Sistema v1
Sistema v1
UNE
the universal NPC emulator
revised
By Zach Best
Artwork by Matthew Vasey
5
Developer Notes on UNE
Know Your Puppet The Rule of Negative Inference
An NPC is a puppet of either the GM, Some terms will have to be thrown out.
the solo player, or a collaborative table. The The conflict between the preconceptions or
better known the puppet is the better the other rolled terms will be too great to utilize
puppetmaster(s) can control it. The more them in such a way that the fun of the game
depth the NPC has the more it feels like an continues.
actual actor in the game. A deep NPC feels It is always better to keep moving
like it can walk on its own, without strings. forward than to spend a gross amount of
In roleplaying, either as a player or GM, time trying to reconcile some terms.
the question is what would the character do. However, it is beneficial to ask when paring
What would the barkeep do if offered a down terms “why does this term not work?”
bribe? What would the prince do if his This will not only strengthen your NPC
historic rise to power is mentioned? What concept, but it may also provide more depth
would a handler do if asked to do something to the preconceptions and terms that are left
off the books? on the table.
In a game where the GM has a clear UNE was designed to have most
sense of direction the NPC can be used as a characteristics be as complementary as
prop in the sense that it doesn’t matter what possible. Coming upon a hermit that has
was written down about the NPC in the GM lived in the swamp for thirty years, and then
notes. What matters is how to get the story rolling “drifter” may cause a few problems.
going where the GM intends it to go. The idea is to use the rolled terms as a
In a GM-less game or one where the GM broadly interpreted overlay to color the pre-
is freeforming, the use of an NPC as a prop conceived NPC. The “drifter” swamp hermit
has less story merit. The use of an NPC as could be one who lives in a houseboat
an actual character, on the other hand, will floating around the swamp. If “drifter” just
produce greater scenes. doesn’t feel right then reinforce the fact that
the hermit is a permanent denizen of the
Context, Context, Context!
swamp, and move along.
UNE is nothing without context. The
more context available to use when
determining UNE’s outcomes the better the Story Creation
final NPC. How does this relate to the game One of the easiest ways to create an
and setting? How does this relate to the adventure is to create numerous NPC’s and
current circumstances? How does this relate then make a tangled web between them all.
to the other UNE results? Those three Have the players sort out who is right, who
questions should be asked if a term doesn’t wins, etc. UNE works well for this GM
feel right. exercise because it eliminates much of the
Always fall back to interpreting the words time consuming applications of character
heavily in context of the game. In Vampire: creation. The results (and gameplay) may
the Requiem a serf might be a blood doll and work out surprisingly well, even when little
a thug might be a ghoul. In Godlike a crone time can be given to adventure/story
could be a Polish yenta and a bum could be a creation. Check out [Link]
prisoner of war. A sorcerer in Stars Without for tutorials on using UNE to create
Number might be a theoretical astrophysicist adventure.
who makes gadgets out of those theories. Use
the gravity of the game!
5
NPC Creator
The NPC Creator is used to create or refine existing NPCs. One of the strongest core
concepts to a person is “what do you do?” The NPC Modifier and NPC Noun combine to name
the NPC.
The second half of the NPC Creator is to form motivations for the NPC. It exists to further
push the boundaries of the NPC. For example, a “fair judge” is a fairly vanilla NPC, but when it
gets the motivation to “persecute old religions” that judge starts getting some nice, rough edges.
0. Determine any pre-conceived facts. If there are any concrete ideas about the NPC that
must remain, now is the time to jot them down.
1. Determine what the NPC is. Roll a d100 (or 2 d10’s with one d10 being the 10’s) to obtain
an NPC Modifier from Table 1. Roll a d100 to obtain an NPC Noun from Table 2. Combine the
two as if forming a simple sentence to describe the NPC. For example if a 21 is rolled followed
by a 45, the combination would read “Inept Actor.” If some facts about the NPC are previously
known, merely use what works and discard what does not.
6
Table 2: NPC Noun
1 gypsy 21 missionary 41 villager 61 mediator 81 performer
2 witch 22 outcast 42 magus 62 crook 82 magister
3 merchant 23 mercenary 43 conscript 63 civilian 83 serf
4 expert 24 caretaker 44 worker 64 activist 84 brute
5 commoner 25 hermit 45 actor 65 hero 85 inquisitor
6 judge 26 orator 46 herald 66 champion 86 lord
7 ranger 27 chieftain 47 highwayman 67 cleric 87 villain
8 occultist 28 pioneer 48 fortune-hunter 68 slave 88 professor
9 reverend 29 burglar 49 governor 69 gunman 89 servant
10 thug 30 vicar 50 scrapper 70 clairvoyant 90 charmer
11 drifter 31 officer 51 monk 71 patriarch 91 globetrotter
12 journeyman 32 explorer 52 homemaker 72 shopkeeper 92 sniper
13 statesman 33 warden 53 recluse 73 crone 93 courtier
14 astrologer 34 outlaw 54 steward 74 adventurer 94 priest
15 duelist 35 adept 55 polymath 75 soldier 95 tradesman
16 jack-of-all-trades 36 bum 56 magician 76 entertainer 96 hitman
17 aristocrat 37 sorcerer 57 traveler 77 craftsman 97 wizard
18 preacher 38 laborer 58 vagrant 78 scientist 98 beggar
19 artisan 39 master 59 apprentice 79 ascetic 99 tradesman
20 rogue 40 ascendant 60 politician 80 superior 100 warrior
2. (Optional) Find the NPC Power Level. Determine the randomness level (“R-level”) of
the scene by assigning a numeric value ranging from orderly to chaotic. The R-level can also
represent a difficulty level where the higher the R-level the harder the challenges. Roll a d100 to
determine the NPC’s power level relative to that of the PC’s using Table 3. For example if the R-
level is Disarray and a 76 is rolled, the NPC will be Slightly Stronger than the PC’s.
3. Determine the NPC’s Motivations. Roll a d100 for an NPC Motivation Verb in Table 4,
and roll a d100 for an NPC Motivation Noun from Table 5. Combine the two as if to form a
simple sentence. Repeat this two more times. If the second or third rolled NPC Motivation
Noun is in the same column as a previously rolled Motivation noun, discard the roll and re-roll.
For example, the first roll is a 24 followed by a 94, giving “Chronicle Animals.” The second
roll is a 60 followed by a 7, giving “Account Opulence.” The final roll is a 21 followed by an 89.
However 89 is in the same column as the previously rolled 94. Therefore that NPC Motivation
Noun must be re-rolled. NPC Motivation Verb rolls never have to be re-rolled based on column.
7
Table 4: NPC Motivation Verb
1 advise 21 shepherd 41 take 61 work 81 manage
2 obtain 22 abuse 42 discover 62 accompany 82 suppress
3 attempt 23 indulge 43 deter 63 offend 83 proclaim
4 spoil 24 chronicle 44 acquire 64 guide 84 operate
5 oppress 25 fulfill 45 damage 65 learn 85 access
6 interact 26 drive 46 publicize 66 persecute 86 refine
7 create 27 review 47 burden 67 communicate 87 compose
8 abduct 28 aid 48 advocate 68 process 88 undermine
9 promote 29 follow 49 implement 69 report 89 explain
10 conceive 30 advance 50 understand 70 develop 90 discourage
11 blight 31 guard 51 collaborate 71 steal 91 attend
12 progress 32 conquer 52 strive 72 suggest 92 detect
13 distress 33 hinder 53 complete 73 weaken 93 execute
14 possess 34 plunder 54 compel 74 achieve 94 maintain
15 record 35 construct 55 join 75 secure 95 realize
16 embrace 36 encourage 56 assist 76 inform 96 convey
17 contact 37 agonize 57 defile 77 patronize 97 rob
18 pursue 38 comprehend 58 produce 78 depress 98 establish
19 associate 39 administer 59 institute 79 determine 99 overthrow
20 prepare 40 relate 60 account 80 seek 100 support
4. Combine all the terms to create an NPC. The creator should now have a rough sentence
describing the qualities of the NPC. For example: A corrupt recluse, slightly stronger than the
party, guards moderation, abuses pleasure, and communicates prosperity. The next step is to
decide the why or how for each term. The examples that follow will expand on this process.
Having context is the best way to determine how the created sentence will generate an NPC. Try
to link the terms not only to the overall game or setting, but also to the story, campaign,
chronicle, or adventure itself.
8
NPC Interaction Emulator
NPC Mood
The NPC Mood module is used to determine the NPC’s mood in the scene. It can be used to
add some twists to the game. If a friendly NPC turns up very guarded to the PC’s all of the
sudden there is likely something going on.
The most important thing to ask when given a surprising roll is “why?” A spy handler that is
“forthcoming” one day and only “sociable” could be explained with personal life, situation of the
mission, etc., but when the spy handler becomes “cautious” around the PC’s, something must be
up.
The NPC Mood module also puts immediate spin on any blander neutral character. A neutral
barkeep being neutral can be rather boring. A barkeep being overly friendly or overly cautious to
the PC’s can flavor the world a bit better. Perhaps there is nothing to it but the PC’s reputation
having already reached the barkeep. Perhaps it’s just the barkeep’s prejudices. Either way the
game gets a tad more colorful.
1. Determine the NPC Relationship to the speaking character. This is the long term
variable between the PC and the NPC. It should rarely change from use to use unless major in-
game effects occur between the NPC and the PC. That is not to say an NPC cannot go from
neutral to hostile in the course of the scene; only that this change should be strongly justified in
game.
2. Determine the NPC Conversation Mood to the speaking character. Roll a d100 to
determine the NPC’s current conversation mood.
NPC Importance
This emulator should be used when you have no idea what the NPC will want to talk about. It
gives the NPC’s raison d’être, the actor’s reason for being in the story. This emulator can be
used to help figure out why the NPC appeared, or what purpose that NPC will bring. Instead of
dealing with binary responses using the NPC Response module, you can use the NPC Discussion
module to quickly focus the conversational aspect of the NPC.
1. Determine the NPC Bearing. The NPC Bearing is how the NPC regards the focus of the
discussion. If there are enough facts to do so, choose the demeanor of the NPC from the top of
Table 7. Otherwise roll a d100 or d8 to determine the demeanor. After a demeanor has been
determined, roll a d10 or d100 to find the NPC Bearing using Table 7.
11
Table 7: NPC Bearing
scheming insane friendly hostile
1-12 (1) 13-24 (2) 25-36 (3) 37-49 (4)
1-10 (1) intent madness alliance death
11-20 (2) bargain fear comfort capture
21-30 (3) means accident gratitude judgment
31-40 (4) proposition chaos shelter combat
41-50 (5) plan idiocy happiness surrender
51-60 (6) compromise illusion support rage
61-70 (7) agenda turmoil promise resentment
71-80 (8) arrangement confusion delight submission
81-90 (9) negotiation façade aid injury
91-100 (10) plot bewilderment celebration destruction
inquisitive knowing mysterious prejudiced
50-62 (5) 63-75 (6) 76-88 (7) 89-100 (8)
1-10 (1) questions report rumor reputation
11-20 (2) investigation effects uncertainty doubt
21-30 (3) interest examination secrets bias
31-40 (4) demand records misdirection dislike
41-50 (5) suspicion account whispers partiality
51-60 (6) request news lies belief
61-70 (7) curiosity history shadows view
71-80 (8) skepticism telling enigma discrimination
81-90 (9) command discourse obscurity assessment
91-100 (10) petition speech conundrum difference
2. Determine the NPC Focus. Roll d100 to find the NPC focus of the conversation using
Table 8. If possible the NPC Focus should be regarded as pertaining to the PC of the player
rolling, the PC that will be speaking, or the party members in general. It may be helpful to put
the word “PC’s” or “your” in front of the NPC Focus if there is a question. It is also helpful to
narrow the NPC Focus. If “last story” was rolled figure out what the last story was. What
happened during the last story that made this NPC want to discuss it?
3. Combine the NPC Bearing and NPC Focus to determine the basis of the NPC
Discussion. The words should be combined as in a simple sentence; for example, “the insane
NPC speaks of madness regarding the PC’s allies.” That sentence will be the substance of what
the NPC will want to discuss.
12
Appendix I: Tables
Table 1: NPC Modifier
1 superfluous 21 inept 41 pleasant 61 lethargic 81 jovial
2 addicted 22 banal 42 insensitive 62 defiant 82 shrewd
3 conformist 23 logical 43 titled 63 obnoxious 83 liberal
4 nefarious 24 subtle 44 inexperienced 64 insightful 84 compliant
5 sensible 25 reputable 45 prying 65 tactless 85 destitute
6 untrained 26 wicked 46 oblivious 66 fanatic 86 conniving
7 romantic 27 lazy 47 refined 67 plebeian 87 careful
8 unreasonable 28 pessimistic 48 indispensable 68 childish 88 alluring
9 skilled 29 solemn 49 scholarly 69 pious 89 defective
10 neglectful 30 habitual 50 conservative 70 uneducated 90 optimistic
11 lively 31 meek 51 uncouth 71 inconsiderate 91 affluent
12 forthright 32 helpful 52 willful 72 cultured 92 despondent
13 idealistic 33 unconcerned 53 indifferent 73 revolting 93 mindless
14 unsupportive 34 generous 54 fickle 74 curious 94 passionate
15 rational 35 docile 55 elderly 75 touchy 95 devoted
16 coarse 36 cheery 56 sinful 76 needy 96 established
17 foolish 37 pragmatic 57 naive 77 dignified 97 unseemly
18 cunning 38 serene 58 privileged 78 pushy 98 dependable
19 delightful 39 thoughtful 59 glum 79 kind 99 righteous
20 miserly 40 hopeless 60 likable 80 corrupt 100 confident
14
Table 4: NPC Motivation Verb
1 advise 21 shepherd 41 take 61 work 81 manage
2 obtain 22 abuse 42 discover 62 accompany 82 suppress
3 attempt 23 indulge 43 deter 63 offend 83 proclaim
4 spoil 24 chronicle 44 acquire 64 guide 84 operate
5 oppress 25 fulfill 45 damage 65 learn 85 access
6 interact 26 drive 46 publicize 66 persecute 86 refine
7 create 27 review 47 burden 67 communicate 87 compose
8 abduct 28 aid 48 advocate 68 process 88 undermine
9 promote 29 follow 49 implement 69 report 89 explain
10 conceive 30 advance 50 understand 70 develop 90 discourage
11 blight 31 guard 51 collaborate 71 steal 91 attend
12 progress 32 conquer 52 strive 72 suggest 92 detect
13 distress 33 hinder 53 complete 73 weaken 93 execute
14 possess 34 plunder 54 compel 74 achieve 94 maintain
15 record 35 construct 55 join 75 secure 95 realize
16 embrace 36 encourage 56 assist 76 inform 96 convey
17 contact 37 agonize 57 defile 77 patronize 97 rob
18 pursue 38 comprehend 58 produce 78 depress 98 establish
19 associate 39 administer 59 institute 79 determine 99 overthrow
20 prepare 40 relate 60 account 80 seek 100 support
15
Table 6: NPC Conversation Mood
loved 1 2-6 7-16 17-31 32-70 71-85 86-100
Relationship
NPC
16
Appendix II: Rivals (UNE Tutorial)
Every party should have rivals. Not enemies, that’s a give in. No, give the PC group some
good ol’ fashioned competition. Make the Knuckles to your player’s Sonic. The Malfoy to their
Potter. The Pepsi to their Coke. Of course, the PC’s are in a party so make a party of rivals!
Regardless of the size of your player’s PC party, I would start the Rivals off with a party of
three. You can always add more, but three should be enough to give them each a personality to
drive the players up the wall.
Choose any context you want. If you are a GM then make some PC rivals for your RPG
group. If you don’t have any PC’s in mind choose your favorite setting from any medium (comic
book, movie, novel, etc.) and make off-screen rivals for your favorite characters.
Step 1: Grab three notecards or sheets of paper. On each notecard roll up an NPC with the
NPC Creator module.
Step 2: Determine the leader, the second, and the lackey. The leader should be a bit more
powerful than the average of your PC’s. The second should be about the same as the PC’s, and
the lackey should be weaker.
Step 3: Determine their average disposition towards each other by noting the NPC
Conversation Mood from Table 6. This determines on average how helpful they are to each
other, or polite, or condescending, etc.
Step 4: Determine their usual bearing towards the party by rolling Table 7. Table 8 might
help at this point, but a lot of Table 8 focuses on the current events surrounding the PC’s.
