not spells) to function properly. In 
  mundane worlds, warriors and rogues come 
  to the forefront, which can be a refreshing 
  change of pace … but the limited spell 
  casters may be relegated to the roles of 
  vulnerable advisors in such a journey. Post-
  apocalyptic realms (in the old school 
  paradigm) tend to have broken physical laws 
  as a result of the cataclysm, and then you 
  can have heroic science fantasy adventures, 
  where magic and technology war with one 
  another and even combine to create bizarre 
  mutations and realms of madness. 
   
  Table GWG2-35: 
  Journey 
  Determination 
  Sub-Table 
  1: 
  Dimensional Journeys 
   
  To determine the journey type, roll 1D100 
  and consult the following table. There are 
  two columns for locales, which indicate 
  where you will be rolling dice hereafter to 
  populate the wilderness journey map with 
  interesting encounters and locations. If 
  there is an entry under Locale Table 1, while 
  the Locale Table 2 entry reads “N/A,” then 
  you will only be rolling on one locale table 
  hereafter. Normally, however, there will be 
  two different locale types listed (e.g., Cold 
  Hills and Cold Mountains). 
   
  [01-02] Dimensional Journey to a Cold 
  Magical Forest World. Journey Locale Table 
  1 - Cold Forest Journey Locale Table 2 - N/A 
  (use only one table). 
  
   
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  [03] Dimensional Journey to a Cold 
  Magical Highlands World. Journey Locale 
  Table 1 - Cold Hills. Journey Locale Table 2 
  - Cold Mountains. 
  [04] Dimensional Journey to a Cold 
  Magical Island World. Journey Locale Table 
  1 - Cold Forest. Journey Locale Table 2 - 
  Cold Saltwater. 
  [05] Dimensional Journey to a Cold 
  Magical Wasteland World. Journey Locale 
  Table 1 - Cold Plains. Journey Locale Table 
  2 - Cold Wasteland. 
  [06] Dimensional Journey to a Cold 
  Magical Water World. Journey Locale Table 
  1 - Cold Freshwater. Journey Locale Table 2 
  - Cold Swamp. 
  [07-08] Dimensional Journey to a Cold 
  Mundane Forest World. Journey Locale 
  Table 1 - Cold Forest. Journey Locale Table 
  2 - N/A (use only one table). 
  [09] Dimensional Journey to a Cold 
  Mundane Highlands World. Journey Locale 
  Table 1 - Cold Hills. Journey Locale Table 2 
  - Cold Mountains. 
  [10] Dimensional Journey to a Cold 
  Mundane Island World. Journey Locale 
  Table 1 - Cold Forest. Journey Locale Table 
  2 - Cold Saltwater. 
  [11] Dimensional Journey to a Cold 
  Mundane Wasteland World. Journey Locale 
  Table 1 - Cold Plains. Journey Locale Table 
  2 - Cold Wasteland. 
  [12] Dimensional Journey to a Cold 
  Mundane Water World. Journey Locale 
  Table 1 - Cold Freshwater. Journey Locale 
  Table 2 - Cold Swamp. 
  [13] Dimensional Journey to a Cold Post-
  Apocalyptic World. Journey Locale Table 1 
  - Cold Wasteland. Journey Locale Table 2 - 
  N/A (use only one table). 
  [14-15] Dimensional Journey to a Sub-
  Arctic Magical Forest World. Journey 
  Locale Table 1 - Temperate Forest. Journey 
  Locale Table 2 - Cold Forest. 
  [16-17] Dimensional Journey to a Sub-
  Arctic Magical Highlands World. Journey 
  Locale Table 1 - Temperate Mountains. 
  Journey Locale Table 2 - Cold Mountains. 
  [18-19] Dimensional Journey to a Sub-
  Arctic Magical Island World. Journey 
  Locale Table 1 - Temperate Saltwater. 
  Journey Locale Table 2 - Cold Forest. 
  [20-21] Dimensional Journey to a Sub-
  Arctic Magical Wasteland World. Journey 
  Locale Table 1 - Temperate Plains. Journey 
  Locale Table 2 - Cold Wasteland. 
  [22-23] Dimensional Journey to a Sub-
  Arctic Magical Water World. Journey 
  Locale Table 1 - Temperate Freshwater. 
  Journey Locale Table 2 - Cold Swamp. 
  [24-25] Dimensional Journey to a Sub-
  Arctic Mundane Forest World. Journey 
  Locale Table 1 - Temperate Forest. Journey 
  Locale Table 2 - Cold Forest. 
  [26-27] Dimensional Journey to a Sub-
  Arctic Mundane Highlands World. Journey 
  Locale Table 1 - Temperate Mountains. 
  Journey Locale Table 2 - Cold Hills. 
  [28-29] Dimensional Journey to a Sub-
  Arctic Mundane Island World. Journey 
  Locale Table 1 - Temperate Saltwater. 
  Journey Locale Table 2 - Cold Forest. 
  [30-31] Dimensional Journey to a Sub-
  Arctic Mundane Wasteland World. Journey 
  Locale Table 1 - Temperate Plains. Journey 
  Locale Table 2 - Cold Wasteland. 
  [32-33] Dimensional Journey to a Sub-
  Arctic Mundane Water World. Journey 
  Locale Table 1 - Temperate Freshwater. 
  Journey Locale Table 2 - Cold Swamp. 
  [34-35] Dimensional Journey to a Sub-
  Arctic Post-Apocalyptic World. Journey 
  Locale Table 1 - Temperate Wasteland. 
  Journey Locale Table 2 - Cold Wasteland. 
  [36-37] Dimensional Journey to a Sub-
  Tropical Magical Forest World. Journey 
  Locale Table 1 - Temperate Forest. Journey 
  Locale Table 2 - Tropical Forest. 
  [38-39] Dimensional Journey to a Sub-
  Tropical 
  Magical 
  Highlands 
  World. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Mountains. Journey Locale Table 2 - 
  Tropical Mountains. 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [40-41] Dimensional Journey to a Sub-
  Tropical Magical Island World. Journey 
  Locale Table 1 - Temperate Saltwater. 
  Journey Locale Table 2 - Tropical Forest. 
  [42-43] Dimensional Journey to a Sub-
  Tropical 
  Magical 
  Wasteland 
  World. 
  Journey Locale Table 1 - Temperate Plains. 
  Journey Locale Table 2 - Tropical Wasteland. 
  [44-45] Dimensional Journey to a Sub-
  Tropical Magical Water World. Journey 
  Locale Table 1 - Temperate Freshwater. 
  Journey Locale Table 2 - Tropical Swamp. 
  [46-47] Dimensional Journey to a Sub-
  Tropical Mundane Forest World. Journey 
  Locale Table 1 - Temperate Forest. Journey 
  Locale Table 2 - Tropical Forest. 
  [48-49] Dimensional Journey to a Sub-
  Tropical 
  Mundane 
  Highlands 
  World. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Mountains. Journey Locale Table 2 - 
  Tropical Hills. 
  [50-51] Dimensional Journey to a Sub-
  Tropical Mundane Island World. Journey 
  Locale Table 1 - Temperate Saltwater. 
  Journey Locale Table 2 - Tropical Forest. 
  [52-53] Dimensional Journey to a Sub-
  Tropical 
  Mundane 
  Wasteland 
  World. 
  Journey Locale Table 1 - Temperate Plains. 
  Journey Locale Table 2 - Tropical Wasteland. 
  [54-55] Dimensional Journey to a Sub-
  Tropical Mundane Water World. Journey 
  Locale Table 1 - Temperate Freshwater. 
  Journey Locale Table 2 - Tropical Swamp. 
  [56-57] Dimensional Journey to a Sub-
  Tropical Post-Apocalyptic World. Journey 
  Locale Table 1 - Temperate Wasteland. 
  Journey Locale Table 2 - Tropical Wasteland. 
  [58-59] 
  Dimensional 
  Journey 
  to 
  a 
  Temperate Magical Forest World. Journey 
  Locale Table 1 - Temperate Forest. Journey 
  Locale Table 2 - N/A (use only one table). 
  [60-61] 
  Dimensional 
  Journey 
  to 
  a 
  Temperate 
  Magical 
  Highlands 
  World. 
  Journey Locale Table 1 - Temperate Hills. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Mountains. 
  [62-63] 
  Dimensional 
  Journey 
  to 
  a 
  Temperate Magical Island World. Journey 
  Locale Table 1 - Temperate Forest. Journey 
  Locale Table 2 - Temperate Saltwater. 
  [64-65] 
  Dimensional 
  Journey 
  to 
  a 
  Temperate Magical Wasteland World. 
  Journey Locale Table 1 - Temperate Plains. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Wasteland. 
  [66-67] 
  Dimensional 
  Journey 
  to 
  a 
  Temperate Magical Water World. Journey 
  Locale Table 1 - Temperate Freshwater. 
  Journey Locale Table 2 - Temperate Swamp. 
  [68-69] 
  Dimensional 
  Journey 
  to 
  a 
  Temperate 
  Mundane 
  Forest 
  World. 
  Journey Locale Table 1 - Temperate Forest. 
  Journey Locale Table 2 - N/A (use only one 
  table). 
  [70-71] 
  Dimensional 
  Journey 
  to 
  a 
  Temperate Mundane Highlands World. 
  Journey Locale Table 1 - Temperate Hills. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Mountains. 
  [72-73] 
  Dimensional 
  Journey 
  to 
  a 
  Temperate 
  Mundane 
  Island 
  World. 
  Journey Locale Table 1 - Temperate Forest. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Saltwater. 
  [74-75] 
  Dimensional 
  Journey 
  to 
  a 
  Temperate Mundane Wasteland World. 
  Journey Locale Table 1 - Temperate Plains. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Wasteland. 
  [76-77] 
  Dimensional 
  Journey 
  to 
  a 
  Temperate 
  Mundane 
  Water 
  World. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Freshwater. Journey Locale Table 2 - 
  Temperate Swamp. 
  [78-79] 
  Dimensional 
  Journey 
  to 
  a 
  Temperate 
  Post-Apocalyptic 
  World. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Wasteland. Journey Locale Table 2 - N/A 
  (use only one table). 
  [80-81] Dimensional Journey to a Tropical 
  Magical Forest World. Journey Locale Table 
  1 - Tropical Forest. Journey Locale Table 2 - 
  N/A (use only one table). 
  
   
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  [82-83] Dimensional Journey to a Tropical 
  Magical Highlands World. Journey Locale 
  Table 1 - Tropical Hills. Journey Locale Table 
  2 - Tropical Mountains. 
  [84-85] Dimensional Journey to a Tropical 
  Magical Island World. Journey Locale Table 
  1 - Tropical Forest. Journey Locale Table 2 - 
  Tropical Saltwater. 
  [86] Dimensional Journey to a Tropical 
  Magical Wasteland World. Journey Locale 
  Table 1 - Tropical Plains. Journey Locale 
  Table 2 - Tropical Wasteland. 
  [87] Dimensional Journey to a Tropical 
  Magical Water World. Journey Locale Table 
  1 - Tropical Freshwater. Journey Locale 
  Table 2 - Tropical Swamp. 
  [88-89] Dimensional Journey to a Tropical 
  Mundane Forest World. Journey Locale 
  Table 1 - Tropical Forest. Journey Locale 
  Table 2 - N/A (use only one table). 
  [90] Dimensional Journey to a Tropical 
  Mundane Highlands World. Journey Locale 
  Table 1 - Tropical Hills. Journey Locale Table 
  2 - Tropical Mountains. 
  [91] Dimensional Journey to a Tropical 
  Mundane Island World. Journey Locale 
  Table 1 - Tropical Forest. Journey Locale 
  Table 2 - Tropical Saltwater. 
  [92] Dimensional Journey to a Tropical 
  Mundane Wasteland World. Journey Locale 
  Table 1 - Tropical Plains. Journey Locale 
  Table 2 - Tropical Wasteland. 
  [93] Dimensional Journey to a Tropical 
  Mundane Water World. Journey Locale 
  Table 1 - Tropical Freshwater. Journey 
  Locale Table 2 - Tropical Swamp. 
  [94] Dimensional Journey to a Tropical 
  Post-Apocalyptic World. Journey Locale 
  Table 1 - Tropical Wasteland. Journey Locale 
  Table 2 - N/A (use only one table). 
  [95-96] Dimensional Journey to an Alien 
  World. Journey Locale Table 1 - GM’s 
  Decision. Journey Locale Table 2 - GM’s 
  Decision. 
  [97] Time Travel to the Distant Future. 
  Journey Locale Table 1 - GM’s Decision. 
  Journey Locale Table 2 - GM’s Decision. 
  [98] Time Travel to the Distant Past. 
  Journey Locale Table 1 - GM’s Decision. 
  Journey Locale Table 2 - GM’s Decision. 
  [99] Time Travel to the Near Future. 
  Journey Locale Table 1 - GM’s Decision. 
  Journey Locale Table 2 - GM’s Decision. 
  [00] Time Travel to the Recent Past. 
  Journey Locale Table 1 - GM’s Decision. 
  Journey Locale Table 2 - GM’s Decision. 
   
   
   
  Cold Climate Journeys and 
  Locales 
   
  Journeys in cold climates are typically 
  taking place as adventurers move from more 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  temperate climes to a very remote dungeon 
  location. (Most campaigns take place in the 
  northern hemisphere, than the southern 
  one; see supplement GWG1, GAME WORLD 
  GENERATOR, where I discuss this.) The 
  most common types are [1] Arctic journeys, 
  with the adventurers moving north; [2] 
  Antarctic journeys, with the adventurers 
  moving south; and [3] ascension journeys, 
  with 
  the 
  adventures 
  moving 
  into 
  a 
  mountainous region, perhaps in the same 
  temperate climate band. 
  Because of the prevalence of types [1] and 
  [2], cold climate journeys are easier to create 
  and control than you might think: the PCs 
  may stray from the path here and there, but 
  they will relentlessly move in the one needed 
  direction as they get closer to dungeon 
  destination. 
  You 
  can 
  create 
  more 
  labyrinthine adventures in cold regions, too; 
  for example, a search through many 
  mountain passes branching off in all 
  directions. But if you’re looking for a 
  relatively simple wilderness design where 
  you 
  can 
  somewhat 
  anticipate 
  the 
  adventurers’ direction of travel, Arctic 
  adventures are typically a good starting 
  point. 
   
  Table GWG2-36: 
  Journey 
  Determination 
  Sub-Table 
  2: 
  Journeys in Cold Terrain 
   
  To determine the journey type, roll 1D100 
  and consult the following table. There are 
  two columns for locales, which indicate 
  where you will be rolling dice hereafter to 
  populate the wilderness journey map with 
  interesting encounters and locations. If 
  there is an entry under Locale Table 1, while 
  the Locale Table 2 entry reads “N/A,” then 
  you will only be rolling on one locale table 
  hereafter. Normally, however, there will be 
  two different locale types listed (e.g., Cold 
  Hills and Cold Mountains). 
   
  [01-06] Cold Coastal Region. Journey 
  Locale Table 1 - Cold Saltwater. Journey 
  Locale Table 2 - N/A (use only one table). 
  [07-14] Cold Forest. Journey Locale Table 1 
  - Cold Forest. Journey Locale Table 2 - N/A 
  (use only one table). 
  [15-20] Cold Great Lake with Islands. 
  Journey Locale Table 1 - Cold Forest. 
  Journey Locale Table 2 - Cold Freshwater. 
  [21-28] Cold Hills. Journey Locale Table 1 - 
  Cold Hills. Journey Locale Table 2 - N/A (use 
  only one table). 
  [29-34] Cold Inland Sea with Islands. 
  Journey Locale Table 1 - Cold Forest. 
  Journey Locale Table 2 - Cold Saltwater. 
  [35-42] Cold Mountains. Journey Locale 
  Table 1 - Cold Mountains. Journey Locale 
  Table 2 - N/A (use only one table). 
  [43-50] Cold Plains. Journey Locale Table 1 
  - Cold Plains. Journey Locale Table 2 - N/A 
  (use only one table). 
  [51-55] 
  Cold 
  River 
  with 
  a 
  Journey 
  Downriver. Journey Locale Table 1 - Cold 
  Freshwater. Journey Locale Table 2 - Cold 
  Hills. 
  [56-60] Cold River with a Journey Upriver. 
  Journey Locale Table 1 - Cold Forest. 
  Journey Locale Table 2 - Cold Freshwater. 
  [61-66] Cold Sea with Islands. Journey 
  Locale Table 1 - Cold Forest. Journey Locale 
  Table 2 - Cold Saltwater. 
  [67-74] Cold Swamp. Journey Locale Table 
  1 - Cold Swamp. Journey Locale Table 2 - 
  N/A (use only one table). 
  [75-82] Cold Wasteland. Journey Locale 
  Table 1 - Cold Wasteland. Journey Locale 
  Table 2 - N/A (use only one table). 
  [83-00] Cold Region of Mixed Terrain. (Roll 
  twice more on this table, rerolling results of 
  83 or higher). Journey Locale Table 1 - As 
  Designated. Journey Locale Table 2 - As 
  Designated. 
   
   
  
   
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  Sub-Arctic Journeys and 
  Locales 
   
  Sub-Arctic (and Sub-Antarctic) journeys are 
  typically experienced before Arctic journeys 
  are. They are interesting because while they 
  share the encounter types and terrain types 
  familiar to temperate settings, they also 
  introduce 
  cold 
  clime 
  monsters 
  in 
  considerable numbers and in their natural 
  element, such as frost dragons, furred 
  snakes, mammoths, polar worms, winter 
  wolves, and yetis. 
  The most common subtypes of Sub-Arctic 
  journey are [1] travels out of a temperate 
  region to the far north or far south, and [2] 
  ascents into colder lands from a sea level 
  elevation, likely in the same climate band as 
  temperate lands. 
   
  Table GWG2-37: 
   
  Journey 
  Determination 
  Sub-Table 
  3: 
  Journeys in Sub-Arctic Terrain 
   
  To determine the journey type, roll 1D100 
  and consult the following table. There are 
  two columns for locales, which indicate 
  where you will be rolling dice hereafter to 
  populate the wilderness journey map with 
  interesting encounters and locations. If 
  there is an entry under Locale Table 1, while 
  the Locale Table 2 entry reads “N/A,” then 
  you will only be rolling on one locale table 
  hereafter. Normally, however, there will be 
  two different locale types listed (e.g., Cold 
  Hills and Cold Mountains). 
   
  [01-06] 
  Sub-Arctic 
  Coastal 
  Region. 
  Journey Locale Table 1 - Cold Saltwater. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Saltwater. 
  [07-14] Sub-Arctic Forest. Journey Locale 
  Table 1 - Cold Forest. Journey Locale Table 
  2 - Temperate Forest. 
  [15-20] 
  Sub-Arctic 
  Great 
  Lake 
  with 
  Islands. Journey Locale Table 1 - Cold 
  Forest. Journey Locale Table 2 - Temperate 
  Freshwater. 
  [21-28] Sub-Arctic Hills. Journey Locale 
  Table 1 - Cold Hills. Journey Locale Table 2 
  - Temperate Hills. 
  [29-34] 
  Sub-Arctic 
  Inland 
  Sea 
  with 
  Islands. Journey Locale Table 1 - Cold 
  Forest. Journey Locale Table 2 - Temperate 
  Saltwater. 
  [35-42] Sub-Arctic Mountains. Journey 
  Locale Table 1 - Cold Mountains. Journey 
  Locale Table 2 - Temperate Mountains. 
  [43-50] Sub-Arctic Plains. Journey Locale 
  Table 1 - Cold Plains. Journey Locale Table 
  2 - Temperate Plains. 
  [51-55] Sub-Arctic River with a Journey 
  Downriver. Journey Locale Table 1 - Cold 
  Hills. Journey Locale Table 2 - Temperate 
  Freshwater. 
  [56-60] Sub-Arctic River with a Journey 
  Upriver. Journey Locale Table 1 - Cold 
  Forest. Journey Locale Table 2 - Temperate 
  Freshwater. 
  [61-66] Sub-Arctic Sea with Islands. 
  Journey Locale Table 1 - Cold Forest. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Saltwater. 
  [67-74] Sub-Arctic Swamp. Journey Locale 
  Table 1 - Cold Swamp. Journey Locale Table 
  2 - Temperate Swamp. 
  [75-82] Sub-Arctic Wasteland. Journey 
  Locale Table 1 - Cold Wasteland. Journey 
  Locale Table 2 - Temperate Wasteland. 
  [83-00] 
  Sub-Arctic 
  Region 
  of 
  Mixed 
  Terrain. (Roll twice more on this table, 
  rerolling results of 83 or higher) Journey 
  Locale Table 1 - As Designated Journey 
  Locale Table 2 - As Designated. 
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Sub-Tropical Journeys and 
  Locales 
   
   
  Sub-tropical journeys are the opposite of 
  Sub-Arctic journeys: they most frequently 
  involve travel away from a temperate clime 
  and into a warmer one. There are many 
  different types, because travel (in the 
  northern hemisphere) will not always be just 
  in a southerly direction. Especially humid, 
  sunny, geothermal, magical, or tide-affected 
  sub-regions can be classified as sub-tropical 
  even if they are entirely surrounded by 
  temperate terrain. This means that northern 
  hemisphere adventurers might be traveling 
  west, east, or even north into the region and 
  not just moving in a southerly direction. The 
  classic sub-tropical journey in adventure 
  literature is typically a southbound coastal 
  and nautical jaunt, with various islands and 
  exotic cultures experienced along the way. 
  Sub-tropical adventures also share an 
  advantage with Sub-Arctic journeys: they 
  feature temperate clime encounters, which 
  are mixed with tropical encounters (such as 
  with 
  cannibalistic 
  tribes, 
  dinosaurs, 
  frogmen, giant beetles, giant dragonflies, 
  and so forth) for increased variety. 
   
  Table GWG2-38: 
  Journey 
  Determination 
  Sub-Table 
  4: 
  Journeys in Sub-Tropical Terrain 
   
  To determine the journey type, roll 1D100 
  and consult the following table. There are 
  two columns for locales, which indicate 
  where you will be rolling dice hereafter to 
  populate the wilderness journey map with 
  interesting encounters and locations. If 
  there is an entry under Locale Table 1, while 
  the Locale Table 2 entry reads “N/A,” then 
  you will only be rolling on one locale table 
  hereafter. Normally, however, there will be 
  two different locale types listed (e.g., Cold 
  Hills and Cold Mountains). 
   
  [01-06] 
  Sub-Tropical 
  Coastal 
  Region. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Saltwater. Journey Locale Table 2 - Tropical 
  Saltwater. 
  [07-14] 
  Sub-Tropical 
  Forest. 
  Journey 
  Locale Table 1 - Temperate Forest. Journey 
  Locale Table 2 - Tropical Forest. 
  [15-20] Sub-Tropical Great Lake with 
  Islands. Journey Locale Table 1 - Temperate 
  Freshwater. Journey Locale Table 2 - 
  Tropical Forest. 
  [21-28] Sub-Tropical Hills. Journey Locale 
  Table 1 - Temperate Hills. Journey Locale 
  Table 2 - Tropical Hills. 
  [29-34] Sub-Tropical Inland Sea with 
  Islands. Journey Locale Table 1 - Temperate 
  Saltwater. Journey Locale Table 2 - Tropical 
  Forest. 
  [35-42] Sub-Tropical Mountains. Journey 
  Locale Table 1 - Temperate Mountains. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Tropical 
  Mountains. 
  
   
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  [43-50] 
  Sub-Tropical 
  Plains. 
  Journey 
  Locale Table 1 - Temperate Plains. Journey 
  Locale Table 2 - Tropical Plains. 
  [51-55] Sub-Tropical River with a Journey 
  Downriver. Journey Locale Table 1 - 
  Temperate 
  Freshwater. 
  Journey 
  Locale 
  Table 2 - Tropical Hills. 
  [56-60] Sub-Tropical River with a Journey 
  Upriver. Journey Locale Table 1 - Temperate 
  Freshwater. Journey Locale Table 2 - 
  Tropical Forest. 
  [61-66] Sub-Tropical Sea with Islands. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Saltwater. Journey Locale Table 2 - Tropical 
  Forest. 
  [67-74] 
  Sub-Tropical 
  Swamp. Journey 
  Locale Table 1 - Temperate Swamp. Journey 
  Locale Table 2 - Tropical Swamp. 
  [75-82] Sub-Tropical Wasteland. Journey 
  Locale Table 1 - Temperate Wasteland. 
  Journey Locale Table 2 - Tropical Wasteland. 
  [83-00] Sub-Tropical Region of Mixed 
  Terrain. (Roll twice more on this table, 
  rerolling results of 83 or higher) Journey 
  Locale Table 1 - As Designated Journey 
  Locale Table 2 - As Designated. 
   
   
   
  Temperate Journeys and 
  Locales 
   
  Temperate journeys through the wilderness 
  are, for most players, the classic “European” 
  fantasy adventure experience. But there is 
  no reason why you can’t make a temperate 
  journey take place in a realm that emulates 
  a fantasy version of South America, Africa, 
  New Zealand, North America, or some other 
  temperate locale entirely. You can also vary 
  the 
  terrain 
  significantly, 
  as 
  journeys 
  between islands (for example) tend to be very 
  different from journeys through a forest or a 
  wasteland. Each setting provides its own 
  monsters, events, and natural hazards. 
  In most campaigns, one of the advantages of 
  temperate journeys is that they tend to be 
  relatively close by. You may be able to 
  encourage your players to try out a 
  temperate hills-and-highlands adventure at 
  a low level of experience, when an Arctic hills 
  adventure might prove too daunting for 
  them. And when you need significant 
  variations to keep successive temperate 
  journeys from becoming too stale, you can 
  mix things up with a river expedition, an 
  underwater odyssey, or an aerial adventure 
  where the PCs can — to name but one 
  example — wander across solidified clouds 
  on their way up cumulus mountains, 
  working their way toward a floating castle 
  emerging from the twilit distance. 
   
  Table GWG2-39: 
  Journey 
  Determination 
  Sub-Table 
  5: 
  Journeys in Temperate Terrain 
   
  To determine the journey type, roll 1D100 
  and consult the following table. There are 
  two columns for locales, which indicate 
  where you will be rolling dice hereafter to 
  populate the wilderness journey map with 
  interesting encounters and locations. If 
  there is an entry under Locale Table 1, while 
  the Locale Table 2 entry reads “N/A,” then 
  you will only be rolling on one locale table 
  hereafter. Normally, however, there will be 
  two different locale types listed (e.g., Cold 
  Hills and Cold Mountains). 
   
  [01-06] 
  Temperate 
  Coastal 
  Region. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Saltwater. Journey Locale Table 2 - N/A (use 
  only one table). 
  [07-14] Temperate Forest. Journey Locale 
  Table 1 - Temperate Forest. Journey Locale 
  Table 2 - N/A (use only one table). 
  [15-20] 
  Temperate 
  Great 
  Lake 
  with 
  Islands. Journey Locale Table 1 - Temperate 
  Forest. Journey Locale Table 2 - Temperate 
  Freshwater. 
  [21-28] Temperate Hills. Journey Locale 
  Table 1 - Temperate Hills. Journey Locale 
  Table 2 - N/A (use only one table). 
  [29-34] 
  Temperate 
  Inland 
  Sea 
  with 
  Islands. Journey Locale Table 1 - Temperate 
  Forest. Journey Locale Table 2 - Temperate 
  Saltwater. 
  [35-42] Temperate Mountains. Journey 
  Locale Table 1 - Temperate Mountains. 
  Journey Locale Table 2 - N/A (use only one 
  table). 
  [43-50] Temperate Plains. Journey Locale 
  Table 1 - Temperate Plains. Journey Locale 
  Table 2 - N/A (use only one table). 
  [51-55] Temperate River with a Journey 
  Downriver. Journey Locale Table 1 - 
  Temperate 
  Freshwater. 
  Journey 
  Locale 
  Table 2 - Temperate Hills. 
  [56-60] Temperate River with a Journey 
  Upriver. Journey Locale Table 1 - Temperate 
  Forest. Journey Locale Table 2 - Temperate 
  Freshwater. 
  [61-66] Temperate Sea with Islands. 
  Journey Locale Table 1 - Temperate Forest. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Saltwater. 
  [67-74] Temperate Swamp. Journey Locale 
  Table 1 - Temperate Swamp. Journey Locale 
  Table 2 - N/A (use only one table). 
  [75-82] Temperate Wasteland. Journey 
  Locale Table 1 - Temperate Wasteland. 
  Journey Locale Table 2 - N/A (use only one 
  table). 
  [83-00] 
  Temperate 
  Region 
  of 
  Mixed 
  Terrain. (Roll twice more on this table, 
  rerolling results of 83 or higher) Journey 
  Locale Table 1 - As Designated Journey 
  Locale Table 2 - As Designated 
   
   
  Tropical Journeys and 
  Locales 
   
  When most people think of tropical journeys, 
  they think of rain forests and jungle. And 
  that’s fine, but there are a substantial 
  number of other options which the intrepid 
  Game Master can explorer. There are 
  tropical 
  plains 
  (savannah), 
  island 
  archipelagos 
  and 
  atolls, 
  wastelands 
  (obsidian flats or oasis-filled deserts), misty 
  mountains with magical-seeming snow only 
  seen atop the utmost misty peaks, and so 
  forth. 
  In my own campaign, I tend to limit the 
  inclusion of large numbers of dinosaurs, 
  cavemen, and some forms of giant insects 
  and animals to the tropical regions. If you 
  want to get quasi-scientific about it, you 
  could separate these types of creatures into 
  a caveman lost world realm, a Triassic 
  wilderness, 
  a 
  Jurassic 
  wilderness, 
  a 
  Cretaceous land bordering a kingdom of 
  beastmen, and so forth. Tropical realms in 
  most campaigns are an ideal place to put all 
  of those exotic monsters which don’t quite 
  seem to fit into the main campaign … and 
  you can make all of those great monsters 
  larger, too! 
  (Hmm, why haven’t I made a Godzilla-sized 
  Tyrannosaurus Rex before? That’s a good 
  question. And he could be fighting swarms 
  
   
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  of giant scarabs, and there could be a 
  kingdom of superstitious pygmy bugbears 
  willing to help the adventurers get rid of the 
  menace, and …) 
   
  Table GWG2-40: 
  Journey 
  Determination 
  Sub-Table 
  6: 
  Journeys in Tropical Terrain 
   
  To determine the journey type, roll 1D100 
  and consult the following table. There are 
  two columns for locales, which indicate 
  where you will be rolling dice hereafter to 
  populate the wilderness journey map with 
  interesting encounters and locations. If 
  there is an entry under Locale Table 1, while 
  the Locale Table 2 entry reads “N/A,” then 
  you will only be rolling on one locale table 
  hereafter. Normally, however, there will be 
  two different locale types listed (e.g., Cold 
  Hills and Cold Mountains). 
   
  [01-06] Tropical Coastal Region. Journey 
  Locale Table 1 - Tropical Saltwater. Journey 
  Locale Table 2 - N/A (use only one table). 
  [07-14] Tropical Forest. Journey Locale 
  Table 1 - Tropical Forest. Journey Locale 
  Table 2 - N/A (use only one table). 
  [15-20] Tropical Great Lake with Islands. 
  Journey Locale Table 1 - Tropical Forest. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Tropical 
  Freshwater. 
  [21-28] Tropical Hills. Journey Locale Table 
  1 - Tropical Hills. Journey Locale Table 2 - 
  N/A (use only one table). 
  [29-34] Tropical Inland Sea with Islands. 
  Journey Locale Table 1 - Tropical Forest. 
  Journey Locale Table 2 - Tropical Saltwater. 
  [35-42] 
  Tropical 
  Mountains. 
  Journey 
  Locale Table 1 - Tropical Mountains. 
  Journey Locale Table 2 - N/A (use only one 
  table). 
  [43-50] Tropical Plains. Journey Locale 
  Table 1 - Tropical Plains. Journey Locale 
  Table 2 - N/A (use only one table). 
  [51-55] Tropical River with a Journey 
  Downriver. Journey Locale Table 1 - 
  Tropical Freshwater. Journey Locale Table 2 
  – Tropical Hills. 
  [56-60] Tropical River with a Journey 
  Upriver. Journey Locale Table 1 - Tropical 
  Forest. Journey Locale Table 2 - Tropical 
  Freshwater. 
  [61-66] Tropical Sea with Islands. Journey 
  Locale Table 1 - Tropical Forest. Journey 
  Locale Table 2 - Tropical Saltwater. 
  [67-74] Tropical Swamp. Journey Locale 
  Table 1 - Tropical Swamp. Journey Locale 
  Table 2 - N/A (use only one table). 
  [75-82] 
  Tropical 
  Wasteland. 
  Journey 
  Locale Table 1 - Tropical Wasteland. Journey 
  Locale Table 2 - N/A (use only one table). 
  [83-00] Tropical Region of Mixed Terrain. 
  (Roll twice more on this table, rerolling 
  results of 83 or higher) Journey Locale Table 
  1 - As Designated Journey Locale Table 2 - 
  As Designated. 
   
  Netherworld Journeys and 
  Locales 
   
  Netherworld journeys are subterranean 
  adventures which take place in underground 
  kingdoms that are so large, the miles-long 
  caves and passageways serve as a stand-in 
  for the wilderness. Examples include the 
  kingdom of the dark elves, the Journey to 
  the Center of the Earth (Verne), the hollow 
  Earth adventures between Earth’s surface 
  and Pellucidar, and so forth. 
  In the following table I have included a 
  considerable 
  number 
  of 
  classic 
  pulp 
  netherworlds 
  for 
  your 
  adventurers 
  to 
  explore: [1] an arid netherworld, filled with 
  sand 
  pits, 
  dust 
  storms 
  and 
  choking 
  sinkholes; [2] a saltwater netherworld, with 
  Sunless Seas and primordial populations 
  (giant jellyfish, shoggoths, Deep Ones …) ; [3] 
  a crystalline netherworld with enormous 
  gem deposits for the netherworld gnomes, [4] 
  a Dreamland netherworld so that you can 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  emulate the Dream-Quest of Unknown 
  Kadath; and so forth. The Jules Verne 
  dinosaurian netherworld can be emulated by 
  the Lost World option too! 
   
  Table GWG2-41: 
  Journey 
  Determination 
  Sub-Table 
  7: 
  Netherworld Journeys 
   
  To determine the journey type, roll 1D100 
  and consult the following table. There are 
  two columns for locales, which indicate 
  where you will be rolling dice hereafter to 
  populate the wilderness journey map with 
  interesting encounters and locations. If 
  there is an entry under Locale Table 1, while 
  the Locale Table 2 entry reads “N/A,” then 
  you will only be rolling on one locale table 
  hereafter. Normally, however, there will be 
  two different locale types listed (e.g., Cold 
  Hills and Cold Mountains). 
   
  [01-05] Arid Netherworld. Journey Locale 
  Table 1 - Netherworld. Journey Locale Table 
  2 - Temperate Wasteland. 
  [06-10] Coastal Region of an Underground 
  Sea. Journey Locale Table 1 - Netherworld. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Saltwater. 
  [11-15] Crystalline Netherworld. Journey 
  Locale Table 1 - Netherworld. Journey Locale 
  Table 2 - N/A (use only one table). 
  [16-20] Dreamland Netherworld. Journey 
  Locale Table 1 - Netherworld. Journey Locale 
  Table 2 - Temperate Forest. 
  [21-25] 
  Fungal 
  Netherworld. 
  Journey 
  Locale Table 1 - Netherworld. Journey Locale 
  Table 2 - N/A (use only one table). 
  [26-30] Geothermal Netherworld. Journey 
  Locale Table 1 - Netherworld. Journey Locale 
  Table 2 - Tropical Wasteland. 
  [31-35] Icy Netherworld. Journey Locale 
  Table 1 - Netherworld. Journey Locale Table 
  2 - Cold Wasteland. 
  [36-40] Lost World Netherworld. Journey 
  Locale Table 1 - Netherworld. Journey Locale 
  Table 2 - Tropical Forest. 
  [41-45] 
  Netherworld 
  Mushroom 
  Forest. 
  Journey Locale Table 1 - Netherworld. 
  Journey Locale Table 2 - N/A (use only one 
  table). 
  [46-50] Underground River with a Journey 
  Downriver. Journey Locale Table 1 
  - 
  Netherworld. Journey Locale Table 2 - 
  Temperate Freshwater. 
  [51-55] Underground River with a Journey 
  Upriver. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Netherworld. Journey Locale Table 2 - 
  Temperate Freshwater. 
  [56-60] Underground Sea with Islands. 
  Journey Locale Table 1 - Netherworld. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Saltwater. 
  [61-65] Underwater Journey in Netherworld 
  Freshwater. Journey Locale Table 1 - 
  Netherworld. Journey Locale Table 2 - 
  Temperate Freshwater. 
  [66-70] Underwater Journey in Netherworld 
  Saltwater. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Netherworld. Journey Locale Table 2 - 
  Temperate Saltwater. 
  [71-75] 
  Volcanic 
  Netherworld. 
  Journey 
  Locale Table 1 - Netherworld. Journey Locale 
  Table 2 - Tropical Wasteland. 
  [76-80] Watery Netherworld. Journey Locale 
  Table 1 - Netherworld. Journey Locale Table 
  2 - Temperate Swamp. 
  [81-00] Diverse Netherworld. (Roll twice 
  more on this table, rerolling results of 81 or 
  higher) Journey Locale Table 1 - As 
  Designated Journey Locale Table 2 - As 
  Designated. 
   
  Planar Journeys and Locales 
   
  Planar journeys are the most difficult types 
  of places to provide guidance for in a general 
  adventuring guide. Nevertheless, I have 
  given you a broad selection of ideas for 
  elemental planes, inner planes, and outer 
  
   
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  planes of law, chaos, neutrality, good and 
  evil. 
  To do this, I’ve worked with the premise that 
  planar locales that are completely “out there” 
  (in outer space, with reverse gravity, with 
  bizarre physical laws, airless realms, extra-
  dimensional spaces, etc.) are not ideal 
  journey regions, because they tend to 
  distract players away from the dungeon 
  destination. Instead, I encourage you to 
  create planar journeys that occur in Earth-
  like extra-planar worlds and terrain, with 
  added special magical, infernal, and / or 
  divine features that will constantly remind 
  the players that they are journeying through 
  another shard of the universe on their way 
  to the dungeon destination. 
   
   
   
  For example, you can create a journey 
  through the Elemental Plane of Water that is 
  not an underwater adventure; instead, it 
  could be an assisted naval jaunt over a 
  shallow sea, with magical floating and 
  sinking islands, and encounters with genies, 
  aquatic humanoids, sea creatures and water 
  elementals. Similarly, you can even have 
  journeys through the infernal planes of evil, 
  and just let the players know that the PCs 
  are traveling through the upper dominions 
  of the regions of the damned. Such planes 
  would probably have (for example) smoking 
  craters, imprisoned undead, wandering lost 
  souls, rivers of slime, and giant gargoyle 
  creatures soaring blindly through the black-
  clouded sky. You can create a lot of 
  atmosphere without worrying about the laws 
  of physics to a significant degree. 
  With planar journeys, you can let your 
  imagination roam free and put in anything 
  that you want … but do try to keep the 
  players 
  somewhat 
  focused 
  on 
  their 
  destination, so that they do not become 
  hopelessly 
  lost 
  and 
  mired 
  in 
  epic 
  confrontations far beyond their mortal 
  control! 
   
  Table GWG2-42: 
  Journey 
  Determination 
  Sub-Table 
  8: 
  Planar Journeys 
   
  To determine the journey type, roll 1D100 
  and consult the following table. There are 
  two columns for locales, which indicate 
  where you will be rolling dice hereafter to 
  populate the wilderness journey map with 
  interesting encounters and locations. If 
  there is an entry under Locale Table 1, while 
  the Locale Table 2 entry reads “N/A,” then 
  you will only be rolling on one locale table 
  hereafter. Normally, however, there will be 
  two different locale types listed (e.g., Cold 
  Hills and Cold Mountains). 
   
  [01-04] Elemental Planar Journey of Air. 
  Journey Locale Table 1 - Planar Air. Journey 
  Locale Table 2 - N/A (use only one table). 
  [05-08] Elemental Planar Journey of Ash. 
  Journey Locale Table 1 - Planar Air. Journey 
  Locale Table 2 - Planar Fire. 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [09-12] Elemental Planar Journey of Dust. 
  Journey Locale Table 1 - Planar Air. Journey 
  Locale Table 2 - Planar Earth. 
  [13-16] Elemental Planar Journey of 
  Earth. Journey Locale Table 1 - Planar 
  Earth. Journey Locale Table 2 - N/A (use 
  only one table). 
  [17-20] Elemental Planar Journey of Fire. 
  Journey Locale Table 1 - Planar Fire. 
  Journey Locale Table 2 - N/A (use only one 
  table). 
  [21-24] Elemental Planar Journey of 
  Lightning. Journey Locale Table 1 - Planar 
  Air. Journey Locale Table 2 - Planar 
  Lightning. 
  [25-28] Elemental Planar Journey of 
  Magma. Journey Locale Table 1 - Planar 
  Earth. Journey Locale Table 2 - Planar Fire. 
  [29-32] Elemental Planar Journey of Mist. 
  Journey Locale Table 1 - Planar Air. Journey 
  Locale Table 2 - Planar Water. 
  [33-36] Elemental Planar Journey of Mud. 
  Journey Locale Table 1 - Planar Earth. 
  Journey Locale Table 2 - Planar Water. 
  [37-40] Elemental Planar Journey of 
  Steam. Journey Locale Table 1 - Planar Fire. 
  Journey Locale Table 2 - Planar Water. 
  [41-44] Elemental Planar Journey of 
  Water. Journey Locale Table 1 - Planar 
  Water. Journey Locale Table 2 - N/A (use 
  only one table). 
  [45-48] Planar Journey to Realm of 
  Chaotic Evil. Journey Locale Table 1 - 
  Planar Chaos. Journey Locale Table 2 - 
  Planar Evil. 
  [49-52] Planar Journey to Realm of 
  Chaotic Good. Journey Locale Table 1 - 
  Planar Chaos. Journey Locale Table 2 - 
  Planar Good. 
  [53-56] Planar Journey to Realm of 
  Chaotic Neutrality. Journey Locale Table 1 
  - Planar Chaos. Journey Locale Table 2 - 
  Planar Neutrality. 
  [57-60] Planar Journey to Realm of Lawful 
  Evil. Journey Locale Table 1 - Planar Law. 
  Journey Locale Table 2 - Planar Evil. 
  [61-64] Planar Journey to Realm of Lawful 
  Good. Journey Locale Table 1 - Planar Law. 
  Journey Locale Table 2 - Planar Good. 
  [65-68] Planar Journey to Realm of Lawful 
  Neutrality. Journey Locale Table 1 - Planar 
  Law. Journey Locale Table 2 - Planar 
  Neutrality. 
  [69-72] Planar Journey to Realm of 
  Neutral Evil. Journey Locale Table 1 - 
  Planar Evil. Journey Locale Table 2 - Planar 
  Neutrality. 
  [73-76] Planar Journey to Realm of 
  Neutral Good. Journey Locale Table 1 - 
  Planar Good. Journey Locale Table 2 - 
  Planar Neutrality. 
  [77-80] Planar Journey to Realm of True 
  Neutrality. Journey Locale Table 1 - Planar 
  Neutrality. Journey Locale Table 2 - N/A 
  (use only one table). 
  [81-00] Journey Between Two Planes (Roll 
  twice more on this table, rerolling results of 
  81 or higher). Journey Locale Table 1 - As 
  Designated. Journey Locale Table 2 - As 
  Designated. 
   
   
   
   
  
   
  Page 104 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Underwater Journeys and 
  Locales 
   
  Underwater journeys are some of the most 
  fascinating 
  and 
  entertaining 
  options 
  available to the creative Game Master. 
  However, as with planar journeys, you will 
  need to carefully engineer the aquatic 
  wilderness so that the players remain fixated 
  on the destination and not the journey. 
  In the Castle Oldskull campaign, I tend to do 
  this by providing the adventurers with 
  powerful friendly seafaring creatures — 
  merfolk, tritons, sea elves, or even nereids — 
  who confer water breathing on the group, so 
  long as the adventurers stay nearby to have 
  the enchantments continually renewed. 
  These guide creatures are not great fighters, 
  but they are willing to take the PCs along one 
  of several predetermined aquatic paths, so 
  that the adventurers can traverse the ocean 
  in relatively secrecy while having some cool 
  and unusual aquatic encounters along the 
  way. 
  Also, I usually have a lot of island hopping 
  during these odd jaunts under the sea. 
  Giving the PCs half a day or so each on 
  different islands allows them time to rest, 
  heal, meditate, relearn spells, plan, and 
  discuss, without the players constantly 
  being worried that their guides are going to 
  be killed (or leave) while the adventurers are 
  asleep. A variant to this approach involves 
  the PCs being guided to different seafaring 
  communities by the aquatic allies, so that a 
  group of sea elves could lead the adventurers 
  to a buccaneer’s haven, where they could 
  hire passage on a ship that would take them 
  to the next further sea elf colony, ever nearer 
  to the dungeon destination. 
  Underwater adventurers require a degree of 
  trust from your players, because they will be 
  making their PCs vulnerable and dependent 
  upon vulnerable NPCs for an unusual 
  experience, where they might not be able to 
  depend on their usual tactics and strategies. 
  Do try to be gentle with the players when you 
  offer them an underwater journey — at least, 
  be somewhat gentle the first time! 
  Table GWG2-43: 
  Journey 
  Determination 
  Sub-Table 
  9: 
  Underwater Journeys 
   
  To determine the journey type, roll 1D100 
  and consult the following table. There are 
  two columns for locales, which indicate 
  where you will be rolling dice hereafter to 
  populate the wilderness journey map with 
  interesting encounters and locations. If 
  there is an entry under Locale Table 1, while 
  the Locale Table 2 entry reads “N/A,” then 
  you will only be rolling on one locale table 
  hereafter. Normally, however, there will be 
  two different locale types listed (e.g., Cold 
  Hills and Cold Mountains). 
   
  [01] Underwater and Island Journey in 
  Cold Freshwater and Forest. Journey 
  Locale Table 1 - Cold Forest. Journey Locale 
  Table 2 - Cold Freshwater. 
  [02] Underwater and Island Journey in 
  Cold Freshwater and Hills. Journey Locale 
  Table 1 - Cold Freshwater. Journey Locale 
  Table 2 - Cold Hills. 
  [03] Underwater and Island Journey in 
  Cold Freshwater and Plains. Journey 
  Locale Table 1 - Cold Freshwater. Journey 
  Locale Table 2 - Cold Plains. 
  [04] Underwater and Island Journey in 
  Cold Freshwater and Swamp. Journey 
  Locale Table 1 - Cold Freshwater. Journey 
  Locale Table 2 - Cold Swamp. 
  [05] Underwater and Island Journey in 
  Cold Freshwater and Wasteland. Journey 
  Locale Table 1 - Cold Freshwater. Journey 
  Locale Table 2 - Cold Wasteland. 
  [06] Underwater and Island Journey in 
  Cold Saltwater and Forest. Journey Locale 
  Table 1 - Cold Forest. Journey Locale Table 
  2 - Cold Saltwater. 
  [07] Underwater and Island Journey in 
  Cold Saltwater and Hills. Journey Locale 
  Table 1 - Cold Hills. Journey Locale Table 2 
  - Cold Saltwater. 
  [08] Underwater and Island Journey in 
  Cold Saltwater and Plains. Journey Locale 
  
   
  Page 105 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  Table 1 - Cold Plains. Journey Locale Table 
  2 - Cold Saltwater. 
  [09] Underwater and Island Journey in 
  Cold Saltwater and Swamp. Journey Locale 
  Table 1 - Cold Saltwater. Journey Locale 
  Table 2 - Cold Swamp. 
  [10] Underwater and Island Journey in 
  Cold Saltwater and Wasteland. Journey 
  Locale Table 1 - Cold Saltwater. Journey 
  Locale Table 2 - Cold Wasteland. 
  [11] Underwater and Island Journey in 
  Sub-Arctic 
  Freshwater 
  and 
  Forest. 
  Journey Locale Table 1 - Cold Forest. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Freshwater. 
  [12] Underwater and Island Journey in 
  Sub-Arctic Freshwater and Hills. Journey 
  Locale Table 1 - Cold Hills. Journey Locale 
  Table 2 - Temperate Freshwater. 
  [13] Underwater and Island Journey in 
  Sub-Arctic 
  Freshwater 
  and 
  Plains. 
  Journey Locale Table 1 - Cold Plains. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Freshwater. 
  [14] Underwater and Island Journey in 
  Sub-Arctic 
  Freshwater 
  and 
  Swamp. 
  Journey Locale Table 1 - Cold Swamp. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Freshwater. 
  [15] Underwater and Island Journey in 
  Sub-Arctic Freshwater and Wasteland. 
  Journey Locale Table 1 - Cold Wasteland. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Freshwater. 
  [16] Underwater and Island Journey in 
  Sub-Arctic Saltwater and Forest. Journey 
  Locale Table 1 - Cold Forest. Journey Locale 
  Table 2 - Temperate Saltwater. 
  [17] Underwater and Island Journey in 
  Sub-Arctic Saltwater and Hills. Journey 
  Locale Table 1 - Cold Hills. Journey Locale 
  Table 2 - Temperate Saltwater. 
  [18] Underwater and Island Journey in 
  Sub-Arctic Saltwater and Plains. Journey 
  Locale Table 1 - Cold Plains. Journey Locale 
  Table 2 - Temperate Saltwater. 
  [19] Underwater and Island Journey in 
  Sub-Arctic Saltwater and Swamp. Journey 
  Locale Table 1 - Cold Swamp. Journey 
  Locale Table 2 - Temperate Saltwater. 
  [20] Underwater and Island Journey in 
  Sub-Arctic 
  Saltwater 
  and 
  Wasteland. 
  Journey Locale Table 1 - Cold Wasteland. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Saltwater. 
  [21] Underwater and Island Journey in 
  Sub-Tropical 
  Freshwater 
  and 
  Forest. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Freshwater. Journey Locale Table 2 - 
  Tropical Forest. 
  [22] Underwater and Island Journey in 
  Sub-Tropical 
  Freshwater 
  and 
  Hills. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Freshwater. Journey Locale Table 2 - 
  Tropical Hills. 
  [23] Underwater and Island Journey in 
  Sub-Tropical 
  Freshwater 
  and 
  Plains. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Freshwater. Journey Locale Table 2 - 
  Tropical Plains. 
  [24] Underwater and Island Journey in 
  Sub-Tropical Freshwater and Swamp. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Freshwater. Journey Locale Table 2 - 
  Tropical Swamp. 
  [25] Underwater and Island Journey in 
  Sub-Tropical Freshwater and Wasteland. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Freshwater. Journey Locale Table 2 - 
  Tropical Wasteland. 
  [26] Underwater and Island Journey in 
  Sub-Tropical 
  Saltwater 
  and 
  Forest. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Saltwater. Journey Locale Table 2 - Tropical 
  Forest. 
  [27] Underwater and Island Journey in 
  Sub-Tropical Saltwater and Hills. Journey 
  Locale Table 1 - Temperate Saltwater. 
  Journey Locale Table 2 - Tropical Hills. 
  [28] Underwater and Island Journey in 
  Sub-Tropical 
  Saltwater 
  and 
  Plains. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Saltwater. Journey Locale Table 2 - Tropical 
  Plains. 
  
   
  Page 106 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [29] Underwater and Island Journey in 
  Sub-Tropical 
  Saltwater 
  and 
  Swamp. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Saltwater. Journey Locale Table 2 - Tropical 
  Swamp. 
  [30] Underwater and Island Journey in 
  Sub-Tropical Saltwater and Wasteland. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Saltwater. Journey Locale Table 2 - Tropical 
  Wasteland. 
  [31] Underwater and Island Journey in 
  Temperate 
  Freshwater 
  and 
  Forest. 
  Journey Locale Table 1 - Temperate Forest. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Freshwater. 
  [32] Underwater and Island Journey in 
  Temperate Freshwater and Hills. Journey 
  Locale Table 1 - Temperate Freshwater. 
  Journey Locale Table 2 - Temperate Hills. 
  [33] Underwater and Island Journey in 
  Temperate 
  Freshwater 
  and 
  Plains. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Freshwater. Journey Locale Table 2 - 
  Temperate Plains. 
  [34] Underwater and Island Journey in 
  Temperate 
  Freshwater 
  and 
  Swamp. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Freshwater. Journey Locale Table 2 - 
  Temperate Swamp. 
  [35] Underwater and Island Journey in 
  Temperate Freshwater and Wasteland. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Freshwater. Journey Locale Table 2 - 
  Temperate Wasteland. 
  [36] Underwater and Island Journey in 
  Temperate Saltwater and Forest. Journey 
  Locale Table 1 - Temperate Forest. Journey 
  Locale Table 2 - Temperate Saltwater. 
  [37] Underwater and Island Journey in 
  Temperate Saltwater and Hills. Journey 
  Locale Table 1 - Temperate Hills. Journey 
  Locale Table 2 - Temperate Saltwater. 
  [38] Underwater and Island Journey in 
  Temperate Saltwater and Plains. Journey 
  Locale Table 1 - Temperate Plains. Journey 
  Locale Table 2 - Temperate Saltwater. 
  [39] Underwater and Island Journey in 
  Temperate Saltwater and Swamp. Journey 
  Locale Table 1 - Temperate Saltwater. 
  Journey Locale Table 2 - Temperate Swamp. 
  [40] Underwater and Island Journey in 
  Temperate 
  Saltwater 
  and 
  Wasteland. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Saltwater. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate Wasteland. 
  [41] Underwater and Island Journey in 
  Tropical Freshwater and Forest. Journey 
  Locale Table 1 - Tropical Forest. Journey 
  Locale Table 2 - Tropical Freshwater. 
  [42] Underwater and Island Journey in 
  Tropical Freshwater and Hills. Journey 
  Locale Table 1 - Tropical Freshwater. 
  Journey Locale Table 2 - Tropical Hills. 
  [43] Underwater and Island Journey in 
  Tropical Freshwater and Plains. Journey 
  Locale Table 1 - Tropical Freshwater. 
  Journey Locale Table 2 - Tropical Plains. 
  [44] Underwater and Island Journey in 
  Tropical Freshwater and Swamp. Journey 
  Locale Table 1 - Tropical Freshwater. 
  Journey Locale Table 2 - Tropical Swamp. 
  [45] Underwater and Island Journey in 
  Tropical 
  Freshwater 
  and 
  Wasteland. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Tropical 
  Freshwater. Journey Locale Table 2 - 
  Tropical Wasteland. 
  [46] Underwater and Island Journey in 
  Tropical Saltwater and Forest. Journey 
  Locale Table 1 - Tropical Forest. Journey 
  Locale Table 2 - Tropical Saltwater. 
  [47] Underwater and Island Journey in 
  Tropical Saltwater and Hills. Journey 
  Locale Table 1 - Tropical Hills. Journey 
  Locale Table 2 - Tropical Saltwater. 
  [48] Underwater and Island Journey in 
  Tropical Saltwater and Plains. Journey 
  Locale Table 1 - Tropical Plains. Journey 
  Locale Table 2 - Tropical Saltwater. 
  [49] Underwater and Island Journey in 
  Tropical Saltwater and Swamp. Journey 
  Locale Table 1 - Tropical Saltwater. Journey 
  Locale Table 2 - Tropical Swamp. 
  [50] Underwater and Island Journey in 
  Tropical 
  Saltwater 
  and 
  Wasteland. 
  
   
  Page 107 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  Journey Locale Table 1 - Tropical Saltwater. 
  Journey Locale Table 2 - Tropical Wasteland. 
  [51] 
  Underwater 
  Journey 
  in 
  Cold 
  Freshwater 
  Shallows 
  and 
  Barren 
  Coastline. Journey Locale Table 1 - Cold 
  Freshwater. Journey Locale Table 2 - Cold 
  Wasteland. 
  [52] 
  Underwater 
  Journey 
  in 
  Cold 
  Freshwater 
  Shallows 
  and 
  Forested 
  Coastline. Journey Locale Table 1 - Cold 
  Forest. Journey Locale Table 2 - Cold 
  Freshwater. 
  [53] 
  Underwater 
  Journey 
  in 
  Cold 
  Freshwater Shallows and Hilly Coastline. 
  Journey Locale Table 1 - Cold Freshwater. 
  Journey Locale Table 2 - Cold Hills. 
  [54] 
  Underwater 
  Journey 
  in 
  Cold 
  Freshwater 
  Shallows 
  and 
  Sandy 
  Coastline. Journey Locale Table 1 - Cold 
  Freshwater. Journey Locale Table 2 - Cold 
  Plains. 
  [55] 
  Underwater 
  Journey 
  in 
  Cold 
  Freshwater 
  Shallows 
  and 
  Swampy 
  Coastline. Journey Locale Table 1 - Cold 
  Freshwater. Journey Locale Table 2 - Cold 
  Swamp. 
  [56] 
  Underwater 
  Journey 
  in 
  Cold 
  Saltwater Shallows and Barren Coastline. 
  Journey Locale Table 1 - Cold Saltwater. 
  Journey Locale Table 2 - Cold Wasteland. 
  [57] 
  Underwater 
  Journey 
  in 
  Cold 
  Saltwater 
  Shallows 
  and 
  Forested 
  Coastline. Journey Locale Table 1 - Cold 
  Forest. Journey Locale Table 2 - Cold 
  Saltwater. 
  [58] 
  Underwater 
  Journey 
  in 
  Cold 
  Saltwater Shallows and Hilly Coastline. 
  Journey Locale Table 1 - Cold Hills. Journey 
  Locale Table 2 - Cold Saltwater. 
  [59] 
  Underwater 
  Journey 
  in 
  Cold 
  Saltwater Shallows and Sandy Coastline. 
  Journey Locale Table 1 - Cold Plains. 
  Journey Locale Table 2 - Cold Saltwater. 
  [60] 
  Underwater 
  Journey 
  in 
  Cold 
  Saltwater 
  Shallows 
  and 
  Swampy 
  Coastline. Journey Locale Table 1 - Cold 
  Saltwater. Journey Locale Table 2 - Cold 
  Swamp. 
   
   
  [61] Underwater Journey in Sub-Arctic 
  Freshwater 
  Shallows 
  and 
  Barren 
  Coastline. Journey Locale Table 1 - Cold 
  Wasteland. Journey Locale Table 2 - 
  Temperate Freshwater. 
  [62] Underwater Journey in Sub-Arctic 
  Freshwater 
  Shallows 
  and 
  Forested 
  Coastline. Journey Locale Table 1 - Cold 
  Forest. Journey Locale Table 2 - Temperate 
  Freshwater. 
  [63] Underwater Journey in Sub-Arctic 
  Freshwater Shallows and Hilly Coastline. 
  Journey Locale Table 1 - Cold Hills. Journey 
  Locale Table 2 - Temperate Freshwater. 
  [64] Underwater Journey in Sub-Arctic 
  Freshwater 
  Shallows 
  and 
  Sandy 
  Coastline. Journey Locale Table 1 - Cold 
  Plains. Journey Locale Table 2 - Temperate 
  Freshwater. 
  [65] Underwater Journey in Sub-Arctic 
  Freshwater 
  Shallows 
  and 
  Swampy 
  Coastline. Journey Locale Table 1 - Cold 
  Swamp. Journey Locale Table 2 - Temperate 
  Freshwater. 
  
   
  Page 108 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [66] Underwater Journey in Sub-Arctic 
  Saltwater Shallows and Barren Coastline. 
  Journey Locale Table 1 - Cold Wasteland. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Saltwater. 
  [67] Underwater Journey in Sub-Arctic 
  Saltwater 
  Shallows 
  and 
  Forested 
  Coastline. Journey Locale Table 1 - Cold 
  Forest. Journey Locale Table 2 - Temperate 
  Saltwater. 
  [68] Underwater Journey in Sub-Arctic 
  Saltwater Shallows and Hilly Coastline. 
  Journey Locale Table 1 - Cold Hills. Journey 
  Locale Table 2 - Temperate Saltwater. 
  [69] Underwater Journey in Sub-Arctic 
  Saltwater Shallows and Sandy Coastline. 
  Journey Locale Table 1 - Cold Plains. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Saltwater. 
  [70] Underwater Journey in Sub-Arctic 
  Saltwater 
  Shallows 
  and 
  Swampy 
  Coastline. Journey Locale Table 1 - Cold 
  Swamp. Journey Locale Table 2 - Temperate 
  Saltwater. 
  [71] Underwater Journey in Sub-Tropical 
  Freshwater 
  Shallows 
  and 
  Barren 
  Coastline. Journey Locale 
  Table 1 
  - 
  Temperate 
  Freshwater. 
  Journey 
  Locale 
  Table 2 - Tropical Wasteland. 
  [72] Underwater Journey in Sub-Tropical 
  Freshwater 
  Shallows 
  and 
  Forested 
  Coastline. Journey Locale 
  Table 
  1 
  - 
  Temperate 
  Freshwater. 
  Journey 
  Locale 
  Table 2 - Tropical Forest. 
  [73] Underwater Journey in Sub-Tropical 
  Freshwater Shallows and Hilly Coastline. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Freshwater. Journey Locale Table 2 - 
  Tropical Hills. 
  [74] Underwater Journey in Sub-Tropical 
  Freshwater 
  Shallows 
  and 
  Sandy 
  Coastline. Journey Locale 
  Table 1 
  - 
  Temperate 
  Freshwater. 
  Journey 
  Locale 
  Table 2 - Tropical Plains. 
  [75] Underwater Journey in Sub-Tropical 
  Freshwater 
  Shallows 
  and 
  Swampy 
  Coastline. Journey Locale 
  Table 
  1 
  - 
  Temperate 
  Freshwater. 
  Journey 
  Locale 
  Table 2 - Tropical Swamp. 
  [76] Underwater Journey in Sub-Tropical 
  Saltwater Shallows and Barren Coastline. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Saltwater. Journey Locale Table 2 - Tropical 
  Wasteland. 
  [77] Underwater Journey in Sub-Tropical 
  Saltwater 
  Shallows 
  and 
  Forested 
  Coastline. Journey Locale 
  Table 
  1 
  - 
  Temperate Saltwater. Journey Locale Table 
  2 - Tropical Forest. 
  [78] Underwater Journey in Sub-Tropical 
  Saltwater Shallows and Hilly Coastline. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Saltwater. Journey Locale Table 2 - Tropical 
  Hills. 
  [79] Underwater Journey in Sub-Tropical 
  Saltwater Shallows and Sandy Coastline. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Saltwater. Journey Locale Table 2 - Tropical 
  Plains. 
  [80] Underwater Journey in Sub-Tropical 
  Saltwater 
  Shallows 
  and 
  Swampy 
  Coastline. Journey Locale 
  Table 
  1 
  - 
  Temperate Saltwater. Journey Locale Table 
  2 - Tropical Swamp. 
  [81] Underwater Journey in Temperate 
  Freshwater 
  Shallows 
  and 
  Barren 
  Coastline. Journey Locale 
  Table 
  1 
  - 
  Temperate 
  Freshwater. 
  Journey 
  Locale 
  Table 2 - Temperate Wasteland. 
  [82] Underwater Journey in Temperate 
  Freshwater 
  Shallows 
  and 
  Forested 
  Coastline. Journey Locale 
  Table 1 
  - 
  Temperate Forest. Journey Locale Table 2 - 
  Temperate Freshwater. 
  [83] Underwater Journey in Temperate 
  Freshwater Shallows and Hilly Coastline. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Freshwater. Journey Locale Table 2 - 
  Temperate Hills. 
  [84] Underwater Journey in Temperate 
  Freshwater 
  Shallows 
  and 
  Sandy 
  Coastline. Journey Locale 
  Table 
  1 
  - 
  Temperate 
  Freshwater. 
  Journey 
  Locale 
  Table 2 - Temperate Plains. 
  
   
  Page 109 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  [85] Underwater Journey in Temperate 
  Freshwater 
  Shallows 
  and 
  Swampy 
  Coastline. Journey Locale 
  Table 
  1 
  - 
  Temperate 
  Freshwater. 
  Journey 
  Locale 
  Table 2 - Temperate Swamp. 
  [86] Underwater Journey in Temperate 
  Saltwater Shallows and Barren Coastline. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Temperate 
  Saltwater. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate Wasteland. 
  [87] Underwater Journey in Temperate 
  Saltwater 
  Shallows 
  and 
  Forested 
  Coastline. Journey Locale 
  Table 
  1 
  - 
  Temperate Forest. Journey Locale Table 2 - 
  Temperate Saltwater. 
  [88] Underwater Journey in Temperate 
  Saltwater Shallows and Hilly Coastline. 
  Journey Locale Table 1 - Temperate Hills. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Saltwater. 
  [89] Underwater Journey in Temperate 
  Saltwater Shallows and Sandy Coastline. 
  Journey Locale Table 1 - Temperate Plains. 
  Journey 
  Locale 
  Table 
  2 
  - 
  Temperate 
  Saltwater. 
  [90] Underwater Journey in Temperate 
  Saltwater 
  Shallows 
  and 
  Swampy 
  Coastline. Journey Locale 
  Table 
  1 
  - 
  Temperate Saltwater. Journey Locale Table 
  2 - Temperate Swamp. 
  [91] Underwater Journey in Tropical 
  Freshwater 
  Shallows 
  and 
  Barren 
  Coastline. Journey Locale Table 1 - Tropical 
  Freshwater. Journey Locale Table 2 - 
  Tropical Wasteland. 
  [92] Underwater Journey in Tropical 
  Freshwater 
  Shallows 
  and 
  Forested 
  Coastline. Journey Locale Table 1 - Tropical 
  Forest. Journey Locale Table 2 - Tropical 
  Freshwater. 
  [93] Underwater Journey in Tropical 
  Freshwater Shallows and Hilly Coastline. 
  Journey 
  Locale 
  Table 
  1 
  - 
  Tropical 
  Freshwater. Journey Locale Table 2 - 
  Tropical Hills. 
  [94] Underwater Journey in Tropical 
  Freshwater 
  Shallows 
  and 
  Sandy 
  Coastline. Journey Locale Table 1 - Tropical 
  Freshwater. Journey Locale Table 2 - 
  Tropical Plains. 
   
   
   
  [95] Underwater Journey in Tropical 
  Freshwater 
  Shallows 
  and 
  Swampy 
  Coastline. Journey Locale Table 1 - Tropical 
  Freshwater. Journey Locale Table 2 - 
  Tropical Swamp. 
  [96] Underwater Journey in Tropical 
  Saltwater Shallows and Barren Coastline. 
  Journey Locale Table 1 - Tropical Saltwater. 
  Journey Locale Table 2 - Tropical Wasteland. 
  [97] Underwater Journey in Tropical 
  Saltwater 
  Shallows 
  and 
  Forested 
  Coastline. Journey Locale Table 1 - Tropical 
  Forest. Journey Locale Table 2 - Tropical 
  Saltwater. 
  [98] Underwater Journey in Tropical 
  Saltwater Shallows and Hilly Coastline. 
  
   
  Page 110 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Journey Locale Table 1 - Tropical Hills. 
  Journey Locale Table 2 - Tropical Saltwater. 
  [99] Underwater Journey in Tropical 
  Saltwater Shallows and Sandy Coastline. 
  Journey Locale Table 1 - Tropical Plains. 
  Journey Locale Table 2 - Tropical Saltwater. 
  [00] Underwater Journey in Tropical 
  Saltwater 
  Shallows 
  and 
  Swampy 
  Coastline. Journey Locale Table 1 - Tropical 
  Saltwater. Journey Locale Table 2 - Tropical 
  Swamp. 
   
  Envisaging the Adventure 
  Dungeon or Destination 
   
  Once the adventure journey through the 
  wilderness (or planar region, or netherworld) 
  has been roughly planned and outlined, you 
  need to consider the dungeon or similar 
  destination that you want the Player 
  Characters to journey towards. You can 
  certainly have wilderness-only sandbox 
  adventures if you want to, but the players 
  will frequently get frustrated with you if you 
  don’t at least provide them with an 
  opportunity to head toward a meaningful 
  destination. Without such a goal, wilderness 
  sandbox wandering tends to turn into an 
  endless sequence of seemingly random 
  encounters with no real scenario resolution. 
  The 
  journey 
  literally 
  becomes 
  the 
  destination, but the destination has no 
  resolution. 
  That might be too much of a shock for plot-
  oriented players, who we are already 
  potentially upsetting with the outlandish 
  notion that “plot” isn’t what the GM tells the 
  players they should be doing; it’s what 
  happens whenever the players tell the GM 
  what they want to do! 
  In most old school adventures the dungeon 
  destination is where, generally, about 50-
  75% of the adventure scenario will be 
  conducted. The rest of the adventure 
  involves the journey there, and perhaps the 
  journey back as well. To make the dungeon 
  experience as varied as possible, I will (in the 
  next section) provide you with hundreds of 
  different dungeon ideas that you can develop 
  for your campaign. This will give you enough 
  variety to last a lifetime. 
  Not every destination needs to be a dungeon, 
  but most will be. You can also (for example) 
  have the destination be a dangerous city, a 
  ruin, a forest maze of paths and meadows, 
  an island chain, or a mountainous region 
  crossed by passes and cavern-traveling 
  caravans. The trickiest destinations to 
  handle are (once again) the planar ones, 
  which should usually — in my opinion — 
  feature recognizable destinations such as 
  caravansaries, towns, monstrous outposts, 
  or planar strongholds. It’s theoretically great 
  to call your planar realm “An infinite 
  wasteland, pocked with glowing craters and 
  filled with screaming souls,” but what does 
  that mean? Why would adventurers willingly 
  cross through there, and what would they be 
  seeking? Is your realm only meant as a place 
  of punishment? If so, why would players play 
  a game that involves them going there and 
  trying to have a good time? 
  Such questions become critical when you’re 
  trying to convince the players that your 
  abstract universe is worthy of detailed 
  exploration. It is not enough to design 
  whatever you want; you need to design with 
  your players in mind. 
  I have heard many times in the past that 
  GMs have trouble envisioning such places in 
  the farther planes of existence; but in recent 
  years, I have just told new GMs to envision 
  Asgard as portrayed in the Thor movies. That 
  is a planar fortress, combined with a city, 
  that is connected to other planes by the 
  Bifrost portals. It is certainly unearthly, but 
  it is not so wildly different that the designer 
  would be hopelessly lost trying to conceive of 
  the place. 
  To aid GMs further in conceiving the planes 
  of existence and how they might pertain to 
  adventure journeys and destinations, I am 
  going to provide you with a brief overview of 
  the planar reaches as they exist in the Castle 
  Oldskull campaign. Keep in mind that in 
  doing so, I am moving us off on a wild 
  tangent for a few pages. So if you would 
  rather skip the planar section and move on 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  to the consideration of normal dungeons, 
  please feel free to skip this section for later. 
  Otherwise, here you will find a brief overview 
  of the major Oldskull planar regions, and a 
  list of some of the gods and goddesses who 
  maintain reachable strongholds, temples 
  and outposts in the worlds beyond. 
   
  A Brief Glimpse of the Castle 
  Oldskull Multiverse 
  Cosmogony 
   
  Here, I will give you a small taste of all of the 
  reachable 
  planes 
  of 
  existence 
  in 
  my 
  campaign. This is an extensive and daunting 
  topic which requires another full-featured 
  supplement, but I don’t want to leave you 
  hanging for inspiration and nothing to go on. 
  I also list the inspirational sources of various 
  planar locations, so that you can do your 
  own further research whenever you like. 
  As you well know, the planes are the 
  domains of the gods, the arch-devils, the 
  demon lords, and other great powers. 
  Whenever 
  you 
  are 
  designing 
  a 
  new 
  adventure do keep in mind that you 
  probably don’t want the PCs, regardless of 
  experience level, coming into direct conflict 
  with the gods. Because if you play the gods 
  correctly, the PCs will almost certainly be 
  exterminated. But you can use the ideas in 
  this section to create planar temples where 
  those gods are worshipped, and to create 
  small planar realms and strongholds that 
  the PCs can sneak into and through (while 
  having some interesting and perhaps violent 
  encounters). When you are dealing with the 
  planes of good alignment, the PCs might 
  even be able to secure aid from planar allies, 
  or receive blessings (buffs) of a kind. Not 
  every planar journey needs to end in 
  annihilation. But if the PCs insist on poking 
  around, and ignore the dungeon destination, 
  you may soon find yourself in a bizarre 
  scenario that will end in the heroes’ 
  apparently-asked-for demise! 
  When dealing with a planar journey leading 
  to a dungeon, I usually don’t put the 
  dungeon in the planar region itself. Instead, 
  I put point A (typically, the PCs’ favored city) 
  and point B (the current dungeon) both in 
  the primary game world, and then the PCs 
  traverse from A to B by jaunting through a 
  “shortcut” plane to get there. Sometimes, 
  point B is instead in an alternate world 
  somewhere else in the Prime Material Plane. 
  Most of this travel in either instance occurs 
  via magical gateways. 
   
   
   
  Here is a summary of some of the visited 
  places I personally recommend to you, 
  beginning alphabetically with the realms of 
  Chaos and Evil: 
   
  The Oldskull Multiverse, Part I: 
  Planes 
  and 
  Otherworldly 
  Locales 
  of 
  Chaotic Evil 
   
  Well-known planar locations aligned with 
  both Chaos and Evil are as follows: 
  The Abyssal Chaos, the destructive whorl of 
  Chaos and entropic evil, which is home to 
  most of the demon lords. Inspiration: Greek 
  and world mythology. 
  The Citadel of Mulciber — the Lord 
  Architect of the palaces of Heaven — a dark 
  angel who fell and sided with Lucifer. He 
  created his own citadel, and the city of 
  Pandaemonium 
  as 
  well. 
  Inspiration: 
  Mysticism of John Milton. 
  
   
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  Pandaemonium, the great infernal city of 
  the fallen angels under Lucifer. Inspiration: 
  Mysticism of John Milton. 
  Tartarus, the netherworld prison of the 
  titans 
  and 
  other 
  rebellious 
  monsters. 
  Inspiration: Greek and world mythology. 
  The strongholds and secret lairs of Anshar 
  (Babylonian), Apep (Egyptian), Ares (Greek), 
  Cthugha 
  (Cthulhu 
  Mythos), 
  Cthulhu 
  (Cthulhu 
  Mythos, 
  homeworld 
  beyond 
  R’lyeh), 
  Dahak 
  (Babylonian), 
  Hastur 
  (Cthulhu 
  Mythos), 
  Hiisi 
  (Finnish), 
  Huhueteotl (Central American), Ithaqua 
  (Cthulhu Mythos), Kali (Indian), Kiputytto 
  (Finnish), Loki (Norse), Lu Yueh (Chinese), 
  Ma Yuan (Chinese), Nyarlathotep (Cthulhu 
  Mythos), Shakak (Native American), Shub-
  Niggurath (Cthulhu Mythos), Tezcatlipoca 
  (Central 
  American), 
  Thrym 
  (Norse), 
  Tlazolteotl (Central American), Tou Mu 
  (Chinese), 
  Tuonetar 
  (Finnish), 
  Tuoni 
  (Finnish), Yog-Sothoth (Cthulhu Mythos) 
  and many others 
   
  The Oldskull Multiverse, Part II: 
  Planes 
  and 
  Otherworldly 
  Locales 
  of 
  Chaotic Good 
   
  Well-known planar locations aligned with 
  both Chaos and Good are as follows: 
  The Chaos of Creation, the generative 
  whorl 
  of 
  Chaos 
  and 
  uncontrolled 
  imagination, which is home to most spirits 
  birth, creation, and inspiration. Inspiration: 
  Greek and world mythology. 
  Mount Olympus, the home of the gods and 
  goddesses 
  of 
  the 
  Greek 
  pantheon. 
  Inspiration: Greek mythology. 
  The Happy Hunting Grounds, the great 
  untamed and idyllic wilderland of beasts and 
  plenty. Inspiration: Lakota mythos. 
  The strongholds and secret lairs of Anhur 
  (Egyptian), 
  Aphrodite 
  (Greek), 
  Apollo 
  (Greek), Bast (Egyptian), Chalchiuhtlicue 
  (Central American), Hachiman (Japanese), 
  Hotoru 
  (Native 
  American), 
  Huan-Ti 
  (Chinese), Idun (Norse), Inari (Japanese), 
  Karttikeya (Indian), Kib (Pegana Mythos), 
  Lakshmi (Indian), Limpang-Tung (Pegana 
  Mythos), 
  Magni 
  (Norse), 
  Modi 
  (Norse), 
  Nanna-Sin (Sumerian), Nephthys (Egyptian), 
  Oh-Kuni-Nushi (Japanese), Raven (Native 
  American), Sif (Norse), Snake Man (Native 
  American), Thor (Norse), the Thunderbird 
  (Native American), Utu (Sumerian), Vidar 
  (Norse), Zeus (Greek) and many others. 
   
  The Oldskull Multiverse, Part III: 
  Planes 
  and 
  Otherworldly 
  Locales 
  of 
  Chaotic Neutrality 
   
  Well-known planar locations aligned with 
  both Chaos and Neutrality are as follows: 
  The Abzu, the great watery abyss of Chaos 
  and 
  non-sentient 
  entropy. 
  Inspiration: 
  Sumerian mythology. 
  Entropia, the draining world which twists 
  life essence and lost souls into negative 
  energy … the ultimate realm of the undead 
  who do not commit to evil, and the 
  ascendant lich lords and lich queens. 
  Inspiration: OSR, Castle Oldskull campaign. 
  Erebus, the great netherworld which (via 
  magical gates) leads down into Hades and 
  Tartarus. Inspiration: Greek and Roman 
  mythology. 
  Limbo, the gray, stormy and discordant 
  realm of the unjudged dead, who did not (or 
  could not) in life commit to law, good, or evil. 
  Inspiration: Catholic theology. 
  The strongholds and secret lairs of Aegir 
  (Norse), Agni (Indian), Azathoth (Cthulhu 
  Mythos), 
  Coyote 
  (Native 
  American), 
  Dionysus (Greek), Fujin (Japanese), Indra 
  (Indian), 
  Manannan 
  Mac 
  Lir 
  (Celtic), 
  Poseidon (Greek), Roon (Pegana Mythos), 
  Sirami 
  (Pegana 
  Mythos), 
  Slid 
  (Pegana 
  Mythos), 
  Susanowo 
  (Japanese), 
  Uller 
  (Norse), Wen Chung (Chinese) and many 
  others. 
   
   
  
   
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  The Oldskull Multiverse, Part IV: 
  Planes and Otherworldly Locales of Lawful 
  Evil 
   
  Well-known planar locations aligned with 
  both Law and Evil are as follows: 
  Avernus, the fiery netherworld which leads 
  into the deeper infernal regions. Inspiration: 
  Roman mythology. 
  Gehinnom, the damned realm of burning, 
  curses, and wickedness. Inspiration: Hebrew 
  spirituality. 
  The 
  Inferno, 
  the 
  great 
  many-tiered 
  underworld 
  of 
  law, 
  evil, 
  and 
  divine 
  punishment. Its center is the great Iron City 
  of Dis. Inspiration: Christian theology, and 
  the writings of Dante Alighieri. 
  The strongholds and secret lairs of the 
  arch-devils, and various gods of lawful evil. 
   
   
   
  The Oldskull Multiverse, Part V: 
  Planes and Otherworldly Locales of Lawful 
  Good 
   
  Well-known planar locations aligned with 
  both Law and Good are as follows: 
  The Nine Spheres of Heaven, the angelic, 
  ascendant, and celestial spheres where the 
  angels 
  and 
  gods 
  of 
  lawful 
  good 
  predominantly reside amongst the blessed. 
  The spheres are: (I) the Lunar, (II) the 
  Mercurial, (III) the Venereal, (IV) the Solar, 
  (V) the Martial, (VI) the Jovian, (VII) the 
  Saturnine, (VIII) the Astral Realm of the 
  Unchanging Stars and (IX) the Primum 
  Mobile. Inspirations: Christian theology, and 
  the writings of Dante Alighieri (Paradiso). 
  The Twin Paradises, the realm of human 
  innocence prior to the manifestation of 
  corruption, or temptation. Rumored to be 
  the angelic manifestation and counterpart of 
  Eden. Inspirations: The Garden, by Andrew 
  Marvell; the mysticism of John Milton. 
  (“Such was that happy garden-state, while 
  man there walked without a mate: after a 
  place so pure and sweet, what other help 
  could yet be meet! But ‘twas beyond a 
  mortal’s share to wander solitary there. Two 
  paradises ‘twere in one, to live in Paradise 
  alone.”) 
  Arcadia, the idyllic (yet often dangerous) 
  wilderland of the Greek mythos, home to 
  centaurs, dryads, nymphs, river godlings, 
  satyrs, and so forth. Inspiration: Greek 
  mythology. 
  The strongholds and secret lairs of Ahura 
  Mazda (Persian), Amaterasu (Japanese), 
  Anubis (Egyptian), Armaiti (Persian), Athena 
  (Greek), Chung Kuel (Chinese), Daikoku 
  (Japanese), 
  Diancecht 
  (Celtic), 
  Ebisu 
  (Japanese), 
  Forseti 
  (Norse), 
  Girru 
  (Babylonian), Heimdall (Norse), Heng (Native 
  American), Ilmatar (Finnish), Kuan Yin 
  (Chinese), Osiris (Egyptian), Shu (Egyptian), 
  Skarl (Pegana Mythos), Sraosha (Persian), 
  Tefnut (Egyptian), Ukko (Finnish), Vishnu 
  (Indian), Vohu Manah (Persian) and many 
  others. 
   
  The Oldskull Multiverse, Part VI: 
  Planes and Otherworldly Locales of Lawful 
  Neutrality 
   
  Well-known planar locations aligned with 
  both Law and Neutrality are as follows: 
  Nirvana, the spiritual realm of ascension 
  and enlightenment beyond mere good and 
  evil. Inspiration: Indian mythology. 
  The Ordo (Absolute Order), the bright, 
  whirling 
  and 
  striated 
  realm 
  of 
  the 
  emotionless and generative life fore, the 
  source of pure unbridled creative energy. 
  The realm cannot be entered by mortals, 
  because all independent souls and spirits 
  who rejoin the Ordo — where all life 
  
   
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  originally came from — lose their sentience 
  and free will, becoming one with the next 
  wave 
  of 
  creation. 
  Inspiration: 
  Castle 
  Oldskull campaign (consideration of the 
  scientific 
  and 
  spiritual 
  antonym 
  of 
  “entropy”). 
  Purgatory, the realm of soul purification 
  which leads into the Spheres of Heaven for 
  those souls who seek — but did not quite 
  mortally attain — the enlightenment of law 
  and good. Inspirations: Catholic theology, 
  and 
  the 
  writings 
  of 
  Dante 
  Alighieri 
  (Purgatorio). 
  The strongholds and secret lairs of Anu 
  (Babylonian), 
  Enki 
  (Sumerian), 
  Frigga 
  (Norse), Hoodrazai (Pegana Mythos), Horus 
  (Egyptian), 
  Kshathra 
  Vairya 
  (Persian), 
  Marduk (Babylonian), Nabu (Babylonian), 
  Nike (Greek), the Norns (Norse), Ptah 
  (Egyptian), Quetzalcoatl (Central American), 
  Rudra (Indian), Shan Hai Ching (Chinese), 
  Shang-Ti (Chinese), Sish (Pegana Mythos), 
  Surya (Indian), Tenjin (Japanese), Tyr 
  (Norse), Varuna (Indian), Yama (Indian) and 
  many others. 
   
  The Oldskull Multiverse, Part VII: 
  Planes 
  and 
  Otherworldly 
  Locales 
  of 
  Neutral Evil 
   
  Well-known planar locations aligned with 
  both Neutrality and Evil are as follows: 
  The Garden of Persephone, the sanctuary 
  of the goddess Persephone who is the 
  unwilling consort of lord Hades. Inspiration: 
  Greek mythology. 
  Hades, the shadow realm of lost mortal 
  souls in the Greek mythos. Inspiration: 
  Greek mythology. 
  The Palace of Hades, the great stronghold 
  of the lord of the Greek underworld. 
  Inspiration: Greek mythology. 
  The Rivers of the Damned, being Acheron 
  (woe), 
  Cocytus 
  (lamentation), 
  Lethe 
  (nepenthe and forgetfulness), Phlegethon 
  (fire), and Styx (poison and fate), which flow 
  through magical gateways journeying into all 
  of the planes of evi. Inspirations: Greek 
  mythology, OSR. 
  The strongholds and secret lairs of 
  Ereshkigal (Babylonian), Hades (Greek), Hel 
  (Norse), 
  Namtar 
  (Babylonian), 
  Nergal 
  (Babylonian), 
  No 
  Cha 
  (Chinese), 
  Ratri 
  (Indian), Surma (Finnish) and many others. 
   
  The Oldskull Multiverse, Part VIII: 
  Planes 
  and 
  Otherworldly 
  Locales 
  of 
  Neutral Good 
   
  Well-known planar locations aligned with 
  both Neutrality and Good are as follows: 
  Eden, the lost paradise guarded by angels 
  from which some (not all, in a pagan 
  mythology) few mortals were exiled into the 
  Material 
  Plane. 
  Inspiration: 
  Christian 
  theology. 
  Elysium, the islandic paradise of the great 
  heroes and heroines of the Greek mythos. 
  Inspiration: Greek mythology. 
  The strongholds and secret lairs of Ahto 
  (Finnish), Balder (Norse), Benten (Japanese), 
  Bragi 
  (Norse), 
  Demeter 
  (Greek), 
  Enlil 
  (Sumerian), Frey (Norse), Freya (Norse), Isis 
  (Egyptian), Itzamna (Central American), 
  Jurojin (Japanese), Kishijoten (Japanese), 
  Mielikki 
  (Finnish), 
  Odin 
  (Norse), 
  Ra 
  (Egyptian), 
  Ryujin 
  (Japanese), 
  Seker 
  (Egyptian), Tsukiyomi (Japanese), Ushas 
  (Indian) and many others. 
   
  The Oldskull Multiverse, Part IX: 
  Planes and Otherworldly Locales of True 
  Neutrality 
   
  Well-known planar locations aligned with 
  Pure Neutrality (and by default the absence 
  of Law, Chaos, Good, and Evil) are as 
  follows: 
  The Akasha, the pathways in the Ethereal 
  Plane which connect the realms of the Indian 
  mythos to one another via magical gateways. 
  Inspiration: Indian mythology. 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  The Astral Plane, the windy and starry void 
  which connects the Outer Planes the Inner 
  Planes via a nigh-infinite matrix of magical 
  gateways. 
  Inspirations: 
  Classical 
  and 
  medieval spirituality. 
  The Ethereal Plane, or the Aethereal 
  Quintessence, which is an airy and ocean-
  like realm of currents, tides and counter-
  currents, connecting the Inner Planes to one 
  another. Inspirations: Greek mythology, 
  writings of Plato, OSR, Castle Oldskull 
  campaign. 
  Gaia, the deep netherworld beneath the 
  Elemental Plane of Earth, which serves as a 
  conduit between the Ordo, Erebus and the 
  Material Plane. It is the realm of the many-
  named entity whom some call “Mother 
  Earth,” the creator of many monsters and 
  primordial 
  powers. 
  Inspirations: 
  Greek 
  mythology, Castle Oldskull campaign. 
  The 
  Impure 
  Elemental 
  Planes, 
  the 
  “borderlands” where two Pure Elemental 
  Planes converge. If we envision the Pure 
  Elemental Planes as a sphere, surrounding 
  the Material Plane, and divided into four 
  quarters, the Impure Elemental Planes are 
  the “seams” between the quarters. They are: 
  (I) Dust (Air and Earth), (II) Ash (lesser Air 
  and Fire), (III) Lightning (greater Air and 
  Fire), (IV) Mist (lesser Air and Water), (V) Ice 
  (greater Air and Water), (VI) Magma (Earth 
  and Fire), (VII) Mud (Earth and Water), and 
  (VIII) Steam (Fire and Water). Inspirations: 
  Alchemy, OSR, Castle Oldskull campaign. 
  The Land of Infinite Paths, a great 
  wilderness filled with magical doorways, 
  gateways, and descending and ascending 
  paths which connect all planar realms via 
  the astral and ethereal realms. Inspiration: 
  Castle Oldskull campaign. 
  The Pure Elemental Planes, the realms of 
  air (gases), earth (solids), fire (energy) and 
  water (liquids). The rudimentary building 
  blocks from which the Material Plane was 
  created. 
  Inspirations: 
  Alchemy, 
  Greek 
  mythology (to a point), Paracelsus. 
  The Realm of Eternal Shadow, the “seam” 
  between the planar hemispheres of The Ordo 
  and Entropia. A world of ever-conflicting 
  light and darkness, lost in mists and known 
  only to mystical wanderers. Inspirations: 
  OSR, Castle Oldskull campaign. 
  The strongholds and secret lairs of Ama-
  Tsu-Mara (Japanese), Artemis (Greek), Bes 
  (Egyptian), Brigit (Celtic), Camaxtli (Central 
  American), Chih Sung-Tzu (Chinese), Dagda 
  (Celtic), 
  Dorozhand 
  (Pegana 
  Mythos), 
  Dunatis (Celtic), Geb (Egyptian), Goibhnie 
  (Celtic), 
  Hastseltsi 
  (Native 
  American), 
  Hephaestus (Greek), Hera (Greek), Herne 
  (Celtic), Huitzilopochtli (Central American), 
  Ishtar (Babylonian), Izanagi (Japanese), 
  Izanami (Japanese), Ki (Sumerian), Manna-
  Yood-Sushai (Pegana Mythos), Morrigan 
  (Celtic), 
  Nin-Hursag (Sumerian), 
  Nuada 
  (Celtic), Oghma (Celtic), Raiden (Japanese), 
  Ramman (Babylonian), Silvanus (Celtic), 
  Tammuz (Babylonian), Thoth (Egyptian), 
  Tvashtri (Indian), Tyche (Greek), Untamo 
  (Finnish), Xochipilli (Central American), Yen-
  Wang-Yeh (Chinese) and many others. 
   
   
   
  Special Note Concerning Pantheon 
  Domains and the Strongholds of 
  Individual Deities 
   
  (Caution, ranty! Feel free to skip this section 
  if you are not interested in my lengthy 
  opinions pertaining to planar design.) 
   
  If you have reviewed the above information 
  carefully, you may be wondering how it is 
  possible that a pantheon’s “home” kingdom 
  exists in one plane, and all of the deities who 
  belong to that pantheon are scattered 
  throughout other planes. Don’t all of these 
  deities belong together? 
  The short answer: If you don’t do this, you’ll 
  have some logical conundrums to fix. 
  
   
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  The longer answer: 
  If you don’t use my approach, you end up 
  with the odd and uncomfortable situation of 
  (for example) having good, neutral, and evil 
  deities all existing in the same chaotic good 
  realm, in the supposed stronghold of 
  absolute Chaos and Goodness. A good 
  chunk of the Realm of Good and Chaos 
  would then be devoted solely to (again, for 
  example) 
  Mount 
  Olympus 
  and 
  Greek 
  mythology, thereby derailing much of the 
  planes-based-on-alignment system which 
  has existed over the decades of play. Or, you 
  can have a fair chunk of the pantheon’s 
  deities in one chaotic good location (despite 
  their alignments), and the outliers stuck in 
  various corners without the sizeable logical 
  error — Namely, how did these beings ever 
  come to interact, in rivers and valleys quite 
  close to one another, if they had no way to 
  reach 
  one 
  another? 
  — 
  ever 
  being 
  acknowledged. In the latter case, the mythic 
  sources the game were based on then 
  become “wrong” in many instances. How did 
  Hecate and Artemis ever interact, when 
  Hecate is in Hell and Artemis is in Olympus? 
  So are the planes based on alignment, or are 
  they based on pantheon? If they’re based on 
  pantheon, you have a big redesign problem 
  on your hands, because the game was 
  designed (c. 1977-1978) to have the planes 
  primarily based on the many alignments, 
  and secondarily on pantheon themes … and 
  then, when Supplement IV was redesigned 
  in hardcover format, the gods were each 
  given differing alignments (c. 1979-1981) 
  based on their attributes and beliefs, not 
  pantheon (quite rightly); and then, (quite 
  sadly) they were wedged into different 
  drawers to fit the former alignment-driven 
  planar system. It was a decent, inelegant 
  solution to a nasty existential and gamist 
  problem. 
  If you want to research this peculiar and 
  rather obscure design conundrum a bit, take 
  a look at TSR’s Deities & Demigods, and look 
  up all of the lawful evil deities and their 
  planar realms of origin. You have many 
  lawful evil deities in non-lawful evil planes, 
  because 
  the 
  lawful 
  evil 
  plane 
  is 
  predominantly a Dantean interpretation of 
  Hell, which doesn’t fit all of the world’s 
  mythologies very well. And, the drawers the 
  gods are stuck in don’t make much sense. 
  Why is the lawful evil Chinese god Chih-
  Chiang Fyu-Ya in the Judaic realm of 
  Gehenna? Is it because he’s lawful evil, and 
  Gehenna is the realm of lawful evil? Nope. 
  Hell is the realm of lawful evil. Gehenna is 
  the realm of lawful evil neutrals … and 
  Gehenna has nothing to do with Chinese 
  mythology whatsoever. 
  So what to do? Is OSR Gehenna equated 
  with the real world’s mythic Gehenna, or is 
  it a drawer for non-Christian evil of all 
  shapes and sizes? If it’s just a drawer, it’s 
  not a very inspiring or good one, to be sure. 
  How can a GM find more information on 
  developing Gehenna if the mythic source 
  and inspiration for the name is rendered 
  mute? 
  In the mythology-based Castle Oldskull 
  campaign, I tried to find a happy medium 
  between the paradoxes that were never fully 
  addressed. My solution is not perfect, but as 
  a nice side effect it helps the GM to design 
  adventures that draw on the public domain, 
  rather than on copyrighted sources. 
  I believe it is a better approach to say that 
  magical gateways connect the lairs and 
  strongholds of deities to the primary domain 
  of the pantheon. To use the classic example, 
  I will point once again to Mount Olympus. 
  (I’ve made you nervous now about that 
  seemingly simple concept, haven’t I?) Mount 
  Olympus is found in the planes of Chaotic 
  Good. Why? Because Zeus is chaotic good, 
  and Zeus is the head of the pantheon. Also, 
  via magical gateways, Olympus connects to 
  the private and isolate strongholds of Athena 
  (lawful good), Ares (chaotic evil), Hermes 
  (true neutral) and all the rest. Thus, all of 
  these deities can be found on Mount 
  Olympus during times of great gatherings, 
  but in solitude and secrecy they dwell 
  separately in strongholds on the planes of 
  their own alignment. The deities are able to 
  coexist and commingle with one another, on 
  a magical Earth-like world in an alternate 
  dimension of the Prime Material Plane 
  (based on mythic Greece), while the planes 
  are 
  separated 
  by 
  alignment 
  and 
  the 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  pantheons are separated from one another 
  to a fair extent. 
  If you have a more elegant solution, do feel 
  free to use it! But, this section of the book 
  was inspired by a novice and test reader’s 
  questions: “What is OSR Olympus like? 
  What sources do I use, since it’s different 
  from the Greek version in this old book? How 
  do I envision it?” It was hard for me to 
  answer, and I felt I needed to address the 
  issue because if you don’t know what OSR 
  Olympus is like, it can be hard to give you 
  advice on how to design adventures there. 
  But I can say to you now, don’t let old game 
  books confine you into a box outside of the 
  inspiration that created that box! Olympus 
  is much as it appears in Greek myth, with 
  the 
  added wrinkle 
  of 
  magical 
  planar 
  gateways connecting the places of power, 
  which are held in turn by the various deities. 
  And the nexus of many of those gateways is 
  Mount Olympus. You can therefore research 
  Olympus and Greek myth and create a 
  planar CG adventure using that material 
  freely. That way, you’re not reliant on other 
  game designers’ conception of the planes; 
  you can create your own, based on mythic 
  tradition. Hell isn’t copyrighted, and you 
  don’t need a license to write (or to publish) 
  an adventure about it. 
  * * * 
  Bah, enough of that and my old school 
  preservation ruminations. Let’s get back on 
  track. 
  You can use these types of planar stronghold 
  connections creatively, not only to justify the 
  coexistence of opposed deities, but also to 
  facilitate planar journeys made by Player 
  Characters. 
   
   
  
   
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  So if you ever wanted the adventurers to 
  journey via gateway from a chaotic good 
  realm to a chaotic evil one, and then back to 
  the Prime Material where your dungeon is, 
  you could have them briefly move through 
  the lands around Mount Olympus, and 
  sneak through the gateway to the Acropolis 
  of Ares, where they would avoid Ares and his 
  minions and find the gateway leading to the 
  land of the dungeon. It all depends on how 
  ambitious you want to get. But I do warn 
  you, if you want the PCs to have planar 
  journeys, make sure they have a powerful 
  guide and just a few random encounters 
  along the way, or the brief jaunt you intend 
  could turn into a deadly misadventure where 
  they never reach the dungeon at all! 
   
  Dungeon Archetypes and 
  Destinations 
   
  As promised, here is a list of several hundred 
  dungeon types, including castles, caves, 
  temples, 
  tombs, 
  ruins, 
  structures, 
  mansions, thematic combinations of rooms, 
  labyrinthine anomalies in the wilderness, 
  and just about anything else that you can 
  think of. 
  To determine the type of dungeon that will 
  serve as the intended destination for your 
  adventure scenario, roll 1D1000 and consult 
  the following table. Feel free to reroll if you 
  have 
  difficulty 
  pairing 
  the 
  dungeon 
  archetype with the wilderness journey which 
  you have already envisioned. 
   
  Table GWG2-44: 
  Destination Dungeon Selection 
   
  A 
  [001-004] Abandoned Farmhouse 
  [005-008] Abattoir / Slaughterhouse 
  [009-012] Abbey 
  [013-016] Abyss 
  [017-020] Abzu (primal subterranean 
  ocean) 
  [021-024] Active Volcano and Lava Tubes 
  [025-028] Aeolian Caves 
  [029-032] Aerariums and Treasure Vaults 
  [033-036] Aeries 
  [037-040] Alchemical and Magical 
  Laboratories 
  [041-044] Altars and Shrine Chambers 
  [045-048] Anchialine Caves 
  [049-052] Anchorage 
  [053-056] Aqueducts and Bridges 
  [057-060] Archives and Libraries 
  [061-064] Archmage’s Tower 
  [065-068] Arena / Colosseum 
  [069-072] Armories and Forges 
  [073-076] Arsenals and Forges 
  [077-080] Artificial Netherworld of 
  Enchanted Grottoes 
  [081-083] Ash Pits and Cinder Caverns 
  [084-086] Assassins’ Guild Hall 
   
  B 
  [087-089] Bandit / Brigand / Pirate 
  Hideout 
  [091-092] Barbicans and Gatehouses 
  [093-095] Barracks and Bedchambers 
  [096-098] Barrow Mounds and Tumuli 
  [099-101] Bastions, Bulwarks and 
  Guardian Halls 
  [102-104] Beacon / Lighthouse 
  [105-108] Beast Dens and Monster Lairs 
  [109-112] Beast Tamers’ Pens and Pits 
  [113-116] Bone House and Burial Pits / 
  Vaults 
  [117-120] Bottomless Pits 
  [121-124] Buried Ruined City 
  [125-128] Buried Ruined Stronghold 
  
   
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  [129-132] Buried Ruined Temple 
  [133-136] Buried Treasure Complex 
  [137-140] Burrows and Warrens 
   
  C 
  [141-144] Cages and Slave Pits 
  [145-148] Cairns and Subterranean Shafts 
  [149-152] Canals and Ruined City 
  [153-156] Canyon and Wind Caves 
  [157-160] Canyonlands Labyrinth 
  [161-164] Carved Cave City 
  [165-168] Cascades, Pools and Waterfalls 
  [169-172] Castle or Stronghold 
  [173-176] Catacombs and Tombs 
  [177-180] Caves and Caverns 
  [181-184] Cellarage and Foundations 
  [185-187] Cells and Gaol Chambers 
  [188-190] Cesspits and Cesspools 
  [191-193] Chapel and Undercroft 
  [194-197] Chapter House 
  [198-201] Chasm Bridges and Drawbridges 
  [202-204] Clan Halls / Demi-Human 
  Enclave 
  [205-208] Chasms 
  [209-211] Church or Cathedral 
  [212-214] Cisterns, Wells, and Reservoirs 
  [215-217] Citadel / Fortress 
  [218-220] Clan Hold / Subterranean Demi-
  Human Stronghold 
  [221-223] Cliff Face Caves and Dwellings 
  [224-226] Cloaca and Sewer Passages 
  [227-229] Cloud Castle 
  [230-232] Clutches and Mazelike Forest 
  Paths 
  [233-235] Collapsing Dungeon Level 
  [236-237] Colossal Marching City 
  [238-239] Colossal Marching War Machine 
  [240] Crashed Spaceship 
   
   
   
  [241-243] Crater and Burrows 
  [244-246] Crematoriums 
  [247-249] Crowdes and Secret Crawlspaces 
  [250-253] Crystal Caves and Gardens 
  [254-256] Cysts, Hollows, and Voids 
   
  D 
  [257-260] Death Maze / Proving Grounds 
  [261-264] Delves and Mine Shafts 
  [265-268] Deserted Lake / Raft Town 
  [269-272] Deserted Plague City 
  [273-276] Deserted Plague Town 
  [277-280] Deserted Plague Village 
  [281-284] Dolorous Garde 
  [285-288] Domed City of Enchantments 
  [289-292] Donjons and Tower Strongholds 
  
   
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  [293-296] Dormant Volcano and Lava 
  Tubes 
  [297-300] Dragon’s Lair and Surrounding 
  Labyrinth 
  [301-304] Drowning Pools, Cenotes, and 
  Sacrificial Caves 
  [305-308] Dungeon Cells and Torture 
  Chambers 
   
  E 
  [309-312] Echo Chambers and Wind 
  Tunnels 
  [313-316] Eerie Island 
  [317-320] Elemental Vortex of Air 
  [321-324] Elemental Vortex of Ash 
  [325-328] Elemental Vortex of Dust 
  [329-332] Elemental Vortex of Earth 
  [333-336] Elemental Vortex of Fire 
  [337-340] Elemental Vortex of Lightning 
  [341-344] Elemental Vortex of Magma 
  [345-348] Elemental Vortex of Mist 
  [349-352] Elemental Vortex of Mud 
  [353-356] Elemental Vortex of Steam 
  [357-360] Elemental Vortex of Water 
  [361-364] Enchanted Garden / Hedge Maze 
  [365-368] Enchanted Labyrinth 
  [369-372] Endless Labyrinth of Corridors 
  [373-376] Endless Stair and Side Galleries 
  [377-380] Entrance-the Hollow World 
  [381-384] Erosional Caves 
  [385-388] Excavations and the Revealed 
  Colossal … ? 
  [389-392] Execution Chambers and Mass 
  Graves 
  [393-396] Extinct Volcano and Lava Tubes 
   
   
   
  F 
  [397-400] Faerie Manor of the Unseelie 
  Court 
  [401-404] Flying City / Laputa Shard 
  [405-408] Forbidden Oracle and 
  Sanctuaries 
  [409-412] Forbidden Stronghold of 
  Madness 
  [413-416] Forgotten City 
  [417-420] Fountain Halls and Enchanted 
  Pools 
  [421-424] Fracture Caves 
  [425-428] Fractures in Reality / Planar 
  Maelstrom 
  [429-432] Fungal Caverns 
  [433-436] Fungal Forest Labyrinth 
  [437-440] Fungariums and Mushroom 
  Gardens 
   
  G 
  [441-444] Gargantuan Spider Web 
  [445-448] Gates of Hell 
  [449-452] Geyser Pits and Cauldrons 
  [453-456] Ghost Ship 
  [457-460] Ghost Tower 
  [461-464] Giant Insect Colony / Hive 
  [465-468] Glacial Rift (or Magical Ice Rift) 
  and Ice Caves 
  [469-471] Goblin Market and Subterranean 
  Neutral Ground 
  [472-474] Graveyard and Crypts 
  [475-477] Great Inn / Hunting Lodge 
  [478-480] Great Resplendent Underground 
  Empire (GRUE) 
  [481-483] Great Sphinx and Interior 
  Chambers 
   
   
  
   
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  H 
  [484-486] Halls of a Knightly Order 
  [487-489] Hanging Gardens 
  [490-492] Haunted Battleground and 
  Sappers’ Tunnels 
  [493-495] Haunted Forest Grove(s) 
  [496-499] Haunted House / Mansion 
  [500-502] Haunted Palace 
  [503-505] Hollow Hill of Graves and 
  Warrens 
  [506-508] Hollow World Threshold-the 
  Planet’s Core 
   
  I 
  [509-511] Ice Caves 
  [512-514] Illusory Terrain / Caves of 
  Illusion 
  [515-517] Insane Asylum 
  [518-520] Inside of a Colossus 
  [521-524] Inside of a Dreamer’s Mindscape 
  [525-528] Inside of a Gargantuan Creature 
  [529-532] Inside of a Madman’s Mindscape 
  [533-536] Island Chain 
  [537-540] Isolated Hovel 
  [541-544] Isolated Plateau / Lost World 
  Mountaintop 
   
  J 
  [545-548] Jungle / Vine-Filled Caves 
   
  K 
  [549-552] Karst and Limestone Caves 
   
  L 
  [553-556] Labyrinthine Swamp Paths 
  [557-560] Lava Tubes and Cysts 
  [561-564] Limestone Caves 
  [565-568] Littoral Caves 
  [569-572] Living / Animated Demon House 
  [573-576] Lost City 
  [577-580] Lost World Valley 
  [581-584] Lovecraftian / Dunsanian 
  Dreamlands 
   
   
   
  [585-588] Lyceum / Sacred Archive 
   
  M 
  [589-592] Machine World / Fallout Shelter 
  [593-596] Mad City of the Yellow Sign 
  [597-600] Mad Wizard’s Labyrinth 
  [601-604] Maelstrom / Whirlpools 
  [605-608] Magical Realm 
  [609-612] Magma Caverns 
  
   
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  [613-616] Manor House / Mansion and 
  Secret Passageways 
  [617-620] Mausoleum 
  [621-624] Maze of the Mad God 
  [625-628] Mi-Go Colony 
  [629-631] Mighty Elven Redwood / Tree 
  Fortress 
  [632-634] Mirrored Halls and Ballrooms 
  [635-637] Moats and Moathouse 
  [638-640] Monastery 
  [641-643] Mortuary 
  [644-646] Mountaintop Aeries 
  [647-649] Mud Volcano 
  [650-652] Museum of Eternal Ages 
  [653-656] Museum of Other Worlds 
   
  N 
  [657-660] Narrow Mountain Passes 
  [661-664] Necropolis 
  [665-668] Netherworld / Underworld 
  [669-672] Nightmare Labyrinth (“Hut”) of 
  Baba Yaga 
  [673-676] Nightmare Realm / Domain of 
  Shadow 
  [677-680] Nunnery 
   
  O 
  [681-684] Oasis and Surrounding 
  Fortifications 
  [685-688] Outpost of Alien / Dimensional 
  Invaders 
   
  P 
  [689-692] Outpost / Walled Village 
  [693-696] Planar Nexus of Chaos 
  [697-700] Planar Nexus of Evil 
  [701-704] Planar Nexus of Good 
  [705-708] Planar Nexus of Law 
  [709-712] Planar Nexus of Neutrality 
  [713-716] Poison Garden Hedge Maze 
  [717-720] Primary Caves 
  [721-724] Prison 
  [725-728] Pyramid 
   
  Q 
  [729-732] Quagmires and Quicksand Pits 
   
  R 
  [733-736] Reef and Coral Caves 
  [737-740] Reflecting Pools and Divination 
  Chambers 
  [741-743] Riverbank Dwellings 
  [744-746] Ruined Asylum 
  [747-749] Ruined Bathhouse / 
  Monumental Architecture 
  [750-752] Ruined Building 
  [753-755] Ruined City 
  [756-758] Ruined Colosseum and 
  Underworks 
  [759-761] Ruined Guild Hall 
  [762-765] Ruined Manor House / Mansion 
  [766-768] Ruined Moathouse 
  [769-772] Ruined Palace 
  [773-776] Ruined Prison 
  [777-780] Ruined Pyramid 
  [781-784] Ruined Scholomance (School of 
  Magic) 
  [785-788] Ruined Stronghold / Castle 
  [789-792] Ruined Temple / Fane 
  [793-796] Ruined Tower 
  [797-800] Ruined Town 
  [801-804] Ruined Village 
  [805-808] Ruined Ziggurat 
  
   
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  [809-812] Runic Chambers and Mosaic 
  Halls 
   
  S 
  [813-816] Sacred Faerie Manor 
  [817-820] Salt Caves 
  [821-824] Sand-Filled Caves 
  [825-828] Scholomance (School of Magic) 
  [829-831] Scrapheaps and Junk Chambers 
  [832-834] Sea Caves and Tidepools 
  [835-837] Sea of Grass, Windswept 
  Labyrinth 
  [838-840] Seismic Caverns 
  [841-843] Shipwreck / Airship Wreck 
  [844-846] Sinkholes and Collapsing 
  Caverns 
  [847-849] Slime Pits and Sludge Cisterns 
  [850-852] Solutional Caves 
  [853-856] Spires, Shafts, and Elevators 
  [857-860] Standing Stones and Druidic 
  Underhalls 
  [861-864] Steading / Great Lumber 
  Stockade 
  [865-868] Steam Geyser Mound / Steam 
  Volcano 
  [869-872] Steam Vents and Clockwork 
  Corridors 
  [873-876] Strip Mine / Quarry and 
  Precarious Excavations 
  [877-880] Subterranean Canals and 
  Waterwheels 
  [881-884] Subterranean Lost World 
  [885-888] Subterranean Reservoir and 
  Shadowed Isles 
  [889-892] Subterranean Stronghold 
  [893-896] Subterranean Temple 
  [897-900] Sunken Caves 
  [901-904] Sunken City 
  [905-908] Sunken Stronghold 
  [909-912] Sunken Temple 
  [913-916] Sunless Sea and Netherworld 
  Islands 
  [917-920] Swarm Hives 
   
  T 
  [921-924] Talus Caves 
  [925-928] Temple or Fane 
  [929-932] Thieves’ Guild Hall 
  [933-936] Tholoi / Interconnected Surface 
  Tombs 
  [937-940] Tiered Pools and Cascade Vaults 
  [941-943] Trap Doors and Puzzle Cells 
  [944-946] Trenches and Siege Works 
  [947-949] Trophy Halls and Hunting 
  Labyrinth 
   
  U 
  [950-952] Undercity (Directly Below City) 
  [953-955] Underground City of the Dark 
  Elves 
  [956-958] Underground City of the Deep 
  Dwellers (Humans) 
  [959-961] Underground City of the Deep 
  Ones 
  [962-964] Underground City of the Dvergar 
  [965-967] Underground City of the Dwarves 
  [968-970] Underground City of the 
  Netherworld Gnomes 
  [971-973] Underground Kingdom 
  [974-976] Underground Lake 
  [977-979] Underground River’s Course 
  [980-982] Underground Swamp and 
  Quicksand Caves 
  [983-985] Underhalls / Subterranean 
  Manor House 
   
   
  
   
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  W 
  [986-988] Wasteland and Ancient Canals 
  and Underworks 
  [989-991] Waterfall and Tidal Cliffs 
  [992-994] Wells, Cisterns, and Reservoirs 
  [995-997] Wonderland / Looking-Glass 
  Land 
   
  Z 
  [998-000] Ziggurat 
   
   
   
   
   
   
   
   
   
   
  CHAPTER 5: 
  LOCALES OF THE JOURNEY 
  REGION 
   
   
   
  The Locale and Region 
  Designation System 
   
  Once you know generally what both the 
  adventure journey region and the dungeon 
  destination will be like, you will need to come 
  up with a wilderness map and a couple of 
  dozen 
  interesting 
  features 
  for 
  the 
  adventurers to explore along the way. This 
  can be a difficult task for the GM, because 
  you are probably most accustomed with 
  detailing locales in a dungeon or city, while 
  the wilderness is considered as an abstract 
  obstacle between the urban points of 
  interest. Many GMs will simply tell their 
  players something like, “You spend a day 
  wandering through the forest, and then you 
  encounter some orcs.” Few GMs will be 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  prepared enough to rather say, “The forest 
  thins. There is a series of trenches and old 
  siegeworks which lead up into the hollow 
  hills, where the dwarven barrows lie. Beyond 
  the hills rises an inselberg, a lone mountain 
  wreathed in mist with a hidden series of 
  waterfall-threaded valleys descending along 
  its northern flank. Off in the distance, a 
  troop of orcs is marching in your direction.” 
  So one is a generic throwaway encounter, 
  and another is a scene set in a world. 
  How do you get from the plain old orc 
  encounter to that detailed wilderness filled 
  with orcs, ruins, wilderness and dwarven 
  tombs? It’s a two-step general process, 
  followed by lots of design in the details. 
  First, you will need to create the locales for 
  your wilderness region, and then you need 
  to populate that region with monster lairs 
  that make sense far beyond the nebulous 
  concept of random encounters from out of 
  nowhere. This locale system is designed to 
  turn your featureless wilderness into a 
  fascinating and intricate slice of the Great 
  Unknown which the adventurers can explore 
  however they want to. 
   
  Adventure Journey Locales 
   
  While you definitely want to aspire to that 
  level of wilderness detail, you also want to 
  make certain that you don’t lose sight of your 
  intended scenario design. Namely, the 
  wilderness is (in the majority of cases) the 
  tasty appetizer, while the dungeon is the 
  main feast. But that appetizer needs to be 
  pretty spectacular, or else your players are 
  going to feel like you are stringing them 
  along and delaying their exploration of the 
  “good part” of the game. How can you ensure 
  that the wilderness is (almost) as intriguing 
  as the dungeon, so that your game world 
  does not go to waste? And once you make a 
  “good wilderness,” how do you convince the 
  players to explore it, and then to abandon it 
  for the dungeon? 
  It’s simple, but easier said than done: you 
  need to make an interesting journey map. 
  And you need to make sure that wilderness 
  has between one and two dozen encounter 
  areas or features, which is a fair number to 
  encourage interest while also giving the 
  players a motivation to move on (into the 
  dungeon) if they exhaust the area and then 
  want to experience more of your details. 
  To do that, I recommend that you randomly 
  roll up about 12 to 20 separate and unique 
  locales to comprise the journey region using 
  the systems I provide hereafter. The locale 
  system in this book is designed to give you 
  fairly rapid results, while providing enough 
  intricacies so that you will find several 
  millions of potential combinations over the 
  next few dozen pages. In practice, it will 
  probably take you about 30 minutes to roll 
  up the random locales for your very first 
  adventure scenario design, because you’re 
  going to be reading and learning while you 
  roll. But once you grow comfortable and 
  accustomed to this system, you can usually 
  roll up new sets of totally different thematic 
  region locales in 15 minutes or less. Then, 
  you can turn those interesting notes into 
  developed encounter areas, using your 
  game’s monster and treasure systems. 
  Are you ready to make the wilderness 
  interesting and ready for that research? 
  Then let’s get started. 
  The first step is to determine which of the 
  random locale generation tables you should 
  be rolling on. There are tables for the three 
  major climate bands (cold, temperate, and 
  tropical), for every major type of terrain 
  (forest, hills, mountains, etc.), and several 
  bonus tables as well for the unusual outliers 
  (such as the netherworld and elemental 
  planes). 
  We’ve already come a long way, through over 
  250 pages of adventure design material. You 
  may not realize that you’ve already decided 
  which of the locale sub-tables you’ll need to 
  be rolling on, based on your selection of a 
  journey region archetype. (You are writing 
  down all of these important details in your 
  design notebook or in your word processor, 
  aren’t you? I hope that you are! If not, you 
  should start doing so now.) Refer back to 
  Section 4-1, Envisaging the Adventure 
  Journey and Region, if you need to. You can 
  go back to that section if you need to review. 
  
   
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  There, 
  you 
  determined 
  the 
  general 
  Adventure Journey Type which you will be 
  using in your scenario design. For example, 
  if you rolled up a result there that indicated 
  a Journey in Cold Terrain, you were then 
  directed to Section 4-2, Cold Climate 
  Journeys and Locales. There, you rolled to 
  see what sub-type of adventure you were 
  concocting. If (to continue our explanatory 
  example) you rolled up “Cold River with a 
  Journey Upriver,” you will note that Locale 
  Type 1 for your selection is “Cold Forest,” 
  and Locale Type 2 is “Cold Freshwater.” 
  Those are the tables that you will be rolling 
  on now to devise the locales in your 
  wilderness adventure region. 
  Through using the system introduced in 
  Section 4-1, you ended up with a list of 
  between 1 and 4 different Locale Type tables 
  that you will need to be rolling on. In the 
  above example, there are two such tables, 
  Cold Forest and Cold Freshwater. You will 
  want to review those Locale Type selections 
  now, and to get your dice ready. You are 
  going to be using that set of identifier tables 
  to build the interesting features in your 
  wilderness! 
  So now, count how many different Locale 
  Type tables you will be accessing. Usually, 
  the answer is 2, but not always. Then, roll as 
  follows: 
   
  If you have one Locale Type table listed 
  (Temperate 
  Hills, 
  Tropical 
  Wasteland, 
  whatever), you will be rolling 12 to 21 locales 
  (1D10+11) on that single table. 
  If you have two Locale Type tables listed, 
  you will be rolling 6 to 11 locales (1D6+5) on 
  the first table, and another 6 to 11 locales on 
  the second table. 
  If you have three Locale Type tables listed, 
  you will be rolling 4 to 7 (1D4+3) locales on 
  the first table, another 4 to 7 locales on the 
  second table, and another 4 to 7 locales on 
  the third table. 
  And finally, if you have four Locale Type 
  tables listed, you will be rolling 3 to 5 
  (1D3+2) locales on the first table, another 3 
  to 5 locales on the second table, another 3 to 
  5 locales on the third table, and another 3 to 
  5 locales on the fourth table. 
   
  I recommend that you write down those dice 
  ranges now. If you are using the Oldskull 
  Adventure 
  Generator 
  sheets 
  that 
  I 
  demonstrated early on in this book, each 
  Journey Locale Table entry at the bottom of 
  Sheet I has two entries, “Type:” (to write 
  down the terrain type and climate) and 
  “Dice:” (to list the dice ranges listed in the 
  bulleted points above this paragraph) to 
  facilitate your note taking. If you’re not using 
  my worksheets, you will want to write down 
  those dice ranges somewhere prominent for 
  future reference. 
  Using this system, you will be maximizing 
  the variety of locales in your wilderness map 
  while staying true to the adventure’s regional 
  theme. These locales are the lairs, terrain 
  elements, and noteworthy features that 
  stand out from the adventure landscape. 
  You can develop them as much or as little as 
  you wish. If the PCs are just passing 
  through, you can describe the background 
  by rattling off a few features (and their 
  details 
  in 
  the 
  later 
  terrain-defining 
  Glossography, which I have carried over in 
  full 
  from 
  GWG1, 
  GAME 
  WORLD 
  GENERATOR because it is very important to 
  this step of scenario design). You can also 
  use the locales to justify the existence of 
  wandering monsters, by citing the nearest 
  terrain feature as the location of the lair. If 
  you use that latter approach, the region’s 
  details will be built up a bit further during 
  the play of the game. 
  If you want to encourage sandbox play, 
  where the players can basically choose to do 
  whatever they want, you will want to at least 
  sketch out descriptions, potential monsters 
  and treasures pertaining to these locales. 
  You can make these descriptions simple, like 
  I do (“Trenches and siegeworks from an orc 
  vs. dwarf war; 100-150 orcs still in the area, 
  with 15,000-20,000 GPV in total treasure”), 
  or you can write up a complete encounter 
  description for yourself. It’s up to you and 
  dependent on your play style. 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  The system can take an hour or more to 
  apply the first time, and about 10-45 
  minutes with practice and expertise. Be sure 
  to list the locales in your notebook (or word 
  processor, or worksheets), and toward the 
  end of this book I will give you an extended 
  example of how to place all of the locales on 
  a grid so that you can create a rudimentary 
  outline to inform your later development of a 
  regional map which shows the features as 
  well as the dungeon destination location. 
  After you have generated the 12 to 22 
  locations, one of them will probably present 
  itself as the logical place for you to situate 
  the dungeon destination. For example, if 
  you’re creating a plains area and your 
  dungeon is a temple, the perfect locale will 
  probably be something like a crossroads, 
  valley, or a waterfall along the river. If your 
  dungeon will be a cave system, then you 
  might want to place the caves in a cliff face 
  locale, along the seashore, or in a canyon. 
  Sometimes you might choose a surface 
  feature such as a ruin, monument, or 
  aqueduct, and the dungeon would be the 
  subterranean locale beneath the ruins there. 
  And if you want the party to march in from 
  the south and have a fairly long journey, 
  then the dungeon is probably hidden 
  somewhere to the north. 
  Choose the locale which you like the best, 
  the locale that “feels” right, and mark that 
  locale with an asterisk … your dungeon will 
  be crafted there. It shouldn’t just be a logical 
  choice, it should be an intuitive one as well. 
   
  A Special Note Concerning Planar Locales 
   
  As 
  mentioned 
  earlier, 
  when 
  you 
  are 
  designing a planar map to serve as the 
  journey region I recommend that you scale 
  back your ambitions. Otherwise, the players 
  will become so distracted by the planar 
  features that they will likely lose sight of the 
  dungeon destination entirely. You can avoid 
  the wild effects, the huge magic, the 
  changing gravity, and the astral phenomena; 
  just put in some burning terrain (for 
  Elemental Fire), some colored mists that are 
  solid and climbable (for Elemental Water), or 
  something similar, and build the rest of the 
  region out of “normal” terrain such as a 
  swamp, forest, or a mountain range. Climate 
  bands can be wildly different in a planar 
  region, too. For example, in a fiery region you 
  might have plains of fire, then normal plains 
  protected by magic, and (up in the sky) a 
  crystalline ice prison, under assault by fire 
  imps. Fire is the theme in this instance, but 
  it is not the end all, be all of your adventure 
  design! 
  The planar locales I provide hereafter are 
  very general (with a hundred or so “Easter 
  eggs” from my own campaign thrown in for 
  your bemusement), proceeding with the 
  assumption that the PCs will be adventuring 
  in a magical Earth-like setting with normal 
  air, gravity, physical laws and light; but you 
  can certainly design wilder stuff if you like. I 
  just can’t provide you with a vast array of 
  options for creating bizarre otherworldly 
  locales as that is not the focus of this 
  already-massive 
  supplement. 
  For 
  truly 
  esoteric results, I recommend something like 
  Plane Maker, by Ennead Games (a product 
  which is not affiliated with Castle Oldskull 
  or 
  with 
  Wonderland 
  Imprints; 
  I 
  just 
  appreciate it for what it is). 
   
  (The following table sub-chapters appear in 
  alphabetical order; Cold Depressions (I), Cold 
  Forests (II), etc. Feel free to flip through the 
  pages as needed until you are at the 
  appropriate table.) 
   
  Regional Locales, Part I: 
  Cold Depressions 
   
  Table GWG2-45: 
  Adventure Locales: Cold Depression 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Cold-Climate Depressions. 
  
   
  Page 128 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Roll 1D100 and consult the following table. 
   
  [01] Arroyo 
  [02] Basin 
  [03] Blowout 
  [04] Bottoms 
  [05] Box Canyon 
  [06] Caldera 
  [07] Canyon 
  [08] Cavelands 
  [09] Chasm 
  [10-12] Cirque 
  [13-15] Corrie 
  [16] Cove Valley 
  [17] Crater 
  [18-20] Crevasse 
  [21] Crevice 
  [22-24] Crystal Gorge 
  [25-27] Cwm 
  [28] Dales 
  [29] Defile 
  [30] Dells 
  [31] Delves 
  [32] Descent to Shoreline (roll on Cold 
  Saltwater Feature Table) 
  [33] Doline 
  [34] Dormant Volcanic Vent 
  [35] Dry Seasonal Lake 
  [36] Dry Seasonal River 
  [37] Dry Turlough 
  [38] Excavations 
  [39] Fault 
  [40] Fissure 
  [41] Foiba 
  [42] Freshwater Feature (roll on Cold 
  Freshwater Feature Table) 
  [43-45] Frozen Dales 
  [46] Gap 
  [47] Geyser Hollows 
  [48-50] Glacial Rift 
  [51-53] Glacier Caves 
  [54] Glen 
  [55] Gorge 
  [56] Graben 
  [57] Gulch 
  [58] Gullies 
  [59] Hanging Valley 
  [60] Hollows 
  [61] Ice Caves 
  [62-63] Ice Crater 
  [64-65] Ice Rift 
  [66] Karst Land 
  [67] Lava Tubes 
  [68] Lavaka 
  [69] Lost Valley 
  [70] Maar 
  [71] Mine Lands 
  [72-73] Moulin 
  [74] Pit Crater 
  [75] Pits 
  [76] Polje 
  [77] Quarry 
  [78] Ravine 
  [79] Rift 
  [80] Rift Valley 
  [81] River Valley 
  [82] Scowles 
  [83] Seasonal Lake 
  [84] Seasonal Pools 
  [85] Seasonal River 
  [86] Sink 
  [87] Sinkhole 
  [88] Strath 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [89] Strip Mine 
  [90] Trenches 
  [91] Tributary Valley 
  [92-94] Tunnel Valley 
  [95-96] Uvala 
  [97] Vale 
  [98] Valley 
  [99] Volcanic Vent 
  [00] Wadi 
   
   
   
  Regional Locales, Part II: 
  Cold Forests 
   
  Table GWG2-46: 
  Adventure Locales: Cold Forest 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Cold-Climate Forests. 
  Roll 1D100 and consult the following table. 
   
  [01-07] Alpine Montane Forest 
  [08] Arbor Land 
  [09] Backwoods 
  [10-16] Boreal Forest 
  [17-23] Boreal Wilderlands 
  [24] Brackens 
  [25] Brushwood Falls 
  [26] Bushland 
  [27] Clutches 
  [28-34] Cold Coniferous Forest 
  [35] Coniferous Forest 
  [36] Coppices 
  [37] Copses 
  [38] Corrupted Forest 
  [39-42] Corrupted Taiga 
  [43] Deciduous Forest 
  [44] Dells 
  [45-47] Depression (roll on Cold Depression 
  Table) 
  [48-50] Descent to Shoreline (roll on Cold 
  Saltwater Feature Table) 
  [51-57] Evergreen Forest 
  [58] Faerie Glades 
  [59] Forest 
  [60] Forested Hills 
  [61-63] Freshwater Feature (roll on Cold 
  Freshwater Feature Table) 
  [64] Glade Wood 
  [65] Groves 
  [66] Haunted Forest 
  [67] Lumberwoods 
  [68] Montane Forest 
  [69] Old-Growth Forest 
  [70] Orchards 
  [71] Petrified Forest 
  [72] Pine Barrens 
  [73] Pine Forest 
  [74] Plantations 
  [75] Scrubland 
  [76-83] Taiga 
  [84-90] Tamarack 
  [91] Thicket 
  [92] Timberland 
  
   
  Page 130 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [93] Twisted Forest 
  [94-97] Twisted Taiga 
  [98] Wilderland 
  [99] Woodland 
  [00] Woods 
   
  Regional Locales, Part III: 
  Cold Freshwater 
   
  Table GWG2-47: 
  Adventure Locales: Cold Freshwater 
  Feature 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Cold-Climate Freshwater. 
  Roll 1D100 and consult the following table. 
   
  [01] Aits 
  [02] Aquifer 
  [03] Braided River 
  [04] Brooks 
  [05] Canals 
  [06] Cataracts 
  [07] Confluence 
  [08] Crater Lake 
  [09] Creeks 
  [10] Dam 
  [11] Eyots 
  [12-18] Fjords 
  [19] Floodbank 
  [20] Floodlands 
  [21] Floodplain 
  [22-28] Frozen Lake 
  [29-35] Frozen River 
  [36] Geysers 
  [37] Great Lake 
  [38] Holms 
  [39-45] Icy Canals 
  [46] Karst Fenster 
  [47-53] Kettles 
  [54] Lake 
  [55] Lake Coast 
  [56] Lake Foreland 
  [57] Lake Headland 
  [58] Lake Tombolo 
  [59] Lakeshore 
  [60] Levee 
  [61] Loch 
  [62] Lough 
  [63] Meander 
  [64] Mere 
  [65] Mudflats 
  [66] Oasis 
  [67] Oxbow Lake 
  [68] Plash 
  [69] Plunge Pool 
  [70] Ponds 
  [71] Pools 
  [72-77] Proglacial Lake 
  [78] Rapids 
  [79] Reservoir 
  [80] Rills 
  [81] River 
  [82] River Archipelago 
  [83] River Delta 
  [84] River Island 
  [85] River Mouth 
  [86] River Source 
  [87] River Tidal Flat 
  [88] Rush 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [89] Spring 
  [90] Stopbanks 
  [91] Stream Pool 
  [92] Streams 
  [93] Tarn 
  [94] Torrent 
  [95] Tributary 
  [96] Turlach 
  [97] Turlough 
  [98] Underwater Caves 
  [99] Waterfall Lake 
  [00] Waterfalls 
   
   
   
  Regional Locales, Part IV: 
  Cold Hills 
   
  Table GWG2-48: 
  Adventure Locales: Cold Hills 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Cold-Climate Hills. 
  Roll 1D100 and consult the following table. 
   
  [01] Badlands 
  [02] Barrow Mounds 
  [03] Barrowlands 
  [04] Bluffs 
  [05] Bornhardts 
  [06] Buttes 
  [07] Cairn Highlands 
  [08] Cliffs 
  [09] Crags 
  [10] Crests 
  [11] Cuestas 
  [12-14] Depression (roll on Cold Depression 
  Table) 
  [15-17] Descent to Shoreline (roll on Cold 
  Saltwater Feature Table) 
  [18-20] Dirt Cones 
  [21] Domes 
  [22] Downlands 
  [23] Downs 
  [24-26] Drumlins 
  [27] Escarpments 
  [28-30] Eskers 
  [31] Flatirons 
  [32] Foothills 
  [33] Forested Hills 
  [34-36] Freshwater Feature (roll on Cold 
  Freshwater Feature Table) 
  [37-39] Frigid Highlands 
  [40-42] Frozen Foothills 
  [43] Geyser Highlands 
  [44] Headlands 
  [45] Highlands 
  [46] Hillocks 
  [47] Hills 
  [48] Hogbacks 
  [49] Hollow Hills 
  
   
  Page 132 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [50-52] Ice Cap 
  [53-55] Icy Crags 
  [56-58] Icy Hills 
  [59] Karst Landscape 
  [60] Knobs 
  [61] Knolls 
  [62] Lava Dome 
  [63] Lava Spine 
  [64] Mesas 
  [65] Mogotes 
  [66-68] Moraine 
  [69] Mounds 
  [70] Mud Volcanoes 
  [71-73] Nunatak Hills 
  [74-76] Pingos 
  [77] Plateaus 
  [78] Potrero 
  [79] Precipices 
  [80] Ridges 
  [81] Rises 
  [82] River Cliffs 
  [83] Rolling Hills 
  [84] Rolling Land 
  [85] Sandhills 
  [86] Scarps 
  [87-88] Serpent Kame 
  [89] Slag Heaps 
  [90] Slag Hills 
  [91] Slopes 
  [92] Spurs 
  [93] Stone Arches 
  [94] Tableland 
  [95] Terraced Hills 
  [96] Tors 
  [97] Tumuli 
  [98] Uplands 
  [99-00] Vast Snowdrifts 
   
  Regional Locales, Part V: 
  Cold Mountains 
   
  Table GWG2-49: 
  Adventure Locales: Cold Mountains 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Cold-Climate Mountains. 
  Roll 1D100 and consult the following table. 
   
  [01] Alps 
  [02-05] Arete 
  [06-10] Avalanche Peaks 
  [11] Barren Mountains 
  [12] Cave-Filled Mountains 
  [13] Col 
  [14-16] Depression (roll on Cold Depression 
  Table) 
  [17-19] Descent to Shoreline (roll on Cold 
  Saltwater Feature Table) 
  [20] Dormant Volcano 
  [21] Dragon Reach Spires 
  [22] Dwarven Freeholds 
  [23-26] Dwarven Greatholds 
  [27] Extinct Volcano 
  [28] Flatiron Mountains 
  [29] Forested Mountains 
  [30-32] Freshwater Feature (roll on Cold 
  Freshwater Feature Table) 
  [33] Gap 
  [34-38] Glacial Horn 
  [39-43] Glacial Peaks 
  [44-48] High Glaciers 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [49] Hogback Mountains 
  [50-54] Ice Cave Summits 
  [55-58] Ice Volcano 
  [59-63] Icy Peaks 
  [64-67] Icy Spires 
  [68-71] Impassable Peaks 
  [72] Inselberg 
  [73] Misty Mountains 
  [74] Monadnock 
  [75] Mountains 
  [76-79] Mountains of Madness 
  [80] Mounts 
  [81-84] Nunatak 
  [85] Pass 
  [86] Peaks 
  [87-88] Pinnacle Gates of Elemental Air 
  [89] Pinnacle Gates of Elemental Earth 
  [90] Pinnacles 
  [91] Razors 
  [92] Rocky Summits 
  [93] Spires 
  [94] Stormy Mountains 
  [95] Summits 
  [96] Table-Top Mountains 
  [97-99] Tuya 
  [00] Volcano 
   
  Regional Locales, Part VI: 
  Cold Plains 
   
  Table GWG2-50: 
  Adventure Locales: Cold Plains 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Cold-Climate Plains. 
  Roll 1D100 and consult the following table. 
   
  [01] Alluvial Fan 
  [02-05] Alpine Tundra 
  [06-10] Arctic Tundra 
  [11] Bottomland 
  [12] Brushland 
  [13] Bushland 
  [14] Chaparral 
  [15] Countryside 
  [16] Cropland 
  [17-20] Depression (roll on Cold Depression 
  Table) 
  [21-24] Descent to Shoreline (roll on Cold 
  Saltwater Feature Table) 
  [25-28] Drift Lands 
  [29-32] Enchanted Ice 
  [33] Farmland 
  [34] Fields 
  [35] Flatland 
  [36] Flats 
  [37] Forested Plains 
  [38-41] Freshwater Feature (roll on Cold 
  Freshwater Feature Table) 
  [42-45] Frostlands 
  [46-49] Frozen Fields 
  [50-53] Frozen Lands 
  [54] Geyser Flats 
  [55-59] Glacial Flats 
  [60-63] Glacier 
  [64-67] Glacier Foreland 
  [68] Grasslands 
  [69] Heath 
  [70] Heathland 
  [71] Hinterlands 
  
   
  Page 134 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [72-75] Ice Flats 
  [76-79] Ice Sheet 
  [80] Lava Plain 
  [81] Logged Land 
  [82] Lowlands 
  [83] Machair 
  [84] Meadows 
  [85] Moor 
  [86] Moorland 
  [87] Paddock Land 
  [88] Pastures 
  [89] Plain 
  [90] Plains 
  [91] Prairie 
  [92] Rangeland 
  [93] Shrubland 
  [94-99] Snowfields 
  [00] Steppes 
   
   
   
   
   
   
   
   
   
  Regional Locales, Part VII: 
  Cold Saltwater 
   
  Table GWG2-51: 
  Adventure Locales: Cold Saltwater 
  Feature 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Cold-Climate Saltwater. 
  Roll 1D100 and consult the following table. 
   
  [01] Anchorage 
  [02] Archipelago 
  [03] Ayre 
  [04] Barrier Bar 
  [05] Barrier Island 
  [06] Bay 
  [07] Baymouth Bar 
  [08] Beach 
  [09] Bight 
  [10] Brackish Swamp 
  [11] Brine Lake 
  [12] Calanque 
  [13] Cape 
  [14] Channel 
  [15] Coast 
  [16] Cobblestone Beach 
  [17] Cove 
  [18] Cuspate Foreland 
  [19] Dead Sea 
  [20] Estuary 
  [21] Firth 
  [22] Fjard 
  [23-25] Fjord 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [26] Flow 
  [27] Foreland 
  [28-31] Frozen Isles 
  [32] Gravel Beach 
  [33] Gravelbars 
  [34] Gulf 
  [35] Harbor 
  [36] Haven 
  [37] Headland 
  [38-41] Ice Floes 
  [42-45] Iceberg 
  [46] Inland Sea 
  [47] Inlet 
  [48-49] Island 
  [50] Island Chain 
  [51] Island Group 
  [52] Islands 
  [53] Islet 
  [54] Isthmus 
  [55] Jetty 
  [56] Landing 
  [57] Maelstrom 
  [58] Mudflat 
  [59] Narrow 
  [60] Narrows 
  [61-63] Northern Passage 
  [64] Ocean 
  [65] Pebble Beach 
  [66] Peninsula 
  [67] Point 
  [68-70] Polar Ice 
  [71] Raised Beach 
  [72] Reach 
  [73] Ria 
  [74] Rocky Beach 
  [75] Salt Lake 
  [76] Salt Marsh 
  [77] Salt Swamp 
  [78] Sandbars 
  [79] Sandspit 
  [80] Sandy Beach 
  [81-82] Sea 
  [83] Sea Caves 
  [84] Seastacks 
  [85] Shallows 
  [86] Shingle Beach 
  [87] Shoals 
  [88-89] Shore 
  [90] Sound 
  [91] Storm Beach 
  [92] Strait 
  [93] Strand 
  [94] Strandflat 
  [95] Surge Channel 
  [96] Tidal Flat 
  [97] Tidal Marsh 
  [98] Tide Pools 
  [99] Tombolo 
  [00] Whirlpool 
   
  Regional Locales, Part VIII: 
  Cold Swamps 
   
  Table GWG2-52: 
  Adventure Locales: Cold Swamp 
    
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Cold-Climate Swamps. 
  Roll 1D100 and consult the following table. 
   
  
   
  Page 136 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [01-02] Backswamp 
  [03-04] Bog 
  [05-06] Bogland 
  [07-08] Brackish Swamp 
  [09-10] Cranberry Fen 
  [11-14] Depression (roll on Cold Depression 
  Table) 
  [15-18] Descent-Shoreline (roll on Cold 
  Saltwater Feature Table) 
  [19-20] Fens 
  [21-22] Flood Mire 
  [23] Forested Wetland 
  [24-27] Freshwater Feature (roll on Cold 
  Freshwater Feature Table) 
  [28-34] Frigid Swamp 
  [35] Fungal Swamp 
  [36] Geyser Wetlands 
  [37] Haunted Swamp 
  [38-43] Icy Floodland 
  [44-45] Marsh 
  [46-47] Marshland 
  [48-49] Mire 
  [50-51] Morass 
  [52-53] Moss 
  [54-55] Murk 
  [56] Mushroom Swamp 
  [57-61] Muskeg Land 
  [62-65] Peat Bog 
  [66-70] Peatland 
  [71-77] Permafrost Bog 
  [78] Poisonous Swamp 
  [79-80] Quagmire 
  [81-82] Salt Marsh 
  [83-84] Salt Swamp 
  [85-86] Shrub Swamp 
  [87-89] Slough 
  [90-92] Sump 
  [93-94] Swale 
  [95-96] Swamp 
  [97-98] Tidal Marsh 
  [99-00] Wetlands 
   
  Regional Locales, Part IX: 
  Cold Wastelands 
   
  Table GWG2-53: 
  Adventure Locales: Cold Wasteland 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Cold-Climate Wastelands. 
  Roll 1D100 and consult the following table. 
   
  [01] Alkali Flat 
  [02] Alkali Sink 
  [03-07] Arctic Waste 
  [08] Banelands 
  [09] Barchan Dunes 
  [10] Barrens 
  [11] Battlefield 
  [12] Battlegrounds 
  [13] Blight Lands 
  [14] Bone Fields 
  [15] Burned Forest Wastes 
  [16] Canyon Lands 
  [17] Chaos Wastes 
  [18] Dead Lands 
  [19-22] Depression (roll on Cold Depression 
  Table) 
  [23-26] Descent-Shoreline (roll on Cold 
  Saltwater Feature Table) 
  [27] Desert 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [28] Desolation 
  [29] Dried Mud Flats 
  [30] Dry Lake 
  [31] Dune Lands 
  [32] Dune Sea 
  [33-34] Ebony Ice 
  [35] Emptiness 
  [36-37] Enchanted Ice of Many Hues 
  [38] Erg 
  [39-42] Freshwater Feature (roll on Cold 
  Freshwater Feature Table) 
  [43-47] Frozen Desert 
  [48-52] Frozen Wasteland 
  [53-55] Geyser Snowfields 
  [56] Geyser Wastes 
  [57] Gibber 
  [58] Harrow 
  [59] Hoodoo Wasteland 
  [60-64] Icy Barrens 
  [65] Irradiated Wasteland 
  [66] Loess Desert 
  [67] Malpais 
  [68] Mirage Wastes 
  [69] Monsoon Desert 
  [70-72] Outwash Fan 
  [73-75] Outwash Plain 
  [76] Playa 
  [77] Poisonous Desert 
  [78-80] Polar Desert 
  [81] Reg 
  [82] Rock Desert 
  [83] Sabkha 
  [84] Salt Flats 
  [85] Salt Pan 
  [86] Salted Earth 
  [87] Sand Sea 
  [88] Sand Sheet 
  [89-91] Sandur 
  [92] Sandy Desert 
  [93] Scarred Lands 
  [94] Scree Land 
  [95] Stony Desert 
  [96] Tradewind Desert 
  [97] Ventifact Wasteland 
  [98] Waste 
  [99] Wasteland 
  [00] Yardang Desert 
   
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Regional Locales, Part X: 
  The Netherworld 
   
   
   
  Table GWG2-54: 
  Adventure Locales: Netherworld 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for vast netherworlds which must be 
  traversed to reach the dungeon. 
  Roll 1D100 and consult the following table. 
   
  [01] Acidic Cave 
  [02] Adamantite Delve 
  [03] Arena Cavern 
  [04] Augury Cave 
  [05] Beast Lair 
  [06] Bone-Filled Caves 
  [07] Bottomless Pit 
  [08] Bridged Chasm 
  [09] Bridged Sinkhole 
  [10] Bridged Underground River 
  [11] Burrow Maze 
  [12] Cavern of Elemental Air 
  [13] Cavern of Elemental Ash 
  [14] Cavern of Elemental Dust 
  [15] Cavern of Elemental Earth 
  [16] Cavern of Elemental Fire 
  [17] Cavern of Elemental Magma 
  [18] Cavern of Elemental Mist 
  [19] Cavern of Elemental Mud 
  [20] Cavern of Elemental Steam 
  [21] Cavern of Elemental Water 
  [22-23] Cavern of Pools 
  [24] Cavern Temple 
  [25-26] Chasm 
  [27] Collapsing Cavern 
  [28] Crystal Caves 
  [29] Dead End 
  [30] Demi-Human Lair 
  [31] Dragon’s Lair 
  [32] Echoing Caves 
  [33] Enchanted Grotto 
  [34] Excavation of an Ancient … ? 
  [35] Flooded Caves 
  [36-37] Fungal Garden 
  [38] Gas-Filled Caves 
  [39-40] Geothermal Cavern 
  [41] Giant Insect Hive 
  [42] Grand Cavern / Vault 
  [43] Guano Caves 
  [44] Hideout 
  [45-46] Humanoid Lair 
  [47] Ice Caves 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [48-49] Labyrinthine Warrens 
  [50] Magma Caves 
  [51-52] Mine 
  [53] Misty Cavern 
  [54] Mithral Delve 
  [55-56] Monster Lair 
  [57] Mud Caves 
  [58] Mushroom Forest 
  [59] Netherworld Human Lair 
  [60] Oracular Fissure 
  [61] Phosphorescent Caves 
  [62] Pits 
  [63-64] Primary Tunnel 
  [65-66] Primary Tunnel and Caves 
  [67] Quarry 
  [68] Salt Mine 
  [69-70] Secondary Tunnel 
  [71-72] Secondary Tunnel and Caves 
  [73-74] Sinkhole 
  [75] Slave Pits 
  [76] Slime Caves 
  [77] Steam Caves 
  [78] Tertiary Tunnel 
  [79] Tertiary Tunnel and Caves 
  [80] Tunnel Juncture 
  [81] Tunnel Juncture and Cavern 
  [82] Tunnel Juncture and Secret Warrens 
  [83] Tunnel Juncture and Sinkhole 
  [84] Tunnel Juncture and Stronghold 
  [85] Underground Lake 
  [86] Underground Lake and Ferry 
  [87] Underground Palace 
  [88] Underground Pyramid 
  [89] Underground River 
  [90] Underground River and Ferry 
  [91] Underground Swamp 
  [92] Underground Ziggurat 
  [93] Underwater Caves 
  [94] Unmined Cave 
  [95] Verdigris Caves 
  [96] Vertical Cavern 
  [97] Waterfall 
  [98] Webbed Caves 
  [99] Whirlpool Cavern 
  [00] Wind Caves 
   
  (If needed, you can find many more 
  netherworld options and details in Castle 
  Oldskull supplement CDDG3, THE CLASSIC 
  DUNGEON DESIGN GUIDE III.) 
   
  Regional Locales, Part XI: 
  The Elemental Planes of Air 
   
  Table GWG2-55: 
  Adventure Locales: Planar Air 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Planar Realms of Air. 
  Roll 1D100 and consult the following table. 
   
  [01-02] Aether (Pure Elemental Air) 
  [03-05] Air Elemental Lair 
  [06-07] City of Air Spirits 
  [08-09] City of the Winds 
  [10-11] Cloud Castle 
  [12-13] Cloud Temple 
  [14-15] Cold Windy Forest (roll on Cold 
  Forest Table) 
  [16-17] Cold Windy Hills (roll on Cold Hills 
  Table) 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [18-19] Cold Windy Mountains (roll on Cold 
  Mountains Table) 
  [20-21] Cold Windy Plains (roll on Cold 
  Plains Table) 
  [22-23] Cold Windy Shoreline (roll on Cold 
  Water Table) 
  [24-25] Cold Windy Swamp (roll on Cold 
  Swamp Table) 
  [26-27] Cold Windy Wasteland (roll on Cold 
  Wasteland Table) 
  [28-30] Flying Monster Lair 
  [31-32] Fog-Swept Swamp 
  [33-34] Forest of Cloud Tendrils 
  [35-36] Irresistible Journey Wind 
  [37-38] Lake of Mists 
  [39-40] Magical Gateway 
  [41-42] Misty Hills 
  [43-45] Outpost of Wind Creatures 
  [46-47] River of Mist 
  [48-49] Sea of Clouds 
  [50-51] Sentient Cloud 
  [52-53] Sky Road 
  [54-55] Temperate Windy Forest (roll on 
  Temperate Forest Table) 
  [56-57] Temperate Windy Hills (roll on 
  Temperate Hills Table) 
  [58-59] Temperate Windy Mountains (roll 
  on Temperate Mountains Table) 
  [60-61] Temperate Windy Plains (roll on 
  Temperate Plains Table) 
  [62-63] Temperate Windy Shoreline (roll on 
  Temperate Water Table) 
  [64-65] Temperate Windy Swamp (roll on 
  Temperate Swamp Table) 
  [66-67] Temperate Windy Wasteland (roll 
  on Temperate Wasteland Table) 
  [68-69] Tower of Clouds 
  [70-71] Tower of Force 
  [72-73] Tower of Winds 
  [74-75] Tropical Windy Forest (roll on 
  Tropical Forest Table) 
  [76-77] Tropical Windy Hills (roll on 
  Tropical Hills Table) 
  [78-79] Tropical Windy Mountains (roll on 
  Tropical Mountains Table) 
  [80-81] Tropical Windy Plains (roll on 
  Tropical Plains Table) 
  [82-83] Tropical Windy Shoreline (roll on 
  Tropical Water Table) 
  [84-85] Tropical Windy Swamp (roll on 
  Tropical Swamp Table) 
  [86-87] Tropical Windy Wasteland (roll on 
  Tropical Wasteland Table) 
  [88-90] Valley of the Winds 
  [91-92] Whirlwind 
  [93-94] Whirlwind Mountain 
  [95-97] Windswept Plain 
  [98-00] Windy Barrens 
   
  Regional Locales, Part XII: 
  The Planes of Chaos 
   
  Table GWG2-56: 
  Adventure Locales: Planar Chaos 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Planar Realms of Chaos. 
  Roll 1D100 and consult the following table. 
   
  [01-02] Babbling Wasteland 
  [03-04] Bottomless Pit 
  [05-06] Chaotic Beast Lair 
  [07-10] Chaotic Monster Lair 
  [11-12] Chaotic Spirit Lair 
  [13-14] Citadel of Chaos 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [15-16] City of Madness 
  [17-18] City of Spirits of Chaos 
  [19-20] Cold Shifting Forest (roll on Cold 
  Forest Table) 
  [21-22] Cold Shifting Hills (roll on Cold 
  Hills Table) 
  [23-24] Cold Shifting Mountains (roll on 
  Cold Mountains Table) 
  [25-26] Cold Shifting Plains (roll on Cold 
  Plains Table) 
  [27-28] Cold Shifting Shoreline (roll on Cold 
  Water Table) 
  [29-30] Cold Shifting Swamp (roll on Cold 
  Swamp Table) 
  [31-32] Cold Shifting Wasteland (roll on 
  Cold Wasteland Table) 
  [33-34] Entropy Void (Pure Planar Chaos) 
  [35-36] Ever-Changing Temple 
  [37-38] Ever-Shifting River 
  [39-40] Forest of Nightmares 
  [41-42] Lake of Writhing Liquids 
  [43-44] Magical Gateway 
  [45-46] Mountains of Madness 
  [47-48] Moving Labyrinth 
  [49-50] Non-Euclidean Maelstrom 
  [51-52] Non-Euclidean Structure 
  [53-54] Outpost of Chaotic Monsters 
  [55-56] Road of Illusions 
  [57-58] Sentient Structure 
  [59-60] Surface of Moving Coils 
  [61-62] Temperate Shifting Forest (roll on 
  Temperate Forest Table) 
  [63-64] Temperate Shifting Hills (roll on 
  Temperate Hills Table) 
  [65-66] Temperate Shifting Mountains (roll 
  on Temperate Mountains Table) 
  [67-68] Temperate Shifting Plains (roll on 
  Temperate Plains Table) 
  [69-70] Temperate Shifting Shoreline (roll 
  on Temperate Water Table) 
  [71-72] Temperate Shifting Swamp (roll on 
  Temperate Swamp Table) 
  [73-74] Temperate Shifting Wasteland (roll 
  on Temperate Wasteland Table) 
  [75-76] Tower of Force 
  [77-78] Tower of Gas / Mist 
  [79-80] Tower of Liquid 
  [81-82] Tropical Shifting Forest (roll on 
  Tropical Forest Table) 
  [83-84] Tropical Shifting Hills (roll on 
  Tropical Hills Table) 
  [85-86] Tropical Shifting Mountains (roll on 
  Tropical Mountains Table) 
  [87-88] Tropical Shifting Plains (roll on 
  Tropical Plains Table) 
  [89-90] Tropical Shifting Shoreline (roll on 
  Tropical Water Table) 
  [91-92] Tropical Shifting Swamp (roll on 
  Tropical Swamp Table) 
  [93-94] Tropical Shifting Wasteland (roll on 
  Tropical Wasteland Table) 
  [95-96] Undulating Hills 
  [97-98] Valley of Crawling Things 
  [99-00] Whispering Swamp 
   
  Regional Locales, Part XIII: 
  The Elemental Planes of 
  Earth 
   
  Table GWG2-57: 
  Adventure Locales: Planar Earth 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Planar Realms of Earth. 
  Roll 1D100 and consult the following table. 
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [01-02] Adamant (Pure Elemental Earth) 
  [03-04] Basalt Stronghold 
  [05-06] Burrowing Beast Lair 
  [07-08] Burrowing Monster Lair 
  [09-10] Cave System (roll on CDDG3, THE 
  CLASSIC DUNGEON DESIGN GUIDE III 
  Cave System table) 
  [11-12] City of Earth Spirits 
  [13-14] City of Stone 
  [15-16] Cold Earthen Forest (roll on Cold 
  Forest Table) 
  [17-18] Cold Earthen Hills (roll on Cold 
  Hills Table) 
  [19-20] Cold Earthen Mountains (roll on 
  Cold Mountains Table) 
  [21-22] Cold Earthen Plains (roll on Cold 
  Plains Table) 
  [23-24] Cold Earthen Shoreline (roll on 
  Cold Water Table) 
  [25-26] Cold Earthen Swamp (roll on Cold 
  Swamp Table) 
  [27-28] Cold Earthen Wasteland (roll on 
  Cold Wasteland Table) 
  [29-30] Crystalline Forest 
  [31-32] Crystalline Temple 
  [33-34] Dune Sea 
  [35-36] Dust Flats 
  [37-39] Earth Elemental Lair 
   
   
  [40-41] Earth Maelstrom 
  [42-44] Magical Gateway 
  [45-46] Muddy Quagmire 
  [47-49] Outpost of Earth Creatures 
  [50-51] Pyramidal Mountain 
  [52-53] Quarry 
  [54-55] Quicksand Pools 
  [56-57] River of Mud 
  [58-59] Sentient Mountain 
  [60-61] Sinkhole 
  [62-63] Stony Highlands 
  [64-65] Subterranean Road (Great Tunnel) 
  [66-67] Tar Pits 
  [68-69] Temperate Earthen Forest (roll on 
  Temperate Forest Table) 
  [70-71] Temperate Earthen Hills (roll on 
  Temperate Hills Table) 
  [72-73] Temperate Earthen Mountains (roll 
  on Temperate Mountains Table) 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [74-75] Temperate Earthen Plains (roll on 
  Temperate Plains Table) 
  [76-77] Temperate Earthen Shoreline (roll 
  on Temperate Water Table) 
  [78-79] Temperate Earthen Swamp (roll on 
  Temperate Swamp Table) 
  [80-81] Temperate Earthen Wasteland (roll 
  on Temperate Wasteland Table) 
  [82-83] Tower of Crystal 
  [84-85] Tower of Iron 
  [86-87] Tower of Stone 
  [88-89] Tropical Earthen Forest (roll on 
  Tropical Forest Table) 
  [90-91] Tropical Earthen Hills (roll on 
  Tropical Hills Table) 
  [92-93] Tropical Earthen Mountains (roll on 
  Tropical Mountains Table) 
  [94-95] Tropical Earthen Plains (roll on 
  Tropical Plains Table) 
  [96-97] Tropical Earthen Shoreline (roll on 
  Tropical Water Table) 
  [98-99] Tropical Earthen Swamp (roll on 
  Tropical Swamp Table) 
  [00] Tropical Earthen Wasteland (roll on 
  Tropical Wasteland Table) 
   
  Regional Locales, Part XIV: 
  The Planes of Evil 
   
  Table GWG2-58: 
  Adventure Locales: Planar Evil 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Planar Realms of Evil. 
  Roll 1D100 and consult the following table. 
  [01-02] Bastion of Evil 
  [03-04] City of Spirits of Evil 
  [05-06] City of the Damned 
  [07-08] Cold Corrupted Forest (roll on Cold 
  Forest Table) 
  [09-10] Cold Corrupted Hills (roll on Cold 
  Hills Table) 
  [11-12] Cold Corrupted Mountains (roll on 
  Cold Mountains Table) 
  [13-14] Cold Corrupted Plains (roll on Cold 
  Plains Table) 
  [15-16] Cold Corrupted Shoreline (roll on 
  Cold Water Table) 
  [17-18] Cold Corrupted Swamp (roll on 
  Cold Swamp Table) 
  [19-20] Cold Corrupted Wasteland (roll on 
  Cold Wasteland Table) 
  [21-22] Endless Wasteland 
  [23-24] Evil Beast Lair 
  [25-26] Evil Monster Lair 
  [27-28] Forest of Lost Souls 
  [29-30] Graveyard 
  [31-32] Hills of the Walking Dead 
  [33-34] Lake of Blood 
  [35-36] Lake of Slime 
  [37-38] Magical Gateway 
  [39-40] Mountain of Festering Flesh 
  [41-42] Necropolis 
  [43-44] Pit-Filled Wasteland 
  [45-46] Pits of the Damned 
  [47-48] Ravaged City 
  [49-50] River of Blood 
  [51-52] River of Slime 
  [53-54] Road of Infernal Spirits 
  [55-56] Sentient Giant Skeleton 
  [57-58] Slaughter Vortex (Pure Planar Evil) 
  [59-60] Swamp of the Drowned 
  [61-62] Temperate Corrupted Forest (roll on 
  Temperate Forest Table) 
  [63-64] Temperate Corrupted Hills (roll on 
  Temperate Hills Table) 
  
   
  Page 144 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [65-66] Temperate Corrupted Mountains 
  (roll on Temperate Mountains Table) 
  [67-68] Temperate Corrupted Plains (roll on 
  Temperate Plains Table) 
  [69-70] Temperate Corrupted Shoreline (roll 
  on Temperate Water Table) 
  [71-72] Temperate Corrupted Swamp (roll 
  on Temperate Swamp Table) 
  [73-74] Temperate Corrupted Wasteland 
  (roll on Temperate Wasteland Table) 
  [75-76] Tower of Bones 
  [77-78] Tower of Flesh 
  [79-80] Tower of Shadow 
  [81-82] Tropical Corrupted Forest (roll on 
  Tropical Forest Table) 
  [83-84] Tropical Corrupted Hills (roll on 
  Tropical Hills Table) 
  [85-86] Tropical Corrupted Mountains (roll 
  on Tropical Mountains Table) 
  [87-88] Tropical Corrupted Plains (roll on 
  Tropical Plains Table) 
  [89-90] Tropical Corrupted Shoreline (roll 
  on Tropical Water Table) 
  [91-92] Tropical Corrupted Swamp (roll on 
  Tropical Swamp Table) 
  [93-94] Tropical Corrupted Wasteland (roll 
  on Tropical Wasteland Table) 
  [95-96] Valley of Skeletons 
   
   
   
   
  [97-98] Whirlpool of Blood 
  [99-00] Whirlpool of Slime 
   
  Regional Locales, Part XV: 
  The Elemental Planes of Fire 
   
  Table GWG2-59: 
  Adventure Locales: Planar Fire 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Planar Realms of Fire. 
  Roll 1D100 and consult the following table. 
   
  [01-02] Burning Bog 
  [03-04] Burning Road 
  [05-06] City of Brass 
  [07-09] City of Fire Spirits 
  [10-11] “Cold”(er) Steam-Swathed Forest 
  (roll on Cold Forest Table) 
  [12-13] “Cold”(er) Steam-Swathed Hills (roll 
  on Cold Hills Table) 
  [14-15] “Cold”(er) Steam-Swathed 
  Mountains (roll on Cold Mountains Table) 
  [16-17] “Cold”(er) Steam-Swathed Plains 
  (roll on Cold Plains Table) 
  [18-19] “Cold”(er) Steam-Swathed Shoreline 
  (roll on Cold Water Table) 
  [20-21] “Cold”(er) Steam-Swathed Swamp 
  (roll on Cold Swamp Table) 
  [22-23] “Cold”(er) Steam-Swathed 
  Wasteland (roll on Cold Wasteland Table) 
  [24-27] Fiery Monster Lair 
  [28-29] Fiery Sky Temple 
  [30-33] Fire Elemental Lair 
  [34-35] Fire-Swept Barrens 
  [36-37] Iron Citadel 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [38-39] Lava Lake 
  [40-41] Maelstrom of Flaming Oil 
  [42-43] Magical Gateway 
  [44-45] Obsidian Forest 
  [46-47] Oil-Swept Hills 
  [48-50] Outpost of Fiery Monsters 
  [51-53] Phologiston (Pure Elemental Fire) 
  [54-56] River of Lava 
  [57-58] Sentient Pyre 
  [59-60] Smoking Flatlands 
  [61-62] Temperate Burning Forest (roll on 
  Temperate Forest Table) 
  [63-64] Temperate Burning Hills (roll on 
  Temperate Hills Table) 
  [65-66] Temperate Burning Mountains (roll 
  on Temperate Mountains Table) 
  [67-68] Temperate Burning Plains (roll on 
  Temperate Plains Table) 
  [69-70] Temperate Burning Shoreline (roll 
  on Temperate Water Table) 
  [71-72] Temperate Burning Swamp (roll on 
  Temperate Swamp Table) 
  [73-74] Temperate Burning Wasteland (roll 
  on Temperate Wasteland Table) 
  [75-76] Tower of Brass 
  [77-78] Tower of Force 
  [79-80] Tower of Obsidian 
  [81-82] Tropical Burning Forest (roll on 
  Tropical Forest Table) 
  [83-84] Tropical Burning Hills (roll on 
  Tropical Hills Table) 
  [85-86] Tropical Burning Mountains (roll on 
  Tropical Mountains Table) 
  [87-88] Tropical Burning Plains (roll on 
  Tropical Plains Table) 
  [89-90] Tropical Burning Shoreline (roll on 
  Tropical Water Table) 
  [91-92] Tropical Burning Swamp (roll on 
  Tropical Swamp Table) 
  [93-94] Tropical Burning Wasteland (roll on 
  Tropical Wasteland Table) 
  [95-97] Volcanic Valley 
  [98-00] Volcano 
   
  Regional Locales, Part XVI: 
  The Planes of Good 
   
  Table GWG2-60: 
  Adventure Locales: Planar Good 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Planar Realms of Good. 
  Roll 1D100 and consult the following table. 
   
  [01-02] Arcadian Valley 
  [03-06] Bastion of Good 
  [07-08] Chiming River 
  [09-10] City of Spirits of Good 
  [11-12] City of Splendor 
  [13-14] Cold Idyllic Forest (roll on Cold 
  Forest Table) 
  [15-16] Cold Idyllic Hills (roll on Cold Hills 
  Table) 
  [17-18] Cold Idyllic Mountains (roll on Cold 
  Mountains Table) 
  [19-20] Cold Idyllic Plains (roll on Cold 
  Plains Table) 
  [21-22] Cold Idyllic Shoreline (roll on Cold 
  Water Table) 
  [23-24] Cold Idyllic Swamp (roll on Cold 
  Swamp Table) 
  [25-26] Cold Idyllic Wasteland (roll on Cold 
  Wasteland Table) 
  [27-28] Coruscating Spirit Prism (Pure 
  Planar Good) 
  
   
  Page 146 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [29-30] Crystalline Lake 
  [31-32] Empyrean Temple 
  [33-36] Good Monster Lair 
  [37-38] Hilltop Temple 
  [39-40] Idyllic Forest 
  [41-42] Maelstrom of Light 
  [43-45] Magical Gateway 
  [46-48] Marble-Columned Castle 
  [49-50] Moor Lands 
  [51-52] Mountain Aeries 
  [53-54] Road Lined with Statues 
  [55-56] Sentient Crystalline Structure 
  [57-58] Temperate Idyllic Forest (roll on 
  Temperate Forest Table) 
  [59-60] Temperate Idyllic Hills (roll on 
  Temperate Hills Table) 
  [61-62] Temperate Idyllic Mountains (roll 
  on Temperate Mountains Table) 
  [63-64] Temperate Idyllic Plains (roll on 
  Temperate Plains Table) 
  [65-66] Temperate Idyllic Shoreline (roll on 
  Temperate Water Table) 
  [67-68] Temperate Idyllic Swamp (roll on 
  Temperate Swamp Table) 
  [69-70] Temperate Idyllic Wasteland (roll on 
  Temperate Wasteland Table) 
  [71-74] Tower of Crystal 
  [75-78] Tower of Ivory 
  [79-82] Tower of Light 
  [83-84] Tropical Idyllic Forest (roll on 
  Tropical Forest Table) 
  [85-86] Tropical Idyllic Hills (roll on 
  Tropical Hills Table) 
  [87-88] Tropical Idyllic Mountains (roll on 
  Tropical Mountains Table) 
  [89-90] Tropical Idyllic Plains (roll on 
  Tropical Plains Table) 
  [91-92] Tropical Idyllic Shoreline (roll on 
  Tropical Water Table) 
  [93-94] Tropical Idyllic Swamp (roll on 
  Tropical Swamp Table) 
  [95-96] Tropical Idyllic Wasteland (roll on 
  Tropical Wasteland Table) 
  [97-98] Verdant Wetlands 
  [99-00] Windswept Grasslands 
   
  Regional Locales, Part XVII: 
  The Planes of Law 
   
  Table GWG2-61: 
  Adventure Locales: Planar Law 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Planar Realms of Law. 
  Roll 1D100 and consult the following table. 
   
  [01-03] Angular and Tiered River 
  [04-06] Bastion of Law 
  [07-09] City of Spirits of Law 
  [10-11] Clockwork Maelstrom 
  [12-14] Cold Sculpted Forest (roll on Cold 
  Forest Table) 
  [15-17] Cold Sculpted Hills (roll on Cold 
  Hills Table) 
  [18-20] Cold Sculpted Mountains (roll on 
  Cold Mountains Table) 
  [21-23] Cold Sculpted Plains (roll on Cold 
  Plains Table) 
  [24-26] Cold Sculpted Shoreline (roll on 
  Cold Water Table) 
  [27-29] Cold Sculpted Swamp (roll on Cold 
  Swamp Table) 
  [30-32] Cold Sculpted Wasteland (roll on 
  Cold Wasteland Table) 
  [33-35] Crossroads 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [36-37] Cultivated Wasteland 
  [38-39] Geometric Monolith (Pure Planar 
  Law) 
  [40-41] Grid-Arranged City 
  [42-43] Imperious Citadel 
  [44-45] Lawful Monster Lair 
  [46-47] Magical Gateway 
  [48-49] Matrix of Canals 
  [50-51] Orderly Arbor 
  [52-53] Quadrangular Temple 
  [54-55] Sentient Clockwork Colossus 
  [56-57] Straight-Arrow Roadway 
  [58-59] Swamp and Aqueducts 
  [60-61] Temperate Sculpted Forest (roll on 
  Temperate Forest Table) 
  [62-63] Temperate Sculpted Hills (roll on 
  Temperate Hills Table) 
  [64-65] Temperate Sculpted Mountains (roll 
  on Temperate Mountains Table) 
  [66-67] Temperate Sculpted Plains (roll on 
  Temperate Plains Table) 
  [68-69] Temperate Sculpted Shoreline (roll 
  on Temperate Water Table) 
  [70-71] Temperate Sculpted Swamp (roll on 
  Temperate Swamp Table) 
  [72-73] Temperate Sculpted Wasteland (roll 
  on Temperate Wasteland Table) 
  [74-75] Tiered Hills 
  [76-77] Tiered Mountain 
  [78-79] Tower of Basalt 
  [80-81] Tower of Brass 
  [82-83] Tower of Iron 
  [84-85] Tropical Sculpted Forest (roll on 
  Tropical Forest Table) 
  [86-87] Tropical Sculpted Hills (roll on 
  Tropical Hills Table) 
  [88-89] Tropical Sculpted Mountains (roll 
  on Tropical Mountains Table) 
  [90-91] Tropical Sculpted Plains (roll on 
  Tropical Plains Table) 
  [92-93] Tropical Sculpted Shoreline (roll on 
  Tropical Water Table) 
  [94-95] Tropical Sculpted Swamp (roll on 
  Tropical Swamp Table) 
  [96-97] Tropical Sculpted Wasteland (roll 
  on Tropical Wasteland Table) 
  [98-00] Valley of Inverted Tiers 
   
   
   
  Regional Locales, Part XVIII: 
  The Planes of Neutrality 
   
  Table GWG2-62: 
  Adventure Locales: Planar Neutrality 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Planar Realms of Neutrality. 
  Roll 1D100 and consult the following table. 
   
  [01-03] Azure Lake 
  [04-06] Cascading River 
  [07-09] City of Spirits of Neutrality 
  [10-12] Cold Forest (roll on Cold Forest 
  Table) 
  
   
  Page 148 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [13-15] Cold Hills (roll on Cold Hills Table) 
  [16-18] Cold Mountains (roll on Cold 
  Mountains Table) 
  [19-20] Cold Plains (roll on Cold Plains 
  Table) 
  [21-22] Cold Shoreline (roll on Cold Water 
  Table) 
  [23-24] Cold Swamp (roll on Cold Swamp 
  Table) 
  [25-26] Cold Wasteland (roll on Cold 
  Wasteland Table) 
  [27-28] Desert Wasteland 
  [29-30] Eternal Tree (Pure Planar 
  Neutrality) 
  [31-32] Forbidden Stronghold 
  [33-34] Great Mountain Peak 
  [35-36] Hidden Temple 
  [37-38] Lost City 
  [39-40] Magical Gateway 
  [41-42] Neutral Beast Lair 
  [43-44] Neutral Monster Lair 
  [45-46] Outpost of Neutral Creatures 
  [47-48] Savannah 
  [49-50] Sentient Terrain (Arbor, Hill, Pool, 
  etc.) 
  [51-52] Temperate Forest (roll on 
  Temperate Forest Table) 
  [53-54] Temperate Hills (roll on Temperate 
  Hills Table) 
  [55-56] Temperate Mountains (roll on 
  Temperate Mountains Table) 
  [57-58] Temperate Plains (roll on Temperate 
  Plains Table) 
  [59-60] Temperate Shoreline (roll on 
  Temperate Water Table) 
  [61-62] Temperate Swamp (roll on 
  Temperate Swamp Table) 
  [63-64] Temperate Wasteland (roll on 
  Temperate Wasteland Table) 
  [65-66] Tower of Force 
  [67-68] Tower of Marble 
  [69-70] Tower of Stone 
  [71-72] Tropical Forest (roll on Tropical 
  Forest Table) 
  [73-74] Tropical Hills (roll on Tropical Hills 
  Table) 
  [75-76] Tropical Mountains (roll on Tropical 
  Mountains Table) 
  [77-78] Tropical Plains (roll on Tropical 
  Plains Table) 
  [79-80] Tropical Shoreline (roll on Tropical 
  Water Table) 
  [81-82] Tropical Swamp (roll on Tropical 
  Swamp Table) 
  [83-84] Tropical Wasteland (roll on Tropical 
  Wasteland Table) 
  [85-86] Verdant Hills 
  [87-88] Whirlpool 
  [89-91] Wild Swamp 
  [92-94] Wilderland Forest 
  [95-97] Wilderland Valley 
  [98-00] Winding Road 
   
  Regional Locales, Part XIX: 
  The Elemental Planes of 
  Water 
   
  Table GWG2-63: 
  Adventure Locales: Planar Water 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Planar Realms of Water. 
  Roll 1D100 and consult the following table. 
   