17
Rivals Random Example
The players have created a fairly simple fantasy party with some melee, some thievery, some
wizardry, and some holiness. Here is a completely random rival party created per the instruction
above.
Step 1:
(1) A needy inquisitor who processes science, agonizes disbelief, and guides the populous.
(2) A fickle mercenary who communicates servitude, guards wealth, and reports the
oppressed.
(3) A refined master who executes spirits, works gluttony, and determines deprivation.
The refined master reminds me of a gentlemen torturer. Say if Dracula came up from his
basement of horrors, wiped his bloody hands clean, and then joined his guests for tea. “Executes
spirits” gives him a slight magic bent so I would make him a witch, sorcerer, or necromancer. I
would say he is in complete control of the rivals, and seems to have the uncanny ability to know
what the party is always lacking (“wouldn’t it be helpful if you had more rope”). His name is
Stoker.
The fickle mercenary reminds me of Bronn from The Song of Ice and Fire novel series. He’s
always poking fun at his position of being in service to the refined master, but he does his job
well. He also keeps tabs on the party (“the oppressed”) or possibly the refined master’s slaves or
household. His name is Bronn because I like Bronn.
The needy inquisitor definitely has that Doofenshmirtz feel (Phineas and Ferb). With the
motivations, I would modify inquisitor to some type of scientist instead of an actual NPC with
the Inquisitor class. This NPC is the rivals’ wild card. “Guides the populous” is the hardest
motivation to place, but it is possible that some of his inventions are well known across the land
(much to the PC’s chagrin). His name is Mirz.
Step 2:
I lay out my notecards. They seem apparent in terms of rival party status. The refined master
seems like the leader. The fickle mercenary seems like the second-in-command, and the needy
inquisitor sounds like the lackey.
Step 3:
Stoker is distrustful and cautious around Bronn. He knows that the mercenary could go
find a master with more coin at any time. Stoker is peaceful and helpful to Mirz since he has
the needy scientist wrapped around his finger. Bronn is hostile and cautious towards Mirz
since Mirz is too much of a wildcard for Bronn’s replaceable position. I will stop there and just
say each reciprocates in kind. To add another layer of complexity, Bronn’s attitude towards
Stoker, and so on, could be decided and rolled separately.
Step 4:
Stoker is usually telling (knowing) to the party. I would assume it is usually in a mocking
manner.
Bronn is usually compromising (scheming) to the party. Perhaps he could be ready to switch
allegiances, and is looking for an out. Perhaps he is trying to keep tabs on the PC's.
Mirz is usually chaotic (insane) to the party. I would say of the three he is the least aware
that he is a rival to anybody.
18
Magic
Mouth
NPC Dialog Oracle
By
Desmond Hammond
Roll
Impression
(1d10+mods)
Loathe (-2 to bond level rolls and -1 to
1-2
reliability rolls )
3-5 Mistrust (-1 to bond level rolls)
6-9 Neutral (Flat bond level rolls)
10+ Trust (+1 to bond level rolls)
Step 2 Topic
Next it’s time to decide the topic of conversation. You can either
roll for it on the topic table blow or ask your game master emulator
of choice if the NPC is willing to talk about a particular topic your
interested in.
Roll (1d10) Topics
1-2 Self
3-4 Nearby Danger
5-6 Notable Person
7-8 Noteworthy Location
9-10 Recent Events
1
Step 2.5 Self
This result means the NPC starts talking about there self, either roll
1d10 on the self table or, as in step two feel free too ask them
something specific using your gm emulator too see if there willing
too answer if you’d prefer.
Roll (1d10) Self
1 Skills
2 Needs
3 Wants
4 Goals/Dreams
5 Fears
6 Past
7 Family
8 Hobbies
9 Feelings
10 Interesting Fact
Step 3 Tone
This next step is optional but if you’d like an idea of the tone of
voice the NPC used when speaking too help with interpreting
there statement you can roll on the tone table.
2
Step 5 Reliability
Roll 1d10 on the reliability table and add any bond modifiers you
have due to your current bond level. (found on the bond modifier
table) This will tell you how reliable the NPC’s information is as a
percentage out of ten. (When in a position too verify if the
information you received is accurate roll 1d10 and refer back too
this percentage.)
Current Bond
Bond Modifiers
Level
Stranger -1 Reliability
Acquaintance Base Reliability
Friend +1 Reliability
Close Friend +2 Reliability
Current
Impression Effects
Impression
Loathe -2 to bond level rolls and -1 to reliability rolls
Mistrust -1 to bond level rolls
Neutral Flat bond level rolls
Trust +1 to bond level rolls
3
Step 6 Update Bond Level
**If when moving up in bond levels you reach either Friend tier, or
Close Friend tier increase your impression with the NPC by one
level.
Author’s Note
Feel free too use this tool in any way you find useful or
fun during your sessions. You don’t need too follow every
step as there presented here.
4
NPC Relationship Tracking Cards
Notes
Acquaintance
Stranger Friend
Notes
Acquaintance
Stranger Friend
5
Adventure
Generator
A System-Agnostic Excerpt from ShadowDark RPG
[Link]/pages/shadowdark
ShadowDark
Adventure Rumors
ADVENTURE RUMORS
d100 Details
01 An armored beast the size of a ship is rampaging nearby
02-03 A team of assassins is on its way to kill your group
04-05 The local ruler has placed a 2,000 gp bounty on your heads
06-07 The cult of Shune is planning a fiery coup at midnight
08-09 An ancient, stone door has been found in the castle cellar
10-11 Lizardfolk have been raiding caravans near the swamp
12-13 Armored skeletons are roaming the misty graveyard
14-15 An earthquake uncovered a ruin inside a deep rift
16-17 A warband of orcs has taken over an abandoned keep
18-19 There is a hall of golden statues underneath the well
20-21 Those who survive the Trial of the Lotus gain a strange gift
22-23 A Captain of the Guard has been taken hostage by thugs
24-25 The Crystal Caves are home to a cult of psychic sorcerers
26-27 A crocodile dragged a richly-laden mule into the sewers
28-29 A fortune-telling witch speaks true omens and portents
30-31 Every full moon, the Prancing Unicorn's larder is robbed
32-33 A famous group of crawlers hasn't returned from a delve
34-35 A glowing meteor crashed deep inside the marshlands
36-37 Fire will not light or burn within sight of the Lion Fountain
38-39 The lost Jewel of Barbalt is hidden in the Howling Caves
40-41 A dwarven mining team has uncovered a tentacled statue
42-43 The Red Owl tavern has a trapdoor to the Shadowdark
44-45 Viperian warriors guard a shrine to a medusa in the jungle
2
ADVENTURE RUMORS
d100 Details
46-47 Three thieves just pulled off a gemstone heist nearby
48-49 Harpies keep watch from the cliffs around Diridia's Tomb
50-53 A gorgon stalks the ruins of the Underhill Halls
54-55 Beneath the Red Abbey is the forgotten Barrow of Ur-Din
56-57 A dying sage is calling for a mighty group of heroes
58-59 A wizard accidentally let his trio of cockatrices escape
60-61 A local lord has somehow been stranded atop a high roof
62-63 Bartomeu the Pirate Prince will be hanged at noon
64-65 Goblin spelunkers found an underground cathedral
66-67 The Kytheria Mechanism sank into the sea near Myrkhos
68-69 Rare and valuable mushrooms grow inside an old crypt
70-71 The Church of St. Terragnis will pay for the return of a relic
72-73 A volcanic eruption revealed tunnels in the caldera's walls
74-75 The cyclopean ruins of Tal-Yool lie deep within the forest
76-77 A famous gambler will bet a ruby on a Wizard Thief game
78-79 The Moon Druids will bless a sword used to slay a werewolf
80-81 Gravediggers found a chained coffin in an unmarked plot
82-83 An abandoned wizard's tower is full of clockwork creatures
84-85 The Thieves' Guild is about to attack a rival merchant lord
86-87 Windstorms uncovered a stone monolith in the desert
88-89 A rival group of crawlers found the map to Jiraal's Hoard
90-91 A monstrosity called the Oracle lurks beneath the college
92-93 The Onyx Destrier is in Ekmara's Keep in the wasteland
94-95 The princess has been kidnapped by a group of sorcerers
96-97 A Chaos Knight's tomb has been found beneath a temple
98-99 The fabled Library of Gehemna appeared outside the city
00 The dragon Ixamir has awoken from her 200-year slumber
3
Adventure Hooks
ADVENTURE HOOKS
d100 Details
01 The ground shakes violently and a massive fissure opens
02-03 An unseen foe leaps out of hiding at close range
04-05 A horrible buzzing fills the air, growing louder and louder
06-07 You catch the acrid smell of smoke and flame
08-09 A bright star appears in the sky, visible even at midday
10-11 You spot a half-open bag with gold coins glinting inside
12-13 A man slips a note and an odd potion into your hand
14-15 Someone observing you from afar steps out of sight
16-17 A dwarf in a red hat hands you a rose, bows, and leaves
18-19 A cowled stranger in a black cloak approaches you
20-21 Someone tries to pick your pocket
22-23 A strange ticking sound comes from inside your bag
24-25 A frothing, frantic horse with a saddle but no rider appears
26-27 A mound in the earth quickly burrows toward you
28-29 You sense you are being magically scryed upon
30-31 Someone tries to plant an object on your person
32-33 You are filled with a strong sense of dread and danger
34-35 A woman hands you a black cat and then runs away
36-37 A small, woodland creature jumps out of a backpack
38-39 You smell lilacs and hear faint, ghostly laughter
40-41 A note wrapped around a thin dagger lands next to you
42-43 A green-glowing meteor streaks through the sky
44-45 Someone nearby is staring at you and mouthings words
4
ADVENTURE HOOKS
d100 Details
46-47 A pair of yellow eyes watches you from the darkness
48-49 An orc with an arrow in her back crashes through a door
50-53 You hear a beast cry out in pain just up ahead
54-55 A huge swarm of bats crashes over you and swirls away
56-57 A frail beggar whispers that he has a secret to tell you
58-59 An object falls from above and barely misses your head
60-61 A seagull lands on your head and coughs up an odd bottle
62-63 The smell of ozone rises, and electricity crackles in the air
64-65 You spot a trail of tiny silver coins leading around a bend
66-67 A wild-eyed man approaches with a holy book held high
68-69 Every light source suddenly extinguishes
70-71 A stampede of wild animals bursts into view
72-73 An old woman points at you and yells, "There they are!"
74-75 A passing stranger presses an ancient coin into your hand
76-77 A chorus of howls echo in the distance
78-79 Two pinching and slapping goblins tumble into sight
80-81 You realize you are not alone; something is behind you
82-83 The sudden sound of rushing water crashes toward you
84-85 You hear an ear-splitting scream that nobody else hears
86-87 A man slaps you with a glove and throws it at your feet
88-89 A violent, windy storm kicks up without warning
90-91 Lightning strikes close and leaves a glowing object behind
92-93 A multicolored orb drifts up to you and then zips away
94-95 A runaway wagon crashes toward you
96-97 An NPC throws off their disguise, revealing an enemy
98-99 A demon appears to you and presents a tempting offer
00 A radiant being appears to you with a message of warning
5
Adventure Ideas
For these adventure sites and For example, "Tower of the
ideas, use some or all of the Deepwood Swamp" could also
details and names you roll. be "Tower by Deepwood Swamp"
Modify the words as needed. or "Deepwood Swamp Tower."
ADVENTURE IDEAS
3d20 Detail 1 Detail 2 Detail 3
1 Rescue the Goblet Of the evil wizard
2 Find the Prisoner Stalking the wastes
3 Destroy the Sword At the bottom of the river
4 Infiltrate the Vault In the city sewers
5 Bypass the Cult Under the barrow mounds
6 Return the Spirit Of the fallen hero
7 Defeat the Killer In the magical library
8 Spy on the Demon In the king's court
9 Bribe the Noble Of the ancient lineage
10 Deliver the Hunter In the sorcerer's tower
11 Escape the Hostage In the Murkwood
12 Imprison the Thief Hiding in the slums
13 Stop the Spy Of the Dwarven lord
14 Befriend the Werewolf In the musty tomb
15 Pacify the Relic Of the royal knights
16 Persuade the High priest Sacrificing innocents
17 Steal the Merchant In the catacombs
18 Escort the Witch Blackmailing the baron
19 Banish the Ritual In the Thieves' Guild
20 Free the Vampire Murdering townsfolk
6
ADVENTURING SITES
3d20 Name 1 Name 2 Name 3
1 Mines of the Cursed Flame
2 Abbey of the Whispering Ghost
3 Tower of the Bleeding Darkness
4 Caves of the Shrouded Peak
5 Barrow of the Lost Borderlands
6 Warrens of the Dead King
7 Crypt of the Deepwood Twilight
8 Monastery of the Fallen Depths
9 Ruin of the Revenant Jewel
10 Tunnels of the Frozen God
11 Citadel of the Shimmering Lands
12 Tomb of the Chaos Storm
13 Castle of the Abandoned Swamp
14 Temple of the Blighted Ravine
15 Fortress of the Forgotten Valley
16 Isle of the Slumbering Horde
17 Keep of the Savage Skull
18 Dungeon of the Unholy Queen
19 Necropolis of the Enchanted Waste
20 Shrine of the Immortal Hero
7
Pepe Callate (Order #22776876)
Dibujar el mapa
Componiendo juntos el mundo
13
Pepe Callate (Order #22776876)
Dibujar el mapa
ampliamente. En cualquier caso, Si aún no tienes mapa, tómate tu
necesitarás que todos tengan un tiempo para crear uno, ya sea al
personaje listo para que sus historias principio de la primera sesión de
y objetivos personales puedan jugar una campaña o en algún momento
un papel en la creación del mapa. durante ella cuando tu grupo necesite
saber el lugar que ocupa en el mundo
Lo más importante de un mapa es lo que les rodea.
plasmar la relación geográfica entre
los distintos lugares (regiones, áreas, Para empezar, pon una hoja en blanco
asentamientos y emplazamientos). en mitad de la mesa y asegúrate de que
Tiene que mostrar explícitamente qué todos tienen algo con lo que escribir.
región es adyacente a otras y dónde Pide a un jugador que tome notas para
se encuentran aproximadamente que tengáis un registro escrito de todo
las áreas, asentamientos y empla- lo que añadáis durante el proceso de
zamientos de cada región. La creación del mapa.
relación de unos lugares con otros
es importante porque el mapa Algunos prefieren tener ayudas
proporciona el contexto físico: donde visuales a mano para estimular su
están los personajes en el mundo, proceso creativo. Si crees que a tu
permitiéndoles planificar sus viajes de grupo le vendrá bien ese recurso, ten a
un lugar a otro. mano entre 5 y 7 imágenes de paisajes
antes de empezar.
Si ya tenías un mapa (adaptando
un mapa de campaña existente, tuyo A lo largo del proceso necesitareis
u obtenido de alguna otra fuente), ponerle nombre a un montón de
deberías dividirlo en regiones con sus cosas. La manera más rápida y simple
lugares de interés (áreas, asentamientos, de resolver esto es otorgar nombres
emplazamientos y conexiones como en castellano que describan alguna
ríos o caminos) identificados dentro característica de su apariencia,
de cada región. Puede que el DJ quiera localización o historia: esas montañas
redactar un atlas para una o más de las se llaman los Picos Dentados, esa
regiones, o dejar que sus contenidos ciudad junto al desierto se llama
sean descubiertos en el transcurso Oasis y ese antiguo campo de batalla
de la campaña. Si vas a adaptar un se llama Llanura de Sangre. Si os lo
mapa, no necesitarás seguir los pasos proponéis, nombres más poéticos y
que mostramos a continuación, pero evocadores quedan mejor aún. Y si
puede que te sea de ayuda leerlos por quieres tener una manera sistemática
encima. de asignar nombres, echa un vistazo
14
Pepe Callate (Order #22776876)
Dibujar el mapa
al ejemplo “Bautizando cosas” en la
página 16. Paso 2
Cuando estés listo para crear tu
Añadid regiones
mundo, sigue los siguientes pasos:
Comenzando por el jugador cuyo
personaje sea más joven, cada persona
Paso 1 sentada a la mesa (incluyendo al DJ)
Situaos en el mapa añade una región al mapa. Una región
es una porción grande de tierra o
mar, definida por su tipo de terreno
Decidid en qué lugar estáis en predominante (bosque oscuro,
términos de la ficción. ¿Habéis desierto, gélida meseta, etc.) o por
llegado a una aldea fronteriza? ¿Salís su frontera política (reino, baronía,
de un templo en ruinas en medio del tierras tribales, etc.). La primera
bosque y lejos de todo? El DJ se hará región debe contener la localización
cargo de ello si a nadie se le ocurre actual (la “X” del Paso 1).
algo o si ya tiene él una buena idea
que quiere emplear. Cuando añadáis una región, decid si
está definida por el tipo de terreno o
Una vez sepáis dónde estáis, marcad por su frontera política y luego anotad
ese punto con una “X” o alguna otra su nombre en el mapa (“El Yermo
señal que indique la localización. Quebrado”, “La Baronía de Blutarch”,
Si queréis que vuestros aventureros etc.). Si no sabéis qué poner, no
exploren tierras desconocidas, marcad dejéis que eso os detenga, haced una
un lugar apartado del centro del mapa tirada para determinar el nombre
para que tengáis mucho espacio que de la región utilizando la tabla de
explorar cuando llegue el momento. regiones aleatorias de la página 21.