  [01-03] Aquatic Creature Lair 
  [04-06] Aquatic Monster Lair 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [07-08] Atoll 
  [09-10] Becalmed Sea 
  [11-12] Canals 
  [13-14] City of Water Spirits 
  [15-16] Cloud Castle 
  [17-18] Cold Islandic Forest (roll on Cold 
  Forest Table) 
  [19-20] Cold Islandic Hills (roll on Cold 
  Hills Table) 
  [21-22] Cold Islandic Mountains (roll on 
  Cold Mountains Table) 
  [23-24] Cold Islandic Plains (roll on Cold 
  Plains Table) 
  [25-26] Cold Islandic Shoreline (roll on Cold 
  Water Table) 
  [27-28] Cold Islandic Swamp (roll on Cold 
  Swamp Table) 
  [29-30] Cold Islandic Wasteland (roll on 
  Cold Wasteland Table) 
  [31-32] Floating City 
  [33-34] Freshwater Lake 
  [35-36] Icy River 
  [37-38] Icy Wastes 
  [39-40] Magical Gateway 
  [41-42] Mountain of Sand 
  [43-44] Salt Marsh 
  [45-46] Sandbar 
  [47-48] Sandbar Hills 
  [49-50] Sargasso Forest 
  [51-52] Sentient Waterspout 
  [53-54] Shoreline Anchorage 
  [55-56] Sunken Temple 
  [57-58] Temperate Islandic Forest (roll on 
  Temperate Forest Table) 
  [59-60] Temperate Islandic Hills (roll on 
  Temperate Hills Table) 
  [61-62] Temperate Islandic Mountains (roll 
  on Temperate Mountains Table) 
  [63-64] Temperate Islandic Plains (roll on 
  Temperate Plains Table) 
  [65-66] Temperate Islandic Shoreline (roll 
  on Temperate Water Table) 
  [67-68] Temperate Islandic Swamp (roll on 
  Temperate Swamp Table) 
  [69-70] Temperate Islandic Wasteland (roll 
  on Temperate Wasteland Table) 
  [71-72] Tower of Ice 
  [73-74] Tower of Water 
  [75-76] Tower of Waterfalls 
  [77-78] Tropical Islandic Forest (roll on 
  Tropical Forest Table) 
  [79-80] Tropical Islandic Hills (roll on 
  Tropical Hills Table) 
  [81-82] Tropical Islandic Mountains (roll on 
  Tropical Mountains Table) 
  [83-84] Tropical Islandic Plains (roll on 
  Tropical Plains Table) 
  [85-86] Tropical Islandic Shoreline (roll on 
  Tropical Water Table) 
  [87-88] Tropical Islandic Swamp (roll on 
  Tropical Swamp Table) 
  [89-90] Tropical Islandic Wasteland (roll on 
  Tropical Wasteland Table) 
  [91-92] Underwater Depression 
  [93-94] Undulating Crystal (Pure Elemental 
  Water) 
  [95-96] Water Elemental Lair 
  [97-98] Waterspout 
  [99-00] Whirlpool 
   
   
  
   
  Page 150 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Regional Locales, Part XX: 
  Temperate Depressions 
   
  Table GWG2-64: 
  Adventure Locales: Temperate 
  Depression 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Temperate Depressions. 
  Roll 1D100 and consult the following table. 
   
  [01] Arroyo 
  [02] Basin 
  [03-04] Blowout 
  [05] Bottoms 
  [06-07] Box Canyon 
  [08] Caldera 
  [09-10] Canyon 
  [11] Cavelands 
  [12] Chasm 
  [13] Cove Valley 
  [14] Crater 
  [15-16] Crevice 
  [17] Dales 
  [18-19] Defile 
  [20] Dells 
  [21-22] Delves 
  [23] Descent-Shoreline (roll on Temperate 
  Saltwater Feature Table) 
  [24] Doline 
  [25] Dormant Volcanic Vent 
  [26] Dry Seasonal Lake 
  [27-28] Dry Seasonal River 
  [29] Dry Turlough 
  [30-31] Excavations 
  [32] Fault 
  [33-34] Fissure 
  [35] Foiba 
  [36] Freshwater Feature (roll on Temperate 
  Freshwater Feature Table) 
  [37] Gap 
  [38] Geyser Hollows 
  [39-40] Glen 
  [41] Gorge 
  [42-43] Graben 
  [44] Gulch 
  [45-46] Gullies 
  [47] Hanging Valley 
  [48] Hollows 
  [49] Karst Land 
  [50] Lava Tubes 
  [51-52] Lavaka 
  [53] Lost Valley 
  [54-55] Maar 
  [56] Mine Lands 
  [57-58] Pit Crater 
  [59-60] Pits 
  [61-62] Polje 
  [63-64] Quarry 
  [65-66] Ravine 
  [67-68] Rift 
  [69-70] Rift Valley 
  [71-72] River Valley 
  [73-74] Scowles 
  [75-76] Seasonal Lake 
  [77-78] Seasonal Pools 
  [79-80] Seasonal River 
  [81-82] Sink 
  [83-84] Sinkhole 
  [85-86] Strath 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [87-88] Strip Mine 
  [89-90] Trenches 
  [91-92] Tributary Valley 
  [93-94] Vale 
  [95-96] Valley 
  [97-98] Volcanic Vent 
  [99-00] Wadi 
   
   
   
   
   
   
   
   
   
  Regional Locales, Part XXI: 
  Temperate Forest 
   
  Table GWG2-65: 
  Adventure Locales: Temperate Forest 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Temperate Forests. 
  Roll 1D100 and consult the following table. 
   
  [01-02] Arbor Land 
  [03-05] Backwoods 
  [06-07] Brackens 
  [08-09] Brushwood Falls 
  [10-12] Bushland 
  [13-14] Clutches 
  [15-17] Coniferous Forest 
  [18-20] Coppices 
  [21-23] Copses 
  [24-25] Corrupted Forest 
  [26-28] Deciduous Forest 
  [29-31] Dells 
  [32-34] Depression (roll on Temperate 
  Depression Table) 
  [35-37] Descent-Shoreline (roll on 
  Temperate Saltwater Feature Table) 
  [38-39] Evergreen Forest 
  [40-41] Faerie Glades 
  [42-44] Forest 
  [45-47] Forested Hills 
  [48-50] Freshwater Feature (roll on 
  Temperate Freshwater Feature Table) 
  [51-53] Glade Wood 
  [54-56] Groves 
  [57-58] Haunted Forest 
  
   
  Page 152 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [59-60] Lumberwoods 
  [61-62] Montane Forest 
  [63-64] Old-Growth Forest 
  [65-66] Orchards 
  [67-68] Petrified Forest 
  [69-70] Pine Barrens 
  [71-72] Pine Forest 
  [73-74] Plantations 
  [75-76] Redwood Forest 
  [77-78] Scrubland 
  [79-80] Temperate Broadleaf Forest 
  [81-82] Temperate Mixed Forest 
  [83-84] Temperate Needleleaf Forest 
  [85-86] Temperate Rainforest 
  [87-88] Thicket 
  [89-90] Timberland 
  [91-92] Twisted Forest 
  [93-95] Wilderland 
  [96-98] Woodland 
  [99-00] Woods 
   
  Regional Locales, Part XXII: 
  Temperate Freshwater 
   
  Table GWG2-66: 
  Adventure Locales: Temperate 
  Freshwater Feature 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Temperate Freshwater. 
  Roll 1D100 and consult the following table. 
   
  [01] Aits 
  [02] Aquifer 
  [03-04] Braided River 
  [05-06] Brooks 
  [07-08] Canals 
  [09] Cataracts 
  [10] Confluence 
  [11-12] Crater Lake 
  [13-14] Creeks 
  [15-16] Dam 
  [17-18] Eyot 
  [19] Eyots 
  [20] Floodbank 
  [21-22] Floodlands 
  [23-24] Floodplain 
  [25-26] Geysers 
  [27-28] Great Lake 
  [29] Holms 
  [30] Karst Fenster 
  [31-32] Lake 
  [33-34] Lake Coast 
  [35-36] Lake Foreland 
  [37-38] Lake Headland 
  [39] Lake Tombolo 
  [40] Lakeshore 
  [41-42] Levee 
  [43-44] Loch 
  [45-46] Lough 
  [47-48] Meander 
  [49] Mere 
  [50] Mudflats 
  [51-52] Oasis 
  [53-54] Oxbow Lake 
  [55-56] Plash 
  [57-58] Plunge Pool 
  [59] Ponds 
  [60] Pools 
  [61-62] Rapids 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [63-64] Reservoir 
  [65-66] Rills 
  [67-68] River 
  [69] River Archipelago 
  [70] River Delta 
  [71-72] River Island 
  [73-74] River Mouth 
  [75-76] River Source 
  [77-78] River Tidal Flat 
  [79] Rush 
  [80] Spring 
  [81] Stopbanks 
  [82] Stream Pool 
  [83-84] Streams 
  [85-86] Tarn 
  [87-88] Torrent 
  [89-90] Tributary 
  [91-92] Turlach 
  [93-94] Turlough 
  [95-96] Underwater Caves 
  [97-98] Waterfall Lake 
  [99-00] Waterfalls 
   
  Regional Locales, Part XXIII: 
  Temperate Hills 
   
  Table GWG2-67: 
  Adventure Locales: Temperate Hills 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Temperate Hills. 
  Roll 1D100 and consult the following table. 
   
   
  [01-02] Badlands 
  [03-04] Barrow Mounds 
  [05-06] Barrowlands 
  [07-08] Bluffs 
  [09] Bornhardts 
  [10-11] Buttes 
  [12-13] Cairn Highlands 
  [14-15] Cliffs 
  [16-17] Crags 
  [18-19] Crests 
  [20-21] Cuestas 
  [22-23] Depression (roll on Temperate 
  Depression Table) 
  [24-25] Descent-Shoreline (roll on 
  Temperate Saltwater Feature Table) 
  [26] Domes 
  [27-28] Downlands 
  [29-30] Downs 
  [31-32] Dunes 
  [33] Escarpments 
  [34-35] Flatirons 
  [36-37] Foothills 
  [38-39] Forested Hills 
  [40-41] Freshwater Feature (roll on 
  Temperate Freshwater Feature Table) 
  [42-43] Geyser Highlands 
  [44] Headlands 
  [45-46] Highlands 
  [47] Hillocks 
  [48-49] Hills 
  [50-51] Hogbacks 
  [52-53] Hollow Hills 
  [54-55] Karst Landscape 
  [56-57] Knobs 
  [58-59] Knolls 
  [60-61] Lava Dome 
  [62-63] Lava Spine 
  
   
  Page 154 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [64-65] Mesas 
  [66-67] Mogotes 
  [68] Mounds 
  [69] Mud Volcanoes 
  [70-71] Plateaus 
  [72-73] Potrero 
  [74] Precipices 
  [75-76] Ridges 
  [77] Rises 
  [78] River Cliffs 
  [79] Rolling Hills 
  [80] Rolling Land 
  [81] Sandhills 
  [82] Scarps 
  [83] Slag Heaps 
  [84] Slag Hills 
  [85-86] Slopes 
  [87-88] Spurs 
  [89-90] Stone Arches 
  [91-92] Tableland 
  [93-94] Terraced Hills 
  [95-96] Tors 
  [97-98] Tumuli 
  [99-00] Uplands 
   
  Regional Locales, Part XXIV: 
  Temperate Mountains 
   
  Table GWG2-68: 
  Adventure Locales: Temperate 
  Mountains 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Temperate Mountains. 
  Roll 1D100 and consult the following table. 
   
  [01-04] Alps 
  [05-07] Barren Mountains 
  [08-10] Cave-Filled Mountains 
  [11-13] Col 
  [14-17] Depression (roll on Temperate 
  Depression Table) 
  [18-21] Descent-Shoreline (roll on 
  Temperate Saltwater Feature Table) 
  [22-24] Dormant Volcano 
  [25-27] Dragon Reach Spires 
  [28-30] Dwarven Freeholds 
  [31-33] Extinct Volcano 
  [34-36] Flatiron Mountains 
  [37-40] Forested Mountains 
  [41-44] Freshwater Feature (roll on 
  Temperate Freshwater Feature Table) 
  [45-47] Gap 
  [48-50] Hogback Mountains 
  [51-53] Inselberg 
  [54-56] Misty Mountains 
  [57-59] Monadnock 
  [60-62] Mountains 
  [63-65] Mounts 
  [66-68] Pass 
  [69-73] Peaks 
  [74-76] Pinnacle Gates of Elemental Earth 
  [77-79] Pinnacles 
  [80-82] Razors 
  [83-85] Rocky Summits 
  [86-88] Spires 
  [89-92] Stormy Mountains 
  [93-95] Summits 
  [96-98] Table-Top Mountains 
  [99-00] Volcano 
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
   
   
  Regional Locales, Part XXV: 
  Temperate Plains 
   
  Table GWG2-69: 
  Adventure Locales: Temperate Plains 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Temperate Plains. 
  Roll 1D100 and consult the following table. 
   
  [01-03] Alluvial Fan 
  [04-06] Brushland 
  [07-08] Bottomland 
  [09-11] Bushland 
  [12-14] Chaparral 
  [15-16] Countryside 
  [17-18] Cropland 
  [19-21] Depression (roll on Temperate 
  Depression Table) 
  [22-24] Descent-Shoreline (roll on 
  Temperate Saltwater Feature Table) 
  [25-27] Farmland 
  [28-30] Fields 
  [31-33] Flatland 
  [34-36] Flats 
  [37-39] Forested Plains 
  [40-42] Freshwater Feature (roll on 
  Temperate Freshwater Feature Table) 
  [43-45] Geyser Flats 
  [46-48] Grasslands 
  [49-50] Heath 
  [51-52] Heathland 
  [53-55] Hinterlands 
  [56-57] Lava Plain 
  [58-60] Logged Land 
  [61-62] Lowlands 
  [63-65] Machair 
  [66-68] Meadows 
  [69-71] Moor 
  [72-74] Moorland 
  [75-77] Paddock Land 
  [78-80] Pampas 
  [81-83] Pastures 
  [84-86] Plain 
  [87-89] Plains 
  [90-91] Prairie 
  [92-94] Rangeland 
  [95-97] Shrubland 
  [98-00] Steppes 
   
  Regional Locales, Part XXVI: 
  Temperate Saltwater 
   
  Table GWG2-70: 
  Adventure Locales: Temperate Saltwater 
  Feature 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Temperate Saltwater. 
  
   
  Page 156 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Roll 1D100 and consult the following table. 
   
  [01] Anchorage 
  [02] Archipelago 
  [03] Ayre 
  [04] Barrier Bar 
  [05] Barrier Island 
  [06] Bay 
  [07-08] Baymouth Bar 
  [09] Beach 
  [10] Bight 
  [11] Brackish Swamp 
  [12-13] Brine Lake 
  [14] Calanque 
  [15] Cape 
  [16] Channel 
  [17-18] Coast 
  [19] Cobblestone Beach 
  [20] Cove 
  [21] Cuspate Foreland 
  [22] Dead Sea 
  [23-24] Estuary 
  [25] Firth 
  [26] Fjard 
  [27] Fjord 
  [28-29] Flow 
  [30] Foreland 
  [31] Gravel Beach 
  [32] Gravelbars 
  [33] Gulf 
  [34] Harbor 
  [35] Haven 
  [36] Headland 
  [37] Inland Sea 
  [38] Inlet 
  [39-40] Island 
  [41-42] Island Chain 
  [43-44] Island Group 
  [45-46] Islands 
  [47-48] Islet 
  [49-50] Isthmus 
  [51] Jetty 
  [52] Landing 
  [53] Maelstrom 
  [54] Mudflat 
  [55] Narrow 
  [56] Narrows 
  [57-58] Ocean 
  [59-60] Pebble Beach 
  [61] Peninsula 
  [62-63] Point 
  [64-65] Raised Beach 
  [66-67] Reach 
  [68] Ria 
  [69] Rocky Beach 
  [70] Salt Lake 
  [71-72] Salt Marsh 
  [73] Salt Swamp 
  [74] Sandbars 
  [75] Sandspit 
  [76-77] Sandy Beach 
  [78-79] Sea 
  [80-81] Sea Caves 
  [82] Seastacks 
  [83] Shallows 
  [84] Shingle Beach 
  [85] Shoals 
  [86] Shore 
  [87] Sound 
  [88] Storm Beach 
  [89] Strait 
  [90] Strand 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [91] Strandflat 
  [92] Surge Channel 
  [93-94] Tidal Flat 
  [95-96] Tidal Marsh 
  [97-98] Tide Pools 
  [99] Tombolo 
  [00] Whirlpool 
   
   
   
  Regional Locales, Part 
  XXVII: 
  Temperate Swamps 
   
  Table GWG2-71: 
  Adventure Locales: Temperate Swamp 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Temperate Swamps. 
  Roll 1D100 and consult the following table. 
   
  [01-03] Backswamp 
  [04-06] Bayous 
  [07-09] Bog 
  [10-12] Bogland 
  [13-15] Brackish Swamp 
  [16-17] Cranberry Fen 
  [18-20] Cypress Swamp 
  [21-23] Depression (roll on Temperate 
  Depression Table) 
  [24-26] Descent-Shoreline (roll on 
  Temperate Saltwater Feature Table) 
  [27-28] Everglades 
  [29-30] Fens 
  [31-32] Flood Mire 
  [33-35] Forested Wetland 
  [36-38] Freshwater Feature (roll on 
  Temperate Freshwater Feature Table) 
  [39-41] Fungal Swamp 
  [42-44] Geyser Wetlands 
  [45-47] Haunted Swamp 
  [48-50] Marsh 
  [51-53] Marshland 
  [54-56] Mire 
  [57-59] Morass 
  [60-61] Moss 
  [62-63] Murk 
  [64-66] Mushroom Swamp 
  [67-69] Peat Bog 
  [70-71] Peatland 
  [72-74] Poisonous Swamp 
  [75-77] Quagmire 
  [78-80] Salt Marsh 
  [81-83] Salt Swamp 
  
   
  Page 158 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [84-85] Shrub Swamp 
  [86-87] Slough 
  [88-89] Sump 
  [90-91] Swale 
  [92-94] Swamp 
  [95-97] Tidal Marsh 
  [98-00] Wetlands 
   
  Regional Locales, Part 
  XXVIII: 
  Temperate Wastelands 
   
  Table GWG2-72: 
  Adventure Locales: Temperate Wasteland 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Temperate Wastelands. 
  Roll 1D100 and consult the following table. 
   
  [01-02] Alkali Flat 
  [03-04] Alkali Sink 
  [05-06] Banelands 
  [07-08] Barchan Dunes 
  [09-10] Barrens 
  [11-12] Battlefield 
  [13-14] Battlegrounds 
  [15-16] Blight Lands 
  [17-18] Bone Fields 
  [19-20] Burned Forest Wastes 
  [21-22] Canyon Lands 
  [23-24] Chaos Wastes 
  [25-26] Dead Lands 
  [27-28] Depression (roll on Temperate 
  Depression Table) 
  [29] Descent-Shoreline (roll on Temperate 
  Saltwater Feature Table) 
  [30-31] Desert 
  [32-33] Desolation 
  [34-35] Dried Mud Flats 
  [36-37] Dry Lake 
  [38-39] Dune Lands 
  [40-41] Dune Sea 
  [42-43] Emptiness 
  [44-45] Erg 
  [46] Freshwater Feature (roll on Temperate 
  Freshwater Feature Table) 
  [47-48] Geyser Wastes 
  [49-50] Gibber 
  [51-52] Harrow 
  [53-54] Hoodoo Wasteland 
  [55-56] Irradiated Wasteland 
  [57-58] Loess Desert 
  [59-60] Malpais 
  [61-62] Mirage Wastes 
  [63-64] Monsoon Desert 
  [65] Playa 
  [66-67] Poisonous Desert 
  [68-69] Reg 
  [70-71] Rock Desert 
  [72-73] Sabkha 
  [74-75] Salt Flats 
  [76-77] Salt Pan 
  [78-79] Salted Earth 
  [80] Sand Sea 
  [81-82] Sand Sheet 
  [83-84] Sandy Desert 
  [85-86] Scarred Lands 
  [87-88] Scree Land 
  [89-90] Stony Desert 
  [91-92] Tradewind Desert 
  [93-94] Ventifact Wasteland 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [95-96] Waste 
  [97-98] Wasteland 
  [99-00] Yardang Desert 
   
  Regional Locales, Part XXIX: 
  Tropical Depressions 
   
  Table GWG2-73: 
  Adventure Locales: Tropical Depression 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Tropical Depressions. 
  Roll 1D100 and consult the following table. 
   
  [01] Arroyo 
  [02] Basin 
  [03] Blowout 
  [04] Bottoms 
  [05] Box Canyon 
  [06] Caldera 
  [07-08] Canyon 
  [09-10] Cavelands 
  [11-12] Chasm 
  [13] Cove Valley 
  [14] Crater 
  [15-16] Crevice 
  [17] Dales 
  [18] Defile 
  [19] Dells 
  [20-21] Delves 
  [22] Doline 
  [23-24] Dormant Volcanic Vent 
  [25-26] Dry Seasonal Lake 
  [27-28] Dry Seasonal River 
  [29] Dry Turlough 
  [30-33] Elephant Graveyard 
  [34-35] Excavations 
  [36-37] Fault 
  [38-39] Fissure 
  [40] Foiba 
  [41] Gap 
  [42-43] Geyser Hollows 
  [44-45] Glen 
  [46-47] Gorge 
  [48] Graben 
  [49] Gulch 
  [50] Gullies 
  [51-52] Hanging Valley 
  [53-54] Hollows 
  [55-56] Karst Land 
  [57] Lava Tubes 
  [58] Lavaka 
  [59-62] Lost World Valley 
  [63-64] Maar 
  [65] Mine Lands 
  [66-71] Mudslide Hollows 
  [72] Pit Crater 
  [73-74] Pits 
  [75] Polje 
  [76] Quarry 
  [77-78] Ravine 
  [79-80] Rift 
  [81-82] Rift Valley 
  [83-84] River Valley 
  [85] Scowles 
  [86] Seasonal Lake 
  [87-88] Seasonal Pools 
  [89-90] Seasonal River 
  [91] Sink 
  
   
  Page 160 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [92] Sinkhole 
  [93] Strath 
  [94] Strip Mine 
  [95] Trenches 
  [96] Tributary Valley 
  [97] Vale 
  [98] Valley 
  [99] Volcanic Vent 
  [00] Wadi 
   
   
   
  Regional Locales, Part XXX: 
  Tropical Forests 
   
  Table GWG2-74: 
  Adventure Locales: Tropical Forest 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Tropical Forests. 
  Roll 1D100 and consult the following table. 
   
  [01] Arbor Land 
  [02] Backwoods 
  [03] Brackens 
  [04] Brushwood Falls 
  [05] Bushland 
  [06-09] Cloud Forest 
  [10] Clutches 
  [11] Coniferous Forest 
  [12] Coppices 
  [13] Copses 
  [14] Corrupted Forest 
  [15-18] Corrupted Jungle 
  [19] Deciduous Forest 
  [20] Dells 
  [21] Depression (roll on Tropical Depression 
  Table) 
  [22] Descent-Shoreline (roll on Temperate 
  Saltwater Feature Table) 
  [23] Evergreen Forest 
  [24] Faerie Glades 
  [25] Forest 
  [26] Forested Hills 
  [27] Freshwater Feature (roll on Temperate 
  Freshwater Feature Table) 
  [28] Glade Wood 
  [29] Groves 
  [30] Haunted Forest 
  [31-34] Hilly Jungle 
  [35-38] Jungle 
  [39-42] Lost World Forest 
  [43] Lumberwoods 
  [44] Montane Forest 
  [45] Old-Growth Forest 
  [46] Orchards 
  [47] Petrified Forest 
  [48] Pine Barrens 
  [49] Pine Forest 
  
   
  Page 161 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  [50-53] Plantations 
  [54-57] Quicksand Forest 
  [58-61] Scrubland 
  [62] Swampy Forest 
  [63] Thicket 
  [64-67] Thorn Forest 
  [68] Timberland 
  [69-72] Tropical Coniferous Forest 
  [73-76] Tropical Dry Forest 
  [77-80] Tropical Forest 
  [81-84] Tropical Montane Forest 
  [85-88] Tropical Rainforest 
  [89] Twisted Forest 
  [90-93] Twisted Jungle 
  [94-97] Untamed Jungle 
  [98] Wilderland 
  [99] Woodland 
  [00] Woods 
   
  Regional Locales, Part XXXI: 
  Tropical Freshwater 
   
  Table GWG2-75: 
  Adventure Locales: Tropical Freshwater 
  Feature 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Tropical Freshwater. 
  Roll 1D100 and consult the following table. 
   
  [01] Aits 
  [02] Aquifer 
  [03] Braided River 
  [04] Brooks 
  [05] Canals 
  [06] Cataracts 
  [07-12] Cenote 
  [13-14] Confluence 
  [15] Crater Lake 
  [16] Creeks 
  [17] Dam 
  [18] Eyots 
  [19] Floodbank 
  [20-21] Floodlands 
  [22] Floodplain 
  [23] Geysers 
  [24] Great Lake 
  [25] Holms 
  [26] Karst Fenster 
  [27] Lake 
  [28-29] Lake Coast 
  [30] Lake Foreland 
  [31] Lake Headland 
  [32] Lake Tombolo 
  [33-34] Lakeshore 
  [35] Levee 
  [36] Loch 
  [37-42] Lost World River 
  [43] Lough 
  [44] Meander 
  [45] Mere 
  [46-47] Mudflats 
  [48] Oasis 
  [49] Oxbow Lake 
  [50] Plash 
  [51-52] Plunge Pool 
  [53-54] Ponds 
  [55-56] Pools 
  [57] Rapids 
  [58] Reservoir 
  
   
  Page 162 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [59] Rills 
  [60-61] River 
  [62-63] River Archipelago 
  [64-65] River Delta 
  [66-67] River Island 
  [68-69] River Mouth 
  [70-71] River Source 
  [72-73] River Tidal Flat 
  [74] Rush 
  [75] Spring 
  [76] Stopbanks 
  [77] Stream Pool 
  [78] Streams 
  [79] Tarn 
  [80] Torrent 
  [81] Tributary 
  [82-87] Tropical Lake 
  [88-93] Tropical River 
  [94] Turlach 
  [95] Turlough 
  [96] Underwater Caves 
  [97-98] Waterfall Lake 
  [99-00] Waterfalls 
   
  Regional Locales, Part 
  XXXII: 
  Tropical Hills 
   
  Table GWG2-76: 
  Adventure Locales: Tropical Hills 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Tropical Hills. 
  Roll 1D100 and consult the following table. 
   
  [01] Badlands 
  [02-03] Barrow Mounds 
  [04] Barrowlands 
  [05-06] Bluffs 
  [07] Bornhardts 
  [08] Buttes 
  [09] Cairn Highlands 
  [10] Cliffs 
  [11] Crags 
  [12] Crests 
  [13] Cuestas 
  [14-18] Depression (roll on Tropical 
  Depression Table) 
  [19-23] Descent-Shoreline (roll on 
  Temperate Saltwater Feature Table) 
  [24] Domes 
  [25] Downlands 
  [26] Downs 
  [27] Dunes 
  [28] Escarpments 
  [29] Flatirons 
  [30-31] Foothills 
  [32] Forested Hills 
  [33-37] Freshwater Feature (roll on 
  Temperate Freshwater Feature Table) 
  [38] Geyser Highlands 
  [39-40] Headlands 
  [41] Highlands 
  [42] Hillocks 
  [43-44] Hills 
  [45-49] Hilly Jungle 
  [50] Hogbacks 
  [51] Hollow Hills 
  [52-53] Karst Landscape 
  [54] Knobs 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [55] Knolls 
  [56] Lava Dome 
  [57] Lava Spine 
  [58-62] Lost World Plateau 
  [63] Mesas 
  [64] Mogotes 
  [65] Mounds 
  [66] Mud Volcanoes 
  [67-71] Mudslide Slopes 
  [72-73] Plateaus 
  [74] Potrero 
  [75] Precipices 
  [76] Ridges 
  [77] Rises 
  [78-79] River Cliffs 
  [80] Rolling Hills 
  [81-82] Rolling Land 
  [83-84] Sandhills 
  [85] Scarps 
  [86] Slag Heaps 
  [87] Slag Hills 
  [88-89] Slopes 
  [90] Spurs 
  [91] Stone Arches 
  [92] Tableland 
  [93-96] Tepui 
  [97] Terraced Hills 
  [98] Tors 
  [99] Tumuli 
  [00] Uplands 
   
   
   
  Regional Locales, Part 
  XXXIII: 
  Tropical Mountains 
   
  Table GWG2-77: 
  Adventure Locales: Tropical Mountains 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Tropical Mountains. 
  Roll 1D100 and consult the following table. 
   
  [01-02] Barren Mountains 
  [03-04] Cave-Filled Mountains 
  [05-06] Col 
  [07-10] Depression (roll on Tropical 
  Depression Table) 
  [11-14] Descent-Shoreline (roll on 
  Temperate Saltwater Feature Table) 
  [15-16] Dormant Volcano 
  [17-18] Dragon Reach Spires 
  [19-20] Dwarven Freeholds 
  [21-22] Extinct Volcano 
  [23-24] Flatiron Mountains 
  [25-26] Forested Mountains 
  
   
  Page 164 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [27-30] Freshwater Feature (roll on 
  Temperate Freshwater Feature Table) 
  [31-32] Gap 
  [33-34] Hogback Mountains 
  [35-36] Inselberg 
  [37-41] Jungle Volcano 
  [42-46] Lost World Spires 
  [47-48] Misty Mountains 
  [49-50] Monadnock 
  [51-52] Mountains 
  [53-57] Mountains of the Moon 
  [58-59] Mounts 
  [60-63] Mudslide Mountains 
  [64-65] Pass 
  [66-67] Peaks 
  [68-69] Pinnacle Gates of Elemental Earth 
  [70-72] Pinnacle Gates of Elemental Fire 
  [73-74] Pinnacles 
  [75-76] Razors 
  [77-78] Rocky Summits 
  [79-80] Spires 
  [81-82] Stormy Mountains 
  [83-84] Summits 
  [85-86] Table-Top Mountains 
  [87-90] Tepui Mountain 
  [91-94] Tropical Peaks 
  [95-98] Tropical Summits 
  [99-00] Volcano 
   
   
   
   
   
   
   
   
  Regional Locales, Part 
  XXXIV: 
  Tropical Plains 
   
  Table GWG2-78: 
  Adventure Locales: Tropical Plains 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Tropical Plains. 
  Roll 1D100 and consult the following table. 
   
  [01-02] Alluvial Fan 
  [03-04] Bottomland 
  [05-06] Brushland 
  [07-08] Bushland 
  [09] Chaparral 
  [10] Countryside 
  [11-12] Cropland 
  [13-17] Depression (roll on Tropical 
  Depression Table) 
  [18-22] Descent-Shoreline (roll on 
  Temperate Saltwater Feature Table) 
  [23-24] Farmland 
  [25] Fields 
  [26-27] Flatland 
  [28-29] Flats 
  [30-31] Forested Plains 
  [32-36] Freshwater Feature (roll on 
  Temperate Freshwater Feature Table) 
  [37-38] Geyser Flats 
  [39-40] Grasslands 
  [41] Heath 
  [42] Heathland 
  [43] Hinterlands 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [44-45] Lava Plain 
  [46-47] Logged Land 
  [48-52] Lost World Lowlands 
  [53-54] Lowlands 
  [55] Machair 
  [56-57] Meadows 
  [58] Moor 
  [59] Moorland 
  [60] Paddock Land 
  [61] Pampas 
  [62-63] Pastures 
  [64-65] Plain 
  [66-67] Plains 
  [68-69] Prairie 
  [70-71] Rangeland 
  [72-76] Savanna 
  [77-78] Shrubland 
  [79-80] Steppes 
  [81-86] Tropical Farmland 
  [87-91] Tropical Grasslands 
  [92-96] Veldt 
  [97-00] Volcanic Plains 
   
   
  Regional Locales, Part 
  XXXV: 
  Tropical Saltwater 
   
  Table GWG2-79: 
  Adventure Locales: Tropical Saltwater 
  Feature 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Tropical Saltwater. 
  Roll 1D100 and consult the following table. 
   
  [01] Anchorage 
  [02] Archipelago 
  [03-04] Atoll 
  [05] Ayre 
  [06] Barrier Bar 
  [07] Barrier Island 
  [08-09] Barrier Reef 
  [10] Bay 
  [11] Baymouth Bar 
  [12] Beach 
  [13] Bight 
  [14-15] Blue Hole 
  [16] Brackish Swamp 
  [17] Brine Lake 
  [18] Calanque 
  [19] Cape 
  [20-21] Cay 
  [22] Cays 
  [23] Channel 
  [24] Coast 
  [25-26] Coastal Desert 
  [27] Cobblestone Beach 
  
   
  Page 166 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [28-29] Coral Island 
  [30-31] Coral Reef 
  [32] Cove 
  [33] Cuspate Foreland 
  [34] Dead Sea 
  [35] Estuary 
  [36] Flow 
  [37] Foreland 
  [38] Gravel Beach 
  [39] Gravelbars 
  [40] Gulf 
  [41] Harbor 
  [42] Haven 
  [43] Headland 
  [44] Inland Sea 
  [45] Inlet 
  [46] Island 
  [47] Island Chain 
  [48] Island Group 
  [49] Islands 
  [50] Islet 
  [51] Isthmus 
  [52] Jetty 
  [53-54] Key 
  [55] Keys 
  [56-57] Lagoon 
  [58] Landing 
  [59] Maelstrom 
  [60] Mudflat 
  [61] Narrow 
  [62] Narrows 
  [63] Ocean 
  [64] Pebble Beach 
  [65] Peninsula 
  [66] Point 
  [67] Raised Beach 
  [68] Reach 
  [69-70] Reef 
  [71] Ria 
  [72] Rocky Beach 
  [73] Salt Lake 
  [74] Salt Marsh 
  [75] Salt Swamp 
  [76] Sandbars 
  [77] Sandspit 
  [78] Sandy Beach 
  [79] Sea 
  [80] Sea Caves 
  [81] Seastacks 
  [82] Shallows 
  [83] Shingle Beach 
  [84] Shoals 
  [85] Shore 
  [86] Sound 
  [87-88] Spice Islands 
  [89] Storm Beach 
  [90] Strait 
  [91] Strand 
  [92] Strandflat 
  [93] Surge Channel 
  [94] Tidal Flat 
  [95] Tidal Marsh 
  [96] Tide Pools 
  [97] Tombolo 
  [98-99] Tropical Island 
  [00] Whirlpool 
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Regional Locales, Part 
  XXXVI: 
  Tropical Swamps 
   
  Table GWG2-80: 
  Adventure Locales: Tropical Swamp 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  featured in your journey region. This table is 
  solely for Tropical Swamps. 
  Roll 1D100 and consult the following table. 
   
  [01-02] Backswamp 
  [03-04] Bayous 
  [05-06] Bog 
  [07-08] Bogland 
  [09-10] Brackish Swamp 
  [11-12] Cypress Swamp 
  [13-14] Deeping Gates of Elemental Water 
  [15-17] Depression (roll on Tropical 
  Depression Table) 
  [18-20] Descent-Shoreline (roll on 
  Temperate Saltwater Feature Table) 
  [21-22] Everglades 
  [23-24] Fens 
  [25-26] Flood Mire 
  [27-28] Forested Wetland 
  [29-31] Freshwater Feature (roll on 
  Temperate Freshwater Feature Table) 
  [32-33] Fungal Swamp 
  [34-35] Geyser Wetlands 
  [36-37] Haunted Swamp 
  [38-40] Lost World Swamp 
  [41-44] Mangrove Swamp 
  [45-46] Marsh 
  [47-48] Marshland 
  [49-50] Mire 
  [51-52] Morass 
  [53-54] Moss 
  [55-56] Murk 
  [57-58] Mushroom Swamp 
  [59-60] Peat Bog 
  [61-62] Peatland 
  [63-64] Poisonous Swamp 
  [65-66] Quagmire 
  [67-69] Quicksand Flats 
  [70-72] Quicksand Forest 
  [73-74] Salt Marsh 
  [75-76] Salt Swamp 
  [77-79] Savanna Marshland 
  [80-81] Shrub Swamp 
  [82-83] Slough 
  [84-85] Sump 
  [86-87] Swale 
  [88-89] Swamp 
  [90-92] Sweltering Quagmire 
  [93-94] Tidal Marsh 
  [95-98] Tropical Peat Swamp 
  [99-00] Wetlands 
   
  Regional Locales, Part 
  XXXVII: 
  Tropical Wastelands 
   
  Table GWG2-81: 
  Adventure Locales: Tropical Wasteland 
   
  As a reminder, you will have between 1 and 
  4 tables that you will be rolling upon to 
  generate the 12 to 22 random locales to be 
  
   
  Page 168 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  featured in your journey region. This table is 
  solely for Tropical Wastelands. 
  Roll 1D100 and consult the following table. 
   
  [01] Alkali Flat 
  [02] Alkali Sink 
  [03-06] Ashen Sea 
  [07] Banelands 
  [08-09] Barchan Dunes 
  [10] Barrens 
  [11] Battlefield 
  [12] Battlegrounds 
  [13-14] Blight Lands 
  [15-16] Bone Fields 
  [17] Burned Forest Wastes 
  [18-21] Burned Jungle Wastes 
  [22-23] Canyon Lands 
  [24] Chaos Wastes 
  [25-26] Dead Lands 
  [27-30] Depression (roll on Tropical 
  Depression Table) 
  [31-34] Descent-Shoreline (roll on 
  Temperate Saltwater Feature Table) 
  [35-37] Desert 
  [38] Desolation 
  [39] Dried Mud Flats 
  [40] Dry Lake 
  [41-42] Dune Lands 
  [43] Dune Sea 
  [44] Emptiness 
  [45] Erg 
  [46-49] Freshwater Feature (roll on 
  Temperate Freshwater Feature Table) 
  [50] Geyser Wastes 
  [51] Gibber 
  [52] Harrow 
  [53-54] Hoodoo Wasteland 
  [55] Irradiated Wasteland 
  [56] Loess Desert 
  [57-60] Lost World Wasteland 
  [61] Malpais 
  [62-63] Mirage Wastes 
  [64-67] Monsoon Desert 
  [68-72] Obsidian Flats 
  [73] Playa 
  [74] Poisonous Desert 
  [75-79] Rain Shadow Desert 
  [80] Reg 
  [81] Rock Desert 
  [82] Sabkha 
  [83-84] Salt Flats 
  [85-86] Salt Pan 
  [87] Salted Earth 
  [88] Sand Sea 
  [89] Sand Sheet 
  [90-92] Sandy Desert 
  [93] Scarred Lands 
  [94] Scree Land 
  [95] Stony Desert 
  [96] Tradewind Desert 
  [97] Ventifact Wasteland 
  [98] Waste 
  [99] Wasteland 
  [00] Yardang Desert 
   
   
  
   
  Page 169 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  The Glossography of Non- 
  Planar Adventure Locales 
   
   
   
  Once you have selected all of your locales for 
  the adventure journey region, you might also 
  want to make some notes on what those 
  place labels actually mean. Everyone knows 
  what a desert is, but what about an erg, a 
  gibber, a malpais, a reg or a sabkha? I define 
  all of the natural terms hereafter in an 
  alphabetical Glossography of terrain types 
  and technicalities. 
  I don’t define the unnatural planar areas, 
  such as burning hills and sentient clouds, 
  because those aren’t technically narrow 
  concepts, and they will serve you better if 
  they are only broadly defined. I’d like you to 
  use 
  my 
  vague descriptors 
  and 
  make 
  something unique and amazing out of them. 
  This is a prime time for you to exhibit your 
  excellent creativity. 
  Some of the terrain definitions that appear 
  below are specialized or scientific, while 
  others are my personal interpretations of 
  conflicting definitions found in various 
  sources. I’ve also taken the pains to (a) 
  consider types of terrain from a game 
  perspective, rather than from a realist 
  perspective, and (b) to differentiate near-
  identical terms from one another with slight 
  variations on a theme. Each brief description 
  should give you some good ideas about what 
  kinds of monsters and NPCs dwell there. I 
  hope you find the following information 
  intriguing! 
   
  Table GWG2-82: 
  Glossography of Non-Planar Adventure 
  Locales 
   
  A 
  Aits / Eyots: A group of small forested 
  islands found in the middle of a river. 
  Alkali Flat: A dry, salty lake bed. 
  Alkali Sink: A dry, deep, salty lake bed. 
  Alluvial Fan: A reach of sediment and 
  gravel, caused by the passage of a former 
  river. Vegetation will grow abundantly here 
  nevertheless and so the area is technically 
  not a Wasteland. 
  Alpine 
  Montane 
  Forest: 
  A 
  cold 
  mountainous forest. 
  Alpine Tundra: High-altitude grasslands 
  devoid of trees. 
  Alps: High snowy mountains with relatively 
  flat summits. 
  Anchorage: A safe place where ships can 
  lower anchors. 
  Antarctic / Arctic Tundra: Tundra which 
  occurs at the game world’s North Pole or 
  South Pole; or, more broadly, tundra where 
  extremely low temperatures are the norm. 
  Aquifer: A subterranean region of rock, 
  permeated by water. In the game, these 
  regions will be filled with various caves 
  (submerged, partially flooded, and dry). 
  Arbor Land: An area of artificial forest, 
  where trees have been heavily replanted and 
  protected (typically to heal burned, ravaged, 
  or corrupted land). Such areas are typically 
  created and guarded by elves or gnomes. 
  Archetypal Forest: Roll on the Temperate 
  Forest Table, above. Tropical conditions will 
  still predominate. 
  Archipelago: A group of islands. 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Arctic / Antarctic Waste: An icy region at 
  the game world’s North Pole or South Pole, 
  where vegetation cannot grow. Alternately, a 
  very cold region elsewhere where the same 
  conditions predominate. 
  Arete: A high, thin Ridge caused by glacial 
  erosion. 
  Arroyo: A seasonal stream bed, which is 
  likely to be dry and situated in arid terrain. 
  Flash floods are a danger here. 
  Ashen Sea: An apocalyptic Dune Sea, made 
  of ash instead of sand. Deadly storms and 
  drowning pits will be common here. 
  Atoll: A ring-shaped Coral Reef which 
  encircles a lagoon. 
  Avalanche Peaks: Steep windy mountains 
  which are prone to deadly avalanches. 
  Ayre / Storm Beach: A steep-sloped cobble 
  beach. 
   
  B 
  Backswamp: The area of a Floodplain where 
  silts and clays settle (and may form 
  quicksand). 
   
  Backwoods: Deep forest located near to a 
  region of villages or towns. Such regions are 
  frequently 
  raided 
  by 
  humanoids 
  and 
  protected by rangers. 
  Badlands: Dry hills, typically made of eroded 
  clays and sandstone. 
  Banelands: 
  Lands 
  which 
  have 
  been 
  corrupted and destroyed by chaotic evil 
  magic. Monsters here may be possessed 
  and/or driven mad. 
  Barchan Dunes: An area of low crescent-
  shaped dunes. 
  Barren Mountains: Windy and/or dry 
  mountains which are nearly devoid of 
  vegetation. 
  Barrens: A dry region of acidic soils. 
  Barrier Bar: A sandbar which protects a bay 
  from the outer sea. 
  Barrier Island: An island which protects a 
  bay or lagoon from the outer sea. 
  Barrier Reef: A large, wide Coral Reef. 
  Barrow Mounds: Artificial hills which hide 
  barrows / tumuli / tombs beneath the 
  surface. 
  Barrowlands: A region where many isolate 
  Barrow Mounds stand, with plains / 
  wasteland between them. 
  Basin: A Valley dominated by a river / 
  stream and its tributaries, which together 
  define the uniform direction of descent and 
  flow. (Downhill direction can be randomly 
  determined with 1D8, 1 = North, 2 = 
  Northeast, 3 = East, 4 = Southeast, 5 = 
  South, 6 = Southwest, 7 = West, 8 = 
  Northwest). 
  Battlefield: A region where vegetation can 
  no longer grow, due to an ancient battle 
  which resulted in a curse, undead plague, 
  and/or release of evil magic. 
  Battlegrounds: 
  A 
  region 
  of 
  many 
  Battlefields. 
  Bay: A shore indentation which protects 
  ships from the larger waves of the sea. 
  Baymouth Bar: A large Barrier Bar. 
  
   
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  Bayous: Shallow forested wetlands, which 
  are actually a broad and slow-flowing river. 
  Beach: A relatively safe sandy Shore. 
  Bight: A large Bay. 
  Blight Lands: A land where the low 
  surviving vegetation is corrupted, dying, 
  and/or diseased. 
  Blowout (Dune Region): A hard, flat patch 
  of low desert, temporarily exposed when a 
  sandstorm blows all of the moveable sand 
  grains out of the region. 
  Blue Hole: A very deep underwater sinkhole. 
  Bluffs: Steep hills and cliffs which overlook 
  a body of water (such as a lake). 
  Bog: A Peat Bog interspersed with open 
  pools. 
  Bogland: A large Bog region. 
  Bone Fields: A Battlefield covered in bones 
  and skulls. 
  Boreal Forest: An area of dense Taiga. 
  Boreal Wilderlands: An area of dense Taiga 
  which is heavily populated with monsters 
  and beasts. 
  Bornhardts: Large, dome-shaped, stony 
  hills. 
  Bottomland: Plains interspersed with low-
  lying patches of wetland. 
  Bottoms: Narrow depressions to either side 
  of a river or other watercourse. 
  Box Canyon: A steep “trap” Canyon with a 
  single opening in one direction. (Opening 
  direction can be randomly determined with 
  1D8, 1 = North, 2 = Northeast, 3 = East, 4 = 
  Southeast, 5 = South, 6 = Southwest, 7 = 
  West, 8 = Northwest). 
  Brackens: An area with few trees, but which 
  is covered by ferns and shrubs. 
  Brackish Swamp: A saltwater/freshwater 
  swamp. 
  Braided River: A River which splits into 
  three or more separate channels, which re-
  unify further downstream. 
  Brine Lake: A saltwater lake. 
  Brooks: An area of small streams, which 
  likely all feed into the same River or 
  Tributary. 
  Brushland: Plains interspersed with stands 
  of bushes and shrubs. Differentiated from 
  Bushland. 
  Brushwood Falls: A forest area where many 
  trees are down and unharvested (for 
  example, a region ravaged by wind storms, 
  dragon territorial ground, etc.). 
  Burned Forest Wastes: An ashy Wasteland 
  caused by the recent destruction of a forest 
  by fire. 
  Burned Jungle Wastes: An ashy Wasteland 
  caused by the recent destruction of a Jungle 
  by fire. 
  Bushland: Land which has been damaged 
  by past wars / cutting / civilizations, but 
  which has partially healed. Differentiated 
  from Brushland. 
  Buttes: Barren and isolated stony hills with 
  cliff-faced sides. The classic example is 
  Monument Valley, Arizona. 
   
  C 
  Cairn Highlands: An elevated plateau; an 
  area of plains in a mountainous or very hilly 
  region. The plains feature cairns, which are 
  stacks of ritual stones left by an earlier 
  culture. 
  Calanque: A narrow inlet surrounded by 
  steep cliff walls. 
  Caldera: A volcanic crater. In the game, 
  calderas typically represent the craters of 
  dormant or extinct (non-active) volcanoes, 
  which can be explored in relative safety. 
  Canals: An area of artificial waterways (for 
  example, connecting cities or temples). The 
  canals 
  may 
  be 
  currently 
  in 
  use, 
  or 
  abandoned (leading only to monster-filled 
  ruins). 
  Canyon Lands: An area with many shallow 
  Canyons. 
  Canyon: Generally, a Ravine with cliffs on 
  two sides (such as a river course). 
  
   
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  Cape: A large Headland. 
  Cataracts: 
  An 
  area 
  of 
  major 
  rapids, 
  boulders, and rocky islets in the middle of a 
  river, blocking further water travel. Travel 
  will be impossible or at least very dangerous. 
  The area is likely to have portage paths 
  where boats are moved around the blocking 
  cataract. 
  Cave-Filled Mountains: Mountains which 
  are riddled with caves that lead down into 
  the underworld. 
  Cavelands: An area of terrain which is 
  riddled with caves. 
  Cay / Key: A low sandy island on top of a 
  Coral Reef. 
  Cenote: 
  A 
  water-filled 
  sinkhole 
  in 
  a 
  limestone cavern region. 
  Channel: A relatively shallow reach of water 
  between two landforms. 
  Chaos Wastes: Lands which have been 
  corrupted and destroyed by chaotic or 
  magic. Monsters here may be mutated 
  and/or devolved. 
  Chaparral: Arid Shrubland. 
  Chasm: A deep Ravine with very steep sides. 
  Cirque: A round, often deep valley which 
  was created by glacial erosion. 
  Cliffs: Sheer vertical faces of stone. 
  Cloud Forest: A forest of heavy mists and 
  fogs. 
  Clutches: A forest filled with old trees that 
  have 
  tangling 
  roots 
  and 
  low-hanging 
  branches. 
  Coast / Shore: The fringe of an ocean or sea. 
  Coastal Desert: An arid region bordering a 
  sea or ocean, which sees very little rainfall 
  due to unusual wind patterns. 
  Cobblestone Beach: A beach covered in 
  fairly large stones. 
  Col / Gap: The lowest point, with steep 
  declines on either side, between two higher 
  peaks. 
  Cold Coniferous Forest: A snowy pine 
  forest. 
  Confluence: The point at which two rivers 
  merge. 
  Coniferous Forest: A forest filled with 
  coniferous trees (pines, hemlocks, junipers, 
  spruces, etc.). 
  Coppices: Managed forest land where trees 
  are being cut down and replaced. Such land 
  is typically controlled by woodsmen. 
  Copses: A plain / grassland filled with many 
  thick, separate stands of trees with open 
  ground between them. 
  Coral Island: A large Cay / Key. 
  Coral Reef: A long, narrow underwater 
  structure formed by corals. 
  Corrie: A Cirque which is home (or was once 
  home) to a Scottish / Gaelic-influenced 
  culture. 
  Corrupted Forest: An area where the forest 
  has been corrupted by diseases, slimes, or 
  fungi. 
  Corrupted Jungle: An area where the jungle 
  has been corrupted by diseases, slimes, or 
  fungi. 
  Corrupted Taiga: An area where the Taiga 
  has been corrupted by disease, slimes, or 
  fungi. 
  Countryside: Semi-cultivated rural lands, 
  located adjacent to villages or towns. 
  Cove Valley: A Valley with two or three sides 
  being surrounded by Ridges, and one or two 
  sides relatively open. 
  Cove: A small Bay. 
  Crags: Hills which have many cliff-like 
  slopes and surfaces. Crags differ from cliffs 
  in that they are easier to climb. 
  Cranberry Fen: A Fen where cranberry 
  shrubs grow in abundance. 
  Crater Lake: A lake in the crater of an 
  extinct volcano. 
  Crater: A depression caused by the impact 
  of a meteorite. 
  Creeks: An area of small streams, which 
  likely all feed into the same River or 
  Tributary. The creeks are probably not 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  navigable 
  by 
  any 
  watercraft 
  due 
  to 
  shallowness. 
  Crests: A series of high-elevation Ridges. 
  Crevasse: A Chasm in the ice (compare with 
  Crevice). 
  Crevice: A small, deep Ravine. Compare 
  with Crevasse (a Crevice occurs in stone, 
  while a Crevasse occurs in ice). 
  Crystal Gorge: A Gorge with walls of solid 
  ice. 
  Cuestas: A series of hills which have gentle 
  slopes in one direction, and cliff-like stony 
  slopes in the opposite direction. 
  Cuspate Foreland: A triangular Foreland. 
  Cwm: A Cirque which is home (or was once 
  home) to a Welsh / Celtic-influenced culture. 
  Cypress Swamp: A forested and mossy 
  swamp. 
   
  D 
  Dales: A series of gentle, open valleys. 
  Dam: An artificial structure which blocks a 
  river to create a pool. 
  Dead Lands: A large region of Emptiness. 
  Dead Sea: A shallow, inland saltwater sea. 
  Deciduous Forest: A forest filled with 
  deciduous 
  trees 
  (oak, 
  maple, 
  beech, 
  hornbeam, etc.). 
  Deeping Gates of Elemental Water: A pure-
  water swamp of magical springs, where gates 
  to the Elemental Plane of Water can be 
  found. 
  Defile: A narrow Pass or Gorge, through an 
  area of Mountains or Hills. 
  Dells: A series of small, forested valleys. 
  Delves: An area of deep artificial excavations 
  (for example, dwarven mine lands). 
  Desert: A “general” dry, hostile region with 
  very little rainfall. 
   
   
   
  Desolation: A gloomy, misty, and/or dying 
  Desert. 
  Dirt Cones: Low hills made of glaciated 
  sediment and gravel. 
  Doline: A Sinkhole located in a Karst 
  (limestone cave) region. 
  Domes: Hills which have oval or round 
  bases (at the lowest points of elevation). 
  Dormant Volcano: A volcano which is 
  currently inactive, but not extinct. 
  Downlands / Downs: Ridges made of chalky 
  soil. 
  Dragon Reach Spires: Mountains which are 
  filled with numerous dragon lairs. 
  Dried Mud Flats: A large region of Alkali 
  Flats. 
  Drift Lands: Plains which are perpetually 
  covered in snowdrifts. 
  Drumlins: Mound-like hills which are built 
  up from the sediment caused by glacial 
  movement. The drumlins will be narrow and 
  aligned with the glacier / cold water source. 
  (For example, if the glacier is to the north, 
  the drumlins will be long on the north-south 
  axis and narrow on the east-west axis.) 
  
   
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  Dry Lake: A future Alkali Flat, where the 
  lake has just recently evaporated. 
  Dry Turlough: The locale of a seasonal lake 
  in a Karst (limestone cave) region. A Dry 
  Turlough is the waterless depression left 
  behind when the water drains back into the 
  underworld. 
  Dune Lands: A Wasteland with many hilly 
  Dune-covered regions. 
  Dune Sea: A very large region of Dune 
  Lands. 
  Dunes: Wind-driven hills made of sand. 
  Dwarven 
  Freeholds: 
  Mountains 
  which 
  feature 
  several 
  minor 
  dwarven 
  clan 
  strongholds. 
  Compare 
  with 
  Dwarven 
  Greatholds. 
  Dwarven Greatholds: Mountains which 
  have been hollowed over centuries to house 
  the great netherworld strongholds of the 
  dwarves. 
   
  E 
  Ebony Ice: A magical, ancient area where 
  very deep black ice mysteriously covers the 
  earth. 
  Elephant Graveyard: A valley filled with 
  bones, where pachyderms come to die. The 
  graveyard will of course be filled with 
  elephant, mammoth, and mastodon ivory. 
  Emptiness: A Desert completely devoid of 
  vegetation. 
  Enchanted Ice of Many Hues: A magical 
  area where crystalline, strangely-colored 
  and highly transparent ice covers the earth. 
  Enchanted Ice: Magical, deeply transparent 
  ice which reveals foreboding things beneath 
  its 
  surface 
  (frozen 
  cities, 
  unreachable 
  caverns, flowing conduits of arcane power, 
  etc.). 
  Erg: A windy, dangerous Dune Sea. 
  Escarpments: Steep Cliffs which were 
  formed by seismic activity. 
  Eskers: A series of long ridges made of 
  glaciated sand and gravel. 
  Estuary: A mixed freshwater and saltwater 
  region, where one or more rivers meet the 
  sea. 
  Everglades: Shallow-water wetlands filled 
  with tall grasses and many reptiles. 
  Evergreen Forest: A coniferous forest with 
  many shadowed areas, due to the sheltering 
  boughs above. 
  Evergreen Forest: A pine forest with 
  minimal surface snow, due to the sheltering 
  boughs above. 
  Excavations: An area filled with artificial 
  excavations (for example, mines or treasure 
  hunter pits). 
  Extinct Volcano: A volcano which no longer 
  erupts. 
  Eyot: A single Ait; that is, a small forested 
  island found in the middle of a river. 
   
  F 
  Faerie Glades: An idyllic forest where faerie 
  kith reside (centaurs, dryads, pixies, sprites, 
  etc.). 
  Farmland / Cropland: Cultivated land, near 
  to villages or towns. 
  Fault: A Ravine formed by seismic activity. 
  Fens: Grassy swamps of shallow mineral 
  water. 
  Fields: Farmland where grains are grown 
  and harvested. 
  Firth: The place where a large river meets 
  the sea. 
  Fissure: A narrow Ravine, typically formed 
  by collapse or seismic activity. 
  Fjard: A short, shallow Fjord. 
  Fjord: A long, deep inlet lined with cliffs 
  formed by glacial erosion. 
  Fjords: A series of long, deep inlets lined 
  with cliffs formed by glacial erosion. 
  Flatiron Mountains: Peaks composed of 
  eroded sandstone. 
  Flatirons: Large foothills or low peaks 
  composed of eroded sandstone. 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Flatland / Flats: Plains with almost no 
  variation in elevation. 
  Flood Mire: A swamp which is prone to 
  flooding due to a nearby river. 
  Floodbank: The ridge along and above a 
  river, which limits the extent of possible 
  flooding. 
  Floodlands: A Floodplain which is currently 
  underwater due to flooding. 
  Floodplain: The plains beside a river, where 
  floods most frequently occur. 
  Flow: A shore area where the currents are 
  altered by a river meeting the sea. 
  Foiba: A deep, dangerous Sinkhole which 
  leads down into an underworld cave. 
  Foothills: Hills which border a mountain 
  range. 
  Foreland: A long, narrow finger of sandy 
  terrain which pushes into an ocean or sea. 
  Forest: A “general” woodland of mixed 
  coniferous and deciduous trees. 
  Forested Hills: A forest region with many 
  changes in elevation. 
  Forested Mountains: Mountains which are 
  covered with significant forest (up to 
  treeline). 
  Forested Plains: Plains interspersed with 
  forest. 
  Forested Wetland: A forested swamp. 
  Frigid Highlands: A frozen elevated plateau; 
  an area of plains in a mountainous or very 
  hilly region. 
  Frigid Swamp: A frozen wetland. 
  Frostlands / Frozen Lands: Windless lands 
  with isolated trees and/or stony spires, 
  where bizarre web-like formations of snow 
  and frost form. 
  Frozen Dales: Open Vales which are covered 
  in ice and snow. 
  Frozen Desert: A frigid stretch of stone and 
  soil, largely devoid of ice and snow (perhaps 
  due to wind). 
  Frozen Fields: Petrified grasslands which 
  have been frozen and killed by a sudden 
  blast of ice. 
  Frozen Foothills: Icy hills which border a 
  range of mountains. 
  Frozen Isles: Islands covered with ice. 
  Frozen Lake: A lake which has an icy 
  surface and liquid water (and perhaps 
  unusual monsters) beneath the surface. 
  Frozen River: A river which has an icy 
  surface and liquid water flowing beneath. 
  Frozen Wasteland: A sandy Frozen Desert. 
  Fungal Swamp: A swamp filled with 
  mushrooms, puffballs, and dangerous fungi. 
   
  G 
  Gap: A windy low point (not a sheltered 
  Valley) between two Mountain peaks or Hill 
  summits. 
  Geyser Flats: Plains where geothermal pools 
  can be found. 
  Geyser Highlands: Hills which feature many 
  hollows and geothermal pools. 
  Geyser Hollows: Depressions and caves 
  filled with geothermal water. 
  Geyser Snowfields: A snowy geothermal 
  region. 
  Geyser 
  Wastes: 
  A 
  Wasteland 
  where 
  occasional geothermal pools can be found. 
  Geyser Wetlands: A geothermal swamp. 
  Geysers: Hot geothermal springs. 
  Gibber: A Desert paved with gravel and 
  pebbles, as opposed to sand. 
  Glacial Flats: The flat ice sheet of a slow-
  moving glacier. 
  Glacial Horn: A steep, deadly, icy mountain 
  peak. The Matterhorn is the classic example. 
  Glacial Peaks: Peaks which harbor glaciers 
  in high valleys. 
  Glacial Rift: A deep Chasm in the ice, 
  frequently with many tiers and hollows. 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Glacier Caves: Ice Caves which are situated 
  beneath a Glacier. 
  Glacier Foreland: The land between a 
  Glacier and its Moraines. 
  Glacier: A huge regional block of ice which 
  slowly grinds down into the lower elevations. 
  Glade Wood: A forest with many small 
  clearings. 
   
   
   
  Glen: A long, narrow Valley, typically with 
  steep sides. 
  Gorge: A deep Canyon. 
  Graben: A trench-like depression between 
  two raised fault plates. 
  Grasslands: Plains that are covered with 
  grasses. Typically, these areas are windy and 
  the grasses can be very high (from knee- to 
  neck-level height). 
  Gravel Beach: A beach covered in very small 
  stones. 
  Gravelbars: Sandbars covered in gravel. 
  Great Lake: A huge, deep freshwater lake. 
  Groves: An area where many trees grow 
  close together, unhindered by bushes or 
  undergrowth. 
  Gulch: A steep eroded Valley, typically with 
  creek(s) or stream(s). 
  Gulf: A very large Bay. 
  Gullies: A series of natural ditches / 
  trenches caused by erosion. 
   
  H 
  Hanging Valley: A small mountain Valley 
  that is higher than another larger Valley. 
  Harbor / Haven: A Bay which is frequently 
  used by ships. 
  Harrow: A Desert which has formed where 
  arid Farmland has dried out. 
  Haunted Forest: A forest where many 
  illusions, phantoms, and/or spirits can be 
  found. 
  Haunted Swamp: A swamp where non-
  corporeal undead lair. 
  Headland: A large region of land which 
  pushes into an ocean or sea. Headlands are 
  defined by rising elevation and by cliff drops 
  overlooking the water. 
  Headlands: Hilly Cliffs which descend into a 
  major body of water, such as a lake, sea or 
  ocean. 
  Heath / Heathland: Shrubland with acidic 
  soil and woody plants. 
  High 
  Glaciers: 
  A 
  large 
  glacial 
  flat 
  surrounded by mountain peaks. 
  Highlands: An elevated plateau; an area of 
  plains in a mountainous or very hilly region. 
  Hillocks: Small Hills. 
  Hills: Rolling terrain of ascending elevation. 
  In differentiated game terms, the general 
  definition “Hills” most frequently applies 
  when the elevated areas are different from 
  one another, and/or not uniform in type. 
  (Reroll on this table if you would prefer to 
  classify the area as a single type of 
  landform.) 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Hilly Jungle: A jungle region with many 
  changes in elevation. 
  Hinterlands: The plains which are near to a 
  lake, ocean, sea, or major river. 
  Hogback 
  Mountains: 
  A 
  high, 
  stony 
  mountain range of eroded rock. 
  Hogbacks: A low “mountain” range of eroded 
  rock. 
  Hollow Hills: Hills which feature many 
  caverns, tombs, and/or dungeons. 
  Hollows: An area with many collapsed 
  caverns open to the sky. 
  Holms: Small, round Islets (typically found 
  in a river). 
  Hoodoo Wasteland / Ventifact Wasteland: 
  A Wasteland filled with eerie, strangely-
  shaped rock pillars (caused by wind). 
   
  I 
  Ice Cap: A huge mass of ice (covering many 
  hexes of a game world map) which never fully 
  thaws. 
  Ice Cave Summits: Mountains sheeted with 
  transparent and translucent ice, which has 
  been formed into ice caves. Deadly monsters 
  almost certainly reside here. 
  Ice Caves: Caves with walls of ice. 
  Ice Crater: An impact (or magical) Crater 
  filled with ice. 
  Ice Flats / Ice Sheet: Plains which are 
  covered by several feet of eerily transparent 
  ice. 
  Ice Floes: Waters covered with patches of 
  drift ice. 
  Ice Rift: A Rift which is created when an Ice 
  Sheet pulls apart. 
  Ice Volcano: A volcano in frigid climes 
  which erupts water and ammonia instead of 
  magma. Ice Volcanoes have only been 
  observed (in reality) on other planets, but 
  could exist due to powerful frost magic. 
  Iceberg: A huge mass of freshwater ice, 
  floating in a sea or ocean. 
  Icy Barrens: A dry, frigid region of icy acidic 
  soils. 
  Icy 
  Canals: 
  Artificial 
  waterways 
  (for 
  example, connecting ruined cities from an 
  earlier culture) which are filled with ice. 
  Icy Crags: Frozen hills which have many 
  cliff-like slopes and surfaces. Crags differ 
  from cliffs in that they are easier to climb. 
  Icy Floodland: An icy Floodplain which is 
  currently underwater and under ice, due to 
  flooding. 
  Icy Hills: Hills that are covered in ice and 
  snow. 
  Icy Peaks: High mountains sheathed in ice. 
  Icy 
  Spires: 
  High, 
  narrow, 
  cliff-faced 
  mountains sheathed in ice. 
  Impassable Peaks: Mountains which are so 
  hostile, cold, and steep that they cannot be 
  crossed by mortals (except with powerful 
  magic). 
  Inland Sea: A sea which is completely 
  surrounded by land. 
  Inlet: A long, narrow Bay. 
  Inselberg: A small, solitary mountain which 
  rises from surrounding forest and/or plains. 
  Compare Monadnock. 
  Irradiated 
  Wasteland: 
  An 
  ancient 
  Wasteland created by a nuclear war which 
  occurred thousands of years ago. 
  Island Chain: A line of islands. 
  Island Group: A circle or cluster of islands. 
  Island: A fairly large piece of land completely 
  surrounded by an ocean or sea. 
  Islands: Several fairly large pieces of land, 
  completely surrounded by an ocean or sea. 
  Islet: A small Island. 
  Isthmus: A narrow piece of land, bordered 
  by two seas, which connects two larger 
  landforms. 
   
   
  
   
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  J 
  Jetty: An artificial branch of land and/or 
  stones, creating a barrier / anchorage within 
  a Bay. 
  Jungle Volcano: A volcano with Jungle 
  growing over its slopes. 
  Jungle: A very dense tropical forest, teeming 
  with wildlife. 
   
  K 
  Karst Fenster: A place in a Karst (limestone 
  cavern) region where a spring emerges on the 
  surface, and then quickly plunges down into 
  a sinkhole after a short distance. 
  Karst Land: An area filled with limestone 
  caves. 
  Karst Landscape: Difficult terrain which is 
  filled with limestone caverns. 
  Kettles: A series of small lakes, created by 
  glacial retreat. 
  Knobs: Low hills with difficult stony 
  surfaces. 
  Knolls: Verdant Hillocks. 
   
  L 
  Lagoon: A shallow region of saltwater, 
  separated from the sea by a Barrier Island, 
  Barrier Reef or Coral Reef. 
  Lake Coast: The shores of a large and/or 
  deep Lake. 
  Lake Foreland: A long, narrow finger of 
  sandy terrain which pushes into a lake. 
  Lake Headland: A large region of land which 
  pushes into a lake. Headlands are defined by 
  rising 
  elevation 
  and 
  by 
  cliff 
  drops 
  overlooking the water. 
  Lake Tombolo: A roughly circular region of 
  land inside a lake, which is connected to the 
  mainland by a narrow piece of land. 
  Lake: A sizeable body of freshwater. Likely 
  fed by one or more Rivers. 
  Lakeshore: The shores of a small and/or 
  shallow Lake. 
  Landing: A place where ships anchor and 
  drop off cargo. 
  Lava Dome: A large volcanic protrusion. A 
  new Lava Dome is a sign of an imminent 
  eruption, but older Lava Domes also exist. 
  Lava Plain: Dangerous plains with nearly-
  flat lava flows. 
  Lava Spine: Similar to a Lava Dome, but 
  much more dramatic and elevated with cliff-
  like sides. 
  Lava Tubes: Tunnels leading underground, 
  formed by the flow of lava. 
  Lavaka: A hole in a partially-collapsed 
  hillside. 
  Levee: An artificial Floodbank, designed to 
  limit the flooding of a river. 
  Loch / Lough: A deep, cold lake. 
  Loess Desert: A desert filled with silty 
  outcroppings. 
  Logged Land: Stump-covered plains which 
  were once heavily forested. 
  Lost Valley: In game terms, a Valley which 
  contains a forgotten temple or city. 
  Lost World Forest: A forest which is 
  populated by dinosaurs and/or primeval 
  beasts. 
  Lost 
  World 
  Lowlands: 
  Plains 
  where 
  dinosaurs and/or primeval beasts dwell. 
  Lost World Plateau: An isolated Plateau 
  where dinosaurs and/or primeval beasts 
  dwell. 
  Lost World River: A river that is inhabited 
  by dinosaurs and/or aquatic primeval 
  beasts. 
  Lost 
  World 
  Spires: 
  Mountains 
  where 
  dinosaurs and/or primeval beasts dwell. 
  Lost World Swamp: A swamp where 
  dinosaurs and/or primeval beasts dwell. 
  Lost World Valley: In game terms, a Valley 
  which contains dinosaurs or primeval 
  beasts. 
  
   
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  Lost World Wasteland: A Wasteland where 
  dinosaurs and/or primeval beasts dwell. 
  Lowlands: Technically speaking, plains 
  which lie below sea level. 
   
  M 
  Maar: A large, shallow Caldera. 
  Machair: Grassy plains along a coastline. 
  Maelstrom: A huge, dangerous Whirlpool. 
  Malpais: An ancient, but largely un-eroded, 
  volcanic Wasteland. 
  Mangrove Swamp: A tropical saltwater 
  swamp with large bushes and shrubs. 
  Marsh: A swamp where herbs are the 
  predominant plant life. 
  Marshland: A large Marsh. 
  Meadows: Plains filled with flowering plants. 
  Meander: A river with many bends and 
  curves, which rarely stays on the same 
  course over a long period of time. 
  Mere: A wide, shallow lake. 
  Mesas / Tableland: Flat-topped hills with 
  difficult slopes. 
  Mine Lands: An area filled with many in-use 
  artificial excavations (goblin mines, kobold 
  mines, human-run mines, etc.). 
  Mirage Wastes: A salty, reflective Desert 
  which creates mirages. 
  Mire: A dangerous Bog or Fen. 
  Misty Mountains: High, foggy mountains 
  where giants, goblins, and other humanoids 
  dwell. 
   
   
  Mogotes: Steep, isolated (and often forested) 
  hills surrounded by plains. 
  Monadnock: A small, solitary mountain 
  which rises from surrounding plains and/or 
  wasteland. Compare Inselberg. 
  Monsoon 
  Desert: 
  A 
  Desert 
  which 
  occasionally sees torrential rainfalls. 
  Montane Forest: A temperate mountain 
  forest. 
  Moor / Moorland: Windy upland plains with 
  low-lying vegetation. 
  Moraine: Difficult land (either hilly, or flat 
  but very difficult to cross) which is covered 
  by glacier-borne debris. 
  Morass: A swamp with many mud and 
  quicksand regions. 
  Moss: A swamp filled with clubmoss. 
  Moulin: A vertical shaft in the ice through 
  which water plummets into the underworld. 
  Mounds: Small artificial hills. Mounds may 
  be caused by ruins below the surface, or also 
  tombs (see Barrow Mounds). 
  Mountains 
  of 
  Madness: 
  Lovecraftian 
  mountains which hide the vast netherworld 
  ruins of the Old Ones. 
  
   
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  Mountains of the Moon: Mountains which 
  feature various plants (ferns, ginkgoes, 
  creepers, etc.) which grow to tremendous 
  size. 
  Mountains: General terrain with very high 
  elevations, 
  and 
  dramatic 
  changes 
  in 
  elevation. 
  Mounts: Mountains which feature dramatic 
  peaks, which are individually named for a 
  unique feature or history. In the game, each 
  mount is likely to have a separate theme for 
  the denizens (a goblin mount, a dwarven 
  mount, a dragon mount, etc.). 
  Mud Volcanoes: Dangerous small volcanoes 
  which erupt with hot mud instead of magma. 
  Mudflat: The muddy area along an ocean or 
  sea which is not quite flooded, but always 
  covered with puddles and rushes. 
  Mudslide Hollows: A dangerous area of 
  collapsed ground regions, where mudslides 
  have opened holes into the underworld. 
  Mudslide Mountains: Mountains which 
  receive heavy rainfall and which are prone to 
  dangerous mudslides. 
  Mudslide Slopes: Hills which receive heavy 
  rainfall and which are prone to dangerous 
  mudslides. 
  Murk: A misty, muddy swamp. 
  Mushroom Swamp: A swamp filled with 
  mushrooms. When compared to a Fungal 
  Swamp, a Mushroom Swamp has mostly 
  edible mushrooms and very few deadly / 
  poisonous / monstrous forms of fungi. 
  Muskeg Land: A cold peat and moss marsh. 
   
  N 
  Narrow(s): A narrow Strait, or series of 
  parallel minor Straits. 
  Northern / Southern Passage: A narrow, 
  icy strait of open water which offers a rare 
  path through the frozen seas. Random 
  encounters 
  with 
  intelligent 
  races 
  and 
  monsters will be more common here. 
  Nunatak Hills: A series of “islands,” 
  composed of sheer rocky cliffs, which rise 
  from the snowfields / ice sheet. 
  Nunatak: A series of “islands,” composed of 
  sheer rocky cliffs of very high elevation, 
  which rise from the snowfields / ice sheet. 
   
  O 
  Oasis: A rare body of water in the desert (or 
  more broadly, surrounded by an area of 
  wasteland). Encounters with men, beasts, or 
  monsters are a virtual certainty here. 
  Obsidian Flats: An ancient volcanic reach of 
  sharp rocks and black glass. 
  Ocean: A huge body of saltwater. 
  Old-Growth Forest: A forest filled with very 
  large, old, uncut trees. 
  Orchards: Cultivated land where fruit 
  and/or nut trees are grown by humans or 
  demi-humans. 
  Outwash Fan: A fan-shaped area of gravel 
  and sediment, caused by the flow of streams 
  or rivers from a glacier. 
  Oxbow Lake: A U-shaped lake which is 
  formed when a stretch of a Meander is cut 
  off from the main river. 
   
  P 
  Paddock Land / Rangeland: Cultivated 
  plains with livestock, fences, and corrals. 
  Pampas: Fertile plains which mix wilderness 
  and farmland. 
  Pass: A safe passage between mountain 
  peaks. Passes are the mountain regions 
  which will have the most frequent random 
  encounters. 
  Pastures: Cultivated grasslands which are 
  used for grazing by livestock. 
  Peaks / Summits: Mountains with pointed 
  tops. 
  Peat Bog / Peatland: An alkaline marsh 
  filled with peat moss. 
  Pebble Beach: A beach covered in pebbles. 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Peninsula: A large region of land which is 
  surrounded by water on three sides. The 
  classic example is the Arabian Peninsula. 
  Permafrost Bog: A cold swamp filled with 
  thin plates of ice. 
  Petrified Forest: An ancient (natural, 
  fossilized) forest which has turned to stone; 
  or, a forest filled with the statue-remains of 
  petrifying monsters (basilisks, cockatrices, 
  gorgonian bulls, medusae, etc.). 
  Pine Barrens: A dry, acidic-soil coniferous 
  forest, where large trees are scarce. 
  Pine Forest: A temperate coniferous forest 
  where pine trees predominate. 
  Pingos: Odd small hills which have cores of 
  ice, covered by gravel sediment. 
  Pinnacle Gates of Elemental Air: Windy 
  mountains which harbor magical gates to 
  the Elemental Plane of Air. 
  Pinnacle 
  Gates 
  of 
  Elemental 
  Earth: 
  Seismic mountains which harbor magical 
  gates to the Elemental Plane of Earth. 
  Pinnacle Gates of Elemental Fire: Multiple 
  volcanoes, which harbor magical gates to the 
  Elemental Plane of Fire. 
  Pinnacles: Peaks of very high elevation. 
  Pit Crater: A lava crater which was formed 
  by 
  collapse, 
  rather 
  than 
  by 
  volcanic 
  eruption. 
  Pits: An area filled with many pits (due to 
  hunters, 
  headhunters, 
  trap-setting 
  humanoids, treasure or artifact hunters, 
  etc.). 
  Plain / Plains: An extensive region of flat 
  terrain. 
  Plantations: Cultivated land where trees 
  and plants are grown by humans or demi-
  humans. 
  Plash: A temporary lake caused by heavy 
  rainfall. 
  Plateaus: An area of several plains situated 
  in a mountainous or very hilly region. 
  Playa: A large Alkali Flat. 
  Plunge Pool: The deep, turbulent pool at the 
  bottom of a Waterfall. 
  Point: A tapering Headland. 
  Poisonous Desert: A Desert where the 
  remaining withered plants are poisonous, 
  and perhaps even monstrous. 
  Poisonous 
  Swamp: 
  A 
  swamp 
  where 
  dangerous fogs and vapors are created due 
  to rotting vegetation. 
  Polar Desert: A Frozen Desert at the game 
  world’s North or South Pole. Alternately, a 
  very cold region elsewhere where the same 
  conditions predominate. 
  Polar Ice: A great mass of regional ice at the 
  game world’s North Pole or South Pole. More 
  broadly, a very cold region of ice which never 
  melts. 
  Polje: A large, shallow valley in a Karst 
  (limestone cave) region. 
  Ponds: A series of small lakes. 
  Pools: A series of small, shallow lakes; or, 
  small bodies of water fed by underground 
  springs. 
  Potrero: A long, sloped mesa. A Potrero is 
  not flat, but rather slanted. 
  Prairie: Relatively arid Grasslands. 
  Precipices: Cliffs with more-than-vertical, 
  overhanging faces. 
  Proglacial Lake: A Lake which forms behind 
  a Glacier. 
   
  Q 
  Quagmire: A deadly Mire, with mud and 
  quicksand regions. 
  Quarry: An artificial depression caused by 
  valuable stone (marble, basalt, etc.) being 
  dug out of the ground. 
  Quicksand Flats: A swampy region filled 
  with many deep pools of quicksand. 
  Quicksand Forest: A forest filled with 
  sediment 
  falls, 
  mudslide 
  ledges 
  and 
  quicksand pools. 
   
   
  
   
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  R 
  Rain Shadow Desert: A nearly waterless 
  Desert adjacent to a windy sea. 
  Raised Beach: An elevated beach which is 
  separated from the lower shore by a small 
  cliff. 
  Rapids: A dangerous area of whitewater. 
  Similar to a Cataract region, but there will 
  probably not be islets here. 
  Ravine: A narrow, cliff-sided depression 
  formed by erosion. There will typically be a 
  river at the Ravine’s bottom. 
  Razors: Mountains with extremely sharp 
  and narrow Ridges. 
  Reach: A very large region of a sea; perhaps 
  differentiated from other Reaches by its 
  depth, or its uniform currents or winds. 
  Each Reach will be different from the others. 
  Redwood Forest: A forest of giant sequoia 
  trees. 
  Reef: As differentiated from a Coral Reef, a 
  long, narrow underwater structure formed of 
  rock. 
  Reg: A large, stony Gibber. 
  Reservoir: 
  A 
  large 
  artificial 
  body 
  of 
  freshwater (created by a human or demi-
  human culture, which may or may not be 
  extinct). 
  Ria: An inlet which was created by 
  glaciation. 
  Ridges: High hills, or low mountains, which 
  have a long narrow shared summit which 
  covers a considerable distance. 
  Rift Valley: A very long natural trench, 
  running for hundreds or thousands of miles. 
  Rift: A natural trench, running for hundreds 
  of miles. 
  Rills: An area covered with tiny, shallow 
  streams, which make the terrain muddy and 
  difficult. 
  Rises: Slopes which rise in elevation at a 
  uniform gradient. 
  River Archipelago: A series of small islands 
  within a river, of various terrain. 
  River Cliffs: Simply, Cliffs overlooking a 
  river. 
  River Delta: The place where a river 
  deposits large amounts of mud and sand. 
  Deltas occur where a river connects to a 
  lake, ocean or sea. 
  River Island: A single island within a river, 
  of random terrain type. 
  River Mouth: The part of the river that 
  connects to a lake, ocean or sea. Compare 
  with River Delta; the River Mouth is the 
  water, 
  and 
  the 
  River 
  Delta 
  is 
  the 
  sandy/muddy region adjacent to the mouth. 
  River Source: The place where a River 
  begins. 
  River Tidal Flat: An area of Mudflats that 
  sees periodically rising and falling water 
  levels. (Generally, this action is slow and 
  predictable enough to denizens that it is not 
  considered “flooding.”) 
  River Valley: A Valley which is dominated 
  by a large river. 
  River: A relatively narrow watercourse, 
  which flows from a high elevation and down 
  toward a lake, ocean or sea. 
  Rock Desert / Stony Desert: A Gibber 
  which is covered with large rocks, as 
  opposed to gravel and pebbles. 
  Rocky Beach: A beach covered in large 
  rocks and/or boulders. 
  Rocky Summits: Mountains with bare, 
  blocky summits. 
  Rolling Hills / Rolling Land: Hills with 
  gentle, rounded slopes. 
  Rush: A river which follows an extremely fast 
  course; for example, an area of steep decline 
  (not quite Rapids or a Waterfall) or the place 
  where a river is forced into a stony canyon. 
   
  S 
  Sabkha: A large region of Salt Flats. 
  Salt Flats: A white, radiant reach of salt 
  Desert. 
  Salt Lake: A large saltwater Lake. 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Salt Marsh / Salt Swamp: A saltwater 
  swamp. 
  Salt Pan: A small region of Salt Flats. 
  Salted Earth: A Wasteland caused by 
  ancient warfare, where the victors salted and 
  magically 
  contaminated 
  the 
  conquered 
  people’s soils to make certain that nothing 
  could grow there. 
  Sand Sea / Sand Sheet: A Dune Sea where 
  the Dunes are low-lying. 
  Sandbars: A series of sandy barriers which 
  protect a Bay from the outer sea. 
  Sandhills: Dunes which rarely move, or 
  which support significant arid vegetation. 
  Sandspit: The coastal region of a Headland 
  or Peninsula which is covered in sand. 
  Sandur / Outwash Plain: A huge area of 
  gravel and sediment, caused by the flow of 
  streams or rivers from a glacier. 
  Sandy Beach: A beach covered in sand. 
  Sandy Desert: A Desert with very few rocky 
  formations. 
  Savanna Marshland: A hybrid Savanna and 
  Marsh region. 
  Savanna: Grasslands covered with widely-
  spaced trees. 
  Scarps: Escarpments which were formed by 
  erosion. 
  Scarred 
  Lands: 
  Violently 
  magical 
  Wastelands, where an ancient cataclysm has 
  left fractures in reality. 
  Scowles: A forested area filled with natural 
  pits (on Earth, this terrain is unique to the 
  Puzzlewood region). 
  Scree Land: A Desert of low cliffs and rocky 
  slopes. 
  Scrubland: Land filled with shrubs and 
  bushes. 
  Sea Caves: Caves which are flooded, or 
  partially flooded, by saltwater. 
  Sea: A very large body of saltwater, which is 
  smaller and shallower than an Ocean. 
  Seasonal Lake, Dry: A natural depression 
  which is sometimes filled with water, but not 
  when first discovered. 
  Seasonal Lake: A natural depression which 
  is filled with water, but the water will drain 
  away in months to come. 
  Seasonal Pools: A region filled with many 
  small pools that form for a few months at a 
  time (typically due to heavy rainfall). 
  Seasonal River, Dry: A long, serpentine 
  depression caused by a river, but the 
  riverbed is dry when first discovered. 
  Seasonal 
  River: 
  A 
  long, 
  serpentine 
  depression caused by a river which will drain 
  away in months to come. 
  Seastacks: Vertical columns of rock in a 
  shallow sea. 
  Serpent Kame: A series of Eskers which 
  follows a winding, sinuous course. 
  Shallows: The low-depth region of a sea. 
  Shingle Beach: A beach covered in pebbles 
  and cobbles. 
  Shoals: Shallows formed by sandy ridges 
  beneath the surface. 
  Shrub Swamp: A swamp where shrubs are 
  the dominant form of plant life. 
  Shrubland: Plains covered with low-lying 
  shrubs. 
  Sink: A large Seasonal Lake. 
  Sinkhole: A depression caused by cave 
  collapse, which leads into the underworld. 
  Slag Heaps: Artificial hills which are caused 
  (particularly in dwarven lands) by deposits of 
  smelted ore. 
  Slag Hills: Huge Slag Heaps. 
  Slopes: Rises which have a gradual rise in 
  elevation. 
  Slough: A shallow swamp with low muddy 
  hills. 
  Snowfields: 
  Plains 
  where 
  flurries 
  perpetually fall. 
  Sound: A large Inlet. 
  
   
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  Spice Islands: Islands which harbor rare, 
  valued types of herbs and spices. 
  Spires: Mountains with narrow, flat-topped 
  summits. 
   
   
   
  Spring: The place where an Aquifer brings 
  freshwater to the surface. Depending on size 
  and flow, this may be a pool, the beginning 
  of a river, etc. 
  Spurs: Ridges which join with a higher range 
  of mountains. 
  Steppes: Grasslands which feature trees, 
  but only bordering lakes and rivers. 
  Stone Arches: Natural stone bridges with 
  hollow cores. 
  Stopbanks: An area of small Levees. 
  Stormy Mountains: Mountains which are 
  legendary for their winds and storms. 
  Strait: A reach of water between two 
  landforms. 
  Compare 
  with 
  Channel; 
  a 
  Channel is relatively shallow. 
  Strand / Strandflat: A flat beach. 
  Strath: A broad and shallow river Valley. 
  Stream Pool: The area in a river or stream 
  where the flow slows down and the water 
  deepens before continuing on. 
  Streams: An area of small rivers / rivulets 
  which probably all flow into the same larger 
  River. 
  Strip Mine: An open-air mine, where a huge 
  pit has been dug to excavate valuable 
  metals. Compare Quarry (in which valuable 
  stone is excavated rather than metal). 
  Sump: A dangerous swampy lowland where 
  dangerous liquids collect (alchemical waste, 
  magical waters, poisonous waters, slime-
  generating waters, etc.). 
  Surge Channel: A narrow Inlet with a 
  strong, forceful current. 
  Swale: A relatively dry swamp, filled with 
  rotting vegetation. 
  Swamp: A forested Wetland. 
  Swampy Forest: A forest / wetland area 
  filled 
  with 
  pools, 
  bogs, 
  streams 
  and 
  quicksand pools. 
  Sweltering 
  Quagmire: 
  A 
  hot, 
  foggy 
  Quagmire region. 
   
  T 
  Table-Top Mountains: Mountains with 
  broad, flat surfaces (mesas) at the highest 
  elevation. 
  Taiga: A forest where pines and spruce 
  predominate. 
  Tamarack: A forest where larch trees 
  predominate. 
  Tarn: A mountain lake. 
  Temperate Broadleaf / Mixed Forest: A 
  tiered forest of small, medium, and large 
  shadowy 
  deciduous 
  trees, 
  including 
  beeches, birches, maples, and oaks of 
  various ages. 
  Temperate Needleleaf Forest: A tiered 
  forest of small, medium, and large shadowy 
  coniferous trees, including firs, larches, 
  pines and spruce. 
  
   
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  Temperate Rainforest: A very wet and 
  humid deciduous forest. Mosses, ferns, and 
  streams will be common here. 
  Tepui Mountain: A huge isolated tabletop 
  mesa, of significant elevation, which almost 
  is almost a “Lost World” inhabited by 
  dinosaurs and/or primeval beasts. 
  Tepui: A huge isolated tabletop mesa, which 
  almost is almost a “Lost World” inhabited by 
  dinosaurs and/or primeval beasts. 
  Terraced Hills: Artificial hills made in 
  “ziggurat” fashion to support farming. 
  Terraced hills will be tended by, or left 
  behind by, human or demi-human cultures. 
  Thicket: A very dense forest, where one 
  species of trees dominates the region. 
  Thorns and briars will be common. 
  Thorn Forest: A thorny Jungle. 
  Tidal Flat: The muddy area along an ocean 
  or sea which is frequently covered in very 
  shallow water. 
  Tidal Marsh: A swampy Tidal Flat. 
  Tide Pools: A Tidal Flat which is dotted with 
  many life-filled pools. 
  Timberland / Lumberwoods: A forest that 
  is heavily cultivated by woodsmen along its 
  border, but still wild (and likely monster-
  infested) at its core. 
  Tombolo: A roughly circular region of land 
  on the shore of an ocean or sea, which is 
  connected to the mainland by a narrow piece 
  of land. 
  Torrent: A long, dangerous Rush. 
  Tors: Slopes which are crowned by steep, 
  stony cliff-sided spires. 
  Tradewind Desert: A Desert which is 
  frequently crossed by caravans. 
  Trenches: A series of many artificial ditches, 
  likely a remainder of ancient warfare. 
  Tributary Valley: A side River Valley, where 
  a small river runs down to a main river. 
  Tributary: A river which flows into a larger 
  river. 
  Tropical Coniferous Forest: A rare forest 
  type typically found on islands, where 
  tropical pines and firs predominate. 
  Tropical 
  Dry 
  Forest: 
  A 
  vine-filled, 
  patchwork forest which sees only seasonal 
  rains. 
  Tropical Farmland: Cultivated tropical 
  land, near to villages or towns. 
  Tropical Forest: Similar to a Jungle, but 
  less dense (and perhaps less dangerous). 
  Tropical Grasslands: Tropical plains that 
  are covered with grasses. Typically, these 
  areas are windy and the grasses can be very 
  high (from knee- to neck-level height). 
  Tropical Island: An island covered with 
  palm trees and/or Jungle. 
  Tropical 
  Lake: 
  A 
  sizeable 
  body 
  of 
  freshwater. Likely fed by one or more 
  Tropical Rivers. 
  Tropical Montane Forest: A mountainous 
  tropical forest. 
  Tropical Peaks / Summits: Jungle-sloped 
  mountains with pointed tops. 
  Tropical Peat Swamp: A hot, misty Peat 
  Bog. 
  Tropical Rainforest: A Jungle which never 
  has a dry season. 
  Tropical River: A relatively narrow tropical 
  watercourse, which flows from a high 
  elevation and down toward a lake, ocean or 
  sea. Tropical rivers tend to be filled with 
  beasts. 
  Tumuli: Small Barrow Mounds. 
  Tunnel Valley: A glacial U-shaped Valley. 
  Turlach / Turlough: A lake in Karst 
  (limestone cavern) terrain, where the water 
  tends to drain away into the underworld and 
  then later return. 
  Tuya: A large, flat-topped volcano which is 
  surrounded by glacial ice sheets. 
  Twisted Forest: A forest which has been 
  corrupted by magic or the undead. 
  Twisted Jungle: A Jungle which has been 
  corrupted by magic or the undead. 
  
   
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  Twisted Taiga: An area where the Taiga has 
  been corrupted by magic or the undead. 
   
  U 
  Underwater 
  Caves: 
  Caves 
  which 
  are 
  submerged, or partially submerged, by 
  freshwater. 
  Untamed Jungle: A Jungle which is 
  virtually unexplored by humans and demi-
  humans. 
  Uplands: Rolling Hills which border a region 
  of plains. 
  Uvala: A Karst depression or icy Sinkhole. 
   
  V 
  Vale: A small Valley. 
  Valley: A sheltering valley with gentle 
  slopes. 
  Vast Snowdrifts: Huge drifts of moving 
  snow which temporarily freeze and then 
  move on due as driven by the wind; i.e., 
  “dunes” made of ice and snow. 
  Veldt: Land covered with low thorny 
  grasses. 
  Volcanic Plains: Plains where volcanic 
  activity is occurring near to (or sporadically 
  on) the surface. 
  Volcanic Vent, Dormant: A shaft which 
  leads down into caverns which were formed 
  by magma (which is no longer present). 
  Volcanic Vent: A dangerous shaft which 
  leads down into a subterranean magma 
  region. 
  Volcano: A mountain which is known to 
  erupt with magma from time to time. 
  Volcanos will erupt (seemingly at random) 
  every 2D20 years. 
   
  W 
  Wadi: A desert Valley, typically the locale of 
  a Seasonal River. 
  Waste: A small Wasteland. 
  Wasteland: A bleak desert where lifeforms 
  (and therefore random encounters) are 
  infrequent. 
  Waterfall Lake: A large lake at the bottom of 
  a Waterfall; the continuation of a Plunge 
  Pool. 
  Waterfalls: A vertical cascade of river water 
  over a cliff. 
  Wetlands: A region covered with shallow 
  water and vegetation. 
  Whirlpool: A dangerous, swirling region of 
  downward-pulled water. 
  Wilderland: A forest where many beasts and 
  monsters dwell. 
  Woodland / Woods: A sunny forest of 
  grasses, flowers, and widely-spaced trees. 
   
   
   
  Y 
  Yardang Desert: A windy desert filled with 
  tiered rock formations. 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Using Chaotic Descriptors to 
  Differentiate Locales 
   
  (This very brief section serves as a nexus, 
  where I can prepare you for the next 
  descriptor tool, regardless of which types of 
  terrain you have generated for your journey 
  region.) 
  In the next chapter, we will be looking at the 
  Chaotic Descriptor Table, which will help 
  you to turn your general and abstract terrain 
  tags into unique features which can be 
  added to your game world. 
  The Chaotic Descriptor Table can be used 
  not only for terrain, but also for dungeon 
  rooms, benefactors, villains, and even 
  random encounters. We will explore its use 
  specifically 
  for 
  terrain 
  generation 
  immediately hereafter. 
   
   
   
   
   
   
   
   
  CHAPTER 6: 
  TURNING TROPES INTO 
  UNIQUE IDEAS 
   
  The Many Uses of Chaotic 
  Descriptors 
   
  In my own work in game, campaign and 
  scenario design, I deal in tens of thousands 
  of tropes, stereotypes, clichés, and repetitive 
  elements galore. The “magic” trick that is 
  most valuable to me is the ability to quickly 
  turn boring things into uniquely exciting 
  things on a regular basis. It may seem like 
  true magic at times to the uninitiated, but 
  it’s actually a skill. And just like any skill, 
  the more you use it, the finer and faster it 
  becomes. 
  To learn how to do that on your own, you 
  need several abilities: [1] An open mind, 
  while simultaneously recalling all of your 
  favorite books and movies; [2] The passion to 
  stay interested in what you are designing 
  over a long period of time; [3] The ability to 
  identify cohesion and thematic resonance 
  between disparate elements (subliminal 
  association); [4] The intuition to find 
  unexpected layers of deep subtlety in 
  heavily-mined ideas; [5] The skill to turn 
  minor word differences (like hall and 
  hallway) 
  into 
  potentially 
  profound 
  differences in meaning; and, [6] A vast toolkit 
  of trigger words, counter-ideas, abrupt 
  concepts and inspiring imagery that causes 
  you to change your preconceptions on a 
  moment’s notice. 
  Skills [2], [3] and [4] are inherent in you and 
  your imagination, and even if you feel they 
  are lacking, they can be cultivated and 
  strengthened over time. Skills [1] and [5], 
  however, are more of a memory toolbox than 
  a mechanism of the mind. And skill [6] can 
  be greatly enhanced with a powerful 
  randomizer. 
  So for anyone who is learning, I am happy to 
  share one of my major tool sets with you 
  
   
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  now, because it is directly relevant to 
  scenario design. This is a list of thousands 
  of FRPG-themed words and phrases, which I 
  call the Chaotic Descriptor Table. This is a 
  refined and expanded version of the well-
  received resource that I shared in CDDG1, 
  the CLASSIC DUNGEON DESIGN GUIDE. In 
  that book, these words were used to define 
  unusual dungeon rooms. Here, I am 
  encouraging you to use them chiefly to make 
  blasé terrain features into highly unusual 
  and singular places that your Player 
  Characters 
  can 
  explore 
  during 
  their 
  adventures. And then toward the end of this 
  adventure outlining process, you can turn 
  the tool anew toward dungeon design once 
  again. 
  Using this resource, you can (for example) 
  turn the generic tropes of Guardroom, 
  Bedchamber, Hall, Storeroom and Cellar 
  into 
  the 
  unique 
  and 
  workable 
  ideas 
  Ransacked 
  Guardroom, 
  Arcanist’s 
  Bedchamber, Clockwork Hall, Slime-Filled 
  Storeroom and Headhunter’s Cellar. Each of 
  those descriptors not only makes the 
  location more interesting; it takes your 
  preconceptions and forces you to reconsider 
  them in an entirely different context. A single 
  adjective can hint at a monster, trap, trick, 
  treasure, or piece of detail that you might not 
  have otherwise considered. Hence, the 
  randomizer. 
   
  When you are designing the 12 to 22 locales 
  that will be featured on your wilderness 
  journey map (hilltop, bridge, crossroads, 
  river, etc.., whatever your locale list may 
  currently entail), I recommend that you roll 
  up an equal number of results on the 
  Chaotic Descriptor Table below. Then, you 
  can pair the random descriptors up with the 
  terrain features in ways that you find 
  appealing. Toward the end, you will have 
  awkward pairings that don’t mean much to 
  you on first thought. I recommend that you 
  keep these “hard nuggets” and work them, 
  to refine the skills we discussed in the 
  beginning of this section. 
  Here is an example of the process in motion. 
  I will roll 12 random temperate freshwater 
  locales, like so: 
   Crater Lake, Lake Coast, Mudflats, 
  Oasis, Floodbank, Dam, River, Pools, 
  Underwater 
  Caves, 
  Rapids, 
  Waterfalls, Torrent 
   
  And then I will roll 12 random results on the 
  Chaotic Descriptor Table below: 
   Croaking or Croaking One’s, Elf 
  Lord’s or Elf Lady’s, Geomancer’s or 
  Geomantic, Nightgaunt or Nightmare 
  or 
  Nightmarish, Beast 
  or 
  Beast 
  Master’s, Holy or Holy One’s, Healer’s 
  or Healing, Lizard or Lizard King’s, 
  Necromancer’s or Necromantic, Sand 
  or 
  Sand-Filled 
  or 
  Sandstone, 
  Gibbering 
  or 
  Gibbering 
  Ones’, 
  Trolghul or Troll or Troll Crusher’s 
   
  And then I will pair these elements up in an 
  interesting way, to come up with the follow 
  12 locations for my conjectural freshwater 
  region map: 
   Dam of the Geomancer 
   Healing Torrent 
   Lake Coast of the Holy One 
   Mudflats of the Lizard Men 
   Necromantic Rapids 
   Nightmare Oasis 
   Sand-Filled Crater Lake 
   The Croaking Floodbank 
   The Elf Lady’s Pool 
   The River of Beasts 
   Troll-Infested Waterfall 
   Underwater Caves of the Gibbering 
  Ones 
   
  As you can see, this method creates 
  promising material from very basic results. 
  Try it and see. If you’re practicing for the first 
  time, you might want to put the nouns 
  (locales) in a column on the left side of a 
  piece 
  of 
  paper, 
  and 
  the 
  adjectives 
  (descriptors) in a paired column on the right, 
  and then draw lines between the nouns and 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  adjectives until all of the words have been 
  paired and implemented. Don’t use any easy 
  combination twice, and make sure that you 
  use every combination possible. You should 
  only be rerolling if the descriptor is 
  completely unworkable, regardless of the 
  limits of your imagination. 
  And if you require even more details than the 
  1,000+ options I provide you here, please 
  note 
  that 
  Wonderland 
  Imprints 
  also 
  publishes an extended Chaotic Descriptor 
  Table supplement, with a D10,000 (yes, 
  10,000) set of options and even more ideas 
  and examples than you can ever use in a 
  lifetime of adventure gaming. 
   
  Table GWG2-83: 
  The Chaotic Descriptor Table 
   
  A 
  [001] Aberrant or Aberration’s 
  [002] Abhorrent or Abhorrent One’s 
  [003] Abjuration or Abjurer’s 
  [004] Abominable or Abomination’s 
  [005] Abyss or Abyssal 
  [006] Accursed or Cursed 
  [007] Acephalus (Headless Monster) 
  [008] Acid or Acidic 
  [009] Acolytes’ 
  [010] Adamantine or Adamantite 
  [011] Adept’s 
  [012] Airless 
  [013] Alabaster 
  [014] Alarum 
  [015] Alchemical or Alchemist’s 
  [016] Alcoved 
  [017] Alien or Alien’s 
  [018] Altar 
  [019] Amber or Amber Behemoth 
  [020] Amethyst 
  [021] Amphisbaena 
  [022] Ancestors’ or Ancestral 
  [023] Ancient or Antediluvian 
  [024] Androsphinx 
  [025] Angel’s or Angelic 
  [026] Animated or Animating 
  [027] Arachnid or Arachnidian 
  [028] Arcane or Arcanist’s 
  [029] Archival or Archivist’s 
  [030] Archmage’s 
  [031] Archon’s or Archonate 
  [032] Argent or Agent One’s 
  [033] Armorer’s or Armorial 
  [034] Armsmen’s 
  [035] Ash or Ashen 
  [036] Assassin’s 
  [037] Astral or Astral Voyager’s 
  [038] Augur’s or Augury 
  [039] Avenger’s 
  [040] Azure 
   
  B 
  [041] Baffling 
  [042] Baleful or Baleful One’s 
  [043] Barbarian’s 
  [044] Bard’s or Bardic 
  [045] Baron’s or Baronial 
  [046] Barrier 
  [047] Basalt 
  [048] Basilisk 
  [049] Beast or Beast Master’s 
  [050] Beastmen’s or Bestial 
  [051] Beetle 
  [052] Beguiler’s or Beguiling 
  [053] Behemoth 
  [054] Beholder’s 
  
   
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  [055] Beithir 
  [056] Benighted or Benighted One’s 
  [057] Berserkers’ 
  [058] Besieged or Besiegers’ 
  [059] Betrayer’s 
  [060] Bewildering 
  [061] Bewitched Ones’ or Bewitching 
   
   
   
  [062] Bizarre 
  [063] Black or Blackened 
  [064] Blackguard’s 
  [065] Blade or Bladed 
  [066] Blasphemers’ or Blasphemous 
  [067] Blessed or Blessed One’s 
  [068] Bleeding or Bloodletter’s 
  [069] Blighted or Blighted One’s 
  [070] Blinding or Blindman’s 
  [071] Blocked 
  [072] Boar 
  [073] Bodyguard’s 
  [074] Boiling 
  [075] Bone or Bone Golem 
  [076] Boreal 
  [077] Bottomless 
  [078] Boulder 
  [079] Brass or Brazen 
  [080] Breached 
  [081] Bridged 
  [082] Brimstone or Sulfur 
  [083] Bronze or Bronze Golem 
  [084] Bugbear 
  [085] Burial or Buried 
  [086] Burning or Burning One’s 
  [087] Butcher’s 
   
  C 
  [088] Cabal’s or Cabalistic 
  [089] Cage or Caged Ones’ 
  [090] Cairn 
  [091] Cambion’s 
  [092] Cannibals’ 
  [093] Captain’s 
  [094] Carrion or Carrion Eaters’ 
  [095] Carved or Carvers’ 
  [906] Cascade or Cascading 
  [097] Cavalier’s 
  [098] Celestial or Celestial One’s 
  [099] Centaur 
  [100] Centipede 
  [101] Centurion’s 
  [102] Ceremonial 
  [103] Champion’s 
  [104] Chaos or Chaotic 
  [105] Charlatan’s 
  [106] Charnel or Charnel One’s 
  [107] Chieftain’s 
  [108] Chimaera or Chimeric 
  [109] Chiming 
  [110] Chronicler’s 
  [111] Chthonic or Chthonic One’s 
  [112] Cimmerian 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [113] Cleric’s or Clerical 
  [114] Clock 
  [115] Clockwork or Clockwork Automaton 
  [116] Cloud Giant’s 
  [117] Clouded 
  [118] Cobalt 
  [119] Cobra 
  [120] Cockatrice 
  [121] Coffin or Coffin-Filled 
  [122] Collapsed 
  [123] Collapsing 
  [124] Colossal 
  [125] Colossus 
  [126] Commander’s 
  [127] Concealed 
  [128] Conclave’s 
  [129] Confining 
  [130] Confounding 
  [131] Conjurer’s or Conjuring 
  [132] Constricted or Constricting 
  [133] Contemplation or Contemplator’s 
  [134] Copper 
  [135] Coral 
  [136] Corpse or Corpse-Filled 
  [137] Corroded or Corrosive 
  [138] Corrupted 
  [139] Corrupting or Corruptor’s 
  [140] Council 
  [141] Count’s or Countess’s 
  [142] Coven’s 
  [143] Crimson or Crimson One’s 
  [144] Criosphinx 
  [145] Croaking or Croaking One’s 
  [146] Crocodile or Crocodilian 
  [147] Crone’s 
  [148] Crooked or Crooked One’s 
  [149] Crows’ 
  [150] Cruel 
  [151] Crumbled or Crumbling 
  [152] Crushers’ or Crushing 
  [153] Crystal or Crystalline 
  [154] Cult or Cult Leader’s 
  [155] Cultic or Cultists’ 
  [156] Cutthroats’ 
  [157] Cyclopean or Cyclopes’ 
   
  D 
  [158] Dagon’s or Dagonian 
  [159] Dank 
  [160] Dark or Darkest 
  [161] Dark Elven 
  [162] Darkening or Darkling 
  [163] Daunting 
  [164] Dead or Dead Thing’s 
  [165] Deadly or Death 
  [166] Deathless or Deathless One’s 
  [167] Deathly or Deathtrap 
  [168] Decadent 
  [169] Decayed or Decaying 
  [170] Deceiving or Deceptive 
  [171] Decrepit 
  [172] Deep or Deep Dwellers’ 
  [173] Deep Ones’ 
  [174] Deeping 
  [175] Defended or Defenders’ 
  [176] Defiled or Defilers’ 
  [177] Delvers’ 
  [178] Demigod’s or Demigoddess’s 
  [179] Demolished or Demolishers’ 
  [180] Demon 
  [181] Demon Slayer’s 
  [182] Demon Spawns’ 
  
   
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  [183] Demoniac or Demonic 
  [184] Depthless 
  [185] Desert or Deserted 
  [186] Deserters’ 
  [187] Desolate or Desolator’s 
  [188] Destined or Destiny 
  [189] Destroyed or Destroyer’s 
  [190] Deva or Devic 
  [191] Devastated or Devastator’s 
  [192] Devil or Diabolical 
  [193] Devil Slayer’s 
  [194] Devil Spawns’ 
  [195] Diamond 
  [196] Dim or Dimming 
  [197] Dimensional or Dimensional 
  Shambler’s 
   
   
  [198] Dire or Dire Beasts’ 
  [199] Disciples’ 
  [200] Disenchanter’s or Disenchanting 
  [201] Disintegrating or Disintegrator’s 
  [202] Dismal 
  [203] Displacer or Distorted 
  [204] Divination or Diviner’s 
  [205] Djinn or Djinnistan 
  [206] Dolmen 
  [207] Dolorous 
  [208] Domed 
  [209] Doom or Doom Bringer’s 
  [210] Doomed One’s 
  [211] Doppelganger 
  [212] Draconian or Dragon’s 
  [213] Dragon Slayer’s 
  [214] Dragon Spawns’ 
  [215] Drain or Draining 
  [216] Drawbridge 
  [217] Dread or Dread Bringer’s 
  [218] Dream or Dreaming 
  [219] Dream Eater’s 
  [220] Dreamland or Dreamlanders’ 
  [221] Dripping 
  [222] Drowned Ones’ 
  [223] Drowning 
  [224] Druid’s or Druidic 
  [225] Duelist’s 
  [226] Duke’s or Duchess’s 
  [227] Dusk or Dusky 
  [228] Dust or Dust-Filled 
  [229] Dusty or Dust Elemental 
  [230] Dvergar 
  [231] Dwarf Lord’s or Dwarf Lady’s 
  [232] Dwarven 
  [233] Dweomer Crafter’s or Dweomered 
  [234] Dwimmerlaik 
  [235] Dystopian 
   
  E 
  [236] Earth Elemental’s or Earthen 
  [237] Ebon or Ebony 
  [238] Echo or Echoing 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [239] Eerie 
  [240] Egg or Egg-Filled 
  [241] Eidolon 
  [242] Elaborate 
  [243] Eld or Elder’s 
  [244] Elder Thing’s 
  [245] Eldjotnar 
  [246] Eldritch or Eldritch One’s 
  [247] Elemental or Elementalist’s 
  [248] Elevated or Elevator 
  [249] Elf Lord’s or Elf Lady’s 
  [250] Elven 
  [251] Elysian or Elysium 
  [252] Emerald 
  [253] Emperor’s or Empress’s 
  [254] Empyrean 
  [255] Enchanted or Enchanting 
  [256] Enchanter’s or Enchantress’s 
  [257] Enclosed 
  [258] Encrusted 
  [259] Endless 
  [260] Enigmatic 
  [261] Enshrouded or Enshrouded One’s 
  [262] Ensnaring or Ensnarers’ 
  [263] Enthrallers’ or Enthralling 
  [264] Entropic or Entropy 
  [265] Erinyes 
  [266] Eternal or Eternity 
  [267] Ethereal 
  [268] Etin, Ettin, or Two-Headed Giant 
   
  [269] Evil or Evildoers’ 
  [270] Evocation or Evoker’s 
  [271] Exaltation or Exalted 
  [272] Exarch’s 
  [273] Excavated or Excavators’ 
  [274] Execution or Executioner’s 
  [275] Exemplar’s 
  [276] Exiles’ 
  [277] Exorcism or Exorcist’s 
  [278] Extra-Dimensional 
  [279] Extra-Planar 
  [280] Eyebiter’s 
   
  F 
  [281] Fabled or Fabler’s 
  [282] Fading 
  [283] Faerie or Fairy 
  [284] Fanatics’ 
  [285] Fanged or Fanged Ones’ 
  [286] Fate or Fated 
  [287] Fathomless 
  [288] Fearful or Fearsome 
  [289] Feast or Feasting Ones’ 
  
   
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  [290] Fell or Fell-Spawns’ 
  [291] Festooned 
  [292] Fetid 
  [293] Fey or Fey-Wrought 
  [294] Fiend’s or Fiendish 
  [295] Fiend-Wrought 
  [296] Fiery or Fire Elemental’s 
  [297] Fighter’s or Fighting Men’s 
  [298] Filthy 
  [299] Fire or Fire Demon’s 
  [300] Fire Giant’s 
  [301] Flesh 
  [302] Flooded or Flooding 
  [303] Foetid 
  [304] Fog or Foggy 
  [305] Fool’s 
  [306] Forbidden 
  [307] Forgotten or Forsaken 
  [308] Foul 
  [309] Fountain 
  [310] Freezing or Frigid 
  [311] Fresco or Fresco-Painted 
  [312] Frog or Frogmen’s 
  [313] Frost Giant’s 
  [314] Frozen 
  [315] Funerary or Funereal 
  [316] Fungal or Fungoid 
  [317] Fungus 
  [318] Fury’s 
   
  G 
  [319] Gambler’s or Gambling 
  [320] Game 
  [321] Gaol or Gaoler’s 
  [322] Garbage or Garbage-Filled 
  [323] Garden 
  [324] Gargoyle 
  [325] Gas-Filled 
  [326] Gate or Gated 
  [327] Gem or Gemstone 
  [328] General’s 
  [329] Geomancer’s or Geomantic 
  [330] Geyser 
  [331] Ghast or Ghastly 
  [332] Ghost or Ghost-Haunted 
  [333] Ghostly 
  [334] Ghoul or Ghoulish 
  [335] Ghul or Ghul Lord’s 
  [336] Giant Killer’s 
  [337] Giant or Giant’s 
  [338] Gibbering or Gibbering Ones’ 
  [339] Gilded or Gilt 
  [340] Glacial or Glacier 
  [341] Gladiatorial or Gladiators’ 
  [342] Glimmering or Glittering 
  [343] Gloam or Gloaming 
  [344] Gloom or Gloomy 
  [345] Glorious 
  [346] Glory or Glory Seekers’ 
  [347] Glowing 
  [348] Glyph or Glyphed 
  [349] Gnole 
  [350] Gnome Laird’s or Gnome Matriarch’s 
  [351] Gnome or Gnomish 
  [352] Goblin 
  [353] God or Goddess 
  [354] Godling’s 
  [355] Gold or Golden 
  [356] Golem or Golem Maker’s 
  [357] Gorgon or Gorgonian 
  [358] Gossamer or Gossamered 
  [359] Gothic 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [360] Grail or Grail Seeker’s 
  [361] Grand or Grandiose 
  [362] Grand Master’s 
  [363] Granite 
  [364] Grated 
  [365] Grave or Graveyard 
  [366] Grave Robbers’ 
  [367] Graven 
  [368] Gray or Gray Wanderer’s 
  [369] Great Old One’s 
  [370] Great or Greater 
  [371] Green or Greenstone 
  [372] Grey or Greyacke 
  [373] Grievers’ or Grieving 
  [374] Griffon or Griffon Rider’s 
  [375] Grim 
  [376] Grimalkin 
  [377] Grimoire 
   
   
   
  [378] Grinder or Grinding 
  [379] Grisly 
  [380] Groaning 
  [381] Groaning Spirit’s 
  [382] Grotesque 
  [383] Grue 
  [384] Gruesome 
  [385] Guarded or Guardian 
  [386] Guards’ or Guardsmen’s 
  [387] Guild or Guild Master’s 
  [388] Gynosphinx 
  [389] Gypsum 
   
  H 
  [390] Hades’ 
  [391] Hag’s 
  [392] Hallowed or Hallowed One’s 
  [393] Hallucinated or Hallucinatory 
  [394] Harbinger’s 
  [395] Harlequin’s 
  [396] Harpy 
  [397] Harrowing 
  [398] Harvest or Harvester’s 
  [399] Hatchetman’s or Hatchetwoman’s 
  [400] Hatching 
  [401] Hated or Hated One’s 
  [402] Hateful 
  [403] Haunted or Haunter’s 
  [404] Hawk or Hawkmen’s 
  [405] Headhunters’ or Headsman’s 
  [406] Healer’s or Healing 
  [407] Heaven or Heavenly 
  [408] Hecatomb 
  [409] Heir’s or Heiress’s 
  [410] Hell Hound or Hell Spawns’ 
  [411] Hell or Hellish 
  [412] Henchmen’s or Henchwomen’s 
  [413] Herald’s or Heraldic 
  [414] Heresiarch’s 
  
   
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  [415] Heretical or Heretics’ 
  [416] Hermit’s or Hermitage 
  [417] Hero’s or Heroic 
  [418] Herzog’s 
  [419] Hetman’s 
  [420] Hewn or Stone-Hewn 
  [421] Hexagonal 
  [422] Hexed or Hexer’s 
  [423] Hexing 
  [424] Hidden 
  [425] Hideous 
  [426] Hieracosphinx 
  [427] Hierarch’s 
  [428] Hierophant’s or Hierophantic 
  [429] Hill Giant’s 
  [430] Hippogriff 
  [431] Hobgoblin 
  [432] Hollow 
  [433] Holy or Holy One’s 
  [434] Homunculus 
  [435] Honor 
  [436] Hope’s or Hopeless 
  [437] Horde Bringer’s or Horde’s 
  [438] Horned God’s or Horned One’s 
  [439] Horrible or Horrific 
  [440] Howling or Howling Ones’ 
  [441] Hrimthursar 
  [442] Hungering or Hungering One’s 
  [443] Hunter’s or Huntsmen’s 
  [444] Huntmaster’s or Huntmistress’s 
  [445] Husk-Filled 
  [446] Hydra 
  [447] Hyena 
  [448] Hyperborean 
  [449] Hyper-Geometrical 
   
  I 
  [450] Ice or Icy 
  [451] Ichor or Ichorous 
  [452] Icon or Idol 
  [453] Iconoclasts’s 
  [454] Idolaters’ or Idolatrous 
  [455] Idyllic 
  [456] Ifrit 
  [457] Ill-Fated or Ill-Omened 
  [458] Illusion’s or Illusionary 
  [459] Illusionist’s or Illusory 
  [460] Immaculate or Immaculate Master’s 
  [461] Immemorial 
  [462] Immense 
  [463] Immolating or Immolator’s 
  [464] Immortal or Immortal’s 
  [465] Imp or Impious 
   
  [466] Impaler’s or Impaling 
  [467] Impenetrable 
  [468] Imperial or Imperious 
  [469] Imprisoner’s or Imprisoning 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [470] Impure 
  [471] Incantation or Incantatrix’s 
  [472] Incubus 
  [473] Indomitable 
  [474] Inescapable or Inexorable 
  [475] Infernal or Inferno 
  [476] Infestation or Infested or Infester’s 
  [477] Infidels’ 
  [478] Infinite 
  [479] Iniquitous or Iniquitous One’s 
  [480] Inquisition or Inquisitor’s 
  [481] Insect or Insect Men’s or Insectile 
  [482] Interrogation or Interrogator’s 
  [483] Inundated or Inundating 
  [484] Invisible or Invisible Monster’s 
  [485] Invocation or Invoker’s 
  [486] Iridescent 
  [487] Iron or Iron Golem 
  [488] Ivory or Ivory-Hued 
   
  J 
  [489] Jabberwock’s or Jabberwocky 
  [490] Jacinth 
  [491] Jackals’ or Jackal Men’s 
  [492] Jade or Jade Statue’s 
  [493] Jarl’s 
  [494] Jasper 
  [495] Jellies’ or Jellyfish 
  [496] Jester’s 
  [497] Jewel or Jeweled 
  [498] Jotunn 
  [499] Judgment or Justiciar’s 
  [500] Juggernaut 
   
   
  K 
  [501] Keeper’s or Keeping 
  [502] Killer’s or Killing 
  [503] King’s or Kingmaker’s 
  [504] Kismet 
  [505] Knife or Knifing 
  [506] Knight’s or Knightly 
  [507] Kobold 
  [508] Kraken 
   
  L 
  [509] Labyrinth or Labyrinthine 
  [510] Lady’s or Noblewoman’s 
  [511] Lamentation or Lamenters’ 
  [512] Lamia 
  [513] Lamprey 
  [514] Lancer’s 
  [515] Lantern-Illuminated or Lanthorn 
  [516] Lapis 
  [517] Larva or Larval 
  [518] Lava 
  [519] Lazar’s 
  [520] Lead or Leaden 
  [521] Leech or Leeching 
  [522] Legend Keeper’s or Legendary 
  [523] Legion’s 
  [524] Lemure or Lemurian 
  [525] Leper’s or Leprous 
  [526] Lesser 
  [527] Lethean 
  [528] Leviathan’s 
  [529] Libram 
  [530] Lich’s 
  [531] Lichen-Covered or Lichened 
  [532] Lifeless 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [533] Light or Lighted 
  [534] Lightless 
  [535] Lightning 
  [536] Lignite 
  [537] Limestone 
  [538] Lion or Werelions’ 
  [539] Living 
  [540] Lizard Men’s or Lizardfolk’s 
  [541] Lizard or Lizard King’s 
  [542] Loathed or Loathed One’s 
  [543] Loathsome 
  [544] Locked or Locking 
  [545] Lock Breaker’s or Locksmith’s 
  [546] Locust 
  [547] Lofty 
  [548] Lone 
  [549] Looming 
  [550] Lord’s or Nobleman’s 
  [551] Lost or Lost Ones’ 
  [552] Lotus or Lotus Eaters’ 
  [553] Louring 
  [554] Luck or Lucky 
  [555] Luckless 
  [556] Luminescent or Illumined 
  [557] Lunar or Lunatic’s 
  [558] Lurkers’ or Lurking Ones’ 
  [559] Lycanthropes’ or Lycanthropic 
   
  M 
  [560] Macabre 
  [561] Machine or Mechanical 
  [562] Mad One’s or Maddening or 
  Madman’s 
  [563] Maelstrom 
  [564] Mage Slayer’s 
  [565] Mage’s or Magic-User’s 
  [566] Maggot or Maggot-Infested 
  [567] Magical or Magician’s 
  [568] Magister’s or Magisterial 
  [569] Magma 
  [570] Majestic 
  [571] Malachite 
  [572] Malevolent or Malign or Malignant 
  [573] Malleus 
  [574] Manes Demon or Di Manes 
  [575] Manticore 
  [576] Map or Mapmaker’s 
  [577] Marauders’ 
  [578] Marble or Marmoreal 
  [579] Marquis’s or Marchioness’s 
  [580] Marshal’s 
  [581] Maskers’ 
  [582] Masonic or Masons’ 
  [583] Master’s 
  [584] Mastiffs’ or Hound Master’s 
  [585] Matriarch’s or Matriarchal 
  [586] Maulers’ or Mauling 
  [587] Mausolean or Mausoleum 
  [588] Mauve 
  [589] Medusa or Medusan 
  [590] Melancholic 
  [591] Memorial or Memory 
  [592] Mephit or Mephitic 
  [593] Merciful or Mercy 
  [594] Merciless 
  [595] Mercurial or Quicksilver 
  [596] Merrow 
  [597] Mesmerist’s or Mesmerizing 
  [598] Miasma or Miasmal 
  [599] Midnight 
  [600] Mildew or Mildewed 
  [601] Mimic or Mimic’s 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
   
   
  [602] Minotaur’s 
  [603] Mirage or Mirage-Filled or Mirror or 
  Mirrored 
  [604] Mist or Mist Weaver’s or Mist-Filled or 
  Misty 
  [605] Mithral 
  [606] Moaning 
  [607] Moebius or Spiral 
  [608] Mold or Moldering or Moldy 
  [609] Monastic or Monk’s 
  [610] Monolith or Monolithic 
  [611] Monster or Monstrous 
  [612] Moon or Moonbeast or Moonstone 
  [613] Moss-Filled or Mossy 
  [614] Mountebank’s 
  [615] Mourners’ or Mourning 
  [616] Muck or Muck-Filled 
  [617] Mud or Muddy or Mudstone 
  [618] Mummification or Mummy’s or 
  Mummy Lord’s 
  [619] Murder or Murderer’s or Murderous 
  [620] Murk-Filled or Murky 
  [621] Murmuring 
  [622] Mushroom or Mushroom-Filled 
  [623] Musty 
  [624] Mutants’ or Mutating or Mutation 
  [625] Myrmidon’s 
  [626] Mysterious or Mystery 
  [627] Mystic’s or Mystical 
  [628] Mythic or Mythical 
   
  N 
  [629] Naga 
  [630] Nameless or Nameless One’s 
  [631] Narrow 
  [632] Nauseating 
  [633] Nebulous 
  [634] Necromancer’s or Necromantic 
  [635] Nefarious 
  [636] Nemesis 
  [637] Nepenthe 
  [638] Nephilim 
  [639] Nether or Netherworld 
  [640] Never or Never-When 
  [641] Night or Nighted 
  [642] Nightgaunt or Nightmare or 
  Nightmarish 
  [643] Noble’s 
  [644] Nonesuch 
  [645] Non-Euclidean 
  [646] Noxious 
   
  O 
  [647] Oath Breaker’s 
  [648] Oath or Oath Keeper’s 
  [649] Obelisk 
  [650] Obliterated or Obliterating or Oblivion 
  [651] Observation or Observed 
  [652] Obsidian 
  [653] Ochre or Ochre Slime 
  [654] Octopus 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [655] Odious 
  [656] Offering 
  [657] Ogre or Ogre Mage or Oni 
  [658] Oil 
  [659] Olympian 
  [660] Omen or Ominous 
  [661] Onyx 
  [662] Oolite 
  [663] Ooze or Oozing 
  [664] Opal or Opalescent 
  [665] Opulent 
  [666] Oracle’s or Oracular 
  [667] Orc or Orcish 
  [668] Ore or Ore-Filled 
  [669] Orichalcum 
  [670] Ornate 
  [671] Overking’s or Overqueen’s 
  [672] Overlord’s or Dame Overlord’s 
   
  P 
  [673] Paladin’s or Palatine 
  [674] Pale or Pallid 
  [675] Panther 
  [676] Paradisaic or Paradise 
  [677] Parasite or Parasite-Infested 
  [678] Patriarch’s or Patriarchal 
  [679] Pearl or Pearlescent 
  [680] Pegasus 
  [681] Perfidious or Perilous 
  [682] Perpetual 
  [683] Peryton 
  [684] Pestilence-Ridden or Pestilent 
  [685] Phantasm’s or Phantasmal 
  [686] Phantasmagoric or Phantom’s 
  [687] Pharaoh’s or Pharaonic 
  [688] Phasing or Displacing 
  [689] Phoenix 
  [690] Phosphorescent 
  [691] Piled 
  [692] Pillaged or Pillagers’ or Pirate 
  [693] Pit 
  [694] Pixie or Atomy 
  [695] Plague or Plague-Ridden 
  [696] Planar 
  [697] Platinum 
  [698] Plundered or Plunderers’ 
  [699] Prisoners’ or Imprisoning 
  [700] Procrustean 
  [701] Profane 
  [702] Prophesied 
  [703] Prophet’s or Prophetic 
  [704] Protected or Protector’s 
  [705] Puffball 
  [706] Puppet or Puppet Master’s 
  [707] Pure or Purified 
  [708] Purple 
  [709] Putrefacting 
   
  Q 
  [710] Quintessence or Quintessential 
   
  R 
  [711] Radiant 
  [712] Raided or Raiders’ 
  [713] Rainbow or Rainbowed 
  [714] Rakehells’ or Rakes’ 
  [715] Rakshasa 
  [716] Ranger’s or Rangeress’s 
  [717] Ransacked or Ransackers’ 
  [718] Rat or Rat-Things’ 
  [719] Reanimating or Reanimator’s 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [720] Revelation or Revelatory 
  [721] Revenant 
  [722] Revered 
  [723] Revolving or Ever-Shifting 
  [724] Riddle or Riddling 
  [725] Rising or Arisen 
  [726] Ritual or Ritualistic 
  [727] Rogue’s 
  [728] Rotting or Rotting One’s 
  [729] Royal 
  [730] Rubble or Rubble-Filled 
  [731] Ruby 
  [732] Ruined or Ruinous 
  [733] Rune or Runic 
  [734] Rusting or Rusting Beast 
   
  S 
  [735] Sacred or Sacrosanct 
  [736] Sacrificial 
  [737] Sage’s 
  [738] Salamandra 
  [739] Salt or Salt-Encrusted 
  [740] Sand or Sand-Filled or Sandstone 
  [741] Sapphire 
  [742] Sarcophagal or Sarcophagus 
  [743] Satyr 
  [744] Savages’ 
  [745] Savant’s 
  [746] Scapegrace’s 
  [747] Scarab 
  [748] Scarecrow 
  [749] Scarlet 
  [750] Scavengers’ 
  [751] Scintillating 
  [752] Scion’s 
  [753] Scorched or Scorching 
  [754] Scorpion 
  [755] Scourge or Scourging 
  [756] Screaming 
  [757] Scythe or Scything 
  [758] Sealed or Secret 
  [759] Sect’s or Sect Leader’s 
  [760] Seekers’ 
  [761] Seer’s 
  [762] Seething 
  [763] Seneschal’s 
  [764] Sepulcher or Sepulchral 
  [765] Serene 
  [766] Serpent Folk’s 
   
   
   
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [767] Serpent or Serpentine 
  [768] Servitors’ 
  [769] Shadow or Shadow Lord’s or 
  Shadowed 
  [770] Shaking 
  [771] Shallow 
  [772] Shaman’s or Shamanic 
  [773] Shambler or Shambling 
  [774] Shark or Shark-Infested 
  [775] Sharper’s 
  [776] Shattered or Shattering 
  [777] Shedu 
  [778] Shield Bearers’ or Shielded 
  [779] Shifting 
  [780] Shimmering 
  [781] Shoggoth 
  [782] Shrieker or Shrieking 
  [783] Shrine or Shrine Keeper’s 
  [784] Shriveling 
  [785] Shroud or Shrouded 
  [786] Shunned 
  [787] Sibyl’s or Sibylline 
  [788] Sicarii’s 
  [789] Siege or Siege Master’s 
  [790] Silent or Silent One’s 
  [791] Silt or Silted or Siltstone 
  [792] Silver 
  [793] Simulacrum’s 
  [794] Sinister 
  [795] Sinking 
  [796] Skeletal or Skeleton or Skeleton 
  Lord’s 
  [797] Skull or Skull-Filled 
  [798] Slaughter or Slaughterers’ 
  [799] Slave Lord’s or Slavers’ 
  [800] Slave or Slaves’ 
  [801] Slayer’s or Slaying 
  [802] Sleeper’s or Sleeping 
  [803] Slime or Slime Mold or Slime-Filled or 
  Slimy 
  [804] Slithering or Slithering One’s 
  [805] Sludge or Sludge-Filled 
  [806] Slug 
  [807] Smoke or Smoke-Filled or Smoky 
  [808] Snake 
  [809] Snare 
  [810] Solar or Celestial Angel’s 
  [811] Sonorous 
  [812] Soot-Encrusted 
  [813] Soothsayer’s 
  [814] Sorcerer’s or Sorcerous 
  [815] Soul or Soul Eater’s or Soulless 
  [816] Soundless 
  [817] Spawn or Spawning 
  [818] Spectral or Spectre 
  [819] Sphinx 
  [820] Spice or Spice Harvesters’ 
  [821] Spider 
  [822] Spirit’s 
  [823] Spore-Infested 
  [824] Spriggan 
  [825] Sprite or Changeling’s 
  [826] Spy’s 
  [827] Stalactite or Stalagmite 
  [828] Stalker’s 
  [829] Starless or Starry 
  [830] Statue or Statue-Filled 
  [831] Steam or Steam-Filled 
  [832] Steel 
  [833] Stench-Ridden 
  [834] Stinking 
  [835] Stone or Stonecutters’ or Stony 
  [836] Storm Giant’s 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [837] Storm or Storm Bringer’s 
  [838] Strange 
  [839] Strangler’s 
  [840] Strega’s or Stryx 
  [841] Stygian 
  [842] Submerged or Subterranean 
  [843] Succubus 
  [844] Suffocating 
  [845] Summoner’s or Summoning 
   
   
   
  [846] Sundered or Sunderer’s or Sundering 
  [847] Sunken 
  [848] Sunless 
  [849] Swarm or Swarm-Infested 
  [850] Sword or Sword Master’s or 
  Swordsmen’s 
   
  T 
  [851] Taboo 
  [852] Talisman Keeper’s or Talismanic 
  [853] Tar Pit 
  [854] Tarasque 
  [855] Teleporter or Teleporting 
  [856] Templars’ 
  [857] Tempter’s or Temptress’s 
  [858] Tenebrous 
  [859] Tentacled 
  [860] Terrifying 
  [861] Thalassic 
  [862] Thane’s 
  [863] Thaumaturge’s or Theurgist’s 
  [864] Thieves’ 
  [865] Thralls’ 
  [866] Throne 
  [867] Thuggee or Thugs’ 
  [868] Thunder or Thundering 
  [869] Tick or Giant Tick 
  [870] Tiger 
  [871] Time-Altering 
  [872] Timeless 
  [873] Timeworn 
  [874] Titan’s or Titaness’s 
  [875] Toad or Giant Toad 
  [876] Topaz 
  [877] Tormenting or Tormentor’s or Torture 
  or Torturer’s 
  [878] Traitor’s 
  [879] Tranquil 
  [880] Trap or Trapped 
  [881] Treacherous 
  [882] Treasure Hunters’ 
  [883] Treasure or Treasure-Filled 
  [884] Trembling 
  [885] Tribal or Tribesmen’s 
  [886] Trick or Trickster’s 
  [887] Triumphator’s 
  [888] Troglodyte 
  [889] Trolghul or Troll or Troll Crusher’s 
  [890] Trophy or Trophy Taker’s 
  [891] Tumultuous 
  [892] Twilight or Twilit 
  [893] Twisted or Twisted Ones’ 
  [894] Tyrant’s 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  U 
  [895] Umber 
  [896] Umbral 
  [897] Unbeheld or Undiscovered or 
  Unearthed 
  [898] Unbelievers’ 
  [899] Unborn One’s 
  [900] Uncanny 
  [901] Unconquerable 
  [902] Undead 
  [903] Undefended 
  [904] Undefiled 
  [905] Underground or Underwater 
  [906] Undying 
  [907] Unearthly 
  [908] Unexcavated or Unexplored 
  [909] Unfathomable 
  [910] Unguarded 
  [911] Unhallowed or Unholy 
  [912] Unicorn 
   
   
   
  [913] Unknowable or Unknown 
  [914] Unlit 
  [915] Unnamable or Unspeakable or 
  Unthinkable 
  [916] Unreachable 
  [917] Unreflecting 
  [918] Unstable 
  [919] Untouchable or Untouchable One’s 
  [920] Usurper’s 
  [921] Utopia or Utopian 
   
  V 
  [922] Vampire Hunter’s or Vampire 
  Huntress’s 
  [923] Vampire King’s or Vampire Spawns’ 
  [924] Vampire or Vampiric 
  [925] Vanguards’ 
  [926] Vanished or Vanishing 
  [927] Vanquisher’s or Vanquishing 
  [928] Vapor or Vaporous 
  [929] Vast 
  [930] Vaulted or Chambered 
  [931] Veiled or Veiled One’s 
  [932] Vengeful 
  [933] Venom or Venomous 
  [934] Verdigris-Encrusted 
  [935] Vermin or Vermin-Infested 
  [936] Vertiginous or Vertigo-Inducing 
  [937] Vestals’ 
  [938] Vexing 
  [939] Victor’s 
  [940] Violet 
  [941] Viper or Viperous 
  [942] Viridian 
  [943] Virtuous 
  [944] Viscount’s or Viscountess’s 
  [945] Void 
  [946] Volcanic or Volcano 
  [947] Vorpal 
  [948] Vulture 
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  W 
  [949] Wailing 
  [950] Walled-Up 
  [951] Wand Maker’s 
  [952] Wanderers’ 
  [953] War or Warmongers’ or Warriors’ 
  [954] Warded or Warden’s or Warders’ 
  [955] Warlock’s or Witch’s 
  [956] Warlord’s 
  [957] Warped or Warping 
  [958] Wasp 
  [959] Waste or Waste-Filled 
  [960] Watchers’ 
  [961] Water or Watery or Waterfall 
  [962] Webbed or Web-Covered 
  [963] Weeping 
  [964] Weird or Weirding 
  [965] Wendigo 
  [966] Werebear or Wereboar 
  [967] Wererat or Weretiger or Werewolf 
  [968] Whirling or Whirlpool 
  [969] Whispering 
  [970] Whited 
  [971] Wicker Man 
  [972] Widow’s or Widow Maker’s or 
  Widower’s 
  [973] Wight 
   
   
   
  [974] Wild Hunt’s 
  [975] Will-o’-Wisp 
  [976] Wind or Windy 
  [977] Wind Treader’s 
  [978] Winding 
  [979] Winter or Winter Wolf 
  [980] Witch Doctor’s 
  [981] Witch Hunter’s 
  [982] Withered Ones’ or Withering 
  [983] Wizard’s or Wizardly 
  [984] Woeful 
  [985] Wolf or Wulfen 
  [986] Wolverine 
  [987] Wonder or Wondrous 
  [988] Worm or Worm-Infested 
  [989] Wraith 
  [990] Wretched or Wretched Ones’ 
  [991] Writhing or Writhing Ones’ 
  [992] Wyrm or Wyvern 
   
  X 
  [993] Xoron 
   
  Y 
  [994] Yellow or Yellow King’s 
  [995] Yeti 
  [996] Yith or Yithian or Yuggoth or 
  Yuggothian 
   
  Z 
  [997] Zealots’ 
  [998] Zombie 
  [999] Zombie Master’s 
  [000] Zombification 
   
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  CHAPTER 7: 
  CREATING QUESTS WHILE 
  ENCOURAGING FREE WILL 
   
   
   
  The Importance of Free Will in FRPGs 
   
  And now, it is time to create the specific 
  quest that will be offered to the Player 
  Characters. You might find it odd that we’re 
  not getting to this topic (in an adventure 
  generator supplement, no less!) until after 
  400+ pages of other design precepts. But the 
  reason for this is a compelling one: I wanted 
  to first provide you with systems that show 
  you the value of old school open-endedness, 
  and which highlight the way in which your 
  imagination can make your freeform designs 
  better and more sincere than any publisher’s 
  preconceived scenario could ever be. 
  If you have played RPGs to this point and 
  you believe that a quest is only a plot that 
  your players are meant to follow, you must 
  bend your knee to Master Yoda now and 
  unlearn what you have learned. I am going 
  to make an important distinction here, 
  which will empower you as a Game Master 
  and which will liberate your players. (You 
  may already be there, and just not know it.) 
  I do realize this may be an unpopular stance 
  to take in this age of storytelling RPGs, and 
  that’s OK. 
  The point is this: The Quest is not what the 
  Game Master plans to force the players to 
  do. It is not a script handed to the players, 
  and they are not actors who must feel 
  compelled to follow it. And the Quest is not 
  a plot. The Quest is an optional avenue to 
  entertainment, which is incentivized by the 
  GM, who provides an in-game lure in the 
  form of the benefactor’s promised reward. 
  However, what the PCs actually do is up to 
  the players. The PCs might refuse the Quest 
  and still journey to the wilderness region, in 
  search of treasure and adventure. Or, they 
  might refuse the Quest entirely and go 
  somewhere else. Or, they might blackmail 
  the benefactor, or accept a more lucrative 
  offer from one of the benefactor’s rivals. Or, 
  they might set out to complete the Quest, 
  and then find allies, deadly circumstances, 
  or insightful enemies along the way … and 
  any of these variables might cause the 
  players to change their minds. While the 
  benefactor will probably assume that the 
  PCs will strive to complete the Quest or die 
  trying, it is the players (and the dice) who will 
  decide what actually occurs. 
  This freedom of will is crucial to FRPG 
  sandboxing. If you create sandbox regions 
  and adventures, and then compel the PCs to 
  follow a predictable plot path, you aren’t 
  really creating a sandbox campaign at all. 
  You’re then just creating the illusion of 
  choice, while keeping your players trapped 
  in a gilded cage made of promises you do not 
  intend to deliver upon. Either suck it up and 
  go all in, and let the players make their own 
  choices; or play only published adventures 
  where the authors tell you and the players 
  what happens at every juncture of the 
  “story.” But whatever you do, if you want to 
  railroad the players, do not use my tools or 
  supplements to do so! I have no interest in 
  creating more uninspired consumers; I have 
  dedicated years of my free time to mentoring 
  — and learning from — other players and 
  Game Masters who make their own choices, 
  and who work to broaden their imaginations, 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  and to not treat the most open-ended game 
  ever created in the history of the world like 
  it’s some pre-scripted corporate videogame. 
  (Rant off.) 
  Let the players choose what happens! And if 
  they’re so conditioned by consumer culture 
  that they won’t choose, or they don’t like 
  choice (!!!), make them choose or stop 
  playing until they do. If there’s a good 
  soapbox where I should stand up, rant, and 
  lose all of my hit points, I absolutely think 
  it’s this one. 
  The Quest should always be an open-ended 
  option, designed to hopefully (but not 
  always) steer the PCs into the adventure 
  region. That’s all it really is, and all that it’s 
  intended to be. Once the PCs show up in the 
  adventure region, or not, whatever happens 
  next 
  is 
  up 
  to 
  the 
  dice, 
  the 
  GM’s 
  improvisations, and the wild choices made 
  by the players. 
   
  With That Said, an Overview of the Quest 
  Creation System 
   
  Now that I’ve been a grouchy old man for a 
  bit, it’s a good time to tell you about the ease 
  and flexibility of the quest generation 
  system. I have made it as open-ended and as 
  varied as I can, while still keeping it 
  templated and codified in nature. 
  This system is abstract and complex — 
  deliberately so — so as to offer as many 
  potential variations of plots and missions 
  that I can conceive of. Because of this, you 
  will usually be satisfied with the first Quest 
  Action roll (on the next table hereafter), but 
  you may need to reroll on the later tables (the 
  Quest “Target” Person, Place or Thing) 
  several times before you get a compelling 
  combination that makes sense. 
  This is both a bug and a feature; my original 
  system of about 50 quests was dramatically 
  simpler, but it gave much more repetitive 
  results after just a few generation attempts. 
  This revised and expanded system (with 
  250+ quest templates and thousands of 
  branching sub-options) is a bit more 
  frustrating to get accustomed to, but it has 
  vastly more potential. 
   
  Quest Actions and Target 
  Branches 
   
  The first part of a generated quest is the 
  Action. This is the thing that the benefactor 
  is asking the PCs to do. Some of these are 
  literally 
  “fetch 
  quests,” 
  where 
  the 
  adventurers are asked to go get an item and 
  to bring it back to the benefactor. But there 
  is also a wide array of more dramatic and 
  unexpected 
  options, 
  such 
  as 
  heists, 
  kidnapping attempts, colony settlement, 
  village defense, chases, mysteries, intrigue, 
  sabotage and subterfuge. 
  You will be writing down the full Action 
  “code,” and making special note of the 
  parenthetical pieces of that code. The words 
  in parentheses tell you the kind of Quest 
  Target(s) that you’ll be rolling soon to clarify 
  and individualize the Quest Action. 
   
  Table GWG2-84: 
  Quest Action Determination 
   
  To generate a random Quest Action, roll 
  1D1000 and consult the following table: 
   
  A 
  [001-004] Abduct / Kidnap / Apprehend 
  (Person / Creature / Faction) 
  [005-008] Abduct / Kidnap / Apprehend 
  (Person / Creature / Faction from (Place) 
  [009-012] Activate / Deactivate Deathtrap 
  to Acquire (Thing) 
  [013-016] Activate / Deactivate Deathtrap 
  in (Place) 
  [017-020] Activate Deathtrap to Slay or 
  Hinder (Person / Creature / Faction) 
  
   
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  [021-024] Aid / Assist (Person / Creature / 
  Faction) 
  [025-028] Aid / Assist (Person / Creature / 
  Faction) in (Place) 
  [029-032] Aid / Assist (Person / Creature / 
  Faction) with (Thing) 
  [033-036] Alliance of Necessity with Evil 
  (Person / Creature / Faction) 
  [037-040] Alliance of Necessity with Evil 
  (Person / Creature / Faction) in (Place) 
  [041-044] Alliance of Necessity with Evil 
  (Person / Creature / Faction) to Acquire 
  (Thing) 
  [045-048] Ally with (Person / Creature / 
  Faction) 
  [049-052] Ally with (Person / Creature / 
  Faction) in (Place) 
  [053-056] Ally with (Person / Creature / 
  Faction) by Offering (Thing) 
  [057-060] Ally with (Person / Creature / 
  Faction) to Acquire / Access (Thing) 
  [061-064] Appease / Please (Person / 
  Creature / Faction) 
  [065-068] Appease / Please (Person / 
  Creature / Faction) in (Place) 
  [069-072] Appease / Please (Person / 
  Creature / Faction) with (Thing) 
  [073-076] Assault / Attack (Person / 
  Creature / Faction) 
  [077-080] Assault / Attack (Person / 
  Creature / Faction) to Acquire (Thing) 
  [081-084] Assault / Attack (Place) 
  [085-088] Assault / Attack (Place) to 
  Acquire (Thing) 
  [089-092] Avenge (Person / Creature / 
  Faction) 
  [093-096] Avenge (Person / Creature / 
  Faction) at (Place) 
  [097-100] Avenge (Person / Creature / 
  Faction) who Died For (Thing) 
  [101-104] Awaken / Heal / Revivify (Person 
  / Creature / Faction) 
  [105-108] Awaken / Heal / Revivify (Person 
  / Creature / Faction) at (Place) 
  [109-112] Awaken / Heal / Revivify (Person 
  / Creature / Faction) to Acquire / Access 
  (Thing) 
   
  B 
  [113-116] Banish / Exile (Person / 
  Creature / Faction) 
  [117-120] Banish / Exile (Person / 
  Creature / Faction) from (Place) 
  [121-124] Banish / Exile (Person / 
  Creature / Faction) to Acquire / Access 
  (Thing) 
  [125-128] Besiege / Isolate (Person / 
  Creature / Faction) at (Place) 
  [129-132] Besiege / Isolate (Place) 
  [133-136] Besiege / Isolate (Place) Involving 
  (Thing) 
  [137-140] Break Siege by (Person / 
  Creature / Faction) on Place) 
  [141-144] Break Siege on (Place) 
  [145-148] Break Siege on (Place) to Save 
  (Person / Creature / Faction) 
   
  C 
  [149-152] Capture / Subdue / Tame 
  (Person / Creature / Faction) 
  [153-156] Capture / Subdue / Tame 
  (Person / Creature / Faction) in (Place) 
  [157-160] Cast Spell at / Chant / Invoke 
  (Person / Creature / Faction) 
  [161-164] Cast Spell at / Chant / Invoke 
  (Person / Creature / Faction) Using (Thing) 
  [165-168] Cast Spell at / Chant / Invoke 
  (Place) 
  [169-172] Cast Spell at / Chant / Invoke 
  (Place) Using (Thing) 
  [173-176] Challenge (Person / Creature / 
  Faction) 
  
   
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  [177-180] Challenge (Person / Creature / 
  Faction) at (Place) 
  [181-184] Challenge (Person / Creature / 
  Faction) for (Thing) 
  [185-188] Chase / Pursue (Person / 
  Creature / Faction) 
  [189-192] Chase / Pursue (Person / 
  Creature / Faction) to (Place) 
  [193-196] Chase / Pursue Thieves of 
  (Thing) 
  [197-200] Cleanse / Purify (Person / 
  Creature / Faction) 
  [201-204] Cleanse / Purify (Place) 
  [205-208] Cleanse / Purify (Thing) 
  [209-212] Cleanse / Purify Spirit of (Person 
  / Creature / Faction) 
  [213-216] Compete in Tournament / Joust 
  / Arena Match at (Place) 
  [217-220] Compete in Tournament / Joust 
  / Arena Match for (Person / Creature / 
  Faction) 
  [221-224] Compete in Tournament / Joust 
  / Arena Match for (Thing) 
  [225-228] Confirm Existence of Extinct 
  (Person / Creature / Faction) 
  [229-232] Confirm Existence of Legendary 
  (Place) 
  [233-236] Confirm Existence of Mythic 
  (Thing) 
  [237-240] Conspire / Plot with (Person / 
  Creature / Faction) 
  [241-244] Conspire / Plot with (Person / 
  Creature / Faction) at (Place) 
  [245-248] Conspire / Plot with (Person / 
  Creature / Faction) Involving (Thing) 
  [249-252] Counterfeit / Replace Treasure / 
  Possession of (Person / Creature / Faction) 
  with Fake (Thing) 
  [253-256] Counterfeit / Replace Treasure / 
  Possession with Fake (Thing) 
  [257-260] Counterfeit / Replace Treasure / 
  Possession with Fake (Thing) at (Place) 
  [261-264] Craft / Create / Forge (Thing) 
  [265-268] Craft / Create / Forge (Thing) at 
  (Place) 
  [269-272] Craft / Create / Forge (Thing) 
  with Aid of (Person / Creature / Faction) 
   
  D 
  [273-276] Deactivate Deathtrap to Rescue 
  / Gain Access to (Person / Creature / 
  Faction) 
  [277-280] Decipher / Decode Revelation at 
  (Place) 
  [281-284] Decipher / Decode Revelation at 
  (Place) with Aid of (Person / Creature / 
  Faction) 
  [285-288] Decipher / Decode Revelatory 
  (Thing) 
  [289-292] Defend (Place) 
  [293-296] Defend (Place) from (Person / 
  Creature / Faction) 
  [297-300] Defend (Place) Protecting (Thing) 
  [301-304] Deliver Message / Code / Orders 
  to (Person / Creature / Faction) 
  [305-308] Deliver Message / Code / Orders 
  to (Person / Creature / Faction) Involving 
  (Thing) 
  [309-312] Deliver Message / Code / Orders 
  to (Place) 
  [313-316] Deliver Object to (Person / 
  Creature / Faction) 
  [317-320] Deliver Object to (Place) 
  [321-324] Deliver / Clear (Thing) to / for 
  (Person / Creature / Faction) 
  [325-328] Deliver / Clear (Thing) with Aid 
  of (Person / Creature / Faction) 
  [329-332] Deliver (Thing) to (Person / 
  Creature / Faction) 
  [333-336] Deliver (Thing) to (Place) 
  [337-340] Deliver Treasure to (Person / 
  Creature / Faction) 
  [341-344] Deliver Treasure to (Place) 
  [345-348] Depose / Overthrow (Person / 
  Creature / Faction) 
  
   
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  [349-352] Depose / Overthrow (Person / 
  Creature / Faction) in (Place) 
  [353-356] Depose / Overthrow (Person / 
  Creature / Faction) Involving (Thing) 
  [357-360] Destroy / Disenchant (Place) 
  [361-364] Destroy / Disenchant (Thing) 
  [365-368] Disbelieve / Dispel Illusionary 
  (Person / Creature / Faction) 
  [369-372] Disbelieve / Dispel Illusionary 
  (Place) 
  [373-376] Disbelieve / Dispel Illusionary 
  (Thing) 
  [377-380] Discover / Explore (Place) 
  [381-384] Discover Fate of (Person / 
  Creature / Faction) 
  [385-388] Discover Treasured (Thing) 
  [389-392] Disrupt Dark Ritual at (Place) 
  [393-396] Disrupt Dark Ritual Performed 
  by (Person / Creature / Faction) 
  [397-400] Disrupt Dark Ritual with (Thing) 
  [401-404] Distract / Mislead (Person / 
  Creature / Faction) 
  [405-408] Distract / Mislead (Person / 
  Creature / Faction) Away from (Place) 
  [409-412] Distract / Mislead (Person / 
  Creature / Faction) Away from (Thing) 
   
  E 
  [413-416] Empower / Enchant / Recharge 
  (Place) 
  [417-420] Empower / Enchant / Recharge 
  (Place) with Aid of (Person / Creature / 
  Faction) 
  [421-424] Empower / Enchant / Recharge 
  (Thing) 
  [425-428] Empower / Enchant / Recharge 
  (Thing) with Aid of (Person / Creature / 
  Faction) 
  [429-432] Escape from / Elude (Person / 
  Creature / Faction) 
  [433-436] Escape from / Elude (Person / 
  Creature / Faction) Involving (Thing) 
  [437-440] Escape from / Elude (Place) 
  [441-444] Escort Group to (Person / 
  Creature / Faction) 
  [445-448] Escort Group to (Place) 
  [449-452] Escort Group to (Thing) 
  [453-456] Escort (Person / Creature / 
  Faction) to (Person / Creature / Faction) 
  [457-460] Escort (Person / Creature / 
  Faction) to (Place) 
  [461-464] Escort (Person / Creature / 
  Faction) to (Thing) 
  [465-468] Establish Camp / Mine / 
  Outpost at (Place) 
  [469-472] Establish Camp / Mine / 
  Outpost at (Place) to Secure / Seek (Thing) 
  [473-476] Establish Camp / Mine / 
  Outpost at (Place) with Aid of (Person / 
  Creature / Faction) 
  [477-480] Establish Trade with (Person / 
  Creature / Faction) 
  
   
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  [481-484] Establish Trade with (Person / 
  Creature / Faction) at (Place) 
  [485-488] Establish Trade with (Person / 
  Creature / Faction) Involving (Thing) 
   
  F 
  [489-492] Find / Seek / Dig for (Person / 
  Creature / Faction) 
  [493-496] Find / Seek / Dig for (Place) 
  [497-500] Find / Seek / Dig for (Thing) 
  [501-504] Free / Save (Person / Creature / 
  Faction) 
  [505-508] Free / Save (Person / Creature / 
  Faction) from (Place) 
  [509-512] Free / Save (Person / Creature / 
  Faction) with / Involving (Thing) 
  [513-516] Fulfill Omen / Prophecy at 
  (Place) 
  [517-520] Fulfill Omen / Prophecy 
  Involving (Person / Creature / Faction) 
  [521-524] Fulfill Omen / Prophecy 
  Involving (Thing) 
   
   
   
   
   
  G 
  [525-528] Guard / Protect (Person / 
  Creature / Faction) 
  [529-532] Guard / Protect (Person / 
  Creature / Faction) at (Place) 
  [533-536] Guard / Protect (Thing) 
   
  H 
  [537-540] Hide / Conceal (Person / 
  Creature / Faction) 
  [541-544] Hide / Conceal (Person / 
  Creature / Faction) at (Place) 
  [545-548] Hide / Conceal (Thing) 
  [549-552] Hunt / Trap (Person / Creature 
  / Faction) 
  [553-556] Hunt / Trap (Person / Creature 
  / Faction) at (Place) 
  [557-560] Hunt / Trap (Person / Creature 
  / Faction) Involving (Thing) 
   
  I 
  [561-564] Identify Impostor at (Place) 
  [565-568] Identify Impostor Disguised as 
  (Person / Creature / Faction) 
  [569-572] Identify Impostor Who is After 
  (Thing) 
  [573-576] Infiltrate / Break Into (Place) 
  [577-580] Infiltrate / Break Into (Place) to 
  Acquire / Destroy (Thing) 
  [581-584] Infiltrate / Break Into (Place) 
  While Avoiding (Person / Creature / 
  Faction) 
  [585-588] Investigate / Scout (Place) 
  [589-592] Investigate / Scout (Place) 
  Involving (Thing) 
  [593-596] Investigate / Scout (Place) to 
  Observe (Person / Creature / Faction) 
   
   
  
   
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  J 
  [597-600] Journey / Travel to (Place) 
  [601-604] Journey / Travel to (Place) 
  Seeking (Person / Creature / Faction) 
  [605-608] Journey / Travel to (Place) 
  Seeking (Thing) 
   
  L 
  [609-612] Lead Weak Forces into Battle vs. 
  (Person / Creature / Faction) 
  [613-616] Lead Weak Forces into Battle to 
  Defend / Liberate (Place) 
  [617-620] Lead Weak Forces into Battle to 
  Protect (Thing) 
  [621-624] Lift Curse from (Person / 
  Creature / Faction) 
  [625-628] Lift Curse from (Place) 
  [629-632] Lift Curse from (Thing) 
   
  M 
  [633-636] Meet with (Person / Creature / 
  Faction) 
  [637-640] Meet with (Person / Creature / 
  Faction) at (Place) 
  [641-644] Meet with (Person / Creature / 
  Faction) Concerning (Thing) 
   
  O 
  [645-648] Offer Forgiveness to (Person / 
  Creature / Faction) 
  [649-652] Offer Forgiveness to (Person / 
  Creature / Faction) at (Place) 
  [653-656] Offer Forgiveness to (Person / 
  Creature / Faction) Involving (Thing) 
  [657-660] Offer Peace / Truce to (Person / 
  Creature / Faction) 
  [661-664] Offer Peace / Truce to (Person / 
  Creature / Faction) and Offer (Thing) 
  [665-668] Offer Peace / Truce to (Person / 
  Creature / Faction) at (Place) 
   
  P 
  [669-672] Parley / Negotiate with (Person / 
  Creature / Faction) 
  [673-676] Parley / Negotiate with (Person / 
  Creature / Faction) at (Place) 
  [677-680] Parley / Negotiate with (Person / 
  Creature / Faction) Involving (Thing) 
  [681-684] Patrol / Watch Over (Place) 
  [685-688] Patrol / Watch Over (Place) to 
  Protect (Thing) 
  [689-692] Patrol / Watch Over (Place) While 
  Wary of (Person / Creature / Faction) 
  [693-695] Pay / Offer Ransom for (Person / 
  Creature / Faction) 
  [696-698] Pay / Offer Ransom for (Person / 
  Creature / Faction) at (Place) 
  [699-701] Pay / Offer Ransom for (Thing) 
  [702-704] Poison / Drug / Weaken (Person 
  / Creature / Faction) 
  [705-707] Poison / Drug / Weaken (Person 
  / Creature / Faction) at (Place) 
  [708-710] Poison / Drug / Weaken (Person 
  / Creature / Faction) Involving (Thing) 
  [711-714] Prevent Disaster / Cataclysm 
  from Destroying (Thing) 
  [715-718] Prevent Disaster / Cataclysm 
  from Killing (Person / Creature / Faction) 
  [719-722] Prevent Disaster / Cataclysm of 
  (Place) 
  [723-726] Protect Caravan Carrying (Thing) 
  [727-730] Protect Caravan from (Person / 
  Creature / Faction) 
  [731-734] Protect Caravan Journeying to 
  (Place) 
  [735-738] Protect Caravan Led by (Person / 
  Creature / Faction) 
   
   
  
   
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  Q 
  [739-742] Question / Interrogate (Person / 
  Creature / Faction) 
  [743-746] Question / Interrogate (Person / 
  Creature / Faction) to Learn Location of 
  (Place) 
  [747-750] Question / Interrogate (Person / 
  Creature / Faction) to Learn Location of 
  (Thing) 
   
  R 
  [751-754] Race / Game with (Person / 
  Creature / Faction) 
  [755-758] Race / Game with (Person / 
  Creature / Faction) at (Place) 
  [759-762] Race / Game with (Person / 
  Creature / Faction) Involving (Thing) 
  [763-766] Raid / Plunder / Skirmish with 
  (Place) 
  [767-780] Raid / Plunder / Skirmish with 
  (Place) Defended by (Person / Creature / 
  Faction) 
  [781-784] Raid / Plunder / Skirmish with 
  (Place) Seeking (Thing) 
  [785-788] Redeem (Person / Creature / 
  Faction) 
  [789-792] Redeem (Person / Creature / 
  Faction) at (Place) 
  [793-796] Redeem (Person / Creature / 
  Faction) Involving (Thing) 
  [797-800] Repair / Reassemble (Place) 
  [801-804] Repair / Reassemble (Thing) 
  [805-808] Repair / Reassemble (Thing) with 
  Aid of (Person / Creature / Faction) 
  [809-812] Research / Study / Solve 
  Mystery about (Person / Creature / 
  Faction) 
  [813-816] Research / Study / Solve 
  Mystery about (Place) 
  [817-820] Research / Study / Solve 
  Mystery about (Thing) 
  [821-824] Resurrect / Raise / Reincarnate 
  (Person / Creature / Faction) 
  [825-828] Resurrect / Raise / Reincarnate 
  (Person / Creature / Faction) at (Place) 
  [829-832] Resurrect / Raise / Reincarnate 
  (Person / Creature / Faction) Using / 
  Involving (Thing) 
  [833-836] Retrieve / Reclaim / Steal Back 
  (Thing) 
  [837-840] Retrieve / Reclaim / Steal Back 
  (Thing) from (Person / Creature / Faction) 
  [841-844] Retrieve / Reclaim / Steal Back 
  (Thing) from (Place) 
  [845-848] Rite of Passage / Test of Skill in 
  (Place) 
  [849-852] Rite of Passage / Test of Skill to 
  Secure (Thing) 
  [853-856] Rite of Passage / Test of Skill to 
  Win Favor or (Person / Creature / Faction) 
   
  S 
  [857-860] Secure / Safeguard (Place) 
  [861-864] Secure / Safeguard (Thing) 
  [865-868] Secure / Safeguard (Thing) 
  Against (Person / Creature / Faction) 
  [869-872] Seek Forgiveness from (Person / 
  Creature / Faction) 
  [873-876] Seek Peace / Truce with (Person 
  / Creature / Faction) 
  [877-880] Seek Peace / Truce with (Person 
  / Creature / Faction) at (Place) 
  [881-884] Serve / Swear Fealty to (Person / 
  Creature / Faction) 
  [885-888] Serve / Swear Fealty to (Person / 
  Creature / Faction) at (Place) 
  [889-892] Slay / Assassinate (Person / 
  Creature / Faction) 
  [893-896] Slay / Assassinate (Person / 
  Creature / Faction) at (Place) 
  [897-900] Slay / Assassinate (Person / 
  Creature / Faction) to Acquire / Access 
  (Thing) 
  
   
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  [901-904] Smuggle Goods to (Person / 
  Creature / Faction) 
  [905-908] Smuggle Goods to (Place) 
  [909-912] Smuggle (Thing) to (Person / 
  Creature / Faction) 
  [913-916] Smuggle (Thing) to (Place) 
  [917-920] Solve Puzzle / Riddle Involving 
  (Person / Creature / Faction) 
  [921-924] Solve Puzzle / Riddle to Find 
  (Place) 
  [925-928] Solve Puzzle / Riddle to Find 
  (Thing) 
  [929-932] Spy on (Person / Creature / 
  Faction) 
  [933-936] Spy on (Person / Creature / 
  Faction) at (Place) 
  [937-940] Spy on (Person / Creature / 
  Faction) Involving (Thing) 
  [941-944] Steal (Thing) 
  [945-948] Steal (Thing) from (Person / 
  Creature / Faction) 
  [949-952] Steal (Thing) from (Place) 
  [953-956] Summon / Conjure (Person / 
  Creature / Faction) 
  [957-960] Summon / Conjure (Person / 
  Creature / Faction) at (Place) 
  [961-964] Summon / Conjure (Person / 
  Creature / Faction) Using / Involving 
  (Thing) 
   
  T 
  [965-968] Threaten / Intimidate (Person / 
  Creature / Faction) 
  [969-972] Threaten / Intimidate (Person / 
  Creature / Faction) at (Place) 
  [973-975] Threaten / Intimidate (Person / 
  Creature / Faction) Involving (Thing) 
  [976-978] Trade / Barter for (Thing) 
  [979-981] Trade / Barter for (Thing) at 
  (Place) 
  [982-984] Trade / Barter with (Person / 
  Creature / Faction) 
  [985-986] Transmute / Transmogrify / 
  Change (Thing) 
  [987-988] Transmute / Transmogrify / 
  Change (Thing) at (Place) 
  [989-990] Transmute / Transmogrify / 
  Change (Thing) with Aid of (Person / 
  Creature / Faction) 
   
  U 
  [991-992] Unlock / Open / Disarm (Place) 
  [993-994] Unlock / Open / Disarm (Thing) 
  [995-996] Unlock / Open / Disarm (Thing) 
  Guarded by (Person / Creature / Faction) 
   
  W 
  [997-998] Worship / Pray for / Venerate 
  (Person / Creature / Faction) 
  [999-000] Worship / Pray for / Venerate 
  (Person / Creature / Faction) at (Place) 
   
  Quest Targets: 
  Person / Creature / Faction 
   
  (Each of the three Quest Target tables is 
  designed to clarify the Quest Action, which 
  you just recently rolled.) 
  The Person / Creature / Faction sub-table is 
  a list of potential NPCs, monsters, and NPC 
  groups that might be the “target” of the quest 
  which the benefactor proposes to the PCs. 
  This list focuses on intelligent allies and 
  adversaries. This table has been built for 
  variety (with almost 500 entries), so that you 
  will almost never have the same result twice. 
  If you already have a quest target of this 
  nature in mind, you may want to skip this 
  step. But if you have no idea, this table will 
  always give you a unique adventure idea 
  which can use to heighten the players’ 
  interest. 
  
   
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  The entries fall into six major categories, 
  namely: 
   
  Entity: These are powerful creatures with 
  long lifespans. They may be only distantly 
  associated with the quest, and might only 
  “appear” through the devotion of their 
  followers. For example, if an arch-devil is 
  listed as the quest target, it is likely that the 
  quest targets are really the unholy priests, 
  cultists, warriors, devils, and guardian 
  beasts which serve in the arch-devil’s name. 
  From time to time, you might — typically in 
  high-level adventures — have an avatar or 
  incarnation of the entity appear to face the 
  heroes. Such battles are extremely deadly, 
  and will probably be either (a) avoidable, or 
  (b) triggered only through intrepid player 
  stupidity. (The classic examples are typically 
  demon lords who are imprisoned, and can 
  only be unleashed through a series of 
  obscure, greedy, and rather unwise actions.) 
   
  Faction: Factions are groups of NPCs who 
  have a strong agenda, which is against the 
  agenda (or at least the interests) of the realm 
  they hail from. The classic example is a 
  decadent kingdom with an infiltrating secret 
  society, which might be led by archmages, 
  assassins, or even a demigod in disguise. 
  Factions are fully defined in the appendices 
  of supplement GWG1, GAME WORLD 
  GENERATOR. In most cases you won’t need 
  too 
  much 
  foundational 
  information, 
  however; you can just understand for now 
  that a faction is a sometimes-fanatical cabal 
  that is filled out with many NPCs of varying 
  classes and experiences levels, who (mostly) 
  share the same alignment. 
   
  Group: As listed below, groups are bands of 
  self-interested 
  individuals. 
  The 
  classic 
  example is an enclave of demi-humans 
  (dwarves, elves, gnomes, halflings, etc.) of 
  any 
  alignment, 
  who 
  have 
  isolated 
  themselves from humanocentric cultures. 
  Lost world tribes and cultures can serve as 
  useful quest targets of this type as well. 
   
  Item: These are highly intelligent and 
  powerful magical items, with their own egos, 
  wills, agendas and personalities. Examples 
  include powerful swords, as well as artifacts 
  and relics. 
   
  Monster: A monster is simply a fantastic 
  creature that is not a human, demi-human, 
  or entity. Not every type of monster is listed 
  here; just a nice sampling of the more 
  intelligent and fairly powerful ones. Many of 
  these entries are intentionally very vague 
  (“dragon”) so that you can use this 
  supplement with just about any game, and 
  so that you can choose your preferred 
  monster power level and subspecies. If you 
  decide to have a Lovecraftian monster 
  species as the quest target, it is worthwhile 
  for you to consider that they are probably 
  worshipping a remote Great Old One or 
  similar 
  entity. 
  Similarly, 
  demons 
  are 
  probably serving a demon lord or demon 
  queen, devils are worshipping an arch-devil 
  or duke of hell, and so forth. 
   
   
   
  
   
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  Person: These are the classic NPCs, of any 
  human or demi-human race. You can 
  substitute in some of your more favored sub-
  races such as dark elves, netherworld 
  gnomes, and so forth as you see fit. You can 
  also (if you really want a monstrous quest 
  target who is not just a person) reinterpret 
  these entries to indicate a vampire, lich, or 
  similar monster with a class and experience 
  levels. Most of these people will not be found 
  alone, and they are likely to have similarly-
  classed NPC followers and / or various 
  guardians. Refer to DDE1, DUNGEON 
  DELVER ENHANCER if you need any more 
  information on the recommended character 
  themes. 
   
  The Quest Target person table is designed to 
  frequently provide surprising results. You 
  may find randomly-generated situations 
  where good PCs will be asked to kill a good 
  NPC, or to rescue an evil NPC, and you can 
  actually turn those “broken” random results 
  into moral quandaries and interesting 
  twists. Perhaps the good NPC is actually a 
  doppelganger, or has been mind-controlled 
  by a powerful evil villain. Or perhaps the evil 
  NPC is actually good, or is a traitor to his or 
  her cause, or is needed by the benefactor 
  (e.g., 
  the 
  person 
  possesses 
  crucial 
  information). If you don’t like any such odd 
  result, you can of course reroll. 
  Keep in mind too that unique monsters can 
  have unpredictable alignments away from 
  the norm, so there might be (for example) a 
  good lich who wishes to ally with the PCs 
  before his demise, or an evil (fallen) angel 
  who suffers from occasional bouts of good 
  behavior. The only restriction is how 
  comfortable you are with breaking the 
  archetypal mold of the creature in question. 
  The final guidance I would offer you in this 
  regard is simple: Above all else, make the 
  quest and its target interesting. If just 
  reading this table reveals an option you’re 
  dying to try, stop rolling the dice and grab 
  what you want! The randomizers are not in 
  control here, only you are. 
   