Independientemente de cómo surja el
Pregunta a los demás cómo se llama nombre de la región indicad el tipo de
el punto de partida y anota el mejor terreno en el mapa con una pequeña
nombre. Si es una aldea, puede que nota o dibujando iconos (árboles,
se trate de “Cavada de la Larva”, si se colinas, etc.). Haced sugerencias
trata de un templo en ruinas, puedes cuando no sea vuestro turno y haced
llamarlo “El Baptisterio de Atreon” o que la conversación continúe.
sencillamente “El Templo en Ruinas”.
Para añadir una región, dibuja un
contorno cerrado con cualquier
forma. Cuando añadas una nueva
15
Pepe Callate (Order #22776876)
~ Consejo para crear el mundo ~
Bautizando cosas
La forma que elijas para llamar a las cosas en tu ambientación puede tener un gran peso
en la sensación que transmita el mundo, y merece atención antes de que comience la
partida. Un uso coherente y meditado del lenguaje puede contribuir a crear atmósfera
al hilvanar sutilmente los elementos de la campaña entre sí, (tal y como demostró cierto
profesor de Oxford), mientras que nombres genéricos de fantasía sin base lingüística
alguna tienden a provocar el efecto contrario. Podéis ignorar esta reflexión y limitaros
a darle a cada cosa el nombre que creáis conveniente, o tomaros vuestro tiempo para
elaborar una estrategia, como se muestra a continuación.
19
Pepe Callate (Order #22776876)
Dibujar el mapa
Regiones aleatorias
Haz tiradas cuando tengas que crear una nueva región y necesites inspiración.
Tira primero 1d12 para elegir la plantilla de nombre de región. Luego tira para
cada elemento de la plantilla hasta que tengas un nombre completo. Además de
ajustar el género de las palabras, puedes rescribir más el resultado final o volver a
tirar un resultado si no te gusta.
21
Pepe Callate (Order #22776876)
Dibujar el mapa
Lugares aleatorios
Cuando necesites crear un lugar y estés poco inspirado, haz una tirada. Tira
primero 1d12 para elegir la plantilla de nombre del lugar. Luego tira para cada
elemento de la plantilla hasta que tengas un nombre completo. Además de ajustar
el género de las palabras, puedes rescribir más el resultado final o volver a tirar un
resultado si no te gusta.
22
Pepe Callate (Order #22776876)
Pregunta a los hados
57
Pepe Callate (Order #22776876)
Pregunta a los hados
Descubrimiento
Un Descubrimiento debería ser siempre interesante, conseguirlo es labor del DJ.
El resultado de una tirada es siempre sugerencia para la imaginación (no hecho
consumado), debiendo ser interpretado en términos del entorno y la situación
en la ficción. Lanza 1d12 tres veces, el primer resultado te llevará a una categoría
de descubrimientos, el segundo a una de las tablas dentro de ella y el tercero
concretará qué es en dicha tabla. Es posible que necesites más tiradas, por
ejemplo, cuando este proceso te dice que hay una criatura o magia implicada.
Para ello se te sugieren otras tablas indicadas en mayúsculas.
58
Pepe Callate (Order #22776876)
Pregunta a los hados
Criatura, visibilidad
5-6 Evidencia - Sopesa qué indica, listo para pasar de indicios a hechos confirmados
01-06 Huellas/Rastro 07-10 Restos/Despojos 11-12 Escondrijo/
Alijo/
01-03 Poco claro/profundo 01-04 Huesos
04-06 Obvio y claro 05-07 Cadáver (humano o no) 01-03 Baratijas/monedas
07-08 Múltiple 08-09 Algo violento ocurrió ahí 04-05 Herramientas/armas
09-10 Indicios de violencia10 Chatarra/desperdicios o armaduras
11-12 Rastro de sangre (u 11 Suministros o mercancía 06-07 Mapa
otro tipo) extraviada 08-99 Comida/suministros
12 Herramientas/armas o 10-12 Tesoro (Pág. 56)
Edad, criatura responsable armaduras
Edad, visibilidad
59
Pepe Callate (Order #22776876)
9-12 Estructura - ¿Quién construyó esto? ¿Tiene alguna relación con el entorno?
01 Enigmática 02-03 Infraestructura 04 Morada
01-04 Excavación 01-04 Vía/sendero 01-03 Campamento
05-08 Megalito 05-08 Carretera 04-06 Choza/cabaña
09-11 Estatua/ídolo/tótem 09-10 Puente/vado 07-08 Granja
12 Rareza 11 Mina/cantera 09-10 Posada/albergue
12 Acueducto/canal/portal 11-12 Torre/fortaleza/finca
Edad (1D8+4), tamaño
(1D8+4), visibilidad Criatura responsable (1D4+4) Criatura responsable
(1D4+4)
01-05 Aldea
Pobre, estable, milicia, recurso (defínelo) y tiene un juramento con un asentamiento a
tu elección. Si la aldea es parte de un reino o imperio, escoge 1 o tira 1d12:
12 Ciudad
Moderada, estable, guardia, mercado y gremio (defínelo). +2 juramentos (asentamientos
a elección del DJ).
Si la ciudad tiene ya comercio con al menos un asentamiento y vasallaje de otro
asentamiento elige 1 o tira 1d12:
01-03 Defensas permanentes, como muros: +Defensas, Juramento (defínelo).
04-06 Gobernada por una única persona: Personalidad (el gobernante), Poder (político).
07 Multicultural: Enana, Élfica o ambas.
08-10 Centro de comercio: Comercio (con todos los asentamientos cercanos), +Prosperidad.
11 Antigua, construida sobre las ruinas de sí misma: Historia (defínela), Divina.
12 Centro de cultura: Arcano, Manufactura (defínela), Poder (arcano).
Luego, escoge 1 problema o tira 1d12:
01-03 Ha crecido más que sus recursos: +Población, Necesidad (comida).
04-06 Tiene planes para el territorio cercano: Enemistad (asentamientos cercanos), +Defensas.
07-08 Gobernada por una teocracia: –Defensas, Poder (divino).
09-10 Gobernada por sus gentes: –Defensas, +Población.
11 Tiene defensas sobrenaturales: +Defensas, Plaga (relacionada con las criaturas
sobrenaturales.
12 Está en un lugar de poder: Arcana, Personalidad (quienquiera que vigile el
lugar de poder), Plaga (criaturas mágicas).
63
Pepe Callate (Order #22776876)
Pregunta a los hados
Peligro
Estas tablas pueden producir resultados extraños, es deber del DJ modificarlos
para que se ajusten a la ficción. Lanza 1d12 tres veces, el primer resultado
te llevará a una categoría, el segundo a una tabla dentro de ella y la tercera
concretará qué es. Puedes añadir tiradas para obtener Detalles (páginas 67-68)
de acuerdo a las sugerencias dadas al final de las tablas.
Criatura
Tira 1d12 para el tipo de criatura si no ha sido establecido aún, tira otra vez para
concretar en la sección de su tipo que tabla tirar por último lugar. Hazlo también
para detalles adicionales como se sugiere o a tu criterio.
Bestia - Empieza con una criatura del mundo real y dale una vuelta de tuerca
01-07 Terrestre 08-10 Aérea 11-12 Acuática
01 Termita/pulga/liendre 01 Mosquito/luciérnaga 01 Insecto
02 Caracol/babosa/gusano 02 Langosta/libélula/polilla 02 Medusa/anémona
03 Hormiga/ciempiés/ 03 Abeja/avispa 03 Almeja/ostra/caracol
escorpión 04 Pollo/pato/ganso 04 Anguila/serpiente
04 Serpiente/lagarto 05 Pájaro cantor/loro 05 Rana/sapo
05 Ratón/rata/comadreja 06 Gaviota/ave acuática 06 Pez
06 Jabalí/cerdo 07 Garza/grulla/cigüeña 07 Cangrejo/langosta
07 Perro/zorro/lobo 08 Cuervo/grajo 08 Tortuga
08 Gato/león/pantera 09 Halcón/cernícalo 09 Caimán/cocodrilo
09 Ciervo/caballo/camello 10 Águila/búho 10 Delfín/tiburón
10 Buey/rinoceronte 11 Cóndor 11 Calamar/pulpo
11 Oso/simio/gorila 12 Ptenarodon 12 Ballena
12 Mamut/dinosaurio
65
Pepe Callate (Order #22776876)
Pregunta a los hados
66
Pepe Callate (Order #22776876)
Pregunta a los hados
Detalles
Emplea estas tablas cuando te lo sugieran resultados en Descubrimiento o
Peligro. También puedes usarlas cuando te parezca oportuno para precisar
detalles de tu improvisación.
Actitud Alineamiento Condición
01 Atacando 01-02 Caótico 01 Naciendo/siendo creado
02-04 Hostil/agresivo 03-04 Malvado 02 Intacto/saludable/estable
05-06 Precavido/dubitativo 05-08 Neutral 03 Intacto/saludable/estable
07 Temeroso/huidizo 09-10 Bueno 04 Intacto/saludable/estable
08-10 Neutral 11-12 Legal 05 Ocupado/activo/alerta
11 Curioso/confiado 06 Ocupado/activo/alerta
12 Amistoso Aspecto 07 Ocupado/activo/alerta
08 Agotado/cansado/débil
Actividad 01 Poder/fuerza 09 Agotado/cansado/débil
02 Engaño/destreza 10 Desocupado/perdido
01 Preparando una trampa/ 03 Tiempo/constitución 11 Ruinoso/estropeado/
emboscada 04 Conocimiento/inteligencia moribundo
02 Luchando/en guerra 05 Naturaleza/sabiduría 12 Desaparecido/muerto
03 Merodeando/de patrulla 06 Cultura/carisma
04 Cazando/buscando comida 07 Guerra/mentiras/discordia Edad
05 Comiendo/descansando 08 Paz/verdad/equilibrio
06 Trabajando/rezando 09 Odio/envidia 01 Naciendo/siendo creado
07 Viajando/trasladándose 10 Amor/admiración 02 Joven/reciente
08 Explorando/perdido 11 Elemento 03 Joven/reciente
09 Volviendo a casa 12 Tira dos veces en esta tabla 04 Joven/reciente
10 Construyendo/excavando 05 De mediana edad
11 Durmiendo Característica 06 De mediana edad
12 Agonizando 07 De mediana edad
01 Blindado 08 Viejo
Adjetivo 02 Alado/volador 09 Viejo
03 Alado/volador 10 Anciano
01 Resbaladizo/baboso 04 Múltiples cabezas/sin 11 Anciano
02 Áspero/duro/puntiagudo cabeza 12 Prehistórico
03 Liso/suave/romo 05 Muchos ojos/un ojo
04 Corroído/oxidado 06 Múltiples extremidades/ Elemento
05 Podrido/decadente colas
06 Roto/quebradizo 07 Tentáculos/apéndices 01-02 Aire
07 Apestoso/maloliente 08 Aspecto 03-04 Tierra
08 Débil/delgado/exhausto 09 Elemento 05-06 Fuego
09 Fuerte/gordo/lleno 10 Magia 07-08 Agua
10 Pálido/pobre/superficial 11 Rareza 09-10 Vida
11 Oscuro/rico/profundo 12 Tira dos veces en esta tabla 11-12 Muerte
12 Colorido
67
Pepe Callate (Order #22776876)
Pregunta a los hados
Etiqueta (de criatura) Orientación Ruina (causa de)
01 Amorfo 01 Abajo/hacia la tierra 01 Desastre arcano
02 Cauteloso 02 Abajo/hacia la tierra 02 Maldición/maleficio
03 Constructo 03 Norte 03-04 Terremoto/incendio/
04 Taimado 04 Noreste inundación
05 Inteligente 05 Este 05-06 Plaga/hambruna/
06 Mágico 06 Sureste sequía
07 Organizado 07 Sur 07-08 Infestación de
08 Organizado 08 Suroeste monstruos
09 Planar 09 Oeste 09-10 Guerra/invasión
10 Sigiloso 10 Noroeste 11 Recursos agotados
11 Terrorífico 11 Arriba/hacia el cielo 12 Mejores expectativas
12 Tira dos veces en esta tabla 12 Arriba/hacia el cielo en otro lugar
Habilidad Tamaño
01 Bendecir/maldecir 01 Diminuto
02 Enmarañar/Apresar/atrapar 02-03 Pequeño
03 Veneno/enfermedad 04-09 Tamaño medio
04 Paralizar/petrificar (humano)
05 Imitar forma/camuflaje 10-11 Grande
06 Seducir/hipnotizar 12 Enorme
07 Disolver/desintegrar
08 Magia Terreno
09 Drenar vida/magia
10 Inmunidad a: Elemento 01 Erial/desierto
11 Leer/controlar mentes 02-03 Llanura/planicie
12 Tira dos veces en esta tabla 04 Humedal/marjal/
Rareza pantano
Magia (tipo de) 05-07 Selva/bosque/jungla
01 Extraño color/olor/sonido 08-09 Tierras altas/colinas
01-02 Adivinación 02 Geométrico 10-11 Montañas
03-04 Encantamiento 03 Red/interconectado/ 12 Rareza
05-06 Evocación sistema
07-08 Ilusión 04 Cristalino/vítreo Visibilidad
09-10 Nigromancia 05 Fúngico
11-12 Invocación 06 Gaseoso/humeante 01-02 Enterrado/casi
07 Espejismo/ilusión invisible/camuflado
Número 08 Volcánico/explosivo 03-06 Cobertura parcial/
09 Magnético/repulsivo cubierto/oculto
10 Desprovisto de vida 07-09 Obvio/a simple vista
01-04 Solitario (1) 10-11 Visible a corta distancia
05-09 Grupo (1d6+2) 11 Inesperadamente con vida
12 Tira dos veces en esta tabla 12 Visible desde una gran
10-12 Horda (4d6 por oleada) distancia
68
Pepe Callate (Order #22776876)
Pregunta a los hados
PNJ
Tira para determinar el Trasfondo si no ha sido establecido, entonces tira
1D12 si es necesario para su Ocupación. Usa las tablas siguientes para rasgos
y seguidores. N del T.: además de cambiar género cuando proceda, vuelve a tirar
cuando el resultado indique en mayúsculas otra tabla y sustrae la cantidad que la
acompaña si es el caso.
69
Pepe Callate (Order #22776876)
Pregunta a los hados
70
Pepe Callate (Order #22776876)
Rasgo de PNJ
Lanza 1d12 para la categoría y 1d12 para una sugerencia en ella si necesitas
algo que decir rápidamente. Si quieres alguien más memorable, tira una vez
en cada categoría.