   
  Table GWG2-85: 
  Quest Target: Person / Creature / Faction 
   
  A 
  [001-007] Acid Dragon (Monster) 
  [008] Alchemist (Person) 
  [009-010] Alliance (Faction) 
  [011] Ally (former / recurring) (Person) 
  [012] Ancient Hologram (Entity) or (Person) 
  [013-105] Angel (Entity) 
  [016] Anti-Paladin, Armiger (paladin) theme 
  (Person) 
  [017] Anti-Paladin, Black Knight (paladin) 
  theme (Person) 
  [018] Anti-Paladin, Cataphract (paladin) 
  theme (Person) 
  [019] Anti-Paladin, Defiant (paladin) theme 
  (Person) 
  [020] Anti-Paladin, Heir of Mercy (paladin) 
  theme (Person) 
  [021] Anti-Paladin, Heir of Vengeance 
  (paladin) theme (Person) 
  [022] Anti-Paladin, Herald of Arms (paladin) 
  theme (Person) 
  [023] Anti-Paladin, Horseman (paladin) 
  theme (Person) 
  [024] Anti-Paladin, Jouster / Lancer 
  (paladin) theme (Person) 
  [025] Anti-Paladin, Knight in Exile (paladin) 
  theme (Person) 
  [026-032] Arch-Devil (GM’s choice) (Entity) 
  or (Monster) 
  [033] Arch-Villain / Nemesis (Person) 
  [034-040] Army / Horde / Legion (Group) 
  [041] Assassin, Bloodletter theme (Person) 
  [042] Assassin, Butcher theme (Person) 
  [043] Assassin, Carnifex theme (Person) 
  [044] Assassin, Darksider theme (Person) 
  [045] Assassin, Eliminator theme (Person) 
  
   
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  [046] Assassin, Garroter theme (Person) 
  [047] Assassin, Hatchetman / 
  Hatchetwoman theme (Person) 
  [048] Assassin, Headhunter / 
  Headhuntress theme (Person) 
  [049] Assassin, Headsman / Headswoman 
  theme (Person) 
  [050] Assassin, Impaler theme (Person) 
  [051] Assassin, Infiltrator theme (Person) 
  [052] Assassin, Intimidator theme (Person) 
  [053] Assassin, Mauler theme (Person) 
  [054] Assassin, Oath Breaker theme 
  (Person) 
  [055] Assassin, Poisoner theme (Person) 
  [056] Assassin, Rakehell theme (Person) 
  [057] Assassin, Ruffian theme (Person) 
  [058] Assassin, Scapegrace theme (Person) 
  [059] Assassin, Sicarius / Sicaria theme 
  (Person) 
  [060] Assassin, Slaughterer theme (Person) 
  [061] Assassin, Slayer theme (Person) 
  [062] Assassin, Spy theme (Person) 
  [063] Assassin, Strangler theme (Person) 
  [064] Assassin, Tormentor theme (Person) 
  [065] Assassin, Torturer theme (Person) 
  [066] Assassin, Tyro theme (Person) 
   
  B 
  [067-073] Banshee (Monster) 
  [074] Barbarian, Barrens Strider theme 
  (Person) 
  [075] Barbarian, Bear Warrior theme 
  (Person) 
  [076] Barbarian, Beast Master theme 
  (Person) 
  [077] Barbarian, Berserker specialization 
  and theme (Person) 
  [078] Barbarian, Boar Warrior theme 
  (Person) 
  [079] Barbarian, Chaos Warrior theme 
  (Person) 
  [080] Barbarian, Destroyer theme (Person) 
  [081] Barbarian, Horde Bringer theme 
  (Person) 
  [082] Barbarian, Mage Slayer theme 
  (Person) 
  [083] Barbarian, Marauder theme (Person) 
  [084] Barbarian, Nomad theme (Person) 
  [085] Barbarian, Outcast theme (Person) 
  [086] Barbarian, Outlander theme (Person) 
  [087] Barbarian, Prey Stalker theme 
  (Person) 
  [088] Barbarian, Primal Warrior theme 
  (Person) 
  [089] Barbarian, Raider theme (Person) 
  [090] Barbarian, Savage theme (Person) 
  [091] Barbarian, Survivor theme (Person) 
  [092] Barbarian, Tribal Warrior theme 
  (Person) 
  [093] Barbarian, Tribesman / Tribeswoman 
  theme (Person) 
  [094] Barbarian, Warmonger theme 
  (Person) 
  [095] Barbarian, Wild-Wanderer theme 
  (Person) 
  [096] Bard, Alba theme (Person) 
  [097] Bard, Archipoeta theme (Person) 
  [098] Bard, Balladeer theme (Person) 
  [099] Bard, Beguiler theme (Person) 
  [100] Bard, Cantor / Cantora theme 
  (Person) 
  [101] Bard, Chanter theme (Person) 
  [102] Bard, Charmer theme (Person) 
  [103] Bard, Chronicler theme (Person) 
  [104] Bard, Crowther theme (Person) 
  [105] Bard, Fabler theme (Person) 
  [106] Bard, Fabulist theme (Person) 
  [107] Bard, Jaunter theme (Person) 
  
   
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  [108] Bard, Journeyer theme (Person) 
  [109] Bard, Minnesinger theme (Person) 
  [110] Bard, Pied Piper theme (Person) 
  [111] Bard, Poet / Poetess theme (Person) 
  [112] Bard, Raconteur theme (Person) 
  [113] Bard, Rhapsodist theme (Person) 
  [114] Bard, Sonnetist / Sonneteer theme 
  (Person) 
  [115] Bard, Storyteller theme (Person) 
  [116] Bard, Trouper theme (Person) 
  [117] Bard, Trouvere theme (Person) 
  [118] Bard, Trovatore, Troubadour theme 
  (Person) 
  [119] Bard, Vates theme (Person) 
  [120] Bard, Wanderer theme (Person) 
  [121-127] Barghest (Monster) 
   
   
  [128-134] Batrachian Demon (Monster) 
  [135-141] Bestial Demon (Monster) 
   
  C 
  [142-143] Cabal (Faction) 
  [144-145] Camarilla (Faction) 
  [146] Cavalier, Armiger (paladin) theme 
  (Person) 
  [147] Cavalier, Banner Bearer / Signifer 
  (paladin) theme (Person) 
  [148] Cavalier, Black Knight (paladin) 
  theme (Person) 
  [149] Cavalier, Cataphract (paladin) theme 
  (Person) 
  [150] Cavalier, Defiant (paladin) theme 
  (Person) 
  [151] Cavalier, Heir of Mercy (paladin) 
  theme (Person) 
  [152] Cavalier, Heir of Vengeance (paladin) 
  theme (Person) 
  [153] Cavalier, Heir to the Oath (paladin) 
  theme (Person) 
  [154] Cavalier, Herald of Arms (paladin) 
  theme (Person) 
  [155] Cavalier, Horseman (paladin) theme 
  (Person) 
  [156] Cavalier, Jouster / Lancer (paladin) 
  theme (Person) 
  [157] Cavalier, Knight in Exile (paladin) 
  theme (Person) 
  [158-159] Circle (Faction) 
  [160-166] Clan (Group) 
  [167] Cleric, Advocatus / Advocata theme 
  (Person) 
  [168] Cleric, Almoner theme (Person) 
  [169] Cleric, Anchorite theme (Person) 
  [170] Cleric, Aspirant / Novitiate theme 
  (Person) 
  [171] Cleric, Augur theme (Person) 
  [172] Cleric, Believer theme (Person) 
  [173] Cleric, Cantor theme (Person) 
  [174] Cleric, Catechumen theme (Person) 
  [175] Cleric, Clairvoyant theme (Person) 
  [176] Cleric, Confessor theme (Person) 
  [177] Cleric, Convert theme (Person) 
  [178] Cleric, Cultist theme (Person) 
  [179] Cleric, Exorcist theme (Person) 
  [180] Cleric, Fledgling theme (Person) 
  
   
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  [181] Cleric, Harbinger theme (Person) 
  [182] Cleric, Haruspex theme (Person) 
  [183] Cleric, Healer / Palmlayer theme 
  (Person) 
  [184] Cleric, Heathen Slayer theme (Person) 
  [185] Cleric, Mystic theme (Person) 
  [186] Cleric, Oracle / Soothsayer theme 
  (Person) 
  [187] Cleric, Ostiarius / Temple Servitor 
  theme (Person) 
  [188] Cleric, Ovate theme (Person) 
  [189] Cleric, Peregrine theme (Person) 
  [190] Cleric, Savant theme (Person) 
  [191] Cleric, Shaman / Shamaness theme 
  (Person) 
   
   
  [192] Cleric, Sibyl theme (Person) 
  [193] Cleric, Unholy Seer / Unholy Seeress 
  theme (Person) 
  [194] Cleric, Vampire Hunter / Vampire 
  Huntress theme (Person) 
  [195] Cleric, Vestal theme (Person) 
  [196] Cleric, Wise Man / Wise Woman 
  theme (Person) 
  [197] Cleric, Witch Hunter / Witch 
  Huntress theme (Person) 
  [198] Cleric, Zealot theme (Person) 
  [199] Clone / Simulacrum (Person) 
  [200-206] Cloud Giant (Monster) 
  [207-208] Consortium (Faction) 
  [209-215] Corrupted Cyclops or Giant 
  (Monster) 
  [216-222] Corrupted Genie (of GM’s design) 
  (Monster) 
  [223-229] Corrupted Sphinx (GM’s choice) 
  (Monster) 
  [230-236] Corrupted Titan (Monster) 
  [237-38] Coven (Faction) 
  [239-240] Cryptic Alliance (Faction) 
  [241-242] Cult (Faction) 
   
  D 
  [243-249] Daemon (GM’s choice) (Monster) 
  [250-256] Deep One (Monster) 
  [257-259] Demigod (GM’s choice) (Entity) 
  [260-262] Demigoddess (GM’s choice) 
  (Entity) 
  [263] Demi-Human (Person) 
  [264-270] Demon (Monster) 
  [271-277] Demon Lord (GM’s choice) 
  (Entity) or (Monster) 
  [278-284] Devil (Monster) 
  [285] Dimensional Gunslinger (Person) 
  [286-292] Dimensional Spider / Brood of 
  Arachne (Monster) 
  [293] Dimensional Traveler (Person) 
  [294-300] Draconian Lich (of GM’s design) 
  (Monster) 
  [301-307] Dragon (GM’s choice) (Monster) 
  [308-314] Dream Eater (Monster) 
  
   
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  [315-321] Dwarven Enclave (Group) 
   
  E 
  [322-328] Elder Thing (Monster) 
  [329-335] Elven Enclave (Group) 
  [336-342] Evil Eye, of Azathoth (Monster) 
  [343-349] Evil Eye, of Cthulhu (Monster) 
   
  F 
  [350-356] Fallen Angel (of GM’s design) 
  (Entity) or (Monster) 
  [357] Family Member (Person) 
  [358-359] Fellowship (Faction) 
  [360] Fighter, Amazon theme (Person) 
   
   
   
  [361] Fighter, Archer specialization and 
  Archer / Crossbowman theme (Person) 
  [362] Fighter, Armsman / Armswoman 
  theme (Person) 
  [363] Fighter, Axe Bearer theme (Person) 
  [364] Fighter, Battler / Skull Crusher 
  theme (Person) 
  [365] Fighter, Blade Master specialization 
  and Footman / Footwoman theme (Person) 
  [366] Fighter, Bodyguard / Protector theme 
  (Person) 
  [367] Fighter, Brawler theme (Person) 
  [368] Fighter, Challenger / Imperial 
  Warrior theme (Person) 
  [369] Fighter, Duelist theme (Person) 
  [370] Fighter, Fencer theme and Blade 
  Master specialization (Person) 
  [371] Fighter, Gladiator / Gladiatrix theme 
  (Person) 
  [372] Fighter, Guardsman / Guardswoman 
  theme (Person) 
  [373] Fighter, Hoplite theme (Person) 
  [374] Fighter, Legionnaire theme (Person) 
  [375] Fighter, Man-at-Arms / Woman-at-
  Arms theme (Person) 
  [376] Fighter, Mercenary Skirmisher theme 
  (Person) 
  [377] Fighter, Sentry theme (Person) 
  [378] Fighter, Sergeant theme (Person) 
  [379] Fighter, Shield Bearer / Defender 
  theme (Person) 
  [380] Fighter, Trophy Hunter / Trophy 
  Huntress theme (Person) 
  [381] Fighter, Tunnel Soldier theme 
  (Person) 
  [382-388] Fire Giant (Monster) 
  [389-395] Fire-Breathing Dragon (Monster) 
  [396-402] Foreign Delegation / 
  Ambassador (Group) or (Person) 
  [403-404] Fraternity / Brotherhood 
  (Faction) 
  [405-411] Frost Dragon (Monster) 
  [412-418] Frost Giant (Monster) 
   
  
   
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  [419-425] Frost Salamandra (Monster) 
   
  G 
  [426-427] Gang (Faction) 
  [428-429] Gathering (Faction) 
  [430-436] Ghost (Monster) 
  [437-443] Gnomish Enclave (Group) 
  [444-447] God (Entity) 
  [448-450] Goddess (Entity) 
  [451] Godling / Petty God (of GM’s design) 
  (Entity) 
  [452-459] Great Old One (GM’s choice) 
  (Entity) 
  [460-466] Greater Devil (GM’s choice) 
  (Monster) 
  [467-468] Guild (Faction) 
   
  H 
  [469-472] Hag (of GM’s choice; refer to 
  supplement PM1, THE PEGANA MYTHOS 
  as well as OLDSKULL TROLLS) (Monster) or 
  (Person) 
  [473-477] Halfling Enclave (Group) 
  [478] Henchman / Retainer (Person) 
  [479] Hero of Legend (Person) 
  [480] Heroine of Legend (Person) 
  [481-487] Highland Giant (Monster) 
  [488-494] Hound Demon (Monster) 
  [495-501] Humanoid (Monster) 
  [502-508] Humanoid Chieftain (likely with 
  a class and experience level) (Monster) 
  [509-515] Humanoid Tribe (Group) or 
  (Monster) 
  [516] Hunter, Bear Warrior (barbarian) 
  theme (Person) 
  [517] Hunter, Beast Master (barbarian) 
  theme (Person) 
  [518] Hunter, Boar Warrior (barbarian) 
  theme (Person) 
  [519] Hunter, Desert Stalker (ranger) theme 
  (Person) 
  [520] Hunter, Forest Stalker / Wild Runner 
  (ranger) theme (Person) 
  [521] Hunter, Giant Killer (ranger) theme 
  (Person) 
  [522] Hunter, Highlander / Hillsman 
  (ranger) theme (Person) 
  [523] Hunter, Houndsman / 
  Houndswoman (ranger) theme (Person) 
  [524] Hunter, Mountain Man / Mountain 
  Woman (ranger) theme (Person) 
  [525] Hunter, Netherworld Tracker (ranger) 
  theme (Person) 
  [526] Hunter, Plainsman / Plainswoman 
  (ranger) theme (Person) 
  [527] Hunter, Prey Stalker (ranger) theme 
  (Person) 
  [528] Hunter, Primal Warrior (barbarian) 
  theme (Person) 
  [529] Hunter, Survivor (barbarian) theme 
  (Person) 
  [530] Hunter, Swamp Stalker (ranger) 
  theme (Person) 
  [531] Hunter, Tundra Walker (ranger) 
  theme (Person) 
   
  I 
  [532-538] Ifrit (Monster) 
  [539] Illusionist, Astral Walker theme 
  (Person) 
  
   
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  [540] Illusionist, Beguiler theme (Person) 
  [541] Illusionist, Chaos Bringer theme 
  (Person) 
  [542] Illusionist, Charlatan theme (Person) 
  [543] Illusionist, Charmer theme (Person) 
  [544] Illusionist, Crystal Gazer / Prism 
  Gazer theme (Person) 
  [545] Illusionist, Deceiver theme (Person) 
  [546] Illusionist, Deluder theme (Person) 
  [547] Illusionist, Dreamer / Dreamlander 
  theme (Person) 
  [548] Illusionist, Dungeon Haunter theme 
  (Person) 
  [549] Illusionist, Eidolon / Visionary theme 
  (Person) 
  [550] Illusionist, Enthraller theme (Person) 
  [551] Illusionist, Ethereal Wanderer theme 
  (Person) 
  [552] Illusionist, Face Dancer theme 
  (Person) 
  [553] Illusionist, Hypnotist / Mesmerist 
  theme (Person) 
  [554] Illusionist, Labyrinth Threader theme 
  (Person) 
  [555] Illusionist, Masquer theme (Person) 
  [556] Illusionist, Mist Weaver / Veilist 
  theme (Person) 
  [557] Illusionist, Phantasmagorian / 
  Spectralist theme (Person) 
  [558] Illusionist, Shadow Summoner / 
  Shadow Weaver theme (Person) 
  [559] Illusionist, Wish Bringer / Nightmare 
  Bringer theme (Person) 
  [560-566] Incubus (Monster) 
  [567-568] Independent Enclave (Faction) 
  [569] Intelligent Artifact / Relic (Item) 
  [570] Intelligent Beast (Item) 
  [571] Intelligent Magical Weapon (Item) 
  [572-573] Isolated Settlement (Faction) 
   
  J 
  [574] Jester, Cat Burglar / Acrobat (thief) 
  theme (Person) 
  [575] Jester, Chaos Bringer (illusionist) 
  theme (Person) 
  [576] Jester, Charlatan (illusionist) theme 
  (Person) 
  [577] Jester, Deceiver (illusionist) theme 
  (Person) 
  [578] Jester, Dreamer / Dreamlander 
  (illusionist) theme (Person) 
  [579] Jester, Dungeon Haunter (illusionist) 
  theme (Person) 
  [580] Jester, Masquer (illusionist) theme 
  (Person) 
   
   
   
  K 
  [581-585] Knight of Saigoth (refer to 
  supplement PM1, THE PEGANA MYTHOS) 
  (Monster) 
  [586-589] Knightly Order (Faction) 
  
   
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  [590-596] Kraken (Monster) 
   
  L 
  [597-603] Lamia (Monster) 
  [604-605] League (Faction) 
  [606-612] Lesser Devil (GM’s choice) 
  (Monster) 
  [613-619] Lich (refer to supplement PM1, 
  THE PEGANA MYTHOS) (Monster) 
  [620] Liege Lord / Patron (Person) 
  [621-627] Lightning Dragon (Monster) 
  [628-635] Living Statue (Monster) 
  [636] Love Interest (Person) 
   
  M 
  [637] Magic-User, Abjurer theme (Person) 
  [638] Magic-User, Aeromancer / Wind Mage 
  theme (Person) 
  [639] Magic-User, Alchemist specialization 
  (Person) 
  [640] Magic-User, Apprentice / Neophyte 
  theme (Person) 
  [641] Magic-User, Arcane Scribe theme 
  (Person) 
  [642] Magic-User, Astrologer theme (Person) 
  [643] Magic-User, Cabalist theme (Person) 
  [644] Magic-User, Chiromancer theme 
  (Person) 
  [645] Magic-User, Demonologist theme 
  (Person) 
  [646] Magic-User, Diabolist theme (Person) 
  [647] Magic-User, Dread Mage theme 
  (Person) 
  [648] Magic-User, Dweomer Crafter / 
  Transmuter theme (Person) 
  [649] Magic-User, Earth Mage / Geomancer 
  theme (Person) 
  [650] Magic-User, Elementalist theme 
  (Person) 
  [651] Magic-User, Eyebiter theme (Person) 
  [652] Magic-User, Fire Mage / Pyrologist 
  theme (Person) 
  [653] Magic-User, Frost Mage / 
  Hydromancer theme (Person) 
  [654] Magic-User, Hexer / Vexer theme 
  (Person) 
  [655] Magic-User, Incantatrix theme 
  (Person) 
  [656] Magic-User, Invoker / Spell-Slinger 
  theme (Person) 
  [657] Magic-User, Occultist theme (Person) 
  [658] Magic-User, Preceptor theme (Person) 
  [659] Magic-User, Savant theme (Person) 
  [660] Magic-User, Summoner theme 
  (Person) 
  [661-662] Mercenary Company (Faction) 
  [663-669] Mi-Go (Monster) 
   
  [670-676] Mist Giant (Monster) 
  [677-678] Monastery / Nunnery / 
  Priesthood (Faction) 
  [679] Monk, of the Fist specialization and 
  Drunken Boxer theme (Person) 
  [680] Monk, of the Fist specialization and 
  Luctator / Wrestler theme (Person) 
  
   
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  [681] Monk, of the Fist specialization and 
  Martial Artist / Sparring Master theme 
  (Person) 
  [682] Monk, of the Fist specialization and 
  Pankrator theme (Person) 
  [683] Monk, of the Fist specialization and 
  Pugilist / Pycta theme (Person) 
  [684] Monk, of the Fist specialization and 
  Wandering Mystic theme (Person) 
  [685] Monk, of the Foot specialization and 
  Crossbow Sharpshooter theme (Person) 
  [686] Monk, of the Foot specialization and 
  Knife Thrower theme (Person) 
  [687] Monk, of the Foot specialization and 
  Lost Shinto-Ryu Master theme (Person) 
  [688] Monk, of the Foot specialization and 
  Percussor / Stick Fighter theme (Person) 
  [689] Monk, of the Foot specialization and 
  Quarterstaff Fighter theme (Person) 
  [690] Monk, of the Foot specialization and 
  Shaolin Monk theme (Person) 
  [691] Monk, of the Foot specialization and 
  Spear Master theme (Person) 
  [692] Monk, of the Iron Will specialization 
  and Calcitro theme (Person) 
  [693] Monk, of the Iron Will specialization 
  and Dark Initiate / Shadow Fighter theme 
  (Person) 
  [694] Monk, of the Iron Will specialization 
  and Psychic Warrior theme (Person) 
  [695-701] Moonbeast (Monster) 
  [701-708] Mountain Giant (Monster) 
  [709] Mountebank, Beggar Thief (thief) 
  theme (Person) 
  [710] Mountebank, Cozener / Forger (thief) 
  theme (Person) 
  [711] Mountebank, Gypsy Rogue (thief) 
  theme (Person) 
  [712] Mountebank, Mountebank (thief) 
  theme (Person) 
   
   
  N 
  [713-719] Naga (GM’s choice) (Monster) 
   
  O 
  [720-726] Ogre Mage (Monster) 
   
  P 
  [727-733] Peasants Without a Village 
  (Group) 
  [734-740] Polypous One (Monster) 
   
   
  [741-747] Pyre Demon (Monster) 
  [748-754] Pyre Salamandra (Monster) 
   
  R 
  [755-761] Rakshasa (Monster) 
  [762-763] Rebel Faction (Faction) 
  [764] Rival (Person) 
  [765-771] Rock Giant (Monster) 
   
   
  
   
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  S 
  [772] Sacred / Unholy Child (Person) 
  [773] Sage (Person) 
  [774] Savant, Arcane Scribe (magic-user) 
  theme (Person) 
  [775] Savant, Astrologer (magic-user) theme 
  (Person) 
  [776] Savant, Dweomer Crafter / 
  Transmuter (magic-user) theme (Person) 
  [777] Savant, Occultist (magic-user) theme 
  (Person) 
  [778] Savant, Savant (magic-user) theme 
  (Person) 
  [779-785] Sea Devil (likely with a class and 
  experience level) (Monster) 
  [786-787] Secret Society (Faction) 
  [788-789] Sect (Faction) 
  [790-796] Sentient Abomination (of GM’s 
  design, use CDDG2, THE CLASSIC 
  DUNGEON DESIGN GUIDE II) (Entity) or 
  (Monster) 
  [797-798] Sentient Elemental, Air (Entity) 
  or (Monster) 
  [799-800] Sentient Elemental, Ash (Entity) 
  or (Monster) 
  [801-802] Sentient Elemental, Dust (Entity) 
  or (Monster) 
  [803-804] Sentient Elemental, Earth 
  (Entity) or (Monster) 
  [805-806] Sentient Elemental, Fire (Entity) 
  or (Monster) 
  [807-808] Sentient Elemental, Lightning 
  (Entity) or (Monster) 
  [809-810] Sentient Elemental, Magma 
  (Entity) or (Monster) 
  [811-812] Sentient Elemental, Mist (Entity) 
  or (Monster) 
  [813-814] Sentient Elemental, Mud (Entity) 
  or (Monster) 
  [815-816] Sentient Elemental, Steam 
  (Entity) or (Monster) 
  [817-818] Sentient Elemental, Water 
  (Entity) or (Monster) 
  [819-825] Sentient Fungus (of GM’s design, 
  use CDDG2, THE CLASSIC DUNGEON 
  DESIGN GUIDE II) (Monster) 
  [826-832] Sentient Slime (of GM’s design, 
  use CDDG2, THE CLASSIC DUNGEON 
  DESIGN GUIDE II) (Monster) 
  [833-839] Serpent Folk (refer to the 
  Wonderland Imprints supplement, 
  SERPENTINE) (Monster) 
  [840-846] Serpentine Demoness (Monster) 
  [847-853] Shade / Shadow Walker (with a 
  class and experience level) (Monster) or 
  (Person) 
  [854-860] Shape Shifter (GM’s choice, may 
  have a class and experience level) (Monster) 
  or (Person) 
  [861-867] Shoggoth (Monster) 
  [868-869] Society (Faction) 
  [870-871] Sorority / Sisterhood (Faction) 
  [872-878] Spectre (Monster) 
  [879-885] Spirit (Entity) or (Monster) 
  [886-892] Splinter Group (Faction) 
  [893-899] Star Spawn of Cthulhu (Entity) 
  or (Monster) 
  [900-906] Succubus (Monster) 
   
  T 
  [907] Thief, Acrobat specialization and Cat 
  Burglar / Acrobat theme (Person) 
  [908] Thief, Backstabber theme (Person) 
  [909] Thief, Bandit specialization and 
  Highwayman theme (Person) 
  [910] Thief, Bandit specialization and Horse 
  Thief theme (Person) 
  [911] Thief, Beggar Thief theme (Person) 
  [912] Thief, Brigand specialization and 
  Brigand theme (Person) 
  [913] Thief, Cozener / Forger theme 
  (Person) 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [914] Thief, Depserado / Outlaw theme 
  (Person) 
  [915] Thief, Desert Jackal theme (Person) 
  [916] Thief, Dungeon Scout / Tunnel 
  Spider theme (Person) 
  [917] Thief, Guttersnipe theme (Person) 
  [918] Thief, Gypsy Rogue theme (Person) 
  [919] Thief, Latro theme (Person) 
  [920] Thief, Lock Breaker theme (Person) 
  [921] Thief, Moonlighter / Pickpocket / 
  Pilferer theme (Person) 
  [922] Thief, Mountebank theme (Person) 
  [923] Thief, Pirate theme (Person) 
  [924] Thief, Reaver / Raider theme (Person) 
  [925] Thief, Scavenger theme (Person) 
  [926] Thief, Sniper theme (Person) 
  [927] Thief, Tomb Delver theme (Person) 
  [928-934] Thrall of Cthulhu (Monster) 
  [935] Time Traveler (Person) 
  [936-942] Tribe (GM’s choice; likely human 
  or demi-human) (Group) 
  [943-949] Twisted Giant (Monster) 
   
  U 
  [950-956] Undead Creature (GM’s choice) 
  (Monster) 
   
  V 
  [957-962] Valkyrie (Entity) or (Monster) 
  [958-965] Vampire (perhaps with a class 
  and experience level) (Monster) or (Person) 
  [966-972] Venomous Dragon (Monster) 
  [973-977] Venomous Salamandra (Monster) 
  [978-980] Villain of Legend (Person) 
  [981-983] Villainess of Legend (Person) 
  [984-990] Vulture Demon (Monster) 
   
  W 
  [991-995] Wraith (Monster) 
  [996-000] Wraith of the Deep (Monster) 
   
   
   
  Quest Targets: 
  Places 
   
  (Each of the three Quest Target tables is 
  designed to clarify the Quest Action, which 
  you just recently rolled.) 
  Target places are just that: locales which the 
  PCs need to reach if they are going to 
  complete the quest. Rarely, just showing up 
  at the locale might complete the quest; but 
  more commonly, the arrival will be just the 
  beginning. It’s all well and good to say that 
  the PCs just need to get to the Treasure 
  Vault within the dungeon and to recover the 
  Thing there. But if there’s a fire-breathing 
  dragon in the vault, and a mouthy captured 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  noble to contend with, and there are newly-
  hatched dragon eggs, and the Thing is 
  buried in the proud mother’s treasure hoard, 
  and a master thief is on the party’s tail, 
  things are going to very interesting! 
  There are many sub-tables to this section. 
  Before you can roll on one of them, you need 
  to decide what type of quest you’re designing 
  … 
  especially 
  based 
  on 
  the 
  dungeon 
  destination type, which you have already 
  determined previously in this volume. Most 
  of the destinations in a classic FRPG can be 
  classified as either a dungeon (cave system, 
  temple, tomb, etc.), a wilderness feature 
  (forest maze, volcano, swamp cairn, etc.), or 
  an isolated structure or set of structures (a 
  ruined tower, bridge, graveyard, and so 
  forth), which are technically “urban” in 
  nature. 
   
  Using Wilderness Locales as “Dungeon” 
  Destinations 
   
  Not 
  every 
  dungeon 
  needs 
  to 
  be 
  a 
  subterranean location, true. But you might 
  be wondering how you can have a wilderness 
  end location still be rather dungeon-like, yet 
  open to the sky. How do you reconcile these 
  two potentially paradoxical options to make 
  the destination interesting and feasible? 
  Here are my recommended “first try” 
  wilderness dungeons, which you may want 
  to try out on your own. There’s many other 
  options of course, but these nine examples 
  will get you started and will give your players 
  nine very different adventures: 
   
  If the destination is a Depression: 
  Consider a vast strip mine with descending 
  tiers, ruined mine buildings (some collapsed 
  or on edge) and short or caved-in mines 
  leading into the earth, with some caves and 
  shafts and unmined deposits to be found. 
  If the destination is a Forest: A maze of 
  paths and clearings through impassable 
  thorny forest. The paths are “corridors,” and 
  the clearings are “rooms.” 
  If the destination is a Freshwater Reach: 
  A cluster of islands in a lake and river region, 
  with ruins on them (and possible cellars 
  etc.). 
  If the destination is a range of Hills: A 
  series of Empyrean (ancient Roman) roads, 
  with watchtowers on hill summits along the 
  way, and cellars underneath. 
  If the destination is a range of Mountains: 
  A maze-like network of passes, leading into 
  caves, aeries and hidden valleys. 
  If the destination is a region of Plains: 
  Windswept plains with labyrinthine high 
  grasslands (“crop circles”) impeding lines of 
  sight, and ruins being slowly uncovered in 
  various clearings. 
  If the destination is a Saltwater Reach: A 
  long 
  seashore 
  with 
  shipwrecks 
  (some 
  submerged, some intact, some destroyed, all 
  explorable) and some sea caves situated 
  underneath a cliff. 
  If the destination is a Swamp: Paths, water 
  bridges and treetop bridges leading to islets 
  with humanoid steadings, watchtowers, and 
  monster-lair mounds on them. 
  If the destination is a Wasteland: A region 
  of canyonlands, with seasonal riverbeds, 
  high paths and caravan tracks leading into 
  wind caves. 
   
  Selecting the Appropriate Quest Target: 
  Place Table 
   
  There are 19 major Quest Target: Place 
  tables featured in this supplement, as you 
  will find below. Chose the one which is most 
  appropriate to your scenario design, or the 
  one which appeals the most to you, and then 
  roll on that table to determine the target 
  locale for quest completion. 
  To do so, classify your wilderness region’s 
  dungeon or destination (encompassing your 
  to-be-generated quest target location) as one 
  of the following. Refer to the appropriate 
  section below to generate the Quest Target: 
  Place for your adventure scenario. 
   
  
   
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  Cave 
  System: 
  A 
  natural 
  series 
  of 
  subterranean spaces. 
   Cave System Table (see pg. 231) 
   
  Depression: A wilderness locale featuring a 
  significant canyon, gorge, rift, series of 
  sinkholes, etc. 
   Cold Depression Table (see pg. 127) 
   Temperate Depression Table (see pg. 
  150) 
   Tropical Depression Table (see pg. 
  159) 
   
  Dungeon: A prison, series of torture 
  chambers, or confined and claustrophobic 
  place of danger. 
   Dungeon Chamber Table (see pg. 
  237) 
   
  Forest: A surface area covered with thick 
  trees and other plant life. 
  Roll on Depression, Freshwater, or Forest 
  table appropriate to your climate. 
  If you prefer random determination, roll 
  1D6; [1] Depression, [2-3] Freshwater, [4-6] 
  Forest. 
   Cold Depression Table (see pg. 127) 
   Cold Forest Table (see pg. 129) 
   Cold Freshwater Table (see pg. 130) 
   Temperate Depression Table (see pg. 
  150) 
   Temperate Forest Table (see pg. 151) 
   Temperate Freshwater Table (see pg. 
  152) 
   Tropical Depression Table (see pg. 
  159) 
   Tropical Forest Table (see pg. 160) 
   Tropical Freshwater Table (see pg. 
  161) 
   
  Freshwater Reach: A river, lake, island, or 
  coastal region. 
   Cold Freshwater Table (see pg. 130) 
   Temperate Freshwater Table (see pg. 
  152) 
   Tropical Freshwater Table (see pg. 
  161) 
   
  Hills: A surface area with many changes in 
  elevation, e.g. highlands, foothills, mesas, 
  plateaus, etc. 
   Roll on Depression, Freshwater, or 
  Hills Table appropriate to your 
  climate. 
   If you prefer random determination, 
  roll 1D6; [1] Depression, [2-3] 
  Freshwater, [3-6] Hills. 
   Cold Depression Table (see pg. 127) 
   Cold Freshwater Table (see pg. 130) 
   Cold Hills Table (see pg. 131) 
   Temperate Depression Table (see pg. 
  150) 
   Temperate Freshwater Table (see pg. 
  152) 
   Temperate Hills Table (see pg. 153) 
   Tropical Depression Table (see pg. 
  159) 
   Tropical Freshwater Table (see pg. 
  161) 
   Tropical Hills Table (see pg. 162) 
   
  Isolated Structure: A building, or small 
  group of buildings, or a ruin, situated in the 
  wilderness. 
   Urban Location Table (see pg. 280) 
   
  Manor House: A large mansion, haunted 
  house, or unfortified palace. 
   Manor House Table (see pg. 246) 
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Mountains: A cooler surface area with 
  extreme changes in elevation, e.g. volcanoes, 
  peaks, a continental divide, etc. 
   Roll on Depression, Freshwater, or 
  Mountains Table appropriate to your 
  climate. 
   If you prefer random determination, 
  roll 1D6; [1] Depression, [2-3] 
  Freshwater, [3-6] Mountains. 
   Cold Depression Table (see pg. 127) 
   Cold Freshwater Table (see pg. 130) 
   Cold Mountains Table (see pg. 132) 
   Temperate Depression Table (see pg. 
  150) 
   Temperate Freshwater Table (see pg. 
  152) 
   Temperate Mountains Table (see pg. 
  154) 
   Tropical Depression Table (see pg. 
  159) 
   Tropical Freshwater Table (see pg. 
  161) 
   Tropical Mountains Table (see pg. 
  163) 
   
  Netherworld: A massive cave and tunnel 
  system, running for many miles. 
   Roll on the Cave System Table (see 
  pg. 231), or on the Netherworld Table 
  (see pg. 138). 
   If you prefer random determination, 
  roll 1D6; [1-3] Cave System, [4-6] 
  Netherworld. 
   Cave System Table (see pg. 231) 
   Netherworld Table (see pg. 138) 
   
  Plains: A wilderness of relatively flat terrain, 
  with fewer trees than a forest (grasslands, 
  savannah, meadows, etc.). 
   Roll on Depression, Freshwater, or 
  Plains Table appropriate to your 
  climate. 
   If you prefer random determination, 
  roll 1D6; [1] Depression, [2-3] 
  Freshwater, [3-6] Plains. 
   Cold Depression Table (see pg. 127) 
   Cold Freshwater Table (see pg. 130) 
   Cold Plains Table (see pg. 133) 
   Temperate Depression Table (see pg. 
  150) 
   Temperate Freshwater Table (see pg. 
  152) 
   Temperate Plains Table (see pg. 155) 
   Tropical Depression Table (see pg. 
  159) 
   Tropical Freshwater Table (see pg. 
  161) 
   Tropical Plains Table (see pg. 164) 
   
  Ruins: A large dilapidated surface structure, 
  such as a ruined temple, city, castle, or 
  mausoleum. 
   Urban Location Table (see pg. 280) 
   
  Saltwater Reach: An ocean, sea, island 
  group, or coastal region. 
   Cold Saltwater Table (see pg. 134) 
   Temperate Saltwater Table (see pg. 
  155) 
   Tropical Saltwater Table (see pg. 165) 
   
  Stronghold: A castle, subterranean enclave, 
  or fortified palace. 
   Stronghold Table (see pg. 254) 
   
  Swamp: A wetlands area, with significant 
  amounts of plants, mud, and wildlife. 
   Roll on Freshwater or Swamp Table 
  appropriate to your climate. 
   If you prefer random determination, 
  roll 1D6; [1-2] Freshwater, [3-6] 
  Swamp. 
   Cold Freshwater Table (see pg. 130) 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
   Cold Swamp Table (see pg. 135) 
   Temperate Freshwater Table (see pg. 
  152) 
   Temperate Swamp Table (see pg. 
  157) 
   Tropical Freshwater Table (see pg. 
  161) 
   Tropical Swamp Table (see pg. 167) 
   
  Temple: A place of worship, either holy or 
  unholy. 
   Temple Table (see pg. 264) 
   
  Tomb: A burial place, or kingdom of the 
  dead. 
   Tomb Table (see pg. 274) 
   
  Urban Area: A city, town, village, mining 
  outpost, colony, etc. 
   Urban Location Table (see pg. 280) 
   
  Wasteland: A region with very little rainfall 
  or vegetation (desert, glacial wastes, etc.). 
   Roll on Depression, Freshwater, or 
  Wasteland Table appropriate to your 
  climate. 
   If you prefer random determination, 
  roll 1D6; [1-2] Depression, [3] 
  Freshwater, [4-6] Wasteland. 
   Cold Depression Table (see pg. 127) 
   Cold Freshwater Table (see pg. 130) 
   Cold Wastelands Table (see pg. 136) 
   Temperate Depression Table (see pg. 
  150) 
   Temperate Freshwater Table (see pg. 
  152) 
   Temperate Wastelands Table (see pg. 
  158) 
   Tropical Depression Table (see pg. 
  159) 
   Tropical Freshwater Table (see pg. 
  161) 
   Tropical Wastelands Table (see pg. 
  167) 
   
  Considering Dungeon Rooms as Quest 
  Target Places 
   
  Please note also that for the 1,200+ types of 
  dungeon rooms listed hereafter, if you need 
  further detail in that regard they are all 
  individually defined in the hundreds of 
  pages of supplement CDDG3, THE CLASSIC 
  DUNGEON DESIGN GUIDE III. 
  If the result is a plural room type, then that 
  is the room type that is most common and 
  prominent in the dungeon. For example, if 
  you get the result stairways, then every 
  stairway in the dungeon would be glowing a 
  different color, and / or with a magic mouth, 
  trap, trick, associated password required, 
  guardians of a specific type, etc. 
  I’ve written thousands of pages on the topic 
  of dungeon design and feature creation if 
  you need further assistance. For ideas on 
  inspiring and creative room contents, you 
  can 
  refer 
  to 
  CDDG2, 
  THE 
  CLASSIC 
  DUNGEON DESIGN GUIDE. And for random 
  inspiring dungeon names, refer to CDDG1, 
  THE CLASSIC DUNGEON DESIGN GUIDE (I) 
  which will get you started. Enjoy! 
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
   
   
  Quest Target Places: 
  Cave Systems 
   
  Table GWG2-86: 
  Cave System Locales 
   
  To roll up a Quest Target Place in a Cave 
  System, roll 1D1000 and consult the 
  following table. 
  You can also use this table, along with the 
  Chaotic 
  Descriptor 
  Table, 
  to 
  generate 
  hundreds of random room concepts if you 
  would 
  like 
  to 
  create 
  your 
  dungeon 
  “conceptually” before you pen to paper. 
   
  A 
  [001-003] Access Cave 
  [004-006] Access Cavern 
  [007-010] Acidic Cave 
  [011-013] Acidic Cavern 
  [014-016] Adamantite Delve 
  [017-019] Amphitheater (Carved) 
  [020-023] Antecavern 
  [024-026] Antrum 
  [027-029] Antrum Cavern 
  [030-033] Apse Cavelet 
  [034-036] Arena Cave 
  [037-039] Arena Cavern 
  [040-043] Ash Pit 
  [044-046] Ashen Abyss 
  [047-050] Atrium Cave 
  [051-054] Atrium Cavern 
  [055-057] Audience Cavern 
  [058-060] Augury Cave 
  [061-063] Auxiliary Cave 
   
  B 
  [064-066] Basalt Cave 
  [067-069] Basalt Cavern 
  [070-072] Blocked Cave 
  [073-075] Blocked Cavern 
  [076-078] Bone-Filled Cave 
  [079-081] Bone-Filled Cavern 
  [082-084] Boulder Cave 
  [085-087] Boulder Cavern 
  [088-090] Burrow 
  [091-093] Burrow Maze 
  [094-096] Burrow Warren 
   
  C 
  [097-099] Cave 
  [100-102] Cave of Ancestors 
  [103-105] Cave of Ashes 
  [106-108] Cave of Bones 
  [109-111] Cave of Columns 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [112-114] Cave of Echoes 
  [115-117] Cave of Husks 
  [118-120] Cave of Meetings 
  [121-123] Cave of Paintings 
  [124-126] Cave of Pools 
  [127-129] Cave of Residual Magic, 
  Elemental Air 
  [130-132] Cave of Residual Magic, 
  Elemental Earth 
  [133-135] Cave of Residual Magic, 
  Elemental Fire 
  [136-138] Cave of Residual Magic, 
  Elemental Water 
  [139-141] Cave of Skulls 
  [142-144] Cave of Slaughter 
  [145-147] Cave of Stalactites 
  [148-150] Cave of Stalagmites 
  [151-154] Cave of the Dead 
  [155-157] Cave of Unmined Gemstones 
  [158-160] Cave of Unmined Metals, 
  Adamantite 
  [161-163] Cave of Unmined Metals, Copper 
  [164-166] Cave of Unmined Metals, 
  Electrum 
  [167-169] Cave of Unmined Metals, Gold 
  [170-172] Cave of Unmined Metals, Iron 
  [173-175] Cave of Unmined Metals, Lead 
  [176-179] Cave of Unmined Metals, Mithral 
  [180-182] Cave of Unmined Metals, 
  Platinum 
  [183-185] Cave of Unmined Metals, Silver 
  [186-188] Cave of Unmined Metals, Tin 
  [189-191] Cave of Unmined Metals, Various 
  [192-194] Cave Temple 
  [195-197] Cavelet 
  [198-200] Cavern 
  [201-203] Cavern of Ancestral Memory 
  [204-206] Cavern of Ashes 
  [207-209] Cavern of Bones 
  [210-212] Cavern of Columns 
  [213-215] Cavern of Echoes 
  [216-219] Cavern of the Gatherings 
  [220-222] Cavern of Husks 
  [223-226] Cavern of Slaughter 
  [227-229] Cavern Temple 
  [230-232] Cavity 
  [233-235] Cesspit 
  [236-238] Cesspit Cavern 
  [239-241] Cesspool 
  [242-244] Cesspool Cavern 
  [245-247] Chasm 
  [248-250] Chiming Cave 
  [251-253] Clay Cave 
  [254-256] Clay-Filled Cavern 
  [257-259] Coal Cave 
  [260-262] Coal Cavern 
  [263-265] Collapsed Cavern 
  [266-269] Concealed Cave 
  [270-272] Concealed Cavern 
  [273-275] Copper Cave 
  [276-278] Crevice 
  [279-282] Crumbling Cave 
  [283-285] Crumbling Cavern 
  [286-288] Crystal Cave 
  [289-291] Crystal Garden 
  [292-295] Cul-de-Sac 
  [296-298] Cyst 
   
  D 
  [299-301] Dead End Cave 
  [302-304] Death Cavern 
  [305-307] Diorite Cave 
  [308-310] Diorite Cavern 
  [311-313] Drowning Pool 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [314-316] Dust Pit 
   
  E 
  [317-320] Echoing Cave 
  [321-323] Echoing Cavern 
  [324-326] Egg Chamber 
  [327-329] Elemental Vortex, Air 
  [330-332] Elemental Vortex, Ash 
  [333-335] Elemental Vortex, Dust 
  [336-337] Elemental Vortex, Earth 
  [338-339] Elemental Vortex, Fire 
  [340-341] Elemental Vortex, Magma 
  [342-343] Elemental Vortex, Mist 
  [344-345] Elemental Vortex, Mud 
  [346-347] Elemental Vortex, Steam 
  [348-350] Elemental Vortex, Water 
  [351-354] Enchanted Grotto 
  [355-357] Enclave 
  [358-360] Excavation 
   
  F 
  [361-363] Firepit 
  [364-367] Fissure 
  [368-370] Fissure, Wall 
  [371-373] Flooded Cave 
  [374-376] Flooded Cavern 
  [377-380] Food Cave 
  [381-383] Formicary 
  [384-386] Foss 
  [387-389] Fountain Grotto 
  [390-392] Fungal Garden 
   
  G 
  [393-395] Gallery (Cavern) 
  [396-399] Gas-Filled Cave 
  [400-402] Gas-Filled Cavern 
  [403-405] Gem Lode 
  [406-408] Gemstone Cave 
  [409-411] Gemstone Cavern 
   
   
   
  [412-414] Geothermal Cave 
  [415-418] Geothermal Cavern 
  [419-421] Geyser Cave 
  [422-424] Geyser Cavern 
  [425-427] Glittering Cave 
  [428-430] Glittering Gallery 
  [431-434] Gold Cave 
  [435-437] Gold Cavern 
  [438-440] Grand Cavern 
  [441-442] Great Adamantite Delve 
  [443-445] Grof 
  [446-448] Grot 
  [449-452] Grotto 
  [453-456] Guano Cave 
  [457-459] Guano Cavern 
  [460-462] Guard Cave 
  [463-465] Guard Cavern 
  [466-468] Gypsum Cave 
  [469-472] Gypsum Cavern 
   
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  H 
  [473-475] Hatchery 
  [476-478] Hellir 
  [479-481] Hermitage 
  [482-484] Hideout 
  [485-487] Hiding Place 
  [488-491] Hole 
  [492-494] Hollow 
  [495-497] Hollowed Trash Heap 
  [498-501] Holr 
  [502-504] Hylr 
   
  I 
  [505-507] Ice Cave 
  [508-510] Ice Cavern 
  [511-513] Idol Grotto 
  [514-517] Iron Cave 
  [518-520] Iron Cavern 
   
  J 
  [521-523] Jewel Cave 
  [524-526] Jewel Cavern 
   
  L 
  [527-529] Labyrinthine Cavern 
  [530-533] Labyrinthine Warrens 
  [534-536] Lava / Magma Cave 
  [537-539] Lava / Magma Cavern 
  [540-542] Leaching Cesspool 
  [543-545] Lead Cave 
  [546-548] Lead Cavern 
  [549-551] Leap 
  [552-555] Limestone Cave 
  [556-559] Limestone Cavern 
  [560-562] Littered Cave 
  [563-565] Littered Cavern 
  [566-568] Low-Ceilinged Cave 
  [569-571] Low-Ceilinged Cavern 
   
  M 
  [572-574] Majestic Aerie 
  [575-577] Manzazu 
  [578-581] Mine 
  [582-584] Mine Shaft 
  [585-587] Mined Cave 
  [588-590] Mined Cavern 
  [591-594] Misty Cave 
  [595-597] Misty Cavern 
  [598-600] Moss-Filled Cave 
  [601-603] Moss-Filled Cavern 
  [604-606] Mud Cave 
  [607-610] Mud Cavern 
  [611-614] Mushroom Cave 
  [615-617] Mushroom Forest 
   
  N 
  [618-621] Natatorium 
  [622-624] Natural Amphitheater 
  [625-627] Naumachia 
  [628-630] Nest 
  [631-633] Nether 
  [634-636] Netherworld 
  [637-640] Niched Cave 
  [641-643] Niched Cavern 
   
  O 
  [644-646] Oracular Cave 
  [647-650] Oracular Cavern 
  [651-653] Ossuary Cave 
  [654-656] Ossuary Cavern 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [657-659] Overlook 
   
  P 
  [660-663] Painted Cavern 
  [664-666] Pen 
  [667-669] Phosphorescent Cave 
  [670-672] Phosphorescent Cavern 
  [673-675] Pit 
  [676-679] Pit Cave 
  [680-682] Pit Cavern 
  [683-685] Plunge 
  [686-688] Pool 
  [689-691] Pool Cave 
  [692-694] Pool Cavern 
  [695-697] Protective Ditch 
  [698-701] Puffball Cave 
  [702-704] Puffball Cavern 
   
  Q 
  [705-708] Quarry Cavern 
  [709-711] Quarry Shaft 
  [712-714] Quicksand Cave 
  [715-717] Quicksand Cavern 
  [718-720] Quicksand Pit 
   
  R 
  [721-723] Reflecting Pool 
  [724-727] Refuse Pit 
  [728-730] Reservoir 
  [731-733] Roost 
  [734-736] Rubble-Filled Cave 
  [737-739] Rubble-Filled Cavern 
  [740-742] Runic Cave 
  [743-745] Runic Cavern 
   
  S 
  [746-748] Sacrificial Grotto 
  [749-752] Sacrificial Pool 
  [753-755] Salt Cave 
  [756-758] Salt Cavern 
  [759-761] Salt Mine 
  [762-765] Sandpit 
  [766-768] Sandstone Cave 
  [769-771] Sandstone Cavern 
  [772-774] Scrapheap 
  [775-777] Secret Cyst 
  [778-780] Secret Grotto 
  [781-783] Shaft Cave 
  [784-786] Shaft Cavern 
  [787-789] Shanty / Shanties 
  [790-793] Shunned Cave 
  [794-796] Shunned Cavern 
  [797-800] Sinkhole 
  [801-803] Skull Cavern 
  [804-806] Slime Cave 
  [807-809] Slime Cavern 
  [810-812] Sloping Cave 
  [813-815] Sloping Cavern 
  [816-818] Sludge Pit 
  [819-821] Spur Cave 
  [822-824] Spur Cavern 
  [825-827] Stalactite Cave 
  [828-830] Stalactite Cavern 
  [831-833] Stalagmite Cave 
  [834-836] Stalagmite Cavern 
  [837-839] Steam Cave 
  [840-842] Steam Cavern 
  [843-846] Storage Cave 
  [847-849] Storage Cavern 
  [850-852] Stream Cave 
  [853-855] Stream Cavern 
  
   
  Page 236 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [856-858] Stricture 
  [859-862] Submerged Cave 
  [863-865] Submerged Cavern 
   
  T 
  [866-868] Tar Pit 
  [869-871] Temple Cavern 
  [872-874] Tower / Tower Cavern 
  [875-877] Treasure Cave 
  [878-880] Treasure Cavern 
  [881-883] Turret / Turret Vault 
   
  U 
  [884-886] Underground Lake 
  [887-889] Underground Mausoleum 
  [890-892] Underground Palace 
  [893-895] Underground Pyramid 
  [896-898] Underground River 
  [899-901] Underground Swamp 
  [902-904] Underground Ziggurat 
  [905-908] Undervault 
  [909-912] Underwater Cave 
  [913-915] Underwater Cavern 
  [916-918] Unstable Cave 
  [919-921] Unstable Cavern 
   
  V 
  [922-924] Vaulted Cave 
  [925-927] Vaulted Cavern 
  [928-930] Verdigris Cave 
  [931-933] Verdigris Cavern 
  [934-937] Vertical Cave 
  [938-940] Vertical Cavern 
  [941-943] Volcanic Cave 
  [944-946] Volcanic Cavern 
  W 
  [947-949] Warren 
  [950-952] Warrens 
  [953-956] Water Cave 
  [957-960] Water Cavern 
  [961-964] Waterfall Cavern 
  [965-968] Webbed Cave 
  [969-972] Webbed Cavern 
  [973-975] Wharf Cavern 
  [976-978] Whirlpool Cave 
  [979-981] Whirlpool Cavern 
  [982-984] Winch Cavern 
  [985-987] Winch Pit 
  [988-990] Wine Cave 
  [991-993] Wine Cavern 
  [994-996] Wndwt 
  [997-999] Workpit 
   
  Z 
  [000] Ziggurat Cavern 
   
   
  
   
  Page 237 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  Quest Target Places: 
  Dungeon Chambers 
   
   
   
  Table GWG2-87: 
  Dungeon Chambers 
   
  To roll up a Quest Target Place in a Dungeon 
  (prison or constsricted area), roll 1D1000 
  and consult the following table. 
  You can also use this table, along with the 
  Chaotic 
  Descriptor 
  Table, 
  to 
  generate 
  hundreds of random room concepts if you 
  would 
  like 
  to 
  create 
  your 
  dungeon 
  “conceptually” before you put pen to paper. 
   
  A 
  [001-002] Abattoir 
  [003-004] Abreuvoir 
  [005-006] Access Chamber 
  [007-008] Access Room 
  [009-010] Air Chamber 
  [011-012] Air Room 
  [013-014] Alcove 
  [015-016] Alcove Succession 
  [017-018] Ale Cellar 
  [019-020] Almonry (Monster’s) 
  [021-022] Almonry Chamber (Monster’s) 
  [023-024] Almonry Hall (Monster’s) 
  [025-026] Altar Chamber 
  [027-028] Altar Room 
  [029-030] Ambry 
  [031-032] Ambry Chamber 
  [033-034] Ambitus 
  [035-036] Amphitheater 
  [037-038] Ancestral Chamber 
  [039-040] Ancestral Hall 
  [041-042] Andron 
  [043-044] Angelic Shrine 
  [045-046] Annex 
  [047-048] Annex Labyrinth 
  [049-050] Annex Warren 
  [051-052] Antechamber 
  [053-054] Anteroom 
  [055-056] Apotheca 
  [057-058] Apothecarium 
  [059-060] Apothecary 
  [061-062] Apse 
  [063-064] Apse Room 
  [065-066] Archive 
  [067-068] Arena 
  [069-070] Armor 
  [071-072] Armory and Forge 
  [073-074] Armory Chamber 
  [075-076] Arsenal 
  
   
  Page 238 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [077-078] Arsenal Chamber 
  [079-080] Arsenal and Forge 
  [081-082] Ash Pit 
  [083] Ashen Abyss 
  [084] Aslukku 
  [085] At Iwf 
  [086-087] Augury Chamber 
  [088-089] Augury Room 
  [090-091] Auxiliary Chamber 
  [092-093] Auxiliary Room 
   
  B 
  [094-095] Bailey 
  [096-097] Barbican 
  [098-099] Barracks 
  [100-101] Barracks Hall 
  [102-103] Barrow 
  [104-105] Barrow Crypt 
  [106-107] Bastion 
  [108-109] Bawm 
  [110-111] Bay 
  [112-113] Bay Succession 
  [114-115] Beast Crypt 
  [116-117] Beast Pit 
  [118-119] Biaw 
  [120-121] Bone House 
  [122-123] Bone Pit 
  [124-125] Bourse (Monsters’) 
  [126-127] Breezeway 
  [128-129] Burial Chamber 
  [130-131] Burial Room 
  [132-133] Burial Vault 
  [134-135] Burrow 
  [136-137] Burrow Maze 
  [138-139] Burrow Warren 
  [140-141] Buru 
  C 
  [142-143] Cache Chamber 
  [144-145] Cache Room 
  [146-147] Cage 
  [148-149] Cage Matrix 
  [150] Calefactorium 
  [151-152] Calefactory 
  [153-154] Carcer 
  [155] Cascade Room 
  [156-157] Casemate 
  [158-159] Catacomb 
  [160-161] Catacombs 
  [162-163] Catacumba 
  [164-165] Catacumbae 
  [166-167] Cavea 
  [168-169] Cell Block 
  [170-171] Cell 
  [172] Cellae 
  [173-174] Cellar 
  [175-176] Cellarage 
  [177-178] Ceremonial Chamber 
  [179] Ceremonial Hall 
  [180-181] Ceremonial Room 
  [182-183] Cesspit 
  [184-185] Cesspool 
  [186-187] Chamber 
  [188-189] Chamber Barrow 
  [190-191] Chamber of Catafalques 
  [192-193] Chamber Tomb 
  [194-195] Chambers 
  [196-197] Chantier 
  [198-199] Char Cellar 
  [200-201] Charnel House 
  [202-203] Chasm 
  [204-205] Cimeliarch 
  [206-207] Cistern 
  
   
  Page 239 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  [208-209] Cistern Room 
  [210-211] Cistvaen 
  [212-213] Cloaca 
  [214-215] Clockwork Room 
  [216-217] Coal Room 
  [218] Coemeteria 
  [219] Coemeterium 
  [220-221] Coldroom 
  [222-223] Collapsed Room 
  [224-225] Columbarium 
  [226-227] Combat Pit 
  [228-229] Common Room 
  [230-231] Communal Quarters 
  [232-233] Concealed Chamber 
  [234-235] Concealed Room 
  [236-237] Conditivum 
  [238-239] Conjuring Chamber 
  [240-241] Control Room 
  [242-243] Courtyard (Dungeon Court) 
  [244] Crawlspace 
  [245-246] Crematorium 
  [247-248] Crevice 
  [249-250] Crowde 
  [251-252] Crypt 
  [253] Cubicle 
  [254-255] Cubicula 
  [256] Cucbiculum 
  [257-258] Cul-de-Sac 
   
  D 
  [259-260] Dais Chamber 
  [261-262] Dais Room 
  [263-264] Darkroom 
  [265-266] Dead End 
  [267-268] Defiled Tomb 
  [269-270] Delve 
  [271-272] Den (Lair) 
  [273-274] Divination Chamber 
  [275-276] Divination Hall 
  [277-278] Divination Room 
  [279-280] Domed Chamber 
  [281-282] Domed Hall 
  [283-284] Domed Room 
  [285-286] Donjon 
  [287-288] Drawbridge Chamber 
  [289-290] Drowning Pool 
  [291-292] Dry Well 
  [293-294] Drying Room 
  [295-296] Dueling Pit 
  [297-298] Dueling Pit Matrix 
  [299-300] Dungeon (Chamber) 
  [301-302] Dungeon Court 
  [303-304] Dust Pit 
   
  E 
  [305] Earth Cellar 
  [306-307] Echo Chamber 
  [308-309] Echoing Vault 
  [310-311] Egg Chamber 
  [312-313] Elemental Vortex, Air 
  [314] Elemental Vortex, Ash 
  [315] Elemental Vortex, Dust 
  [316-317] Elemental Vortex, Earth 
  [318] Elemental Vortex, Fire 
  [319] Elemental Vortex, Magma 
  [320] Elemental Vortex, Mist 
  [321] Elemental Vortex, Mud 
  [322] Elemental Vortex, Steam 
  [323] Elemental Vortex, Water 
  [324-325] Embalming Chamber 
  [326-327] Embalming Room 
  [328-329] Enchanted Grotto 
  
   
  Page 240 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [330-331] Enclave 
  [332-333] Enclosure 
  [334-335] Entrance Hall 
  [336-337] Entry 
  [338-339] Excavation Room 
  [340-341] Excavation 
  [342-343] Excubitorium 
  [344-345] Execution Chamber 
  [345-347] Execution Hall 
  [348-349] Execution Room 
  [350-351] Experimentation Chamber 
  [352-353] Experimentation Vault 
   
  F 
  [354-355] Fallen Angelic Shrine 
  [356-357] False Tomb 
  [358-359] False Treasure Room 
  [360-361] False Treasure Vault 
  [362-363] Fane 
  [364-365] Favissa 
  [366-367] Firepit 
  [368-369] Fissure 
  [370] Fissure, Ceiling 
  [371] Fissure, Wall 
  [372-373] Flooded Hall 
  [374-375] Flooded Room 
  [376-377] Forbidden Chamber 
  [378-379] Forbidden Vault 
  [380-381] Forge 
  [382-383] Formicary 
  [384-385] Foundry 
  [386-387] Fountain Chamber 
  [388-389] Fountain Grotto 
  [390-391] Fountain Hall 
  [392-393] Fountain Room 
  [394-395] Fumigatory 
  [396-397] Funerary Chapel 
  [398-399] Funerary Workshop 
  [400-401] Funereal Crowde 
  [402-403] Fungal Garden 
  [404-405] Fungarium 
   
   
  G 
  [406-407] Gaol 
  [408] Garden (Fungal or Magical) 
  [409-410] Garderobe 
  [411] Garderobe Chamber 
  [412-413] Gardr 
  [414-415] Garrison 
  [416-417] Gate Chamber 
  [418-419] Gate Room 
  [420-421] Gauntlet 
  [422-423] Grand Aerarium 
  [424-425] Grand Aquarium 
  [426-427] Grand Arena 
  [428-429] Grand Armory and Forge 
  [430-431] Grand Armory 
  [432-433] Grand Arsenal and Forge 
  
   
  Page 241 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  [434] Grand Arsenal 
  [435-436] Grand Aviary 
  [437-438] Great Abattoir 
  [439-440] Grinding Chamber 
  [441] Grinding Room 
  [442-443] Grot 
  [444-445] Grotto 
  [446-447] Guard Chamber 
  [448] Guard Hall 
  [449-450] Guard Post 
  [451-452] Guardroom 
   
  H 
  [435-454] Hall of Doors 
  [455-456] Hall of Pools 
  [457] Hall of Runes 
  [458-459] Hall of the Dead 
  [460-461] Hall 
  [462-463] Hamr 
  [464-465] Hatchery 
  [466-467] Haugr 
  [468-469] Hearth Chamber 
  [470] Hearth Hall 
  [471-472] Hearth Room 
  [473-474] Hermitage 
  [475-476] Hideout 
  [477] Hiding Place 
  [478-479] Hole 
  [480-481] Hollow 
  [482-483] Hollowed Trash Heap 
  [484-485] Hollowed Wall 
  [486-487] Holr 
  [488-489] Hrt 
  [490-491] Hwt Ka 
  [492-493] Hylr 
  [494-495] Hypocaust 
  [496-497] Hypocaust Chamber 
  [498-499] Hypogeum 
   
  I 
  [500-501] Ibw 
  [502-503] Ice Chamber 
  [504-505] Icehouse 
  [506-507] Idol Grotto 
  [508-509] Ikw 
  [510-511] Illusory Chamber 
  [512-513] Illusory Room 
  [514] Imht 
  [515-516] Imnt 
  [517] Inquisition Chamber 
  [518] Inquisitorial Chamber 
  [519-520] Internment Chamber 
  [521-522] Interrogation Chamber 
  [523] Interrogation Room 
  [524-525] Isittu 
  [526] Itima 
   
  J 
   
  [527-528] Jail 
  [529-530] Junk Room 
   
  K 
   
  [531] Karmu 
  [532-533] Keep 
  [534-535] Kila 
  [536-537] Kimah 
  [538-539] Kukku 
   
   
  
   
  Page 242 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  L 
  [540-541] Laboratory (Alchemical) 
  [542-543] Laboratory (Magical) 
  [544-545] Labyrinth 
  [546-547] Landing 
  [548-549] Lararium 
  [550-551] Larder (Monstrous) 
  [552-553] Larder Chamber (Monstrous) 
  [554-555] Latrine 
  [556] Latrine Chamber 
  [557-558] Lazarette 
  [559-560] Leaching Cesspool 
  [561] Leap 
  [562] Lookout 
   
  M 
  [563-564] Manufactorium 
  [565] Manufactory 
  [566-567] Manzazu 
  [568-569] Martyrium 
  [570-571] Mass Grave 
  [572-573] Maze 
  [574-575] Mechanical Room 
  [576] Mestaku 
  [577-578] Mine 
  [579-580] Mine Shaft 
  [581-582] Moat Vault 
  [583] Moat Hall 
  [584-585] Monastic Cell 
  [586-587] Monster Crypt 
  [588-589] Morgue 
  [590] Mtwn 
  [591-592] Murder Room 
  [593-594] Mushroom Cellar 
   
  N 
  [595] Natatorium 
  [596-597] Necropolis 
  [598-599] Nest 
  [600-601] Nether 
  [602-603] Netherworld 
  [604-605] Niched Room 
  [606] Nursery (Monstrous) 
   
  O 
  [607-608] Oil Cellar 
  [609-610] Opisthodomos 
  [611-612] Oracular Chamber 
  [613-614] Ossuary 
  [615-616] Ossuary Chamber 
  [617-618] Ossuary Room 
  [619-620] Oubliette 
  [621-622] Oubliette Room 
  [623] Outpost 
   
  P 
  [624-625] Pallet Chamber 
  [626-627] Pen 
  [628-629] Pit 
  [630-631] Pit Chamber 
  [632-633] Pit Room 
  [634] Playroom (Monstrous) 
  [635-636] Plundered Tomb 
  [637-638] Plundered Vault 
  [639-640] Plunge 
  [641-642] Poison Garden (Fungal or 
  Magical) 
  [643-644] Pool 
  [645-646] Pool Chamber 
  [647-648] Pool Room 
  
   
  Page 243 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  [649-650] Portcullis Chamber 
  [651] Priest Hole 
  [652-653] Prison 
  [654-655] Prison Block 
  [656-657] Prison Cell 
  [658-659] Prison Chamber 
  [660-661] Prison Hall 
  [662] Protective Ditch 
  [663] Proving Ground 
  [664] Proving Grounds 
  [665-666] Pump Room 
  [667] Puteus 
  [668-669] Pyre Chamber 
  [670-671] Pyre Room 
   
  Q 
  [672-673] Quarry 
  [674-675] Quarry Shaft 
  [676-677] Quarters 
  [678-679] Quarters, Solitary 
  [680-681] Quicksand Pit 
  [682] Quppu 
   
  R 
  [683-684] Redoubt 
  [685-686] Refuge 
  [687-688] Refuse Pit 
  [689] Reredorter 
  [690-691] Reservoir 
  [692] Revolving Chamber 
  [693-694] Room of Pools 
  [695-696] Room of Slaughter 
  [697-698] Room of Unknown Purpose 
  [699-700] Room 
  [701-702] Roost 
  [703-704] Rotating Room 
  [705-706] Rotting Chamber 
  [707-708] Rotting Room 
  [709-710] Rotunda 
  [711-712] Rubble-Filled Room 
  [713-714] Ruined Chamber 
  [715-716] Ruined Hall 
  [717-718] Runic Chamber 
   
  S 
  [719-720] Sacred Crypt 
  [721] Sacred Tomb 
  [722-723] Sacrificial Chamber 
  [724-725] Sacrificial Pool 
  [726-727] Sacrificial Vault 
  [728] Safe Room 
  [729-730] Salt Cellar 
  [731] Salt Chamber 
  [732-733] Salt Mine 
  [734] Salt Room 
  [735] Sanctuary 
  [736-737] Sanctum 
  [738-739] Sandpit 
  [740-741] Sarcophagus Chamber 
  [742-743] Sarcophagus Room 
  [744-745] Scrapheap 
  [746-747] Sealed Tomb 
  [748-749] Secret Crypt 
  [750-751] Secret Cyst 
  [752-753] Secret Room 
  [754-755] Secret Tomb 
  [756-757] Sepulcher 
  [758] Sepulchral Cell 
  [759-760] Sepulchral Hall 
  [761-762] Sepulchral Heroum 
  [763-764] Sewer 
  
   
  Page 244 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [765] Shanty / Shanties 
  [766] Shelter 
  [767] Shop (Trading Chamber) 
  [768-769] Shrine 
  [770-771] Shrine Chamber 
  [772-773] Shrine Room 
  [774] Sibitti 
  [775-776] Sinkhole 
  [777-778] Slave Chamber 
  [779-780] Slave Pit 
  [781-782] Slaves’ Tomb 
  [783-784] Sludge Pit 
  [785-786] Smelter 
   
   
   
  [787-788] Smithy 
  [789-790] Smoke Room 
  [791-792] Spiral Labyrinth 
  [793-794] Stable 
  [795-796] Stair Chamber 
  [797-798] Stairway Room 
  [799-800] Statuary 
  [801-802] Still Room 
  [803-804] Stockpile Room 
  [805-806] Storage Chamber 
  [807-808] Storage Room / Storeroom 
  [809-810] Storeroom, Alchemical 
  [811-812] Storeroom, Alcohol / Wine 
  [813-814] Storeroom, Armor 
  [815-816] Storeroom, Box Room 
  [817-818] Storeroom, Butchered Meat 
  [819-820] Storeroom, Ceremonial 
  [821-822] Storeroom, Char / Coal 
  [823-824] Storeroom, Cheese 
  [825-826] Storeroom, Construction 
  [827-828] Storeroom, Drink 
  [829-830] Storeroom, Dry Goods 
  [831-832] Storeroom, Embalming 
  [833-834] Storeroom, Equipment Room 
  [835-836] Storeroom, Failed Experiments 
  [837-838] Storeroom, Foodstuffs 
  [839-840] Storeroom, Furniture 
  [841-842] Storeroom, Herbs and Spices 
  [843-844] Storeroom, Ice 
  [845-846] Storeroom, Lumber 
  [847-848] Storeroom, Masonry 
  [849-850] Storeroom, Oil 
  [851-852] Storeroom, Reagents 
  [853-854] Storeroom, Salt 
  [855-857] Storeroom, Sundries 
  [858-859] Storeroom, Tools and Gear 
  [860-861] Storeroom, Water 
  [862-863] Storeroom, Weapons 
  [864-865] Stricture 
  
   
  Page 245 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  [866-867] Strongroom 
  [868-869] Sub-Basement 
  [870-871] Sub-Cellar 
  [872-873] Submerged Chamber 
  [874-875] Submerged Hall 
  [876-877] Submerged Room 
  [878-879] Summoning Chamber 
  [880-881] Summoning Room 
  [882-883] Summoning Gauntlet 
   
  T 
  [884-885] Tank 
  [886-887] Tar Pit 
  [888-889] Taum 
  [890-891] Teleportation Chamber 
  [892-893] Temple 
  [894-895] Templum 
  [896-897] Terminus 
  [898-899] Tholos 
  [900-901] Threshold 
  [902-903] Tomb 
  [904-905] Tomb Chamber 
  [906-907] Tomb Shaft 
  [908-909] Tool Room 
  [910-911] Torture Chamber 
  [912] Torture Pit 
  [913] Torture Pits 
  [914-915] Tower Chamber 
  [916-917] Treasure Chamber 
  [918-919] Treasure Vault 
  [920] Tuppi 
  [921-922] Turret Vault 
  [923] Turrinum 
   
   
  U 
  [924-925] Undercroft 
  [926-927] Underground Lake 
  [928-929] Underground Mausoleum 
  [930] Underground Palace 
  [931] Underground Pyramid 
  [932-933] Underground River 
  [934-935] Underground Swamp 
  [936] Underground Ziggurat 
  [937-938] Undervault 
  [939-940] Unfinished Chamber 
  [941-942] Unfinished Hall 
  [943-944] Unfinished Room 
  [945-946] Unfinished Tomb 
  [947-948] Usgidum 
  [949-950] Utility Chamber 
  [951-952] Utility Room 
   
  V 
  [953-954] Vault 
  [955-956] Vaulted Chamber 
  [957-958] Vaulted Room 
  [959-960] Vigil 
   
  W 
  [961-962] Walled-Up Chamber 
  [963-964] Walled-Up Corridor 
  [965-966] Walled-Up Room 
  [967-968] Ward 
  [969-970] Warren 
  [971-972] Warrens 
  [973] Wasi 
  [974-975] Watchroom 
  [976-977] Well 
  [978-979] Well Room 
  
   
  Page 246 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [980-981] Winch Pit 
  [982-983] Winch Room 
  [984-985] Wizard’s Laboratory 
  [986-987] Wizard’s Workroom 
  [988] Wndwt 
  [989-990] Work Chamber 
  [991-992] Workpit 
  [993-994] Workroom 
  [995-996] Workshop 
   
  X 
  [997] Xawt 
  [998] Xnmt 
  [999] Xnrt 
   
  Z 
  [000] Ziggurat Hall 
   
   
  Quest Target Places: 
  Manor Houses 
   
  Table GWG2-88: 
  Manor House Rooms 
   
  To roll up a Quest Target Place in a Manor 
  House, 
  roll 1D1000 
  and consult 
  the 
  following table. 
  You can also use this table, along with the 
  Chaotic 
  Descriptor 
  Table, 
  to 
  generate 
  hundreds of random room concepts if you 
  would 
  like 
  to 
  create 
  your 
  dungeon 
  “conceptually” before you pen to paper. 
   
  A 
  [001-002] Access Chamber 
  [003-004] Access Room 
  [005-006] Accommodation 
  [007-008] Accommodations 
  [009-011] Aerarium 
  [012-013] Aerarium Chamber 
  [014-015] Aerary 
  [016-017] Aerary Chamber 
  [018-019] Air Chamber 
  [020-021] Air Room 
  [022-023] Ala 
  [024-025] Alae 
  [026-027] Alcove 
  [028-030] Alcove Succession 
  [031-033] Ale Cellar 
  [034-036] Alhacena 
  [037-039] Alhacena Succession 
  [040-041] Alipterion 
  [042-043] Altar Chamber 
  [044-045] Altar Room 
  [046-047] Ambry 
  
   
  Page 247 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  [048-049] Ambry Chamber 
  [050-052] Ambulatory 
  [053-054] Amphithalamoi 
  [055-056] Amphithalamos 
  [057-058] Amphitheater 
  [059-060] Anatomical Theater 
  [061-063] Andron 
  [064-065] Angelic Shrine 
  [066-067] Anointing Chamber 
  [068-069] Anointing Room 
  [070-071] Antecabinet 
  [072-073] Antechamber 
  [074-075] Anteroom 
  [076-077] Apartments 
  [078-079] Apodyterium 
  [080-082] Apotheca 
  [083-085] Apothecarium 
  [086-088] Apothecary 
  [089-091] Apse 
  [092-093] Apse Room 
  [094-095] Aquarium 
  [096-097] Arboretum 
  [098-099] Archive 
  [100-102] Armorial Chamber 
  [103-104] Armorial Hall 
  [105-106] Armory 
  [107-108] Armory Chamber 
  [109-110] Arsenal 
  [111-112] Arsenal Chamber 
  [113-115] Art Gallery 
  [116-117] Artisan’s Chamber 
  [118-119] Artisan’s Room 
  [120-121] Assembly Chamber 
  [122-123] Assembly Hall 
  [124-125] Atelier 
  [126-127] Attic Space 
  [128-129] Attic 
  [130-132] Audience Chamber 
  [133-134] Audience Hall 
  [135-137] Audience Room 
  [138-140] Augury Chamber 
  [141-143] Augury Room 
  [144-145] Aula 
  [146-147] Auxiliary Chamber 
  [148-149] Auxiliary Room 
   
  B 
  [150-151] Bakery 
  [152-154] Ballroom 
  [155-156] Balnea 
  [157-158] Balnearium 
  [159-160] Banquet Hall 
  [161-162] Banquet Room 
  [163-165] Basement 
  [166-167] Basement Space 
  [168-169] Bath 
  [170-171] Bathhouse 
  [172-173] Bathroom / Bath Room 
  [174-175] Bay 
  [176-177] Bay Succession 
  [178-179] Bedchamber 
  [180-181] Bedroom 
  [182-183] Bodega 
  [184-186] Boudoir 
  [187-189] Bower 
  [190-192] Breezeway 
  [193-195] Brewery 
  [196-197] Buttery 
   
   
  
   
  Page 248 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  C 
  [198-199] Cabinet 
  [200-201] Calefactorium 
  [202-203] Calefactory 
  [204-205] Calidarium 
  [206-208] Cartographers’ Hall 
  [209-210] Cascade Room 
  [211-212] Celestial Hall 
  [213-214] Cellar 
  [215-216] Cellarage 
  [217-219] Cenaculum 
  [220-221] Ceremonial Chamber 
  [222-223] Ceremonial Hall 
  [224-225] Ceremonial Room 
  [226-227] Ceroma 
  [228-229] Chamber 
  [230-231] Chambers 
  [232-233] Chandlery 
  [234-236] Chapel 
  [237-238] Chapel Hall 
  [239-241] Char Cellar 
  [242-244] Cheese Cellar 
  [245-247] Chimney Corner 
  [248-249] Cistern 
  [250-251] Cistern Room 
  [252-253] Classroom 
  [254-255] Cloak Room 
  [256-257] Clockwork Room 
  [258-260] Coal Room 
  [261-262] Coldroom 
  [263-264] Comfort Room 
  [265-266] Concealed Chamber 
  [267-269] Concealed Room 
  [270-271] Conclave 
  [272-273] Conclavium 
  [274-275] Conjuring Chamber 
  [276-277] Conservatory 
  [278-279] Control Room 
  [280-281] Council Chamber 
  [282-283] Council Room 
  [284-285] Crafter’s Room 
  [286-287] Crawlspace 
  [288-290] Crowde 
  [291-293] Cubiculum 
  [294-296] Cupboard 
  [297-299] Cyzicene Hall 
   
  D 
  [300-301] Dairy Chamber 
  [302-303] Dairy Room 
  [304-305] Darkroom 
  [306-207] Dayroom 
  [308-310] Den 
  [311-312] Depository 
  [313-314] Dining Chamber 
  [315-316] Dining Hall 
  [317-318] Dining Room 
  [319-320] Distillery 
  [321-323] Divination Chamber 
  [324-325] Divination Hall 
  [326-327] Divination Room 
  [328-329] Domed Chamber 
  [330-331] Domed Room 
  [332-333] Domicile 
  [334-335] Drawing Chamber 
  [336-337] Drawing Room 
  [338-339] Dressing Chamber 
  [340-342] Dressing Room 
  [343-345] Drying Room 
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  E 
  [346-348] Earth Cellar 
  [349-351] Enclosed Loggia 
  [352-353] Entertaining Room 
  [354-355] Entry 
  [356-357] Ewery 
  [358-359] Exedra 
  [360-361] Experimentation Chamber 
  [362-364] Experimentation Vault 
   
  F 
  [365-366] Fainting Room 
  [367-368] Family Room 
  [369-370] Fane 
  [371-372] Feast Hall 
  [373-375] Fountain Chamber 
  [376-377] Fountain Room 
  [378-379] Foyer 
  [380-381] Fresco Gallery 
  [382-383] Fresco Room 
  [384-385] Frigidarium 
  [386-387] Front Room 
  [388-389] Function Hall 
  [390-391] Function Room 
  [392-394] Fungarium 
   
  G 
  [395-397] Galleria 
  [398-400] Gallery (Display) 
  [401-403] Gambling Hall 
  [404-405] Gambling Room 
  [406-407] Game Room 
  [408-409] Garden 
  [410-411] Garderobe 
  [412-413] Garret 
  [414-416] Gate Chamber 
  [417-418] Grand Aquarium 
  [419-420] Grand Arboretum 
  [421-422] Grand Aviary 
  [423-424] Grand Gallery 
  [425-427] Grand Salon 
  [428-429] Grapery 
  [430-431] Great Chamber 
  [432-433] Great Kitchen 
  [434-435] Great Room 
  [436-437] Greenhouse 
  [438-439] Guard Chamber 
  [440-441] Guard Post 
   
   
   
  [442-443] Guardroom 
  [444-446] Guestchamber 
  [447-449] Guestroom 
  [450-451] Guild Hall 
  [452-454] Guild Room 
  [455-456] Gynaeceum 
  
   
  Page 250 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  H 
  [457-459] Hall of Doors 
  [460-462] Hall of Mirrors 
  [463-464] Hall of Pools 
  [465-466] Hall of Reverence 
  [467-469] Hall of Statuary 
  [470-471] Hall of Tapestries 
  [472-473] Hall 
  [474-475] Harem 
  [476-477] Harness Chamber 
  [478-480] Harness Room 
  [481-482] Haven 
  [483-484] Hearth Chamber 
  [485-486] Hearth Hall 
  [487-488] Hearth Room 
  [489-490] Herbarium 
  [491-492] Hiding Place 
  [493-494] Horological Hall 
  [495-496] Horologium 
  [497-499] Hospitalium 
  [500-502] Hospitium 
  [503-505] Hostel 
  [506-508] Hunters’ Hall 
  [509-510] Hursu 
  [511-512] Hypocaust 
  [513-514] Hypocaust Chamber 
  [515-516] Hypostyle Hall 
   
  I 
  [517-518] Ice Chamber 
  [519-521] Icehouse 
  [522-523] Illusory Chamber 
  [524-525] Illusory Room 
  [526-527] Immense Archive 
  [528-529] Inscription Chamber 
  [530-532] Instrument Chamber 
  [533-534] Instrument Room 
  [535-536] Ipa 
  [537-538] Isi 
   
  K 
  [539-540] Kelda 
  [541-542] Kitchen 
  [543-544] Kitchen Chamber 
  [545-546] Kneipe 
   
  L 
  [547-548] Laboratory (Alchemical) 
  [549-551] Laboratory (Magical) 
  [552-554] Laconicum 
  [555-557] Lady’s Chamber 
  [558-560] Landing 
  [561-562] Larder 
  [563-564] Larder Chamber 
  [565-566] Launderer’s Room 
  [567-568] Lavatorium 
  [569-570] Lavatory 
  [571-573] Library 
  [574-575] Lightwell 
  [576-577] Living Room 
  [578-579] Loft 
  [580-581] Long Gallery 
  [582-584] Lord’s Chamber 
  [585-586] Lounge 
  [587-588] Lumber Room 
  [589-590] Lyceum 
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  M 
  [591-592] Map Chamber 
  [593-594] Map Room 
  [595-596] Meeting Room 
  [597-598] Memorial Chamber 
  [599-600] Mezzanine 
  [601-603] Museum 
  [604-606] Mushroom Cellar 
  [607-609] Music Chamber 
  [610-612] Music Room 
   
  N 
  [613-614] Niched Room 
  [615-616] Nursery 
  [617-618] Nymphaeum 
   
  O 
  [619-620] Observatory 
  [621-622] Oecus 
  [623-625] Office 
  [626-627] Oil Cellar 
   
  P 
  [628-629] Painting Gallery 
  [630-631] Pallet Chamber 
  [632-633] Pantry 
  [634-636] Parlor 
  [637-638] Peristyle 
  [639-640] Planetarium 
  [641-642] Playroom 
  [643-644] Poison Garden 
  [645-646] Pool Chamber 
  [647-648] Pool Room 
  [649-650] Potionry 
  [651-652] Priest Hole 
  [653-655] Privy 
  [656-658] Psychomanteum 
   
  Q 
  [659-661] Quarters 
  [662-664] Quarters, Solitary 
   
  R 
  [665-666] Reading Chamber 
  [667-668] Reading Room 
  [669-670] Receiving Room 
  [671-672] Reception Chamber 
  [673-674] Reception Hall 
  [675-677] Reception Room 
  [678-679] Recess 
  [680-681] Recreation Chamber 
  [682-683] Recreation Hall 
  [684-685] Recreation Room 
  [686-688] Refuge 
  [689-690] Repository 
  [691-692] Reredorter 
  [693-694] Retreat 
  [695-696] Robing Room 
  [697-698] Room of Unknown Purpose 
  [699-700] Room 
  [701-702] Root Cellar 
  [703-704] Rotunda 
  [705-707] Royal Chamber / Nobleman’s 
  Chamber 
  [708-710] Rum 
   
  S 
  [711-713] Safe Room 
  [714-716] Salon 
  [717-718] Salt Cellar 
  
   
  Page 252 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [719-720] Salt Chamber 
  [721-722] Salt Room 
  [723-724] Sauna 
  [725-726] Schola 
  [727-729] Scullery 
  [730-731] Secret Guardroom 
  [732-733] Secret Room 
  [734-735] Servant’s Hall 
  [737-737] Servants’ Quarters 
  [738-740] Servery 
  [741-742] Set 
  [743-744] Sewing Room 
  [745-746] Shrine 
  [747-748] Shrine Chamber 
  [749-750] Shrine Room 
  [751-752] Sick Chamber 
  [753-754] Sick Room 
  [755-756] Simmitu 
  [757-759] Sitting Room 
  [760-762] Sleeping Chamber 
  [763-765] Sleeping Room 
  [766-768] Smoke Room 
  [769-770] Solar 
  [771-772] Solarium 
  [773-774] Spear Closet 
  [775-776] Stable 
  [777-778] Stair Chamber 
  [779-781] Stairway Room 
  [782-783] State Chamber 
  [784-785] State Room 
  [786-787] Statuary 
  [788-790] Still Room 
  [791-792] Stockpile Room 
  [793-794] Stofa 
  [795-796] Storage Chamber 
  [797-798] Storage Room / Storeroom 
  [799-800] Storeroom, Alchemical 
  [801-802] Storeroom, Alcohol / Wine 
  [803-804] Storeroom, Armor 
  [805-806] Storeroom, Box Room 
  [807-808] Storeroom, Butchered Meat 
  [809-811] Storeroom, Ceremonial 
  [812-814] Storeroom, Char / Coal 
  [815-817] Storeroom, Cheese 
  [818-820] Storeroom, Construction 
  [821-822] Storeroom, Drink 
  [823-824] Storeroom, Dry Goods 
  [825-826] Storeroom, Equipment Room 
  [827-828] Storeroom, Failed Experiments 
  [829-830] Storeroom, Foodstuffs 
  [831-833] Storeroom, Furniture 
  [834-835] Storeroom, Herbs and Spices 
  [836-837] Storeroom, Ice 
  [838-839] Storeroom, Lumber 
  [840-841] Storeroom, Masonry 
  [842-844] Storeroom, Oil 
  [845-846] Storeroom, Reagents 
  [847-848] Storeroom, Salt 
  [849-850] Storeroom, Sundries 
  [851-852] Storeroom, Tools and Gear 
  [853-854] Storeroom, Water 
  [855-856] Storeroom, Weapons 
  [857-858] Storm Cellar 
  [859-860] Stricture 
  [861-863] Strongroom 
  [864-866] Studio 
  [867-869] Study 
  [870-872] Sub-Basement 
  [873-874] Sub-Cellar 
  [875-876] Suite 
  [877-878] Suite Chamber 
  [879-880] Summoning Chamber 
  
   
  Page 253 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  [881-883] Summoning Room 
  [884-885] Summoning Gauntlet 
  [886-887] Sunroom 
  [888-889] Svefnhus 
   
  T 
  [890-891] Tack Room 
  [892-893] Taxidermy Hall 
  [894-896] Teleportation Chamber 
  [897-898] Tepidarium 
  [899-900] Thalamos 
  [901-902] Theater 
  [903-904] Therma 
  [905-906] Tholos 
  [907-908] Threshold 
  [909-910] Tool Room 
  [911-913] Tower 
  [914-916] Treasure Chamber 
  [917-918] Treasure Vault 
   
   
  [919-920] Triclinium 
  [921-923] Trophy Hall 
  [924-925] Trophy Room 
  [926-927] Turret 
  U 
  [928-929] Unctuarium 
  [930-931] Unfinished Chamber 
  [932-933] Unfinished Hall 
  [934-935] Unfinished Room 
  [936-937] Utility Chamber 
  [938-939] Utility Room 
   
  V 
  [940-941] Vault 
  [942-943] Vaulted Chamber 
  [944-946] Vaulted Room 
  [947-948] Vestibule 
  [949-950] Vestibulum 
  [951-952] Vigil 
  [953-954] Vinery 
   
  W 
  [955-956] Waiting Chamber 
  [957-958] Waiting Room 
  [959-960] Walk-In Closet 
  [961-962] Walled-Up Chamber 
  [963-964] Walled-Up Corridor 
  [965-966] Walled-Up Room 
  [967-968] Wardrobe 
  [969-970] Wardrobe Room 
  [971-972] Warming Room 
  [973-974] Washroom 
  [975-976] Watchroom 
  [977-978] Weaving Room 
  [979-980] Well 
  
   
  Page 254 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [981-982] Well Room 
  [983-984] Wine Cellar 
  [985-986] Wine Vault 
  [987-988] Withdrawing Chamber 
  [989-990] Withdrawing Room 
  [991-992] Wizard’s Laboratory 
  [993-994] Wizard’s Workroom 
  [995-996] Work Chamber 
  [997-998] Workroom 
  [999] Workshop 
   
  Z 
  [000] Zoo / Menagerie 
   
   
   
   
   
  Quest Target Places: 
  Strongholds 
   
  Table GWG2-89: 
  Stronghold Rooms 
   
  To roll up a Quest Target Place in a 
  Stronghold, roll 1D1000 and consult the 
  following table. 
  You can also use this table, along with the 
  Chaotic 
  Descriptor 
  Table, 
  to 
  generate 
  hundreds of random room concepts if you 
  would 
  like 
  to 
  create 
  your 
  dungeon 
  “conceptually” before you pen to paper. 
   