01-06 Apariencia Física
01 Desfigurado (faltan dientes, un ojo, etc.)
02 Lesión crónica (pierna o brazo torpe, etc.)
03 Tatuado/picado de viruelas/con cicatrices
04 Desarreglado/andrajoso/mugriento
05 Grande/grueso/fornido
06 Pequeño/flacucho/demacrado
07 Pelo destacable (de punta, largo, ninguno, etc.)
08 Nariz destacable (grande, aguileña, etc.)
09 Ojos destacables (azules, enrojecidos, etc.)
10 Pulcro/bien vestido/acicalado
11 Atractivo/guapo/despampanante
12 Resulta ser [tira de nuevo] a pesar de [un detalle contradictorio a tu elección]
07-09 Personalidad
01 Solitario/aislado/antisocial
02 Cruel/beligerante/abusón
03 Ansioso/miedoso/cobarde
04 Envidioso/codicioso/avaricioso
05 Frío/altanero/arrogante
06 Torpe/tímido/se odia a sí mismo
07 Metódico/compulsivo/controlador
08 Seguro/impulsivo/imprudente
09 Amable/generoso/compasivo
10 Despreocupado/relajado/pacífico
11 Alegre/feliz/optimista
12 Resulta ser [tira de nuevo] a pesar de [un detalle contradictorio a tu elección]
10-12 Peculiaridad
01 Inseguro/racista/xenófobo
02 Adicto (dulces, drogas, sexo, etc.)
03 Fobia (arañas, fuego, oscuridad, etc.)
04 Alérgico/asmático/enfermo crónico
05 Escéptico/paranoide
06 Supersticioso/devoto/fanático
07 Tacaño/acaparador
08 Derrochador/gandul
09 Pedante/sabelotodo
10 Artístico/soñador/fantasioso
11 Cándido/idealista
12 Resulta ser [tira de nuevo] a pesar de [un detalle contradictorio a tu elección]
71
Pepe Callate (Order #22776876)
Pregunta a los hados
Seguidor PNJ
Tira 1d12 para cada categoría, modifica para ajustar al contexto de la ficción
como creas conveniente.
Competencia
01-03 Es un lastre: Calidad-1, +0 etiquetas
04-09 Competente: Calidad+0, +1 etiqueta
10-11 Totalmente capaz: Calidad +1, +2 etiquetas
12 Excepcional: Calidad+2, +4 etiquetas
Trasfondo
01-02 Vida de servidumbre/opresión: +Servil
03 Pasaron ya sus mejores años: -1 Calidad, +1 Experto en__
04-05 Ha tenido una vida peligrosa: +2 etiquetas
06-09 Común y corriente
10 Ha tenido una vida privilegiada: +1 etiquetas
11 Especialista: +1 Calidad, -2 etiquetas
12 Tira dos veces en esta tabla
Lealtad
01-02 0 (poca fe en la causa del líder)
03-10 +1
11-12 +2 (gran fe en la causa del líder)
Instinto
01 Robar, saquear e incendiar
02 Guardar rencor y buscar venganza
03 Cuestionar el liderazgo o autoridad
04-05 Tratar a otros con prepotencia
06-07 Actuar de forma impulsiva
08-09 Ceder a la tentación
10-11 Holgazanear
12 Evitar el peligro o castigo
72
Pepe Callate (Order #22776876)
Pregunta a los hados
73
Pepe Callate (Order #22776876)
Da nombre a cada persona
(y asentamiento, y montura)
Aquí se ofrecen ejemplos de cuatro culturas ficticias con sus respectivas listas
de nombres. Cada lista está basada en un idioma real en pos de cohesión
interna. Las entradas en las columnas Asentamiento y Montura incluyen sus
“traducciones“adaptadas. Si hablas alguna de las lenguas usadas, mis disculpas
por cualquier irritante alteración que encuentres.
89
Pepe Callate (Order #22776876)
Da nombre a cada persona
01-04 Adibemi Abeni Asalu Ilu (Urbe del Desierto) Adiitu (Misterio)
05-08 Aboye Ade Atijo Ina (Llama Anciana) Alayo (Feliz)
09-12 Adegoke Alaba Bajesia (Estandarte Roto) Atale (Rojizo)
13-16 Ayokun Bolanle Dudu Olomi (Río Negro) Bilu (Calderilla)
17-20 Babajide Bosade Ebutte Meta (Tres Puertos) Dudupatak (Pezuña Oscura)
21-24 Batunde Daraja Ejodo (Pantano Serpiente) Egun (Zarzamora)
25-28 Enitan Fari Esukale (Cena del Diablo) Eniyan (Ascua)
29-32 Femi Gbemis Fadormi (Brote Plateado) Esirun (Pataslargas)
33-36 Kayin Ife Funfumi (Aguasblancas) Fenuko (Beso)
37-40 Kayode Ige Guluna (Vía Áurea) Funfungo (Melena Blanca)
41-44 Lanre Lewa Ijisofo (Valle del Tormento) Gunirun (Melena Larga)
45-48 Lekan Mojisola Ikukenu (Puerta Carestía) Imole (Brillante)
49-52 Mongo Monifa Iwin Ago (Guardia Feérica) Imole Uju (Ojos Brillantes)
53-56 Nwachuk Olufemi Jinibi (Lugar Remoto) Ira (Andariego)
57-60 Oban Omolara Oba Ile (Hogar del Rey) Itan (Cuento)
61-64 Ogun Oni Oduroke (Colina de Oración) Iyebiye (Tesoro)
65-68 Olukayo Orisa Ogbinibi (Lugar de Cultivo) Lulu (Polvareda)
69-72 Oluwala Osa Ogunibi (Lugar de Batalla) Nilera (Sanote)
73-76 Oluwato Ronke Okanigi (Árbol Único) Ogbo (Moteado)
77-80 Onipede Shanum Okutasi (Grabador de Rocas) Ogboju (Corazón Bravo)
81-84 Sijuade Simisola Olusaki (Fortaleza del Mago) Ojiji (Sombra)
85-88 Toben Titlayo Oluwaka (Tumba del Señor) Oluto (Leal)
89-92 Utiba Yejide Opolokuta (Rocas-mil) Orisa (Primavera)
93-96 Zaki Yewand Opoligi (Árboles-sin-fin) Orum (Cielo)
97-00 Zoputan Zauna Oporusura (Tesoro Divino) Sare (Destello)
01-04 Ade Adah Airdib (Aguas Benditas) Anginu (Viento del Norte)
05-08 Adi Bulan Airjinh (Aguasclaras) Api (Llamarada)
09-12 Amaziah Candra Akhir Jalan (Fin del Camino) Bakat (Alegría)
13-16 Ayokun Devi Berdarah (Sangriento) Bakti (Leal)
17-20 Ary Hanjojo Bidang (Tierra de Barbecho) Beruntung (Afortunado)
21-24 Banbang Iman Canbula (Templo de la Luna) Bilah (Espada)
25-28 Bima Intan Ditingga (Abandonado) Biru (Azul)
29-32 Budi Laksmin Emasunga (Arroyo Dorado) Gemetar (Carcaj)
33-36 Darma Lestari Gunung (Montaña) Guntur (Trueno)
37-40 Dian Limjato Kayu (Madera) Hidungi (Hocico Negro)
41-44 Eli Marah Kuil (Templo) Janda (Enlutado)
45-48 Gunardi Mewati Ladang Hijau (Campoverde) Kakicerah (Trote Alegre)
49-52 Hartono Melati Lembah (Valle) Kakiring (Trote Ligero)
53-56 Irwan Nadiyya Menjau (Lejano) Keriangan (Rayo de Sol)
57-60 Lauwita Ophrah Ngarai (Cañón) Kunang (Luciérnaga)
61-64 Masama Ramza Persimpangan (Encrucijada) Lapar (Ansioso)
65-68 Okan Saphira Puncakit (Cima) Murni (Puro)
69-72 Onsimus Selah Sungairac (Río Ponzoñoso) Paruh (Calderilla)
73-76 Sammin Sumiten Teibing (Acantilado) Penebus (Vengador)
77-80 Tameem Tamar Tempat Aman (Lugar Seguro) Penyelemat (Salvador)
81-84 Tanaya Tanjaya Tempat Istir (Lugar de paz) Prajurit (Guerrero)
85-88 Tirto Tjokro Terkutuk (Maldito) Rusak (Quebrantado)
89-92 Wiryono Tri Tersentu (Tocado por Dios) Satucep (El Veloz)
93-96 Yandi Wangi Wahah (Oasis) Setia (Corazón Puro)
97-00 Zebulun Zenze Yangtinggi (Alta Torre) Tahanla (Resistente)
92
Pepe Callate (Order #22776876)
1. General Creature Type
Roll to determine what kind of creature (or creatures) it will be.
6-7 Beast Not humanoid, and generally larger than ordinary human; think bear, big lizard, big stag or
big bird. Check next table to determine.
8-9 Pack A group of creatures that live and work together. Not humanoid. Each creature not bigger
than ordinary human.
10 Swarm A group of small creatures that live and work together. Smaller than human.
11-12 Giant Giant humanoid. At least 4 times bigger than ordinary human.
13-14 Monster Giant creature. At least 4 times bigger than ordinary human.
15 Titan A creature so colossal, humans are like insects in comparison. May be a sentient building
(dungeon?) or a huge island-turtle.
16 Amorphic Has no shape. Is either a shape shifter or an ooze, or maybe it’s made of water.
18 Static Is a creature or an object that’s unmovable for some reason. Could be a sentient altar,
sorcerer bound to stone or some elder being enclosed in an eldritch eidolon.
19-20 Hybrid Roll two more times on this table and combine the results. If you roll Hybrid again, roll once
more on this table and combine the result with the ones rolled before.
Humanoid Humanoid Siamese, conjoined twins; two mind-sharing people; clones; lovers; siblings.
Humanoid Beast Centaur, naga, harpy, siren, sphinx – all kinds of human-animal hybrid.
Humanoid Pack Pack of rabid, wild children; wolves with human heads.
Humanoid Monster Strange monster with some humanoid features; monster comprising of humanoid bodies
or body parts.
Static Swarm Pixies in a jar; community of telepathic insects stuck in amber.
Titan Swarm A mega-moth made of billions ordinary moths; parasites living on a body of titanic creature
(remember Cloverfield?).
4
2. Creature Theme
Roll once. Overlay the result on the General Creature Type in your mind’s eye. Imagine it. Is it enough? Go to
the next step. Something missing? Roll once again and merge the results.
3 Fungus Whatever its basic type, it is either overgrown by fungus, made of it or is controlled by
fungi.
4 Plant Either it’s made entirely of plant matter or has plant-like features.
5 Lizard Cold-blooded, scaly, with sharp teeth and claws, or serpent-like.
8 Avian Covered in feathers, can have talons and/or beak. Often winged, but not necessarily
flying (as granted by “Wings” or “Levitation” features).
9 Amphibious Soft, fragile, breathing, constantly wet skin; can survive on land and in water.
10 Insect Compound eyes, antennae, chitinous exoskeleton.
13 Celestial It is beautiful and awesome, often quite radiant. Think Marut, Angel, Djinn.
14 Demonic It is hideous or plain terrifying, like if it came from a human nightmare.
15 Alien Impossible in shape, looks like nothing you’ve ever seen. Strange body with strange
limbs and strange joints. Not necessarily symmetric. Think H. R. Giger.
16 Fey Its features remind you of nature and wilderness. Horns, tails, hooves, fangs, furs,
animal or plant-like body parts.
17 Experiment Someone or something conducted a series of experiments, and this creature is a direct
effect of one of them. Artificially created it can either be an idea made flesh, a perfected
version of other creature or a disfigured failure.
18 Eldritch This creature was there before you. And before your race. It existed in another
dimension, on another world or plane of reality. Like Alien, but in a more Lovecraftian
manner.
19 Crystal/Mineral Is a sentient crystal, or it grows crystals from its body. Maybe its bones are made of
glass, maybe it has diamond skin.
20 Hybrid Roll two more times on this table and combine the results. If you roll Hybrid again, roll
once more on this table and combine the result with the ones rolled before.
5
Mental Faculty
If you know what you want the creature to be, just choose. Otherwise – roll.
5-8 Instinctual It is driven by basic instincts: to feed and procreate. Cannot comprehend anything
more complicated. Does not use language beyond simple sounds or gestures.
9-10 Smart Animal Like a very smart animal – a trained chimpanzee or family dog. Can learn meaning of
single words.
11-13 Primitive Just above the “Smart Animal” – is able to create art, worship gods and probably
wonders about the meaning of life.
14 Genius A pinnacle of “Sentient Being”. Extremely intelligent. Can learn any language in a
manner of days. Makes precise, complex calculations.
15 Old One It was there before you. Remembers time when your kind was scarce. For it, you are a
temporary state.
16 Alien It’s intelligence and mental faculties are impossible for a human to comprehend. It
does strange things for strange reasons, and you will never know why.
17 Efficient Tool It was created for a single purpose, and that purpose is all it needs. It acts to fulfill its
role as well as it can.
18 Hive-Mind It shares its mind with others of its kind. It’s one creature in many bodies.
19 Trapped/Swapped It hosts a mind of other being: could be a cursed humanoid, a new biological host for a
genius mind, time traveler or a being from another dimension.
20 Godlike The creature’s mind is akin to god’s. It’s (arguably) omniscient and can communicate
with anyone it wants. IF it wants to communicate at all.
Dominating Pigmentation
Roll once or twice (if you want primary and secondary color).
3 Red Scarlet, blood red, cherry red, pale red, crimson, maroon.
4 Green Mossy, tangy, lime, pale green, sickly green, dark green, lizard scale.
5 Blue Blue, teal, electric blue, ink, dark blue, sky blue, blueberry, ice blue, corpse-like blue.
6 Yellow Golden, bright yellow, sunflower yellow, sepia, sienna, mustard.
7 Brown Tree bark, dry leaf, leather brown, cow hide, muddy.
8 Grey Sable, silver, ash, graphite, discolored, pale, grey hair.
9 Orange Amber, orange fruit, rust, ginger, pumpkin, fire, clay, cider, bronze.
12 Iridescent It changes colors. Roll some more and make it shift through this palette.
6
3. Random Features
Roll, until you are satisfied. Note down the results you like. Try to combine results as often as possible – if you
roll “Stinger” and “Prehensile tongue”, put a stinger on the tip of the tongue and make it one feature.
Whenever you roll something you DON’T like, because it does not “fit” with the creature you imagine, note it
down too, then keep rolling. Maybe you’ll be able to combine it with something else, and then it’ll work. If not –
scratch it. But don’t be afraid to have one feature you think “doesn’t fit” – it will add to the overall weirdness of
the creature. It’s good to surprise yourself from time to time as well.
1 Bioluminescence Glowing body parts or organs. Color of the light can change or form patterns.
2 Skeletal There are bones protruding through its skin, its head is a bare skull, or the ribcage is
showing. It has skeletal features, even though it isn’t necessarily an undead.
3 Regeneration It regenerates its flesh. Very fast or slowly. Must be burned, dissolved or drowned to
die.
4 Wings Leathery, feathered or anything you’d like. If you want, give it ability to flight.
5 Single Horn Sports a single horn somewhere on its body. Ornamental or disfiguring, this horn
may have function other than just a crude mean of defense.
6 Barbed Skin There are sharp barbs protruding from the creature’s body. Sharp pieces of bone
piercing through skin, thorns, pointy scales or needles. Best not hug.
7 Dangerous Blood For some reason the blood of the creature is dangerous. Could be burning. Maybe it’s
acid. Or poison. Whenever it bleeds it poses a new threat.
8 Additional Limbs Four arms, three legs – it clearly has more appendages than you think it’s supposed
to. How about thirteen-legged spider?
11 Many Eyes It has more eyes than it should. Eyes on the back of its head? Eyes all over its body?
Eyes in hidden, disgusting places?
12 Snake Jaw Jaw is split into two parts (like in snakes), allowing to open mouth extremely wide.
Enough to swallow things bigger than its head.
13 Ornamental Creature sports a very standing-out coloration or patterns on skin.
14 Levitation Is able to elegantly hover and fly. It can be a telekinetic power, a spell, an eldritch
equipment or just the way it was born or made. Levitation tends to be more elegant,
sinister and precise but slower than winged flight.
15 Shape Shifter While it has a favorite form (type + theme) it can change shape any way it wants. Just
remember about the law of conservation of mass and you’re good.
16 Prehensile Tongue Useful in some situations. Scary in others. Disturbing on any occasion.
17 Roots Creature can grow root-like appendages that anchor it in place. Can it use them to
feed and sustain itself while rooted is entirely your decision.
18 Singing It sings. Poorly or beautifully, but it does. Should it?
19 Spikes Creature has a lot of small spikes on its body. Spikes can lay “flat” or be retracted, until
the creature needs them.
7
1d100 Feature Description
20 Carapace Sports a natural armor of some kind, scales, plates, bones, shell or fins. Carapace is a
part of the creature.
21 Toxin It produces dangerous toxin in its glands. Poison can paralyze, blind, dissolve, mind-
control, induce sleep or do anything you imagine. How it delivers the poison depends
on its type, theme and other features.
22 Fueled It needs specific kind of fuel to act. Without its fuel it quickly goes dormant. Think of
it as a car. This fuel can be anything you want: oil, fire, tar, blood or piss. The rule
matters.