  A 
  [001] Abreuvoir 
  [002-003] Access Chamber 
  [004-005] Access Room 
  [006-007] Accommodation 
  [008-009] Accommodations 
  [010] Aerarium 
  [011] Aerarium Chamber 
  [012] Aerary 
  [013] Aerary Chamber 
  [014] Agiasterion 
  [015] Agiasterium 
  [016] Air Chamber 
  [017] Air Room 
  [018] Ala 
  [019] Alae 
  [020-021] Alcove 
  [022-023] Alcove Succession 
  [024] Ale Cellar 
  [025] Alhacena 
  [026] Alhacena Succession 
  [027] Alipterion 
  
   
  Page 255 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  [028] Altar Chamber 
  [029] Altar Room 
  [030] Ambry 
  [031] Ambry Chamber 
  [032] Ambulatory 
  [033] Amphithalamoi 
  [034] Amphithalamos 
  [035] Amphitheater 
  [036] Anatomical Theater 
  [037] Anchorage 
  [038] Anddyri 
  [039] Andron 
  [040] Angelic Shrine 
  [041] Annex 
  [042] Annex Labyrinth 
  [043] Annex Warren 
  [044] Anointing Chamber 
  [045] Anointing Room 
   
   
   
  [046] Antecabinet 
  [047-048] Antechamber 
  [049-050] Anteroom 
  [051] Apartments 
  [052] Apodyterium 
  [053] Apotheca 
  [054] Apothecarium 
  [055] Apothecary 
  [056-057] Apse 
  [058-059] Apse Room 
  [060] Aquarium 
  [061] Arboretum 
  [062] Archive 
  [063-064] Arena 
  [065-066] Armorial Chamber 
  [067-068] Armorial Hall 
  [069-070] Armory 
  [071-072] Armory and Forge 
  [073-074] Armory Chamber 
  [075] Arryt 
  [076-077] Arsenal 
  [078-079] Arsenal Chamner 
  [080-081] Arsenal and Forge 
  [082] Art Gallery 
  [083] Artisan’s Chamber 
  [084] Artisan’s Room 
  [085] Aslukku 
  [086-087] Assembly Chamber 
  [088-089] Assembly Hall 
  [090] Atelier 
  [091] Atrium 
  [092] Atrium Chamber 
  [093-094] Audience Chamber 
  [095-096] Audience Hall 
  [097-098] Audience Room 
  [099-100] Auditorium 
  [101] Augury Chamber 
  [102] Augury Room 
  [103-104] Aula Regia 
  [105-106] Aula 
  [107-108] Auxiliary Chamber 
  [109-110] Auxiliary Room 
  [111] Axnwty 
   
  
   
  Page 256 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  B 
  [112-113] Bailey 
  [114] Bakery 
  [115] Balnea 
  [116] Balnearium 
  [117-118] Banquet Hall 
  [119-120] Banquet Room 
  [121-122] Barbican 
  [123-124] Barracks 
  [125-126] Barracks Hall 
  [127] Basement 
  [128] Basement Space 
  [129-130] Bastion 
  [131] Bath 
  [132] Bathhouse 
  [133] Bathroom / Bath Room 
  [134-135] Bawm 
  [136-137] Bay 
  [138-139] Bay Succession 
  [140-141] Beast Pit 
  [142-143] Bedchamber 
  [144-145] Bedroom 
  [146] Belfry 
  [147] Bell Tower 
  [148-149] Bleeding Chamber 
  [150-151] Bleeding Room 
  [152] Bodega 
  [153-154] Boudoir 
  [155] Bouleuterion 
  [156] Bourse 
  [157] Bower 
  [158] Breezeway 
  [159] Brewery 
  [160] Buttery 
   
  C 
  [161] Cabinet 
  [162-163] Cache Chamber 
  [164-165] Cache Room 
  [166-167] Cage 
  [168] Calefactorium 
  [169] Calefactory 
  [170] Calidarium 
  [171] Camba 
  [172-173] Carcer 
  [174] Cartographers’ Hall 
  [175] Cascade Room 
  [176-177] Casemate 
  [178] Cavaedium 
  [179-180] Cavea 
  [181-182] Cell Block 
  [183-184] Cell 
  [185] Cellae 
  [186] Cellar 
  [187] Cellarage 
  [188] Ceremonial Chamber 
  [189] Ceremonial Hall 
   
   
   
  [190] Ceremonial Room 
  [191] Ceroma 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [192-193] Chamber 
  [194-195] Chambers 
  [196] Chantier 
  [197] Chapel 
  [198] Chapel Hall 
  [199] Chartophylacium 
  [200] Chimney Corner 
  [201-202] Cistern 
  [203-204] Cistern Room 
  [205] Classroom 
  [206-207] Clinic 
  [208] Cloaca 
  [209] Cloak Room 
  [210] Clockwork Room 
  [211-212] Coal Room 
  [213] Coldroom 
  [214-215] Combat Pit 
  [216] Comfort Room 
  [217-218] Commandery 
  [219-220] Common Room 
  [221-222] Communal Quarters 
  [223-224] Concealed Chamber 
  [225-226] Concealed Room 
  [227] Conclave 
  [228] Conclavium 
  [229] Conjuring Chamber 
  [230-231] Control Room 
  [232-233] Council Chamber 
  [234-235] Council Hall 
  [236-237] Council Room 
  [238-239] Counting Room 
  [240-241] Court 
  [242-243] Courtyard / Dungeon Court 
  [244] Crafter’s Room 
  [245] Crowde 
  [246] Cubiculum 
  D 
  [247] Dais Chamber 
  [248] Dais Room 
  [249-250] Depository 
  [251-252] Dining Chamber 
  [253-254] Dining Hall 
  [255-256] Dining Room 
  [257] Distillery 
  [258-259] Domed Chamber 
  [260-261] Domed Hall 
  [262-263] Domed Room 
  [264-265] Domicile 
  [266-267] Donjon 
  [268-269] Dormitory 
  [270-271] Drawbridge / Drawbridge 
  Chamber 
  [272] Drawing Chamber 
  [273] Drawing Room 
  [274-275] Drill Hall 
  [276-277] Dueling Pit 
  [278-279] Dueling Pit Matrix 
  [280] Dulli 
  [281-282] Dungeon 
   
  E 
  [283] Enclosed Loggia 
  [284-285] Enclosure 
  [286-287] Entrance Hall 
  [288-289] Entry 
  [290-291] Entry Hall 
  [292-293] Excubitorium 
  [294-295] Execution Chamber 
  [296-297] Execution Hall 
  [298-299] Execution Room 
  [300-301] Exercise Room 
  [302-303] Experimentation Chamber 
  
   
  Page 258 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [304-305] Experimentation Vault 
   
  F 
  [306-307] False Treasure Room 
  [308-309] Feast Hall 
  [310-311] Forecourt 
  [312-313] Forge 
  [314-315] Foundry 
  [316-317] Fountain Chamber 
  [318-319] Fountain Hall 
  [320-321] Fountain Room 
  [322-323] Frater 
  [324-325] Fresco Gallery 
  [326-327] Fresco Room 
  [328-329] Frigidarium 
  [330-331] Function Hall 
  [332-333] Function Room 
   
  G 
  [334-335] Gallery (Display) 
  [336-337] Gambling Room 
  [338-339] Game Room 
  [340-341] Ganunmahu 
  [342-343] Gaol 
  [344-345] Garderobe 
  [346-347] Garderobe Chamber 
  [348-349] Gardr 
  [350-351] Garrison 
  [352-353] Gate / Gate Chamber 
  [354-355] Gate Room 
  [356-357] Gatehouse 
  [358-359] Goods Hall 
  [360-361] Granary 
  [362-364] Grand Aerarium 
  [365-367] Grand Aerary 
  [368-370] Grand Arena 
  [371-373] Grand Armory and Forge 
  [374-376] Grand Armory 
  [377-379] Grand Arsenal and Forge 
  [380-382] Grand Arsenal 
  [383-385] Great Chamber 
  [386-388] Great Hall 
  [389-391] Great Kitchen 
  [392-394] Grinding Chamber 
  [395-397] Grinding Room 
  [398-400] Guard Chamber 
  [401-403] Guard Hall 
  [404-406] Guard Post 
  [407-409] Guardroom 
  [410-412] Guest Chamber 
  [413-414] Guestroom 
  [415-416] Guild Hall 
  [417-419] Guild Room 
  [420-422] Gymnasium 
  [423-425] Gynaeceum 
   
  H 
  [426-428] Hall of Assembly 
  [429-431] Hall of Challenge 
  [432-434] Hall of Healing 
  [435-437] Hall of Honor 
  [438-440] Hall of Judgment 
  [441-443] Hall of Pools 
  [444-445] Hall of Reverence 
  [446-448] Hall of Statuary 
  [449-451] Hall of Tapestries 
  [452-454] Hall 
  [455-457] Hamr 
  [458-460] Harem 
  [461-463] Harness Chamber 
  [464-466] Harness Hall 
  
   
  Page 259 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  [467-469] Harness Room 
  [470-472] Hearth Chamber 
  [473-474] Hearth Hall 
  [475-476] Hearth Room 
  [477-478] Heroum 
  [479-480] Hiding Place 
  [481-482] Holl 
  [483-484] Hollowed Wall 
  [485-486] Horological Hall 
  [487-489] Horologium 
  [490-492] Hospitalium 
  [493-495] Hospitium 
  [496-498] Hostel 
  [499-500] Hrt Ib 
  [501-503] Hunters’ Hall 
  [504-505] Hypocaust 
  [506-507] Hypocaust Chamber 
  [508-510] Hypostyle Hall 
   
  I 
  [511-512] Ice Chamber 
  [513-514] Icehouse 
  [515-516] Idrt 
  [517-518] Immense Archive 
  [519-520] Infirmary 
  [521] Inquisition Chamber 
  [522-523] Inquisitorial Chamber 
  [524-526] Inscription Chamber 
  [527-528] Instrument Chamber 
  [529-530] Instrument Room 
  [531-533] Interrogation Chamber 
  [534-536] Interrogation Room 
  [537-538] Ipa 
  [539-540] Isi 
  [541-542] Iwnyt 
   
  J 
  [543-544] Jail 
  [545-546] Junk Room 
   
  K 
  [547-548] Keep 
  [549-550] Kitchen 
  [551-552] Kitchen Chamber 
  [553-554] Kneipe 
  [555-556] Knights’ Hall 
   
  L 
  [557-558] Laboratory, Alchemical 
  [559-560] Laboratory, Magical 
  [561-562] Lady’s Chamber 
  [563-564] Landing 
  [565-566] Larder 
  [567-568] Larder Chamber 
  [569-570] Latrine 
  [571-572] Latrine Chamber 
  [573-574] Lavatory 
  [575-576] Library 
  [577-578] Lightwell 
  [579-580] Loft 
  [581-582] Lokrekkja 
  [583-584] Long Gallery 
  [585-586] Lookout 
  [587-588] Lopt 
  [589-590] Lord’s Chamber 
  [591-592] Lumber Room 
   
  M 
  [593-594] Makkuri 
  [595-596] Manufactory 
  [597-598] Map Chamber 
  
   
  Page 260 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [599-600] Map Room 
  [601-602] Mechanical Room 
  [603-604] Meeting Room 
  [605-606] Megaron 
  [607] Memorial Chamber 
  [608] Mesitu 
  [609-610] Mess Hall 
  [611] Mezzanine 
  [612] Mezzanine Hall 
  [613-614] Moat / Moat Vault 
  [615-616] Moat Hall 
  [617] Monastic Cell 
  [618] Monument Room 
  [619] Monument Hall 
  [620] Moot Hall 
  [621] Morgue 
  [622-623] Motte 
  [624] Mtwn 
  [625] Muniment Hall 
  [626] Muniment Room 
  [627-628] Murder Room 
  [629] Museum 
  [630] Music Chamber 
  [631] Music Room 
   
  N 
  [632] Narthex 
  [633-634] Naumachia 
  [635] Niched Room 
   
  O 
  [636] Observation Chamber 
  [637] Observatory 
  [638] Oecus 
  [639] Office 
  [640] Oil Press Room 
  [641-642] Outpost 
  [643] Overlook 
   
  P 
  [644] Palatial Hall 
  [645] Pallet Chamber 
  [646] Pantry 
  [647] Peristyle 
  [648] Planetarium 
  [649-650] Planning Room 
  [651-652] Portcullis Chamber 
  [653] Pr Hd 
  [654-655] Prison 
  [656-657] Prison Block 
  [658-659] Prison Cell 
  [660-661] Prison Chamber 
   
   
   
  [662-663] Prison Hall 
  [664] Privy 
  [665-666] Protective Ditch 
  [667] Proving Ground 
  [668] Proving Grounds 
  [669] Pump Room 
  [670] Puteus 
   
  
   
  Page 261 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  Q 
  [671-672] Quarters 
  [673-674] Quarters, Solitary 
   
  R 
  [675] Reading Chamber 
  [676] Reading Room 
  [678] Reception Chamber 
  [679] Reception Hall 
  [680] Reception Room 
  [681] Recess 
  [682-683] Redoubt 
  [684] Refectory 
  [685-686] Refuge 
  [687] Reredorter 
  [688] Retreat 
  [689] Revolving Chamber 
  [690-691] Riding Hall 
  [692] Robing Room 
  [693-694] Room of Slaughter 
  [695] Room of Unknown Purpose 
  [696] Room 
  [697] Root Cellar 
  [698] Rotating Room 
  [699] Rotunda 
  [700-701] Royal Chamber / Nobleman’s 
  Chamber 
  [702] Rum 
  [703] Rwyt 
   
  S 
  [704-705] Safe Room 
  [706] Salon 
  [707] Salr 
  [708] Salt Cellar 
  [709-710] Salt Chamber 
  [711-712] Salt Room 
  [713-714] Sauna 
  [715-716] Scriptorium 
  [717-718] Scullery 
  [719-720] Secret Guardroom 
  [721-722] Secret Room 
  [723-724] Seraglio 
  [725-726] Servants’ Hall 
  [727-728] Servants’ Quarters 
  [729-730] Servery 
  [731-732] Set 
  [733-734] Shelter 
  [735-736] Shop 
  [737-738] Shrine 
  [739-740] Shrine Chamber 
  [741-742] Shrine Room 
  [743-744] Sibitti 
  [745-746] Sick Chamber 
  [747-748] Sick Room 
  [749-750] Sitting Room 
  [751-752] Skali 
  [753-754] Skinning Room 
  [755-756] Slave Chamber 
  [757-758] Slave Pit 
  [759-760] Sleeping Chamber 
  [761-762] Sleeping Hall 
  [763-764] Sleeping Room 
  [765-766] Smelter 
  [767-768] Smithy 
  [769-770] Smoke Room 
  [771-772] Spear Closet 
  [773-774] Squires’ Hall 
  [775-776] Stable 
  [777-778] Stair Chamber 
  [779-780] Stairway Room 
  
   
  Page 262 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [781-782] State Chamber 
  [783-784] State Room 
  [785-786] Statuary 
  [787-788] Still Room 
  [789-790] Stockpile Room 
  [791-792] Storage Chamber 
  [793-794] Storage Room / Storeroom 
  [795-796] Storeroom, Alchemical 
  [797-798] Storeroom, Alcohol / Wine 
  [799-800] Storeroom, Armor 
  [801-802] Storeroom, Box Room 
  [803-804] Storeroom, Butchered Meat 
  [805-806] Storeroom, Ceremonial 
  [807-808] Storeroom, Char / Coal 
  [809-810] Storeroom, Cheese 
  [811-812] Storeroom, Construction 
  [813-814] Storeroom, Drink 
  [815-816] Storeroom, Dry Goods 
  [817-818] Storeroom, Equipment Room 
  [819-820] Storeroom, Failed Experiments 
  [821-822] Storeroom, Foodstuffs 
  [823-824] Storeroom, Furniture 
  [825-826] Storeroom, Herbs and Spices 
  [827-828] Storeroom, Ice 
  [829-830] Storeroom, Lumber 
  [831-832] Storeroom, Masonry 
  [833-834] Storeroom, Oil 
  [835-836] Storeroom, Reagents 
  [837-838] Storeroom, Salt 
  [839-840] Storeroom, Sundries 
  [841-842] Storeroom, Tools and Gear 
  [843-844] Storeroom, Water 
  [845-846] Storeroom, Weapons 
  [847-848] Strongroom 
  [849-850] Study 
  [851-852] Sudatorium 
  [853-854] Suite 
  [855-856] Suite Chamber 
  [857-858] Summoning Chamber 
  [859-860] Summoning Room 
  [861-862] Summoning Gauntlet 
   
  T 
  [863-864] Tablinum 
  [865-866] Tack Room 
  [867-868] Tank 
  [869-870] Taxidermy Hall 
  [871-872] Teleportation Chamber 
  [873-874] Temple 
  [875-876] Templum 
  [877-878] Tepidarium 
  [879-880] Terminus 
  [881-882] Theater 
  [883-884] Therma 
  [885-886] Tholos 
  [887-888] Throne Hall 
  [889-890] Throne Room 
  [891-892] Tool Room 
  [893-894] Torture Chamber 
  [895] Torture Pit 
  [896] Torture Pits 
  [897-898] Tower / Tower Chamber 
  [899-900] Training Hall 
  [901-902] Training Room 
  [903-904] Treasure Chamber 
  [905-906] Treasure Vault 
  [907-908] Treasury 
  [909-910] Triclinium 
  [911-912] Trophy Hall 
  [913-914] Trophy Room 
  [915-916] Turret / Turret Vault 
   
  
   
  Page 263 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  U 
  [917-918] Unfinished Chamber 
  [919-920] Unfinished Hall 
  [921-922] Unfinished Room 
  [923-924] Utility Chamber 
  [925-926] Utility Room 
   
  V 
  [927-928] Vault 
  [929-930] Vaulted Chamber 
  [931-932] Vaulted Hall 
  [933-934] Vaulted Room 
  [935-936] Vestibule 
  [937-938] Vestibulum 
  [939-940] Vigil 
   
  W 
  [941-942] Wadyt 
  [943-944] Waiting Chamber 
  [945-946] Waiting Room 
  [947-948] Walled-Up Chamber 
  [949-950] Walled-Up Corridor 
  [951-952] Walled-Up Room 
  [953-954] War Room 
  [955-956] Ward 
  [957-958] Warming Room 
  [959-960] Washroom 
  [961-962] Watchroom 
  [963-964] Wda 
  [965-966] Weaving Room 
  [967-968] Well 
  [969-970] Well Room 
  [971-972] Winch Pit 
  [973-974] Winch Room 
  [975-976] Wine Cellar 
  [977-978] Wine Vault 
  [979-980] Wizard’s Laboratory 
  [981-982] Wizard’s Workroom 
  [983-984] Work Chamber 
  [095-986] Workers’ Hall 
  [987-988] Workpit 
  [989-990] Workroom 
  [991-992] Workshop 
  [993-994] Wsxt 
   
  X 
  [995-996] Xnr 
  [997-998] Xnrt 
   
  Z 
  [999-000] Zoo / Menagerie 
   
   
  
   
  Page 264 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Quest Target Places: 
  Temples 
   
   
   
  Table GWG2-90: 
  Temple Rooms 
   
  To roll up a Quest Target Place in a Temple, 
  roll 1D1000 and consult the following table. 
  You can also use this table, along with the 
  Chaotic 
  Descriptor 
  Table, 
  to 
  generate 
  hundreds of random room concepts if you 
  would 
  like 
  to 
  create 
  your 
  dungeon 
  “conceptually” before you pen to paper. 
   
  A 
  [001] Abattoir 
  [002] Access Chamber 
  [003] Access Room 
  [004] Accommodation 
  [005] Accommodations 
  [006] Adyton 
  [007] Adytum 
  [008] Aerarium 
  [009] Aerarium Chamber 
  [010] Aerary 
  [011] Aerary Chamber 
  [012] Agiasterion 
  [013] Agiasterium 
  [014] Ah Hwt 
  [015-016] Ah 
  [017] Air Chamber 
  [018] Air Room 
  [019] Ala 
  [020] Alae 
  [021] Alcove 
  [022] Alcove Succession 
  [023] Ale Cellar 
  [024] Alhacena 
  [025] Alhacena Succession 
  [026] Alipterion 
  [027-028] Almonry 
  [029-030] Almonry Chamber 
  [031-032] Almonry Hall 
  [033-034] Altar Chamber 
  [035-036] Altar Room 
  [037-038] Ambry 
  [039] Ambry Chamber 
  [040] Ambitus 
  [041] Ambulatory 
  [042] Amphithalamoi 
  [043] Amphithalamos 
  [044] Amphitheater 
  [045] Anatomical Theater 
  [046-047] Ancestral Chamber 
  [048-049] Ancestral Hall 
  
   
  Page 265 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  [051-051] Anchorage 
  [052] Andron 
  [053-054] Angelic Shrine 
  [055] Annex 
  [056] Annex Labyrinth 
  [057] Annex Warren 
  [058-059] Anointing Chamber 
  [060-061] Anointing Room 
  [062] Antecabinet 
  [063-064] Antechamber 
  [065-066] Antechapel 
  [067-078] Anteroom 
  [069] Apartments 
  [070] Apodyterium 
  [071] Apotheca 
  [072] Apothecarium 
  [073] Apothecary 
  [074] Apse 
  [075] Apse Room 
  [076] Aquarium 
  [077] Arboretum 
  [078-079] Archive 
  [080-081] Arcosolium 
  [082] Armorial Chamber 
  [083] Armorial Hall 
  [084] Armory 
  [085] Armory and Forge 
  [086] Armory Chamber 
  [087] Arryt 
  [088] Arsenal 
  [089] Arsenal Chamber 
  [090] Arsenal and Forge 
  [091] Art Gallery 
  [092] Artisan’s Chamber 
  [093] Artisan’s Room 
  [094] Aslukku 
  [095-096] Assemblage 
  [097-098] Assembly Chamber 
  [099-100] Assembly Hall 
  [101-102] Asylum 
  [103] At Iwf 
  [104] Atrium 
  [105] Atrium Chamber 
  [106] Audience Chamber 
  [107] Audience Hall 
  [108] Audience Room 
  [109] Auditorium 
  [110-111] Augury Chamber 
  [112-113] Augury Room 
  [114] Aula Regia 
  [115] Aula 
  [116] Auxiliary Chamber 
  [117] Auxiliary Room 
  [118] Axnwty 
   
  B 
  [119] Balnea 
  [120] Balnearium 
  [121] Barag 
  [122] Barracks 
  [123] Barracks Hall 
  [124-125] Basilica 
  [126] Bath 
  [127] Bathroom / Bath Room 
  [128] Bay 
  [129] Bay Succession 
  [130] Bedchamber 
  [131] Bedroom 
  [132] Belfry 
  [133] Bell Tower 
  [134-135] Bema 
  [136] Boudoir 
  
   
  Page 266 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [137] Bouleuterion 
  [138] Bower 
  [139-140] Bursary 
  [141] Buru 
   
  C 
  [142-143] Cabinet 
  [144-145] Caged Chantry 
  [146-147] Caged Chapel 
  [148-149] Calefactorium 
  [150-151] Calefactory 
  [152-153] Calidarium 
  [154-155] Camba 
  [156-157] Cascade Hall 
  [158-159] Cascade Room 
  [160-161] Catacomb 
  [162-163] Catacombs 
  [164-165] Catacumba 
  [166-167] Catacumbae 
  [168-169] Cavaedium 
  [170-171] Celestial Hall 
  [172-173] Cell 
  [174-175] Cella 
  [176-177] Ceremonial Chamber 
  [178-179] Ceremonial Hall 
  [180-181] Ceremonial Room 
  [182-183] Ceroma 
  [184-185] Chamber 
  [186-187] Chamber of Revelation 
  [188-189] Chambers 
  [190-191] Chancel 
  [192-193] Chandlery 
  [194-195] Chantier 
  [196-197] Chantry 
  [198-199] Chapel 
  [200-201] Chapel Hall 
  [202-203] Chapter House 
  [204-205] Chapter Room 
  [206] Char Cellar 
  [207] Chartophylacium 
  [208-209] Choir 
  [210-211] Cimeliarch 
  [212] Cistern 
  [213] Cistern Room 
  [214] Clinic 
  [215-216] Cloister 
  [217] Comfort Room 
  [218] Common Room 
  [219] Communal Quarters 
  [220] Concealed Chamber 
  [221] Concealed Room 
  [222] Conclave 
  [223-224] Conclavium 
  [225-226] Confessional 
  [227-228] Conjuring Chamber 
  [229-230] Convocation Room 
  [231-232] Council Chamber 
  [233-234] Council Hall 
  [235-236] Council Room 
  [237-238] Counting Room 
  [239-240] Crafter’s Room 
  [241-242] Crowde 
  [243-244] Cubiculum 
  [245-246] Cyzicene Hall 
   
  D 
  [247] Dais Chamber 
  [248] Dais Room 
  [249] Darkroom 
  [250] Delubrum 
  [251] Depository 
  [252] Diaconia 
  
   
  Page 267 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  [253] Diaconicon 
  [254] Dining Chamber 
  [255] Dining Hall 
  [256] Dining Room 
  [257-258] Divination Chamber 
  [259-260] Divination Hall 
  [261-262] Divination Room 
  [263] Domed Chamber 
  [264] Domed Hall 
  [265] Domed Room 
  [266] Domicile 
  [267] Dormitory 
  [268-269] Dorter 
  [270] Drawing Chamber 
  [271] Drawing Room 
  [272] Dressing Chamber 
  [273] Dressing Room 
  [274-275] Drowning Pool 
  [276] Dulli 
   
  E 
  [277] Echo Chamber 
  [278] Echoing Vault 
  [279] Emasu 
  [280-281] Enclosed Loggia 
  [282-283] Entrance Hall 
  [284-285] Entry 
  [286-287] Entry Hall 
  [288-289] Ersi 
  [290-291] Ewery 
  [292-293] Excubitorium 
  [294-295] Exercise Room 
  [296-297] Experimentation Chamber 
  [298-299] Experimentation Vault 
   
  F 
  [300-301] Fallen Angelic Shrine 
  [302-303] False Treasure Room 
  [304-305] False Treasure Vault 
  [306-307] Fane 
  [308-309] Favissa 
  [310] Feast Hall 
  [311] Feretorium 
  [312-313] Feretory 
  [314] Firepit 
  [315-316] Forbidden Chamber 
  [317-318] Forbidden Vault 
  [319] Fountain Chamber 
  [320] Fountain Hall 
  [321] Fountain Room 
  [322] Foyer 
  [323] Frater 
  [324-325] Fresco Gallery 
  [326-327] Fresco Room 
  [328] Frigidarium 
  [329-330] Fumigatory 
  [331] Function Hall 
  [332] Function Room 
  [333-334] Funerary Chapel 
  [335] Funereal Crowde 
  [336] Fungarium 
   
  G 
  [337] Galininu 
  [338] Gallery (Display) 
  [339] Ganunmahu 
  [340-341] Garden 
  [342-343] Garderobe 
  [344-345] Garderobe Chamber 
  [346-347] Gate Chamber 
  
   
  Page 268 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [348-349] Gate Room 
  [350-351] Goods Hall 
  [352-353] Granary 
  [354-355] Grand Aerarium 
  [356-357] Grand Aerary 
  [358-359] Grand Aquarium 
  [360-361] Grapery 
  [362-363] Great Abattoir 
  [364-365] Great Adyton 
  [366-367] Great Andron 
  [368-369] Greater Almonry 
  [370-371] Grinding Chamber 
  [372-373] Grinding Room 
  [374-375] Guard Chamber 
  [376-377] Guard Hall 
  [378-379] Guard Post 
  [380-381] Guardroom 
  [382-383] Guest Chamber 
  [384-385] Guestroom 
  [386-387] Guild Room 
  [388-389] Gynaeceum 
   
  H 
  [390-391] Hall of Assembly 
  [392-393] Hall of Bones 
  [394-395] Hall of Contemplation 
  [396-397] Hall of Doors 
  [398-399] Hall of Healing 
  [400-401] Hall of Honor 
  [402-403] Hall of Immortal Judgment 
  [404-405] Hall of Mourners 
  [406-407] Hall of Offerings 
  [408-409] Hall of Pools 
  [410-411] Hall of Repentance 
  [412-414] Hall of Resurrection 
  [415-417] Hall of Runes 
  [418-420] Hall of Souls 
  [421-423] Hall of Statuary 
   
   
   
  [424-426] Hall of the Dead 
  [427-429] Hall 
  [430-432] Harem 
  [433-435] Haven 
  [436-438] Hearth Chamber 
  [439-441] Hearth Hall 
  [442-444] Hearth Room 
  [445-447] Helieum 
  [448-450] Herbarium 
  [451-453] Heroum 
  [454-456] Hiding Place 
  [457-459] Hieron 
  [460-462] Holl 
  [463-465] Horologium 
  [466-468] Hospitalium 
  
   
  Page 269 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  [469-471] Hospitium 
  [472-474] Hrt Ib 
  [475-477] Hursu 
  [478-480] Hwt Ka 
  [481-483] Hwt 
  [484-486] Hypocaust 
  [487-489] Hypocaust Chamber 
  [490-492] Hypogeum 
  [493-495] Hypostyle Hall 
   
  I 
  [496-498] Ibw 
  [499-501] Illusory Chamber 
  [502-504] Illusory Room 
  [505-507] Immense Archive 
  [508-510] Imnt 
  [511-513] Infirmary 
  [514-516] Inner Chamber 
  [517-519] Inner Ward 
  [520] Inquisition Chamber 
  [521-522] Inquisitorial Chamber 
  [523-525] Inscription Chamber 
  [526-528] Internment Chamber 
  [529-531] Ipa 
  [532-534] Isi 
  [535-537] Iwnn 
  [538-540] Iwnyt 
   
  J 
  [541-543] Jail 
   
  K 
  [544-546] Kelda 
  [547-549] Kitchen 
  [550-552] Kitchen Chamber 
  [553-555] Kummu 
  [556-558] Kunukku 
   
  L 
  [559-561] Landing 
  [562-564] Lararium 
  [565-567] Latrine 
  [568-570] Latrine Chamber 
  [571-573] Lavatory 
  [574-575] Lazarette 
  [576-577] Lesser Almonry 
  [578-579] Library 
  [580-581] Lightwell 
  [582-583] Locutorium 
  [584] Lokrekkja 
  [585-586] Long Gallery 
  [587] Lopt 
  [588] Lyceum 
   
  M 
  [589-590] Makkuri 
  [591-592] Map Chamber 
  [593-594] Map Room 
  [595-596] Martyrium 
  [597-598] Marw 
  [599-600] Massaku 
  [601-602] Mausoleum 
  [603-604] Mechanical Room 
  [605-606] Meditation Chamber 
  [607-608] Megaron 
  [609-610] Memorial Chamber 
  [611] Mesitu 
  [612-613] Metroon 
  [614] Mezzanine 
  [615] Mezzanine Hall 
  
   
  Page 270 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [616] Mihat 
  [617-618] Misericord 
  [619-620] Monastic Cell 
  [621] Monument Room 
  [622] Monument Hall 
  [623-624] Mortuary Chapel 
  [625] Msxn 
  [626] Msxnt 
  [627] Muniment Hall 
  [628] Muniment Room 
  [629] Museum 
  [630] Music Chamber 
  [631] Music Room 
   
  N 
  [632-633] Naos 
  [634] Narthex 
  [635] Naspaku 
  [636] Nat 
  [637] Natatorium 
  [638-639] Nave 
  [640] Nht 
  [641] Niched Room 
  [642-643] Novitiate 
  [644-645] Nymphaeum 
   
  O 
  [646-647] Obelisk Chamber 
  [638-649] Obelisk Hall 
  [650] Observation Chamber 
  [651] Observatory 
  [652-653] Offering Chamber 
  [654-655] Offertorium 
  [656] Oil Cellar 
  [657] Oil Press Room 
  [658-659] Opisthodomos 
  [660-661] Oracular Chamber 
  [662-663] Oratory 
  [664] Overlook 
   
  P 
  [665] Painting Gallery 
  [666] Pallet Chamber 
  [667] Parakki 
  [668] Parlor 
  [669] Peristyle 
  [670] Piritsi 
  [671] Planetarium 
  [672] Poison Garden 
  [673] Pool Chamber 
  [674] Pool Room 
  [675] Potionry 
  [676] Pr Dwat 
  [677] Pr Hd 
  [678] Pr Mdat 
  [679] Pr Nfr 
  [680-681] Priest Hole 
  [682] Privy 
  [683-684] Propylaeum 
  [685-686] Psychomanteum 
  [687] Pump Room 
  [688-689] Purification Chamber 
   
  Q 
  [690] Quarters 
  [691] Quarters, Solitary 
   
  R 
  [692] Rdw 
  [693] Reading Chamber 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [694] Reading Room 
  [695] Receiving Room 
  [696] Reception Chamber 
  [697] Reception Room 
  [698] Recess 
  [699] Recreation Chamber 
  [700] Recreation Hall 
  [701] Recreation Room 
  [702] Refectorium 
  [703-704] Refectory 
  [705-706] Reflecting Pool 
  [707-708] Reflecting Room 
  [709] Refuge 
  [710-711] Reliquary 
  [712] Repository 
  [713] Reredorter 
  [714] Retreat 
  [715-716] Ritual Hall 
  [717] Robing Room 
  [718] Room of Pools 
  [719] Room of Unknown Purpose 
  [720] Room 
  [721] Root Cellar 
  [722] Rotunda 
  [723] Royal Tomb 
  [724] Rugbu 
  [725] Rum 
  [726] Runic Chamber 
  [727] Rwyt 
   
  S 
  [728-729] Sacrarium 
  [730-731] Sacred Abattoir 
  [732-733] Sacred Crypt 
  [734-735] Sacred Tomb 
  [736-737] Sacrificial Chamber 
  [738-739] Sacrificial Pool 
  [740-741] Sacrificial Vault 
  [742-743] Sacristy 
  [744] Salon 
  [745] Salr 
  [746-747] Sanctuary 
   
   
   
  [748-749] Sanctum 
  [750-751] Sanctum Sanctorum 
   
  [752] Sarcophagus Chamber 
  [753] Sarcophagus Room 
  [754] Sauna 
  [755] Schola 
  [756] Scriptorium 
  [757] Scullery 
  [758] Secret Guardroom 
  [759] Secret Room 
  [760-761] Seminary 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [762] Sepulcher 
  [763] Sepulchral Cell 
  [764-765] Sepulchral Chapel 
  [766] Sepulchral Hall 
  [767] Sepulchral Heroum 
  [768] Seraglio 
  [769] Servants’ Hall 
  [770] Servants’ Quarters 
  [771] Servery 
  [772] Set 
  [773] Shop 
  [774-775] Shrine 
  [776-777] Shrine Chamber 
  [778-779] Shrine Room 
  [780] Sick Chamber 
  [781] Sick Room 
  [782] Simmiltu 
  [783] Sitting Room 
  [784] Skali 
  [785] Slave Chamber 
  [786] Slave Pit 
  [787] Sleeping Chamber 
  [788] Sleeping Hall 
  [789] Sleeping Room 
  [790] Smithy 
  [791] Smoke Room 
  [792] Solarium 
  [793] Spear Closet 
  [794] Spiral Labyrinth 
  [795] Stable 
  [796] Stair Chamber 
  [797] Stairway Room 
  [798] State Chamber 
  [799] State Room 
  [800] Statuary 
  [801] Still Room 
  [802] Stockpile Room 
  [803] Stofa 
  [804] Storage Chamber 
  [805] Storage Room / Storeroom 
  [806] Storeroom, Alchemical 
  [807] Storeroom, Alcohol / Wine 
  [808] Storeroom, Armor 
  [809] Storeroom, Box Room 
  [810] Storeroom, Butchered Meat 
  [811-812] Storeroom, Ceremonial 
  [813] Storeroom, Char / Coal 
  [814] Storeroom, Cheese 
  [815] Storeroom, Construction 
  [816] Storeroom, Drink 
  [817] Storeroom, Dry Goods 
  [818] Storeroom, Embalming 
  [819] Storeroom, Equipment Room 
  [820] Storeroom, Failed Experiments 
  [821] Storeroom, Foodstuffs 
  [822] Storeroom, Furniture 
  [823] Storeroom, Herbs and Spices 
  [824] Storeroom, Ice 
  [825] Storeroom, Lumber 
  [826] Storeroom, Masonry 
  [827] Storeroom, Oil 
  [828-829] Storeroom, Reagents 
  [830] Storeroom, Salt 
  [831] Storeroom, Sundries 
  [832] Storeroom, Tools and Gear 
  [833-834] Storeroom, Water 
  [835-836] Storeroom, Weapons 
  [837-838] Strongroom 
  [839-840] Studio 
  [841-842] Study 
  [843-844] Submerged Chamber 
  [845-846] Submerged Hall 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [847-848] Submerged Room 
  [849-850] Sudatorium 
  [851-852] Suite 
  [853-854] Suite Chamber 
  [855-856] Summoning Chamber 
  [857-858] Summoning Room 
  [859-860] Summoning Gauntlet 
  [861] Sunroom 
  [862] Svefnhus 
   
  T 
  [863] Tablinum 
  [864] Tack Room 
  [865] Taum 
  [866-867] Teleportation Chamber 
  [878-870] Temple 
  [871-873] Templum 
  [874-875] Tepidarium 
  [876-877] Terminus 
  [878-879] Thalamos 
  [880-881] Theater 
  [882-883] Therma 
  [884-885] Tholos 
  [886-887] Threshold 
  [888-889] Tool Room 
  [890-891] Torture Chamber 
  [892-893] Tower / Tower Chamber 
  [894-895] Training Hall 
  [896-897] Training Room 
  [898-899] Treasure Chamber 
  [900-901] Treasure Vault 
  [902-903] Triclinium 
  [904-905] Trophy Hall 
  [906-907] Trophy Room 
  [908-909] Tuppi 
  [910-911] Turret / Turret Vault 
  [912-913] Turrinum 
   
  U 
  [914-915] Unctuarium 
  [916-917] Undercroft 
  [918-919] Undercroft (Special) 
  [920-921] Unfinished Chamber 
  [922] Unfinished Hall 
  [923] Unfinished Room 
  [924] Urbatu 
  [925] Ursu 
  [926] Usgidum 
  [927] Utility Chamber 
  [928] Utility Room 
   
  V 
  [929] Vault 
  [930] Vaulted Chamber 
  [931] Vaulted Hall 
  [932] Vaulted Room 
  [933-934] Vestiary 
  [935-936] Vestibule 
  [937] Vestibulum 
  [938-939] Vestry 
  [940-941] Vigil 
  [942] Vinery 
   
  W 
  [943] Wadyt 
  [944] Waiting Chamber 
  [945] Waiting Room 
  [946] Walled-Up Chamber 
  [947] Walled-Up Corridor 
  [948] Walled-Up Room 
  [949] Ward 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [950] Warming Room 
  [951] Washroom 
  [952] Watchroom 
  [953] Wda 
  [954-955] Weaving Room 
  [956-957] Well 
  [958-960] Well Room 
  [961-963] Winch Pit 
  [964-966] Winch Room 
  [967-969] Wine Cellar 
  [970-972] Wine Vault 
  [973-975] Work Chamber 
  [976-978] Workers’ Hall 
  [979-981] Workpit 
  [982-984] Workroom 
  [985-986] Workshop 
  [987-988] Wsxt 
   
  X 
  [989-990] Xawt 
  [991-992] Xnmt 
  [993-994] Xnr 
  [995-996] Xnty 
   
  Z 
  [997-998] Zaggu 
  [999-000] Zoo / Menagerie 
   
   
   
   
   
   
   
   
  Quest Target Places: 
  Tombs 
   
  Table GWG2-91: 
  Tomb Chambers 
   
  To roll up a Quest Target Place in a Tomb, 
  roll 1D1000 and consult the following table. 
  You can also use this table, along with the 
  Chaotic 
  Descriptor 
  Table, 
  to 
  generate 
  hundreds of random room concepts if you 
  would 
  like 
  to 
  create 
  your 
  dungeon 
  “conceptually” before you pen to paper. 
   
  A 
  [001-003] Access Chamber 
  [004-006] Access Room 
  [007-009] Adyton 
  [010-012] Adytum 
  [013-015] Agiasterion 
  [016-018] Agiasterium 
  [019-021] Ah Hwt 
  [022-024] Ala 
  [025-027] Alae 
  [028-030] Alcove 
  [031-033] Alcove Succession 
  [034-036] Alhacena 
  [037-039] Alhacena Succession 
  [040-042] Altar Chamber 
  [043-045] Altar Room 
  [046-048] Ambitus 
  [049-051] Amphitheater 
  [052-054] Ancestral Chamber 
  [055-057] Ancestral Hall 
  [058-060] Anddyri 
  [061-063] Angelic Shrine 
  [064-066] Annex 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [067-069] Annex Labyrinth 
  [070-072] Annex Warren 
  [073-075] Antechamber 
  [076-078] Anteroom 
  [079-081] Apse 
  [082-084] Apse Room 
  [085-087] Arcosolium 
  [088-090] Ash Pit 
  [091-093] Ashen Abyss 
   
  B 
  [094-096] Barag 
  [097-099] Barrow 
  [100-102] Barrow Crypt 
   
   
   
  [103-105] Beast Crypt 
  [106-108] Biaw 
  [109-111] Bone House 
  [112-114] Bone Pit 
  [115-117] Burial Chamber 
  [118-120] Burial Room 
  [121-123] Burial Vault 
  [124-126] Buried Longship 
  [127-129] Buru 
   
   
  C 
  [130-132] Catacomb 
  [133-135] Catacombs 
  [136-138] Catacumba 
  [139-141] Catacumbae 
  [142-144] Cavea 
  [145-147] Cella 
  [148-150] Ceremonial Chamber 
  [151-153] Ceremonial Hall 
  [154-156] Ceremonial Room 
  [157-159] Cesspit 
  [160-162] Cesspool 
  [163-165] Chamber 
  [166-168] Chamber Barrow 
  [169-171] Chamber of Catafalques 
  [172-174] Chamber Tomb 
  [175-177] Chambers 
  [178-180] Charnel House 
  [181-183] Cinerarium 
  [184-186] Cistvaen 
  [187-189] Coemeterium 
  [190-192] Collapsed Room 
  [193-195] Columbarium 
  [196-198] Concealed Chamber 
  [199-201] Concealed Room 
  [202-204] Conditivum 
  [205-207] Crematorium 
  [208-210] Crevice 
  [211-213] Crypt 
  [214-216] Cubicle 
  [217-219] Cubicula 
  [220-222] Cubiculum 
   
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  D 
  [223-225] Dais Chamber 
  [226-228] Dais Room 
  [229-231] Dead End 
  [232-234] Defiled Tomb 
  [235-237] Delubrum 
  [238-240] Delve 
  [241-243] Domed Chamber 
  [244-246] Domed Hall 
  [247-249] Domed Room 
  [250-252] Donjon 
  [253-255] Drowning Pool 
  [256-258] Dry Well 
  [259-261] Dust Pit 
   
  E 
  [262-264] Echo Chamber 
  [265-267] Echoing Vault 
  [268-270] Elemental Vortex, Air 
  [271-273] Elemental Vortex, Ash 
  [274-276] Elemental Vortex, Dust 
  [277-279] Elemental Vortex, Earth 
  [280-282] Elemental Vortex, Fire 
  [283-285] Elemental Vortex, Magma 
  [286-288] Elemental Vortex, Mist 
  [289-291] Elemental Vortex, Water 
  [292-294] Emasu 
  [295-297] Embalming Chamber 
  [298-300] Embalming Room 
  [301-303] Enchanted Grotto 
  [304-306] Enclosed Loggia 
  [307-309] Enclosure 
  [310-312] Entrance Hall 
  [313-315] Entry 
  [316-318] Entry Hall 
  [319-321] Excavation Room 
  [322-324] Excavation 
   
  F 
  [325-327] Fallen Angelic Shrine 
  [328-330] False Tomb 
  [331-333] False Treasure Room 
  [334-336] False Treasure Vault 
  [337-339] Fane 
  [340-342] Feretorium 
  [343-345] Feretory 
  [346-348] Firepit 
  [349-351] Fissure 
  [352] Fissure, Ceiling 
  [353-354] Fissure, Wall 
  [355-357] Flooded Hall 
  [358-360] Flooded Room 
  [361-363] Forbidden Chamber 
  [364-366] Forbidden Vault 
  [367-369] FountaIn Chamber 
  [370-372] Fountain Grotto 
  [373-375] Fountain Room 
  [376-378] Fresco Gallery 
  [379-381] Fresco Room 
  [382-384] Fumigatory 
  [385-387] Funerary Chapel 
  [388-390] Funerary Workshop 
  [391-393] Funereal Crowde 
  [394-396] Fungal Garden 
   
  G 
  [397-399] Gate Chamber 
  [400-402] Gate Room 
  [403-405] Gauntlet 
  [406-408] Grand Aerarium 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  H 
  [409-411] Hall of Bones 
  [412-414] Hall of Doors 
  [415-417] Hall of Honor 
  [418-420] Hall of Mourners 
  [421-423] Hall of Offerings 
  [424-426] Hall of Runes 
  [427-429] Hall of Souls 
  [430-432] Hall of Statuary 
  [433-435] Hall of the Dead 
  [436-438] Hall 
  [439-441] Haugr 
  [442-444] Hermitage 
  [445-447] Heroum 
  [448-450] Hideout 
  [451-453] Hiding Place 
  [454-456] Hieron 
  [457-459] Hole 
  [460-462] Hollow 
  [463-465] Hollowed Wall 
  [466-468] Holr 
  [469-471] Hrt 
  [472-474] Hrt Ib 
  [475-477] Hwt Ka 
  [478-480] Hypogeum 
   
  I 
  [481-483] Idol Grotto 
  [484-486] Illusory Chamber 
  [487-489] Illusory Room 
  [490-492] Imht 
  [493-495] Imnt 
  [496-498] Internment Chamber 
  [499-501] Isittu 
  [502-504] Itima 
  [505-507] Iwnn 
   
  J 
  [508-510] Junk Room 
   
  K 
  [511-513] Karmu 
  [514-516] Kelda 
  [517-519] Kila 
  [520-522] Kimah 
  [523-525] Kukku 
  [526-528] Kummu 
   
  L 
  [529-531] Labyrinth 
  [532-534] Landing 
  [535-537] Lararium 
  [538-540] Leaching Cesspool 
   
  M 
  [541-543] Makkuri 
  [544-546] Manzazu 
  [547-549] Martyrium 
  [550-552] Mass Grave 
  [553-555] Massaku 
  [556-558] Mausoleum 
  [559-561] Maze 
  [562-564] Memorial Chamber 
  [565-567] Mestaku 
  [568-570] Metroon 
  [571-573] Mihat 
  [574-576] Monster Crypt 
  [577-579] Morgue 
  [580-582] Mortuary Chapel 
  [583-585] Msxnt 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  N 
  [586-588] Naspaku 
  [589-591] Necropolis 
  [592-594] Nether 
  [595-597] Netherworld 
  [598-600] Niched Room 
   
  O 
  [601-603] Obelisk Chamber 
  [604-606] Obelisk Hall 
  [607-609] Offering Chamber 
  [610-612] Opisthodomos 
  [613-615] Oracular Chamber 
  [616-618] Ossuary 
  [619-621] Ossuary Chamber 
  [622-624] Ossuary Room 
  [625-627] Oubliette 
  [628-630] Oubliette Room 
   
  P 
  [631-633] Parakki 
  [634-636] Pit 
  [637-639] Pit Chamber 
  [640-642] Pit Room 
  [643-645] Plundered Tomb 
  [646-648] Plundered Vault 
  [649-651] Plunge 
  [652-654] Pr Hd 
  [655-657] Pr Nfr 
  [658-660] Pyre Chamber 
  [661-663] Pyre Room 
   
  Q 
  [664-666] Quarry 
  [667-669] Quarry Shaft 
  [670-672] Quicksand Pit 
  [673-675] Quppu 
   
  R 
  [676-678] Rdw 
  [679-681] Reflecting Pool 
  [682-684] Refuse Pit 
  [685-687] Room of Slaughter 
  [688-690] Room of Unknown Purpose 
  [691-693] Room 
  [694-696] Rotting Chamber 
  [697-699] Rotting Room 
  [700-702] Rotunda 
  [703-705] Royal Tomb 
  [706-708] Rubble-Filled Room 
  [709-711] Ruined Chamber 
  [712-714] Ruined Hall 
  [715-717] Runic Chamber 
   
  S 
  [718-720] Sacrarium 
  [721-723] Sacred Abattoir 
  [724-726] Sacred Crypt 
  [727-729] Sacred Tomb 
  [730-732] Sacrificial Chamber 
  [733-735] Sacrificial Pool 
  [736-738] Sacrificial Vault 
  [739-741] Sandpit 
  [742-744] Sarcophagus Chamber 
  [745-747] Sarcophagus Room 
  [748-750] Sealed Tomb 
  [751-753] Secret Crypt 
  [754-756] Secret Room 
  [757-759] Secret Tomb 
  [760-762] Sepulcher 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [763-765] Sepulchral Cell 
  [766-768] Sepulchral Chapel 
  [769-771] Sepulchral Hall 
  [772-774] Sepulchral Heroum 
  [775-777] Sewer 
  [778-780] Shelter 
  [781-783] Shrine 
  [784-786] Shrine Chamber 
  [787-789] Shrine Room 
  [790-792] Sibitti 
  [793-795] Simmiltu 
  [796-798] Sinkhole 
  [799-801] Slaves’ Tomb 
  [802-804] Spiral Labyrinth 
  [805-807] Stair Chamber 
  [808-810] Stairway Room 
  [811-813] Statuary 
  [814-816] Stockpile Room 
  [817-819] Storage Chamber 
  [820-822] Storage Room / Storeroom 
  [823-825] Storeroom, Ceremonial 
  [826-828] Storeroom, Construction 
  [892-831] Storeroom, Embalming 
  [832-834] Storeroom, Failed Experiments 
  [835-837] Storeroom, Masonry 
  [838-840] Storeroom, Tools and Gear 
  [841-843] Stricture 
  [844-846] Submerged Chamber 
  [847-849] Submerged Hall 
  [850-852] Submerged Room 
  [853-855] Summoning Gauntlet 
   
  T 
  [856-858] Tar Pit 
  [859-861] Taum 
  [862-864] Teleportation Chamber 
  [865-867] Temple 
  [868-870] Templum 
  [871-873] Terminus 
  [874-876] Tholos 
  [877-879] Threshold 
  [880-882] Tomb 
   
   
   
  [883-885] Tomb Chamber 
  [886-888] Tomb Shaft 
  [889-891] Tool Room 
  [892-894] Treasure Chamber 
  [895-897] Treasure Vault 
  [898-900] Tuppi 
  [901-903] Turrinum 
   
  U 
  [904-906] Undercroft 
  [907-909] Undercroft, Special 
  [910-912] Underground Mausoleum 
  [913-915] Underground River 
  [916-918] Underground Ziggurat 
  [919-921] Undervault 
  [922-924] Unfinished Chamber 
  [925-927] Unfinished Hall 
  [928-930] Unfinished Room 
  [931-933] Unfinished Tomb 
  [934-936] Usgidum 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [937-939] Utility Chamber 
  [940-942] Utility Room 
   
  V 
  [943-945] Vault 
  [946-948] Vaulted Chamber 
  [945-951] Vaulted Room 
  [952-953] Vestibule 
  [954-955] Vestibulum 
  [956-957] Vigil 
   
  W 
  [958-960] Wadyt 
  [961-963] Walled-Up Chamber 
  [964-965] Walled-Up Corridor 
  [966-967] Walled-Up Room 
  [968-969] Wasi 
  [970-971] Watchroom 
  [972-973] Wda 
  [974-975] Well 
  [976-977] Well Room 
  [978-979] Winch Pit 
  [980-982] Winch Room 
  [983-984] Wndwt 
  [985-986] Workpit 
  [987-988] Wsxt 
   
  X 
  [989-990] Xawt 
  [991-992] Xnmt 
  [993-994] Xnrt 
  [995-996] Xnty 
   
   
   
  Z 
  [997-998] Zaggu 
  [999-000] Ziggurat Hall 
   
  Quest Target Places: 
  Urban Locations 
   
  To roll up a Quest Target Place in an urban 
  locale (city, town, ruin, etc.), roll 1D1000 
  and consult the following table. 
  You can also use this table, along with the 
  Chaotic 
  Descriptor 
  Table, 
  to 
  generate 
  hundreds of random room concepts if you 
  would 
  like 
  to 
  create 
  your 
  dungeon 
  “conceptually” before you pen to paper. 
   
  Table GWG2-92: 
  Urban Locales 
   
  A 
  [001-002] Abandoned Building (reroll for 
  type) 
  [003-004] Abattoir 
  [005-006] Abbey 
  [007-008] Academy 
  [009-010] Admiralty 
  [011-012] Aerie 
  [013-014] Agency 
  [015-016] Alehouse 
  [017-018] Alley (Road Type) 
  [019-020] Almshouse 
  [021-022] Altar 
  [023-024] Amphitheater 
  [025-026] Anchorage 
  [027-028] Apartment Building 
  [029-030] Aqueduct 
  [031-032] Arbor 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [033-034] Arboretum 
  [035-036] Arc (Road Type) 
  [037-038] Archery Range 
  [039-040] Archive 
  [041-042] Arena 
  [043-044] Arena / Naumachia (Naval 
  Arena) 
  [045-046] Armory 
  [047-048] Arsenal 
  [049-050] Art Gallery 
  [051-052] Asylum 
  [053-054] Avenue (Road Type) 
  [055-056] Aviary 
   
  B 
  [057-058] Back Alley (Road Type) 
  [059-060] Back Door 
  [061-062] Baiting Pit 
  [063-064] Bank 
  [065-066] Banquet Hall 
  [067-068] Bardic College 
  [069-070] Barracks 
  [071-072] Basilica 
  [073-074] Bastion 
  [075-076] Bath 
  [077-078] Bathhouse 
  [079-080] Bay 
  [081-082] Bazaar 
  [083-084] Bell Tower 
  [085-086] Belvedere 
  [087-088] Blighted Ground 
  [089-090] Blockhouse 
  [091-092] Boarding House 
  [093-094] Boathouse 
  [095-096] Borough 
  [097-098] Boulevard (Road Type) 
  [099-100] Brewery 
  [101-102] Brickhouse 
  [103-104] Bridge 
  [105-106] Brothel 
  [107-108] Bulwark 
  [109-110] Byway (Road Type) 
   
  C 
  [111-112] Canal 
  [113-114] Canton 
  [115-116] Caravansary 
  [117-118] Carriage House 
  [119-120] Castle 
  [121-122] Cathedral 
  [123-124] Cavalcade (Road Type) 
  [125-126] Cellar 
  [127-128] Cemetery 
  [129-130] Cesspit 
  [131-132] Cesspool 
  [133-134] Channel 
  [135-136] Chapterhouse 
  [137-138] Charnel House 
  [139-140] Chateau 
  [141-142] Church 
  [143-144] Circle (Road Type) 
  [145-146] Circus (Race Track) 
  [147-148] Circus Maximus 
  [149-150] Cistern 
  [151-152] Citadel 
  [153-154] City Hall 
  [155-156] Clock Tower 
  [157-158] Close (Road Type) 
  [159-160] Clubhouse 
  [161-162] Coach House 
  [163-164] Coal Heap 
  [165-166] Cobble (Road Type) 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [167-168] Coil (Road Type) 
  [169-170] College 
  [171-172] Colosseum 
  [173-174] Colossus 
  [175-176] Column 
  [177-178] Common 
  [179-180] Common Hall 
   
   
   
  [181-182] Commune 
  [183-184] Concourse (Road Type) 
  [185-186] Condemned Building 
  [187-188] Conservatory 
  [189-190] Constabulatory 
  [191-192] Consulate 
  [193-194] Convent 
  [195-196] Counting House 
  [197-198] Course (Road Type) 
  [199-200] Court 
  [201-202] Court (Road Type) 
  [203-204] Courtyard 
  [205-206] Cranny (Road Type) 
  [207-208] Crawl (Road Type) 
  [209-210] Crematory 
  [211-212] Crescent (Road Type) 
  [213-214] Cross (Road Type) 
  [215-216] Crossing (Road Type) 
  [217-218] Crossroads (Road Type) 
  [219-220] Crucible 
  [221-222] Curiosity Shop 
   
  D 
  [223-224] Dam 
  [225-226] Dead End (Road Type) 
  [227-228] Delve 
  [229-230] Demesne 
  [231-232] Demi-Human Enclave 
  [233-234] Depot 
  [235-236] Detour (Road Type) 
  [237-238] Diocese 
  [239-240] Distillery 
  [241-242] District 
  [243-244] District / Quarter Perimeter 
  [245-246] District Hall 
  [247-248] Ditch 
  [249-250] Dock 
  [251-252] Dome 
  [253-254] Dominion (of a Noble) 
  [255-256] Drag (Road Type) 
  [257-258] Drill Field 
  [259-290] Drink Shop / Inn (roll optional 
  subtype in CSE1, CITY STATE 
  ENCOUNTERS) 
  [291-292] Drive (Road Type) 
  [293-294] Dump 
   
  E 
  [295-296] Earthwork 
  [297-298] Embassy 
  [299-300] Emporium 
  [301-302] Enclosure 
  [303-304] Estate 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [305-306] Excavation 
   
  F 
  [307-308] Fane 
  [309-310] Feast Hall 
  [311-312] Ferry 
  [313-314] Firehouse 
  [315-316] Fissure 
  [317-318] Flophouse 
  [319-350] Food Shop / Inn (roll optional 
  subtype in CSE1, CITY STATE 
  ENCOUNTERS) 
  [351-352] Forge 
  [353-354] Forum 
  [355-356] Foundry 
  [357-358] Fountain 
  [359-360] Friary 
   
  G 
  [361-362] Gallows 
  [363-364] Gambling Den 
  [365-366] Gaming Hall 
  [367-368] Gaol 
  [369-370] Garden 
  [371-372] Gate 
  [373-374] Gatehouse 
  [375-376] Gauntlet (Road Type) 
  [377-378] Geyser 
  [379-380] Granary 
  [381-382] Graveyard 
  [383-384] Great Hall of a Knightly Order 
  [385-386] Grotto 
  [387-388] Grove 
  [389-390] Guard House 
  [391-392] Guard Post 
  [393-394] Guild Hall 
  [395-396] Gymnasium 
  [397-398] Gypsy Camp 
  H 
  [399-400] Hall / Tower of a Knightly Order 
  [401-402] Hall / Tower of an Occult 
  Brotherhood / Sisterhood 
  [403-404] Hall of Justice 
  [405-406] Harbor 
  [407-408] Harrows 
  [409-410] Haunted House 
  [411-412] Haven 
  [413-414] Hedge Maze 
  [415-416] Heights 
  [417-418] Hermitage 
  [419-420] Hideout 
  [421-422] Highway (Road Type) 
  [423-424] Hill 
  [425-426] Hold 
  [427-428] Holdfast 
  [429-430] Hole in the Ground 
  [431-432] Hospice 
  [433-434] Hospital 
  [435-436] Hot Spring 
  [437-438] Hothouse 
  [439-470] House / Residence (roll resident 
  type on Benefactor Type table) 
  [471-472] House / Residence (Exotic) 
  [473-474] House of Ill Repute 
  [475-476] Hovel / Hut 
   
  I 
  [477-478] Icehouse 
  [479-480] Illusory Building 
  [481-494] Inn 
  [495-496] Inn / Tavern (Exotic) 
  [497-498] Intersection (Road Type) 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [499-500] Invisible Building 
  [501-502] Invisible Monument 
  [503-504] Invisible Staircase 
  [505-506] Island 
  [507-508] Isle 
   
  J 
  [509-510] Joss House 
   
  K 
  [511-512] Keep 
  [513-514] Kennel 
  [515-516] Kiln 
   
  L 
  [517-518] Labyrinth 
  [519-520] Lake 
  [521-522] Lane (Road Type) 
  [523-524] Levee 
  [525-526] Library 
  [527-528] Library 
  [529-530] Lighthouse 
  [531-532] Livery 
  [533-534] Livestock Yard 
  [535-536] Lock (Canal) 
  [537-538] Lodge 
  [539-540] Lyceum 
   
  M 
  [541-542] Madhouse 
  [543-544] Mage’s Tower 
  [545-546] Magical Gateway 
  [547-548] Magisterium 
  [549-550] Manhole 
  [551-552] Manor House 
  [553-554] Manse 
  [555-556] Mansion 
  [557-558] Manufactory 
  [559-560] Market / Marketplace 
  [561-562] Mausoleum 
  [563-564] Maze 
  [565-566] Mead Hall 
  [567-568] Memorial 
  [569-570] Menagerie 
  [571-602] Merchant’s Store of Goods (roll 
  optional subtype in CSE1, CITY STATE 
  ENCOUNTERS) 
  [603-631] Merchant’s Store of Services (roll 
  optional subtype in CSE1, CITY STATE 
  ENCOUNTERS) 
  [632-633] Mews (Road Type) 
  [634-635] Mill 
  [636-637] Mine Entrance 
  [638-639] Ministry 
  [640-641] Mint 
  [642-643] Moat 
  [644-645] Monastery 
  [646-647] Moneychanger’s Shop / Stall 
  [648-649] Monument 
  [650-651] Mortuary 
  [652-653] Museum 
  [654-655] Mysterious Dwelling 
   
  N 
  [656-657] Narrow (Road Type) 
  [658-659] Nunnery 
   
  O 
  [660-661] Oasis 
  [662-663] Obelisk 
  [664-665] Observatory 
  [666-667] Open Basement 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [668-669] Open Shaft 
  [670-671] Opera House 
  [672-673] Oracle 
  [674-675] Orphanage 
  [676-677] Overlook 
  [678-679] Overpass (Road Type) 
   
  P 
  [680-681] Pagoda 
  [682-683] Palace 
  [684-685] Pantheon 
  [686-687] Parade Ground 
  [688-689] Parish 
  [690-691] Park 
  [692-693] Partially Burned Building (reroll 
  for type) 
  [694-695] Partially Constructed Building 
  [696-697] Pass (Road Type) 
  [698-699] Passage (Road Type) 
  [700-701] Path (Road Type) 
  [702-703] Pavement (Road Type) 
  [704-705] Pavilion 
  [706-707] Piazza 
  [708-709] Pike (Road Type) 
  [710-711] Pillared Way (Road Type) 
  [712-713] Pit 
  [714-715] Pit Fighting Den 
  [716-717] Place (Road Type) 
  [718-719] Playhouse 
  [720-721] Pleasure House 
  [722-723] Pool 
  [724-725] Precinct 
  [726-727] Priory 
  [728-729] Prison 
  [730-731] Processional (Road Type) 
  [732-733] Promenade (Road Type) 
  [734-735] Pyramid 
   
  Q 
  [736-737] Quarry 
  [738-740] Quarter 
  [741-742] Quarter Hall 
  [743-744] Quarter Perimeter 
   
  R 
  [745-746] Ramp 
  [747-748] Rat-Killing Arena 
  [749-750] Rectory 
  [751-752] Redoubt 
  [753-754] Refuge 
  [755-756] Rental Villa 
  [757-758] Reservoir 
  [759-760] Residence Area (Cellar, Rooftop, 
  etc.) 
  [761-762] Residential Exterior 
  [763-764] Ride (Road Type) 
  [765-766] River 
  [767-768] Riverfront 
  [769-770] Road (Road Type) 
  [771-772] Roadway (Road Type) 
  [773-774] Rooming House 
  [775-776] Rotunda 
  [777-778] Roundabout (Road Type) 
  [779-780] Row (Road Type) 
  [781-782] Row Building 
  [783-784] Royal Labyrinth 
  [785-786] Ruin 
  [787-788] Ruined House 
  [789-790] Ruined Temple 
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
   
   
  [791-792] Ruined Tower 
  [793-794] Run (Road Type) 
   
  S 
  [795-796] Sacred Ground 
  [797-798] Sacred Grove 
  [799-800] Sacred Tree 
  [801-802] Safehold 
  [803-804] Safehouse 
  [805-806] Salon 
  [807-808] Sanatorium 
  [809-810] Sanctuary 
  [811-812] Sanctum 
  [813-814] Scaffolding 
  [815-816] Scenic Overlook 
  [817-818] Scholomance 
  [819-820] School 
  [821-822] Scriptorium 
  [823-824] Sculpture Garden 
  [825-826] Secret Building Entrance 
  [827-828] Secret Dungeon Entrance 
  [829-830] Sewer Entrance 
  [831-832] Shack 
  [833-834] Shanty 
  [835-836] Shelter 
  [837-838] Shipwreck 
  [839-840] Shipyard 
  [841-842] Shop / Stall / Store (Exotic) 
  [843-844] Shrine 
  [845-846] Side Street (Road Type) 
  [847-848] Slag Heap 
  [849-850] Slaughterhouse 
  [851-852] Slave Market 
  [853-854] Sludge Pit 
  [855-856] Slum 
  [857-858] Slumway (Road Type) 
  [859-860] Smithy 
  [861-862] Smokehouse 
  [863-864] Society Hall / House 
  [865-866] Spiral (Road Type) 
  [867-868] Spire 
  [869-870] Spring 
  [871-872] Square 
  [873-874] Stables 
  [875-876] Stall 
  [877-878] Statue 
  [879-880] Stockpile 
  [881-882] Storehouse 
  [883-884] Street (Road Type) 
  [885-886] Strip (Road Type) 
  [887-888] Stroll (Road Type) 
  [889-890] Stronghold 
  [891-892] Sty 
   
  T 
  [893-894] Tattoo Parlor 
  [895-902] Tavern 
  [903-904] Teahouse 
  [905-906] Temple 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [907-908] Tent 
  [909-910] Terminus (Road Type) 
  [911-912] Terrace 
  [913-914] Theater 
  [915-916] Thoroughfare (Road Type) 
  [917-918] Toll Gate 
  [919-920] Tomb 
  [921-922] Tower 
  [923-924] Track (Road Type) 
  [925-926] Tradeway (Road Type) 
  [927-928] Trading Post 
  [929-930] Trash Heap 
  [931-932] Treasure House 
  [933-934] Treasury 
  [935-936] Triumphal Arch 
  [937-938] Tunnel 
  [939-940] Turnpike (Road Type) 
   
  U 
  [941-942] Underground Passageway 
  [943-944] Underpass (Road Type) 
  [945-946] Unholy Ground 
  [947-948] University 
  [949-950] Untouchable Edifice 
   
  V 
  [951-952] Vault 
  [953-954] Via (Road Type) 
  [955-956] Vicinage 
  [957-958] Vigil 
  [959-960] Villa 
  [961-962] Vinery 
   
   
   
  W 
  [963-964] Walk (Road Type) 
  [965-966] Wall 
  [967-968] Ward 
  [969-970] Warehouse 
  [971-972] Watch Barracks 
  [973-974] Watchtower 
  [975-976] Waterway 
  [977-978] Waterwheel 
  [979-980] Way (Road Type) 
  [981-982] Well / Well House 
  [983-984] Wharf 
  [985-986] Whorehouse 
  [987-988] Winding (Road Type) 
  [989-990] Windmill 
  [991-992] Winery 
  [993-994] Wizarding School 
  [995-996] Workhouse 
   
  Z 
  [997-998] Ziggurat 
  [999-000] Zoo 
   
  Quest Targets: 
  Things 
   
  (Each of the three Quest Target tables is 
  designed to clarify the Quest Action, which 
  you just recently rolled.) 
  The rules in this section give you a wide and 
  open-ended selection of “Things,” or objects, 
  which can serve as useful Quest Targets. 
  Most of them, but not all of them, would be 
  considered treasures. 
  The rules I used her for defining the precepts 
  and guidelines for a “Thing” are as follows: 
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [1] Nature: The Thing should be physical, 
  touchable, and tangible. 
  [2] Size: The Thing should be movable … at 
  least, with difficulty. If it is not, it’s 
  technically a location, not a Thing. 
  [3] Inanimacy: The Thing should not be 
  alive and mobile. If it is, it’s technically a 
  monster. (But it might be an unhatched egg, 
  for example, or a magically sentient talking 
  skull.) 
  [4] Treasure Chests and the Like: If the 
  Thing is a container, I couldn’t possibly tell 
  you what’s in it, but it’s almost certainly 
  treasure of a unique and intriguing kind. If 
  it was common treasure found in similar 
  form in many other places, why would the 
  benefactor covet it so? 
  [5] Value: The Thing is always valuable, but 
  as a twist it might only be exceedingly 
  valuable (for example, perhaps it’s an item of 
  blackmail, or the cure for a fatal disease a 
  family member is suffering from) to the 
  benefactor and no one else. 
  [6] Uniqueness: The thing is probably, but 
  not always, unique, special, and / or 
  magical. If you don’t want to come up with 
  unique powers on your own, then check your 
  game’s books for items of that type (amulet, 
  armor, ring, etc.) and create something 
  useful in a similar vein. But I do recommend 
  coming up with something unique and 
  interesting whenever you can. Otherwise, if 
  a benefactor desperately wanted a sword +1 
  with a minor special ability, wouldn’t it be 
  cheaper and more reliable to barter for one 
  in the city? 
   
  Whenever you are using Things as major 
  factors in a quest, you should be careful 
  about placing highly tempting items, such as 
  magical armor and weapons (which the PCs 
  are supposed to fetch, but not keep). If your 
  scenario is a fetch quest — where the 
  benefactor pays the adventurers to procure 
  an item and to bring it back for the 
  benefactor’s sole ownership — the PCs could 
  very possibly decide to steal the item as their 
  just reward for risking their lives, which will 
  derail the quest and create lots of enemies, 
  wavering alignments, and complications … 
  not that there’s anything wrong with that! 
  You just need to wary of the Black Razor of 
  greed, which can cause even the most pious 
  PCs to become overWhelmed by a Wave of 
  evil actions. Be ready for this situation and 
  the NPCs’ vengeful response. 
  At other times, the Thing might be worth 
  considerably more than the reward that was 
  offered by the benefactor. What happens 
  then, when the PCs realize they’ve been 
  working very cheaply, will depend on the 
  players 
  and 
  the 
  choices 
  they 
  make. 
  Mercenary adventurers might well decide to 
  “ransom” the item(s) to the benefactor for a 
  higher price, or might vanish in the night 
  with the deserved item in tow … leading to a 
  situation much like the one above, with 
  bounty hunters (or even assassins) on the 
  thieving adventurers’ trail. 
  Oh, and if you want a more demanding 
  quest, you can roll 1D3+1 times on the table 
  below and have the benefactor’s promised 
  reward split into shares. For example, if the 
  benefactor 
  wants 
  three 
  magical 
  items 
  retrieved, and the PCs manage to recover two 
  of them but not the third, the benefactor will 
  only offer 2/3rds of the reward. This is a nice 
  ironic twist to play out on greedy characters 
  and players, especially if they’ve been giving 
  you headaches such as we have discussed 
  here! 
   
  Table GWG2-93: 
  Quest Target: Thing 
   
  To determine the almighty Thing, roll 
  1D1000 and consult the following table. You 
  can also use the Chaotic Descriptor Table if 
  you need help defining the item’s potential 
  uniqueness. 
   
  A 
  [001-005] Alchemical Chart 
  [006-010] Alembic 
  [011-015] Amphora 
  
   
  Page 289 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  [016-020] Amulet 
  [021-025] Antique 
  [026-030] Anvil 
  [031-035] Apparatus 
  [036-040] Ark 
  [041-045] Armillary Sphere 
  [046-050] Armor 
  [051-055] Art Object 
  [056-060] Artifact 
  [061-065] Astrolabe 
  [066-070] Astrological Chart  
   
  B 
  [071-075] Backpack 
  [076-080] Bag 
  [081-085] Banner 
  [086-090] Beaker 
  [091-095] Bell 
  [096-100] Belt Pouch 
  [101-105] Boat 
  [106-110] Book 
  [111-115] Boots 
  [116-120] Bottle 
  [121-125] Bowl 
  [126-130] Box 
  [131-135] Bracers 
  [136-140] Brazen Head 
  [141-145] Brazier 
  [146-150] Brooch 
  [151-155] Broom 
  [156-160] Buried Treasure 
  [161-165] Bust 
   
   
   
  C 
  [166-170] Candelabra 
  [171-175] Candle 
  [176-180] Canopic Jar 
  [181-185] Carpet 
  [186-190] Case 
  [191-195] Cask 
  [196-200] Casket 
  [201-205] Cauldron 
  [206-210] Censer 
  [211-215] Chalice 
   
   
   
  [216-220] Chariot 
  [221-225] Chest 
  [226-230] Chime 
  [231-235] Clay Tablet 
  [236-240] Cloak 
  [241-245] Codex 
  [246-250] Coffer 
  [251-255] Coffin 
  [256-260] Coin 
  [261-265] Contraption 
  [266-270] Corpse 
  [271-275] Crown 
  [276-280] Crystal or Crystal Ball 
  [281-285] Crystal Skull 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [286-290] Cube (Crystal, Semi-Precious 
  Stone, or Metal)  
   
  D 
  [291-295] Decanter 
  [296-300] Deck of Cards 
  [301-305] Deed 
  [306-310] Divining Rod 
  [311-315] Doll 
  [316-320] Dowsing Rod 
  [321-325] Drinking Horn 
  [326-330] Drum 
   
  F 
  [331-335] Figurine 
  [336-340] Flag 
  [341-345] Flagon 
  [346-350] Flask 
  [351-355] Folio 
  [356-360] Forged Letter 
  [361-365] Fur 
   
  G 
  [366-370] Gauntlets 
  [371-375] Gem 
  [376-380] Girdle 
  [381-385] Gloves 
  [386-390] Goblet 
  [391-395] Grail 
  [396-400] Grimoire 
  [401-405] Guarded Treasure 
   
  H 
  [406-410] Hand of Glory 
  [411-415] Headdress 
  [416-420] Helm 
  [421-425] Herb Satchel 
  [426-430] Hidden Treasure 
  [431-435] Hide 
  [436-440] Holy Symbol 
  [441-445] Horn 
  [446-450] Horseshoes 
  [451-455] Hourglass 
   
  J 
  [456-460] Icon 
  [461-465] Idol 
  [466-470] Incense 
  [471-475] Iron Mask 
  [476-480] Jewel 
  [481-485] Journal 
  [486-490] Jug 
   
  K 
  [491-495] Key 
  [496-500] Knapsack 
   
  L 
  [501-505] Lanthorn 
  [506-510] Lens 
  [511-515] Letter 
  [516-520] Letter of Marque 
  [521-525] Libram 
  [526-530] Lockbox 
  [531-535] Lodestone 
  [536-540] Lute 
  [541-545] Lyre 
   
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  M 
  [546-550] Machine 
  [551-555] Magic Item Creation Recipe 
  [556-560] Manual (of Golems etc.) 
  [565-570] Map 
  [575-580] Mask 
  [581-585] Material Spell Component 
  [586-590] Mattock 
  [591-595] Maul 
  [596-600] Medallion 
  [601-605] Mi-Go Brain Canister 
  [606-610] Mirror 
  [611-615] Monster Corpse 
  [616-620] Monster Egg 
  [621-625] Monster Skeleton 
  [626-630] Monster Skull 
  [631-635] Mummy 
  [636-640] Mummy Bundle 
  [641-645] Musical Instrument 
   
  N 
  [646-650] Nautical Chart 
  [651-655] Necklace 
  [656-660] Net 
   
  O 
  [661-665] Oddity 
  [666-670] Offering Bowl 
  [671-675] Orrery 
  [676-680] Ossuary 
   
  P 
  [681-685] Parchment 
  [686-690] Periapt 
  [691-695] Phlogiston 
  [696-700] Phylactery 
  [701-705] Piece of Jewelry 
  [706-710] Plans 
  [711-715] Poison Ring 
  [716-720] Poison Vial 
  [721-725] Pole Arm 
  [726-730] Potion Bottle 
  [731-735] Pouch 
  [736-740] Puppet 
  [741-745] Purse 
  [746-750] Puzzle Box 
   
  Q 
  [751-755] Quintessence 
  [756-760] Quiver 
   
  R 
  [761-765] Relic 
  [766-770] Reliquary 
  [771-775] Ring 
  [776-780] Ring of Keys 
  [781-785] Robe 
  [786-790] Rod 
  [791-795] Rope 
  [796-800] Rucksack / Haversack 
  [801-805] Rug 
  [806-810] Rune Stick 
  [811-815] Rune Stone 
   
  S 
  [816-820] Sack 
  [821-825] Saddlebag 
  [826-830] Saw 
  [831-835] Scarab (Amulet) 
  [836-840] Scrimshaw 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [841-845] Scroll 
  [846-850] Scroll Case 
  [851-855] Scroll Tube 
  [856-860] Sculpture 
  [861-865] Sea Chest 
  [866-870] Shield 
  [871-875] Ship 
  [876-880] Shrunken Head 
  [881-885] Skull 
  [886-890] Slippers 
  [891-895] Spade 
  [896-900] Specimen Jar 
  [901-905] Spell Reagent Case 
  [906-910] Spell Creation Recipe 
  [911-915] Sphere 
  [916-920] Spice Satchel 
  [921-925] Staff 
  [926-930] Statuette 
  [931-935] Strongbox 
  [936-940] Sunstone 
  [941-945] Sword 
   
  T 
  [946-950] Talisman 
  [951-955] Tapestry 
  [956-958] Thurible 
  [959-961] Tinderbox 
  [962-965] Tome 
  [966-970] Trapped Treasure 
  [971-973] Tribal Standard 
   
  U 
  [974-976] Unholy Symbol 
  [977-979] Urn 
   
  V 
  [980-982] Vase 
   
  W 
  [983-984] Wand 
  [985-994] Weapon 
   
  Special 
  [995-996] The Arms of the Hero (two 
  symbiotic weapons) 
  [997-998] Two Parts of a Key, Symbol, 
  Legacy, or Curse (roll twice) 
  [999-000] Transmuting / Shifting Item (roll 
  twice) 
   
   
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  CHAPTER 8: 
  DESTINIES AND DETAILS 
   
   
   
  Choices and Fate: 
  Secondary Quest Goals 
   
  Once you have selected an over-arching 
  quest (the benefactor’s offer) to encourage 
  the PCs in approaching the adventure 
  region, you will probably also want to create 
  some Secondary Quest Goals too. These are 
  minor side missions, daring actions, and 
  potentially troublesome conflicts that the 
  PCs might want to resolve … if they can. And 
  even if they can’t, the inclusion of such 
  unpredictable asides will convince the 
  players that your game world is a large, 
  interesting, dangerous, living and breathing 
  place. These are all good things. 
  I generally define the parameters of a 
  Secondary Quest Goal as follows: 
   
  [1] 
  “That’s 
  Not 
  in 
  the 
  Contract”: 
  Secondary Quest Goals are not offered by the 
  benefactor. If they were, they would simply 
  be steps in the primary quest. 
  [2] Small, but Tasty, Portions: These are 
  side missions, which are much more 
  succinct and limited in scope. They don’t 
  take very long to accomplish, perhaps a few 
  play hours at most. 
  [3] Do We Really Want to Do This?: They 
  are technically optional. In other words, an 
  adventuring party could still complete the 
  primary quest while avoiding all of the 
  Secondary Quest Goals, and be deemed fully 
  successful. 
  [4] WTF?: The Secondary Quests can be 
  amusing, 
  difficult, 
  deadly, 
  or 
  wildly 
  unexpected. They do not necessarily adhere 
  to the region’s or the dungeon’s themes, and 
  they may well act against those themes 
  because they are “special” and meant to 
  stand out. This is your chance to include 
  bizarre ideas that you were afraid might not 
  fit into your over-arching scenario design. 
  [5] Hey, It Was Actually Worth It: 
  Completion of the Secondary Quest awards 
  Experience Points (XP), along with incidental 
  treasure along the way (if appropriate). 
   
  Secondary Quest Goals are specifically 
  engineered to enhance player agency, to 
  create amusing circumstances, to give 
  players a chance to argue with one another, 
  and to make your adventure region come 
  alive 
  with 
  bizarre 
  and 
  tempting 
  opportunities. In short, they make the game 
  more fun, and they make your adventure 
  more “real” as well. 
  You may be wondering: how much XP 
  should you award for the successful 
  completion of a Secondary Quest Goal? My 
  answer is, “A fair amount.” I recommend 5-
  10% of each PC’s total needed XP for the next 
  experience level, depending on the difficulty. 
  So if a PC needs 10,000 XP to attain the next 
  level, they will learn 500-1,000 XP for 
  completing the secondary quest. And of 
  course, there will almost always be monsters 
  to vanquish and treasures found along the 
  way, adding further to the reward. Most 
  tasks should be at the low end of that scale 
  (5%), but very dangerous ones could 
  certainly justify the 10%. And if you’re 
  feeling mean, you can flat-out warn the 
  
   
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  players that if they undertake the major 
  action, one or more PCs will probably die. 
  And then who could blame you, instead of 
  themselves, if the inevitable takes place? 
  When you consider the placement of 
  Secondary Quest Goal activators (NPCs, odd 
  rooms, magical anomalies, and so forth), you 
  will want to ask yourself just how the goal 
  will present itself to the PCs, and under what 
  circumstances. And once again, player 
  motivation — not GM-driven railroading and 
  compulsion — is key to making the 
  secondary goals attractive and entertaining 
  to your players. If you’re like me, you can flat 
  out tell the players that the opportunity they 
  find is dangerous, but that it would also 
  award their PCs XP and / or treasure. And 
  then you can watch the players argue over 
  whether the primary or secondary goal is 
  currently more important. “We already 
  agreed to do X, and now we’re going to get 
  greedy and just run off to do Y?” “Why not 
  both?” “Are you kidding, we don’t have 
  enough …” etc., etc. 
  For added fun, you can also consider putting 
  in a time limit, a need for a key, an emerging 
  opportunity that is becoming apparent to 
  rival NPC adventurers (who could snatch the 
  opportunity 
  away), 
  or 
  a 
  special 
  environmental 
  condition 
  — 
  flooding, 
  collapse, a dying NPC, an encroaching insect 
  swarm destroying everything in its path, 
  whatever — that demands a fast decision 
  from your players before the secondary 
  opportunity is lost forever. 
  If your players are both smiling and arguing 
  while they consider the odd Secondary Quest 
  Goal you’ve thrown into their path, you’ve 
  done a damned good thing. GM high five. 
   
  Table GWG2-94: 
  Secondary Quest Goals 
   
  To roll up a Secondary Quest Goal, roll 
  1D1000 and consult the following table. For 
  a typical adventure scenario in a wilderness 
  region 
  and 
  destination 
  dungeon, 
  I 
  recommend that you roll on this table 1D6+1 
  times, rerolling duplicate results. Each 
  Secondary Quest Goal can then be further 
  elaborated upon later and set either in your 
  dungeon, or in your wilderness journey 
  region. 
  And, as a rule, if the PCs end up fulfilling 4 
  or more Secondary Quest Goals, it should 
  take a lot of play time and a potential 
  derailing of the major over-arching quest to 
  do so. Let the players learn on their own that 
  if they make a habit of deliberately biting off 
  more than they can chew, they’re going to get 
  burned from time to time. 
   
  [001-007] Acquire healing from magical 
  effect 
  [008-014] Acquire healing from NPC 
  [015-021] Acquire healing from shrine or 
  temple 
  [022-028] Acquire herbal healing 
  [029-035] Acquire magical healing 
  [036-042] Bring back a rare specimen 
  [043-049] Bring NPC-location, change of 
  allegiance 
  [050-056] Bring NPC-location, diplomacy 
  [057-063] Bring NPC-location, puzzle 
  solving 
  [064-070] Bring NPC-location, reward 
  [071-077] Bring NPC-location, treasure 
  hunting 
  [078-084] Carry object-location, intimidate 
  monsters 
  [085-091] Carry object-location, lift a curse 
  [092-098] Carry object-location, make 
  allegiance 
  [099-105] Carry object-location, puzzle 
  solving 
  [106-112] Carry object-location, reveal a 
  map 
  [113-119] Communicate with a magic 
  mouth or spirit 
  [120-126] Communicate with a magical 
  altar 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [127-133] Communicate with a magical 
  pool 
  [134-140] Communicate with a magical 
  statue 
  [141-147] Compete in tournament, games 
  of honor 
  [148-154] Compete in tournament, 
  gladiatorial games 
  [155-161] Compete in tournament, magical 
  duel 
  [162-168] Compete in tournament, melee 
  [169-175] Create a temporary base 
  [176-182] Cure a disease 
  [183-189] Deal with a traitor 
  [190-196] Deal with insane NPC 
  [197-203] Decipher a clue 
  [204-210] Decipher an inscription 
  [211-217] Destroy a location, dimensional 
  rift 
  [218-224] Destroy a location, monster lair 
  [225-231] Destroy a location, place of evil 
  [232-238] Destroy a location, planar rift 
  [239-245] Discover / fight a new monster 
  [246-252] Disrupt a ritual 
  [253-259] Duel / challenge an NPC 
  [260-266] Escape a location, closing / 
  collapsing 
  [267-273] Escape a location, environmental 
  hazard 
  [274-280] Escape a location, magical 
  hazard 
  [281-287] Escape a location, monster lair 
  [288-294] Escape a location, trap 
  [295-301] Escape from an evil NPC 
  [302-308] Escape from animals or beasts 
  [309-315] Escape from calamity, 
  environmental 
  [316-322] Escape from calamity, flood or 
  collapse 
  [323-329] Escape from calamity, plague or 
  magic 
  [330-336] Escape from monsters 
  [337-343] Find a buried / hidden treasure 
  [344-350] Find a hidden entrance, buried 
  or invisible 
  [351-357] Find a hidden entrance, 
  camouflaged 
  [358-364] Find a hidden entrance, newly 
  opened or created 
  [365-371] Find a hidden entrance, timed 
  [372-378] Find a hidden entrance, with 
  map or information 
  [379-385] Find a hidden locale / dungeon 
  level 
  [386-392] Find a hidden treasure map 
  [393-399] Find a hidden treasure, gems 
  and jewels 
  [400-406] Find a hidden treasure, magical 
  [407-413] Find a hidden treasure, valuable 
  object 
  [414-420] Find a key, hidden 
  [421-427] Find a key, in parts 
  [428-434] Find a key, protected 
  [435-441] Find a key, unreachable 
  [442-448] Find food for PCs or allies 
  [449-455] Find pure water 
  [456-462] Flee from a monster 
  [463-469] Flee from a trap, flood, collapse, 
  etc. 
  [470-476] Gather a reagent, gems 
  [477-483] Gather a reagent, herbs 
  [484-490] Gather a reagent, ingredients 
  [491-497] Gather a reagent, metals / 
  minerals 
  [498-505] Gather a reagent, monster parts 
  [506-512] Guard location from onslaught 
  [513-519] Guard NPCs from onslaught 
  
   
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  [520-526] Guard object / treasure from 
  onslaught 
  [527-533] Hunt a beast, needed reagents 
  [534-540] Hunt a beast, taming 
  [541-547] Hunt a beast, tracking / location 
  finding 
  [548-554] Hunt a beast, trophy treasure 
  [555-561] Infiltration, best method is 
  disguise / impersonation 
  [562-568] Infiltration, best method is NPC 
  escort 
  [569-575] Infiltration, best method is 
  stealth 
  [576-582] Infiltration, best method is 
  timing 
  [583-589] Interrogate an evil NPC 
  [590-596] Journey-another secret location 
  [597-603] Lead soldiers 
  [604-610] Learn a password 
  [611-617] Learn a prophecy 
  [618-624] Loss of a treasure, retrieval 
  [625-631] Loss of an ally, rescue 
  [632-638] Loss of equipment, improvised 
  tools 
  [639-645] Make / restore light 
  [646-652] Make contact with potential 
  allies, demi-humans 
  [653-659] Make contact with potential 
  allies, humanoids 
  [660-666] Make contact with potential 
  allies, humans 
  [667-673] Make contact with potential 
  allies, monsters 
  [674-680] Observe an event 
  [681-687] Observe an NPC action 
  [688-694] Open / unlock a location, 
  magical locale 
  [695-701] Open / unlock a location, secret 
  room 
  [702-708] Open / unlock a location, 
  treasure vault 
  [709-715] Open / unlock a location, 
  unreachable area 
  [716-722] Perform a ritual 
  [723-729] Plunder a tomb, art objects 
  [730-735] Plunder a tomb, gems and jewels 
  [736-741] Plunder a tomb, magical 
  treasure 
  [742-747] Plunder a tomb, map or key 
  [748-753] Purify a tomb 
  [754-759] Put undead / haunt-rest, 
  appease 
  [760-765] Question a good or neutral NPC 
  [766-771] Raid a caravan or monster 
  migration 
  [772-777] Raid a lair 
  [778-783] Repair a bridge, door, etc. 
  [784-789] Resurrect a slain monster, ally 
  [790-795] Resurrect a slain monster, 
  information 
  [796-801] Resurrect a slain NPC, ally 
  [802-807] Resurrect a slain NPC, for 
  critical information 
  [808-813] Return-a cleared location 
  [814-819] Run a gauntlet, magical spells 
  [820-825] Run a gauntlet, missile-
  launching monsters 
  [826-831] Run a gauntlet, monster horde 
  [832-837] Run a gauntlet, traps 
  [838-843] Run a gauntlet, vermin swarm 
  [844-849] Save air supply 
  [850-855] Salvage / repair an item 
  [856-861] Scouting / reconnaissance 
  required 
  [862-867] Separation of the party 
  [868-873] Slay a monster 
  [874-879] Slay an animal or beast 
  [880-885] Slay an evil NPC 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [886-891] Solve a mystery 
  [892-897] Solve a puzzle 
  [898-903] Solve a riddle 
  [904-910] Spy on monsters 
   
   
   
  [911-916] Spy on NPCs 
  [917-922] Stop conflict between two 
  factions 
  [923-928] Subdue a monster, huge 
  [929-934] Subdue a monster, planar 
  [935-941] Subdue a monster, small 
  specimen 
  [942-948] Trial of fate / destiny 
  [948-955] Trial of fear 
  [956-962] Trial of honor 
  [963-969] Trial of madness 
  [970-977] Trial of truth 
  [978-985] Trial of valor / courage 
  [986-993] Water journey, downflow / 
  downriver 
  [994-000] Water journey, upflow / upriver 
   
  The Tangled Web: 
  Possible Complications 
   
  To add even more color and uniqueness to 
  your adventure scenario, you can engineer a 
  few quick Possible Complications for the 
  players and PCs to contend with. By design, 
  I do not call these “plot” complications, 
  because if you’re designing a good open-
  ended adventure, there is no plot. Plot is 
  what happens when the players do the 
  unexpected, and you let them. The collective 
  fate of their Player Characters is never 
  predetermined. 
  To generate some Possible Complications, 
  roll 1D3, and add that many random 
  complications 
  to 
  the 
  adventure 
  by 
  consulting the table below. Whether you 
  reroll duplicate results is up to you. I’ve tried 
  to make the options vague and open-ended 
  enough (e.g., “Tempting Choice is Deadly / 
  Dangerous”) that you can use most of them 
  twice, in different ways, during the same 
  adventure and still achieve quality results. 
  You might also want to tie Possible 
  Complications to Secondary Quest Goals, 
  too. 
  Complications by their very nature will make 
  your adventure more interesting, trickier, 
  more skill-rewarding, and more complex. 
  You will probably need to write up what can 
  potentially happen as a result of each 
  complication, and consider what happens if 
  the players foil your expectations, or manage 
  to prevent the thing from fully (if not 
  partially) occurring. Try not to railroad your 
  players, and be sure to give them a chance 
  to have their ingenuity, choices, or random 
  bouts of amazing luck to gloriously save the 
  day. 
   