23 Eye Stalks For a better field of vision and an obvious weak spot.
24 Echolocation It makes sound to listen to it bounce around and that’s how it orients itself. So, no,
being silent is not enough to become invisible to it.
27 Humanoid Form If not humanoid, the creature can turn into one. Humanoid form is always the same
one and it mimics the features of the creature’s other form as close as possible
(missing eye, horns, basic color scheme).
If already humanoid, it can turn into other humanoid form (man into woman, weak
magic user into brawny fighter and so on).
31 Compound Eyes They suck at discerning details but are great for noticing movement. Now you know
why you can’t hit that fly. This creature will be reacting to moves you only started to
think about.
32 Chirping It uses parts of its body to make loud sounds. What for? Mating? Communicating?
Casting spells? Mind controlling?
33 Thermovision It can “see” heat. You decide whether it is the creature’s only type of vision, or can it
see “normally” as well.
34 Armor Is covered in armor, either made especially for it, stolen or repurposed. Unlike the
“Carapace” feature Armor is not part of the creature.
35 Precious Trophy Some part of the creature is worth small fortune. For example, it could be crystal eye,
golden blood, healing liver oil or precious bones or teeth.
36 Invisible It is either constantly invisible or can switch to it on will. This invisibility can be
physical (it stops reflecting light), weird (it’s not registering in human minds) or
magical (a spell). Whatever floats your boat.
37 Stinger It has stinger. Not necessarily on its tail. Remember the platypus.
38 Collar Gills, spikes, cobra hood, bony crest, ornamental collar. There’s something strange
going on with its neck.
40 Armed It uses weapons. If it has hands it can be anything. If not, think about sharp spurs
mounted on combat cock’s legs. Either way, it armed itself, or someone else armed it.
8
1d100 Feature Description
41 Olfactory Smell is the main sense of the creature. It orients itself mostly by smell and probably
Superiority communicates through smell as well. It can sense and discern by smell the type of
creature it’s encountering just as easy as it can sense its emotion or health.
42 Wet It’s wet. Either it just came out of the water or it secrets some kind of fluid constantly.
48 Rider/Mount Creature is either a rider or a mount. Pick what fits best. Then, after finishing with
this creature, create the missing companion too.
49 Scent It has a very specific, not unpleasant smell.
50 Telekinetic Can move items with the sheer force of its mind.
51 Remote Seeing Can see distant places or look through the eyes of other creatures.
52 Camouflage Has a natural or magical camouflage. If not moving, it can barely be seen as a threat.
Think if this camouflage is bound to a specific surrounding or is it universal.
55 True Rebel The creature sports heavy piercing, tattoos or scarifications. Did it get it by itself, or
did someone do it to them?
58 Stench It has natural odor that will make humans gag and retch and fill their eyes with tears.
While not poisonous, it will be close to unbearable.
59 Trading Creature has something valuable (in its own opinion) and is willing to trade for it.
What does it want in return? Food? Treasure? An errand?
60 Shark Teeth Rows of regenerating, triangle teeth, perfect for cutting meat.
61 Sorcery It can cast spells and has a vast mystical knowledge, much like typical magic user in
your setting.
62 Code It acts accordingly to a bizarre code of honor and will risk life to uphold it. Make sure
the PCs get a general gist of this code.
63 Dismembering It can detach parts of its body. Those body parts move and act on its own in
accordance with the creature’s will.
64 Umbilical Its naturally or magically bound to something. Its parent, its nest, its shell – it can
only act and maneuver in the range its umbilical cord allows.
65 Symbiote The creature is a symbiote. Or some of its features are provided by a symbiote
attached to it.
9
1d100 Feature Description
66 Healing It is prized for its healing abilities. Maybe it can cast healing spells, maybe it can kiss a
wound to make it better or it’s blood will bring people back to life. Who knows.
67 Desirable For some reason decadent humanoids consider this creature to be sexually attractive.
Be it it’s beautiful features, it’s genital structure or a sexual aura – there is a pretty
good reason for this.
68 Pet Owner Creature has a smaller partner, other creature, that act in accordance with it. Roll to
create this creature companion. It has to be smaller than the owner and it can’t serve
as a mount for it. It’s also at least one level dumber than its owner.
69 Egg Laying Kill it! Quickly, before it lays eggs! Or is it too late…?
70 Mask This form is only a mask. The real is something else entirely.
71 Tactile Savant Touch is the main sense of the creature. Everything you can sense using eyes, ears and
smell, it can sense better by using touch.
72 Digesting It’s currently digesting something (or someone). You can still save it. Or it has the
ability to swallow you whole.
76 Contortionist It can twist and bend its body into strange and unnatural positions.
77 Breath Weapon Good old classic breath weapon. Fire breathing, lightning, poison cloud, anything
you’d like.
78 Adaptation This creature can adapt and maybe slightly change its anatomy in response to dangers
it faces. You meet it first time and scare it away with fire? Next time it will be fire-
proof.
79 Spinner It can create threads strong enough to support its body weight. You can decide where
the glands producing this thread are located, and if it’s sticky, sharp or soft.
80 Steaming Flesh of this creature is so hot it’s steaming even in moderate temperatures.
82 Satellite There is an object or a small entity orbiting around the creature. Why?
83 Smoke It’s always surrounded by smoke. Is it a humanoid smoking a hookah? A living censer?
Or a salamander breathing out billowing smoke every time it opens its mouth?
84 Dangerous Eyes Its eyes either turn you to stone, cast spells or shoot laser beams.
85 Screaming It can emit a deafening, horrible scream.
87 Bioelectricity It generates an electric field around its body. It can sense other beings disturbing this
field and maybe, like an electric eel, use the field to shock its prey.
88 Lantern It emits light. It’s not a biological kind of light, like with “Bioluminescence” feature.
It’s magical or physical. Maybe a lantern mounted on top of its head, or an open flame
in its chest cavity.
89 Cursed The creature has been cursed. Maybe the curse changed it into what it is now. Or
maybe the curse forces its behavior or its strange appetites.
10
1d100 Feature Description
90 Hibernation It can spend a lot of time in a state of suspended animation. Maybe it wakes up every
666 years to wreak havoc, or maybe it’s currently sleeping and will be quite pissed
when you wake it up.
91 Teleportation Creature has the ability to transport itself anywhere it wants. Decide about the range
and additional rules of this feature.
92 Baiting Creature uses a bait; it can emit human voice asking for help or some body part of it
looks like treasure or a piece of human.
93 Enlightening It possesses a specific skill, or a piece of knowledge and you can learn it too. Will you
have to kill it and inhale its last breath do earn it? Or will it teach you, if you sacrifice
one of your ears for it?
94 Spiritual Creature can summon and / or communicate with the spirits of the dead.
95 Third Eye Creature has an eye on its forehead. Real, painted, tattooed or mounted. The eye is
magical.
96 Shadowbound It’s either nocturnal or literally hurt by any light.
97 Language Creature only uses its own language in communication. If you want to talk to it, you
have to learn it.
11
4. Finishing Touches
You don’t have to roll on any of these tables. But if you already got a cool creature with interesting features, you
can try adding some more depth to it.
You’ll find a table for Peculiar Circumstances your creature might be in, a Horrifier, to make it somewhat
scarier, a Weirdifier to make it more bizarre and an Attitude Randomizer that will help you set up the creature’s
initial approach to PCs.
Peculiar Circumstances
If you want to make the Creature’s situation a little bit more complicated than it being just a random threat
dwelling in the dungeon, try rolling here:
1 Hunter/Prey It’s either a hunter or a prey. There is another creature, its counterpart, and this hunt is
something that has been going on for some time now. Think of the other creature, use
one you’ve already generated, use an NPC, or roll again to create it.
2 Lucky People believe that seeing one is a blessing for you and your family. No local will ever
tolerate anyone trying to hurt it.
3 Summoned It was summoned here from another place. Who summoned it and why? Does it want to
go home, or does it like it here?
4 Last One Tragically, it’s the last of its kind. There used to be more of them; today only this one
specimen remains. Its death will be like an ending of an age.
5 In Love Do you know the tragic story of King Kong? Well, this creature, whatever it is, just
recently fell deeply and madly in love with someone. It could be one of the PCs or just
some girl or guy. Or a chicken, if you will. It will chase after and “protect” its beloved.
6 Sexist It reacts differently to each sex. It can be aggressive towards women, but friendly towards
men or eat men and protect women.
7 Pregnant The creature is going to have babies soon. Maybe it’s ovipositor is full of eggs to be laid
upon throats of unsuspecting victims, maybe it’s surrounded by parasitic spores, or it’s
just having a nice old hump. It may be extra protective of its soon-to-come offspring, or
maybe it’s looking for a good place to prepare a nest.
8 Unrestrained Creature wants to mate. Now. Anything alive will do. And then the next one. And the
Lust next. If you don’t want to, it will force you to, even if this means killing you before the
mating takes place.
9 Cowardly Its morale is very low. It will run if ever threatened or if it perceives something as
dangerous. This will be sometimes pretty erratic – think of a silly cat.
10 Worshipped There are humanoids who treat this creature as their god.
11 Tragic Something horrible, awful and sad happened to the creature or something it cared for. It
can be angry about it, grieving or weeping openly.
12 Artistic Creature makes or collects some kid of art. It may do this consciously or not.
13 Native Creature is native to this place. It was born here and knows every tiny secret about it.
14 Hurt It was wounded recently. Physically, magically or mentally. It’s weakened.
15 Deceived Someone lied to the creature. Or twisted its nature in some ugly way. Its views on the
current situation are false.
12
1d20 Circumstance Description
16 Intoxicated It’s drunk, poisoned, sick or on drugs.
17 Vengeful It’s bent on revenge on a race / nation / character class that hurt it in the past.
18 Mad It’s mad. It’s totally bonkers. Bat-shit crazy. It doesn’t think and act rationally.
19 Misunderstood In truth it’s trying to save people. Help them in some way. Or stop something dangerous
from happening. But its actions look threatening.
20 Treacherous In truth it’s a horrible villain, but it is widely perceived as helpful and benevolent. It’s only
waiting for the perfect moment to strike.
Horrifier
Want your creature to be scary? Didn’t get what you were after yet? Roll here and add one or more of these
features:
8 Destiny It will chase you and haunt you forever. It will crawl from under your bed to watch you
sleep at night. It will be observing you from afar. You’ll never be alone for as long as it
lives.
9 Bound If it dies, you die. If it feels good – you feel good. There is a story and a reason behind
these binds and they cannot be cut. Or can they? What atrocities will you commit to get
rid of it?
10 Mistake You were wrong. Everyone was wrong. You’ve killed a beautiful, intelligent, innocent
creature that made this world a better place. You’ve ruined it. How do you feel about it?
11 Oneiric You will have ominous dreams about its presence long before you even meet it.
12 Slaver It wants you alive. And the fate of its slaves is worse than death.
13
Weirdifier
Not weird enough for you? Roll here to get a quick fix:
2 Housed Inside this creature another kind of entities live. They can be mindless parasites, angry
spirits or a whole miniature civilization.
3 Displaced Take this mermaid and put it in the desert. Move this giant underground, force it to crawl
and squeeze through tight corridors. In short - take your creature and put it in the least
natural surroundings.
4 Manifestation In truth this creature does not exist. It’s just a manifestation of someone’s will or dream.
Materialization of a belief or potential. An emanation coming from ancient obelisk.
Destroy the source to destroy the creature.
5 The Head Creature has weird head. It could be an object, head of a different creature, an emanation
of energy, a plant, a body part, a god or a symbol. There is no understandable reason for
it.
6 Timeless It’s a time-traveler. Or a creature living outside of standard concept of time. Or it lives its
life backwards. Maybe it eats time. Maybe time is what it exudes, or radiates?
7 Suggestive No matter it’s shape and nature it has features clearly referencing to human sexuality.
8 Nut Job No matter it’s shape and nature it has a very mundane, human-like job to do, like a tailor,
messenger or a cook. Despite its look it’s also quite well-mannered.
11 Mirror While it lives only in the reflected world it can still hurt you as long as there is any
Dweller reflective surface around. Do you have to transport to its dimension to hurt it? Or is there
another way?
12 Kin For some reason the creature is your kin. Maybe it is your mutated twin, or your eldritch
offspring conceived when you dabbled with arcane entities? Maybe it was born of your
blood?
14
Attitude Randomizer
If you don’t know how the creature should react to the presence of PCs, try rolling on this one:
12 Helpful If approached with care, it will try to help you, directly or indirectly.
End Note
Hope you got what you wanted. If you liked it, tell your friends about Elegant Fantasy Creature
Generator; it’s not like it’s expensive or something.
And if you like how I handled the topic, you might want to check out other products from my Elegant
Fantasy series as soon as they come out.
15
1. General Dungeon Type
Roll to determine what kind of dungeon it will be. Most of the time indoor dungeons won’t be
influenced by day-night cycle and weather conditions, while outdoor ones rely heavily on these
factors. Feel free to combine two types if you want something exotic; a catacomb mine, where people
mine for petrified corpses already sound like an adventure!
d20 Type Description Classic Features
1 Catacombs An underground cemetery. graves, sarcophagi, traps, religious items, bones
2 Caves A naturally created labyrinth. irregular, stalactites, stalagmites and draperies
6 Mine Artificial tunnels used to mine ore. ore veins, mining equipment, danger of collapse
7 Organic Inside a living (or dead) being. organic walls, sphincter door, parasites
8 Sewers Waste tunnels that run under a city. smell, waste, vermin, secret passages, canals
9 Temple A holy place of divine worship. statues, altars, pews, priest tombs
15 Vehicle Big ship, dwarven train, etc. it’s moving as you adventure through it
16 Garden A swath of an organized growth. paths, pools, fences, hedges, fey creatures
Outdoor
17 Maze A roof-less labyrinth. get lost, dead ends, get to the center
18 Rift A crack in the ground. dirt walls, wading in water, rocks, fossils
19 Valley Hidden valley. trees, grass, foliage, rivers, birds, nature
20 Wood Ancient, thick, dark wood. overgrown, roots, mushrooms, decay, darkness
General Mood
d8 Mood Options How to communicate
1 Tragic Solemn, Reflective, Glum traces of glory long gone, lost love, depression
2 Bizarre Ridiculous, Absurd, Nonsense no apparent logic behind the design and the encounters
3 Logical Efficiency, Order, Productivity things make sense, the ecology of the dungeon works still
4 Occult Demonic, Pagan, Satanic religious themes, bloody marks, sacrifices, chants in darkness
5 Elegant Rich, Noble, Decadent ornaments everywhere, heavy curtains, framed pictures
6 Ancient Forgotten, Lost in time things turn to dust on touch, no color, silence
7 Ghastly Scary, Haunted, Mystical fog, mist, specters, undead, whispers, hovering lights
8 Primal Tribal, Primitive, Wild nature, drums in the distance, primitive decor
4
2. Dungeon’s Specifics
Dungeon Origins
Dungeons most often tend to be abandoned places with a past. Roll 3d12 to see who made the
structure that became the dungeon, how he did it and in what purpose.
d12 It was built by… By use of… For the purpose of…
1 Long lost people Powerful magic Gathering a special resource
10 Ambitious visionary Advanced machinery Testing the worth of people who enter it
11 Gods or demigods Their own hands Actual prison
10 Something that dwelt there before Soldiers who camped here for some time
11 Civil war among factions Reclusive magic users
5
Dungeon Heart
Some Dungeons are built around one, very specific room. Let’s call it the dungeon heart. Whatever
can be found there, it will probably be the most important feature of the dungeon. You can use the
heart to build stories or quests around it or have it become a secret, one that resolves behind the
scenes of your game.
This feature can be seen as doubling the “Purpose” part of Dungeon’s Origin. But while the latter
defines Dungeon’s original purpose, the former defines the Dungeon in its current state. For
example: the purpose of building the Mines of Moria could be defined as “gathering a special
resource” (mithril), but it’s “current” Heart (as the Fellowship enters it) would be a “Tomb” of Balin.
1 Many Hearts This dungeon has many hearts instead of one. Smaller rooms, probably, with the same kind
of heart in it. Roll again and ignore 1.
2 Resource A vein of valuable ore, unique fruit, spice, magical herb, fey creature, whose blood is a rare
magical ingredient… Whatever it is, it’s typically extremely rare, but can be found in
abundance here.
3 Vault There is a treasure of immense value hidden inside this vault. What is it? Hoards of gold
coins? A very valuable, single item? Magical artifact? Whatever it is, it’s closed in this vault,
and getting inside it should be a great challenge.
4 Throne For some time, this place was considered a seat of power. Was the power political, magical,
military? This throne symbolizes this power. It doesn’t necessarily have to have any unnatural
features; for some, a symbol can be powerful enough on its own.
5 Lens Someone observed something here. Stars through a gigantic telescope? Strange mutations in
local fauna through a microscope? Future through a magical crystal growing at the crossing of
magical ley-lines? Whatever it was, it could only be observed here.
6 Tomb Someone important is buried here. Is it an ancient tomb, or a fresh grave? Who was it? Why is
he or she famous? Or infamous? Is the tomb scary, eerie, solemn or soothing? Is there
something buried with this person? Something secret…?
7 Actual Heart An actual, beating, fleshy heart. Is it a freakish dungeon denizen, a heart-like fungus, a
magically sustained heart of its creator or some weird and inexplicable magical accident?
What happens when it stops beating?
8 Portal Is it active? Inactive? One way? Two way? Where does it lead to? Or when? Who can come out
of it? Can you see the other side? What’s the cost of transportation? What was it used for?
Who created it and how? What is the meaning of life?
9 Machine This powerful machine produces something extremely potent. An automatic forge maybe? A
golem factory? Whatever it is, learning how to operate this machine may influence the future
of the region.
10 Lore There is a very important piece of knowledge here. Is it written? Spouted from a magical
fountain? A small sect of hermits lives here, waiting for someone to present the lore to? And
what is this secret lore?
11 Event Something important will happen here, when characters reach the Heart. They will witness
something that could change the balance in the land. Someone powerful obtaining even
greater power? An act of vengeance? A prisoner, finally managing to escape?
12 Hybrid Roll 1d10+1 twice on this table and combine the results.
6
3. Planning the Layout
Get a piece of paper and draw basic layout of your dungeon. Decide how many rooms you’d like. For
every room draw a circle on the paper. Consider using three sizes of the circles representing three
sizes of dungeon rooms: small, big and huge. Connect the rooms with lines – these will be corridors.
Use dotted line for secret passages, and double lines to connect door-to-door rooms. Mark doors
with small dashes. Remember – this is barely a sketch that represent the dungeon on meta level.
Don’t plan too much – try a bit more random approach. And remember that this layout can later
change. Also, mark the dungeon heart as a heart-shape somewhere in your dungeon. It can be a
separate room or part of a bigger room.
Think about general shape of the dungeon. Is it multileveled? If so, consider drawing each level’s
layout on different piece of paper and mark where it connects vertically.
Instead of dividing your dungeon into levels, you can divide it to named, themed sections, like
“commoner quarters” and “inner sanctum”. When designing big, complex dungeons consider
treating each level and/or section as a different dungeon and repeat some rolls for every section/level.
One level can be a mine, other a keep with a tower and garden beside.
Otherwise – keep it as simple and straightforward as possible at this stage. Rolling some features for
the rooms may make you reconsider your layout. If you are new to running games, and your style
isn’t honed yet, you could try noting these simple equations, while planning your dungeon for a game
session:
Having prepared the simple sketch, you can mark the circles (rooms) with numbers. Corridors, doors
and passages don’t need markings, as you can simply call them “corridor 1-2” or “door 4-5”. We’ll deal
with passages at the very end. Proceed to the next step.
huge
3 5
big
small
heart
1 2 4 7
8
7
4. Room Features
For every room/circle in your dungeon make a roll on the according Features table.
For small rooms: Roll 1d100 on the Basic Features, and if you think it’s enough, leave it like
that. If you need something more, consider rolling again and mixing the results.
For big rooms: Roll 1d20 on the Advanced Features, or twice on the Basic Features. Again, if
you need an extra kick, roll again on Basic Features and combine.
For huge rooms: Roll 1d10 on the Complex Features, or twice on the Advanced Features. As
always, you can spice things up by rolling additional Basic Features.
Basic Features
Small-scope features, interactions and ideas for encounters.
Get back to these if you’ll want to put more flavor into bigger rooms, as they are less specific.
2 Chains There are chains hanging here. What were they used for? Is someone currently chained?
3 Armory A stash of armors and weapons.
4 Grate All, or part of the floor in this room is a solid grate. Is it possible to open it? Does it lead to
lower level, or does it keep something dangerous from entering this room? Or maybe it’s a
part of a treacherous fiery trap?
5 Well A well in a dungeon. Source of water, or something else? Is something living at the bottom?
Or can it be used to descend to lower levels?
6 Chandelier A peculiar, big chandelier is hanging here.
7 Portal Magical, transporting portal. Is it active, or inactive? How can it be activated? Where does
it lead? One way, or two way?
8 Pillar A single pillar stands in this room. What could be its purpose? What is it made of?
9 Portcullis One of the doors in the room is in fact a portcullis – a vertically operated grate. One could
easily see what’s on the other side. Can it be lifted? Is there a lever somewhere that operates
it? A chain you can pull?
10 Bedroom Someone’s living here. Or used to.
11 Cell This room, or a part of it, was used to hold someone (or something) prisoner.
12 Fresco Fresco is a painting on a wall or ceiling. What does it depict? What does it do?
13 Aviary/Kennels Space for maintaining pets that served or still serve the dungeon dwellers.
14 Statue There is a big statue standing nearby. Can it be moved? What does it guard or represent?
15 Guardroom Small room where the original guards of the dungeon used to dwell.
16 Toolshed Tiny space where you can find a crowbar, a pickaxe or other useful stuff.
17 Fountain Wall-mounted or an elaborate centerpiece. Is it active? Can it be fixed? What is its purpose?
What will happen if someone will drink from it?
8
d100 Feature Description
18 Nest A creature or a swarm built a nest here. Is it still active, or only traces of life remain?
19 Mosaic You can design a classic puzzle using mosaic that covers the floor or the walls of this room.
20 Flood This room is flooded. It can be wholly submerged, or the liquid can reach character’s
chests, hips, knees or ankles.
21 Lode A vein of precious mineral, or a natural stash of other resource can be found here.
25 Window There is a mysterious window mounted in this room. If it’s underground – what can you
see on the other side? Is it a portal? A monumental stained-glass décor?
26 Storage Room Room filled with generally worthless, weird items. Crates and crates of doorknobs.
27 Plants Plant life is abundant here. Something is growing here. Is it useful? Dangerous?
28 Picture A worthy treasure, a plot device or a magical trap. Either way, someone painted it. What
does it depict?
29 Kitchen Place where you can prepare meals. A fireplace, some tables, maybe chairs. Kitchen tools.
30 Pitfall Floor in this room gives under pressure and you fall. What lies beneath? Was it a planned
trap, or just an effect of decay?
31 Torture Chamber Iron maidens, racks, pillories – you know the drill. Who was tortured here and by whom?
32 Shrine A miniature temple. Small altar, few tiny pews.
33 Food! There is something edible (or drinkable) here. No tricks. Except one: it doesn’t have to be
obvious. How about a lemon tree? It’s funny only when the party is starving.
34 Lock There is an elaborate, complicated lock here. What does it guard? What’s the key?
38 Hermit Someone is living here. He chose this place to live in seclusion. Possibly not aggressive.
39 Aquarium There is an aquarium here. It can be a goldfish in a glass bowl, or a huge thing set in one of
the walls. What’s living in it?
40 Clock A mechanical clock-like machine. How big is it? Does it show time, or something else? Is it
active, or does it need winding up? What does it do?
41 Curtain This room is divided by a heavy curtain or curtains. People use curtains to cover something
that shouldn’t be seen… What was its purpose here?
42 Forge Metal items were crafted here. Is it still useful? Does it have any exciting properties?
43 Minibar Bingo! All kinds of liquor can be found here. Some should still be digestible…
9
d100 Feature Description
44 Carpet Typically laid on the floor, to make it fuzzy and warm. Sometimes used to cover something
or in religious purposes. There are also stories of smothering adventurers and a direct line
to hell. All in all, a carpet can be many things.
45 Lounge This place was designed for relaxation. No one said it has to be human kind of relaxation.
48 Eye There is an eye somewhere in this room, and it’s watching. Is it carved, painted or is it a
real, grown, organic eye hidden under that old table? Who uses it to spy on this room?
49 Tapestry A woven picture hanged on a wall. What does it depict? What can it do?
50 Monolith A tall, stone or metal, featureless structure stands in this room. Why is it evil?
51 Shop A place, where you can barter or exchange money for objects. Typically, it’ll require a
sentient being to trade with. But with a little bit of imagination you could make it work
without any NPCs. How about a magical vending machine…?
52 Mimic Something here isn’t what it seems… Something dangerous is masking itself as a normal
object in the room.
53 Monitor Using magic or technology you can easily spy on other places and characters from here.
54 Key A key can be found here. Can be ordinary. Can be a phrase repeated by a crow. Can be a
living creature who is the only thing that can open certain door.
55 Hourglass Small one, or as big as the room? What is it filled with? What does it measure? What
happens when you flip it around?
56 Wind You can definitely feel movement of air here. Is there a crevice leading to the surface here,
or is the wind unnatural in origin?
57 Summoning You know the drill: wipe or disturb a line of the circle, and face whatever was bound inside.
Circle But, if empty, you could use it to summon something yourself. This never ended badly.
58 Board Game Either something as simple as a chess board on a table in the corner, or the whole room is
designed like a huge board game, where player characters are the pieces.
59 Astrolabe An astrolabe or an orrery shows positions of planets and celestial bodies. Is it mechanical,
magical, painted? Is it static or moving? What can it do?
60 Trophy Room A display of trophies. Can be elegant or grisly. Is the hunter home, prowling, or long dead?
61 Smoke Room is filled with smoke. Think about its source, look and effects. It doesn’t have to be
thick, black, suffocating trap. Hallucinogenic incense is interesting too. Or a hookah
smoking caterpillars.
62 Fungus Fungi grow here. If you don’t think it’s exciting – go and Google anything about them, then
get back to the Generator. You have one of the most interesting rooms in your dungeon.
63 Waste This room reeks. It’s full of rotting organic material, or dirty trash.
64 Cage Is it a small birdcage, or human-sized? Empty, or full of something nasty?
65 Fireplace Either a remnant of other adventurers, long gone, or an elegant salon with a huge,
elaborate fireplace in one of its walls?
66 Tomb Room where someone dead was buried.
67 Music Music can be heard in this room (and probably surrounding ones). What makes this
pleasant sound?
10
d100 Feature Description
68 Mouth There is a mouth somewhere in this room, and it’s talking. Is it carved, painted or is it a
real, grown, organic mouth hidden behind that old tapestry? What is it talking about?
69 Bridge It’s not much of a room, than a bridge built over a chasm, lava, river or other dangers.
Better not fall. Also, some bridges tend to be guarded.
70 Candle There is a candle or candles here. Something happens when you lit them or put them out.
71 Temptation Something (or someone) sensual dwells here, and its only purpose is to tempt adventurers.
72 Victim You find someone dead here. Analyzing the body (or what’s left of it) you can learn
something useful about the dangers of this dungeon.
73 Boat / Cart This room is a station for a peculiar, dungeon travel system. It can be a system of rails or an
underground river, or some weird tunnels. Either way it can lead to a hidden part of the
dungeon or some distant, other room or rooms.
74 Chest Chests typically hold something of worth, that’s why they excite the adventurers so much.
Exploit it or reward your players with something cool.
75 Laboratory An alchemist, scientist or magic user used to work here. He could have left something of
value behind. Maybe the laboratory can be used to create something? Or maybe the owner
still lives and is working on something new and exciting…
76 Pet A pet lives here. What is it, whom does it belong to and who takes care of it?
77 Fragment of A diary entry, few pages of a chronicle or some words scribbled in blood on the walls. They
History describe important parts of the dungeon history, ancient, or recent.
78 Mirror You don’t have to do anything with it. Players tend to enter a state of real paranoidal
mindfuck when they see one. And if they don’t – make this room a lesson.
81 Sauna Not necessarily a real sauna – can be a room with extremely high temperature or one filled
with steam.
82 Instrument A musical instrument of some kind can be found here. Why is it there? What does it do?
83 Gold! Something glitters in the darkness… There is gold, or something just as valuable here –
silver, platinum, electrum etc. The question is, what you’ll have to sacrifice to get it.
84 Time Distortion This room does not follow normal flow of time. Maybe it’s in a stasis? Maybe it travels back
in time? Maybe it’s looped in time, and whatever happens in it happens all over again for
eternity?
85 Celestial There is something calming, soothing and inherently good about this place. Celestials
could be expected to appear here.
86 Demonic There is something unnerving, scary and inherently evil about this place. Demons could be
expected to appear here.
89 Training Room Training dummies, archery targets and other training equipment. Or maybe something
more advanced or magical? A programmable training golem? Illusory enemies to dispatch?
90 Petrificated Someone was petrified here and stands here like a statue. Is there some way to turn this
flesh to stone? What happens when you do?
91 Toilet Could be an elegant room used for grooming, an old, filthy bathroom or just some holes in
the ground filled with something nasty.
11
d100 Feature Description
92 Scriptorium This room was used to record things. Typically – on paper, by scribes. But depending on
the origin of the dungeon it could be wax tables, hieroglyphs or some kind of voice
recordings. Is the scribe still present?
93 Installation This room was designed to display a single piece of art. An installation. Is it any good? Is it
interactive? What does it do? What does it mean? What does it say about human condition?
94 Wardrobe A huge, heavy wardrobe can be found here. I’m not saying it’s a gate to another world,
where there is always winter, but no Christmas, but I’m not saying it doesn’t.
95 Oracle An oracle was located in this room. Was it a person haunted by voices of gods? A fraud? A
talking stone? A whispering tree? Is the oracle still active? What will it say to adventurers?
96 Shifting Room This room travels, or changes. It never stays still for long. It can travel between two parts of
the dungeon, between worlds, past and future, or it can spin, each time locking its door on
different corridors leading out. Anyway, it’s a confusing fun for all.
97 Sky For some reason, sky can be seen from this room. Maybe the ceiling collapsed, or there is a
crack in the rocks, a shaft, a window or some kind of magic working here. Anyway, the
room is influenced by day-night cycle and weather conditions.
98 Guide A creature or a spirit can be found here. In exchange for something very specific, it will
agree to serve as a guide to the dungeon. Is it honest?
99 Haunted A spirit (or spirits) is bound to this room. Could be a poltergeist that can animate objects
within, or a wailing specter of a widowed queen.
100 Display Something very expensive and/or powerful is displayed here. Can it be taken freely?
12
Advanced Features
Medium-scope features, interactions and ideas for encounters. Use for bigger rooms.
3 Temple There used to be a whole temple here. Full with pews, altars and all the necessary
preparation rooms. What or who was worshipped here? What happened to this place? Are
there any worshippers left, or maybe just their spirits?
4 Chasm A great, dark hole in the ground. How far it goes – no one knows. If you drop a coin, you’ll
never hear it land. But maybe something else will hear you instead… Can the chasm be
crossed over, or is it forming a thin ledge, that you are now forced to traverse?
5 Library So much knowledge was held here… Books, scrolls, cannibalistic grimoires, mad poetry,
stone tables, wax voice recordings, kipu pendants, runes, spells, human memories
magically bound to their skulls, mnemonic drugs, brains in jars, last words of dying gods
scribbled on torn sheets of waxy paper… There are so many ways to store knowledge. Is
there any valuable lore left here? Who’s guarding it? And who wants to find it?
6 Run! Something gives, and crash! Slam! Bang! You’re all in a pickle, and you need to run, now!
Run for your lives! Boulders, blades, poison, lava – if you stop to look back, you’re already
dead. Run, and roll, and run again, until you’re out of this room. Fly, you fools!
7 Audience Long hall, tall steps, and huge throne. Whomever held audiences here, liked to feel
Chamber respected. Is the ruler or his remnants here? Is he or she still sitting on the throne? What
will happen when you try to do that…?
8 Submerged A portion of the dungeon is submerged in water. Will you manage to hold your breath long
enough to explore all the drowned rooms, or will you join the undead guardians of these
dungeon depths? And where did all this water come from?
9 Dwelling People used to live here. Maybe not human people, but people nonetheless. Imagine a small
village lost in the dungeon… Who lived here? Are they still around? How will they react to
trespassers? Or maybe they are all long gone. What happened with them? What ended this
place? And what can be found here?