   
  
   
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  Table GWG2-95: 
  Potential Quest Complications 
   
  Roll 1D100, and consult the following table: 
   
  [01] Abduction / Kidnapping of Benefactor 
  [02] Abduction / Kidnapping of PC 
  [03] Accusation of Disloyalty 
  [04] Accusation of Theft 
  [05-06] Ambushed by Demi-Human NPCs 
  [07-08] Ambushed by Human NPCs 
  [09-10] Ambushed by Humanoids 
  [11-12] Ambushed by Monsters 
  [13] Army Marching in the Region 
  [14] Benefactor Dies 
  [15] Benefactor is Evil / Impostor / Insane 
  (False Flag Mission) 
  [16] Benefactor’s Information is Very Wrong 
  [17-18] Cooperation with Villain / Evil 
  Monsters Require 
  [19-20] Deadly Environment with Extra 
  Treasure 
  [21] Deprivation of Food / Water / Shelter / 
  Light / Air 
  [22] Discovery of Benefactor’s Dark Secret 
  [23] Discovery of Villain’s Sympathetic 
  Secret 
  [24] Doppelganger / Impostor 
  [25-26] Dragon’s Lair Discovered 
  [27] Dreamland Side Adventure Increases 
  Odds 
  [28] Dungeon Collapsed / Destroyed (and 
  New Dungeon Discovered) 
  [29] Dying Witness to Villain Activity 
  [30] Endangered / Dying Species 
  Encountered 
  [31] Enemy Recognizes / Prepares for 
  Adventurers’ Weaknesses 
  [32] Escaped Sole Survivor 
  [33-34] Fog / Mist / Weather Gets 
  Traveling PCs Lost 
  [35-36] Innocent People Endangered 
  [37] Invisible Structure Discovered 
  [38] King, Queen,-Overlord Intervenes in 
  the Quest 
  [39] Low-Level Family Member / Henchman 
  Secretly Tags Along 
  [40] Lucrative Counter-Offer to Betray 
  Benefactor 
  [41] Mad Frobloozian Wizard Causing Non-
  Lethal Mischief 
  [42-43] Magical Gateway Opens 
  [44] Mirages / Illusions in the Region 
  [45] Mistaken Identity, Villain is Not the 
  True Villain 
  [46-47] Monsters / Villains Receive 
  Reinforcements 
  [48] Mounts Die / Porters Flee / Ship Sinks 
  [49] Natural Disaster During Journey 
  Disrupts Travel 
  [50] Natural Disaster in Dungeon Alters 
  Dungeon Level 
  [51] Needed Ally is Stubborn / Misguided / 
  Greedy 
  [52] PCs Afflicted with Disease 
  [53] PCs Afflicted with Parasitic Infection 
  [54] Powerful Evil Forces Surprisingly Aid 
  the Enemy 
  [55-56] Race Against Time 
  [57] Region of Wilderness Altered / Burned 
  / Collapsed / Flooded 
  [58] Rival Good Adventurers Have a Stake 
  [59] Rival Good Demi-Humans Have a 
  Stake 
  [60] Rival Neutral Adventurers Have a 
  Stake 
  [61] Rival Neutral Demi-Humans Have a 
  Stake 
  [62] Rivals Steal Important Object / 
  Treasure 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [63] Sacred Ground / Taboo Action / 
  Forbidden Territory 
  [64] Secret Power, Villain is Ruled by 
  Stronger Villain 
  [65] Short Path is Deadly, Long Path is Safe 
  [66-67] Stalked by Dangerous Beasts 
  [68] Suspicious Airship / Cloud Castle / 
  Walking City in Region 
  [69] Tarot Deck Reading of Many Wonders 
  Offered 
  [70] Tempting Choice Alerts Villain(s) 
  [71] Tempting Choice Enacts Curse 
  [72-73] Tempting Choice is Deadly / 
  Dangerous 
  [74-75] Tempting Choice is Evil 
  [76] The Directions on This Map Are 
  Terrible 
  [77] Trickster Demigod Takes Interest 
  [78] Unconquerable and Avoidable Monster 
  Lair 
  [79] Unexpected Alliance Required 
  [80] Unexpected Key Required 
  [81] Unexpected Password Required 
  [82] Unique Threatened Specimen 
  Discovered (Fungus, Gem, Herb, etc.) 
  [83] Unwanted Attention from Bounty 
  Hunters 
  [84] Unwanted Attention from Demon / 
  Devil 
  [85] Unwanted Attention from Intelligent 
  Monster 
  [86] Unwanted Attention from Kingdom / 
  Government 
  [87] Unwanted Attention from Noble 
  [88] Unwanted Attention from Rivals 
  [89] Unwanted Attention from Thieves 
  [90] Unwanted Attention from Villain 
  [91] Valuable Cursed Treasure 
  [92] Valuable Intelligent / Egoistic / 
  Possessive and Magical Weapon 
  [93] Village / Caravan / Wounded Hero 
  Asks for Help 
  [94] Villain Begs for Mercy / Betrays Own 
  Faction 
  [95] Villain Dies Before Conflict with PCs 
  (Anticlimax) 
  [96] Weather Becomes Dangerous 
  [97-00] GM’s Amazingly Brilliant Choice 
   
  Thou Art Not Alone: 
  Allies and Guides 
   
   
   
  In any good adventure featuring lots of tasty 
  death 
  and 
  destruction, 
  you 
  need 
  to 
  introduce some allies and / or guides to 
  potentially assist the PCs. The reasons for 
  this are several: [1] Adding in allies makes 
  the players more responsible, especially 
  when the NPCs start listening to the orders 
  and general foolishness provided by the PCs; 
  
   
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  [2] Adding in allies also makes the players 
  more reckless, as they estimate their new 
  strength and get into new messes due to 
  overconfidence; and, [3] Allies give PCs a 
  visceral opportunity to play with other 
  character classes and races that they might 
  not have represented in the party’s current 
  player-driven 
  mix. 
  There 
  are 
  other 
  advantages as well, but those are the ones 
  that tend to stand out and to make me 
  appreciate allies in the game. 
  There are several major types of allies which 
  I recommend: friendly monsters (such as 
  satyrs and centaurs), groups of level zero 
  demi-humans (such as dwarven warriors or 
  gnomish scouts), and classed NPCs of 
  various experience levels. I’ve also included 
  troops of soldiers and men-at-arms, because 
  the epic feel of troop command can give the 
  players 
  quite 
  a 
  rush 
  (and 
  sense 
  of 
  responsibility as the bloodshed begins and 
  attrition sets in). Troops are also ideal 
  mechanisms for GMs in dramatic play, 
  because you can (for example) have one-shot 
  kill poisonous monsters target the spear 
  carriers, or fall off cliffs, or “charge in and 
  take one for the team” for some truly 
  legendary battle scenes. 
  Quite a few of the choices I provide are based 
  on the assumption that the PC party is of 
  good, or at least neutral, alignment. If the 
  players are playing evil characters, they can 
  still have allies; just change dwarves to orcs, 
  gnomes to kobolds, and so forth. The effect 
  on game play is largely the same. 
  Meanwhile I recommend that the friendly 
  monsters, as well as the demi-humans, be 
  found somewhere in the adventure region. 
  The NPC types, however, are split into two 
  classifications in the random ally table 
  which I provide. Those that are listed as 
  “Present” are supplied by the benefactor, or 
  are asked to assist and accompany the PCs 
  before they leave the city. “Met” in contrast 
  means that the NPCs are found in the 
  adventure region along the way to the 
  dungeon. 
  You may need to reroll some of the more 
  esoteric 
  options 
  I 
  provide 
  (such 
  as 
  buccaneers or pixies) depending on the 
  terrain or circumstances, but all of the 
  options included here have potentially 
  amusing 
  and 
  effective 
  results 
  if 
  you 
  introduce them properly. Please note also 
  that good dragons are not included here, 
  because that potentially disruptive scenario 
  twist should be a GM choice, not a random 
  result. Having a dragon in the party changes 
  everything. 
  So why are these allies present and willing to 
  be led around, risking life and limb? That’s 
  largely up to you. The possible reasons for 
  their helping are many: they may be wanting 
  revenge, wanting treasure, wanting to prove 
  themselves to a liege or superior, wanting to 
  one-up a rival, wanting to see the evil in the 
  area dead, wanting to fulfill the quest (but 
  they had to wait for powerful allies and a 
  funded opportunity), hoping to rescue their 
  kin, etc. The allies probably have some local 
  knowledge 
  (of 
  the 
  terrain, 
  locations, 
  denizens, 
  politics, 
  recent 
  events 
  and 
  calamities, whatever) that is useful to the 
  PCs too. And they almost certainly have their 
  own gear, food, drink, and minor magic 
  items. 
   
  The Number of Non-NPC Allies Appearing 
   
  This is a difficult guideline to offer you, 
  because there are too many variables. I will 
  provide a general example from my house 
  rules, and you can intuit from it what you 
  will: 
  Let’s say that you have 4 or 5 players, and 
  they each have a level 5 or 6 PC. 
  The allies I would offer to such a group would 
  be considered capable, but would not 
  overshadow the group’s own prowess. I 
  would recommend (for example) using an 
  allied group such as 1D4+2 centaurs, 1D2 
  griffons, or 1 lesser djinni. If the allies were 
  level zero demi-humans, I would recommend 
  1D12+10 elves, 3D6+8 dwarves, 4D6+6 
  gnomes, or 5D6+4 halflings. (Those variable 
  numbers between the races are based on 1E 
  hit dice, special abilities, and so forth for 
  low-level NPCs.) For level zero men-at-arms, 
  I would recommend 1D10+10 heavy cavalry, 
  1D12+12 medium cavalry, 3D4+14 light 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  cavalry, 4D4+16 heavy footmen, or 5D4+18 
  light footmen. (The primary factor there is 
  the armor class of the troop type, and 
  whether they have mounts.) 
  These numbers might seem high, but you 
  will find that allies actually suffer rather 
  horrific casualty rates … particularly if they 
  are low level, and they are forced to make 
  saving throws vs. area of effect spells, 
  environmental effects (such as pits or 
  avalanches), or poisonous monsters. 
   
  Allied NPCs and Recommended 
  Experience Levels 
   
  So what level should the NPC(s) be if they 
  have classes and experience levels? That’s 
  rather hard to say, and it depends on the 
  game effect that you want to convey. The 
  NPCs will be (a) of a higher level than the 
  PCs, (b) of a roughly equal level, or (c) of a 
  lower level. 
  I can’t really say how many such NPCs there 
  will be, but I recommend that they are 
  relatively few in number compared to troops. 
  I usually use the following rule of thumb: 1 
  NPC of higher level, 1D2 NPCs of equal level, 
  or 1D3 or more NPCs of lower level. For 
  example, if the average experience level 
  among the PCs is currently 8, then they 
  might be accompanied by either (a) 1 NPC of 
  level 9 to 11, (b) 1 or 2 NPCs of level 8, (c) 1 
  to 3 NPCs of levels 5 to 7, or (d) 2 to 4 NPCs 
  of levels 4 to 6. NPCs of a lower level would 
  probably die off quickly, and in that case 
  you’d be better off as a GM using troops or 
  demi-humans instead. 
  I also use the following guidelines to 
  determine how the NPCs act in regards to the 
  PCs: 
   
   A higher level NPC might initially try 
  to lead the group. Or, if encountered 
  in the wilderness, he / she might well 
  shadow the group in secrecy and then 
  assist in a surprising manner … for 
  example, leaping out and attacking 
  when the PCs are crossing a river and 
  are ambushed by trolls. The higher 
  level NPC should not be too powerful. 
  I recommend 1 to 3 levels higher than 
  the PCs’ current average. In that way, 
  the NPC will not steal the show, but 
  will still be respected by the PCs (and 
  the players) and strongly valued as a 
  companion. Unless the GM is feeling 
  especially generous, the NPC will 
  demand (and receive) an equal share 
  of treasure. 
   Equal level NPCs will probably want 
  an equal share of the treasure, and in 
  return they will likely defer to the PCs’ 
  command. They won’t take suicidal 
  orders. 
   Lower 
  level 
  NPCs 
  will 
  seek 
  mentorship and guidance, but they 
  will also trust the PCs’ leadership … 
  possibly to the death. They will be 
  eager to join the PCs, because they 
  will regard them as powerful (divinely 
  sent?) heroes who are providing a rare 
  opportunity 
  and 
  a 
  considerable 
  chance 
  for 
  success. 
  They 
  will 
  probably be content with half shares, 
  and quite a few of them will probably 
  not live to collect. 
   
  If you need help devising allied NPCs, you 
  can use supplement DDE1, DUNGEON 
  DELVER ENHANCER to give them some 
  more cool details. Otherwise, you can wing 
  it. Just be careful handing out outrageously 
  high ability scores, because some of the 
  surviving NPCs might become henchmen or 
  long-term companions. And if that happens, 
  and a PC dies later on in your campaign, 
  then sometimes these NPCs might become 
  PCs! And don’t give them super-powered 
  magic items either … because guess who 
  gets that item when the NPC dies out in the 
  wilderness 
  with 
  no 
  non-PC 
  witnesses 
  around? 
   
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Table GWG2-96: 
  Allies and Guide NPCs 
   
  To determine the allies in your adventure 
  scenario, roll 1D1000 and consult the 
  following table: 
   
  [001-005] Brownies 
  [006-011] Buccaneers 
  [012-017] Centaurs 
  [018-022] Dervishes 
  [023-027] Dimensional Hounds 
  [028-033] Dwarven Arbalesters 
  [034-039] Dwarven Beast Masters with 
  Wolves 
  [040-044] Dwarven Cavalry with Grizzly 
  Bears 
  [045-049] Dwarven Cavalry with War Boars 
  [050-055] Dwarven Delvers with Caged Fire 
  Beetles 
  [056-061] Dwarven Treasure Hunters with 
  Dungeon Mules 
  [062-066] Dwarven Warriors 
  [067-071] Elven Archers 
  [072-077] Elven Hunters 
   
  [078-083] Elven Vigiles with Giant Eagles 
  [084-088] Elven Wardens 
  [089-093] Elven Warriors 
  [094-099] Elven Warriors with Giant Elk 
  [100-105] Equal-Level Barbarian, Met 
  [106-110] Equal-Level Barbarian, Present 
  [111-115] Equal-Level Bard, Met 
  [116-121] Equal-Level Bard, Present 
  [122-127] Equal-Level Cavalier, Met 
  [128-132] Equal-Level Cavalier, Present 
  [133-137] Equal-Level Cleric, Met 
  [138-143] Equal-Level Cleric, Present 
  [144-149] Equal-Level Druid, Met 
  [150-154] Equal-Level Druid, Present 
  [155-159] Equal-Level Fighter, Met 
  [160-165] Equal-Level Fighter, Present 
  [166-171] Equal-Level Hunter, Met 
  [172-176] Equal-Level Hunter, Present 
  [177-181] Equal-Level Illusionist, Met 
  [182-187] Equal-Level Illusionist, Present 
  [188-193] Equal-Level Jester, Met 
  [194-198] Equal-Level Jester, Present 
  [199-203] Equal-Level Magic-User, Met 
  [204-209] Equal-Level Magic-User, Present 
  [210-215] Equal-Level Monk, Met 
  [216-220] Equal-Level Monk, Present 
  [221-225] Equal-Level Mountebank, Met 
  [226-231] Equal-Level Mountebank, 
  Present 
  [232-237] Equal-Level Mystic, Met 
  [238-242] Equal-Level Mystic, Present 
  [243-247] Equal-Level Paladin, Met 
  [248-253] Equal-Level Paladin, Present 
  [254-259] Equal-Level Ranger, Met 
  [260-264] Equal-Level Ranger, Present 
  [265-269] Equal-Level Savant, Met 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [270-275] Equal-Level Savant, Present 
  [276-281] Equal-Level Thief, Met 
  [282-286] Equal-Level Thief, Present 
  [287-291] Giant Eagles 
  [292-297] Giant Owls 
  [298-303] Gnomish Beast Masters with 
  Badgers 
  [304-308] Gnomish Beast Masters with 
  Giant Badgers 
  [309-313] Gnomish Beast Masters with 
  Wolverines 
  [314-319] Gnomish Miners with Caged Fire 
  Beetles 
  [320-325] Gnomish Scouts 
  [326-330] Gnomish Skirmishers 
  [331-335] Gnomish Slingers 
  [336-341] Griffons 
  [342-347] Halfling Adventurers 
  [348-352] Halfling Scouts 
  [353-357] Halfling Skirmishers 
  [358-363] Halfling Slingers 
  [364-369] Halfling Trackers with Hunting 
  Dogs 
  [370-374] Halfling Warriors with War Dogs 
  [375-379] Higher Level Barbarian, Met 
  [380-385] Higher Level Barbarian, Present 
  [386-391] Higher Level Bard, Met 
  [392-396] Higher Level Bard, Present 
  [397-401] Higher Level Cavalier, Met 
  [402-407] Higher Level Cavalier, Present 
  [408-413] Higher Level Cleric, Met 
  [414-418] Higher Level Cleric, Present 
  [419-423] Higher Level Druid, Met 
  [424-429] Higher Level Druid, Present 
  [430-435] Higher Level Fighter, Met 
  [436-440] Higher Level Fighter, Present 
  [441-445] Higher Level Hunter, Met 
  [446-451] Higher Level Hunter, Present 
  [451-457] Higher Level Illusionist, Met 
  [458-462] Higher Level Illusionist, Present 
  [463-467] Higher Level Jester, Met 
  [468-473] Higher Level Jester, Present 
  [474-479] Higher Level Magic-User, Met 
  [480-484] Higher Level Magic-User, 
  [Present 
  [485-489] Higher Level Monk, Met 
  [490-495] Higher Level Monk, Present 
  [496-501] Higher Level Mountebank, Met 
  [502-506] Higher Level Mountebank, 
  Present 
  [507-512] Higher Level Mystic, Met 
  [513-518] Higher Level Mystic, Present 
  [519-243] Higher Level Paladin, Met 
  [525-529] Higher Level Paladin, Present 
  [530-534] Higher Level Ranger, Met 
  [535-540] Higher Level Ranger, Present 
  [541-546] Higher Level Savant, Met 
  [547-552] Higher Level Savant, Present 
  [553-557] Higher Level Thief, Met 
  [558-563] Higher Level Thief, Present 
  [564-569] Hippogriffs 
  [570-574] Lesser Djinni 
  [575-579] Lower Level Barbarians, Met 
  [580-585] Lower Level Barbarians, Present 
  [586-591] Lower Level Bards, Met 
  [592-596] Lower Level Bards, Present 
  [597-601] Lower Level Cavaliers, Met 
  [602-607] Lower Level Cavaliers, Present 
  [608-613] Lower Level Clerics, Met 
  [614-618] Lower Level Clerics, Present 
  [619-623] Lower Level Druids, Met 
  [624-629] Lower Level Druids, Present 
  [630-635] Lower Level Fighters, Met 
  [636-640] Lower Level Fighters, Present 
  [641-645] Lower Level Hunters, Met 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [646-651] Lower Level Hunters, Present 
  [652-657] Lower Level Illusionists, Met 
  [658-662] Lower Level Illusionists, Present 
  [663-667] Lower Level Jesters, Met 
  [668-673] Lower Level Jesters, Present 
  [674-679] Lower Level Magic-Users, Met 
  [680-684] Lower Level Magic-Users, Present 
  [685-689] Lower Level Monks, Met 
  [690-695] Lower Level Monks, Present 
  [696-701] Lower Level Mountebanks, Met 
  [702-706] Lower Level Mountebanks, 
  Present 
  [707-711] Lower Level Mystics, Met 
  [712-717] Lower Level Mystics, Present 
  [718-723] Lower Level Paladins, Met 
  [724-728] Lower Level Paladins, Present 
  [729-733] Lower Level Rangers, Met 
  [734-739] Lower Level Rangers, Present 
  [740-745] Lower Level Savants, Met 
  [746-750] Lower Level Savants, Present 
  [751-755] Lower Level Thieves, Met 
  [756-761] Lower Level Thieves, Present 
  [762-767] Men-at-Arms, Archers 
  [768-772] Men-at-Arms, Crossbowmen 
  [773-777] Men-at-Arms, Heavy Cavalry 
  [778-783] Men-at-Arms, Heavy Footmen 
  [784-789] Men-at-Arms, Heavy Hobilars 
  [790-794] Men-at-Arms, Light Cavalry 
  [795-799] Men-at-Arms, Light Footmen 
  [800-805] Men-at-Arms, Light Hobilars 
  [806-811] Men-at-Arms, Longbowmen 
  [812-816] Men-at-Arms, Medium Cavalry 
  [817-821] Men-at-Arms, Mounted Archers 
  [822-827] Men-at-Arms, Mounted 
  Crossbowmen 
  [828-833] Men-at-Arms, Pikemen 
  [834-838] Men-at-Arms, Slingers 
  [839-843] Nomads 
  [844-849] Pegasi 
  [850-855] Pixies 
  [856-860] Satyrs 
  [861-865] Sprites 
  [866-871] Tribal Lizard Men 
  [872-877] Tribesmen with Falcons 
  [878-882] Tribesmen with Giant Lizards 
  [883-887] Tribesmen with War Dogs 
  [888-940] Unusual Individual (roll on 
  Benefactor Descriptor and Type tables) 
  [941-945] Werebear 
  [946-980] Fates Intervene (roll twice) 
  [981-000] Something Totally Unique (GM’s 
  choice; as an idea to get you started, a 
  good-aligned headless horseman on a 
  decaying caparisoned paladin’s warhorse) 
   
   
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Strategic Delays: 
  Tasks before Departure 
   
  As another strand in the ever-more-complex 
  web of your scenario design, I recommend 
  that you consider the PCs’ recommended 
  Tasks Before Departure. These are the 
  varied things that trustworthy NPCs (such 
  as the benefactor, the guards, an official, a 
  mercenary captain, a guild master, etc.) will 
  strongly encourage the PCs to do. The tasks 
  can of course be completely ignored, but the 
  PCs will eventually learn that they do so at 
  their peril. 
  I had to institute this practice in my own 
  campaign because the players — who had 
  been clamoring for a tough old school pulp 
  fantasy adventure campaign — were always 
  rushing off headlong into the next adventure 
  despite my repeated warnings, and then 
  blaming me when things got too difficult (!). 
  I have the (supposedly annoying) habit of 
  explaining to the PCs, every time a PC or 
  NPC henchman dies, what they might have 
  done to avoid the death, as a way to improve 
  their future skill: “You should have brought 
  more light sources,” “You didn’t use any 10’ 
  poles,” “You could have carried more oil,” 
  “You could have waited to test the antidote,” 
  “You could have researched the spell traps 
  in the archive,” and on and on. 
  Eventually we all got tired of one another, 
  and I put in blatant warnings at the 
  beginning of each adventure. The players 
  would still get angry with me whenever went 
  things went south … but more often than 
  not, the “Oh, yeah, that thing you told us 
  about …” look would dawn on their faces and 
  they would make themselves preparatory 
  notes for next time. Over the course of 
  several months, my angry neophytes become 
  grizzled grognards, who were always healing 
  to full, hiring men-at-arms, taking on 
  henchmen, training war dogs, listening to 
  tavern rumors, keeping up with the Thieves’ 
  Guild, counting torches, arrows, lamp fuel, 
  holy water vials, wolvesbane sprigs, iron 
  rations, and waterskin gallons before every 
  major expedition. And the death rate was 
  very soon cut in half, and then by two thirds! 
  So in short, the Tasks Before Departure give 
  you the GM an opportunity to warn the 
  players about some of the deadlier old school 
  challenges lying ahead, without coddling 
  them. And you won’t have to feel too bad 
  when they rush in and die, when there was 
  a wiser to do things. (And hey, there’s always 
  resurrection. Right?) 
  These practices can be difficult to institute 
  at first, but the reason why I recommend you 
  add this phase to every single scenario is 
  clear: After a while, it will become old hat to 
  the players. They’ll either get smart, or they’ll 
  stay stupid and their PCs will die. 
  You can come up with the justifications for 
  the inclusion of these helpful bits in the 
  game quite easily, just by reading the varied 
  tasks. In this way, this table will give you 
  more ideas for the monsters, tricks, and 
  traps that you can put into your scenario. 
  Then, if the PCs — despite any offered allies 
  — hear that they will still need a lot of men-
  at-arms to accompany them, that means you 
  the GM have probably placed lots of instant-
  kill monsters in the adventure region 
  (petrifying cockatrices, poisonous spiders, 
  and so forth). If the PCs are told that they 
  need porters and beasts of burden, then the 
  treasures to be found will probably be large, 
  bulky and difficult to carry. If the PCs are 
  warned that they need to inform a clan of 
  elves of a need to cross their territory, then 
  that means that the borderlands between 
  the city and the wilderness journey are 
  controlled by xenophobic wild elves with very 
  sharp arrows and deadly aim. And so forth. 
  By justifying the need for these tasks, and 
  by dropping not-so-subtle hints when the 
  players complain, you can flesh out your 
  adventure even more with some realistic 
  complications and layers of complexity. And 
  eventually, you’ll turn even the most short-
  sighted and entitled player into a skilled and 
  always-prepared veteran adventurer! 
  (I realize I may have slightly offended some 
  new schoolers with the above screed. Sorry, 
  not sorry. ) 
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Table GWG2-97: 
  Tasks before Departure 
   
  Depending on how long you want the PCs to 
  prepare and move about town before 
  heading off, I recommend that you usually 
  roll 1D4+1 times on this table (rerolling 
  duplicate results) for an average adventure. 
   
  Roll 1D100, and consult the following table: 
   
  [01] Acquire a side quest, exploration 
  [02-03] Acquire a side quest, knowledge / 
  lore 
  [04] Acquire a side quest, monster slaying 
  [05] Acquire a side quest, rescue allies 
  [06-07] Acquire a side quest, specimen 
  acquisition 
  [08] Acquire a side quest, treasure recovery 
  [09] Acquire aerial transportation, magic 
  item 
  [10] Acquire aerial transportation, mounts 
  [11-12] Acquire aerial transportation, spell 
  [13] Acquire needed clearance, password, 
  writ, etc. 
  [14-15] Acquire needed key or item of 
  passage 
  [16-17] Acquire needed magic item 
  [18] Ally with a demi-human clan 
  [19-20] Ally with adventurers 
  [21] Ally with soldiers 
  [22] Attend an audience with the Overlord 
  (or other ruler) 
  [23] Bribe a merchant or shopkeeper 
  [24-25] Bribe an informer 
  [26] Buy magical potions 
  [27] Consult a sage 
  [28-29] Consult an oracle 
  [30] Consult with an NPC 
  [31-32] Consult with thieves or assassins 
  [33] Gauge the weather 
  [34-35] Go to a city location 
  [36] Hear rumors about the journey 
  [37-38] Hear rumors about the locale 
  [39-40] Hear rumors about the monsters 
  [41] Hear rumors about the treasure 
  [42] Hire men-at-arms 
  [43-44] Hire NPC henchmen 
  [45] Hire porters or torch bearers 
  [46] Hire specialized hirelings 
  [47-48] Inform dwarves of need to cross 
  territory 
  [49] Inform elves of need to cross territory 
  [50] Inform gnomes of need to cross 
  territory 
  [51-52] Inform good monsters of need to 
  cross territory 
  [53] Inform halflings of need to cross 
  territory 
  [54] Inform half-ogres (and ogres?) of need 
  to cross territory 
  [55-56] Inform half-orcs (and orcs?) of need 
  to cross territory 
  [57] Inform neutral monsters of need to 
  cross territory 
  [58-59] Listen to a prophecy 
  [60-61] Listen to a survivor's account 
  [62] Listen to rumors 
  [63-64] Make a sacrifice 
  [65] Negotiate with / invite rival NPCs 
  [66] Negotiate with potential demi-human 
  allies 
  [67-68] Negotiate with potential human 
  allies 
  [69] Perform a ritual 
  [70] Perform an NPC task 
  [71-72] Purchase beasts of burden 
  [73-74] Purchase healing herbs 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [75] Purchase mounts or beasts of burden 
  [76] Purchase needed supplies 
  [77-78] Purchase specialized equipment 
  [79] Purchase spell casting or magical 
  effects 
  [80-81] Research the journey 
  [82] Research the locale 
  [83-84] Research the monsters 
  [85] Research the treasure 
  [86-87] Secure an item that the benefactor 
  wants transported 
  [88] Secure an item provided by benefactor 
  [89-90] Secure a PC’s stronghold 
  [91] Secure a PC’s treasure 
  [92] Study a journal 
  [93-94] Study maps 
  [95-96] Visit a guild 
  [97] Wait for a caravan 
  [98-99] Wait for a date, season, eclipse, etc. 
  [00] Wait for an event, departure, or arrival 
   
   
   
  The Journey Begins: 
  Weather on the Day of Travel 
   
  Another 
  atmospheric, 
  and 
  potentially 
  portentous, touch you might want to add to 
  your scenario involves pre-generating the 
  Weather on the Day of Travel. I offer you 
  some results — which require your specific 
  interpretation, based on the climate and the 
  season — in the table below. A “storm,” for 
  example, could mean a thunderstorm, 
  blizzard, sandstorm, or even magical series 
  of dust devils, depending on the locale and 
  your campaign. 
  This is a very general weather effect table, 
  meant to be used in any climate, in any 
  terrain, on any world. As such, your 
  interpretation of the vague result will always 
  be required. Rerolls may be required if you 
  already know from your campaign’s calendar 
  that certain options will not work (e.g., full 
  moon). If you want a more detailed system, 
  you can find them out there in the wild; but 
  I personally did not want this book to 
  explode to 1,000+ pages of ultra-detail. I 
  think it’s better to give you the general range 
  of ideas, and for you to use your own 
  imagination to come up with the specific 
  result. 
  Much like the Tasks Before Departure, there 
  is nothing stopping your players from 
  ignoring the conditions. They will eventually 
  learn that in most cases (outside of races 
  against the clock), bad weather will lead to 
  dangerous conditions that should probably 
  be waited out, or at least specially prepared 
  for. 
  If the PCs have the potential to move 
  magically to the wilderness region, or at a 
  very rapid pace (e.g., with flying mounts or 
  aerial spells), you may want to roll both the 
  weather at the current location, and the 
  weather at their destination too. 
  After several uses, you will probably note 
  that this system is weighted toward unusual 
  and possibly dangerous results, which is 
  why I recommend that you use this table 
  only when beginning a new adventure, and 
  not for day-to-day weather throughout all of 
  the lands in your campaign. So please, be 
  warned. The table is not a day-to-day 
  campaign weather generator. And this 
  specifically-intentioned 
  sub-system 
  is 
  therefore wide open to your potential abuse 
  of its built-in limitations! 
   
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Table GWG2-98: 
  Abstract Weather Determination 
   
  Roll 1D100, and consult the following table. 
  Reroll or reinterpret as needed. 
   
  [01-19] Clear, Normal 
  [20-22] Clear and Windy (50% slightly 
  increasing rate of travel, 50% slightly 
  slowing rate of travel, depending on 
  direction; effect is more pronounced at sea 
  or for aerial adventures) 
  [23-25] Clear with Light Winds 
  [26-28] Clear, Colder than Normal 
  [29-31] Clear, Hotter than Normal 
  [32-34] Clear, Magically Controlled 
  [35-37] Clear, Much Colder than Normal 
  [38-40] Clear, Warmer than Normal 
  [41-43] Full Moon (danger of lycanthropes, 
  predators, cultists, etc.) 
  [44-46] Hazy (clouds, falling ashes, mist, 
  sand in the air, etc.) 
  [47-49] Hazy and Dangerous (floating 
  cinders, poisonous gases, smoke, spores, 
  stinging insects, etc.) 
  [50-52] Hazy and Dangerous, Abnormal 
  and Magical 
  [53-55] Hazy, Abnormal and Magical 
  [56-58] Imminent Disastrous Storm 
  (blinding blizzard, deadly sandstorm, flash 
  flooding, tornado, etc.) 
  [59-61] Imminent Disastrous Storm, 
  Abnormal and Magical 
  [62-64] Imminent Minor Storm, Abnormal 
  and Magical 
  [65-67] Imminent Storm, Abnormal and 
  Magical 
  [68-70] Locally Clear (minor storm on the 
  horizon) 
  [71-73] Locally Clear, Ominous (storm on 
  the horizon) 
  [74-76] Locally Clear, Perilous (disastrous 
  storm on the horizon) 
  [77-79] Minor Storm (rain, snow, wind, etc.) 
  [80-82] Newly Clear (adverse weather has 
  just passed) 
  [83-85] Partly Clear (weather is about-
  change) 
  [86-88] Storm (blizzard, hail, sandstorm, 
  thunderstorm, windstorm, etc.) 
  [89-91] Strange Phenomenon (eclipse, 
  mirage, northern lights, rainbows, etc.) 
  [92-94] Strange Phenomenon, Abnormal 
  and Magical (omen?) 
  [95-97] Rapidly changing conditions (roll 
  twice) 
  [98-00] Considerably different than the day 
  before, very unusual (roll twice) 
   
   
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  CHAPTER 9: 
  ELEMENTS OF EVIL 
   
   
   
  The Iconic Villain 
   
  Every good adventure needs a villain. It 
  might just be the “dungeon lord,” sitting in 
  the last room of the dungeon and waiting for 
  the PCs to come find him. Or much better 
  yet, it might be a reviled nemesis from 
  previous adventures, an antihero the players 
  love to hate, a former associate (who might 
  be turned back to the light side, if a proper 
  sacrifice is made), or just a random person 
  who the PCs will soon come to dread, 
  pursue, hide from, and respect. Whenever 
  you add a powerful and active villain to your 
  scenario, instead of a passive force waiting 
  to be killed, you up the stakes considerably. 
  In doing so, you challenge your players to 
  play to their utmost skill. You also make 
  them feel terrible when the villain kills people 
  they could have saved, and fantastic when 
  they bring a nasty evildoer to justice. What’s 
  not to love? 
  (This isn’t to say that you can’t have villains 
  in a campaign where the PCs are themselves 
  of evil alignment, however. In such a 
  campaign, the PCs’ enemies could be of any 
  alignment and ethos, raging from paladins to 
  demon lords. Who is deemed villainous in 
  regards to whom, really, is a matter of 
  perspective.) 
  So how do you create an iconic villain? At 
  bare minimum, you need to know their 
  species, relative power level, motivation, 
  methods, and potentially fatal weakness. 
  Beyond that, I prefer to improvise, but your 
  mileage may vary. Make the villain as 
  detailed or as nebulous as you want. I 
  personally love the tactic of “be careful what 
  you voice in fear,” which means that I listen 
  to my players over several play sessions — “I 
  hope 
  we 
  don’t 
  encounter 
  a 
  dragon,” 
  “Wouldn’t it be terrible if he kidnapped one 
  of our friends?” etc., etc. — and I build an 
  enemy that the players have actually built 
  themselves. And whenever I need to resolve 
  a villain variable I haven’t quite figured out 
  yet, I prefer to make random rolls. 
  As an example, I recommend rolling once or 
  twice on the Chaotic Descriptor list to make 
  the villain more interesting. Villains with 
  worthy 
  attributes 
  (a 
  sense 
  of 
  honor, 
  kindness until forced to kill, genuine 
  curiosity about the lives of people he is 
  imprisoning, etc.) can become unforgettable 
  — and sometimes even worthy of forgiveness 
  — in many players’ minds. 
  The table I provide for villainous archetypes 
  is, chiefly, a mix of character classes and 
  intelligent monsters. For the character 
  classes 
  I 
  also 
  provide 
  recommended 
  character themes. (For more information on 
  themes and other forms of character 
  specialization, refer to supplement DDE1, 
  DUNGEON DELVER ENHANCER.) 
   
  Further Considerations for the Iconic 
  Villain 
   
  If you don’t know a villain NPC’s experience 
  level, I recommend a rough rule of thumb: 
  give him a level about 3 to 5 levels higher 
  than the average level of the PCs. So if the 
  PCs in your campaign are approximately 
  level 8, then the villain should be level 11, 
  12, or 13 or thereabouts. And be sure that 
  the villain has protectors, including NPCs 
  and monsters if at all possible. The PCs 
  
   
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  should fear the villain, and the open 
  question of whether they could survive a 
  direct conflict should always be in their 
  minds. By making it clear that the villain is 
  a powerful foe to be taken seriously, you will 
  be 
  encouraging 
  the 
  players 
  to 
  think 
  creatively and strategically in their dealings 
  with the imminent threat. Keep in mind that 
  the PCs and the villain might never come 
  into direct conflict, and it can actually be 
  advantageous to have a powerful villain 
  escape … to return, of course, to the game at 
  a future date in the name of revenge! 
  Alternately, if you want to occasionally 
  threaten your players’ characters with a 
  surprising and unnerving villain, you can 
  use an unusual technique which I call the 
  “villainous weakling.” This might be a child, 
  a level 1 evil cleric, or an elderly woman close 
  to death. But the child is the heir to a throne, 
  the level 1 evil cleric has just been declared 
  the chosen one by a demon lord, and the 
  elderly woman is an incarnation of Baba 
  Yaga … if only her memory can be restored. 
  In these situations, the villain is actually 
  rather weak, but has the ability to command 
  other powerful villains who protect him or 
  her with absolute conviction. That type of 
  scenario oddity requires quite a bit more 
  planning and rolling on your part, but it can 
  make for some very memorable adventure 
  sessions too. 
  A special note about monsters: When you 
  are using intelligent monsters as villains, 
  you should consider the Lethality Level of 
  the monster in ratio to the experience level 
  of the PCs. If (for example) the PCs are level 
  3, a single giant will certainly prove villain 
  enough. But if they are level 15, the giant 
  might be a spell-using shaman king, 
  surrounded by powerful bodyguards. And if 
  the villain is insanely powerful — for 
  example, an arch-devil — you may want to 
  push the true villain well back into the 
  distance, and have the PCs encounter 
  worshippers and minions who share the 
  villain’s ethos and beliefs. The closer the PCs 
  dare to approach to the actual threat, the 
  deadlier 
  the 
  encounters 
  will 
  become. 
  Eventually, they will either die, back off 
  (most likely) or heroically vanquish the 
  threat (in which case, they deserve a huge 
  reward and probably a full experience level). 
  This approach can create recurring villains 
  with legions of followers, for which many 
  players love to cultivate an affectionate and 
  long-term hatred. 
  Many of the other details concerning villains, 
  however, are really up to you. (You can use 
  supplement DDE1, DUNGEON DELVER 
  ENHANCER to assist you with many of the 
  design questions.) I do not presume to 
  provide you with random recommendations 
  for villain alignment or race, because in 
  many old school games those variables are 
  restrictive and dependent upon the rules you 
  might be playing with. But I do assume that 
  most villains will be evil, or at least chaotic 
  neutral; so you will not find druids, mystics, 
  paladins, or rangers in the list below. I 
  encourage 
  you 
  to 
  use 
  unusual 
  race 
  combinations to make villains memorable; 
  for example, you might try out an evil dwarf 
  jester, a dark elven cavalier, or even a 
  possessed and corrupted halfling priest. You 
  should strive to make each villain unique. 
  Whenever you can surprise your players and 
  make them play harder, do so! 
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  The Iconic Villain: 
  Archetypes 
   
  The villain’s Archetype, as alluded to in the 
  previous section, is just the basic primary 
  descriptor that gives you a “hook” to 
  conceive the details around. Some of the 
  entries are intelligent monsters, but most 
  are NPC classes. Specialization themes — 
  which are fully detailed in supplement DDE1 
  — are also suggested for the sake of 
  maximum variety. So if you roll up an Anti-
  Paladin villainess, she might be an Armiger, 
  a Black Knight, a Cataphract, a Defiant, or 
  something totally different. If you do not 
  have access to DDE1, of if you are playing a 
  game with its own character kits (e.g., 3.5 or 
  Pathfinder), you can work out your villain 
  sub-archetypes 
  according 
  to 
  your 
  preference. 
   
  Table GWG2-99: 
  Iconic Villain Archetypes 
   
  Roll 1D1000, and consult the following 
  table: 
   
  A 
  [001-003] Acid Dragon 
  [004-005] Anti-Paladin, Armiger (paladin) 
  theme 
  [006-007] Anti-Paladin, Black Knight 
  (paladin) theme 
  [008-009] Anti-Paladin, Cataphract 
  (paladin) theme 
  [010-011] Anti-Paladin, Defiant (paladin) 
  theme 
  [012-013] Anti-Paladin, Heir of Mercy 
  (paladin) theme 
  [014-015] Anti-Paladin, Heir of Vengeance 
  (paladin) theme 
  [016-017] Anti-Paladin, Herald of Arms 
  (paladin) theme 
  [018-019] Anti-Paladin, Horseman (paladin) 
  theme 
  [020-021] Anti-Paladin, Jouster / Lancer 
  (paladin) theme 
  [022-023] Anti-Paladin, Knight in Exile 
  (paladin) theme 
  [024-028] Arch-Devil (GM’s choice) 
  [029-030] Assassin, Bloodletter theme 
  [031-032] Assassin, Butcher theme 
  [033-034] Assassin, Carnifex theme 
  [035-036] Assassin, Darksider theme 
  [037-038] Assassin, Eliminator theme 
  [039-040] Assassin, Garroter theme 
  [041-042] Assassin, Hatchetman / 
  Hatchetwoman theme 
  [043-044] Assassin, Headhunter / 
  Headhuntress theme 
  [045-046] Assassin, Headsman / 
  Headswoman theme 
  [047-048] Assassin, Impaler theme 
  [049-050] Assassin, Infiltrator theme 
  [051-052] Assassin, Intimidator theme 
  [053-054] Assassin, Mauler theme 
  [055-056] Assassin, Oath Breaker theme 
  [057-058] Assassin, Poisoner theme 
  [059-060] Assassin, Rakehell theme 
  [061-062] Assassin, Ruffian theme 
  [063-064] Assassin, Scapegrace theme 
  [065-066] Assassin, Sicarius / Sicaria 
  theme 
  [067-068] Assassin, Slaughterer theme 
  [069-070] Assassin, Slayer theme 
  [071-072] Assassin, Spy theme 
  [073-074] Assassin, Strangler theme 
  [075-076] Assassin, Tormentor theme 
  [077-078] Assassin, Torturer theme 
  [079-080] Assassin, Tyro theme 
   
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  B 
  [081-086] Banshee 
  [087-088] Barbarian, Barrens Strider 
  theme 
  [089-090] Barbarian, Bear Warrior theme 
  [091-092] Barbarian, Beast Master theme 
  [093-094] Barbarian, Berserker 
  specialization and theme 
  [095-096] Barbarian, Boar Warrior theme 
  [097-098] Barbarian, Chaos Warrior theme 
  [099-100] Barbarian, Destroyer theme 
  [101-102] Barbarian, Horde Bringer theme 
  [103-104] Barbarian, Mage Slayer theme 
  [105-106] Barbarian, Marauder theme 
  [107-108] Barbarian, Nomad theme 
  [109-110] Barbarian, Outcast theme 
  [111-112] Barbarian, Outlander theme 
  [113-114] Barbarian, Prey Stalker theme 
  [115-116] Barbarian, Primal Warrior theme 
  [117-118] Barbarian, Raider theme 
  [119-120] Barbarian, Savage theme 
  [121-122] Barbarian, Survivor theme 
  [123-124] Barbarian, Tribal Warrior theme 
  [125-126] Barbarian, Tribesman / 
  Tribeswoman theme 
  [127-128] Barbarian, Warmonger theme 
  [129-130] Barbarian, Wild-Wanderer theme 
  [131-132] Bard, Alba theme 
  [133-134] Bard, Archipoeta theme 
  [135-136] Bard, Balladeer theme 
  [137-138] Bard, Beguiler theme 
  [139-140] Bard, Cantor / Cantora theme 
  [141-142] Bard, Chanter theme 
  [143-144] Bard, Charmer theme 
  [145-146] Bard, Chronicler theme 
  [147-148] Bard, Crowther theme 
  [149-150] Bard, Fabler theme 
  [151-152] Bard, Fabulist theme 
  [153-154] Bard, Jaunter theme 
  [155-156] Bard, Journeyer theme 
  [157-158] Bard, Minnesinger theme 
  [159-160] Bard, Pied Piper theme 
  [161-162] Bard, Poet / Poetess theme 
  [163-164] Bard, Raconteur theme 
  [165-166] Bard, Rhapsodist theme 
  [167-168] Bard, Sonnetist / Sonneteer 
  theme 
  [169-170] Bard, Storyteller theme 
  [171-172] Bard, Trouper theme 
  [173-174] Bard, Trouvere theme 
  [175-176] Bard, Trovatore, Troubadour 
  theme 
  [177-178] Bard, Vates theme 
  [179-180] Bard, Wanderer theme 
  [181-185] Barghest 
  [186-190] Batrachian Demon 
  [191-195] Bestial Demon 
   
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  C 
  [196-198] Cavalier, Armiger (paladin) 
  theme 
  [199-201] Cavalier, Banner Bearer / 
  Signifer (paladin) theme 
  [202-204] Cavalier, Black Knight (paladin) 
  theme 
  [205-207] Cavalier, Cataphract (paladin) 
  theme 
  [208-210] Cavalier, Defiant (paladin) theme 
  [211-213] Cavalier, Heir of Mercy (paladin) 
  theme 
  [214-216] Cavalier, Heir of Vengeance 
  (paladin) theme 
  [217-219] Cavalier, Heir-the Oath (paladin) 
  theme 
  [220-222] Cavalier, Herald of Arms 
  (paladin) theme 
  [223-225] Cavalier, Horseman (paladin) 
  theme 
  [226-228] Cavalier, Jouster / Lancer 
  (paladin) theme 
  [229-231] Cavalier, Knight in Exile 
  (paladin) theme 
  [232-234] Cleric, Advocatus / Advocata 
  theme 
  [235-237] Cleric, Almoner theme 
  [238-240] Cleric, Anchorite theme 
  [241-243] Cleric, Aspirant / Novitiate 
  theme 
  [244-246] Cleric, Augur theme 
  [247-249] Cleric, Believer theme 
  [250-252] Cleric, Cantor theme 
  [253-255] Cleric, Catechumen theme 
  [256-258] Cleric, Clairvoyant theme 
  [259-261] Cleric, Confessor theme 
  [262-264] Cleric, Convert theme 
  [265-267] Cleric, Cultist theme 
  [268-270] Cleric, Exorcist theme 
  [271-273] Cleric, Fledgling theme 
  [274-276] Cleric, Harbinger theme 
  [277-279] Cleric, Haruspex theme 
  [280-282] Cleric, Healer / Palmlayer theme 
  [283-285] Cleric, Heathen Slayer theme 
  [286-288] Cleric, Mystic theme 
  [289-291] Cleric, Oracle / Soothsayer 
  theme 
  [292-294] Cleric, Ostiarius / Temple 
  Servitor theme 
  [295-297] Cleric, Ovate theme 
  [298-300] Cleric, Peregrine theme 
  [301-303] Cleric, Savant theme 
  [304-306] Cleric, Shaman / Shamaness 
  theme 
  [307-309] Cleric, Sibyl theme 
  [310-312] Cleric, Unholy Seer / Unholy 
  Seeress theme 
  [313-315] Cleric, Vampire Hunter / 
  Vampire Huntress theme 
  [316-318] Cleric, Vestal theme 
  [319-321] Cleric, Wise Man / Wise Woman 
  theme 
  [322-324] Cleric, Witch Hunter / Witch 
  Huntress theme 
  [325-327] Cleric, Zealot theme 
  [328-333] Cloud Giant 
  [334-338] Corrupted Cyclops 
  [339-342] Corrupted Genie (of GM’s design) 
  [343-347] Corrupted Sphinx (GM’s choice) 
  [348-351] Corrupted Titan 
   
  D 
  [352-356] Daemon (GM’s choice) 
  [357-361] Deep One 
  [362-364] Demigod (GM’s choice) 
  [365-367] Demigoddess (GM’s choice) 
  [368-372] Demon Lord (GM’s choice) 
  [373-376] Dimensional Spider 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [377-381] Draconian Lich (of GM’s design) 
  [382-385] Dream Eater 
   
  E 
  [386-390] Evil Eye, of Azathoth 
  [391-394] Evil Eye, of Cthulhu 
   
  F 
  [395-399] Fallen Angel (of GM’s design) 
  [400-402] Fighter, Amazon theme 
  [403-405] Fighter, Archer specialization 
  and Archer / Crossbowman theme 
  [406-408] Fighter, Armsman / Armswoman 
  theme 
  [409-411] Fighter, Axe Bearer theme 
  [412-414] Fighter, Battler / Skull Crusher 
  theme 
  [415-417] Fighter, Blade Master 
  specialization and Footman / Footwoman 
  theme 
  [418-420] Fighter, Bodyguard / Protector 
  theme 
  [421-423] Fighter, Brawler theme 
  [424-426] Fighter, Challenger / Imperial 
  Warrior theme 
  [427-429] Fighter, Duelist theme 
  [430-432] Fighter, Fencer theme and Blade 
  Master specialization 
  [433-435] Fighter, Gladiator / Gladiatrix 
  theme 
  [436-438] Fighter, Guardsman / 
  Guardswoman theme 
  [439-441] Fighter, Hoplite theme 
  [442-444] Fighter, Legionnaire theme 
  [445-447] Fighter, Man-at-Arms / Woman-
  at-Arms theme 
  [448-450] Fighter, Mercenary Skirmisher 
  theme 
  [451-453] Fighter, Sentry theme 
  [454-456] Fighter, Sergeant theme 
  [457-459] Fighter, Shield Bearer / 
  Defender theme 
  [460-462] Fighter, Trophy Hunter / Trophy 
  Huntress theme 
  [463-465] Fighter, Tunnel Soldier theme 
  [466-470] Fire Giant 
  [471-475] Fire-Breathing Dragon 
  [476-480] Frost Dragon 
  [481-485] Frost Giant 
  [486-489] Frost Salamandra 
   
  G 
  [490-494] Ghost 
  [495-499] Godling / Petty God (of GM’s 
  design) 
  [500-504] Greater Devil (GM’s choice) 
   
  H 
  [505-509] Hag (of GM’s choice; refer to 
  supplement PM1, THE PEGANA MYTHOS, 
  as well as OLDSKULL TROLLS) 
   
  [510-514] Highland Giant 
  [515-519] Hound Demon 
  
   
  Page 315 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  [520-524] Humanoid Chieftain (likely with 
  a class and experience level) 
  [525-526] Hunter, Bear Warrior (barbarian) 
  theme 
  [527-528] Hunter, Beast Master (barbarian) 
  theme 
  [529-530] Hunter, Boar Warrior (barbarian) 
  theme 
  [531-532] Hunter, Desert Stalker (ranger) 
  theme 
  [533-534] Hunter, Forest Stalker / Wild 
  Runner (ranger) theme 
  [535-536] Hunter, Giant Killer (ranger) 
  theme 
  [537-538] Hunter, Highlander / Hillsman 
  (ranger) theme 
  [539-540] Hunter, Houndsman / 
  Houndswoman (ranger) theme 
  [541-542] Hunter, Mountain Man / 
  Mountain Woman (ranger) theme 
  [543-544] Hunter, Netherworld Tracker 
  (ranger) theme 
  [545-546] Hunter, Plainsman / 
  Plainswoman (ranger) theme 
  [547-548] Hunter, Prey Stalker (ranger) 
  theme 
  [549-550] Hunter, Primal Warrior 
  (barbarian) theme 
  [551-552] Hunter, Survivor (barbarian) 
  theme 
  [553-554] Hunter, Swamp Stalker (ranger) 
  theme 
  [555-556] Hunter, Tundra Walker (ranger) 
  theme 
   
  I 
  [557-561] Ifrit 
  [562-563] Illusionist, Astral Walker theme 
  [564-565] Illusionist, Beguiler theme 
  [566-567] Illusionist, Chaos Bringer theme 
  [568-569] Illusionist, Charlatan theme 
  570-571] Illusionist, Charmer theme 
  [572-573] Illusionist, Crystal Gazer / Prism 
  Gazer theme 
  [574-575] Illusionist, Deceiver theme 
  [576-577] Illusionist, Deluder theme 
  [578-579] Illusionist, Dreamer / 
  Dreamlander theme 
  [580-581] Illusionist, Dungeon Haunter 
  theme 
  [582-583] Illusionist, Eidolon / Visionary 
  theme 
  [584-585] Illusionist, Enthraller theme 
  [586-587] Illusionist, Ethereal Wanderer 
  theme 
  [588-589] Illusionist, Face Dancer theme 
  [590-591] Illusionist, Hypnotist / 
  Mesmerist theme 
  [592-593] Illusionist, Labyrinth Threader 
  theme 
  [594-595] Illusionist, Masquer theme 
  [596-597] Illusionist, Mist Weaver / Veilist 
  theme 
  [598-599] Illusionist, Phantasmagorian / 
  Spectralist theme 
  [600-601] Illusionist, Shadow Summoner / 
  Shadow Weaver theme 
  [602-603] Illusionist, Wish Bringer / 
  Nightmare Bringer theme 
  [604-608] Incubus 
   
  J 
  [609-610] Jester, Cat Burglar / Acrobat 
  (thief) theme 
  [611-612] Jester, Chaos Bringer 
  (illusionist) theme 
  [613-614] Jester, Charlatan (illusionist) 
  theme 
  [615-616] Jester, Deceiver (illusionist) 
  theme 
  [617-618] Jester, Dreamer / Dreamlander 
  (illusionist) theme 
  
   
  Page 316 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  [619-620] Jester, Dungeon Haunter 
  (illusionist) theme 
  [621-622] Jester, Masquer (illusionist) 
  theme 
   
  K 
  [623-627] Knight of Saigoth (refer to 
  supplement PM1, THE PEGANA MYTHOS) 
  [628-632] Kraken 
   
  L 
  [633-637] Lamia 
  [638-642] Lesser Devil (GM’s choice) 
  [643-647] Lich (refer to supplement PM1, 
  THE PEGANA MYTHOS) 
  [648-652] Lightning Dragon 
   
  M 
  [653-655] Magic-User, Abjurer theme 
  [656-658] Magic-User, Aeromancer / Wind 
  Mage theme 
  [659-661] Magic-User, Alchemist 
  specialization 
  [662-664] Magic-User, Apprentice / 
  Neophyte theme 
  [665-668] Magic-User, Arcane Scribe theme 
  [669-671] Magic-User, Astrologer theme 
  [672-674] Magic-User, Cabalist theme 
  [675-677] Magic-User, Chiromancer theme 
  [678-680] Magic-User, Demonologist theme 
  [681-683] Magic-User, Diabolist theme 
  [684-686] Magic-User, Dread Mage theme 
  [687-689] Magic-User, Dweomer Crafter / 
  Transmuter theme 
  [690-692] Magic-User, Earth Mage / 
  Geomancer theme 
  [693-695] Magic-User, Elementalist theme 
  [696-698] Magic-User, Eyebiter theme 
  [699-701] Magic-User, Fire Mage / 
  Pyrologist theme 
  [702-704] Magic-User, Frost Mage / 
  Hydromancer theme 
  [705-707] Magic-User, Hexer / Vexer theme 
  [708-710] Magic-User, Incantatrix theme 
  [711-713] Magic-User, Invoker / Spell-
  Slinger theme 
  [714-716] Magic-User, Occultist theme 
  [717-719] Magic-User, Preceptor theme 
  [720-722] Magic-User, Savant theme 
  [723-725] Magic-User, Summoner theme 
  [726-730] Mi-Go 
  [731-735] Mist Giant 
  [736-737] Monk, of the Fist specialization 
  and Drunken Boxer theme 
  [738-739] Monk, of the Fist specialization 
  and Luctator / Wrestler theme 
  [740-741] Monk, of the Fist specialization 
  and Martial Artist / Sparring Master theme 
  [742-743] Monk, of the Fist specialization 
  and Pankrator theme 
  [744-745] Monk, of the Fist specialization 
  and Pugilist / Pycta theme 
  [746-747] Monk, of the Fist specialization 
  and Wandering Mystic theme 
  [748-749] Monk, of the Foot specialization 
  and Crossbow Sharpshooter theme 
  [750-751] Monk, of the Foot specialization 
  and Knife Thrower theme 
  [752-753] Monk, of the Foot specialization 
  and Lost Shinto-Ryu Master theme 
  [754-755] Monk, of the Foot specialization 
  and Percussor / Stick Fighter theme 
  [756-757] Monk, of the Foot specialization 
  and Quarterstaff Fighter theme 
  [758-759] Monk, of the Foot specialization 
  and Shaolin Monk theme 
  [760-761] Monk, of the Foot specialization 
  and Spear Master theme 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [762-763] Monk, of the Iron Will 
  specialization and Calcitro theme 
  [764-765] Monk, of the Iron Will 
  specialization and Dark Initiate / Shadow 
  Fighter theme 
  [766-767] Monk, of the Iron Will 
  specialization and Psychic Warrior theme 
  [768-772] Mountain Giant 
  [773-774] Mountebank, Beggar Thief (thief) 
  theme 
  [775-776] Mountebank, Cozener / Forger 
  (thief) theme 
  [777-778] Mountebank, Gypsy Rogue (thief) 
  theme 
  [779-780] Mountebank, Mountebank (thief) 
  theme 
   
  N 
  [781-785] Naga (GM’s choice) 
   
  O 
  [786-790] Ogre Mage 
   
  P 
  [791-795] Pyre Demon 
  [796-799] Pyre Salamandra 
   
  R 
  [800-804] Rakshasa 
  [804-809] Rock Giant 
   
  S 
  [810-811] Savant, Arcane Scribe (magic-
  user) theme 
  [812-813] Savant, Astrologer (magic-user) 
  theme 
  [814-815] Savant, Dweomer Crafter / 
  Transmuter (magic-user) theme 
  [816-817] Savant, Occultist (magic-user) 
  theme 
  [818-819] Savant, Savant (magic-user) 
  theme 
  [820-824] Sea Devil (likely with a class and 
  experience level) 
  [825-829] Sentient Abomination (of GM’s 
  design, use CDDG2, THE CLASSIC 
  DUNGEON DESIGN GUIDE II) 
  [830-832] Sentient Elemental, Air 
  [833-834] Sentient Elemental, Ash 
  [835-836] Sentient Elemental, Dust 
  [837-839] Sentient Elemental, Earth 
  [840-842] Sentient Elemental, Fire 
  [843-844] Sentient Elemental, Lightning 
  [845-846] Sentient Elemental, Magma 
  [847-848] Sentient Elemental, Mist 
  [849-850] Sentient Elemental, Mud 
  [851-852] Sentient Elemental, Steam 
  [853-855] Sentient Elemental, Water 
  [856-860] Sentient Fungus (of GM’s design, 
  use CDDG2, THE CLASSIC DUNGEON 
  DESIGN GUIDE II) 
  [861-865] Sentient Slime (of GM’s design, 
  use CDDG2, THE CLASSIC DUNGEON 
  DESIGN GUIDE II) 
  [866-870] Serpent Folk (refer to the 
  supplement SERPENTINE for more 
  information) 
  [871-875] Serpentine Demoness 
  [876-879] Shade / Shadow Walker (with a 
  class and experience level) 
  [880-884] Shape Shifter (GM’s choice, may 
  have a class and experience level) 
  [885-889] Shoggoth 
  [890-894] Spectre 
  [895-898] Star Spawn of Cthulhu 
  [899-903] Succubus 
   
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  T 
  [904-906] Thief, Acrobat specialization and 
  Cat Burglar / Acrobat theme 
  [907-909] Thief, Backstabber theme 
   
   
   
  [910-912] Thief, Bandit specialization and 
  Highwayman theme 
  [913-915] Thief, Bandit specialization and 
  Horse Thief theme 
  [916-918] Thief, Beggar Thief theme 
  [919-921] Thief, Brigand specialization and 
  Brigand theme 
  [922-924] Thief, Cozener / Forger theme 
  [925-927] Thief, Depserado / Outlaw theme 
  [928-930] Thief, Desert Jackal theme 
  [931-933] Thief, Dungeon Scout / Tunnel 
  Spider theme 
  [934-936] Thief, Guttersnipe theme 
  [937-939] Thief, Gypsy Rogue theme 
  [940-942] Thief, Latro theme 
  [943-945] Thief, Lock Breaker theme 
  [946-948] Thief, Moonlighter / Pickpocket / 
  Pilferer theme 
  [949-951] Thief, Mountebank theme 
  [952-954] Thief, Pirate theme 
  [955-957] Thief, Reaver / Raider theme 
  [958-960] Thief, Scavenger theme 
  [961-963] Thief, Sniper theme 
  [964-966] Thief, Tomb Delver theme 
  [967-969] Thrall of Cthulhu 
  [970-974] Twisted Giant 
   
  V 
  [975-979] Vampire (perhaps with a class 
  and experience level) 
  [981-985] Venomous Dragon 
  [986-989] Venomous Salamandra 
  [990-993] Vulture Demon 
   
  W 
  [994-997] Wraith 
  [998-000] Wraith of the Deep 
   
  The Iconic Villain: 
  Motivators and Goals 
   
  So what is the villain actually doing, before 
  the PCs come in and mess with their 
  nefarious schemes? Usually, they’re doing 
  bad things in accordance with their own 
  agendas and beliefs. This section can help 
  you with a villain’s Motivators and Goals. My 
  approach here is necessarily oblique, so you 
  may need to get creative in interpreting the 
  information. Why would a villain unleash a 
  plague? Perhaps to incite terror in the 
  surrounding cities, or to wipe out a specific 
  type of enemy, or to fulfill an ancient 
  prophecy. 
  
   
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  Villain motivators can turn a clichéd villain 
  into a memorable NPC, and perhaps even 
  someone the players will sympathize with … 
  under certain circumstances. You should 
  determine whether it’s more effective for the 
  players to know the villain’s motivation at 
  the beginning of the adventure, or if it should 
  gradually become known through clues 
  discovered along the way. Some GMs prefer 
  to have their villains be motivated, but with 
  the motivation being a secret that the 
  players might never know. That can work 
  well if your players are naturally curious and 
  are determined to uncover the information at 
  all costs, potentially derailing the adventure 
  with odd tangents and unpredictable side 
  quests. But with most play groups, I have 
  found that if you don’t make the villain’s 
  motivations readily apparent, the players 
  will not take it upon themselves to learn the 
  actual reasons for what is going on. 
  Sometimes the PCs just want to explore, kill 
  things, and take their stuff. Adding more 
  depth beyond those basic visceral activities 
  may require a fairly heavy hand on your 
  part. 
  You can also add some interest, and make 
  near-unconquerable 
  villains 
  more 
  vulnerable, 
  by 
  giving 
  them 
  powerful 
  subordinates who have entirely different 
  motivations. If (for example) a villain’s goal is 
  achieving a dark utopia, but his bodyguard’s 
  motivation is pure hatred, the bodyguard 
  might 
  kill 
  a 
  crucial 
  prisoner 
  whose 
  information was vital to the villain’s goal. 
  That would probably lead to an epic 
  confrontation in which the villain battles 
  with the bodyguard, leaving the bodyguard 
  dead and the villain mortally wounded. Such 
  conflicts — underlining the entropic and 
  self-defeating nature of evil — can make for 
  dramatic twists at the end of dangerous 
  adventures. Just remember, the dice or the 
  players might unravel the climax you’re 
  envisioning! Leave things open enough that 
  chaos 
  and 
  unpredictability 
  can 
  still 
  intervene to determine what actually occurs. 
   
   
   
  Table GWG2-100: 
  Villainous Motivators and Goals 
   
  Roll 1D100, and consult the following table. 
  If you feel the need, roll twice, and perhaps 
  “phase” the goal-oriented activities to occur 
  one after another during the adventure 
  (perhaps 
  even 
  before 
  and 
  after 
  PC 
  intervention). 
   
  [01-02] Achieving a Dark Utopia 
  [03-04] Acting in the Name of a Deity 
  [05-06] Acting in the Name of a Demon 
  Lord-Arch-Devil 
  [07-08] Acting in the Name of a Great Old 
  One-Lovecraftian Entity 
  [09-10] Artificially Prolonging Natural 
  Lifespan 
  [11-12] Avenging a Personal Wrong / 
  Wound / Humiliation 
  [13-14] Avenging a Slain Parent-Sibling 
  [15-16] Averting a Disaster to His / Her 
  Homeland 
  [17-18] Battling a Secret Enemy 
  [19-20] Crushing the Weak, Gathering the 
  Strong 
  [21-22] Domination / Control / Crushing a 
  Lesser People 
  [23-24] Draining a Good Creature’s Life 
  Essence 
  [25-26] Exaltation of Chaotic Evil 
  [27-28] Exaltation of Lawful Evil 
  [29-30] Exile Seeking Reinstatement / 
  Glorification 
  [31-32] Extreme Measures to Fulfill a 
  Worthy Cause 
  [33-34] Fulfilling a Sincerely Held Belief 
  [35-36] Fulfilling Envisioned Destiny 
  [37-38] Going Gradually Insane 
  [39-40] Humiliating / Deposing a Rival 
  [41-42] Just Following Orders 
  
   
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  [43-44] Leading a Rebellion / Revolt / Lost 
  Cause 
  [45-46] Lifting a Curse upon Himself (or His 
  People) 
  [47-48] Loyal to an Evil Faction 
  [49-50] Loyal to an Evil Kingdom 
  [51-52] Lust for Power 
  [53-54] Machiavellian Manipulator / 
  Kingmaker 
  [55-56] Megalomania 
  [57-58] Mind-Controlled / Possessed 
  [59-60] Need for Dark Crusade / Unholy 
  War 
  [61-62] Not Actually Evil (Major Plot Twist) 
  [63-64] Obsessed with an Evil Love Interest 
  [65-66] Overthrowing a Ruler 
  [67-68] Possession of a More Powerful Body 
  [69-70] Preparing for Doomsday / 
  Cataclysm 
  [71-72] Pure Greed 
  [73-74] Pure Hatred 
  [75-76] Purification / Genocide / 
  Glorification of a Race-Creed 
  [77-78] Reclaiming an Evil Temple-
  Stronghold 
  [79-80] Retrieval of a Great Lost Treasure 
  [81-82] Saving a Beloved Person 
  [83-84] Saving Subjects from Annihilation 
  [85-86] Seeking Immortality 
  [87-88] Seeking Return to Own World / 
  Time 
  [89-90] Sheer Amusement / Cruelty / 
  Apathy 
  [91-92] Threatened with Death 
  [93-94] Twisted Sense of Justice 
  [95-00] Conflicted; roll twice, rerolling 
  results above 94; the first result is 
  dominant but fading, and the second result 
  is rising in importance. 
   
   
   
  The Iconic Villain: 
  Flaws and Weaknesses 
   
  Unbeatable villains are boring, and so are 
  single-minded ones who have predictable 
  strengths … no matter how great those 
  strengths 
  are. 
  For 
  added 
  interest, 
  I 
  recommend that you roll 1D3 flaws and 
  weaknesses for the villain, potentially giving 
  you 
  some 
  insights 
  into 
  the 
  villain’s 
  vulnerability, personality, and past. 
  Some of these flaws and weaknesses are 
  mental, others are physical, or magical. 
  Some are even divine and the result of 
  contact 
  with 
  the 
  gods. 
  Too, 
  villains 
  sometimes acquire weaknesses (even if they 
  are normal humans) through dabbling with 
  greater evil powers and ancient corruption. 
  Reroll anything that doesn’t fit the villain, 
  although you can justify odd results for 
  anthropomorphic villains with consideration 
  of magic items. For example, a human villain 
  might be vulnerable to acid if he has a robe 
  of frost and fire resistance, where acid 
  vulnerability is a side effect / drawback of 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  the powerful magic item. Or more simply, the 
  villain might be badly scarred as a result of 
  barely slaying an acid dragon many years 
  ago … leaving him with a vulnerability and 
  severe phobia in regards to acid-based 
  attacks. 
  Note that there is a very good chance that 
  the weakness will be known, and learned by 
  the 
  PCs, 
  via 
  one 
  of 
  the 
  following 
  mechanisms: [1] information provided by the 
  benefactor, [2] rumors heard in town 
  (unfortunately paired with untruths or 
  speculation), or [3] a side-reward as a result 
  of fulfilling a side quest during the 
  adventure. Questions around town, archival 
  research, divination on the part of the PCs 
  should probably be rewarded with some 
  answers toward the villain’s weakness, or at 
  least “half-truths” in the guise of rumors … 
  which might or might not be considered truly 
  helpful. Of course, intelligent players with 
  capable PCs might also learn the weakness 
  as 
  a 
  result 
  of 
  divination 
  magics, 
  interrogating minions, or their own careful 
  research as well. 
   
  Table GWG2-101: 
  Villainous Flaws and Weaknesses 
   
  Roll 1D100, and consult the following table: 
   
  [01-02] Accepts duels and challenges 
  [03] Blind 
  [04-05] Bonded with guardian beast, 
  monster, mount, etc.; crumples if bond-
  creature is slain 
  [06-07] Burned by daylight 
  [08] Calmed by beautiful music / events / 
  things 
  [09-10] Cannot leave unholy shrine, sphere 
  of power, temple, etc. 
  [11] Cannot leave water (aquatic) 
  [12] Cloned-Duplicated via Paradox (there 
  are two copies of this villain who hate one 
  another, and never share information; 
  players will be baffled) 
  [13-14] Cowardly 
  [15-16] Cursed by a powerful magic item 
  (greatly lowered ability score) 
  [17] Cursed by a god, vulnerable to attacks 
  by Chaotic Good characters 
  [18] Cursed by a god, vulnerable to attacks 
  by Lawful Good characters 
  [19] Cursed by a god, vulnerable to attacks 
  by Neutral Good characters 
  [20] Diseased and dying 
  [21-22] Divine affliction, cannot heal 
  [23-24] Driven by self-preservation 
  [25] Empathic, feels pain of victims 
  [26-27] Envious of a follower-superior 
  [28-29] Fanatical zealot, becomes 
  predictable even when clearly manipulated 
  [30-31] Fearless and foolhardy 
  [32] Gaps in memory 
  [33] Has a highly vulnerable spot (e.g., an 
  open space in his skull that cannot be 
  covered well by a tight-fitting helm) 
  [34-35] Has a very powerful enemy 
  [36] Haunted by a secret past 
  [37] Hunchbacked (lower speed and agility) 
  [38] Immobile, requires magic-servants to 
  be moved 
  [39-40] Impatient / poor tactician 
  [41] Imprisoned / magically chained 
  [42-43] Incredibly greedy 
  [44] Infested with parasites 
  [45] Life force embodied in vulnerable 
  familiar 
  [46-47] Lone wolf / no allies 
  [48] Madly in love with … ? 
  [49] Missing a limb 
  [50] Mortal form is decaying / transforming 
  [51] Mute, cannot give orders-cast spells 
  
   
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  [52-53] None too bright 
  [54] Obsessed with a single enemy 
  [55] Obsessively seeking something buried 
  or lost (heart, enchanted sword, lover’s 
  grave, etc.) 
  [56-57] Physically weak 
  [58] Possessed by a demon / devil 
  [59] Possesses a truename 
  [60] Power waxes and wanes with the moon 
  and tides 
  [61-62] Predictable / easy to manipulate 
  [63] Pyromaniac, cannot resist burning 
  everything (despite urgency to move on) 
  [64] Requires a certain form of medicine, 
  food,-drink (poisonous herbs, blood, 
  whatever) 
  [65] Secret terror / phobia 
  [66-67] Seeks forgiveness and absolution 
  [68] Seeks to enslave, never kill 
   
   
   
  [69] Sought by a betrayed arch-devil-demon 
  lord (who is sending minions to capture 
  him) 
  [70] Soul enslaved to guarded item 
  [71] Spice addict / crippling drug addiction 
  [72] Strong sense of honor (fights fair, takes 
  prisoners, etc.) 
  [73] Suffers from nightmares and 
  hallucinations (susceptible to illusions and 
  psychics) 
  [74-75] Surrounded by potential traitors 
  [76-77] Talks at length with imprisoned 
  foes, gloats 
  [78-79] Trusts no one, has minions but 
  always found alone 
  [80] Uncontrollable rages 
  [81] Underestimates all opponents 
  [82] Victim of an oath of vengeance, 
  vulnerable to attacks by dwarves 
  [83] Victim of an oath of vengeance, 
  vulnerable to attacks by elves 
  [84] Victim of an oath of vengeance, 
  vulnerable to attacks by gnomes 
  [85] Victim of an oath of vengeance, 
  vulnerable to attacks by halflings 
  [86] Vulnerable to acid 
  [87] Vulnerable to air and wind magic 
  [88] Vulnerable to cold wrought iron 
  weapons 
  [89] Vulnerable to crushing attacks and 
  weapons 
  [90] Vulnerable to earth and stone-based 
  magic 
  [91] Vulnerable to fire and heat (magical 
  and non-magical) 
  [92] Vulnerable to holy and divine magics 
  (including holy water) 
  [93] Vulnerable to ice and cold (magical and 
  non-magical) 
  [94] Vulnerable to impaling attacks and 
  weapons 
  [95] Vulnerable to lightning magic 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  [96] Vulnerable to poison 
  [97] Vulnerable to silver weapons 
  [98] Vulnerable to slashing attacks and 
  weapons 
  [99] Vulnerable to the Elder Sign 
  [00] Vulnerable to water magic 
   
  The Iconic Villain: 
  Actions and Methods 
   
  So what is the villain doing when the PCs 
  start messing around in the adventure 
  region? That really depends. Here you will 
  find a good general guide which goes a bit 
  beyond “He’s a bad guy because he does bad 
  things.” 
  Of all the tables in this book, this is the one 
  that I can provide the least guidance on. 
  That is because you will need to make these 
  actions 
  coincide 
  with 
  the 
  villain’s 
  motivations and goals (as determined by you 
  a bit earlier using this supplement), while 
  you also consider your adventure scenario 
  outlie to date. Please consider this table a list 
  of evocative suggestions, rather than some 
  manifesto on my part which will force you 
  derail the cool ideas that are already brewing 
  inside your head. 
  For example, if you’ve decide that the villain 
  is a mummy lord / lich who is slumbering 
  and about to be awakened, then the 
  villainous action “Backstabbing, treason, 
  and treachery” might be too weak and 
  indirect for you to use. Wouldn’t a waking 
  undead lord want to start dominating the 
  region right away with powerful magics? The 
  actions “Gathering a Cult” and “Locust 
  Swarms, Creating a Wasteland” would fit 
  him perfectly … and you wouldn’t need to 
  roll on this table to pull those details out. 
  Just review the entries below when a 
  random roll seems unwise, grab the good 
  ideas you need, and go. 
   
   
  Table GWG2-102: 
  Villainous Actions and Methods 
   
  Roll 1D100, and consult the following table: 
   
  [01-02] Abduction, Kidnapping 
  [03] Alliances Between Unexpected Races, 
  Dogs and Cats Living Together, Mass 
  Hysteria 
  [04-05] Apocalyptic Harbinger 
  [06-07] Awakening a Forbidden Ancient 
  Practice 
  [08-09] Backstabbing, Treason, Treachery 
  [10-11] Banishing a Great Power of Good 
  [12-13] Blackmail, Threats, Political 
  Intrigue 
  [14] Blasphemy, Heresy, Sacrilege 
  [15-16] Blights, Plagues, Disease 
  [17-18] Cannibalism, Blood Magic, 
  Headhunting 
  [19-20] Conquering an Untouched Land 
  [21-22] Creating a Mighty Fortress 
  [23-24] Criminal Underworld, Threats, 
  Hierarchy of Rogues 
  [25-26] Demonic Sacrifice and Unholy 
  Favors 
  [27] Destroying an Important Wilderness 
  [28-29] Devising an Infernal Machine 
  [30-31] Diabolic Sacrifice and Infernal 
  Favors 
  [32-33] Enslaving, Selling Slaves, 
  Gladiatorial Combat 
  [34-35] Excavating a Buried Mystery 
  [36-37] Fulfilling a Dark Prophecy 
  [38-39] Gathering a Cult 
  [40] Harvest Blight, Starvation 
  [41-42] Impostors, Pretenders, or 
  Doppelgangers 
  [43] Inviting in Dimensional Invaders 
  
   
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  44-45] Inviting in Netherworld Invaders 
  [46] Inviting in Planar Invaders 
  [47-48] Laying False Claim to a Feudal 
  Kingdom 
  [49-50] Lies, Deceit, Twisted Omens 
  [51] Locust Swarms, Creating a Wasteland 
  [52-53] Lycanthropy, Spread of Shape 
  Shifters 
  [54-55] Mind Control, Possession, Puppet 
  Mastery 
  [56-57] Monopoly, Trade Wars, Smuggling 
  [58-59] Murder, Assassination 
  [60-61] Mutation, Corruption, Flesh 
  Twisting Experiments 
  [62-63] Nightmares, Horror, Madness 
  [64-65] Opening a Magical Gateway 
  [66-67] Piracy, Ship Wrecking, Press Gangs 
  [68-69] Raiding, Plundering, Skirmishing 
  [70-71] Raising an Army of Humanoids 
  [72-73] Raising an Army of Humans-Demi-
  Humans 
  [74-75] Raising an Army of Monsters 
  [76-77] Raising an Army of Undead 
  [78] Scorched Earth / Environmental 
  Devastation 
  [79-80] Seeking a Lost World 
  [81-82] Seeking a Powerful Artifact 
  [83-84] Seeking Apotheosis 
  [85] Seeking to Attain Lichdom 
  [86-87] Slaughtering Good Monsters 
  [88-89] Spreading the Lovecraftian Gospel 
  [90-91] Spying, Scouting, Biding Time 
  [92] Stealing Children, Changelings, Child 
  Cult 
  [93-94] Subduing a Dragon 
  [95-96] Summoning a Great Evil 
  [97] Torture, Inquisition, False Confessions 
  [98] Vampirism, Spread of the Undead 
  [99] Weather Control, Drought, Flooding, 
  Disasters 
  [00] ??? (GM’s Choice) 
   
  Unexpected Adversaries: 
  Interesting Non-Monstrous 
  Enemies 
   
  Beyond the iconic villain, you can introduce 
  some interesting enemies in the adventure to 
  keep your players paranoid and playing well. 
  We’ll get to the monsters in just a minute. 
  But first, what about the enemies that the 
  players might not even know are there? 
  What about people they think they can 
  trust? This is an underused category of 
  enemy in most games, which can yield some 
  fantastic and dramatic results. Consider 
  rolling on the following table if you think 
  your developing scenario can benefit from 
  the added twist. 
  So if you get tired of the usual clerics, 
  fighters, thieves and so forth, you can 
  introduce one of these interesting fellows to 
  spice up the game and to make the 
  adventure more complicated. Some of these 
  options require the GM to strain his or her 
  memory back to when an ally, henchman, or 
  commoner was misused; those people have 
  long memories too, and they can come back 
  to haunt the PCs at your leisure. If not 
  properly foiled, they may well become 
  recurring villains in your campaign. 
  This table should be considered 100% 
  optional, as it is not appropriate to every 
  adventure. And with all of these options, 
  some development time by you will be 
  required. 
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Table GWG2-103: 
  Non-Monstrous Enemy Determination 
   
  Roll 1D100, and consult the following table: 
   
  [01-02] Ally Afflicted with Lycanthropy 
  [03-04] Ally Afflicted with Vampirism 
  [05] Bemused Demigod / Demigoddess 
  [06-07] Benefactor’s Envious / Enraged 
  Disciple 
  [08-09] Benefactor’s Secret Nemesis 
  [10-11] Blackmailed / Compromised 
  Henchman 
  [12-13] Blackmailed / Compromised 
  Servant-Man-at-Arms 
  [14-15] Bounty Hunter 
  [16-17] Corrupted Magistrate 
  [18] Corrupted Mentor Falling to Evil 
  [19-20] Cult Leader 
  [21-22] Deceptive Guide 
  [23-24] Demon Worshipper 
  [25-26] Devil Worshipper 
  [27-28] Duelist with Something to Prove 
  [29-30] Envious Explorer 
  [31-32] Envious Failed Adventurer / 
  Apprentice 
  [33-34] Fascinated Petty God 
  [35-36] Haunting Spirit 
  [37-38] Heretic 
  [39-40] Impostor / Mountebank 
  [41-42] Inquisitor 
  [43-44] Jester Assassin 
  [45-46] Kidnapper 
  [47-48] Mad Hermit / Cultist 
  [49-50] Mind-Controlled Ally 
  [51-52] Misguided Amnesiac 
  [53-54] Misguided Faction (refer to GWG1, 
  GAME WORLD GENERATOR Appendices) 
  [55-56] Obsessed Prophet 
  [57-58] Plague Bringer 
  [59-60] Rival Adventurer 
  [61-62] Rival Claimant to Sought Treasure 
  [63-64] Rival Heir to Legacy 
  [65-66] Secret / Misguided Blood Relative 
  [67-68] Secret Society 
  [69-70] Sentient Anarchic Illusion 
  [71-72] Slave Lord 
  [73-74] Sole Survivor Left to Die 
  [75-76] Spy 
  [77-78] Spy (Double Agent) 
  [79-80] Superstitious Mob of Peasants 
  [81-82] Superstitious Tribe 
  [83-84] Taboo-Avenging Tribe 
  [85-86] Temporarily Sane Madman 
  [87-88] Time Traveler Preventing a 
  Calamity 
  [89-90] Treacherous Mercenary 
  [91-92] Treasure Thief 
  [93-94] Well-Intended Curse Victim 
  [95-96] Witch Hunter 
  [97] Wronged Ex-Henchman 
  [98] Wronged Lover 
  [99-00] Zealous Cleric Preventing a 
  Blasphemous Revelation 
   
  Legions of Adversity: 
  Choosing the Monsters 
   
  Nigel: This is the top, too. You know, what 
  we use on stage. But it’s very, very special 
  because, if you can see, the numbers all go 
  to eleven. Look. Right across the board. 
  Eleven, eleven, eleven, and then — 
  Marty: Oh, I see. And most amps go up to 
  ten. 
  Nigel: Exactly. 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Marty: Does that mean it’s louder? Is it any 
  louder? 
  Nigel: Well, it’s one louder, isn’t it? It’s not 
  ten. You see? Most … most blokes, you 
  know, will be playing at ten. You’re on ten 
  here, all the way up, all the way up, all the 
  way up. You’re on ten on your guitar. Where 
  can you go from there? Where? 
  Marty: I don’t know. 
  Nigel: Nowhere. Exactly. What we do is, if we 
  need that extra push over the cliff, you know 
  what we do? 
  Marty: Put it up to eleven. 
  Nigel: Eleven. Exactly. One louder. 
  Marty: Why don’t you just make ten louder, 
  and make ten be the top number and make 
  that a little louder? 
  Nigel: … These. Go. To. Eleven. 
   