10 Gallery Someone collected art in this room. Whole place is designed to display art. Could be
something as simple as (cursed) paintings, (petrified) statues, (possessed) glass figurines,
or something so strange and alien that it can barely considered art by mere mortals. How
about a collection of time distortions? A full set of otherworldly songs performed by undead
orchestra? Movements of alien stars cast in highly radioactive resin? And will the custodian
allow laymen to marvel at the glory of the Gallery?
11 Faction There are (or were) factions in this place. And one of them uses this room as their base of
operations. Who might that be? A pack of mercenaries? Tomb raiders, lost and desperate?
Prisoners? Mutants? Descendants of the dungeon creators? Or is the faction long gone, and
only traces of their presence can be found here?
12 Lair A dangerous, and probably big monster is using this place as its lair. Is the beast home? If
not, can the players deduct from the marks left by the monster what is it, so they are
13
d20 Feature Description
prepared to face it when it comes back? Can the beast be beaten, or should it be left alone?
Fighting or sneaking through? What if there’s something valuable here…?
13 Ballroom Oh, what parties were held here! What debauchery, what laughs, what good fun! It’s long
gone now, and only traces of the spirits of the attendants twirl in the air, dancing still… The
only question is how haunted this place really is.
14 Vertical The contents of this room are more vertical than horizontal. There might be stairs, a lift, a
dwelling cut in tall stone wall, a huge relief serving as a puzzle, or the gravity might shift
suddenly leaving player characters walking on the wall here. Anyway, there should be a lot
of climbing, and probably a little bit of falling here.
15 Academy Central arena, boards and study helps, rows and rows of pews… Someone taught here.
Someone was taught. What was the topic? Who was the teacher and who were the
students? Is there anything left to learn in this room?
16 Foundry Molten iron flowed here. Masterful hands crafted items here. Lots of chains and heavy
equipment; remnants of the forges that supplied dungeon’s creators’ armies with weapons
and armor. Or maybe the foundry still operates…? Molten metals still flow, masterful hands
still hammer down on ancient anvils…? Who uses this foundry? What exactly was made
here? What dangers lurk in the reddish darkness that fill the many corners of this place?
17 Hoard An adventurer’s dream come true! A pile of treasures! The only problem it presents are the
logistics – just how exactly are you going to transport these riches to civilization? Although,
if you think about it, some other things come to mind… Treasure can be cursed. Treasure
might be treasure only to dungeon creators – what are you going to do with a hoard of
wooden coins? Treasure might be extremely fragile – you’ll need to avoid any rapid
movement to cash it in. Treasure might be alive – a rare creature, or even a person.
18 Tree Huge tree grows here. Does it get any sun? If not, how can it survive in the dungeon? Was it
worshipped, or is it just something that grew on its own, when this place turned to ruin?
Did it overgrow something of importance? Are there fey creatures bound to it? What
strange fruit might it bear?
19 Mess Hall This place was the mess hall, room where whomever used this place used to gather to eat,
drink and interact with each other. Are there any maps here? Windows? Rotten remnants
of food? Any rodents? Dangerous insects? Discarded items or hastily sketched plans of bold
invasion? This place tells a story, you just need to be observant and patient enough to
uncover it.
20 Machine Room Pipes and cogwheels. Hisses, rattles and clinks. This place powered something very
important. What was it? Can the machinery be wound up again? Or is it still working,
forming a dangerous obstacle course? What is the source of energy here?
14
Complex Features
Use these for truly huge dungeon rooms only.
2 Cathedral A huge temple is lost here. Ages ago, people gathered here to worship, prey and make
sacrifices. This place was renowned for being one of the most important places of
worship.
3 City A small city lost somewhere in the dungeon. Was the city part of the original design,
or did someone carve their dwelling inside the dungeon after it fell? Or maybe it’s
currently a camp of refugees, where players could restock and rest before venturing
even deeper into the dungeon?
4 Giant cave This underground cave is a biome of its own. There are plants or fungi growing here,
maybe there’s water nearby? It’s like an underground world of its own, with its hills
and other landmarks. One can only wonder, what dwells in here.
5 Lake Huge, dark, calm, ice cold underground lake. Is there something on the other side? A
tower on an island in the middle of the lake? Or a lost temple under its surface? What
ancient evils might be stirred when you disturb the water…?
6 Theatre Big scene, rows of seats, boxes of props behind curtains. Or an ancient amphitheater.
Hight art was performed here.
7 Nest This huge space serves as a nest for some kind of dangerous creatures. Labyrinthine
corridors hide many threats. Monsters spawn here. Food is carried toward queen’s
chambers, so fresh, it’s kicking and screaming as killer drones drag it along the
organic floors wrapped in a sticky threads.
8 Wasteland Someone is dumping waste here. Over hundreds of years this room was slowly but
inevitably covered with litter. The waste can take many forms: Bones and skulls, paper
scraps, rusted arms and armor, children’s shoes, human (and inhuman) waste. It all
piles up here. Is there some system present that deals with the waste? Something
eating them? Crushing? Burning? Dissolving? Or does it just pile up for eternity? Are
there scavengers present?
9 Tower This room is big enough to fit a tower inside. It could be a stalactite tower, carved
upside-down. Or an ancient wizard’s tower, buried in the rock eons ago.
10 Cemetery Not just an underground tomb. Hundreds and thousands of people were buried here.
Most prominent families might have their own tombs, alleys sprawl between marked
graves of an underground civilization.
15
5. Doors, Corridors & Passages
To speed up your game, give your players a breather and not overcomplicate your maze, I’d advise to
keep most of your doors and corridors pretty mundane. One curious corridor, one strange door and
one secret passage should be enough for most dungeons.
Doors
When we say “door” it doesn’t have to mean a simple hinged door. It can be a veil, a gate, a sheet of
glass, a living creature blocking the way or a growth of vines obscuring the other side. A door is
something you need to open to enter another room or corridor.
Roll for at least one door in your dungeon. First consider rolling for basic door material/type, and
then the feature. If you like what you find, and it fits your dungeon well, you can always use the same
feature for a set of doors, giving all of them the same feature. A tomb of ancient, vampiric race
featuring dozens of doors that open only if you donate blood makes a lot of sense.
2 Wooden Hard Sadistic This door opens only if you prove you are willing to hurt a living being or
yourself. The key can be something simple, like fresh blood, pain, or a tooth, or
something more horrible: an eye, a finger, a tongue… So many possibilities!
3 Iron Killer It’s pretty obvious for anyone looking at that door, that it’s been booby-trapped
in a truly deadly fashion. Opening it will take cunning, tools, cooperation,
timing and maybe a little bit of magic. Each mistake will end in tragedy.
4 Steel Sacrifice You need to sacrifice something to open the door. Something truly meaningful,
something you like, something you need or something that makes you – you. It
could be a happy memory gone forever, a spell you need to forget, five years of
your life, or a life of your future firstborn. It may seem vague today, but you will
remember this door forever.
5 Stone Locked This door can only be opened by using a very specific key. There is no other way
to force them open. You must find the key.
6 Glass Treasure Part of the door is made of precious material. With some work and a set of tools
it can be removed and taken.
7 Crystal Cursed Everybody passing through this door will be cursed. Only when a very specific
set of rules and/or rituals is followed, the curse can be avoided.
8 Living Plant Confusing This door does not lead where you think it should. Passing through can teleport
you to other side of the dungeon, a remote place or can change how gravity
affects your bodies. Whatever it does to you – it’s confusing.
9 Living Flesh Splitting This door will split your party, not your body. As soon as half of your party goes
through, it instantly closes and locks itself, separating you until you find a way
around them or waste precious time to force them open again.
10 Rusted Stuck Someone or something damaged the door beyond repair, or maybe it just
stopped working ages ago, who knows. Anyway, the only way through this door
is by sheer force. These doors need to be forced open.
16
d12 Type Door Description
11 Brass Blessed Only noble, honorable or inherently good creatures can pass this gate. The door
might also bestow a blessing upon them. It won’t allow the darkness to pass
through in any form.
12 Filigree Sealed Something harmful lies beyond this door. A monster, spirit, vacuum, strange
gas, magical fire, tons of water. Someone took great pains to seal these doors.
And while it may be quite easy to open them, are you sure you should do it?
Corridors
Corridors connect rooms to each other. Corridors can turn, cross and fork, end with a dead end.
There may be door on each end of a corridor, but sometimes there’s none. Consider making most of
the corridors in your dungeon mundane, leaving the extraordinary for the rooms. If you need
something extra though, roll once or twice on the table below.
2 Nook There is a small, comfortable nook in this corridor. There can be a sofa or a fireplace there.
It’s a good spot to rest for a while or spend the night.
3 Mirrored Hall Mirrors, mirrors everywhere. It’s slightly confusing. And as we all know, mirrors in a
dungeon can often be cursed or have other magical features.
4 Deathtrap Whole length of this corridor is trapped. You need to run and time your dodges perfectly to
survive and reach the other side.
5 Bridge This corridor is in fact a bridge – there are no walls, and a deep, dangerous pit opens under
it. Falling can be extremely dangerous.
6 Deadly Walls As long as you don’t touch the walls of the corridor, you’ll be safe. Walls can be overgrown by
plants that ooze toxins, be made of magical fire or lava, be trapped or cursed.
7 Tapestries A tapestry hangs on the wall through the whole length. Can you decipher the ancient pictures
and writings? What can you learn?
8 Tombs Like in catacombs, there are shallow nooks in the walls where dead people lie.
9 Blockade Something is blocking the way. Rubble, a fire, a big monster or a gelatinous cube. You have
to overcome the blockade to continue forward.
10 Submerged This corridor leads down for a while, and then the rest of it is flooded with water. Can you
hold your breath long enough to reach the other end?
11 Natural This corridor was made by the forces of nature. An earthquake, an underground river, a lava
flow, drilled by roots of a plant that has been long dead now. It’s irregular.
12 Dug This corridor has been dug recently by magic, monster, or a group of intelligent creatures.
It’s a new addition to the dungeon, probably leading in, out, or to a hidden, forgotten
section.
17
Hidden Passages
Secret passages and hidden doors are a constant in a fantasy dungeon. Hard to spot, sometimes even
harder to open, they often lead to secret rooms and bonus content. Let’s make them exciting. I
propose to create one secret passage per every floor/section of your dungeon. Roll on the table below,
to learn how the passage is hidden.
2 Craft This hidden passage was created by a smart crafter. Press a brick, pull on chain, tilt a book in
a bookcase, and the hidden door opens.
3 Picture The passage is hidden behind an art object. A huge portrait can cover the entrance, or a
tapestry can hide a secret door.
4 Statue Another evergreen. Move the statue and find a passage under or behind it.
5 Teleportation A spell or an enchanted object in this room can transport you to a hidden chamber. But
where, and what might it be?
10 Key The secret passage only reveals itself to someone carrying a very specific, special key.
11 Event The secret passage only reveals itself if a very specific event happens in the dungeon or the
surrounding world (for example: only when the lineage of old kings become extinguished).
12 Time The secret passage only reveals itself at specific time: once every hundred years, only during
night, only during full moon, only for ten minutes each day etc.
18
6. Final Touches
You’ll find two additional tables here, to finish up your dungeon.
Vertical Travel
If your dungeon is multileveled in a vertical sense, mark your connectors on your floor plans. Choose
simple stairs for most of the time and roll on this table if you’ll want something extra. Remember to
decide if your passage is one-way or two-way, especially when it comes to some magical types of
connectors.
2 Spiral Stairs Like above, but the stairs climb up in circular way. It could be a tight, castle-like
flight of small stairs, where one might feel like losing his footing, or a huge spiral
of stairs with a view.
3 Staircase Straight or spiral stairs interrupted in equal intervals by mezzanines. You could
treat the mezzanines as small rooms if you want.
4 Elevator (Machine) Mechanical elevator of some kind. May be as simple as a platform raised by
pulling a line, or a complicated, steam-punk like monster of a lift.
5 Elevator (Magical) It can take many shapes, but it is operated and powered with magic.
6 Climb Either there was a connector, but it was destroyed, or there never was a passage
here, and only the dungeon’s decay allows changing floors here. Either way, you’ll
need to climb up or descend to get there.
7 Antigravity A column of antigravity field allows smooth travel between dungeon floors.
8 Teleport Instead of connecting levels with physical design, the creators made a series of
teleportation pads around the dungeon. It might be pretty complicated to
understand how they work though.
9 Transport You have to be carried to reach next floor. Huge, trained bats, snakes, spiders,
salamanders, golems or ogres – something will help you travel up or down.
10 Ramp It’s a ramp leading both ways, or a slippery slide leading downward only.
19
Lighting
If your dungeon is a truly strange, magical place, you might consider giving it a specific, magical
lighting system. Remember that light management is an important part of dungeoneering, and
rarely relieve your players by handing them a fully-lighted dungeon.
If you want to create something special, roll three times on the table below (once per each column)
and mix the results.
End Note
Hope you got what you wanted. If you liked it, tell your friends about Elegant Fantasy Dungeon
Generator; it’s not like it’s expensive or something.
And if you like how I handled the topic, you might want to check out other products from my Elegant
Fantasy series as soon as they come out. You can already find two of them on DriveThru: An Elegant
Fantasy Creature Generator and the Elegant Fantasy Artifact Generator. Both are PWYW products.
I’m also currently working on a system agnostic, OSR, weird-fantasy style dungeon module. It will be
an over 30 pages long delve into a gigantic vivarium of a visionary botanist, Gustav Galina. Mapped,
and illustrated.
20
1. Core City Features
Decide what size you want your city to be: standard or a metropolis. First one will satisfy most of
your campaign needs, as a starting point or a safe haven for player characters between adventures.
Metropolis is a truly huge city that will serve as the main adventure location in your campaign.
Consider dividing your Metropolis into districts and roll separately for each one.
Hallmark
This is it - the first thing that comes to mind, when you hear the name of the city: it’s hallmark. This
one thing that’s specific to this city only. In our world it’s mostly buildings and monuments. New
York’s hallmark would be Statue of Liberty, Paris’ – Eiffel Tower, Rio De Janeiro’s – statue of Christ
the Redeemer. Sometimes it’s something more exotic, like Venetian Canals. In fantasy worlds these
hallmarks can be something truly strange or amazing.
Roll a d100 to randomly determine the specific Hallmark, or choose a basic type you like and roll
within, using the dice specified in type’s name. You can also just pick the one you like the most. And
don’t hesitate to roll again and combine the Hallmarks to create something truly unique.
1-2 1 Crater City is either built inside a huge crater, or it was hit by something big.
5-6 3 Lake/Sea City stands on a bank of a lake or maybe it’s floating upon sea waves.
7-8 4 Underground City was built underground or carved into mountains.
13-14 7 Swamp This city’s walls grew from mud and fuming swamp waters.
15-16 8 Wasteland City was built in a middle of a remote, deadly land.
17-18 9 Mountain Top City stands on the top of a huge mountain, way above the clouds.
21-22 1 Bridge A magnificent bridge leads into this city or connects its two parts.
23-24 2 Pyramid An ancient pyramid stands boldly at the heart of this city.
Building or Statue (d10)
25-26 3 Obelisk Tall, sky-piercing obelisk stands at the heart of this city.
27-28 4 Statue A great statue of a hero, king, scholar or some creature guards this city.
29-30 5 Petrified Threat A monster turned into stone, or froze in place looms over this city.
31-32 6 Temple City is famous for its beautiful temple.
33-34 7 Arena Gladiators from all around the world dream of fighting on this arena.
35-36 8 Amphitheater Artists from all over the world flock to try and perform here.
37-38 9 Ruins City was built atop the ruins of older civilization.
39-40 10 Tower Tall and ominous, this tower can belong to the ruler or some mage.
4
d100 Type Hallmark Description
41-42 1 Bridges City is full of tall buildings and citizens travel via networks of hanging
walkways and bridges.
43-44 2 Canals There are multiple canals in this city and citizens often travel using
small boats.
Structure (d6)
47-48 4 Labyrinth Streets of this city are labyrinthian – one can easily get lost here or find
a dead-end where they are sure a shop should be standing.
49-50 5 Roofs People use flat roofs of the city buildings as additional living space.
There are gardens, inns and stalls there.
51-52 6 Exotic District One of the districts of this city belongs to a very exotic nation or
mysterious race. Only there one can obtain their deep wisdom or
exquisite products.
53-54 1 Academy City is famous for its school – it hosts hundreds of students each year,
and the city’s life is ruled by the academic needs.