  Monsters! You can never have too many 
  monsters. Unfortunately, the biggest and 
  deadliest monster that I know of in all the 
  worlds is named COPYRIGHT, so I can’t 
  always delve into this topic as much as I 
  want to. But there is no way that an FRPG 
  adventure generator could ever be deemed 
  complete without consideration of this topic, 
  and so I offer to you an overview of the fine 
  art of monster selection here. 
  Your game of choice should already feature 
  a wide array of available monsters; and if it 
  doesn’t, you can always find more fabulous 
  beasties in bestiaries, online, and through 
  the DMsGuild and / or DriveThruRPG. The 
  monsters you select for this particular 
  adventure scenario will most likely be 
  determined through your consideration of (a) 
  the adventure region’s climate (Cold / Sub-
  Arctic / Temperate / Sub-Tropical / 
  Tropical), (b) the adventure region’s terrain, 
  (c) your personal preferences, (d) the 
  theme(s) of the adventure and (e) the 
  appropriate Lethality Levels of the monsters 
  in comparison to the power of the Player 
  Characters. 
  Each game has a different way to codify 
  monster power. In the Castle Oldskull 
  campaign, I use a relatively simple system, 
  where gods, demon lords, and other unique 
  powers are rated at an 11. The vast majority 
  of other monsters are rated with a Lethality 
  Level (LL) between 1 and 10 (you can think 
  of it as the “mortal monster hotness” scale, 
  eh?). 
  To 
  add 
  in 
  a 
  further 
  level 
  of 
  approximated difficulty, each of the 10 major 
  Lethality Levels also has a lower / weaker (-
  ) and harder / tougher (+) lethality 
  threshold. Therefore, the Lethality Levels in 
  Castle Oldskull begin at 1-, and then 
  proceed as 1, 1+, 2-, 2, 2+, 3-, 3, 3+, and so 
  forth. 
  Lethality Level 10 is left un-delineated, with 
  no 10- and no 10+, because at the utmost 
  heights of Player Character power it becomes 
  more a question of eyeballing the situation, 
  and less a question of easily-approximated 
  PC power. No two level 18 PCs are created 
  equal! A LL 10 monster that could be wiped 
  out by an archmage with a single spell, 
  might indeed spell doom in a 1-on-1 
  encounter with a level 18 thief. You just 
  never know until you consider all of the epic-
  level variables which are very difficult to 
  approximate … especially across multiple 
  game systems. And when you add in the fact 
  that an epic level party will be made up of 
  multiple PCs each with their own strengths 
  and weaknesses and spells and magic items, 
  it soon becomes clear that any epic-level 
  guidance I could offer you would only be 
  misleading and potentially dangerous to 
  your game. 
  Yes, this is my tacit acknowledgement that 
  beyond level IX, the old school monster 
  measurement system flies completely off the 
  rails. But have no fear, the lower-level 
  beasties of levels I to VIII have all been 
  roughly codified! 
  Hereafter is a list of some of my favorite 
  monsters in the Castle Oldskull campaign, 
  sorted by their Lethality Level. This list is 
  absolutely not complete … and I hope to 
  create a quality Castle Oldskull bestiary at 
  some point in the future, but again the dread 
  lord 
  COPYRIGHT 
  (and 
  its 
  persnickety 
  minion, a misleading imp named OGL) looms 
  large, proclaiming death and dominion over 
  all. 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  This abbreviated list of monsters in the 
  public domain — pulled chiefly from 
  mythology, folklore, and out-of-copyright 
  pulp fiction — is about 35-40% of what I use 
  in my own game, and is presented without a 
  myriad of sub-types (chieftain, sub-chief, 
  guard, etc.). But I think you will find this 
  table useful because you can (for example) 
  look up “Orc” or “Gargoyle” or “Manticore” in 
  my table, and get an idea of how your own 
  game’s monster challenge measurement 
  system lines up with the Castle Oldskull 
  Lethality Level system. Translating between 
  the two can give you a much clearer idea of 
  how to use this table as a guide to selecting 
  monster races, species, and hierarchies of 
  power to be included in your adventure. I 
  wish I could be more specific … 
   
  Table GWG2-104: 
  The Nigel Tufnel Memorial UP TO ELEVEN 
  List: 
  Classic and Iconic Monsters in the Castle 
  Oldskull Campaign 
   
  No dice rolls are required in this reference 
  table. This is a list of ideas, the monsters 
  which you might (or might not) want to 
  consider 
  including 
  in 
  your 
  adventure 
  scenario outline. For my guidance and 
  recommendations on how to use this table in 
  accordance with the average experience level 
  exhibited by your PCs’ adventuring party in 
  your current campaign, please refer to the 
  detailed explanations offers in the next 
  chapter of this supplement. 
   
  Lethality Level 1- 
  Typical NPC at this LL: Normal Human 
  (Level 0) 
  Classic Monsters at this LL: Bat (Normal or 
  Large), Beast Skeleton, Cockroach (Large or 
  Huge), Goblin, Jackal, Kobold, Phantom, 
  Shrieking Fungus, Skunk, Rat (Normal, 
  Large, or Huge) 
   
   
   
  Lethality Level 1 
  Typical NPC at this LL: Normal Human 
  (Level 0) with Missile Weapons 
  Classic Monsters at this LL: Bat (Huge), 
  Beastman (Thrall), Bluebottle Fly (Large), 
  Centipede (Large), Fungus Man (Sporeling), 
  Halfling, Lizard (Large), Old Guard Kobold, 
  Orc, Rat (Giant), Rat-Thing, Skeleton, Soul 
  Maggot, Toad (Large), Vulture 
   
  Lethality Level 1+ 
  Typical NPC at this LL: Level 1 with 
  Average Abilities and Equipment 
  Classic Monsters at this LL: Armored 
  Skeleton, Baboon, Centipede (Huge), Fire 
  Beetle 
  (Large), 
  Frog 
  (Large), 
  Frogman, 
  Gremlin, Hobgoblin, Leech (Large), Raven, 
  Vulture Thing, Whip Scorpion (Large), 
  Winged Serpent 
   
  Lethality Level 2- 
  Typical NPC at this LL: Level 1 with Above 
  Average Abilities 
  Classic Monsters at this LL: Badger, Bat 
  (Giant), 
  Brownie, 
  Centipede 
  (Giant), 
  Changeling, 
  Gnole, 
  Lamprey, 
  Living 
  Stalactite (Small), Locust (Giant), Poisonous 
  
   
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  Frog 
  (Large), 
  Toad 
  (Huge), 
  Woodwose 
  (Thrall), Zombie 
   
  Lethality Level 2 
  Typical NPC at this LL: Level 1 with Magic 
  Item 
  Classic Monsters at this LL: Armored 
  Zombie, Crocodile (Small), Di Manes Demon, 
  Frog (Huge), Hawkman, Iron Skeleton, Killer 
  Bee 
  (Large), 
  Lizard 
  (Huge), 
  Merfolk 
  (Nomadic), Morlock, Nixie, Stryx, Vampiric 
  Dragonfish, War Dog, Wolf 
   
  Lethality Level 2+ 
  Typical NPC at this LL: Level 2 with 
  Average Abilities and Equipment 
  Classic Monsters at this LL: Beastman 
  (Minion), Blister Beetle (Large), Caveman, 
  Crab (Huge), Dokkalfar (Level 1), Dvergar 
  (Level 1), Evil Eye Spore, Giant Ant (Worker), 
  Hyena, 
  Lizard 
  Man 
  (Savage), 
  Monster 
  Skeleton (Badgerbear), Poisonous Snake 
  (Non-Lethal), Toad (Giant), Troglodyte 
   
   
   
   
  Lethality Level 3- 
  Typical NPC at this LL: Level 2 with Above 
  Average Abilities and Equipment 
  Classic Monsters at this LL: Crab (Giant), 
  Crocodile, Deep One, Ear Weevil, Flightless 
  Bird 
  (Hatchet 
  Beak), 
  Frost 
  Dragon 
  (Hatchling), Lamprey (Large), Leech (Huge), 
  Lizard Man (Tribal), Moon-Beast (Minion), 
  Pixie, Snake (Constrictor), Spider (Large) 
   
  Lethality Level 3 
  Typical NPC at this LL: Level 2 with Magic 
  Items 
  Classic Monsters at this LL: Acid Dragon 
  (Hatchling), 
  Badger 
  (Giant), 
  Beastman 
  (Warrior), Black Bear, Bombardier Beetle 
  (Huge), Centaur, Di Lemures Devil, Frog 
  (Giant), 
  Ghul, 
  Lizard 
  (Giant), 
  Ogre, 
  Salamander Man, Warthog, Wolf (Dire), 
  Wolverine 
   
  Lethality Level 3+ 
  Typical NPC at this LL: Level 3 with 
  Average Abilities and Equipment 
  Classic Monsters at this LL: Ape, Boar 
  (Wild), Bugbear, Flesh Grub, Giant Ant 
  (Warrior), Golden Mold, Harpy, Mephitic Imp 
  (Lava), Monster Zombie (Badgerbear), Spider 
  (Huge), 
  Venomous 
  Dragon 
  (Hatchling), 
  Wererat, Withering Fungus 
   
  Lethality Level 4- 
  Typical NPC at this LL: Level 3 with Above 
  Average Abilities 
  Classic Monsters at this LL: Acid Dragon 
  (Wyrmkin), 
  Dimensional 
  Hound, 
  Fire-
  Breathing Dragon (Hatchling), Fungus Man 
  (Guardian), Goblin Wolf, Honeybee (Giant), 
  Mephitic 
  Imp 
  (Fire), 
  Mi-Go 
  (Lesser), 
  Poisonous Snake (Huge), Serpent Man 
  (Ekhidna), Slime (Gelatinous), Slime (Gray) 
   
  Lethality Level 4 
  Typical NPC at this LL: Level 3 with Magic 
  Items 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Classic Monsters at this LL: Acid Dragon 
  (Dragonette), Cyclops (Lesser), Dimetrodon, 
  Ghast, Hell Hound (Small), Hyaenodon, 
  Monster Skeleton (Manticore), Netherworld 
  Bat 
  (Huge), 
  Pegasus, 
  Rusting 
  Beast, 
  Scorpion (Large), Shark 
   
  Lethality Level 4+ 
  Typical NPC at this LL: Level 4 with 
  Average Abilities and Equipment 
  Classic Monsters at this LL: Argent Dragon 
  (Wyrmkin), 
  Badgerbear 
  (or 
  Owlbear), 
  Carnivorous Ape, Fire-Breathing Dragon 
  (Wyrmkin), Gargoyle, Hydra (Five-Headed), 
  Ice Toad (Giant), Kelpie, Moray Eel (Giant), 
  Wasp (Giant), Werewolf, Wolverine (Giant), 
  Woodboring Beetle (Giant) 
   
   
  Lethality Level 5- 
  Typical NPC at this LL: Level 4 with Above 
  Average Abilities 
  Classic Monsters at this LL: Acid Dragon 
  (Drake), Arcane Zombie, Beastman (Psychic, 
  Su), Brown Bear, Constrictor Snake (Giant), 
  Dragonfly (Huge), Frost Dragon (Drake), 
  Leech 
  (Enormous), 
  Lightning 
  Dragon 
  (Dragonette), Lion, Mephitic Imp (Steam), 
  Monster Zombie (Minotaur), Satyr, Slime 
  (Ochre) 
   
  Lethality Level 5 
  Typical NPC at this LL: Level 4 with Magic 
  Items 
  Classic Monsters at this LL: Acid Mantis, 
  Ant Man (Drone), Brain Eater, Cockatrice, 
  Demonic Imp, Doppelganger, Evil Eye of 
  Nyarlathotep, 
  Fire-Breathing 
  Dragon 
  (Dragonette), Living Shadow, Poisonous 
  Snake (Giant), Scarecrow, Spider (Giant), 
  Subterranean Lizard (Giant), Venus Flytrap 
  (Giant), Yeti 
   
  Lethality Level 5+ 
  Typical NPC at this LL: Level 5 with 
  Average Abilities and Equipment 
  Classic Monsters at this LL: Brazen Dragon 
  (Wyrm), Colour Out of Space, Crocuta, 
  Dimensional Beast, Forest Giant, Hell 
  Hound (Large), Lightning Dragon (Drake), 
  Minotaur 
  Pterosaur 
  (Giant), 
  Scorpion 
  (Huge), 
  Serpentine 
  Water 
  Elemental, 
  Trolghul, 
  Venomous 
  Dragon 
  (Drake), 
  Wereboar, Winter Wolf 
   
   
   
  Lethality Level 6- 
  Typical NPC at this LL: Level 5 with Above 
  Average Abilities 
  Classic Monsters at this LL: Barrow Wight, 
  Bear 
  (Polar), 
  Crocodile 
  (Giant), 
  Fire-
  Breathing Dragon (Drake), Griffon, Horsefly 
  (Giant), Jackal Man, Nightmare, Satyr 
  (Piper), Serpent Man (Drakhaina), Shark 
  
   
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  (Huge), Spitting Snake (Giant), Tentacle 
  Beast (Lesser), Tentacled Centipede 
   
  Lethality Level 6 
  Typical NPC at this LL: Level 5 with Magic 
  Items 
  Classic Monsters at this LL: Acid Mantis 
  (Huge), Ant Lion (Giant), Brazen Dragon 
  (Great 
  Wyrm), 
  Brine 
  Hag, 
  Bumblebee 
  (Giant), Elder Thing (Lesser), Fanged Fish 
  (Giant), Leng Spider, Lightning Dragon 
  (Wyrm), 
  Manticore, 
  Medusa, 
  Scorpion 
  (Giant), Slime (Emerald), Stag Beetle (Giant), 
  Wind Treader, Wraith 
   
  Lethality Level 6+ 
  Typical NPC at this LL: Level 6 with 
  Average Abilities and Equipment 
  Classic Monsters at this LL: Basilisk, Bear 
  (Cave), 
  Catoblepas, 
  Djinni, 
  Dragonfly 
  (Giant), 
  Fury, 
  Fire-Breathing 
  Dragon 
  (Wyrm), Fire Salamandra, Hieracosphinx, 
  Hydra (Seven-Headed), Medusa (Serpentine), 
  Ogre Mage, Rakshasa, Sabre-Toothed Tiger, 
  Troll, Wyvern 
   
  Lethality Level 7- 
  Typical NPC at this LL: Level 6 with Above 
  Average Abilities 
  Classic Monsters at this LL: Acid Dragon 
  (Elder 
  Wyrm), 
  Brollachan, 
  Chimaera, 
  Criosphinx, Dream Eater, Highland Giant, 
  Invisible 
  Monster, 
  Lammasu, 
  Lesser 
  Elemental, Lightning Dragon (Great Wyrm), 
  Malebranche 
  Devil, 
  Octopus 
  (Giant), 
  Polypous One (Lesser), Shoggoth (Lesser), 
  Succubus, Tentacle Beast (Huge), Troll 
  (Giant), Vulture Demon 
   
  Lethality Level 7 
  Typical NPC at this LL: Level 6 with Magic 
  Items 
  Classic Monsters at this LL: Argent Dragon 
  (Great Wyrm), Batrachian Demon, Brood of 
  Xoron, Draconian Lion Beast, Elephant, 
  Emerald Hag, Feathered Serpent, Fire-
  Breathing Lizard (Giant), Gorgonian Bull, 
  Gynosphinx, 
  Ifrit, 
  Lamia, 
  Mummy, 
  Rhinoceros Beetle (Giant), Rock Giant, 
  Skeletal Devil, Two-Headed Giant 
   
   
  Lethality Level 7+ 
  Typical NPC at this LL: Level 7 with 
  Average Abilities and Equipment 
  Classic Monsters at this LL: Amber 
  Behemoth, 
  Androsphinx, 
  Bandersnatch, 
  Banshee, 
  Beithir, 
  Draconian 
  Basilisk, 
  Elemental, Fire-Breathing Dragon (Great 
  Wyrm), Fire Giant, Frost Dragon (Ancient 
  Wyrm), Frost Giant, Hound Demon, Mantis 
  (Giant), Shedu, Tentacle Beast (Eldritch), 
  Venomous Naga, Wraith of the Deep 
   
  Lethality Level 8- 
  Typical NPC at this LL: Level 7 with Above 
  Average Abilities 
  Classic Monsters at this LL: Acid Dragon 
  (Ancient Wyrm), Basilisk (Greater), Bestial 
  Demon, Entangler, Hydra (Eleven-Headed), 
  Jub-Jub Bird, Lightning Dragon (Elder 
  Wyrm), 
  Mountain 
  Giant, 
  Serpentine 
  Demoness, Skeleton Lord, Squid (Giant), 
  Stegosaurus 
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Lethality Level 8 
  Typical NPC at this LL: Level 7 with Magic 
  Items 
  Classic Monsters at this LL: Allosaurus, 
  Argent 
  Dragon 
  (Elder 
  Wyrm), 
  Bestial 
  Cyclops, Boreal Devil, Brollachan (Trapping 
  Floor), Burrowing Behemoth, Clay Golem, 
  Cloud Giant, Evil Eye of Azathoth (Larval), 
  Ghost, Ifrit (Noble), Juggernaut, Sacred 
  Naga, Triceratops 
   
   
  Lethality Level 8+ 
  Typical NPC at this LL: Level 8 with 
  Average Abilities and Equipment 
  Classic Monsters at this LL: Afanc, Dhole, 
  Draconian Turtle (Very Old), Evil Eye of 
  Azathoth (Lesser), Fir Bholg Giant, Hydra 
  (Fourteen-Headed), 
  Knight 
  of 
  Saigoth, 
  Lammasu 
  (Greater), 
  Lightning 
  Dragon 
  (Ancient Wyrm), Polypous One (Greater), 
  Pyre Demon, Twisted Giant, Vampire, Will-
  o’-Wisp 
   
  Lethality Level 9- 
  Typical NPC at this LL: Level 8 with Above 
  Average Abilities 
  Classic Monsters at this LL: Argent Dragon 
  (Ancient 
  Wyrm), 
  Cave 
  Giant, 
  Deva, 
  Diplodocus, Evil Eye of Azathoth, Fire-
  Breathing Dragon (Ancient Wyrm), Greater 
  Elemental, 
  Hydra 
  (Sixteen-Headed), 
  Jabberwock, 
  Lammasu 
  (Greater), 
  Megalodon, Polar Worm (Ancient), Storm 
  Giant, Titan (Minor), Vampire Knight 
  Lethality Level 9 
  Typical NPC at this LL: Level 8 with Magic 
  Items 
  Classic Monsters at this LL: Draconian 
  Turtle (Ancient), Elemental Deva, Evil Eye of 
  Azathoth 
  (Greater), 
  Golden 
  Dragon 
  (Ancient), Great Dhole, Greater Cyclops, 
  Hydra 
  (Seventeen-Headed), 
  Invisible 
  Vampire, Stone Golem, Time Elemental 
  (Lesser), Titan (Lesser), Tyrannosaurus Rex, 
  Vampire Lord 
   
  Lethality Level 9+ 
  Typical NPC at this LL: Level 9 with 
  Average Abilities and Equipment 
  Classic Monsters at this LL: Chasm Fiend 
  Devil 
  Fire-Breathing Dragon (pair of Elder Wyrms 
  with 
  magical 
  powers), 
  Goblin 
  Hound 
  (Ancient), Noble Elemental, Skull Lich, Titan 
  (Greater), 
  Triceratops 
  (Huge), 
  Vampiric 
  Patriarch, Vampiric Wizard 
   
  Lethality Level 10 
  Typical NPC at this LL: Level 10 to 12 and 
  very dangerous 
  Classic Monsters at this LL: Angel, Bronze 
  Golem, Deep One (Ancient), Evil Eye of 
  Azathoth 
  (Ancient), 
  Fallen 
  Angel, 
  Iron 
  Golem, Kraken, Lich, Phoenix, Rukh (Huge), 
  Shedu (Greater), Shoggoth (Greater), Son of 
  Yog-Sothoth, Thrall of Cthulhu (Ancient), 
  Titan (Ancient) 
   
  Lethality Level 11 
  Typical NPC at this LL: Level 13+ and 
  exceedingly dangerous 
  Classic Monsters at this LL: Archangel, 
  Arch-Devil, 
  Centipede 
  Abomination, 
  Colossus, Demigod, Demon Lord, Demon 
  Queen, Elemental Prince, Fallen Archangel, 
  Gargantuan Ape, Great Old One, King in 
  Yellow, Lich (Ancient), Vampiric Arch-Cleric, 
  Vampiric Archmage 
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  Additional monster types can be added to 
  these lists according to your game rules’ 
  copyrighted offerings. For more ideas, you 
  can also refer to the Wonderland Imprints 
  supplements THE OLDSKULL DUNGEON 
  BESTIARY, 
  OLDSKULL 
  TROLLS, 
  THE 
  PEGANA MYTHOS, SERPENTINE, LORDS 
  OF 
  OLDSKULL: 
  KRAMPUS, 
  the 
  TYRRHENIAN 
  MAP 
  PACK, 
  and 
  most 
  especially 
  the 
  OLDSKULL 
  MONSTER 
  GENERATOR for an infinite number of 
  creative options. 
   
   
   
   
   
   
   
   
   
   
   
  CHAPTER 10: 
  GUIDANCE THROUGH THE 
  LABYRINTH 
   
   
   
  Learning by Watching, then 
  Doing 
   
  Over the next 20-odd pages, I will show you 
  how to design an adventure just using this 
  supplement, our brains, a pile of 10-sided 
  dice, a notebook, and a lot of caffeine. Come 
  along, it’s going to be fun! Welcome to my 
  imagination, sorry about the Care Bears 
  smoking in the corner … ignore them. They 
  always do that. Kindly mind the ever-
  spinning 
  Lament 
  Configuration, 
  I 
  recommend you don’t touch it right now. 
  Here, down in the dark corner next to the 
  crazy part and the humor glands? Make 
  yourself at home, sit back and watch, 
  because I’m going to make a mess purely to 
  entertain you. 
  This section of the book was written with 
  honest-to-goodness 
  rolling 
  and 
  improvisation at every step. 
  Please note that throughout this example I 
  won’t be listing my die roll numbers here, 
  even though I’m making actual rolls and 
  dealing with the unexpected results live and 
  in person. The reason for this is that when I 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  later add free material to my books and the 
  numbers no longer line up with the results, 
  a few readers get cranky. ;) 
   
  Begin at the Beginning 
   
  The first step is to come up with the 
  adventure’s inspirational title. I roll 1D1000 
  for Adventure Title Table 1, which results in 
  “Maze.” The next roll on Adventure Title 
  Table 2 gives me “of Despair.” Maze of 
  Despair is a bit blasé, but it’s still rather 
  classic and workable I think. We’ll focus on 
  the “Despair” bit as a theme, which means 
  we get to try to make the PCs suffer before 
  they achieve victory … if they achieve victory. 
  Fun! 
  Next, I come up with a Framing Event to 
  serve as the Adventure Impetus. I get 
  “Nightmare of a terrible place.” Of course, 
  that nightmare will be about mazes and 
  despair. Now, for a little GMing advice I’ll tell 
  you how I’m going to turn that good idea into 
  a very memorable scene in my own 
  campaign. This didn’t really happen, since 
  I’m rolling and writing something brand new 
  for you right now; but I did something 
  extremely similar to this once, and it was 
  bitterly effective. It requires setup and some 
  deception. Theoretically like so: 
  I’m going to choose my best role-player, let’s 
  call her Mary. And then I’m going to choose 
  my most gullible player, let’s call him Frank. 
  I’m going to tell all of the other players they 
  can watch the next adventure’s intro event, 
  but they need to stay silent. Then I tell the 
  players I need two weeks to devise the full 
  adventure and they don’t hear anything 
  more from me. (I like to build anticipation.) 
  But five minutes after I tell them that, I take 
  Mary aside and I clue her in on the real deal: 
  I’m going to play an adventure scene where 
  Mary and Frank are playing their PCs in a 
  special session, as a reward for doing so well 
  in the last game. Mary is told to play it 
  completely straight, while Frank is left in the 
  dark. I tell Mary to play her character’s death 
  to the hilt. 
   
  I later invite everyone over, and I ignore 
  Frank’s questions about how the adventure 
  starts. Where are we? Why just the two of us? 
  What’s going on? “I’m GMing here, I can’t tell 
  you that. Just go with it,” I say. Mary urges 
  him on. I remind the other players to stay 
  quiet since they don’t have a stake, and their 
  PCs are not “there.” Mary plays very well, we 
  roll real dice out in the open, and she and 
  Frank wander through a creepy ever-shifting 
  maze until the monsters get harder and 
  harder. Frank’s PC is badly wounded. He 
  asks for a potion of healing. Mary just grins 
  and says her PC “dances in slow motion” 
  through the next doorway, which is an 
  outstanding touch. (Mary’s PC gets +500 
  XP). Frank tells her to slow the hell down. 
  Mary gets attacked by a vulture demon, and 
  — still rolling dice out in the open — her 
  character gets torn to shreds. She’s visibly 
  angry and leaves the table. 
  Frank’s PC tries to save her, but soon is 
  forced to flee. He runs straight into the 
  clutches of a demon queen who whispers, 
  “Never will you escape, my blood poppet, 
  from the Maze of Despair.” I tell Frank his 
  character is dead, and his soul is devoured. 
  No resurrection. The other players are 
  aghast. I then tell Frank his PC screams 
  himself awake, it was all a dream, and 
  Mary’s PC is shaking him while the other 
  PCs stumble in from other inn rooms. “What 
  the hell is going on, K?!?” I smile and tell 
  everyone to take a seat. Frank threatens to 
  punch me in the face, Mary tells him to order 
  the pizza, and the adventure begins. 
  Do you see why my players love to hate me? 
  Oh yeah. These are the scenes I like to plan 
  out in my head. 
  With that future framing event in mind, we’ll 
  keep rolling. As you can see, I feel that I 
  already have a few good-enough ideas so 
  that I’m going to reroll anything that derails 
  my already-made plans. But I’ll let the dice 
  surprise me whenever they can. 
   
   
  
   
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  The Quest Giver’s Gambit 
   
  Next, we roll up the Benefactor. I’m picturing 
  a big tough guy, but the dice are certain to 
  surprise me. (Rolls) 
  The Descriptor ends up being Unlikable, and 
  the Archetype is Champion. The Benefactor 
  Archetype entry tells me that a Champion (in 
  the Castle Oldskull campaign) is a Warrior, 
  of a random fighter-type class. So I skip 
  down to Random Determination of Warrior-
  Archetype Classes, and roll 1D100. Our 
  Unlikable Champion turns out to be a 
  Cavalier. I decide off the top of my head that 
  he will be male; you can make this a random 
  selection too if you prefer. 
  Well, that is a bit interesting and out of sorts. 
  Cavaliers have high charisma. What’s not to 
  like about them? This guy is probably plenty 
  handsome, but he’s also proud, arrogant, 
  overconfident, and perhaps even a bit racist. 
  My players love to play elves and half-elves, 
  so I’ll decide that he’s racist toward elves and 
  he has a hard time hiding his crinkly nose 
  as the flowery words are coming out in praise 
  of the PCs. My campaign’s PCs also tend 
  toward the scruffy murder hobo side of play, 
  so we’ll say he’s classist and aristocratic too. 
  I roll up his random experience level. In my 
  game, the group of PCs is currently around 
  level 4 to 5, with a 6 for the thief. So anyone 
  above level 6 is going to be a figure of 
  authority to them, depending on how I play 
  out the titles and descriptions. But my 
  random roll says that this guy is only level 4! 
  That’s OK, I can play that up. This guy 
  thinks 
  he’s 
  a 
  Champion 
  because 
  he 
  managed to kill some orcs and gnoles in 
  cavalry charges, and his uncle is the city’s 
  level 15 cavalier. (This is an NPC that I’ve 
  established in the campaign that the PCs 
  know and fear, but don’t like; the fact that 
  this guy is the cavalier lord’s nephew and 
  lords it over the PCs will make him even 
  more unlikable.) So the Benefactor will be a 
  snooty little butt, sent by his busy uncle to 
  take care of a minor affair while a much 
  bigger war is brewing. The nephew doesn’t 
  like the assignment and that is quite clear in 
  his 
  conversation 
  with 
  the 
  PCs. 
  But 
  nevertheless, the PCs come in recommended 
  by trusted people. Sigh, oh dear, how hard 
  is it to get decent help these days? 
  My Unlikable Champion Level 4 Cavalier 
  needs a name, some personality, and all of 
  that good stuff. I can dig that out of 
  supplement DDE1, DUNGEON DELVER 
  ENHANCER, so I won’t bore you with the 
  details here. But I will roll up his Level Title. 
  That ends up being Shield Bearer, which 
  means that he defends the stronger cavaliers 
  while they’re killing the powerful stuff. Let’s 
  say that he forces his guards to announce 
  him upon entry as “Garthion Pereweather, 
  Supreme Master of the Silver Shield,” and 
  another guard mumbles under his breath 
  (the PC thief hears it) that he’s nothing more 
  than a lowly Shield Bearer. That will be the 
  first tip-off that the players aren’t going to 
  like this guy. 
  Now, we’re going to roll up the reward that 
  the cavalier kid (his uncle, actually) is 
  offering the mercenary PCs. We don’t know 
  what the adventure will be yet, or how hard 
  it will be, but we already have premonitions 
  that it’s going to be unpleasant. I roll on the 
  Benefactor’s Promised Reward Table, 1D4+1 
  times. The 1D4+1 roll is a 5. That’s a lot of 
  reward! Don’t worry, I’ll scale things to be 
  fair — but not lavish — for a group of level 4 
  to 6 PCs. 
  The five 1D1000 reward rolls give me the 
  following: 
   
  Loyal Follower: Savant henchman. 
  Training: 
  New 
  bonus 
  non-weapon 
  proficiency (skill). 
  Questionable Legacy: Deed to ruined tower. 
  Information: Leading to a planar gate 
  location. 
  Loyal Follower: Subdued monster. 
   
  All of these things are valuable, but none of 
  them are really treasure. So I’ll throw in 
  some gold too. How much? Probably about 
  15,000 gold pieces, if they perform the quest 
  adequately, or 20,000 if they succeed 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  spectacularly. This is pocket change for an 
  epic-level cavalier and his knightly order, 
  but for level 4 to 6 PCs it’s a nice lucrative 
  motherlode of training money. 
  So, about those other promised rewards. Are 
  they all useful? Yes. Are they all potentially 
  interesting to the players? I think so, but 
  your mileage may vary. Are they tied to the 
  benefactor and the setting as I understand 
  them so far? Not really, no. So I’ll add some 
  more detail in, like this: 
   
  The Loyal Follower: The brat cavalier has 
  an advisor, who is a level 4 savant … but he’s 
  elderly and eccentric. For some weird 
  reason, he’s also very unhappy working with 
  the cavalier (go figure). So the nephew sees 
  this as an opportunity to pawn off his 
  irritating subject on the PCs. This guy will 
  know a few minor magic divination spells, 
  which would help the PCs prepare for future 
  adventures. A worthy and interesting NPC to 
  add to the background of the campaign. 
  The Training: My players always want to 
  know more about first aid, blind fighting, 
  climbing, lock picking, and so forth. But 
  what non-weapon skill would cavaliers be 
  good at training? Horsemanship, of course. 
  The PCs are promised that if they complete 
  the quest, the warlord (not the nephew) will 
  teach them how to ride warhorses (with no 
  combat penalties), or hippogriffs, as they 
  prefer. Pretty cool little skill. 
  The Questionable Legacy: Ooh, this one 
  has huge campaign potential later on. We’ll 
  say that there’s an old cavalier tower out in 
  the forest, which was overrun by humanoids 
  a generation ago. If the PCs can clear it in 
  the future, they can own the tower. They just 
  need to live there some of the time, so that 
  they can reduce the number of bad guys in 
  the forest. They might not want the 
  responsibility, but if they do, this will take 
  the campaign in a fun new direction. (That 
  forest is going to have a mega-dungeon 
  underneath it, of course!) 
  The Information: This is OK, but not great. 
  The PCs are actually too low a level to care 
  much about this, so I’m going to delete this 
  reward in favor of the five more interesting 
  ones. 
  The Loyal Follower #2: Hmm. If the PCs 
  complete the quest, the warlord will reward 
  them with their choice of four heavy 
  warhorses, two hippogriffs, or one griffon. All 
  of these are great speedy mounts with decent 
  attacks and hit points. Definitely a plus! 
   
  And what will the PCs get if they don’t 
  complete 
  the 
  quest 
  successfully? 
  Two 
  important things: [1] All of the treasure they 
  discover, and [2] Out of the warlord’s hair. 
  But that’s it. 
  As you can see, the reward is very tempting, 
  and potentially game-changing for mid-level 
  PCs. There is a lot at stake here. But even if 
  they don’t succeed, it won’t be the end of the 
  world. There will surely be monster lairs to 
  loot, and treasures to be had regardless. But 
  all of that gold and the little bonuses would 
  be very nice! 
   
   
   
  The Adventure Unfolds 
   
  Things are coming into focus here, and the 
  adventure is getting interesting. Let’s keep 
  exploring our options and the random 
  
   
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  results while we’re thinking about all of this 
  detail and preparing the new adventure. 
  Moving along, we get to the Adventure Type. 
  We roll on Adventure Type Table 1: The 
  Journey, and we get “Journey in Sub-
  Tropical Terrain.” I’m going to keep this 
  result. Already, it tells me two things: [1] the 
  Maze of Despair is going to be lost 
  somewhere under a sub-tropical ruin, and 
  [2] the PCs are being sent because the 
  cavaliers don’t want to boil in the armor 
  while slogging through sub-tropical swamps 
  and jungles. So of course, they dangle some 
  treasure under the mercenary PCs’ noses to 
  get them to do the dirty work. What could 
  possibly go wrong? 
  I move on down to Journey Determination 
  Sub-Table 4, Sub-Tropical Terrain. There, I 
  learn that the adventure region is a “Sub-
  Tropical Region of Mixed Terrain,” which 
  means that I get to roll twice more. The new 
  results 
  for 
  detail 
  are 
  “Sub-Tropical 
  Mountains” and “Sub-Tropical River with a 
  Journey Downriver.” So looking at my game 
  world maps, I can now decide that the PCs 
  will be traveling far to the south for this 
  adventure. My nearest realm with sub-
  tropical mountains is about 500 miles away, 
  so I will probably need to offer the PCs some 
  teleportation or flying mounts or a magical 
  gateway to get them there. 
  More excitingly, however, I now have a 
  framework for the adventure journey region. 
  The rivers in my sub-tropical realm flow from 
  mountains in the northwest toward coasts to 
  the south and southeast. So the adventure 
  will involve the PCs going to a mountaintop 
  (to get the lay of the land and try to see the 
  Maze of Despair area), and then taking a 
  river journey (because the mountains are 
  virtually impassable) downriver toward the 
  dungeon, which will lie to the southeast. 
  Pretty good stuff. If I didn’t have a sub-
  tropical mountainous realm nearby, I just 
  would have made one for this adventure on 
  the other side of the world and then used a 
  super magical gateway to get the PCs there. 
  No biggie! This is a fine example of emergent 
  gameplay: Don’t be afraid to make new stuff 
  now which can become bigger new stuff that 
  fits with your old stuff later. 
  Now, it’s time to read about the Locales that 
  will be in the journey region. Reading across 
  for Sub-Tropical Mountains, I see that the 
  Locales I roll up will be for Temperate 
  Mountains and Tropical Mountains. This is 
  simply because the sub-tropical design 
  tables are a mix of temperate and tropical 
  results. Then, I read across for the Journey 
  Downriver, and see that more of the Locales 
  will be Temperate Freshwater and Tropical 
  Hills. I write this down so I won’t forget. 
  (Heck, when you’re rolling up results, you 
  should be writing everything down in your 
  design notebook or worksheets. Sometimes, 
  just recording the needed data will give you 
  a new idea on the spot.) 
  Next, we roll the Adventure Destination. I 
  already have it in my head that the 
  destination is the Maze of Despair, but let’s 
  let the dice throw some randomness into my 
  preconceptions. I roll 1D1000 on the 
  Adventure Destination / Dungeon Table, 
  and get the result “Elemental Vortex of 
  Steam.” This is completely off the wall and 
  has the potential to derail my planning. But 
  wait! Let’s think about this and make it 
  work. Some of my best ideas come out of the 
  adversity 
  of 
  making 
  unworkable 
  combinations 
  mix 
  when 
  they 
  really 
  shouldn’t. 
   
  OK. Jungles are hot and steamy, right? And 
  there’s a river. I remember reading a 
  National Geographic article about a real 
  boiling river. So I go to Google and search for 
  “real boiling river.” Skipping past the 
  Yellowstone results, I find a Gizmodo article: 
  “Scientists Discover a Boiling River of 
  Amazonian Legend.” It’s a super-heated 
  geothermal 
  river 
  that 
  emerges 
  from 
  underground, and you can (currently) read 
  all about it at the following website link: 
  http://gizmodo.com/scientists-discover-a-
  boiling-river-of-amazonian-legend-
  1757170590. 
  Naturally, this is going to become part of my 
  adventure. 
  Now, the adventure is about finding a place 
  of great steam. The PCs will see this plume 
  from the mountaintop they first come to, and 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  they will see that the river leads right to it … 
  and that it’s a long ways away. I will say that 
  the river flows down into an elemental 
  vortex, next to a dormant volcano, and that 
  the vortex leads into the Elemental Plane of 
  Steam. Close to the vortex, but not through 
  it, is the Maze of Despair. I like where this is 
  going, but it’s going to take some design 
  work. 
   
   
   
  Unveiling the Wilderlands 
   
  Next, I need to roll up the Adventure Journey 
  Locales. The tables I will be using, per my 
  notes above, are: 
  Temperate Freshwater 
  Temperate Mountains 
  Tropical Hills 
  Tropical Mountains 
  So there are four tables to use. My notes in 
  the Adventure Journey Locale chapter tell 
  me that when there are four of these tables 
  to use, I need to roll 1D3+2 locales on each 
  table. Doing so will give me between 12 and 
  20 locales which I can use to build the 
  regional map that will have the mountains, 
  the river, the vortex, and the dungeon on it. 
  I could of course roll more if I wanted to 
  generate everything randomly, but we’ll stick 
  to the plan and keep it relatively simple. We 
  can always add our own ideas into the mix 
  later. 
  I roll 1D3+2 for Temperate Freshwater, and 
  get a 5. That means I will be rolling 5 locales 
  up on this table. The results are River Tidal 
  Flat, Creeks, Oxbow Lake, Tributary, and 
  Oasis. 
  I then roll another 1D3+2 for Temperate 
  Mountains, and get another 5. So I go to the 
  Temperate Mountains table and roll up 5 
  more locales. I get Gap, Peaks, Stormy 
  Mountains, 
  Extinct 
  Volcano, 
  and 
  Monadnock. 
  Next, I roll another 1D3+2 for Tropical Hills, 
  and get a 3. So I move on down to the 
  Tropical Hills table to roll up 3 more locales. 
  These are Badlands, Lost World Plateau, and 
  Hilly Jungle. 
  Finally, I roll another 1D3+2 for Tropical 
  Mountains, and get another 3. So I so to the 
  Tropical Mountains table to roll up the last 
  3 wilderness locales. These end up being 
  Cave-Filled Mountains, Depression, and 
  Mudslide Mountains. The Depression result 
  tells me to go to the Tropical Depression 
  table for clarification. So I go up there, and I 
  learn that it’s a Strath. 
  You can use this book’s Glossography to tell 
  you about the more obscure terrain types. 
  For example, a Strath is “A broad and 
  shallow river valley.” And a Monadnock is “A 
  small, solitary mountain which rises from 
  surrounding plains and/or wasteland.” 
  So how do I put all of these ideas together to 
  rough out the adventure region? 
  If you’ve read CDDG1, THE COMPLETE 
  DUNGEON DESIGN GUIDE (I), you know 
  that I advocate something I call the “Nine 
  Sector 
  System.” 
  Basically, 
  this 
  is 
  an 
  extremely crude map where you can get your 
  ideas straight and put them into boxes. You 
  don’t need graph paper or hex paper, as this 
  is more of a planning sheet than it is a play 
  map. It looks like this: 
  
   
  THE NORTHWEST 
   
   
   
  THE NORTH 
  THE NORTHEAST 
  THE WEST 
   
   
   
  CENTRAL 
  THE EAST 
  THE SOUTHWEST 
   
   
   
  THE SOUTH 
  THE SOUTHEAST 
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Now, we’re going to embiggen that and fill it out with my notes to date, like so: 
   
  THE NORTHWEST 
   
  Mountains (Almost 
  impassable), Extinct 
  Volcano, Gap, Peaks 
  THE NORTH 
   
  Mountains, (PCs arrive 
  here), (River begins), 
  (Nasty mountains keep 
  them moving), Cave-
  Filled Mountains, 
  Mudslide Mountains 
   
  THE NORTHEAST 
   
  Mountains, (Deadly, you 
  morons), Stormy 
  Mountains 
  THE WEST 
   
  Hills, (Dinosaurs, turn 
  them back), Hilly 
  Jungle, Lost World 
  Plateau 
   
  CENTRAL 
   
  Hills, River, (River flows 
  south here), Oxbow 
  Lake 
  THE EAST 
   
  Hills, a bit of Wasteland, 
  (Wild card), Badlands, 
  Monadnock, Oasis 
   
   
  THE SOUTHWEST 
   
  Jungle, (You guys are 
  really lost), Creeks 
  THE SOUTH 
   
  Jungle, River, (River 
  flows east here), Strath, 
  Tributary 
  THE SOUTHEAST 
   
  Jungle, River, (River 
  ends here), River Tidal 
  Flat, Steam Vortex, 
  Maze of Despair 
   
   
  You can see that I chose a general terrain type for each of those nine sectors, and then I plugged 
  in notes that I felt would be useful in each area. You can see that the shortest way to the dungeon 
  will involve the PCs (following the river) going #1 North Sector, #2 Central Sector, #3 South 
  Sector and #4 Southeast Sector, but if your players are like mine you also know they’re going to 
  wander around and f#ck with things just because they can. So I put a few encounters 
  everywhere. Anything that doesn’t get used can get plopped into a future adventure. (Shh!) 
  As an added bonus, I’m going to show you how each of these generic (yet promising) locales can 
  become unique and bizarre using the Chaotic Descriptor Table. I have 16 locales on my map. 
  Alphabetically, they are: 
  Badlands, Cave-Filled Mountains, Creeks, Extinct Volcano, Gap, Hilly Jungle, Lost World 
  Plateau, Monadnock, Mudslide Mountains, Oasis, Oxbow Lake, Peaks, River Tidal Flat, Stormy 
  Mountains, Strath, Tributary 
  Now I’m going to roll up 16 random descriptors, and pair them up in the way that I find most 
  amusing. You would probably choose another assortment entirely, and that’s perfectly fine! In 
  fact, that’s great. 
  Here’s my descriptors, in rolled order: 
  
   
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  Ill-Fated or Ill-Omened, Charlatan’s, Aberrant, Lunar or Lunatic’s, Profane, Adept’s, Grey or 
  Greyacke, Jewel or Jeweled, Scintillating, Unknowable or Unknown, Armsmen’s, Fighter’s or 
  Fighting Men’s, Hallucinatory, Exarch’s, Forgotten or Forsaken, Elder Thing’s 
  And now, I’m going to plug my choices into an updated version of the Nine Sector System. (On 
  paper, I would just be scribbling, but I’ll give you a nice clean version showing the locales only.) 
   
  THE NORTHWEST 
  Mountains 
  Extinct Volcano of the 
  Fighting Men 
  Lunatic’s Gap 
  Peaks of the Unknown 
   
  THE NORTH 
  Mountains 
  Armsmen’s Cave-Filled 
  Mountains 
  Mudslide Mountains of the 
  Elder Thing 
  THE NORTHEAST 
  Mountains 
  Hallucinatory Stormy 
  Mountains 
  THE WEST 
  Hills 
  Grey Hilly Jungle 
  Forgotten Lost World 
  Plateau 
  CENTRAL 
  Hills 
  River 
  Jeweled Oxbow Lake 
  THE EAST 
  Hills, a bit of Wasteland 
  Adept’s Badlands 
  Monadnock of the Profane 
  Charlatan’s Oasis 
   
  THE SOUTHWEST 
  Jungle 
  Creeks of Ill Omen 
  THE SOUTH 
  Jungle 
  River 
  Scintillating Strath 
  Aberrant Tributary 
   
  THE SOUTHEAST 
  Jungle 
  River 
  Exarch’s River Tidal Flat 
   
   
   
   
   
  
   
  Pretty cool, right? 
  Now I’ll show you how I turn those odd ideas 
  into hooks, which I will later (not in this 
  book) use to design the monster encounters 
  for this wilderness region. Here are my ideas, 
  beginning in the Northwest Sector and 
  reading left to right, top to bottom: 
   
   Extinct Volcano of the Fighting 
  Men: A decade ago, a mad king sent 
  a 
  thousand 
  men 
  into 
  these 
  mountains to plunder the Maze of 
  Despair. The ones who survived live 
  here as cannibals, with all of their 
  metal arms and armor turned to 
  scraps. They’re hungry and angry. 
  You wouldn’t like them when they’re 
  angry. 
   Lunatic’s Gap: This is the pass that 
  the 
  fighters 
  I 
  mentioned 
  above 
  originally came through. It’s now 
  blocked by a rockslide, to trap them 
  and to keep the PCs from wandering 
  too far off course. It can be crossed, 
  but it will be deadly. 
   Peaks of the Unknown: No one 
  knows what’s hear, because no one 
  has explored these peaks and lived to 
  tell about it. But whatever it is (in 
  multiples), it’s huge and it roars a lot. 
   Armsmen’s Cave-Filled Mountains: 
  The expedition I originally mentioned 
  got lost here, besieged by humanoids. 
  They killed most of them, but not all. 
  The caves are filled with nasty 
  humanoids wearing rusted metal 
  armor, which they love. They’d never 
  seen metal armor before. It’s cool. 
   Mudslide Mountains of the Elder 
  Thing: There used to be a city of the 
  Elder Things underneath here, a la 
  Lovecraft’s Mountains of Madness. 
  There probably still is. But the one 
  Elder Thing that pokes out warns the 
  PCs off the territory. If they try to 
  communicate with it, it is patient for 
  a while (until it realizes they will never 
  be telepathic). If the PCs try to go 
  underground here away from the 
  humanoid dens toward the Elder 
  Thing’s lair, very bad things happen. 
  Be content to kill off the PCs if they’re 
  extremely stupid and stubborn here. 
  Muddy shoggoth time! 
   Hallucinatory Stormy Mountains: 
  These mountains go from bone dry to 
  flood-sloped in an instant. And when 
  the floods come, beautiful mirages 
  appear in the sky. Those are mirages, 
  aren’t they? Or maybe something 
  powerful, crazy and magical lives 
  here. 
   Grey Hilly Jungle: This jungle is 
  beautiful, but instead of having a soil 
  floor, it’s clay. Grey clay. Grey clay, 
  yes 
  way, 
  all 
  the 
  way. 
  It 
  gets 
  everywhere. 
  Combat 
  encounters 
  against the highly-adapted critters 
  who 
  live 
  here 
  are 
  deadly 
  and 
  hilarious. 
   Forgotten Lost World Plateau: Your 
  standard dinosaur-filled lost world, 
  inspired by Sir Arthur Conan Doyle 
  and Edgar Rice Burroughs. I may 
  invite the PCs back in the future to 
  check this place out (Maze of Despair 
  II: 2 Mazing 2 Despairing), but not too 
  much right now. 
   Jeweled Oxbow Lake: The river 
  winds around here at a very leisurely 
  pace, and the PCs might be tempted 
  to haul their watercraft across land to 
  bypass it. But there will be (10 GP 
  Value) gems glittering down in the 
  infested waters! Decisions, decisions. 
   
   
   
  
   
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   Adept’s Badlands: A good cleric came 
  from the east, seeking an answer on 
  Goddess Mountain. He found the 
  answer, and ran screaming back into 
  the east, raising undead along the 
  way. He is remembered fondly here. 
   Monadnock of the Profane: The 
  worshippers who used to adhere to 
  the religion of the Adept (above) 
  shelter here against the undead, 
  holding the mountain against all 
  invaders. They’ve relinquished their 
  goddess and they worship the thing 
  that impersonated her and drove the 
  Adept mad. More plot fuel for the 
  future, I make some notes. 
   Charlatan’s Oasis: There is a very 
  lucrative trade route between the 
  southeast and the northeast, and a 
  shortcut here that no one uses 
  anymore, because of the undead. But 
  a crazy chaotic neutral jester brings 
  his caravan through here all the time, 
  and 
  reaps 
  huge 
  profits. 
  He’s 
  interesting to chat with. 
   Creeks of Ill Omen: Cursed waters 
  and lots of monsters. I’ll let the 
  random monster dice decide what 
  lives here, but it’s probably not nice 
  whatever it is. 
   Scintillating Strath: Named for the 
  gems in the water (as above). The ones 
  here are more valuable (500 GP 
  Value), but they’re in much deeper 
  water. And the water is rather lively. 
   Aberrant Tributary: There’s a river 
  here that joins the main flow, and the 
  water is weird, slimy and delicious. 
  The natives say that anyone who 
  drinks it turns into purple slime. Bah, 
  what do the natives in these places 
  ever know? 
   Exarch’s River Tidal Flat: (I like 
  Apocalypse Now, but I’ll try not to let 
  this sub-plot derail the adventure 
  before the dungeon is entered.) You 
  remember the expedition of the 
  doomed armsmen? It had a leader. 
  She lives here. She might be friendly, 
  she might be deadly. You do meet the 
  most interesting people in these lost 
  world places! 
   
  And those are my ideas. People frequently 
  ask me how I come up with this random 
  stuff, but I don’t know what to say. It just 
  comes to me, always has, and that’s why I 
  write books and make art. It has something 
  to do with a suppressed dream cycle … I 
  almost never remember my dreams. Or, to 
  misquote the creator of The Far Side, Gary 
  Larson: “People always ask me how I get my 
  ideas, that’s the second most popular 
  question. People also ask why I get my ideas, 
  and all I can do is apologize.” 
  If I could tell you how to write the above, I 
  would. But I provide the examples of my 
  thought process so you can maybe find a 
  little inspiration there as you design your 
  own hooks from the locale descriptions. 
  Enjoy! 
   
  Things Stranger Than 
  Stranger 
   
  Moving right along … 
  Next, we need a Quest to get the ball rolling. 
  Why would the Benefactor want the PCs to 
  go to this miserable wild place? Let’s find 
  out. 
  I roll on the 1D1000 Quest Action table, and 
  I get “Escort (Person / Creature / Faction) to 
  (Place).” Oh, wow. Here I had a picture in my 
  head of the PCs going on this river journey 
  to this dungeon, and now they’re being paid 
  to take somebody there! Well, hopefully the 
  guy doesn’t die along the way … but if he 
  does, it will be really funny (and the PCs will 
  make a bunch of chipper cavalier enemies, 
  too), and there will still be lots of treasure 
  and adventure to be had. 
  OK, let’s figure out who this NPC is that the 
  PCs will be escorting down the river to the 
  Maze of Despair. I first need to roll on the 
  Person / Creature / Faction table, and the 
  result I get indicates it’s a Dimensional 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Spider (?), or the Brood of Arachne (?!?). That 
  is … so completely crazy, that I’m going to 
  use it. Why in the hell are the city state’s 
  cavaliers protecting a spider woman and 
  sending her down the river with our heroes? 
  WTF is going on here? 
   
   
   
  I next prepare to roll on the Place table. To 
  do this, I need to know what my quest target 
  location is going to be. That’s easy, because 
  the adventure title already told us that it’s 
  the Maze of Despair. So I’m going to be 
  rolling a random Place up by using the 
  Dungeon, Dungeon Chambers table. I roll 
  1D1000 on the Dungeon Chambers table, 
  and I get Netherworld. I want some more 
  detail, so I go back to the always useful 
  Chaotic Descriptor Table, hoping that the 
  Gygaxian oracle will tell me more. Please, 
  oracle, WTF is up here? 
  The oracle tells me that it’s a Rotting 
  Netherworld. That’s right, you heard it here 
  first, folks: the snotty cavalier nephew has 
  been instructed by his warlord uncle to hire 
  some mercenaries, so that they can escort a 
  spider woman down the river of madness 
  and into the Maze of Despair, where she 
  needs to be taken down to the Rotting 
  Netherworld. 
  Wow. 
  OK, I need to think about this overnight. 
   
  (Back) 
  OK, here’s what I’m going to try. First, a tip 
  of the hat to Gary, because I’m going to do a 
  bit of borrowing. You remember the dream 
  with the demon queen? The spider woman is 
  the former lover of the cavalier warlord. The 
  demon 
  queen 
  corrupted 
  her 
  on 
  an 
  adventure, and gave her this current shape. 
  The cavalier abhors her, but still feels honor-
  bound to try one last thing to save her soul. 
  The demon queen lives in the Rotting 
  Netherworld, beneath the Maze of Despair. 
  The PCs are being hired to take the spider 
  woman to the demon queen; they don’t need 
  to watch the summoning ritual, they can 
  just leave her there. The spider woman has 
  learned that the demon queen cannot kill 
  her own children, without banishing herself. 
  So the spider woman is going to go to the 
  Rotting Netherworld and either (a) get her 
  original form back, (b) get some kind of 
  justice for herself, or (b) get herself killed and 
  try to get the demon queen banished. The 
  bastard cavalier is washing his hands of the 
  whole affair, and is convinced that this is 
  sheer folly. But he had a terrible nightmare 
  about all of this that made him realize he 
  needs to try to make things right … 
  Enter the adventurers. If they properly 
  befriend the spider woman (after they are 
  sworn to secrecy, of course), she will reveal 
  a lot of this to them during the journey … 
  but she won’t reveal her final sacrifice until 
  it’s time for her to face the demon queen 
  alone. 
  Wow, this is messed up. Who is going to 
  believe the adventurers when they return to 
  the city state after enduring the Maze of 
  Despair? Plausible deniability, anyone? 
  Anyway, the real trick is to work on the 
  players’ greed, and to get them into the 
  adventure setting. They don’t need to follow 
  
   
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  the quest once they get there; they have free 
  will. It’s going to be an interesting adventure 
  no matter what happens, and that’s the real 
  goal here, right? 
   
  Things Come into Focus 
   
  Now, we roll up some Secondary Quest 
  Goals. Per my notes in this book, we roll 
  1D6+1 times, and dangle that number of odd 
  situations under the PCs’ noses during the 
  adventure. I roll a 4. So I will be rolling up 4 
  goals. They are: 
  Infiltration, best method is disguise / 
  impersonation 
  Lead soldiers 
  Decipher an inscription 
  Resurrect a slain NPC, ally 
  With all that I already know, I am going to 
  write up some details now to elaborate on 
  those vague but useful concepts: 
   
  Infiltration: The PCs will find a shrine that 
  will, if they so wish, make them look like 
  spider people (an illusion) to cross from the 
  Maze 
  of 
  Despair 
  into 
  the 
  Rotting 
  Netherworld, if they choose to accompany 
  the spider woman. 
  Lead Soldiers: Well, I had a lot of fun 
  designing that wiped out group of fighters 
  who turned into cannibals in the mountains. 
  I guess I will have a last contingent of bold, 
  battle-hardened survivors in a fortified 
  encampment near the mountain starting 
  point. They will beg the PCs to take them 
  along, so that they at least have a chance of 
  getting out of the mountains alive. They will 
  serve as loyal troops until the entrance to the 
  Maze of Despair, where they will depart and 
  go further downstream to more civilized 
  lands. 
  Decipher an Inscription: There will be a 
  submerged altar in the oxbow lake, that the 
  spider woman is very interested in. (She has 
  seen it in her own nightmare.) If deciphered, 
  it gives some clues on how to banish the 
  demon queen without the need for the spider 
  women to sacrifice themselves. 
  Resurrect a Slain Allied NPC: I may just 
  use this to say that there’s a way for the PCs 
  to resurrect the spider woman, or I may have 
  this relate to the crazy exarch in the 
  southeast sector. I’m not sure yet. Either 
  way, since the PCs are only level 4 to 6, this 
  option gives them a “do over” if they need 
  more help. 
   
  Now 
  it’s 
  time 
  to 
  roll 
  up 
  Possible 
  Complications (as if this scenario wasn’t 
  complicated enough already!) We roll 1D3, 
  and 
  find 
  that 
  we 
  need 
  to 
  roll 
  two 
  complications. I come up with Deadly 
  Environment with Extra Treasure, and 
  Doppelganger / Impostor. The Deadly 
  Environment 
  will 
  be 
  the 
  Rotting 
  Netherworld. The PCs at their level will have 
  no chance against a demon queen, but with 
  enough allies and / or stealth they might feel 
  like sneaking down a bit and stealing some 
  ancient 
  artifacts. 
  The 
  Doppelganger 
  / 
  Impostor is more difficult, and more 
  unexpected. I will take it easy on the players 
  — I could say that the impostor is an agent 
  of the demon queen, or even the spider 
  woman herself — and I will say that one of 
  the armsmen at the beginning is actually a 
  doppelganger who will betray them by 
  volunteering for night watch, and then 
  killing guards. 
  Now that we’ve made things potentially 
  harder, we will also make things potentially 
  easier. (The difficulty of this scenario will 
  vary wildly, depending on how skilled, 
  cautious and inquisitive the players are. I 
  am perfectly fine with that.) To even the odds 
  a bit, we roll for Allies / Guides. The result 
  is “Equal-Level Magic-User, Met.” Since the 
  party of PCs are average experience level 5, 
  this means that they will meet a level 5 NPC 
  magic-user somewhere along the way who 
  will want to help them. I haven’t fleshed out 
  the Exarch character yet — the person who 
  led the legion of armsmen until it fell apart 
  — and although I expected it to be a warrior, 
  a level 5 MU (high intelligence, versatile 
  magic) will work fine as well. The Exarch is 
  an MU 5. Hopefully he’s not entirely crazy 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  from living alone in the jungle. The horror, 
  the horror … 
  To get some further ideas, we’re going to roll 
  up some Tasks Before Leaving. These are 
  actions that the cavalier (his sympathetic 
  guardsman, actually) tells the PCs about, 
  recommending some things that might save 
  their hides during the outlandish battles to 
  come. I roll 1D4, and learn that the 
  guardsman will give the PCs two pieces of 
  advice: [1] “Purchase healing herbs,” and [2] 
  “Acquire aerial transportation, mounts.” 
  “Purchase 
  healing 
  herbs” 
  is 
  perfectly 
  reasonable, 
  because 
  sub-tropical 
  wildernesses tend to be filled with parasites, 
  diseases, and poisonous critters. So I will roll 
  up an apothecary’s shop (later) with a nice 
  blind druidess who will sell the PCs some 
  excellent herbal remedies for a good price … 
  and she will have some idea of where they’re 
  going and what they’ll be facing, strangely 
  enough. So that’s another good wrinkle 
  added to our growing adventure. 
   
   
  Unfortunately, the journey trope “Acquire 
  aerial transportation” is not going to work for 
  me, because I’ve already decided (due to 
  distance and lower-level PCs) that the party 
  is going to be taking a magical gateway to the 
  adventure area. Giving them flying mounts 
  on top of that would negate the river journey 
  and exploration, ruining much of my 
  planning so far. So screw that, we’re going to 
  reroll that result in the name of sanity. 
  The new result is “Research the monsters.” 
  That seems perfectly reasonable, because 
  I’m dreaming up all kinds of nasty monsters 
  that are probably too powerful for an 
  unprepared mid-level group to handle. So I 
  will put a nice archive in a wizarding school 
  I have in the city state, and the guardsman 
  will mention that the librarian there is his 
  grandfather, giving the PCs access to info 
  (for one day) they would not otherwise get to 
  see. When the librarian helps them pull 
  down some obscure old tomes that whisper 
  of the sub-tropical region, the PCs will have 
  a chance to learn about the Lost City of the 
  Elder Things, the demon queen (to a limited 
  extent), the Elemental Vortex, the spider 
  demon curse (to a very limited extent), and 
  the Maze of Despair (but not the Rotting 
  Netherworld). It would be nice of me if I could 
  also tell them about more recent events, 
  such as the lost expedition, the adept’s 
  madness, and the charlatan on his crazy 
  trade missions, but I decide that all of those 
  events are too recent to ever be mentioned in 
  musty old tomes. 
  Of course, reckless players who are bored by 
  anything but hack and slash will probably 
  skip both the druidess and the wizarding 
  school, and that’s fine. The jungle can 
  always use a few more decorative skulls to 
  put on the cannibals’ stakes, right? 
  While we’re taking care of minor details, we 
  can also roll up Weather on the Day of 
  Travel. Normally, the weather in the city 
  state (where the quest begins) would be very 
  important, but since they’re taking a magical 
  gateway, 
  the 
  weather 
  is 
  mostly 
  for 
  atmosphere and detail. Nevertheless, I roll it 
  up. My city state is in a temperate plains 
  location, next to a forest. It is late spring. The 
  weather roll indicates “Clear, hotter than 
  normal.” 
  That’s 
  actually 
  some 
  nice 
  foreshadowing, considering the jungle, the 
  boiling river, and the steam vortex. So I’ll 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  have both the druidess and the archive 
  librarian mention that the weather is 
  unusually hot on short and unexpected 
  notice, which is usually an omen of 
  imminent 
  change, 
  dread, 
  or 
  despair 
  (heheheh …). 
  A more important detail is the weather in the 
  sub-tropical region, on the day when the PCs 
  first step through the gateway and arrive on 
  the mountaintop. I roll again, and the 
  weather result is “Storm (blizzard, hail, 
  sandstorm, 
  thunderstorm, 
  windstorm, 
  etc.).” For a sub-tropical region, that means 
  thunderstorms. And this fits very well, 
  because I put some stormy mountains in the 
  northeast 
  sector, 
  and 
  some 
  mudslide 
  mountains in the north. The spider woman 
  (and the armsmen, when encountered) will 
  warn the PCs that the mountain slopes are 
  no place to be during a storm, and will urge 
  the PCs to quickly build rafts and to get 
  down the rising river. Also, they say, rain will 
  help cool the sometimes-boiling river further 
  south, making it more navigable and less 
  deadly. So if the players are smart, they’ll 
  feel a sense of urgency in getting on their 
  way. A nice and reasonable detail to have in 
  this odd scenario! 
   
  All About Bad Guys 
   
  And now, it’s time to roll up the Iconic 
  Villain. All of this complexity, and we still 
  don’t have any major bad guys beyond the 
  overpowered demon queen herself! So let’s 
  figure out what mortal power is in the area, 
  hoping to intervene in all of these chaotic 
  shenanigans. My first roll indicates that it’s 
  a “Monk, of the Foot specialization and 
  Shaolin Monk theme.” If you’ve read CDDG2, 
  THE CLASSIC DUNGEON DESIGN GUIDE 
  II, you know that in the Castle Oldskull 
  campaign the Monks of the Foot are the ones 
  who fight with weapons and their feet. And if 
  you’ve read DDE1 (DUNGEON DELVER 
  ENHANCER), you know of my own personal 
  take on the Shaolin Monk theme: “This 
  monk is a guardian of the fallen Shaolin 
  Temple. You can base this as much, or as 
  little, on Earth’s history and legendry as you 
  like. They are renowned for their endurance, 
  balance, and ability to fight better-armed 
  opponents.” 
  This is some good information, so that we 
  can develop a completely unexpected villain. 
  I check my game world map, and see that I 
  have a Chinese-themed realm I haven’t 
  developed much, but it’s thousands of miles 
  to the east. (If I didn’t have that in my world, 
  I would simply create it in an unreachable 
  place, and develop it later in the campaign. 
  Perhaps it would be a mysterious clouded 
  realm filled with dragon sorceresses? Who 
  knows?) 
   
   
   
  But for the monk, my random roll indicates 
  it’s a man. What is he doing in the middle of 
  nowhere? Before I make decisions, I will see 
  how much more the random rolls can help 
  me. 
  His Motivation / Goal is that he’s “Artificially 
  prolonging natural lifespan.” His Flaw / 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Weakness is “Divine affliction, cannot heal.” 
  His Action / Method of evil is “Awakening a 
  forbidden ancient practice.” This makes 
  things rather interesting. He’s dying (can no 
  longer heal, cursed by a god of good). Why is 
  he cursed? Probably because he was 
  “awakening a forbidden ancient practice” in 
  the Shaolin temple. 
  I’m immediately reminded of the recent 
  Doctor Strange movie and its villain, and 
  that’s fine; I’ll shamelessly steal a bit of that 
  good story. He wanted to live forever 
  (“Artificially prolonging a natural lifespan”), 
  and he was kicked out of the Shaolin Temple 
  by the good monks. He learned that the only 
  place the dark magic he desired (and to heal 
  him) could be found in the Maze of Despair, 
  more particularly the Rotting Netherworld. 
  He has tried to win the demon queen’s favor, 
  but without much luck. But she has been in 
  intermittent psychic contact with all of the 
  people she has been giving nightmares to 
  (thousands of people), and she coyly tells the 
  monk that if he prevents the outsiders who 
  are coming from reaching her, she will 
  reward him with the location of the forbidden 
  magic that will heal him, lift his curse, and 
  give him dark immortality. (She neglects to 
  tell him that this magic will also turn him 
  into a giant Leng Spider …) 
  And then she sends him a waking vision: The 
  strangers are coming! He has no idea where 
  they are, only that they’re within a hundred 
  miles. And when he sees a spider woman, 
  some mercenaries, and some exhausted 
  armsmen poling their way down the river on 
  makeshift rafts, all unholy Hell is going to 
  break loose. 
  Now that we know a LOT about the 
  adventure we’re going to build, we’re ready 
  for the details concerning monsters who are 
  not the iconic villain. First, we’ll roll up an 
  Interesting Non-Monstrous Enemy. This is 
  usually a surprising NPC, who will challenge 
  the PCs and the players’ role-playing skills. 
  We roll up a “Sentient Anarchic Illusion.” 
  That’s a wild result, and I have no idea what 
  to do with it. I make a note to myself to put 
  this odd feature in the Maze of Despair as a 
  special trick room. Hey, maybe it has 
  something to do with the creation of the 
  nightmares that everyone is experiencing? 
  That could be interesting. Into the notebook 
  it goes, for future consideration when we are 
  designing the dungeon itself. 
  And we’ve come to the more orthodox 
  encounter guideline section now, Choosing 
  Monsters. We’ve already done a lot of 
  monster choosing, simply as a side effect of 
  brainstorming and justifying odd results. 
  But I can show you how to go a little further 
  through these tables. 
  Basically, the thing we want to keep in mind 
  here is that the average PC experience level 
  is 5. We want the PCs to encounter some 
  average and fairly challenging monsters. We 
  also want some of the monsters to be 
  pushovers, and some of the monsters to be 
  very deadly. This will force the players to 
  gauge each encounter with their own skill, 
  intuition and intelligence. They won’t have 
  the comfort of knowing that every encounter 
  will be “fair and balanced,” as an easy 
  “challenge” on their way to their next 
  “character build.” That’s not the way the old 
  school rolls. 
   
   
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  So how do we do this? We take notes on the 
  easy, average, and hard monsters we want 
  to include. To do this, we compare the 
  Lethality Level of classic monsters to the 
  party’s average experience level. 
  The relatively easy monsters will be 1 or 2 
  levels below the PCs. In this case, that 
  means Lethality Levels 3 and 4. The average 
  monsters will be the same level as the PCs, 
  which means Lethality Level 5. And the hard 
  monsters will be 1 or 2 levels above the PCs, 
  which means Lethality Levels 6 and 7. When 
  we consider the plusses and minuses in the 
  Lethality Level system, we will be looking at 
  monsters between the levels 3- and 7+, 
  inclusive. 
   
  So I make a sheet like this in my notebook: 
   
  Easy Monsters (LL 3-, 3, 3+, 4-, 4, 4+): 
  Average Monsters (LL 5-, 5, 5+): 
  Hard Monsters (LL 6-, 6, 6+): 
   
  And now, I just go through the classic 
  monster lists and I write down all of the 
  monsters that strike me as useful. How do I 
  define useful in this instance? As follows: 
  [1] Monsters that I want to use, that fit the 
  adventure setting. 
  OR 
  [2] Monsters that I want to use, that don’t fit 
  the adventure setting, that I’m willing to 
  modify into being a useful subspecies. (For 
  example, “winter wolves” becoming “steam 
  wolves,” who breathe steam instead of frost.) 
  OR 
  [3] Monsters that I think should be allied 
  with other monsters of type [1] or [2]. 
  I won’t torture you with a detailed process of 
  how I make all of these hundreds of 
  decisions, but I will show you what my 
  adventure sheet looks like after I go through 
  all the Lethality Level 3- to 7+ lists and write 
  my ideas down. It looks like this: 
   
  Easy Monsters 
  (LL 3-, 3, 3+, 4-, 4, 4+) 
   
  Giant 
  Crab, 
  Crocodile, 
  Flightless 
  Bird 
  (Hatchet Beak), Large Lamprey, Tribal Lizard 
  Man, Constrictor Snake, Large Spider, 
  Beastman 
  Warrior, 
  Bombardier 
  Beetle, 
  Giant Frog, Giant Lizard, Warthog, Ape, 
  Flesh Grub, Huge Spider, Withering Fungus, 
  Fungus Man (Guardian), Mephitic Imp (Fire), 
  Huge 
  Poisonous 
  Snake, 
  Serpent 
  Man 
  (Ekhidna), Ghast, Rusting Beast, Scorpion 
  (Large), Carnivorous Ape, Giant Wasp, Giant 
  Woodboring Beetle 
   
  Average Monsters 
  (LL 5-, 5, 5+) 
   
  Beastman (Psychic, Su), Giant Constrictor 
  Snake, Huge Dragonfly, Enormous Leech, 
  Mephitic Imp (Steam), Acid Mantis, Demonic 
  Imp, Doppelganger, Giant Poisonous Snake, 
  Giant 
  Spider, 
  Giant 
  Venus 
  Flytrap, 
  Lightning Dragon (Drake), Giant Pterosaur, 
  Huge 
  Scorpion, 
  Trolghul, 
  Winter 
  Wolf 
  (Steam) 
   
  Hard Monsters 
  (LL 6-, 6, 6+) 
   
  Giant Crocodile, Serpent Man (Drakhaina), 
  Shark (Steam Dweller?), Giant Spitting 
  Snake, Lesser Tentacle Beast, Tentacled 
  Centipede, Huge Acid Mantis, Giant Fanged 
  Fish, Giant Scorpion, Emerald Slime, Giant 
  Stag Beetle, Catoblepas, Giant Dragonfly, 
  Seven-Headed 
  Hydra, 
  Troll, 
  Wyvern, 
  Invisible Monster, Giant Octopus, Lesser 
  Shoggoth, Giant Troll, Vulture Demon 
  (Dream), Emerald Hag, Giant Rhinoceros 
  Beetle, Elemental (Steam, Water), Giant 
  Mantis, Venomous Naga 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
   
   
  Messy, eh? Yes. And glorious. After some 
  flipping through the bestiaries, I add a few 
  other cool COPYRIGHTED monsters to the 
  mix to make things even better. The 
  resultant mix is kind of huge. 
  This is probably more monsters than I’m 
  going to use. Simultaneously, it is not all of 
  the monsters I am going to use; I will put in 
  some very low level monsters (like the 
  humanoids, and some jungle critters) to 
  smooth things out. And I’ll add some super-
  powerful 
  monsters 
  in 
  the 
  Rotting 
  Netherworld to convince the players not to go 
  too deep. But nevertheless, it is a great list 
  of monsters that I can refer to when I am 
  designing each and every encounter, both in 
  the wilderness and in the dungeon. I chose 
  these monsters over 10-15 minutes of 
  thought, considering all of the themes that I 
  have developed so far. If I wanted more 
  variety, I could have cracked open one of the 
  bestiaries from my favorite game and added 
  even more options in. I find this method to 
  be very easy and helpful, so I am sharing it 
  with you. I hope it serves you well. 
   
  Stepping Back: 
  Considering Next Steps 
   
  So now that I’ve spent about 2.5 hours using 
  this supplement and its random tables (1 
  hour during the first day, then sleeping on 
  the weird plot to think it over to see if it could 
  work, and a further 1.5 hours on the second 
  day as I went faster and let the ideas flow), 
  I’ve now built a 20+ page outline for a very 
  complex, unique, and I hope fascinating 
  adventure that my players will never expect. 
  Pretty cool, right? There’s a lot still to be 
  done, but with just a few more days of prep 
  I can probably build a wilderness and a 
  dungeon (and part of a netherworld) that will 
  give my players months of adventures and 
  sub-plots. As you can see, this adventure is 
  actually much bigger than its scattered 
  parts: it has room to grow, either west or east 
  (through the wilderness to the civilized lands 
  beyond), at home (consider the hard-won 
  tower in the forest that the PCs might call 
  home), further downward (the Rotting 
  Netherworld) and even upward (the chance 
  to win some flying mounts) and outward 
  (where does the Steam Vortex go to, 
  anyway?). 
  It’s not flawless, of course. For example, my 
  villain idea is interesting but fairly weak, and 
  it needs more work or that monk will get 
  sidelined as a superfluous afterthought. And 
  I never did think of anything great to do with 
  the sentient illusion in the dungeon. And 
  knowing my players, I also need to work out 
  a lot of contingency details, for example … 
  what happens if the spider woman dies along 
  the way? What happens if the PCs ditch the 
  quest and get more interested in the eastern 
  wastes or the lost world plateau? 
  But compared to where I was yesterday 
  (sitting in a coffee shop, with some dice, 
  getting some friendly odd stares from 
  strangers, with my blank notebook, mocha, 
  and not a clue in the world), I’ve made some 
  immense 
  strides 
  toward 
  an 
  excellent 
  adventure, 
  dungeon, 
  wilderness, 
  netherworld, and potentially planar setting. 
  I offer the Maze of Despair mini-campaign to 
  you freely; if you want to develop it, even 
  publish it, that’s fine. Just credit me with 
  partial inspiration! 
  So where do you go from here? Well, we 
  barely touched on the idea of dungeon 
  design. That’s because I have about 1,200 
  pages already offered to you on that topic, in 
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  the CDDG (Classic Dungeon Design Guide) 
  series. If you need help with the dungeon, I 
  recommend you go there to Book I (CDDG1) 
  to read and learn. 
   
  But I will happily show you one last trick 
  before I go, if you want to get a glimpse of the 
  dungeon’s potential now. How? By using the 
  tables in this book. 
  Do you remember that the Maze of Despair 
  was rolled up (as a quest location target) on 
  the Dungeon: Dungeon Chamber table? You 
  can roll up some room ideas using that table 
  once again. Here, I’ll roll up 10 1D1000 
  results on that table: 
  Ossuary Chamber, Sludge Pit, Walled-Up 
  Room, Conjuring Room, Treasure Vault, 
  Sealed Tomb, Execution Chamber, Solitary 
  Quarters, Hall of Pools, Revolving Chamber 
  And now we’ll roll up 10 descriptors 
  (adjectives) on the Chaotic Descriptor Table: 
  Baron’s or Baronial, Eternal, Rusting, Lava, 
  Pillaged or Pillagers’ or Pirate, Ghast or 
  Ghastly, Baleful, Mysterious or Mystery, 
  Ivory, Silent 
  Now, I’ll pair those adjectives up with the 
  room types, to come up with this: 
   Baron’s Ossuary Chamber 
   Pirates’ Sludge Pit 
   Baleful Walled-Up Room 
   Ghastly Conjuring Room 
   Ivory Treasure Vault 
   Sealed Tomb of Eternity 
   Solitary Quarters of the Silent One 
   Execution Chamber (of the rusting 
  iron maidens) 
   Hall of Lava Pools 
   Mysterious Revolving Chamber 
   
   
   
  What do all of those room names mean? I 
  have no idea, but those are the major rooms 
  throughout dungeon level 1 of the Maze of 
  Despair. Your next task is to take those ideas 
  and make them amazing. Compare the 
  rooms with the monster list I created. Which 
  rooms 
  are 
  monster 
  lairs, 
  and 
  which 
  monsters go where? Which rooms have 
  traps? Pick up the BOOK OF DUNGEON 
  TRAPS and decide. Do you need a theme for 
  this dungeon level, and dozens of rooms to 
  surround these odd locations? Use CDDG1 
  and CDDG3 to design those rooms. Do the 
  rooms need random contents in them? Use 
  CDDG2 to fill them up. Need a strange 
  monster or evocative godling in the mix? 
  Refer to PM1, The PEGANA Mythos. 
  Don’t use too much detail; just write yourself 
  notes, and improvise the rest during play. A 
  paragraph per room will do. Let my 
  supplements guide you whenever you need 
  help. Of course, you don’t need to buy all of 
  my supplements if you don’t already have 
  them; you’ve certainly learned enough just 
  from this chapter so that you’re ready to set 
  all of the supplements aside if you want to 
  and just design the rest of the adventure on 
  your own. Let me know how it goes, if you 
  like. But my time as a death-defying 
  adventure guide is done … for now … 
   
  (I will see you next time, should you choose to 
  invite me in. Thanks for reading.) 
   
  K 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  About the Author 
   
   
   
  Beginning play as a chaotic neutral normal 
  human with one measly hit point to his 
  name, KENT DAVID KELLY eventually 
  became apprenticed to a magic-user of ill 
  repute ... a foul man who dwelt in the steamy 
  deeps of the Ivory Cloud Mountain. After this 
  mentor carelessly misplaced an intelligent 
  soul-sucking sword and then died under 
  suspicious 
  circumstances, 
  his 
  former 
  henchman Mr. Kelly escaped to the deeper 
  underground and there began playing 
  Satanic 
  role-playing 
  games. 
  This, 
  the 
  legends tell us, occurred in the year 1981. 
  Hoary wizard-priests who inspired Mr. Kelly 
  in his netherworldly machinations included 
  the peerless Gygax, Carr, Arneson, Cook, 
  Hammack, Jaquays, Bledsaw, Moldvay, 
  Kuntz, Schick and Ward. Sadly, a misguided 
  made-for-the-basements 
  movie 
  entitled 
  Mazes and Monsters gave Mr. Kelly’s parents 
  conniptions in 1982. As a result of that 
  blasphemous Tom Hanks debacle (and other 
  more personal lapses in judgment), Mr. Kelly 
  was eventually forbidden from playing his 
  favorite game for a considerable length of 
  time. 
  Nonplussed but not defeated, he used this 
  enforced exile to escape to a friend’s 
  alehouse, and there indulged himself in 
  now-classic computer RPGs such as Zork, 
  Telengard, 
  Temple 
  of 
  Apshai, 
  Ultima, 
  Tunnels 
  of 
  Doom, 
  The 
  Bard’s 
  Tale, 
  Phantasie, Pool of Radiance, Wizard’s Crown 
  and Wasteland. He then went on to write 
  computer versions of his own FRPGs, which 
  led to his obsession with coupling creative 
  design elements with random dungeons and 
  unpredictable adventure generation. 
  Mr. Kelly wrote and submitted his first 
  adventure for Dungeon Magazine #1 in 
  1986. Unfortunately, one Mr. Moore decided 
  that 
  his 
  submission 
  was 
  far 
  too 
  “Lovecraftian, horrific and unfair” to ever 
  serve that worthy periodical as a publishable 
  adventure. Mr. Kelly, it must be said, took 
  this rejection as a very good sign of things to 
  come. 
  In the late 80s and 90s, Mr. Kelly wrote short 
  stories, poems and essays ... some of which 
  have been published under the Wonderland 
  Imprints banner. He wrote several dark 
  fantasy 
  and 
  horror 
  novels 
  as 
  well. 
  Concurrently, 
  he 
  ran 
  Dark 
  Angel 
  Collectibles, selling classic FRPG materials 
  as Darkseraphim, and assisted the Acaeum 
  with the creation of the Valuation Board and 
  other minor research projects. 
  At this time, Mr. Kelly and his entourage of 
  evil gnomes are rumored to dwell in the 
  dread and deathly under-halls of the 
  Acaeum, 
  Dragonsfoot, 
  ENWorld, 
  Grognardia, Knights & Knaves, ODD, and 
  even more nefarious levels deep down in the 
  mega-dungeon of the Web. 
  There he remains in vigil, his vampiric sword 
  yet shivering in his hand. When not being 
  sought outright for answers to halfling 
  riddles or other more sundry sage advice, he 
  is to be avoided by sane individuals at all 
  costs. 
   
  
   
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  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
   
  Legal 
   
  Open Game Content 
  Open Game Content may only be Used 
  under and in terms of the Open Game 
  License (OGL). 
  This entire work is designated as Open 
  Game Content under the OGL, with the 
  exception 
  of 
  the 
  trademarks 
  “Castle 
  Oldskull,” “Wonderland Imprints,” “Only the 
  Finest Works of Fantasy,” and with the 
  exception of all artwork. These trademarks, 
  artwork, and the Trade Dress of this work 
  (font, layout, style of artwork, etc.) are 
  reserved as Product Identity. 
   
  Open Game License 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards 
  of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc. (“Wizards”). All 
  Rights Reserved. 
  1. Definitions: (a)”Contributors” means the 
  copyright and/or trademark owners who 
  have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted 
  material including derivative works and 
  translations (including into other computer 
  languages), 
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  “Distribute” means to reproduce, license, 
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  Game Content” means the game mechanic 
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  content does not embody the Product 
  Identity and is an enhancement over the 
  prior art and any additional content clearly 
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  Contributor, and means any work covered 
  by this License, including translations and 
  derivative works under copyright law, but 
  specifically excludes Product Identity. (e) 
  “Product Identity” means product and 
  product line names, logos and identifying 
  marks including trade dress; artifacts; 
  creatures characters; stories, storylines, 
  plots, 
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  elements, 
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  means to use, Distribute, copy, edit, format, 
  
   
  Page 353 | 354 
   
  Wonderland Imprints ~ Kent David Kelly 
  modify, translate and otherwise create 
  Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in 
  terms of this agreement. 
  2. The License: This License applies to any 
  Open Game Content that contains a notice 
  indicating that the Open Game Content may 
  only be Used under and in terms of this 
  License. You must affix such a notice to any 
  Open Game Content that you Use. No terms 
  may be added to or subtracted from this 
  License except as described by the License 
  itself. No other terms or conditions may be 
  applied 
  to 
  any 
  Open 
  Game 
  Content 
  distributed using this License. 
  3. Offer and Acceptance: By Using the Open 
  Game Content You indicate Your acceptance 
  of the terms of this License. 
  4. 
  Grant 
  and 
  Consideration: 
  In 
  consideration for agreeing to use this 
  License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-
  exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: 
  If You are contributing original material as 
  Open Game Content, You represent that 
  Your 
  Contributions 
  are 
  Your 
  original 
  creation and/or You have sufficient rights to 
  grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must 
  update the COPYRIGHT NOTICE portion of 
  this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or 
  distributing, and You must add the title, the 
  copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to 
  Use any Product Identity, including as an 
  indication as to compatibility, except as 
  expressly licensed in another, independent 
  Agreement with the owner of each element of 
  that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in 
  conjunction with a work containing Open 
  Game Content except as expressly licensed 
  in another, independent Agreement with the 
  owner of such Trademark or Registered 
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  in Open Game Content does not constitute a 
  challenge to the ownership of that Product 
  Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all 
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  Product Identity. 
  8. Identification: If you distribute Open 
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  which portions of the work that you are 
  distributing are Open Game Content. 
  9. Updating the License: Wizards or its 
  designated Agents may publish updated 
  versions of this License. You may use any 
  authorized version of this License to copy, 
  modify and distribute any Open Game 
  Content originally distributed under any 
  version of this License. 
  10. Copy of this License: You MUST include 
  a copy of this License with every copy of the 
  Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not 
  market or advertise the Open Game Content 
  using the name of any Contributor unless 
  You have written permission from the 
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  12. Inability to Comply: If it is impossible for 
  You to comply with any of the terms of this 
  License with respect to some or all of the 
  Open Game Content due to statute, judicial 
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  may not Use any Open Game Material so 
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  13. Termination: This License will terminate 
  automatically if You fail to comply with all 
  terms herein and fail to cure such breach 
  within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the 
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  14. Reformation: If any provision of this 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, Inc. 
  
   
  Page 354 | 354 
   
  Castle Oldskull Supplement GWG2:  Oldskull Adventure Generator 
  System Reference Document 5.1 Copyright 
  2016, Wizards of the Coast, Inc.; Authors 
  Mike 
  Mearls, 
  Jeremy 
  Crawford, 
  Chris 
  Perkins, Rodney Thompson, Peter Lee, 
  James Wyatt, Robert J. Schwalb, Bruce R. 
  Cordell, Chris Sims, and Steve Townshend, 
  based on original material by E. Gary Gygax 
  and Dave Arneson. 
  Oldskull Adventure Generator, Copyright 
  2017-2019, Kent David Kelly. 
   
  END OF LICENCE 
   
   
   
   
   
  
SOURCE: textdata/thevault/Castle Oldskull/Castle Oldskull Adventure Generator (2e).pdf