55-56 2 School of Magic A world famous school of magic is located in this city. Citizens are
either proud of the school, or openly angry about the destruction and
chaos brought upon them by the studying mages.
57-58 3 Garrison A powerful army is stationing in this city.
Prestige (d8)
59-60 4 Bank One of the richest banks in the world is located at the heart of this city.
61-62 5 Market On this colorful market you can find merchants and goods from all
around the world.
63-64 6 Impenetrable Wall City is famous for its defensive capabilities. Huge walls or other
ramparts can withstand any siege.
65-66 7 Precious The city is so rich, that some common elements of its architecture are
made of precious material: street signs incrusted with gold and silver,
lanterns made of gems or water fountains inlaid with mother of pearl.
67-68 8 Throne The city is famous for its seat of power – a magical or symbolic throne,
that gives great power to whomever sits in it (legally or not).
69-70 1 Portals City is ridden with magical portals that can either transport an
unwitting adventurer into distant realms, or just interconnect different
parts of the city.
71-72 2 Constructs It’s common to use magical, or mechanical constructs in this city. They
can perform common jobs, or they could be a remnant of an older
civilization, and their goals might be incomprehensible to the city folk.
Magic (d6)
73-74 3 Dome City is protected, locked or hidden under a huge dome. Is the weather
inside magically controlled? Is the dome translucent, or made of stone
or iron?
75-76 4 Floating Whole city or parts of it, like districts or single buildings, are floating
above the ground.
77-78 5 Sentient City is sentient. It has a way of communicating with its denizens, but
its origins and goals might be quite obscure.
79-80 6 Haunted City is known to be haunted – ghosts and specters abound, but the
citizens are quite used to them.
5
d100 Type Hallmark Description
81-82 1 Fauna City is famous for a species of an animal thriving on its streets. Maybe
cheeky, thieving monkeys live here, or some exotic birds sing, sitting
on its lanterns and rooftops.
83-84 2 Flora City is known for a specific type of plant that grows only here in
abundance, or a single, enormous plant that can be find here only.
85-86 3 Public Transport A specific form of public transport persists in this city. Rickshaws,
gondolas, palanquins, ponies or similar. Business owners form a
renowned society or a guild of their own.
87-88 4 Danger Everyone knows about a great danger dwelling somewhere in this. Only
madmen and desperate folk live there, and only fools ever visit.
Quirks (d10)
89-90 5 Form of Art A very popular form of new art was invented in this city. New style of
painting, new dance, social game, new style of stage play or new kind of
music originated here. Many citizens vie for perfection in this one
thing. Feuds and contests ensue.
91-92 6 Language Citizens speak in a strange language, only ever used in this one place.
93-94 7 Sickness A strange sickness spreads here or originates from this city. Is it
sickness of the mind, or the body? Is it contagious? Dangerous, or just a
minor nuisance?
95-96 8 Etiquette Some really strange customs sprout from the city’s rich tradition, and
all social relations here must abide, or be shunned by the public.
97-98 9 Daily Routine Citizens developed a peculiar daily routine, maybe sleeping all day and
working all night, or there’s a three-hour long siesta at noon?
99-100 10 Clothing Citizens wear strange, striking clothing (or nothing at all).
d12 built by… …the city was once… …and now it is…
1 sophisticated nation cultural capital of the realms a nest of depravity
2 invaders from distant lands known for its wealth on the brink of bankruptcy
3 mysterious race, long extinct ransacked by barbarians local seat of power
4 ambitious military commander cursed by powerful being known for magical gimmicks
5 visionary architect razed to ruins slowly rebuilding its glory
6
2. Law and Politics
Here we’ll determine who and how rules the city.
Ruling Body
Roll a d12 for each column to determine who and how rules the city. Or roll just once and read across.
2 mad king or queen invent many quirky laws grow more and more frustrated
3 warmonger or tyrant use henchmen to police people can only submit to survive
4 magical or monstrous being charm, tempt and beguile are all fanatics
5 factions or guilds manipulate the economy try to abuse the law for advantage
6 priests or shamans use threats of divine got used to the idea
intervention
7 a newly appointed governor struggle against the system adore them for that
8 an oracle claim omniscience believe that’s the only way
10 figurehead for a foreign fill the dungeons with enemies openly show their disapprovement
power
11 enlightened man or people promote civility and logic are strongly divided about them
12 citizens themselves follow the whims of the people are eager to take matters into
their own hands
“Women will be punished for stealing until they wear specific clothes” sounds strange, but the law
may simply refer to an old tradition of young women wearing magpie masks, who can freely steal
anything they want, as long as they are not caught in the act. Remember: what can’t be easily
explained as a law can be explained as a weird tradition or an obscure custom from ages ago.
(Also, if the rolled rule makes no sense whatsoever, don’t hesitate to just roll again.)
3 visitors will be punished for drinking alcohol every odd or even day
4 young will be rewarded for talking unless they perform specific penance
7
6 women must pay for having sex unless they mark their bodies
permanently
7 nobles are to be paid for reveling unless they prove their worthiness
10 artists can’t publicly using magic unless they use specific phrase
11 scholars must register every trading unless they have/don’t have a license
12 elders will be ostracized and having children unless the specific age
ignored by citizens for
Policing
Each city should have at least a garrison of guards, generally loyal to the ruling body.
d12 City is guarded by… …and those who run them are…
1 No one overwhelmed by the criminal activity
8
3. Businesses of Renown
Below you’ll find a bunch of tables on specific Inns, Shops and Temples. Roll on as many as you want
and skip whatever seems redundant. Don’t over-clutter your city: remember, that most of the time
your city will still have plenty of “normal” or “typical” businesses. Roll only for a very specific, unique
places.
One peculiar inn, an interesting shop and maybe one temple should suffice for most cities. Unless
you’re creating a sprawling metropolis that will serve as the main adventure location in your
campaign – then you can really go crazy.
Inn
Every inn offers typical services: food and lodging. Roll a d10 only to determine what makes this
specific inn unique.
3 Strange Lodging Guests are expected to sleep in strange way – in huge, living leaves, inside a
coffin, suspended in the air or in hammocks.
4 Exquisite Entertainment In this inn a famous bard/troupe/dancer/illusionist/courtesan/poet is known to
perform.
5 Artifact This inn is known to contain a strange or powerful artifact. Owner may demand
payment for witnessing it, it can be displayed for everyone to see or the artifact
may be the source of Owners business, magically/mechanically producing food,
drinks or lodgings.
6 Hero Owner Owner of this inn is a retired adventurer and a known hero.
7 Peculiar Owner The owner of this inn isn’t an ordinary human. It’s a strange, sentient creature,
a civilized monster or monsters, who decided they wanted to run a business.
8 Exclusive The inn will serve only a specific caste/craft/guild/race. Everyone else is not
welcome there.
9 Gateway This inn serves also as an entrance to a famous dungeon or dangerous land.
10 Custom There is a customary dance/game/strange dish that takes place only here. It is
expected for every patron to participate.
9
Shop
This shop offers any equipment you want it to offer. Roll a d10 only to determine what makes this
specific shop unique.
2 Security This shop is famous for it’s seemingly impenetrable security system: deadly
creatures, strong mercenaries or powerful magic.
3 Displacing Either the owner(s) is moving constantly, and the shop is located on a cart or
something similar or the shop just magically appears and disappears all over
town.
4 Shady To trade here one has to find the shop first, and then share a secret password.
5 Exotic This shop offers good from a distant land, or maybe from another plane of
existence.
6 Hero Owner Owner of this shop is a retired adventurer and a known hero.
7 Peculiar Owner The owner of this shop isn’t an ordinary human. It’s a strange, sentient
creature, a civilized monster or monsters, who decided they wanted to run a
business.
8 Interdimensional The goods or the shop itself comes from an interdimensional pocket – the trader
or the entrance can not look like much, but in fact they have incredible choice of
all kinds of goods .
9 Franchise This shop is a part of bigger business sprawling the whole city, kingdom or even
the whole world.
10 Strange Currency Owner of this shop won’t take your money – they want something else,
something strange, like months of your life, childhood memories or ruby jewels
found only in ancient tombs.
Temple
This temple offers any service you deem necessary. Roll a d10 only to determine what makes this
specific temple unique.
2 Forbidden This obscure temple is worshipping a forbidden/taboo god, or its practices were
lately deemed unethical or politically improper.
3 Punishing To take part in the ceremonies and services penitents must perform a specific,
demeaning rite, like blood offering or other unpleasantness.
4 Martial Priests or monks residing here are known for their incredible martial skills or
their devastating battle magic.
5 Sensual Priests and vestals of this temple are known to use sexual rites to perform their
services.
10
6 Gilded This temple is famous for its abundant riches.
7 Miracles The temple is known for miracles that happen through the hands of the priests.
8 Seat of God In this temple the god, demi-god or at least their very powerful representative is
often present in flesh.
9 Godless This temple worships human mind, the void, nature or peace instead of a god.
10 Abandoned Either ruined or simply empty, for some reason this temple is not run by any
priests. Citizens may ignore it completely, or gather to perform rituals
themselves.
11
4. Additional Unique Business
If you want to have more of interesting locations in this city, consider adding one of these. Roll to
determine its nature and specifics, or choose freely.
Again, if you want to simply add a typical brothel or fighting school – just do it. Roll here only if you
want something unique.
2 Exotic This brothel is proud to host a plethora of strange, humanoid (?) creatures of many
races. You decide, if the crew is willing or are they slaves forced into the business.
3 Hazy Whole place is engulfed in a narcotic fog or a spell, that makes visitors witness
strange visions during their activities, or enhance/change the features of the crew.
4 Taboo Whatever happens in this illegal place is probably too weird to describe here.
5 Assassins Run by the best assassins in the world, this small, secluded, secret school will make a
great killer out of you, if you succeed or… You’ll vanish with no trace, if you fail.
Training facility
6 Thespians A famous group of poets and writers dwell in the city, and they are known to take an
apprentice or a couple from time to time, to try and turn them into great masters of
the word.
7 Nobles Royal and noble children are sent here to learn proper manners and courtesy.
8 Architects Young architects learn their craft through observing and sketching the structure of
this very city.
11 Invisible The market is hard to find – one must know the location or secret passages guarded
by passwords to reach it.
12 Bartering It’s customary for the traders to only accept barter instead of payment.
13 Specific culture The museum is devoted to portray the history of one specific culture.
14 Of Modern Art This museum presents strange art that escapes traditional understanding of this
Museum
16 Of Historic Event The museum is devoted to a single historic event, important to the city.
19 Tattooer A tattooer well known for his work may adorn your skin with his work, for a hefty
price. Some say that his ink is magical.
20 Fleshcrafter A secluded, old man is rumored to be able to change one’s features with foul magic.
12
SANDBOX
GENERATOR
Biomes Expansion
Climates
Climates are the first of two ways Biomes are ordered from the easiest
described in this supplement to add to the hardest to cross.
more biomes, and thus more
variation, to a sandbox. These tables also show the
equivalence between the biomes
To keep things simple, we define across the different climates. They
three types of climates (temperate, can be used to translate them from
hot and cold), based only on the mean one climate to another if it were to
temperature in the hex (precipitation change (magically or when world
is not taken into in account here). building).
Use the tables below with the method To determine the climate of a hex
described on pp. 8-9 of Sandbox map, use the method that best suits
Generator to generate hex maps (19 your needs. Three of them are
hexes) with climate-related biomes. described on the following pages.
Climate-related biomes
Starting hex
Temperate Cold Hot
1-4 Grassland Moor Savanna
5-6 Deciduous forest Evergreen forest Tropical forest
7-8 Hills Tundra Desert
9 Marsh Snowfields Swamp
10 Mountains Frozen peaks Plateau
Next hexes
Temperate Cold Hot
1-5 Same as previous hex Same as previous hex Same as previous hex
6 Grassland Moor Savanna
7 Deciduous forest Evergreen forest Tropical forest
8 Hills Tundra Desert
9 Marsh Snowfields Swamp
10 Mountains Frozen peaks Plateau
4
First method It may be easier to generate the
biomes of all hexes as if the climate
The first method is to draw two were temperate, and then use the
horizontal lines across the world table on the previous page to
map. The climate between them is translate the biomes to the
temperate. It is cold above and hot corresponding climate.
below.
This method can lead to a more
The GM may then choose to assign believable distribution of climates.
the same climate to entire hex maps
or to individual hexes. In either case, See the examples below (light gray
the side with the largest area hexes are cold, medium gray are
determines the climate. temperate and dark gray are hot):
2. Individual hexes:
5
Second method Example:
The second method is to generate the We choose that the starting hex map
climate of each new hex map using has a temperate climate and roll for
the “snowflake” method described in the next ones:
Sandbox Generator (see pp. 8-9).
Adapt this method by using hex maps Table Roll Result
instead of hexes and the tables below. Temperate 7 Cold
Temperate 10 Hot
Temperate 3 Same
First, either choose the climate of the Temperate 4 Same
starting hex map or roll 1d10 on the Temperate 7 Cold
table below: Temperate 8 Cold
1-5 Temperate
6-8 Cold The result can be seen below:
9-10 Hot
Temperate T H
1-6 Same
C
7-8 Cold
9-10 Hot
T T
Cold
1-6 Same
7-9 Temperate We finally roll the biome of each hex
10 Hot using the two tables from p. 4.
Hot
1-6 Same
7-9 Temperate
10 Cold
6
Third method
The third and final method also uses
the tables from the previous page.
Instead of rolling for the climate of
each hex map, we determine the
climate of each individual hex. The
“snowflake” method is used here too.
7
Cold biomes encounters
Moor Snowfields
2 Dephasing beasts 2 Remorhazes
3 Will o’ wisps 3 Frost worms
4 Orcs 4 Yetis
5 Goblins 5 Ice trolls
6 Bandits 6 Polar bears
7 Stags 7 Wolves
8 Wolves 8 Mammoths
9 Skeletons 9 Will o’ wisps
10 Zombies 10 Ice mephits
11 Ghosts 11 Wights
12 Werewolves 12 Frost giants
Tundra
2 Wendigos
3 Banshees
4 Draugar
5 Bisons
6 Wolves
7 Caribous
8 Smilodons
9 Berserkers
10 Neanderthals
11 Mammoths
12 Giants
8
Hot biomes encounters
Savanna Swamp
2 Ankhegs 2 Giant snakes
3 Giant beetles 3 Turtle-men
4 Gnolls 4 Giant toads
5 Hyenas 5 Toad-men
6 Nomads 6 Stirges
7 Antelopes 7 Crocodiles
8 Lions 8 Giant snapping turtles
9 Giant ants 9 Piranhas
10 Giant bats 10 Shambling mounds
11 Rhinoceroses 11 Giant leeches
12 Elephants 12 Hydras
Desert
2 Sphinxes
3 Sand-men
4 Giant scorpions
5 Cat-men
6 Mummies
7 Scarab swarms
8 Nomads
9 Giant ant-lions
10 Manscorpions
11 Djinni/Efreet
12 Sandworms
9
Deep biomes
This second section introduces Temperate
“deep” biomes, which are rare
variations of regular biomes. They Regular Deep
appear when a cluster of seven hexes Grassland Clover field
of the same biome is generated. The Deciduous forest Haunted forest
biome of the central hex is then Hills Flooded valley
replaced by a deep biome. Marsh Fungal forest
Mountains Volcano
Example (fungal forest):
A clover field is an area of grassland
where only (or mostly) clovers grow.
1-3 Leprechauns
4-5 Giant slugs
6 Unicorns
10
Cold Hot
Regular Deep Regular Deep
Moor Fen Savanna Thorn field
Evergreen forest Cursed forest Tropical forest Primal jungle
Tundra Hot springs Desert Oasis
Snowfields Glacier Swamp Toxic swamp
Frozen peaks Crystal grounds Plateau Lost valley
A fen is a marshy and peaty area A thorn field is full of more or less
where mostly shrubs grow. densely packed thorny vegetation.
1-3 Bog mummies 1-3 Constrictor vines
4-5 Green hags 4-5 Bushtraps
6 Ghosts 6 Vegepygmies
11
Landmarks
Climate-related biomes Temperate
To generate landmarks for climate- Clover field
related biomes, use the tables
provided in Sandbox Generator 1 End of a rainbow
(see p. 17), but keep in mind that 2 Fairy house
some, if not most, may have to be 3 Mushroom circle
reskinned to fit the theme. 4 River
5 Standing stone(s)
6 Stone portal
Examples: