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Untold Encounters of The Random Kind

This document provides an overview and introduction to the Untold Encounters book, which is a resource for generating random encounters for roleplaying games. It contains over 1000 encounters divided into chapters for towns, wilderness, and dungeons. The book is system-agnostic but also provides guidance for translating encounters to Dungeons & Dragons 5th Edition. It aims to help game masters quickly generate unexpected encounters and even full adventures populated with random events.

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alban.minsc
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91% found this document useful (11 votes)
10K views340 pages

Untold Encounters of The Random Kind

This document provides an overview and introduction to the Untold Encounters book, which is a resource for generating random encounters for roleplaying games. It contains over 1000 encounters divided into chapters for towns, wilderness, and dungeons. The book is system-agnostic but also provides guidance for translating encounters to Dungeons & Dragons 5th Edition. It aims to help game masters quickly generate unexpected encounters and even full adventures populated with random events.

Uploaded by

alban.minsc
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

www.lokebattlemats.com

Writers: Tamzin Henderson


Matt Henderson
Cover Image: James Gray
Layout: Matt Henderson
Interior Illustrators: Andreas Roche, James Gray, Matt Henderson

Licensed Art: (© chainat, © ratpack223, © Анна Богатырева, © warmtail, © Grandfailure, © pla2u, © Algol, © ElConsigliere,
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Notice of Open Game Content - This product makes reference to content in the System Reference Document 5.0 under the Open
Game License Version 1.0a. This product does not add any new Open Game Content. The full text of the Open Game License Version
1.0a is included at the back of this book.

Loke Battle Mats is a registered trademark of Loke IP Holdings ltd. ®

© Copyright Loke IP Holdings Limited manufactured by Loke Ltd, Old Casino, Fourth avenue, Hove, United Kingdom
Loke Ltd ID 163535, Mailboxde.com GmbH, Äussere Weberstr. 57, 0276v3 Zittau, Germany

2
Introduction 4
Mechanics 6
5E Mechanics 8

Town Encounters Dungeon Encounters


Overview 11 Overview 237
Town Districts Building the Dungeon 240
Castle Ward 14 Dungeon Encounter Types
Cemetery 18 Dungeon Boon 248
Docks 22 Door 252
Guild Quarter 26 Enemy 256
High Street 30 Environmental 260
Lanes 34 Interaction 264
Noble Quarter 38 Intrigue 268
Rural 42 Dungeon Encounters A-Z 272
Slums 46 Traps 318
Undercity 50 Dungeon Adventures 328
Town Encounters A-Z 54
Town Adventures 124 Example 5E Adventures
Wanted 130
Wilderness Encounters Shore Leave 132
Overview 135 Beer Run 232
Wilderness Regions Parched 234
Arctic 138 Cursed Folly 332
Desert 142 Skorn 334
Forest 146
Mountains 150 Random Tables
Plains 154 Towns, Taverns, Streets, Villages 336
Sea & Shore 158 Mountains, Valleys, Rivers, Trails 337
Swamp & Jungle 162 Dungeons, Entrances, Twists, Rooms 338
Wilderness Boons 166 Townsfolk, Wizards, Warriors, Rogues 339
Wilderness Encounters A-Z 170
Wilderness Adventures 228

3
Welcome to Untold Encounters, the ultimate random encounter generation
resource for any fantasy themed roleplaying game.

This book is designed to both assist in the meticulous planning of your own
elaborate adventures, and to quickly work out what happens when your players
take an unexpected route away from your planned plot and into the unknown.

What this book is What this book is Not


This book is a tool for roleplay Game Masters (GMs) This book is not a roleplay game or system, it is
to generate random encounters for their games and designed to work with your existing and preferred
worlds. system.
We have provided 1000+ encounters, divided into We provide a 5E compatible translation for the world’s
three chapters for convenience. These cover Town, most popular roleplay system in addition to our own
Wilderness and Dungeon themed encounters. system agnostic terminology.
We give you the option of randomly rolling an
encounter based on your adventure location, or you
can select encounters that best fit your plan for the
session.
Running Solo Games?
You can also use the encounters in this book to plan If you’re playing solo roleplaying games then you
an entire adventure! We show you how this can be could also use these encounters to make sure your
done in each of the three main chapters! adventures are full of surprises.

4
How to use this Book Example Adventures
The core content of this book are the hundreds and We have used the tables and encounters in this book
hundreds of random encounters, and these are split to create some example adventures to illustrate how
into chapters covering the three main themes we’ve everything could work.
used to group the encounters. These are all written up and laid out with maps as two
page 5E adventures populated with our encounters,
• Town Encounters which are ready to roll!

• Wilderness Encounters You’ll find these adventures at the end of each main
chapter.
• Dungeon Encounters
Format & Conventions
We have further broken down these three main
chapters into sections so you can select the area We have used the following title styles and text boxes
most likely to produce the kind of encounters which to provide different types of key information:
best fit your adventure.
Within each section there are tables for rolling to Town Encounter Title
randomise your encounter (D100), and each chapter
contains a comprehensive alphabetical list of all Wilderness Encounter Title
the encounters from the tables with a more detailed
explanation.
Dungeon Encounter Title
So if you would like to randomise your encounters,
simply select your main Chapter, then choose a
section which best reflects the kind of encounters you Note: This style of text box will display some additional
are after. Just roll then refer to that section’s table to information of a noteworthy nature.
find out which encounter you selected. You can then
look up the encounter in the Chapter’s alphabetical
list for more information. For example: This style of text box will show examples
throughout the book.
Of course you can also pick and choose any
encounters which catch your eye! And hopefully our
encounters here will inspire your own ideas as well. 5E: This style of text box will provide pointers throughout
this book for translating our encounters for 5E games in
addition to our standard system agnostic terminology.
Terminology & Mechanics
As there are a vast number of RPG systems, we
have used a series of Keywords to assist you with A note from the authors
assigning the appropriate stats and rules from your
chosen system. This book will help run your amazing games. You can
use it to spice up your planned encounters, inspire
These are fully explained over the page and will your own encounters or even generate full adventures
enable you to translate our encounters into your with unique encounters.
preferred system.
Many of the encounters included in this book are ones
that have appeared in our own games over the years
Compatibility with 5e and it’s our pleasure to share them with you.
We have included a comprehensive translation of our We hope you enjoy running the encounters in this
Keywords so you can translate our encounters easily book as much as we enjoyed writing them!
into a 5E campaign.
Our adventures at the end of each chapter are written
for 5E, and we offer additional 5E tips throughout. Matt & Tam Henderson
Loke Battle Mats

5
Mechanics Damage
We’d like to start this section by explaining how the Damage is a guide to help determine what amount of
elements used throughout this book are written to be damage an enemy, trap, spell, environmental effect
generic, system agnostic, and useful for a wide range etc. may be able to cause to a Character.
of game systems.
Minor - Only small amounts of damage are likely from
As there are a vast number of RPG systems out there
this source, a Character would probably be able to
with a wide range of rules and Character options, and
withstand a high amount of Minor damage. This type
within those systems may lie a wide gap between
of damage should be an inconvenience.
basic and advanced Characters, it’s practically
impossible to provide rules to suit everybody. Light - This is a common sustainable amount of
damage that a Character could cope with a good
As a result, we do not provide rules for any particular
number of times, not negligible but nothing to worry
RPG system, instead a series of keywords are used
about unless it happens too often.
to assist with assigning appropriate stats and rules
from your chosen system. Major - A serious amount of damage, not enough to
trouble a full health Character outright, but they would
These keywords are grouped here as Damage, not want to suffer many of these. This type of damage
Difficulty, Challenge, Enemy Type, Group Size and should be significant and could have an impact on
NPC Type. Characters.
Lethal - A potentially killing amount of damage. While
These keywords should be treated as a guideline and not necessarily always a killing blow, this type of
modified however you wish for your game. damage should carry the potential to put a Character
out of action.
Character or Characters is used throughout to refer
to any player controlled Characters.
6
Difficulty Group Sizes
Difficulty is used to indicate the chance of success Group size is used to determine how many of an
at a task, for example skill or ability based tests like Enemy or NPC is present in an encounter.
lockpicking, climbing, perception etc. Many of the Group Sizes are based on the number of
Characters to help balance encounters.
Simple - Very little chance to fail for a suitably trained
Character. Lone - A single Enemy or NPC.
Routine - A trained Character may fail this task but is Pair - Two Enemies or NPCs.
more likely to succeed.
Small - Half as many as the Characters (round up).
Difficult - These tasks are more likely to end in failure
than success without some kind of assistance (magic, Equal - Equal in number to the Characters.
equipment, other Characters etc.). Large - Twice as many as the Characters.
Very Difficult - As a Difficult task but even harder. Very Large - Three times as many as the Characters.
Near Impossible - Should require exceptional effort Horde - Five times as many as the Characters.
or assistance to complete, the most difficult skill Beyond Count - For the purpose of the encounter
challenges available. there is no end to the number of Enemies or NPCs.

Challenge NPC Types


Challenge is a guide to indicate the abilities of an These Non-Player Character (NPC) Types are used to
Enemy or NPC. give a general feel of what skills and abilities an NPC
may have.
Easy - Weaker than a single Character, could cause
Minor damage, Simple difficulty skills. Cleric - The NPC may wield divine magic of some
Standard - Almost equal to a single Character, Light form, e.g. Priest, Cleric, Shaman, Druid etc.
damage possible, Routine difficulty skills. Commoner - The NPC is not associated with any
Elite - Requires effort from multiple Characters. Major particular class/archetype, e.g. Villager, Trader etc.
damage possible, Difficult skill difficulty. Performer - The NPC has performance based skills
Boss - Requires all Characters using special abilities, of some form, e.g. Bard, Singer, Actor, etc.
consumables etc., lethal damage possible, Very Ranger - The NPC is martial with survival and animal
Difficult skill difficulty. skills, e.g. Scout, Beastmaster, Ranger etc.
Overwhelming - Should not be dealt with head on, Rogue - The NPC excels at subterfuge based skills
lethal damage possible, Near Impossible skill difficulty. and criminality, e.g. Assassin, Thief, Trickster etc.
Scholar - The NPC has knowledge based skills, e.g.
Enemy Types Loremaster, Artificer, Sage etc.
Enemy Types are the broadest level categorisation of Warrior - The NPC excels at fighting based skills, e.g.
the Enemies that Characters may encounter. Fighter, Barbarian, Knight etc.
Wizard - The NPC may wield arcane magic of some
Beasts - Enemies with animal level intelligence and form, e.g. Mage, Sorcerer, Warlock etc.
instincts.
Antagonists - Part of an town based group, would
work together with other Antagonists. If a * is shown alongside an NPC, then chose or ran-
domly determine the NPC Type (a d8 can be used to
Denizens - Part of a dungeon based community, choose between the 8 types).
would work together with other Denizens.
Monsters - Independent enemies that could also Note: Some Enemies will also have an NPC type to further
present a danger to Beasts, Antagonists, Denizens distinguish what abilities they may have.
and other Monsters.

7
5E Mechanics
We offer these guidelines to help use our keywords
to run games using the fifth edition of the worlds most
popular role playing game.

Average Party Level


We will use the value of Average Party Level (APL) to
help produce values based on the level of the Charac-
ters.
APL assumes there are four Characters in a party and
is the average value of their levels.

Damage Difficulty
These guidelines translate the damage keywords to These guidelines translate the difficulty keywords to a
values for 5E. rating for the 5E Difficulty Class (DC).
Minor Damage
Damage = 1d2 (this doesn’t scale with APL) Simple
DC = 4 + 1/4 of APL round up
Light Damage
Damage = 1d4 x ½ x APL round up For Example: For APL of 11 this would be a DC of 7.

For Example: For APL of 11 this would be 6d4. Routine


DC = 9 + 1/4 of APL round up
Major Damage
Damage = 1d4 x APL For Example: For APL of 11 this would be a DC of 12.

For Example: For APL of 11 this would be 11d4. Difficult


DC = 14 + 1/4 of APL round up
Lethal Damage
Damage = 1d4 x 1½ x APL round up For Example: For APL of 11 this would be a DC of 17.

For Example: For APL of 11 this would be 17d4. Very Difficult


DC = 19 + 1/4 of APL round up
We suggest using larger dice types to reduce the dice
For Example: For APL of 11 this would be a DC of 22.
pool size

For Example: 2d4 could become a 1d8, 3d4 could Near Impossible
become a 1d12, 11d4 could become 4d10+1d4 etc. DC = 25 + 1/4 of APL round up

For Example: For APL of 11 this would be a DC of 28.

8
Challenge Enemy Types
These guidelines translate the challenge keywords to The enemy types, beast, denizen and monster have
a rating for the 5E Challenge Rating (CR). no bearing on the actual Creature Types found in 5E.
Any creature type could be used as any of the three
Easy enemy keywords.
CR = 1/8 x APL round nearest The enemy keywords are only there to provide some
different interactions in the encounters.
For Example: For APL of 11 this would be CR up to 1.

Standard
Group Sizes
CR = 1/4 x APL round nearest Group sizes need no translation to work for 5E.

For Example: For APL of 11 this would be CR up to 3. Note: You may find you need to adjust enemy group sizes
to fit the right CR balance, either by removing or adding
Elite enemies as needed. For example you may need 3 CR2
monsters but don’t have an appropriate monster so use 2
DC = APL or just below
CR3 monsters instead.
For Example: For APL of 11 this would be CR up to 11.
NPC Types
Boss
The NPC types are only a suggestion to help you pick
DC = 1⅛ x APL round up
the right sort of skill and abilities to give to an NPC.
For Example: For APL of 11 this would be CR up to of 13.
The core 5E classes translate as follows
Overwhelming
CR = 1½ x APL round up
Bard - Performer NPC type
Note: Overwhelming enemies might have much higher CR Barbarian - Warrior NPC type
Cleric - Cleric NPC type
For Example: For APL of 11 this would be CR up to 17. Druid - Cleric or Wizard NPC type
Fighter - Warrior NPC type
Note: Fractions are used a lot here, so let’s also put the Monk - Cleric or Warrior NPC type
decimal equivalents here to help: Paladin - Cleric or Warrior NPC type
1/8 x is the same as x 0.125 Ranger - Ranger NPC type
1/4 x is the same as x 0.25
Rogue - Rogue NPC type
1/2 x is the same as x 0.5
1⅛ x is the same as x 1.125 Sorcerer - Wizard NPC type
1½ is the same as x 1.5 Warlock - Wizard NPC type
Wizard - Wizard NPC type

9
10
Any Town is a hub of activity, from legitimate trade through to shady dealings, and
from the lowliest slum to the highest palace tower, there are stories to be told.
Town Encounters The Bigger Picture
This chapter focuses on random encounters set in We know your adventures may well have to fit into an
urban fantasy environments, from the humble village overarching storyline as part of a larger campaign. We
all the way up to the teeming capital cities of your have been sure to offer a range of situations in these
fantasy worlds. encounters which can be used in many scenarios,
Contained within are rules, tables, details and guide- and can act as opportunities to direct your Characters
lines for generating these town based encounters, to progress the plot.
covering a range of different themed town districts. So whether you only need a few encounters for your
There is also a suggested framework for creating fully Characters as they pass through a backwater town,
fledged adventures to embark upon whilst in town. or if you need to generate a campaign full of urban
adventure, you’re in the right place!
What is in this Chapter?
Town Adventures
In this chapter you will find:
We also offer a structure and tables for randomly
• An overview on generating town encounters. creating town adventures to quickly help create heists,
• A breakdown of each different town district. investigations, competitions, political intrigue and
• Random encounter tables for each town district. more for your Characters to deal with in town.
• An A-Z list with full details and explanations for This section can be found at the end of this chapter
each town encounter. after the Town Encounters A-Z.
A guide to designing or randomly generating town

adventures. How Random!
• Two short example adventures with 5E rules. There are a lot of random tables, please use these as
fits your game, re-roll, pick and change as much as
How to use this Chapter you like. This book is yours to use as you see fit.

We offer the option to select the district of town which


best covers the type of encounter you want to put into
Terminology & Mechanics
your adventure. We also offer the option to randomly We offer a breakdown of the standard terminology we
select the district of town the encounter(s) take place use throughout this chapter to enable you to translate
within. these encounters easily into your adventure using
Once you have selected your town district you can your preferred system.
either roll to randomly select encounters from that dis- This can be found at the start of this book.
trict or, of course, you can select any encounter you
would like to include!
We have provided a table of encounters for each
district, and after the town district sections is an A-Z
of all the town encounters with further information and
pointers for running them for you to refer to once you
have selected your encounter(s).
11
Town Districts Choosing a Town District
Town districts are where the actual town encounters Simply choose or roll to determine which town district
are generated. to use as the basis of you encounter generation:
We’ve divided our encounters between ten distinct
flavours of town district to help you select which table
D20 ROLL TOWN DISTRICT
to roll on, these are:
CASTLE WARD - A seat of power.
• Castle Ward: Military and political heart of the 1-2
town where the town and possibly wider region
3-4 CEMETERY - A resting place for the dead.
are ruled from.
• Cemetery: Parks, holy sites and burial grounds 5-6 DOCKS - Busy ports and connected streets.
where things may go bump in the night.
• Docks: Bustling sea or riverside ports where the 7-8 GUILD QUARTER - A hive of industry.
business of import and export take place.
9 - 10 HIGH STREET - The shopping areas.
• Guild Quarter: Centre of industry and learning,
including factories, guild workshops and schools. 11 - 12 LANES - Residential streets.
• High Street: Where the shops and market places
13 - 14 NOBLE QUARTER - Luxury houses.
can be found.
• Lanes: Home to the general populace, which 15 - 16 RURAL - Town outskirts or villages.
could be cottages, terraced streets, suburbs or
high rise blocks. 17 - 18 SLUMS - The poorest neighbourhoods.

• Noble Quarter: Where the wealthy and well con-


UNDERCITY - Sewers and forgotten places.
nected live and play. 19 - 20

• Rural: Villages or the outskirts of larger towns. Each town district has a detailed summary and a dedi-
• Slums: The low cost area where the poor live. cated encounter table, these can be found in the next
section.
• Undercity: Sewers and caves and the abandoned
areas where only the desperate tread.
As well as having their own town district encounters
Town Size
table, each district comes with suggestions on what The town district encounter tables will work for any
the look and feel of the area may be like, as well as size of settlement, from a village comprised of a single
suggesting some considerations unique to each dis- district to a sprawling metropolis with multiples of
trict. each district type.
The town districts are just ways for the town encoun-
Mixed Town Districts ters to be organised by theme so there is nothing
wrong with using a few tables when generating en-
Feel free to roll on multiple town district encounter
counters for a single geographic location.
tables for areas of your town that don’t neatly fit in to
a single district.
For Example: I need some encounters for a small fishing
village that has a large church and graveyard so I might
For Example: If your merchant town had a port side trade
use the Cemetery and Docks town district encounter tables
lord palace, you could combine rolls between the Docks
to provide appropriate results.
and Castle Ward town district encounter tables.

12
Town Dignitaries Townsfolk
Some encounters include NPCs who hold high office Also, don’t forget that a district may well have a gen-
and positions of power in the town, which may conflict eral population of townsfolk in the background that
with named NPC’s from your setting. may not be a direct part of an encounter.
When you generate any encounter where this is the Each district will give some details on how well
case, we suggest either replacing the generated populated it’s likely to be with [Easy Commoner NPC]
encounter with your named NPC or just changing the townsfolk.
encounter NPC to have a different role
5E: For the most part these townsfolk are likely to just be
For Example: Make the High Priest encounter actually just Commoners, some of which would have proficiency with
a senior priest. a type of Artisans Tools (e.g. Carpenter’s Tools, Potter’s
Tools or Weaver’s Tools).
Wilderness Crossovers Types of town
For towns that are more heavily connected to the If your town has a strong theme, such as military for-
landscape they are set in, or with expansive parkland, tress city, lawless pirate port, all magic society, steam-
we recommend mixing in encounters from the Wilder- work automated metropolis or any other fantastical
ness Regions. variation then you’ll need to add that flavour to the
Simply roll on the appropriate wilderness region en- encounters you generate.
counter table to add some wild flavour.
5E: Let’s say your town is a military stronghold where
For Example: If you had a High Street district in a treetop every able bodied citizen must be a trained soldier, use the
town nestled amongst the boughs of giant trees in the Guard or Veteran stat lines instead of Commoner for the
heart of a forest, you may want to roll on both the High general townsfolk.
Street town district encounters table and the Forest
wilderness region encounters table and combine or choose Non-Human Towns
between the results to add a forest themed twist to the
town encounter. In fantasy settings your towns may be populated by all
manner of non-human inhabitants. The town encoun-
ters here very rarely specify what species an NPC
Dungeon Crossovers should be, so if your town is populated by a mix then
we recommend randomising the species for NPC’s as
The dungeon encounter tables are all arranged as appropriate.
specific encounter types and could easily be used to
add even more options to your town based adven- On the flip side, if an encounter mentions a certain
tures. For large buildings we’d even suggest generat- race for an NPC that isn’t present in your world, just
ing them fully using the Dungeon chapter. swap it for the closest equivalent.

For Example: Use the Doors table to generate more 5E: If some or all of your townsfolk are non-human, then
interesting doors for buildings, use the Interaction table to optionally add the appropriate racial traits to the NPC. For
add even more NPC options, use the Enemy table to throw example, a Rock Gnome Commoner might have a speed
some hostiles at the Characters and you could even use of 25 feet, Darkvision, Gnome Cunning and the Tinker trait
the Traps section to create some urban defenses. (note, adding racial traits doesn’t alter their CR).

13
Castle Ward District Population
A castle ward district represents the centre of power Castle ward districts have a comparatively low
and government within a town or city, and is often the population of residents, but are often well patrolled by
most prestigious and affluent. the military and attract many visitors during the day on
The district will often get its name from the fortified business or pleasure.
structures that offer protection to the elite who reside Officials have offices here to support the government
here. and rulers, and these are well frequented and usually
This is where the ruler(s) has their court, where any guarded.
government or local councils meets and where laws Couriers and courtiers are often seen running through
are made and enforced. the streets at all hours, and ambassadors and their
There is always going to be a lot of the main military staff frequent the embassies here.
groups for the region here, and they may well have The town ruler(s) and their court reside here, and
their command and headquarters within the district. of course, the ruler has the finest abode. However,
This is the place to find officials about their business the quarters for the nobles may be disappointing in
and to meet some of the most influential people of the comparison.
town or city. It is expected that the administrative staff, and
If there is a palace, citadel or similar this is the district household servants, will reside close to their
where it will be located, although a castle isn’t strictly responsibilities and often live within the grounds in
necessary to include this type of district. specially build servant wings.

Although smaller towns may only have the one castle 5E: There would probably be a higher number of Knights
ward, large cities may well have multiple districts of and Nobles mixed in with the general Commoners that
this type where different factions and official groups make up the townsfolk in this district.
are based.
14
Law & Order Architecture
As the seat of power for the town or city, the castle The buildings here are the finest the area has to offer.
ward has a healthy watch presence and an even Sturdy and stone built, the fasciae are smart and
healthier military presence. It would be most foolish to feature many details, with gargoyles, carved features,
cross the law in this district. coloured glazing, fine doors and shutters adorning the
Guards will stand outside the most important doors, masonry.
and the frequent patrols are dressed in smart livery The buildings offer a mixture of grand, finely furnished
to add to the smart look and feel of the district. It may rooms, galleries, and quarters, combined with the
be the case that the patrols here are selected for “back stair” areas for staff and lesser officials.
appearance rather than competence.
The area will certainly feature discrete entrances and
The military will have their headquarters nearby. It is exits for staff to bring in supplies and dispose of waste
unlikely the common soldiers will have barracks here, away from the officials and court.
however the officers certainly will have at least an
officer’s club, if not apartments nearby. The military There will also be a mix of serious and functional
leaders will live and work here. military buildings, including those that house siege
defence weapons.
5E: You could add some Veterans and even the
occasional Mage alongside the Guards of the watch in this Considerations & GM Notes
prestigious district.
The castle ward has a unique mix of the very top of
Utilities the region’s society and ruling class, as well as a
discrete support staff. There is great risk to be found
This district would be clean, well maintained, spacious here, but also great rewards.
and with well lit areas at night. Diplomacy skills and the ability to blend in are crucial
There are only likely to be a select few shops, taverns to success here, and any overt violence is going to
and theatres, but they would be of the highest quality. attract an immediate response from the law.
The Staff who populate the area will be supported by
discrete services away from the elite retail outlets, and Castle Ward Encounters
there will be extensive on site catering to support the
court and councils. The following pages contain the castle ward town
district random encounter tables.
Crime Use the following table to determine how many castle
ward encounters to generate.
Crime here tends to include treason, influencing
officials, espionage and bribery.
D20 ROLL NUMBER OF ENCOUNTERS
Common “street crime” such as shoplifting, pick
pocketing etc is very low on account of the excellent 1 - 12 1 x Castle Ward Encounter
lighting and frequent patrols.
13 - 20 2 x Castle Ward Encounters
Burglary here is considered very high risk/high reward
and requires strong nerves and expertise.
There may be several conspiracies at any one time You can use the tables to roll random encounters,
from factions seeking influence. and then refer to the alphabetical list at the end of the
Punishment here is harsh, imaginative and Town Chapter for more information on the encounter.
immediate.

15
ROLL
CASTLE WARD DESCRIPTION
(D100)
1 A MATTER OF CONFIDENCE Well dressed confidence trickster has a fantastic deal.
2 ABANDONED CART Empty and in the way.
3 BAD VIBES You can feel it coming in the air tonight.
4 BANQUET CHEF A very busy, angry chef.
5-6 BLADE IN THE DARK Who did you upset this time?
7-8 BORED CHAMPION OF JUSTICE An ageing warrior past their prime.
9 - 10 BUILDING SITE Noisy inconsiderate builders making a nuisance.
11 CHERRY TREE In full bloom.
12 - 13 CLEANERS Sweeping up and bashing carpets in these parts.
14 - 15 COMPROMISED WATCHMAN He works alone for a reason.
16 - 17 DISINHERITED NOBLE A noble down on their luck has a cunning plan.
18 - 19 DRAY Viewed as the most important delivery service.
20 EMPTY BARREL Abandoned and clearly of no further use.
21 - 22 EXOTIC AMBASSADOR From a distant land on a mission of trade.
23 - 24 GUARDS, GUARDS! Some are more alert than others.
25 HACKNEY CARRIAGE That is a very shiny horse.
26 HANGERS ON Drawn to wealth and power like flies to...
27 - 28 HIGH JUDGE Sat with a black cloth perched on their powdered wig.
29 - 30 HIGH PRIEST The Church does not welcome all.
31 - 32 HILARIOUS JAPE Rich, bored youths have glued a coin to the pavement.
33 JESTER In demand and keen on cupcakes.
34 - 35 JURY Setting the scene for a show trial.
36 - 37 LONE BARREL Nothing obviously unusual.
38 LONG ARM OF THE LAW A group of the respectable watch members on patrol.
39 - 40 LOOK TO THE SKIES A person of note has arrived by air (airship, Pegasus etc).
41 - 42 MARTIAL LAW The military are clearing the area due to an emergency.
43 MASTER OF CLOTH At the very heart of courtly fashion trends.
44 MASTER OF COIN Responsible for counting the taxes, rents and duties.
45 MASTER OF ESTATES Responsible for buying & selling of property in the town.
46 - 47 MASTER OF HOUNDS In charge of several large dog packs.
48 - 49 MASTER OF SCROLLS Also known as the castle librarian.
50 MONKS Devout, celibate and very boring company.

16
ROLL
CASTLE WARD DESCRIPTION
(D100)
51 MOVE ALONG! The watch are moving undesirables along.
52 MYSTERIOUS VISITOR A cloaked, hooded and well guarded visitor is in town.
53 MYSTERY NOTE A scrap of paper carried by the wind.
54 - 55 NUNS In a certain light that cross looks to have been sharpened.
56 - 57 PALACE DOORS Large and ornate.
58 - 59 PATH AHEAD IS BLOCKED A group spreads out across the path ahead.
60 - 61 PATRONS WHO LUNCH Coin, no profession and lots of spare time.
62 PILE OF BOXES & BARRELS They make the place look untidy.
63 - 64 POORLY BUILT STONE WALL It looks like it went up in a hurry.
65 PRIZE POODLE Fluffy, white and truly evil.
66 - 67 PUBLIC EXECUTION At least its not your head on the block.
68 REGAL BANKER Tall, thin and shrewd.
69 RESIDENTS ASSOCIATION Upstanding citizens trying to improve the area.
70 - 71 RULE OF PEACE It is forbidden to carry weapons in this part of town.
72 - 73 RUNNING MESSENGER Still the quickest way to send a message.
74 SCHOLARLY BLACKMAILER Lacks the social skills to be a hanger on or social climber.
75 - 76 SOCIAL CLIMBER The smile isn't friendly.
77 - 78 SPY A shady Character lurks in the shadows.
79 - 80 STRANGE BRICK Slightly discoloured.
81 - 82 STRANGE STATUE A stone angel on a plinth.
83 - 84 SUSPECT GRATE This sewer cover has moved, is that slime?
85 SWASH AND BUCKLER A professional duelist looking for a mark.
86 - 87 THAT'S BANNED! Militant priests finding and burning banned books.
88 - 89 THE PETTY EMOTIONS OF MAN An entity resides here, feeding on the churn of emotions.
90 THE RULER! Everyone one keeps a respectable distance, or else!
91 THIRD EYE ON THE PRIZE A diviner has set up a stall and will tell your future.
92 TOM CAT The top cat of the district.
93 TOURISTS Yes even here.
94 - 95 TOWN CRIER Hear ye, hear ye!
96 - 97 TRAITOR A Character not to be trusted.
98 - 99 USURPERS FOLLOWERS These rebels are planning acts of terror against the town.
100 YOUR BIGGEST FAN This young noble knows all about you and your exploits.

17
Cemetery District Population
Any town or city where the funeral process includes Cemetery districts have an almost zero population,
burial or internment of the deceased will mean there well of the living anyway...
will be cemetery districts. It is common to see mourners, burial parties,
For some settlements, the cemetery is a simple groundskeepers and priests here during the daylight
graveyard field with wooden grave markers, whilst for hours.
others the cemetery is a walled city within a city with a Cemeteries are well frequented by local wildlife,
vast network of tombs and catacombs. especially in more built up urban areas.
There will frequently be one or more churches and Where the graves are old and/or ornate tourists may
temples nearby to both host ceremonies for body also visit.
internment, and often to also maintain the grounds.
In fantasy worlds where there is a very real threat of Law & Order
the dead coming back in some way, it’s common to
find well sealed tombs, high walls and strong gates There are groundskeepers, acolytes, priests or similar
around a cemetery district. that tend to the graves and maintain the cemetery.
The lack of people in these districts also attracts those These custodians will be resident on site and may
after some solitude or just trying to avoid any eyes on be well versed in dealing with the lesser undead and
whatever business they are up to. some simple otherworldly issues.
Cemeteries are frequently “Green Spaces” and have By day there will be watch patrols to reassure the
a pleasant amount of greenery, trees, and flowers. local population and reduce crimes against visitors
Large cemetery districts can often be split into many and mourners.
sections based on different deities, noble houses or By night, the watch may be less keen to patrol leaving
status within the city. the area more vulnerable.

18
Utilities Considerations & GM Notes
Cemetery districts have virtually no utilities, it’s dark The time of day may be very important for encounters
at night and there is not likely to be anywhere to buy in a cemetery.
anything. Characters may wish to avoid standing on soft ground
In most towns the paths and streets are going to be as there may be a surprise!
well tended as a rule. There will frequently be underground vaults and
The neighbouring churches and temples may offer a catacombs that range in size from a few rooms to vast
range of services. networks of tunnels and halls.
By day there may be local vendors here to cater for Many choose to be buried with valuables. These can
mourners and visitors. These will typically be travelling be either fineries such as jewellery or knowledge such
traders with no permanent structures that specialise as forbidden scrolls.
in selling mementos, candles, floral arrangements, It’s very likely that protective wards or symbols will
incense sticks and similar goods. be placed strategically around the tombs of important
figures. These would be both to ensure nobody
Crime breaks into the tomb, and the tomb resident doesn’t
break out.
Crime is especially frowned upon within cemetery
Finding the correct grave or tomb can be a challenge
districts as it’d be seen as disrespect for the departed,
in itself, especially in old sprawling overgrown
but there is often little law enforcement presence to
cemeteries.
ensure the peace, especially at night.
The most powerful families may opt to maintain
Crime tends to focus on stealing from the graves,
private tombs away from the main cemetery districts.
either valuables buried with the deceased or
These can still use this table, just change any out of
valuables which are currently part of the deceased.
place NPC’s to be family members or similar.
Some cities may have regular holy patrols of mace
If the Characters are the sort to frequently kill enemies
wielding acolytes or similar looking to make sure
within the town, then they may well find the new plots
the dead stay at rest. These devout folk may take it
occupied by those dispatched opponents.
upon themselves to deal with any criminals they find
messing with the tombs and graves.
The general lack of eyes and ears make the cemetery
Cemetery Encounters
district after dark a favourite location for illicit and The following pages contain the Cemetery town
clandestine meetings too. district random encounter tables.
Use the following table to determine how many
Architecture Cemetery encounters to generate.
The architecture will vary by the location of the
cemetery. More rural areas may be little more than a D20 ROLL NUMBER OF ENCOUNTERS
fenced field with wooden markers and small stones.
1 - 12 1 x Cemetery Encounter
City cemeteries, for the rich folk, will feature many
paved paths, stones and statues to mark graves all
13 - 20 2 x Cemetery Encounters
surrounded by well kept gardens.
There will also be mausoleums, tombs, crypts,
catacombs and family vaults. You can use the tables to roll random encounters,
The cemeteries for the poor will feature mass graves and then refer to the alphabetical list at the end of the
and unmarked plots, often on the outskirts of town. Town Chapter for more information on the encounter.

19
ROLL
CEMETERY DESCRIPTION
(D100)
1 BATS Not usually seen during the day.
2 BEES Oh Honey.
3 BODY DISPOSAL Dangerous criminals disposing of their victims.
4 CHAINS OF TORMENT A groups of shackled ghosts are angry at the living.
5-6 CHILLING FOG A dense blanket of cold fog descends.
7-8 CREEPING DEATH A sign face down in the dirt, it reads 'Beware - Plague Pit'.
9 - 10 CROWS Hated by the caretaker. And everyone else.
11 DESPERATE SCAVENGERS Poor, destitute and looking for scraps to survive.
12 - 13 DETECTIVE WORK A detective with a necromancer in tow.
14 - 15 DIG YOUR OWN A criminal gang are making a victim dig their own grave.
16 - 17 EULOGY OF THE ARCANE This headstone is covered in intricate arcane patterns.
18 - 19 FALLEN HERO An adventuring party mourn one of their fallen number.
20 FERAL DOG PACK A pack of hungry feral dogs with no fear of people.
21 - 22 FLIES A large number of flying insects swarm this cemetery.
23 - 24 GHOSTLY DIRGE A song of intense melancholy echoes through the air.
25 GORY SCENE Blood everywhere is never good.
26 GRASSY KNOLL Great for hiding behind.
27 - 28 GRAVE LIGHTS Dancing will-o’-the-wisps flit across the area.
29 - 30 GRAVEYARD TOUR A popular tour of the oldest and most ornate gravestones.
31 - 32 GRIEVING LOVER Swaddled in black, their wails carry on the wind.
33 HAY FEVER Not every year is this bad!
34 - 35 IN A FLASH Eerie green light flashes the area, making spirits visible.
36 - 37 INVASIVE SPECIES This ornamental grass is pretty.
38 MAGPIES Ooooh Shiny!
39 - 40 MUSHROOMS Now was it the spotty ones which are poisonous?
41 - 42 MUTUALLY BENEFICIAL Would the Characters know of a good supply of corpses?
43 NECROMANTIC BROWSING A necromancer and henchmen collecting supplies.
44 NOVICE COVEN A Group of witches and warlocks dabbling with dark arts.
45 OLD OAK TREE Lightning killed it many a year ago.
46 - 47 OPEN CRYPT DOOR The heavy stone door to a crypt slides open.
48 - 49 PET CEMETERY Small graves, recently disturbed.
50 PICNIC Some super happy locals find this the most peaceful spot.

20
ROLL
CEMETERY DESCRIPTION
(D100)
51 POETIC VISIONS This poet finds inspiration talking to the dead.
52 POLTERGEIST TANTRUM An angry spirit begins throwing any small objects about.
53 POTTERS FIELD Cheap plot don't have the best anti-undead wards.
54 - 55 PRIME REAL ESTATE A noble wants to enlarge his gardens.
56 - 58 RATS! A swarm of rats.
59 - 60 RELEASE ME! A ghost pleads for the wards on their crypt to be removed.
61 ROOTS OF DECAY The trees in the graveyard feed on the dead.
62 RUSTLING BUSHES Is it the wind that is moving the branches?
63 - 64 SCAVENGING GHOULS Feral near-human cannibals roam the dark corners here.
65 SHADOWY DANGER Inky shadows in these crypts hide creatures of darkness.
66 - 67 SIX (ISH) FEET UNDER Gravediggers are cutting corners.
68 SONG BIRDS Small and used to people.
69 STARLINGS An unusually large murmuration.
70 - 71 STRANGE STATUE A stone angel on a plinth.
72 - 73 STREET BULLIES Nothing better to do.
74 TALL GRASS The locals are creating a wildlife garden.
75 - 76 THE CHILDREN OF THE NIGHT A vampire out for a stroll in the chill night air.
77 - 78 THE PETTY EMOTIONS OF MAN An entity resides here, feeding on the churn of emotions.
79 - 80 TOLLING BELL A bell above a sealed tomb is ringing, pulled from within.
81 - 82 TRAVELING HUNTER Pelts hang from them rather over dramatically.
83 - 84 TREASURES UNTOLD The epitaph on a statue hints at vast hidden treasures.
85 TRICK, NOT TREAT A local prankster loves scaring people at the graveyard.
86 - 87 UNDER A WOLF MOON Werewolf time.
88 - 89 UNUSUAL SPORES Strange giant alien fungi that look oddly familiar.
90 VAMPIRE HUNTER An elderly avenging ranger equipped to hunt undead.
91 VISIT FROM DEATH A deity of death visiting the mortal realm.
92 WARNING TO OTHERS This criminal continues their sentence in death.
93 WATERSHIP DOWN Something for the pot?
94 - 95 WELL Water isn’t the only thing down there!
96 - 97 WHAT'S IN THE BOX? An intricate carved box resting on a plinth.
98 - 99 YOU ARE RETURNED They are convinced you are their beloved reincarnated.
100 ZOMBIES!!! Shambling and hungry for brains!

21
Docks District Population
Docks districts are the working areas where import Docks usually have the most varied and mixed
and export happen. This is usually where a town or population, combining the locals with travellers from
city is situated on a coast or river and has a working far afield. With some travellers here to settle, some to
dock side for merchant vessels to make port. trade and some simply passing through.
The docks districts are usually full of hustle and bustle There is a vibrant and energised atmosphere, and
as ships come and go, changing who and what is in something new seems to be happening all of the time.
the district frequently. Everyone on the docks is busy with either loading,
The movement of people, goods and coin tend to be unloading, trading, taking in the sights or just going
a magnet for all of the more organised types of crime, from place to place.
especially smugglers. Most docks would also support a fleet of fisherfolk and
This is also the most likely district for suspect individ- their families.
uals visiting town who may require a quick getaway. Ship crews on shore leave tend to frequent the local
And as a result the likes of bandits and pirates may taverns, and traders and customs officials have offices
well be found in the dockside taverns. and rooms here.
In larger settlements, the docks will be extensive with For larger docks there will be supporting warehouses
mooring for several tall ships as well as smaller local which will be fully staffed with workers.
water traffic. In smaller settlements, the docks can
simply be a jetty used by the local fishermen and pos- 5E: There would probably be some Bandits/Pirates and
sible a river ferry. Thugs mixed in with the general Commoners that make
Whilst the most common docks districts will be water up the townsfolk in this district. Some of these would
side, they could also be where wagon convoys, camel represent the honest ship crews and some would be actual
trains or even actual trains unload and load. pirates and criminals.

22
Law & Order Architecture
There would be both a watch and an excise agent Mixed and practical. The docks themselves may be
presence here, but they are often too few in number simple wooden jetties or multiple stone built docks for
to keep an eye on everything happening in a busy tall ships.
docks district. The streets will be worn by heavy use, probably dirty,
Customs officials will be present in larger docks, and and there will be a variety of interesting smells.
responsible for collecting all applicable duties. They The buildings will be practical. Taverns, boarding
may be supported by an “enforcement arm”. houses and even warehouses are built by necessity
Local watch patrols may patrol here through the day into whatever space is available.
to reassure legitimate traders and visitors. However, The style of buildings may be influenced by the tastes
at night the area may be more raucous with crews of settled travellers who have made this their home.
on shore-leave frequenting the local taverns, and the
dark streets may fill with smugglers and contraband.
Considerations & GM Notes
Utilities Docks are perfect for interesting trade deals, missing
person investigations and tackling smugglers! There
A few lanterns or braziers are lit in key areas, but could be corrupt officials and established criminal
docks districts are mostly dark at night. activity here, easily hidden by the constant comings
These are busy working streets and not always the and goings.
cleanest, although that doesn’t stop there being a Smaller rural docks may be used by gangs to land
wide range of stalls full of fresh imports and produce black market goods a little inland.
from the water.
The local cuisine may prove exotic and hazardous!
There will be at least one dockside tavern to cater
for the visitors and dockside workers, and usually If the town isn’t by the sea or on a trade river, the
boarding rooms for travellers. Docks encounters can be flavoured to wagon teams
and trade caravans.
The docks will have a vibrant market. Smaller
docks will be mainly the local catch of the day with
occasional exotics. Larger docks will have shiploads Docks Encounters
of goods passing through, with some perishables for
The following pages contain the docks town district
sale straight off the ship!
random encounter tables.

Crime Use the following table to determine how many docks


encounters to generate.
Yes! This will range from local pick pockets targeting
visitors, traders and any food left unattended through
D20 ROLL NUMBER OF ENCOUNTERS
to more organised smuggler gangs.
1 - 12 1 x Docks Encounter
Customs tax evasion, on a range of scales, is rather
frequent, some ships even having secret holds to help
13 - 20 2 x Docks Encounters
carry black market goods which are unloaded at night
in the quieter docks.
Shore-side taverns can be very dangerous places. You can use the tables to roll random encounters,
Fights are common, as is theft, kidnap and “proactive and then refer to the alphabetical list at the end of the
recruitment” for ships crews. Town Chapter for more information on the encounter.
Some may even encounter pirates!
23
ROLL
DOCKS DESCRIPTION
(D100)
1 BAD VIBES You can feel it coming in the air tonight.
2 BATTEN DOWN THE HATCHES A sudden and strong storm hits the district.
3 BITTER COLD There is an unnatural cold in this area.
4 BOARDED UP WINDOW Dirty wooden planks hide the glass.
5-6 BODY DISPOSAL Dangerous criminals disposing of their victims.
7-8 BOUNTY HUNTERS A bounty hunter crew on the prowl, in search of their prey.
9 - 10 CABIN BOY A nimble addition to the crew.
11 CARPENTER Very busy fixing holes in boats.
12 - 13 CHIMNEY SWEEP. Older and larger than you would expect.
14 - 15 CRABS! The crustaceans sort.
16 - 17 CUSTOMS OFFICIAL Everyone has to pay.
18 - 19 DRINKING GAMES A drunken group are challenging all to the 'Game'.
20 DRUNKEN SAILOR What shall we do with them?
21 - 22 ENVOY Brightly dressed and carrying a proposition.
23 - 24 FISHING JOLLY A group have hired a boat for a days fishing.
25 FROM THE DEPTHS Something has slithered from the deep dark sea water.
26 GHOST SHIP Eerie lights in the fog and drowned men walking.
27 - 28 GORY SCENE Blood everywhere is never good.
29 - 30 HARBOUR MASTER Weather worn and tired.
31 - 32 IMPOVERISHED NOBLE Oh how the great have fallen.
33 LOBSTER FOR THE POT This over sized crustacean is on the rampage.
34 - 35 LOCAL PRIEST There are many rumours around the local preacher.
36 - 37 LOOSE HORSE Whoa there.
38 LOST CHILD Well dressed and cared for and very upset.
39 - 40 MAN OVERBOARD Someone falls in to the water, and cannot swim.
41 - 42 MESSAGE IN A BOTTLE A sealed bottle with a letter inside floats in the harbour.
43 MUDDY PUDDLE A watery pool of unknown depth.
44 MUDLARKS Paupers searching the harbour silt for trinkets.
45 NERVOUS TRADER He has travelled far to be here.
46 - 47 NICE NIGHT FOR A WALK Except its not.
48 - 49 OPTIMISTIC FAVOR Well they're almost old enough.
50 PALM READER Can also read tea leaves but that costs extra.

24
ROLL
DOCKS DESCRIPTION
(D100)
51 PEASANTS Poor, usually hungry and rather pungent.
52 PIRATE PARTY Don't even think about saying Parley.....
53 - 54 PIRATE SHIP Tall tales of a tall ship.
55 - 56 PRESS GANG Volunteers needed.
57 - 58 RAIN It’s really coming down!
59 - 60 RELENTLESS BURNING SUN It’s unusually hot.
61 RETIRED SEA CAPTAIN Leaning against the side of the building.
62 RISING MIST Wasn't it sunny a moment ago?
63 - 64 SCRAPS A delicacy for the local strays.
65 SEAGULLS Unrepentantly responsible for making sure no one sleeps.
66 - 67 SET THE SAILS RIGHT A group busy sewing ship sails.
68 SILK TRADER Merchant desperate to rise in station.
69 SLIPPERY STONES Slimy and damp.
70 - 71 SLUM LANDLORD Poor digs for a few coins.
72 - 73 SMUGGLERS Cheap Rum doesn't get itself into the Tavern Cellars.
74 SOMETHING FISHY Suspect folk smell somewhat fishy.
75 - 76 STOCKS Wooden and stained.
77 - 78 STRANGE BRICK Slightly discoloured.
79 - 80 STRANGE GROUTING Between the bricks looks odd.
81 - 82 STREET FOOD Unidentifiable meat with strong local spices.
83 - 84 STREET PROPHET Shouting makes it true.
85 SUSPICIOUS DOOR Blocking entry to a rather drab building.
86 - 87 THE "COMPANY" The oldest Profession is keen to make new friends.
88 - 89 THE DRAY Viewed as the most important delivery service.
90 THOUGHTFUL FISHERMAN Doesn't seem focused on the days catch.
91 TIDAL AREAS The sea rises and falls.
92 TOURISTS Yes even here.
93 TRAVELING APOTHECARY Doctor or Quack?
94 - 95 TREASURE MAP Clearly labelled but in an unknown language.
96 - 97 URBAN FOX Larger than their rural cousins.
98 - 99 WATER PUMP Absolutely will not make you sick, will it?
100 WINE TRADER A Master of their craft.

25
Guild Quarter Districts Population
The guild quarter districts are where business and Guild quarter districts would have a lower population
industry happen within a town or city, with workshops, outside of the busy working hours, when they are
schools, factories, forges and similar located here. packed with people.
These areas are busy throughout the day, and often Guild quarter workers will often be better educated
have very busy ‘rush hour’ moments when workforces than the average townsfolk, although they are usually
arrive or leave for the day. no richer.
These districts are also hives of invention and learn- Some guild workers with longer hours may keep small
ing, with colleges and universities to found on these lodgings here to be close to their work, and larger
streets. guilds will have residential quarters.
They are the go-to part of a town or city to find both Schools and universities here will also have day
scholars and expert craftsmen. scholars and boarders.
Guilds can wield a lot of power within society, and this The smaller industries and trades here will also
district is the base of operations for many of them. be “live in”, mainly for efficiency. In smaller towns
This can lead to power struggles between guilds, and the work may be more cottage industry in style
is a constant source of friction, and possibly pay for and the district is full of homes with workshops
those looking for interesting work. attached instead of having larger more factory style
workplaces.
The guild quarter will attract the brightest and best
who are looking to make a name for themselves. During nighttime hours the number of townsfolk on the
streets will reduce greatly, with only round-the-clock
The guilds will have a support industry of caterers and workers still active alongside those that have drifted to
suppliers present in this area as well. the beer halls of the district.
Depending on the technology of the town there will be
simple small workshops all the way up to factories.

26
Law & Order Architecture
Alongside a small number of watch patrols, there Smart buildings on the wider streets. The guild
would be forces provided by the larger guilds looking houses will be large, ornate statements, reflecting the
after law and order. Although sometimes a guild rivalry status of the guild and size of membership.
may seem more important to them than the law of the Indeed, guild one-upmanship may have led to an
land. unofficial competition to build the grandest, tallest
Away from the more usual criminals, who are dealt guild house, leading to some interesting extensions
with by the local watch, the guilds tend to regulate and added on towers and turrets!
themselves, with varying levels of success and There will be smaller, less showy streets to house
fairness. poorer guilds and the support staff and services
A rather opaque code of conduct exists, with guilds required.
cooperating or clashing almost constantly. The main streets will be wide and well paved to
The atmosphere is rather cutthroat, and the guilds are accommodate the crowds of residents, workers,
rarely held to account if they go beyond the law to get scholars, and students who travel these routes daily.
ahead.
Anyone committing crimes that target the guilds Considerations & GM Notes
directly will soon find that the resources that can be
mustered against them make the average town watch The smart, wealthy guild houses may hide darker
look puny in comparison, as money can buy a lot of secrets created by fierce rivalries and the desire to get
protection. ahead.
The shops here may have more “interesting” items
Utilities including magic and technological marvels.
The magic guilds and scholars especially may be
These are busy but clean streets with a few shops more hazardous than normal thanks to ambitious
and good quality services available, including decent experiments and inexperienced scholars learning their
lantern lit streets at night. trade.
Catering services such as taverns and street traders
have good daytime trade here, as do the many
tradesmen who supply goods to the guilds and who
Guild Quarter Encounters
usually keep local offices for this purpose. The following pages contain the guild quarter town
There would be some larger beer hall style drinking district random encounter tables.
establishments for off duty workers to relax in. Use the following table to determine how many guild
There is also a healthy demand for less legal goods quarter encounters to generate.
which means some interesting trading establishments.

Crime D20 ROLL NUMBER OF ENCOUNTERS

1 - 12 1 x Guild Quarter Encounter


The busy streets by day will attract street criminals
such as pick pockets, dishonest traders, and 13 - 20 2 x Guild Quarter Encounters
shoplifters.
The guilds themselves, as you would expect, attract a
more refined criminal. You can use the tables to roll random encounters,
and then refer to the alphabetical list at the end of the
Unscrupulous scholars, smugglers of antiquities and Town Chapter for more information on the encounter.
even assassins can find good rewards here.
27
ROLL
GUILD QUARTER DESCRIPTION
(D100)
1 ABANDONED CART Empty and in the way.
2 ABANDONED CRATE A lone wooden crate.
3 ADVENTURER GUILD RECRUITER Local adventurers guild looking for fee paying members.
4 ALCHEMISTS ASSEMBLE! A boarding house with a difference.
5-6 ARM WRESTLE The smithy guild are testing their strength.
7-8 BAD VIBES You can feel it coming in the air tonight.
9 - 10 BAR FLIES Found in every Tavern everywhere.
11 BEHOLD, SCIENCE! Some boffins with a lot of glass and brass work apparatus.
12 - 13 BLADE IN THE DARK Who did you upset this time?
14 - 15 BOUNTY HUNTERS A bounty hunter crew on the prowl, in search of their prey.
16 - 17 BROKEN DOOR It hangs sadly from its hinges.
18 - 19 BUSKING BARD Time for a lute solo.
20 CAPTURE IT ALIVE! Exotic and dangerous beast has escaped the menagerie.
21 - 22 CHERRY TREE In full bloom.
23 - 24 COMPROMISED WATCHMAN He works alone for a reason.
25 CORPORATE ESPIONAGE As ever, secrets are the most valuable commodity.
26 DANCING SHADOWS That’s some fancy footwork.
27 - 28 DELICIOUS ARCANE PASTRIES A gastromancer selling spell and butter laden pastries.
29 - 30 DELIVERY BOYS You were out when we called so we left your goods...
31 - 32 DRAIN COVER Dark and unsurprisingly damp.
33 DRILL SQUAD One Two, One Two.
34 - 35 ELDERLY GUILD MASTER Kind, friendly and after something.
36 - 37 EMPTY BARREL Abandoned and clearly of no further use.
38 ESTATE AGENT If you look rich you're in.
39 - 40 FORK HANDLES Local chandler and part time comedian with all the puns.
41 - 42 GUILD STRIKE They are manning the picket line.
43 HACKNEY CARRIAGE That is a very shiny horse.
44 HOLD THIS! An interesting package.
45 LADDER An Easy way up or down.
46 - 47 LATEST FASHION Anyone who is anyone is wearing this latest ensemble.
48 - 49 LONE BARREL Nothing obviously unusual.
50 LOST CHILD Well dressed and cared for and very upset.

28
ROLL
GUILD QUARTER DESCRIPTION
(D100)
51 LOST VISITOR Trying to look like they know where they are going.
52 LUNCH CART Lunch on the go.
53 - 54 MASTER-CRAFTED BARGAINS A new artisan is selling items at a steep discount.
55 - 56 MERCENARY TENDENCIES A mercenary guild is throwing its weight around.
57 - 58 MONKS Devout, celibate and very boring company.
59 - 60 MYSTERY NOTE A scrap of paper carried by the wind.
61 MYSTERY PACKAGE Neatly wrapped.
62 NERVOUS TRADER He has travelled far to be here.
63 - 64 NEW GUILD IN TOWN Flashing the funds!
65 NUNS In a certain light that cross looks to have been sharpened.
66 - 67 OFFICE CATS Access all areas.
68 PALM READER Can also read tea leaves but that costs extra.
69 PARCHMENT AND INK VENDOR Demand is out-writing supply.
70 - 71 PICKPOCKET A professional lifter of coin purses.
72 - 73 POORLY BUILT STONE WALL It looks like it went up in a hurry.
74 POTION LAB EXPLOSION From nowhere there came chaos.
75 - 76 PRIZE POODLE Fluffy, white and truly evil.
77 - 78 RUN AWAY GOLEM A towering automation is running amok.
79 - 80 RUNAWAY CART Fully loaded and heading downhill.
81 - 82 RUNNING MESSENGER Still the quickest way to send a message.
83 - 84 RUSH HOUR Workshops and halls are closing, the street is packed.
85 SHARED OFFICE Once a house this is a new enterprise for the town.
86 - 87 SMALLEST ROOM So small its outside.
88 - 89 STABLES Full during the day and mostly empty at night.
90 STRANGE DOOR Odd that.
91 STREET SWEEPER There is a reason it’s nice round here.
92 THE DRAY Viewed as the most important delivery service.
93 THIEVES GUILD MISSION Many light fingers make light work.
94 - 95 UNEXPECTED MAGIC LESSON A mage guild practice session accidentally lets spells fly.
96 - 97 WELL WORN SLABS A path can be seen.
98 - 99 WINE CELLAR They look not to have been touched for a while.
100 YOUTH OF TODAY Annoying and in the way.

29
High Street Districts Population
High street districts are the beating heart of many High Street districts have a very high daytime
towns, packed with shops, restaurants, taverns and population, which will dwindle and become far more
more. rowdy as night draws in.
These streets are where Characters can sell their loot By day the likes of tourists, guild members, residents
or pick up new gear, and are often not only the first and workers alike frequent this area. They browse
place to visit but also a place to locate decent accom- the stores, pick up supplies or souvenirs, trade their
modation. wares or grab a bite to eat from a street vendor or
This is the district most likely to attract visitors to the restaurant.
town or city, and would have plenty of rooms, hostels, The number of people is often too much for the
and hotels available for overnight stays. Even those infrastructure and crowds will often block the way.
who come for other reasons will often find themselves Shopkeepers and staff will frequently live above
staying in the high street district. the shops by night, and some industries could also
Most high street districts would also have their own produce their wares on site, such as bakers, tailors,
seedier underbelly, the establishments that are hidden smiths etc.
from plain sight but that cater to less standard tastes. The taverns, theatres, restaurants and play houses
Away from the welcoming wide main streets, there will in the district will draw in night-time visitors, who may
doubtless be smaller twittens and alleyways housing also find certain shops tend to only open at night...
the smaller shops which are either more “specialised”
or less “legitimate”. 5E: Characters would usually find the full range of food,
Larger cities are very likely to have multiple high drink, lodgings, services, trade goods, mounts, tools,
street districts, often serving different economic bands armour, weapons and other adventuring gear available in
of the population. this type of district

30
Law & Order Architecture
The town watch will frequently patrol the high street The high street will feature wide roads that are clean
districts, but it would still often be easy to hide and well paved, lined with large glass bay fronted
amongst the crowds. The law tends to focus on shops to attract patrons. Cellars and back rooms will
the wider main streets and often avoids the narrow have been attached to store stock, and there will be
twisting alleys and back streets. rooms above to house staff.
The amount of commerce taking place also attracts all Taverns with be clean and well patronised buildings,
manner of criminals, especially pick pockets, burglars with large open and airy rooms to appeal to wealthy
and con artists. residents, shoppers, and tourists. The taverns found
The sort of specialist traders, who mainly open at on the back streets are less polished and cater to
night, may attract black market goods and suspicious local workers or the less desirable criminal elements.
patrons. There will be smaller alleyways away from the well-
Larger stores and entertainment venues may employ lit, clean areas. These will be used for deliveries and
their own security to deter thieves or unruly patrons. populated by smaller traders and those traders who
wish to be less visible to passers-by.
If there is a high military presence in a town, many
troops on leave will pack select taverns.
Considerations & GM Notes
Utilities There will be a shop here for everything, although
some may be “invite only” and have a more exclusive
These are well maintained streets with good night patronage.
time lighting and all manner of shops, restaurants,
theatres, taverns, and any other place you’d be able While the shops here are easily accessible, savvy
to buy goods or services. shopkeepers may put up the prices for visitors who
are not familiar with the local goods and prices.

Crime At night, this area will become a rowdy environment


as shops are shuttered up and the taverns go in to full
Shop lifters and pick pockets are most common here, swing.
and the less experienced thieves are easy pickings
for the watch. So much so that any established High Street Encounters
thieves will often flood an area with young aspiring
pickpockets to keep the watch busy while the masters The following pages contain the high street town
ply their trade. district random encounter tables.
Confidence tricksters of all kinds will pop up to Use the following table to determine how many high
entertain crowds and relive townsfolk of their cash, street encounters to generate.
through games of chance or amazing deals on
quality goods that often turn out not to be what was
advertised D20 ROLL NUMBER OF ENCOUNTERS

Black market goods, smuggling rings, money 1 - 12 1 x High Street Encounter


laundering and the opportunity to buy some ill-advised
magic items can all be found here. 13 - 20 2 x High Street Encounters

Criminal gangs will often clash over who gets to claim


areas of the high street, especially as protection
rackets often form a lucrative portion of their income. You can use the tables to roll random encounters,
and then refer to the alphabetical list at the end of the
Town Chapter for more information on the encounter.
31
ROLL
HIGH STREET DESCRIPTION
(D100)
1 A ROW BETWEEN FRIENDS The coin was only resting in his purse!
2 ABANDONED CART Empty and in the way.
3 ABANDONED CRATE A lone wooden crate.
4 BAR FLIES Found in every Tavern everywhere.
5-6 BIG DAY OUT Well its nice weather for an outing.
7-8 BLACKSMITH APPRENTICE On an errand.
9 - 10 BOARDED UP WINDOW Dirty wooden planks hide the glass.
11 BROKEN DOOR It hangs sadly from its hinges.
12 - 13 BROKEN STEP A crack runs through it.
14 - 15 BUILDING SITE FOREMAN The urban expanse is expanding.
16 - 17 BUTCHER'S BOY Looking for help on behalf of their master.
18 - 19 CHIMNEY SWEEP Older and larger than you would expect.
20 CIRCUS COMES TO TOWN Big wagons, exotic animals, acrobats, clowns and more....
21 - 22 COMPROMISED WATCHMAN He works alone for a reason.
23 - 24 DELIVERY BOYS You were out when we called so we left your goods...
25 DOG SHOW It’s hardly crufts but there is coin to be won!
26 DRAIN COVER Dark and unsurprisingly damp.
27 - 28 DRINKING GAMES A drunken group are challenging all to the 'Game'.
29 - 30 EMPTY BARREL Abandoned and clearly of no further use.
31 - 32 ENVOY Brightly dressed and carrying a proposition.
33 FENCED GOODS Cheap is Cheap for a reason.
34 - 35 FLIMSY WOODEN DOOR Poorly made and barely staying together.
36 - 37 FRUIT SHORTAGE How do you like them apples?
38 HACKNEY CARRIAGE That is a very shiny horse.
39 - 40 IMPOVERISHED NOBLE Oh how the great have fallen.
41 - 42 IN FOR A PENNY... A rather grimy coin.
43 LADDER An Easy way up or down.
44 LONE BARREL Nothing obviously unusual.
45 LOOSE HORSE Whoa there.
46 - 47 MAGPIES Ooooh Shiny!
48 - 49 MONKS Devout, celibate and very boring company.
50 NERVOUS TRADER He has travelled far to be here.
32
ROLL
HIGH STREET DESCRIPTION
(D100)
51 OLD SOFA Looks well worn.
52 ON THE HUNT FOR CURIOS A shopper with a difference.
53 - 54 PATH AHEAD IS BLOCKED A group spreads out across the path ahead.
55 - 56 PATRONS WHO LUNCH Coin, no profession and lots of spare time.
57 - 58 PERSONAL STYLIST Employed by a local store and looking for clients.
59 - 60 PICKPOCKET A professional lifter of coin purses.
61 PICKPOCKET URCHIN GANG A mob of loud distracting children with sticky hands.
62 PILE OF BOXES & BARRELS They make the place look untidy.
63 - 64 POORLY BUILT STONE WALL It looks like it went up in a hurry.
65 PRIVATE DETECTIVE They may have many quirks but they get the job done.
66 - 67 PRIVATE SECURITY These mercenary guards always seem to find crime.
68 PRIZE POODLE Fluffy, white and truly evil.
69 RARE FURNITURE TRADER Antiquing is more than a hobby!
70 - 71 REGAL BANKER Tall, thin and shrewd.
72 - 73 REPAIR CREW Practical and rowdy, this crew thinks with their fists.
74 SEAMSTRESS APPRENTICE Trying to avert a fashion disaster.
75 - 76 SERVING YOUTH Serves in the local tavern.
77 - 78 SHOP ASSISTANT Very busy and keen for help.
79 - 80 SHOPPERS Baskets hang from the crooks of arms.
81 - 82 SILK TRADER Merchant desperate to rise in station.
83 - 84 SMALLEST ROOM So small its outside.
85 STOCK TAKER Unpopular but could be useful.
86 - 87 STRANGE MOULD Green between paving stones and bricks.
88 - 89 STREET SWEEPER There is a reason its nice round here.
90 SUSPICIOUS DOOR Blocking entry to a rather drab building.
91 TAX COLLECTOR The Brother of the Stock Taker.
92 THE LOCAL NOBILITY Yah Yah Yah.
93 THE WELL Water isn't the only thing down there!
94 - 95 TRADE ASSOCIATION Buying power.
96 - 97 WELL WORN SLABS A path can be seen.
98 - 99 WINDOW CLEANER No smeary windows here.
100 WINE TRADER A Master of their craft.

33
Lanes Districts Population
Lanes districts are the mainstay of any town, and are Lanes districts have a large population with a high
where the average citizens have their homes. density of housing for resident families.
These residential streets are packed with houses, Modest houses are most common, mostly housing
small shops, simple restaurants, and local taverns. one family per house. Larger buildings may have
Depending on the industrial level of a town, this will poorer families sharing smaller living spaces. The
either be where most of the workers live, or there will best houses belong to those lucky enough to have
be workshops within most homes where people work gained some wealth, but who are not in the same
their craft. league as those who live in more noble districts.

Lanes districts are likely to house all age ranges as The streets are busy by day, and all sorts of all ages
families live here, and are also often tight knit with live and play here together in close proximity.
any new visitors and strangers noticed, watched and There is frequently neighbourhood friction over a
commented on. range of issues, no matter how trivial...
These districts could be full of tight packed multi-sto-
ried buildings on chaotic narrow streets, neat lines of Law & Order
terraced houses on carefully planned straight roads or
even scattered cottages where smaller villages have Lanes district will have regular watch patrols, but
merged as the town has grown. are treated as low risk and low priority. The twitching
curtains of the ever-vigilant neighbours makes up for
There are more lanes districts in most prosperous
any watch shortfall though.
cities than any other district type.
There are often neighbourhood watch schemes and
If there is a large population of similar residents, such
residents’ associations. Some are there for show,
as particular humanoid race, they may have their own
others are full-blown vigilante squads eager to find
distinct lanes district.
criminals and deliver justice.
34
Utilities Architecture
The residents will generally keep the streets clean A mix of pleasant houses, some terraced blocks and
and there are small stores and taverns scattered some more haphazard houses on twisting streets built
throughout these districts. from need not design, and using all available plots.
Any such establishments are very “local” and can Roads are a mix of planned, straight streets and
discourage strangers and travellers. winding alleys with chaotic buildings filling all available
A few lanterns or braziers are lit in key areas, but space to accommodate increasing populations.
lanes districts are mostly dark at night. The smarter areas with residents’ associations tend
There would be way temples or small shrines to have smarter streets and house fronts, often with
scattered throughout the district to see to the spiritual matching architecture and paintwork.
needs of the people.
Some of these districts can be very large and it’s easy Considerations & GM Notes
to get lost, especially as many streets look the same
Not all here is as it seems. Behind closed doors there
and there is little to no signage to help. Oddly there
is almost a different world of crime, neighbourhood
always seems to be a group of youths who could help,
disputes and even protection money.
for a coin or two.
The taverns and shops here are often converted
There will of course be door-to-door trades, deliveries,
houses and are small and cater almost exclusively for
and some household industry here. Some more
local residents.
interesting traders can be seen in the darker hours
using the back doors. There may be an opportunity here for strangers to
influence or profit from neighbourhood rivalries and
There are going to be a few scattered open public
disputes. Especially if well informed Characters can
spaces like greens or squares which offer some fresh
provoke these conflicts.
air and usually a pump or well as a water source.
If in doubt on which district to use for an encounter,
Crime use the lanes district, it’s the average town street.

Depends on who you ask. Burglary is fairly common Lanes Encounters


and often the biggest fear for residents, with anti-
social behaviour as another common issue. The following pages contain the lanes town district
random encounter tables.
Some criminal gangs are well established, even liked,
in these parts as they deal with noise issues and Use the following table to determine how many lanes
neighbourhood disputes very effectively. encounters to generate.
It’s common for a criminal gang to establish itself as
the local firm and use some of their ill-gotten gains D20 ROLL NUMBER OF ENCOUNTERS
to help the community in return for a loyal network of
eyes and ears. 1 - 12 1 x Lanes Encounter

Some residents’ associations are extremely zealous 13 - 20 2 x Lanes Encounters


in enforcing regulations and can cross the lines of
legality to enforce their rules.
Almost all residents have been guilty of slandering You can use the tables to roll random encounters,
their neighbours at some point, and most crime here and then refer to the alphabetical list at the end of the
is more domestic in nature within or between local Town Chapter for more information on the encounter.
families.

35
ROLL
LANES DESCRIPTION
(D100)
1 A MYSTERY What’s going on here then.
2 ABANDONED CART Empty and in the way.
3 ABANDONED CRATE A lone wooden crate.
4 ALCHEMISTS ASSEMBLE! A boarding house with a difference.
5-6 BAR FLIES Found in every Tavern everywhere.
7-8 BATH-TIME What an exhibitionist!
9 - 10 BLADE IN THE DARK Who did you upset this time?
11 BOARDED UP WINDOW Dirty wooden planks hide the glass.
12 - 13 BROKEN DOOR It hangs sadly from its hinges.
14 - 15 BROKEN WINDOW Wrong place wrong time.
16 - 17 BUILDING SITE FOREMAN The urban expanse is expanding.
18 - 19 BUTCHER'S BOY Looking for help on behalf of their master.
20 DANCING SHADOWS That’s some fancy footwork.
21 - 22 DELIVERY BOYS You were out when we called so we left your goods...
23 - 24 DRAIN COVER Dark and unsurprisingly damp.
25 DRAY Viewed as the most important delivery service.
26 DRILL SQUAD One Two, One Two.
27 - 28 ELDERLY RESIDENT They love to meet new people.
29 - 30 ESTATE AGENT If you look rich you're in.
31 - 32 FRUIT SHORTAGE How do you like them apples?
33 GATHERING SUPPLIES A shopper with a difference.
34 - 35 GORY SCENE Blood Everywhere is never good.
36 - 37 IN FOR A PENNY... A rather grimy coin.
38 LADDER An easy way up or down.
39 - 40 LONE BARREL Nothing obviously unusual.
41 - 42 LOOSE BRICKS Without warning the masonry falls from above.
43 LOOSE HORSE Whoa there.
44 LOST VISITOR Desperate to look like they know where they are going.
45 MOVING DAY A cart stands ready blocking the narrow street.
46 - 47 MUDDY PUDDLE A watery pool of unknown depth.
48 - 49 NICE OLD LADY Black really suits her!
50 OLD SOFA Looks well worn.

36
ROLL
LANES DESCRIPTION
(D100)
51 OPTIMISTIC FAVOR Well they're almost old enough.
52 PALM READER Can also read tea leaves but that costs extra.
53 PICKPOCKET URCHIN GANG A mob of loud distracting children with sticky hands.
54 - 55 PILE OF BOXES & BARRELS They make the place look untidy.
56 - 57 POORLY BUILT STONE WALL It looks like it went up in a hurry.
58 - 59 POP UP CAFE Cheaper than the High Street.
60 - 61 RECYCLING Rag & Bone men.
62 ROOMS TO RENT The rule list seems rather extensive.
63 - 64 SCANDALOUS GOSSIP Source of tales why the neighbours are lowborn crooks.
65 SEAMSTRESS APPRENTICE Trying to avert a fashion disaster.
66 - 67 SERVING YOUTH Serves in the local tavern.
68 SHARED OFFICE Once a house this is a new enterprise for the town.
69 SHOP ASSISTANT Very busy and keen for help.
70 - 71 SLIPPERY STONES Slimy and damp.
72 - 73 SMALLEST ROOM So small its outside.
74 SNEAKY PEEK Well it doesn't hurt to look does it?
75 - 76 STOCKS Wooden and stained.
77 - 78 STRANGE BRICK Slightly discoloured.
79 - 80 STRANGE DOOR Odd that.
81 - 82 STRANGE MOULD Green between paving stones and bricks.
83 - 84 STRANGE SUIT That looks out of place.
85 STREET BULLIES Nothing better to do.
86 - 87 STREET PARTY This area has been taken over by a raucous street party.
88 - 89 STREET PROPHET Shouting makes it true.
90 SUDDEN CRAMPS Cheap food was a bad idea.
91 SUSPICIOUS DOOR Blocking entry to a rather drab building.
92 THE LOCAL NOBILITY Yah Yah Yah.
93 TOM CAT The top cat of the district.
94 - 95 TOURISTS Yes even here.
96 - 97 WELL WORN SLABS A path can be seen.
98 - 99 WINE CELLAR They look not to have been touched for a while.
100 YARD SALE Just unwanted junk?

37
Noble Quarter Districts Population
Populated by those nobles who do not cram into the Noble Quarter districts have a small resident
castle ward districts’ exclusive court side lodgings, population, but the much larger number of staff and
either a desire for more space or a lack of influence visitors will make these districts busier.
keeping them away from the ruling powers. The nobles are the old houses who do not live full
The wide streets, large houses, extensive gardens time at the ruler’s court. For those families who are
and general feeling of wealth and power mark these permanently at court the extended family, and of
noble quarter districts as the home of the rich and course any children, still reside here in the family
elite of the town or city. property. So links to the ruling power are strong.
Powerful noble families, rich business owners, guild Servants are numerous and housed in the smallest,
masters and the most successful professionals all out of the way rooms in these larger residences.
have homes here.
Anyone looking out of place is likely to be noticed and Law & Order
told to ‘move on’ by some of the ever-present guards.
The best equipped town watch and a large number of
For those with the cash, connections, or skills these
private guards make for a very well protected district,
districts are full of both knowledge and treasure. They
with little tolerance for any crime.
are also a very good place to find a high paying em-
ployer who may need the Characters skill sets. The patrols are numerous and regular throughout the
day and night.
This is a place to aspire to, where all of the houses
are cripplingly expensive and very hard to come by. The residents also fund both personal household
security and additional patrols for the district. These
Old families have their seats of power here, and “new
often include more elite guards and even some magic
money” can not always buy property.
users.

38
Utilities Architecture
Only the best is found in this district. Lanterns or Grand but old fashioned. The latest trends have no
magical lights illuminate the night, the streets are place here. This is old money.
cleaned regularly, and the best food and drink can be Houses are all about appearance. Grand entrances,
bought for the highest prices. impressive grounds with imposing gates and fences.
Catering is mostly done in-house, and supplies are The staff entrances and lodgings are out of sight and
delivered and handled by the household staff. cramped.
There may be a select few shops and entertainment The houses are very much in competition. The
venues, but for the most part this district is a collection largest, most ornate gates. The most expensive wood
of private dwellings and the attached grounds. for the front door. The rare flowers in the gardens.
There is usually at least one area of parkland in this The antiquities placed in full view of the large front
type of district with well manicured lawns and terraces windows, visible to passers-by.
to allow the nobility to promenade in the latest
fashions. Considerations & GM Notes
The homes in this district would have access to the
Not all the families are wealthy and instead strive to
best and most expensive utilities, so expect running
maintain the appearance of wealth; however beyond
water, central heating, flushing toilets and all manner
a receiving room the grand house is poorly furnished.
of modern marvels.
The servants run this place and know everything that
Crime happens.
Many of the families have relatives at court and have
Of course, this area attracts a batter class of criminal influence over the rulers.
and most crime is of the level where it crosses over in There is a desire to impress here, and there is a huge
to business and politics. demand for the latest thing to impress the neighbours.
Theft is rare thanks to the expensive and extensive Wealth does not necessarily mean wise, and some
security, however the potential rewards mean there is family members can be quite gullible.
no lack of criminals willing to give it a go. They don’t
want to get caught though, as the punishment tends
to be severe at best to act as a deterrent. Noble Quarter Encounters
The families often see themselves as above the law, The following pages contain the noble quarter town
and as a result feel free to acquire whatever goods district random encounter tables.
they wish regardless of legality. This attracts a certain
Use the following table to determine how many noble
breed of greedy, cutthroat yet seemingly agreeable
quarter encounters to generate.
criminal “fixers” who specialise in acquiring and
delivering contraband wares.
Gambling is a favourite pastime for many here which D20 ROLL NUMBER OF ENCOUNTERS
may lead to high stakes loan shark agreements, and
1 - 12 1 x Noble Quarter Encounter
some gangs specialise in targeting gamblers.
Sometimes noble families fall on hard times and have 13 - 20 2 x Noble Quarter Encounters
to resort to less than legal means of re-establishing
themselves. They often partner up with criminal
elements who will benefit from the noble name and You can use the tables to roll random encounters,
connections in return for financial backing. These and then refer to the alphabetical list at the end of the
deals don’t often end well... Town Chapter for more information on the encounter.

39
ROLL
NOBLE QUARTER DESCRIPTION
(D100)
1 A POUND OF FLESH A rather rotund noble waddles up the street.
2 ABANDONED CART Empty and in the way.
3 ABANDONED CRATE A lone wooden crate.
4 ART EXHIBITION An eclectic collection is missing a statue.
5-6 BIRD WATCHING An innocent hobby has caused quite a stir.
7-8 BLADE IN THE DARK Who did you upset this time?
9 - 10 BUILDING SITE FOREMAN The urban expanse is expanding.
11 COMINGS AND GOINGS All the hustle and bustle covers the unusual activity.
12 - 13 COUNTING CULTISTS Cultists popping up everywhere.
14 - 15 DELIVER THIS! A letter of interest?
16 - 17 DELIVERY BOYS You were out when we called so we left your goods...
18 - 19 DRAIN COVER Dark and unsurprisingly damp.
20 EMPTY BARREL Abandoned and clearly of no further use.
21 - 22 ENVOY Brightly dressed and carrying a proposition.
23 - 24 FAMILY HEIRLOOM They’d like help recovering the heirloom.
25 FOOTMEN A matching set!
26 FORTUNATE WARD Or maybe they are not so lucky.
27 - 28 GATHERING SUPPLIES A shopper with a difference.
29 - 30 HACKNEY CARRIAGE That is a very shiny horse.
31 - 32 HANGING BASKETS Beautiful and dangerous.
33 HAY FEVER Not every year is this bad!
34 - 35 IT MUST BE YOUR FAULT They demand satisfaction.
36 - 37 JEWELRY DEALER After a certain personal ornament.
38 JOIN THE NASONS An elite club invites you to join.
39 - 40 LADDER An easy way up or down.
41 - 42 LOOSE HORSE Woah there.
43 LOST CHILD Well dressed and cared for and very upset.
44 MEMBERS OF THE BOARD It’s a closed club.
45 MISSING A servant has vanished.
46 - 47 MYSTERY NOTE A scrap of paper carried by the wind.
48 - 49 NEW MONEY The locals are suspicious and looking into them.
50 NOBILITY AT LARGE Yah Yah Yah.

40
ROLL
NOBLE QUARTER DESCRIPTION
(D100)
51 OLD LADY FEEDING THE BIRDS A lone figure dressed in layers of old clothes.
52 OLD MONEY. OR LACK OF IT Oh how the great have fallen.
53 OUTSIDE CATERING A team of professional chefs and servers.
54 - 55 PAINTED WINDOW FRAMES. The paint smells wet still.
56 - 58 PATH AHEAD IS BLOCKED A group spreads out across the path ahead.
59 - 60 PIGEONS Messy feathered critters.
61 PILE OF BOXES & BARRELS They make the place look untidy.
62 POORLY BUILT STONE WALL It looks like it went up in a hurry.
63 - 64 PRESENTED AT COURT It’s that time of year again.
65 PRIVATE AUCTION HOUSE Exclusive and invite only.
66 - 67 PRIVATE DETECTIVE They may have many quirks but they get the job done.
68 RARE FURNITURE TRADER Antiquing is more than a hobby!
69 RELEASE THE HOUNDS! A rowdy pack of hounds.
70 - 71 RESIDENTS ASSOCIATION Upstanding citizens trying to improve the area.
72 - 73 RIOT Yes an actual riot.
74 RIVETING LOCAL "NEWS" Not exactly challenging reporting.
75 - 76 SERVANTS ENTRANCE Widely considered an insult to a party such as this.
77 - 78 SHINY KNOB The light shining off it catches the eye.
79 - 80 SONG BIRDS Small and used to people.
81 - 82 SOOTY HAND PRINT Out of place.
83 - 84 STRANGE RINGS A fashion of sorts.
85 STRANGE STATUE A stone angel on a plinth.
86 - 87 STREET SWEEPER There is a reason its nice round here.
88 - 89 THE BANKER Tall, thin and shrewd.
90 TOURISTS Yes even here.
91 TWO DOORBELLS Better than one?
92 VIGILANTE Two men and a bat.
93 WALKING TOUR The best way to admire the architecture is on foot.
94 - 95 WET FOOT PRINTS Where do they lead?
96 - 97 WISHING FOUNTAIN Shiny coins sparkle in the bottom of the fountain.
98 - 99 WRONG SIDE OF THE WAGON TRACKS Young love has led to poor decision making.
100 YOUNG NOBLE Young, rich and no idea.

41
Rural Districts Population
Either small settlements in their own right, or the Rural districts are moderately populated but spread
fringes of larger towns and cities. Rural districts are over a wider area than the more crowded town
generally more spread out and surrounded by nature districts. The locals tend to be close knit and well
than other town districts. aware of everyone else’s business.
On the edges of larger towns and cities it is common Local hubs of the community, usually weekly
to find farmland running up to the city walls to feed the markets, taverns, and churches are well supported
large urban population, and suburbs established close opportunities to catch up on all that is going on.
by.
Residents here would most likely find employment Law & Order
working the land in some way or another. Although
there is always the chance those with more means There is likely a local law officer and a militia that can
have moved here for the greenery and space. be raised, as well as the occasional presence of more
elite mounted road watch patrols.
There will also be rural industries such as black-
smiths, carpenters etc. to support the local farms. The locals also will look out for each other’s business,
and farmers may employ extra security around
Being near to nature also means a rural district is
harvest times to get the produce from field to market.
closer to the wilderness, and you may get more dead-
ly beasts and monsters that have wandered into the Rangers often work just beyond a rural district both to
area than other districts have to deal with. hunt and to offer security from beasts and monsters.
The coaching inns to be found in these districts are
5E: Elite road patrols may well be mounted Veterans or
often both the last and first comfortable night for many
even Knights, where as the rangers could be Scouts.
travellers and adventurers.

42
Utilities Considerations & GM Notes
There will usually be a tavern to cater for locals and The rural areas around towns and cities are where
travellers passing through. two worlds meet. The local farmers and residents
Larger coaching inns would be found in rural districts generally live simpler lives.
that sit on major trade routes. The rich city folk may travel through but rarely stay.
Travelling traders will tour the rural areas offering Some may keep a rural house with grounds for sport
practical wares to the locals’ sourced from the city. and hunting. And to house unpopular relatives.

Only the centre of a rural district is likely to be lit at Travelling traders are common, serving multiple rural
night. Although the district is often clean, well-kept locations, and carrying news between them.
and with plenty of access to simple but quality fare at Goods here are more limited but cheaper.
a reasonable price. There may be issues with some of the local wildlife.
There will be weekly farmers markets and stalls for It may help to roll a suitable wilderness region
the local cottage industries to sell their wares. encounter to go alongside your rural district
encounter(s) to represent what’s happening just
Crime outside of town.

Rustling of farm animals is the usual and main crime


concern of the locals. Petty crime including theft of
rural equipment and other goods is also common, and
dealt with locally.
More of a worry is the possibility of a wild beast,
monster or raiding party attacking the district.
Bandits will visit rural districts to sell their plunder
and to arrange smuggling routes into the town or city.
They may also hand out coins to any letting them
know when rich travellers come through this way.
The locals may be reluctant to pay taxes mainly spent Rural Encounters
in towns and cities, and may try to avoid paying,
which can lead to confrontation with tax collectors. The following pages contain the rural town district
random encounter tables.
Architecture Use the following table to determine how many rural
encounters to generate.
Farm buildings and rural coaching inns are built from
necessity and designed to do the job and little more.
Building materials are cheap and local, however D20 ROLL NUMBER OF ENCOUNTERS
construction is sound, but not always long lived if 1 - 12 1 x Rural Encounter
poorly maintained.
Houses are small and often single stories. Rural 13 - 20 2 x Rural Encounters
layouts are often unplanned, or simply a group of
buildings next to the main road through the fields.
You can use the tables to roll random encounters,
Away from the main trade routes, which are usually
and then refer to the alphabetical list at the end of the
paved cobble or packed dirt roads, the rural roads are
Town Chapter for more information on the encounter.
poorly constructed and worn.

43
ROLL
RURAL DESCRIPTION
(D100)
1 A ROW BETWEEN FRIENDS The coin was only resting in his purse!
2 BANDIT LEADER He had to fight to get where he is today.
3 BANDITS ON THE ROAD These cut throats are not to be underestimated.
4 BATS Not usually seen during the day.
5-6 BEES Oh Honey.
7-8 BITTER COLD There is an unnatural cold in this area.
9 - 10 BOGGY CONDITIONS It’s been wet lately.
11 BOUNTY HUNTERS A bounty hunter crew on the prowl, in search of their prey.
12 - 13 BROKEN FENCE Poor maintenance or has something got out?
14 - 15 CHERRY TREE In full bloom.
16 - 17 CIRCUS COMES TO TOWN Big wagons, exotic animals, acrobats, clowns and more....
18 - 19 COLLAPSED BRANCH A tree branch has come down.
20 CROWS Hated by everyone.
21 - 22 DOG SHOW Its hardly crufts but there is coin to be won!
23 - 24 DRAY Viewed as the most important delivery service.
25 EAGLE Soaring serenely on warm updrafts.
26 ELDERLY RESIDENT They love to meet new people.
27 - 28 FERAL DOG PACK A pack of hungry feral dogs with no fear of people.
29 - 30 FIELD MICE Aw cute!
31 - 32 FIRE! It’s getting hot in here!
33 FLEAS Itchy and annoying.
34 - 35 GRASSY KNOLL Great for hiding behind.
36 - 37 HAY FEVER Not every year is this bad!
38 HERDS OF COWS Don't scare them whatever you moo.
39 - 40 HIGHWAYMAN Stand and Deliver.
41 - 42 INVASIVE SPECIES This ornamental grass is pretty.
43 LOCAL LAND LABOURERS Tanned, muscled and very, very local.
44 LOCAL PRIEST There are many rumours around the local preacher.
45 MAGPIES Ooooh Shiny!
46 - 47 MONKS Devout, celibate and very boring company.
48 - 49 MUCK HEAP Fertiliser for the fields in a large pungent heap.
50 MUSHROOMS Now was it the spotty ones which are poisonous?

44
ROLL
RURAL DESCRIPTION
(D100)
51 NICE NIGHT FOR A WALK Except its not.
52 - 53 NICE OLD LADY Black really suits her!
54 NUNS In a certain light that cross looks to have been sharpened.
55 - 56 OLD OAK TREE Lightning killed it many a year ago.
57 - 58 OPTIMISTIC FAVOR Well they're almost old enough.
59 - 60 PEASANTS Poor, usually hungry and rather pungent.
61 POPULAR MONGREL A dog of many talents.
62 PRIZE BULL Big horns and big attitude.
63 - 64 RAIN It’s really coming down!
65 RAUCOUS DUCKS Release the Quacken.
66 - 67 RUNNING MESSENGER Still the quickest way to send a message.
68 RUSTLING BUSHES Is it the wind that is moving the branches?
69 SCANDALOUS GOSSIP Source of tales why the neighbours are lowborn crooks.
70 - 71 SHEEP A small flock.
72 - 73 SONG BIRDS Small and used to people.
74 - 75 STARLINGS An unusually large murmuration.
76 STARVED HOUNDS Desperate, fast and furious at their treatment.
77 - 78 STEADFAST FARMER Owner of the muck heap, bull and cows. Hater of rabbits.
79 - 80 STINKING HERMIT Smelly individual of indeterminate age and allegiance.
81 - 82 TALL GRASS The locals are creating a wildlife garden.
83 - 84 THE BURNING SUN It’s unusually hot.
85 THE GOOSE Thankfully there is only one.
86 - 87 THE LOCAL NOBILITY Yah Yah Yah.
88 - 89 TOM CAT The top cat of the district.
90 TORCHES AND PITCHFORKS You need to know who your friends are if things get hot!
91 TRAVELLING APOTHECARY Doctor or Quack?
92 TRAVELLING HUNTER Pelts hang from them rather over dramatically.
93 UNEVEN PATH It would be easy to turn an ankle here.
94 - 95 VILLAGE FETE Is that a goat in the tunnel of love?
96 - 97 WATERSHIP DOWN Something for the pot?
98 - 99 WELL Water isn’t the only thing down there!
100 WOLVES Now why are they here?

45
Slums Districts Population
Almost forgotten by the rest of town, slums districts Slum districts are often densely populated, with the
are where the poor of the town live atop each other in poor packed tightly in to ramshackle buildings.
packed and squalid conditions. The townsfolk here are a mix of those unfortunates
The folk here strive to do the best for their families in who have not the coin or the prospects to move on,
the most challenging conditions. and those who thrive in this cutthroat environment.
Apart from the residents, these districts are only The honest citizens rarely have reason to address
frequented by those looking to take advantage of the the criminals (frankly organised criminals are more
facilities found only in these out of the way areas. generous than the watch has ever been).
The lack of a meaningful law enforcement presence,
and money from the vice houses, will mean that pow- Law & Order
erful criminal gangs are prevalent and often plague
these streets. The town watch tends to patrol in groups, very
infrequently, but will often turn a blind eye to many
It’s likely various vices find outlets here, from narcotic
petty crimes and seem more interested in ensuring
dens, gambling houses and brothels to underground
that the slum dwellers stay in the slums.
combat arenas.
As a result, there are often vigilante groups that form
Poorer towns and cities may have multiple slums dis-
to keep the peace.
tricts within their boundaries.
Both the patrols and the vigilante groups apply a very
For some cities the slums district is actually more of a
loose interpretation of the law. The watch patrols only
shanty town that has built up on the outskirts, this is
act if the victim is a wealthier resident of elsewhere,
even more likely if a town wall is in place.
the vigilantes tend to target any “unauthorised”
This is not a place to linger, both because of the crime criminal activities.
and the smell.

46
Utilities Considerations & GM Notes
Expect poor lighting, dirty streets, open sewage, stalls These districts don’t follow a clear street plan and
with poor fare, risky street food, dingy drinking dens there are many hidden places, known only to the
and a lot of cheap labour available to hire. locals.
There is little of material value to be traded here, Anyone who looks out of place will stick out like a sore
although the criminal gangs will offer some freshly thumb and those flaunting wealth will draw the most
acquired goods for decent rates if they trust you. attention.
Buildings tend to be residential with most trades doing Anyone looking to find criminals here that doesn’t
business out in the streets. have the right connections will be met with a wall of
Taverns are often impossible to distinguish from the silence, and occasionally a blade in the back.
surrounding buildings. The slums could be a real melting pot of every culture
Some streets are barricaded to create makeshift found in the town, all bought together by unfortunate
urban forts that act as power bases for the gangs. circumstances not necessarily of their own doing.
Slums are good place to avoid the eyes of the law,
Crime although on the flip side you’re far more likely to have
dealings with criminal gangs.
The local criminals tend not to commit their petty Often the criminal underworld has it’s own complex
crimes in their own neighbourhood. The exception of hierarchy, and there may be a thieves guild with a
course is passers through and strangers, especially master that rules like an underworld king.
well-dressed ones, are fair game for thieves, pick
pockets and dishonest traders. Disease and poor nutrition tend to provide a steady
stream of bodies coming out of these districts, and
Organised crime thrives here, with many eager corpse carts are often employed to clean up.
recruits, closed mouths and locals who look the other
way.
Slums Encounters
The majority of the population here are honest (if
somewhat reluctant to address the organised crime), The following pages contain the slums town district
however they will often overlook the crimes of their random encounter tables.
neighbours, as long as they are not the victims.
Use the following table to determine how many slums
encounters to generate.
Architecture
Informal. Very poor materials, poor construction D20 ROLL NUMBER OF ENCOUNTERS
methods and lack of maintenance. It’s every man for
1 - 12 1 x Slums Encounter
himself in terms of space, and this has led to a maze
of paths and streets.
13 - 20 2 x Slums Encounters
The roads are dirt, not maintained, poorly lit and filthy.
No money is spent here, and even the organised
crime which resides here has no reason to improve You can use the tables to roll random encounters,
the area outside of their own rooms. and then refer to the alphabetical list at the end of the
Town Chapter for more information on the encounter.
Many houses have collapsed and been partially
rebuilt, which in places has led to vast rookeries of
makeshift buildings sprawling over multiple streets.

47
ROLL
SLUMS DESCRIPTION
(D100)
1 A ROW BETWEEN FRIENDS The coin was only resting in his purse!
2 ABANDONED CRATE A lone wooden crate.
3 BAR FLIES Found in every Tavern everywhere.
4 BARREL OF ROTTEN FRUIT The blight has struck everywhere.
5-6 BARRELS AWAY Crashing through the streets.
7-8 BITS & BOBS Made from all those leftover dregs from the local tavern.
9 - 10 BLADE IN THE DARK Who did you upset this time?
11 BOARDED UP WINDOW Dirty wooden planks hide the glass.
12 - 13 BOUNTY HUNTERS A bounty hunter crew on the prowl, in search of their prey.
14 - 15 BRING OUT YOUR DEAD Dirty cart used for collecting corpses stands in the street.
16 - 17 BROKEN DOOR It hangs sadly from its hinges.
18 - 19 CULTISTS Acolytes of a forbidden god looking for ‘recruits’.
20 CUT PRICE GOODS A local fence offloads goods for cheap.
21 - 22 DEVOTED PARENTS They will do anything to cure their sick child.
23 - 24 DRILL SQUAD One Two, One Two.
25 DRINKING GAMES A drunken group are challenging all to the 'Game'.
26 ELDERLY RESIDENT They love to meet new people.
27 - 28 FERAL DOG PACK A pack of hungry feral dogs with no fear of people.
29 - 30 FIRE! It’s getting hot in here!
31 - 32 FLEAS Itchy and annoying.
33 FLOWER SELLER Lame, blind and put upon by the street urchins.
34 - 35 GANG BATTLE The local thugs are out to save face.
36 - 37 GIN A cheap drink.
38 JUST PASSING THROUGH A rider coming through the streets at speed.
39 - 40 LOCAL GRIFTERS They'll be millionaires next year.
41 - 42 LOCAL PRIEST There are many rumours around the local preacher.
43 LOST VISITOR Desperate to look like they know where they are going.
44 MUSHROOMS Now was it the spotty ones which are poisonous?
45 MYSTERY NOTE A scrap of paper carried by the wind.
46 - 47 NEW CARPET Out of place, how do they keep it that clean round here?
48 - 49 NICE OLD LADY Black really suits her!
50 PEASANTS Poor, usually hungry and rather pungent.

48
ROLL
SLUMS DESCRIPTION
(D100)
51 PICKPOCKET A professional lifter of coin purses.
52 PICKPOCKET URCHIN GANG A mob of loud distracting children with sticky hands.
53 POP UP CAFE Cheaper than the High Street.
54 - 55 RATS! A swarm of rats.
56 - 58 RECYCLING Rag & Bone men.
59 - 60 RESIDENTS ASSOCIATION Upstanding citizens trying to improve the area.
61 SENSE OF SMELL Or Lack of it.
62 SLIPPERY STONES Slimy and damp.
63 - 64 SLOP FROM ABOVE There is no money to build privies here.
65 SLUM LANDLORD Poor digs for few coins.
66 - 67 STRANGE BRICK Slightly discoloured.
68 STRANGE GROUTING Between the bricks looks odd.
69 STRANGE SUIT That looks out of place.
70 - 71 STREET BULLIES Nothing better to do.
72 - 73 STREET CHILDREN Ever present and dirty.
74 STREET FOOD Unidentifiable meat with strong local spices.
75 - 76 STREET PARTY This area has been taken over by a raucous street party.
77 - 78 SUDDEN CRAMPS Cheap food was a bad idea.
79 - 80 SUSPICIOUS RIVER Well, more of a filthy trickle...
81 - 82 SWINE A rather porky bunch.
83 - 84 TORCHES AND PITCHFORKS You need to know who your friends are if things get hot!
85 TRAVELLING APOTHECARY Doctor or Quack?
86 - 87 UGLIEST MAN IN TOWN He hurts the eyes of onlookers.
88 - 89 UNEVEN PATH It would be easy to turn an ankle here.
90 UNSCRUPULOUS TRADER A walking caricature of a noble.
91 UP AND COMING They plan to escape the slums.
92 URBAN FOX Larger than their rural cousins.
93 VISITING MIDWIFE A stern, austere woman.
94 - 95 WATER PUMP Absolutely will not make you sick, will it?
96 - 97 WELL Water isn't the only thing down there!
98 - 99 WOLVES Now why are they here?
100 WOODEN FENCE Looks like it won't take a knock.

49
Undercity Districts Population
Undercity districts are the forgotten, forbidden and Undercity districts are often sparsely populated, with
lowest parts of town, often quite literally underground. only the most desperate and outcast usually finding
They are the ruined quarters, sewers, tunnels, long refuge here. And often keen to stay out of the way.
abandoned cellars and natural cave systems that are, With very few willing residents here, the populace is
at best, barely hospitable. almost entirely those who do not want to be found,
The law and populace in general are less likely to be often having fallen foul of the factions in the town or
present in these districts, and they often provide a city above.
safe haven or hidden routes for those wanting to stay The smugglers who use these districts as their own
unseen in the town. private highway may stay occasionally to guard their
Of course, the darkness and lack of frequent attention goods.
could also lead to more monstrous creatures finding a
place to live and hunt in these districts. Law & Order
These are also the districts most likely to contain long
The law tends to tread the streets and tunnels of
forgotten entrances into more sprawling dungeon
undercity districts infrequently at best, a fact that
complexes.
many criminals are well aware of. Indeed, the law will
It’s not uncommon for unique local ecosystems to only venture here with a very good reason.
evolve in these places, and even for tribal communi-
The known entrances and exits from these districts
ties to form and eke out an existence in the shadows
tend to be sealed and guarded, however there is
of the city.
almost always more hidden routes to be found.
These districts are the most dangerous part of any
The organised criminals who use this place have their
town or city.
own code and rules which are strictly enforced.

50
Utilities Considerations & GM Notes
There are scant few utilities to be expected here, with There are many holes in the walls, floors and ceilings
no regular lighting, maintenance, or facilities. and any encounters could make use of multiple
The only traders here are the exceptionally shady vertical and horizontal paths of movement.
ones who cannot set foot in the town. The general disrepair here allows monsters, beasts
Paths and walkways where available will be poorly and pests to roam freely and any travelling here are at
maintained and not cleaned. risk of ambush.
Corridors and tunnels are often poorly constructed There would usually be no light source unless the
and prone to collapse changing the available routes. Characters have bought their own, which if they have
will make them easy to see coming for those dwelling
In working sewer systems, there will be a foul smelling here.
flow of sewage through the system. In abandoned old
systems expect more stagnant waste and debris. There may be very interesting, very illegal things to be
procured here, if you know the right people.
Crime You are sure to find contraband goods stored here,
however they are likely to be guarded well.
Smugglers and organised crime use the undercity If there are races in the city that need to avoid the
to store and move goods and people at their leisure. light of day, then the undercity offers a possible
It is not without its risks, but here the chance of resting place.
encountering the city watch is slim to none.
The line between some parts of the undercity and
More desperate groups of outlaws may also call the a dungeon are very thin, and you could easily
undercity home and live here. incorporate dungeon style encounters here.
Cults that need to practice their rituals out of site of
the general populace may also find refuge here. Undercity Encounters
Disposal of bodies that aren’t meant to found is a
common practice in the undercity. The following pages contain the undercity town district
random encounter tables.
Architecture Use the following table to determine how many
undercity encounters to generate.
This area was never meant to be seen by anyone who
mattered, thus the structures are functional only.
D20 ROLL NUMBER OF ENCOUNTERS
The lack of maintenance and haphazard repairs have
not helped matters. 1-8 1 x Undercity Encounter

If the district is the ruins of a former district, caused


9 - 20 2 x Undercity Encounters
by fire, war or natural disaster then they may still be
occasional partial buildings mixed in with the rubble.
Some underground complexes may be connected to You can use the tables to roll random encounters,
and considered part of an undercity district. Whether and then refer to the alphabetical list at the end of the
this is mines or the remains of an ancient empire. Town Chapter for more information on the encounter.
The district may in fact have no actual buildings and
instead consist of makeshift dwellings within natural
cave systems.

51
ROLL
UNDERCITY DESCRIPTION
(D100)
1 A HELPING HAND This citizen fell and broke an ankle.
2 A NASTY TRAP A thin sharp wire set at neck height.
3 ANCIENT CHAMBER This room is covered with the dust of aeons.
4 ARCANE CIRCLE A faintly glowing circle of runes inscribed on the floor.
5-6 BODY DISPOSAL Dangerous criminals disposing of their victims.
7-8 BOUNTY HUNTERS A bounty hunter crew on the prowl, in search of their prey.
9 - 10 BREATHE SLOWLY! The air here is bad.
11 BUBBLES SLOWLY RISING You cannot see below the surface of the dark waters.
12 - 13 BUGS, I HATE BUGS A living carpet of bugs.
14 - 15 CAVERN TUNNEL A way in to a cave system.
16 - 17 CHOP SHOP Illegal meat market with suspect cuts.
18 - 19 COLLAPSE! Without warning the roof caves in.
20 CONTRABAND STORE ROOM That shouldn't really be here.
21 - 22 CUT THROAT An tall, thin Character with a stoop.
23 - 24 DESPERATE OUTCASTS Forced below ground these feral folk are likely to attack.
25 EYES IN THE SHADOWS From a dark area the party are watched.
26 FERAL DOG PACK A pack of hungry feral dogs with no fear of people.
27 - 28 FETID GAS This gas smells green.
29 - 30 FLAME BURST A gas release valve and sparks create a flame burst.
31 - 32 FORBIDDEN KNOWLEDGE Wizards study hidden so outlawed research can continue.
33 GARBAGE GOLEM This pile of rubbish is alive.
34 - 35 GARBAGE WORMS Giant worms are a great way to deal with waste.
36 - 37 GORY SCENE Blood everywhere is never good.
38 HIDDEN STASH Someone has left weapons and armour here.
39 - 40 INVASION A warband are infiltrating the town.
41 - 42 LONG DROP A pit that has no visible bottom.
43 MAGIC WATER CLOSET A nearby magic school teleport their waste here.
44 MISSING WATCH PATROL They can’t find their way out of here.
45 MOULDY SUPPLIES Spoiled goods growing interesting things.
46 - 47 MYSTERY NOTE A scrap of paper carried by the wind.
48 - 49 NARCOTIC DEN Pungent smoke fills the air.
50 RATS! A swarm of rats.

52
ROLL
UNDERCITY DESCRIPTION
(D100)
51 REBELS Enemies of the ruler have a base here.
52 REFUGEES No money, no friends, just surviving.
53 SEALED DOOR A bolted shut heavy metal door seals off the unknown.
54 - 55 SECRET MEETING Two star crossed lovers meeting in secret.
56 - 58 SECRET WATERING HOLE The Cistern, a tavern under the city with a select clientele.
59 - 60 SEWER GANG The lowest of the gangs in the city own this turf.
61 SEWER-GATOR A bit like an enormous alligator. But in a sewer.
62 SHADOW CAT A cat made of shadow sneaking about.
63 - 64 SILVERFISH! Someone thought a carpet would look nice down here.
65 SLAVERS Some slavers moving their living wares.
66 - 67 SLIME EVERYWHERE This slime based creature feeds on the unwary.
68 SMUGGLERS RUN A path clearly in constant use.
69 SNAKES Surprisingly good swimmers.
70 - 71 SOMETHING LIES BENEATH These simple flagstones laid on the earth are Moving!
72 - 73 SOMETHING WENT THAT WAY Those bloody footprints lead down a dark corridor.
74 - 75 STICKY FLOOR Horrid tar like goo covers the area.
76 STINKING HERMIT Smelly individual of indeterminate age and alligence.
77 - 78 STRANGE BRICK Slightly discoloured.
79 - 80 SUSPICIOUS CELLAR DOOR Solid, aged hardwood with iron accessories. Built to last.
81 - 82 SUSPICIOUS POOL You cannot see beneath the murky water's surface.
83 - 84 TENTACLES! A number of tentacles go on a grabbing spree.
85 THE AIR IS FULL OF SPORES Don't breathe.
86 - 87 TRAPPED A few pressure plate crossbow traps.
88 - 89 TRIP HAZARD A wire stretches across the hall.
90 UNDERCITY CLAN A group of ratman or similar make a home here.
91 UNEVEN STEPS These stairs are not well constructed.
92 UNUSUAL SPORES Strange giant alien fungi that look oddly familiar.
93 VAMPIRIC LAIR Full of pale monsters dressed rather drably.
94 - 95 WATCH OUT BELOW A pipe opens and some filth is disgorged all about.
96 - 97 WATCH YOUR FOOTING! The stones are very slippery!
98 - 99 WEEVELS! They are extremely well fed.
100 ZOMBIES!!! Shambling and hungry for brains!

53
From suspicious sewers to dockside smugglers, shady tavern
keepers to upstanding members of the community, you can find
much to add to your towns & taverns in these pages.

Welcome to the Encounters How Many?


The following pages contain all the encounters for the We offer over 400 encounters in this section which
Town Chapter listed in alphabetical order. can occur in an urban fantasy setting, and suggest the
Here we offer further details on the encounters and town districts in which they would fit best.
how to run them. Some of our encounters present great risks, others
Each encounter we offer here can be found in the great rewards, whilst some are more left field...
random tables in the town districts sections earlier in Some may give exact detail on what the suggested
this chapter. outcome might be while many are open to your inter-
Should you wish to randomise your encounters you pretation.
can simply refer to the random table in the relevant Use them as is or for inspiration and a starting point to
town district and roll a D100. You can then look your build your own tailored encounters for your game.
selected encounter up in the following A-Z list. We hope these encounters are as fun for you to run
Of course, you can also choose whichever encounters as they were for us to write!
you would like to use!

54
System Mechanics
We have used standard terminology throughout so
you can translate these encounters into your chosen
system in a way which is appropriate for your Charac-
ters.
You can find further details on this at the start of this
book in the System Mechanics section. We have
included some additional guidance for those of you
running 5E games.
We encourage you to take these encounters and
make them your own. We have written our encounters
in such a way that, if needed, they can be used and
adapted to progress your campaign’s overarching
Chance plot. Or they can act as unexpected side quests!
Everything can be found in the pages that follow, from
Some encounters present options that have a chance quick combat encounters to high profile social events.
of occurring, these have a percentage shown in
brackets, e.g. (10%), simply use percentile dice to
determine if the option is in the encounter.
GM Tips
There is no right or wrong way to run these encoun-
Conflicting Effects ters. They are designed to be a mix of challenging,
thought provoking, inspiration sparking, background
Due to the random nature of the encounter tables you flavour and, most of all, fun for all involved!
may end up with some conflicting effects taking place
in the same location.
Either choose whichever suits your game most, apply
them in the order rolled (with newer effects taking
precedence over previous ones) or even mash them
together to make a new hybrid combination of en-
counters.

Enchanted Items
Where an encounter suggests an enchanted, mas-
tercrafted or magical item is present, you will need to
choose an appropriate item for the system and power
level you are using.

Find Your Balance


It’s completely your decision on how much you
choose to embrace the randomness!
When a set of random rolled encounters don’t work
well together, just re-roll or pick more appropriate
encounters.

55
A Helping Hand A Pound of Flesh
Undercity Noble Quarter
A citizen [Easy Commoner NPC] sat on the floor calls This portly noble [Standard Scholar NPC] looks very
over the Characters. They have turned an ankle on scared and nervous.
the uneven ground and are very keen to get home, He will approach the Characters to ask for protection
away from the dangers of this district. Characters may and will offer a valuable reward.
earn some coin but they must carry their new patient
who wants to go home right now. An old unpaid debt had reappeared and he is unable
to settle it.
A Matter of Confidence It appears he owes more than coin and a supernatural
threat [Elite Monster] is stalking him at the behest of a
Castle Ward
diabolical master.
If it sounds too good to be true it probably is, and this
chatty individual [Elite Performer NPC] has a very
good deal for only a modest amount of time and coin.
A Row Between Friends
High Street, Rural, Slums
Raised voices alert the Characters to a disagreement.
Two Friends, [Pair] of [Standard Commoner NPC]
square up to each other and start shouting.
Something about a sale gone wrong, cheating and
profiteering. Each accuses the other.
This draws the attention of all in the area as years of
friendship are thrown to the side for all to see. It will
A Mystery quickly come to blows.
Lanes
Abandoned Cart
A window at street level reveals a strange scene with-
in. A table neatly set for a meal sits just the other side Castle Ward, Guild Quarter, High Street, Lanes, Noble Quarter
of the window. Food rots on the plates and a thick Characters notice the empty wooden cart on the road.
layer of dust covers everything. The locals citizens are talking in annoyed tones about
The residents have not been seen recently and the how it shouldn’t be left there taking up space.
house is securely locked, but the rent is still paid and It has signs that something heavy has recently been
the local watch have no interest, so the house stays dragged off it, and there are small drag marks on the
untouched. pathway.
A concerned visiting relative notices the Characters This could just be an inconsiderate delivery or some-
and asks for help to solve the mystery. thing more sinister, like a local gang has raided the
wagon and dragged it’s cargo to a nearby hideout.
A Nasty Trap
Undercity Abandoned Crate
A thin razor sharp wire is set at neck height across a Guild Quarter, High Street, Lanes, Noble Quarter, Slums
narrow passage way. It looks empty, but when locals try to move it even the
This will do serious [Major] injury to any Character of strongest cannot shift it a single inch.
average height with an exposed neck or face caught
out by this [Difficult] to spot trap.

56
Adventurer’s Guild Recruiter Ancient Chamber
Guild Quarter Undercity

A brightly smiling individual [Standard Performer NPC] This chamber has clearly not been disturbed in
approaches the Characters. decades. Thick dust covers everything and is undis-
turbed, giving little clue as to what lies beneath.
They introduce themselves as the local rep for the
Adventurer’s Guild and ask if you wish to join as you A careful [Routine] search will uncover a small valu-
are clearly “their sort”. able object, but will also disturb the spirit of those that
once lived here, attracting a [Small] number of Ghosts
Without pausing they whip out a folder and produce
[Standard Monsters].
‘Adventurer Registration’ forms, ‘Local Operator Ap-
proval Certificates’, ‘Equipment Depreciation Tracking’
charts, ‘Public Damage Insurance’ papers, ‘Approved
Quest Tendering Guidance’ slips, flyers for the weekly
“Looking for Party” networking meeting and a form for
your free listing on the “Check-A-Blade” notice board.
The Characters wouldn’t want to be unregulated,
would they...

Alchemists Assemble!
Guild Quarter, Lanes
A [Large] group of alchemists [Standard Scholar NPC]
have rented this house and spend their days pooling
their knowledge and experimenting in wild and unusu-
al ways.
The group are always eager for new, often strange
ingredients, and are able to pay to source them.
They also have an eclectic offering of rather experi-
mental potions on offer, very much on the ‘down low’
as they are in danger of being blacklisted by the guild
if these activities come to light.
Arcane Circle
Undercity
Lighting the area with a comforting glow, this arcane
circle has clearly been made by a magician of incred-
ible skill and knowledge. The air around it hums and
crackles.
Nothing untoward will happen as long as nobody
steps inside the circle.
If the circle is entered then there is a small (10%)
chance a beneficial effect will take place, although it’s
much more likely (90%) to hurt and hinder in some
way.
For example cause [Light] Damage and slow the
Character for a day.

57
Arm Wrestle Bandits on the Road
Guild Quarter Rural
As the Characters pass by, a challenge rings out. A [Large] group of well armed and armoured bandits
These smithy guild members [Standard Commoner [Standard Rogue / Warrior] appear and quickly try
NPC] are testing their strength against each other with to surround the Characters with a mix of melee and
a friendly arm wrestling contest and they invite the ranged tactics.
strongest Characters to join them.
They are focused on intimidating the Characters out
The years of hard labour in their occupation will make of coin so will the Characters fight or pay?
winning this challenge a [Difficult] task.
If a fight goes against them, the bandits will flee and
harbour a grudge.
Art Exhibition
Noble Quarter Banquet Chef
A sculptor [Elite Performer NPC] has set up a statue Castle Ward
exhibition to attract noble clients. The sculptures are
This top chef [Elite Commoner NPC] wields a ladle
all expertly done, of very high quality and feature fash-
in one hand and a frying pan in the other. Someone
ionable subjects. The exhibition is going well until one
has put too much pepper in the soup and the resulting
of the sculptures goes missing.
temper tantrum holds all accountable. Including any
The Characters are approached to trace and recover Character close to the Chef as they flail furiously at
the missing piece quickly. any and everyone within range.
There is a high chance (70%) that there is a magical The Chef cannot be reasoned with as they move at
twist to this investigation and a mage [Elite Wizard random around the area dealing [Light] damage to
NPC] took a liking to one of the statues, animated it anyone or anything they land a hit on.
and took it home.
Characters may notice the frying pan appears to be
very hot and would cause extra burn damage.
Bad Vibes Being able to subdue the frenzied chef would be
Castle Ward, Docks, Guild Quarter rewarded, however dispatching him with force would
There is nothing obviously wrong but Characters are upset the local nobility, and likely lead to stern words
suddenly all in bad moods. Short tempers and distrust and possible sentences from the watch.
creep in and any encounter with NPCs is likely to
result in short words and quick fists. Bar Flies
This malaise will fade quickly after the Characters Guild Quarter, High Street, Lanes, Slums
depart from this district.
This [Equal] sized group of locals [Standard Common-
er] are at the bar from opening until closing time, and
Bandit Leader always drink the same thing (usually reordering all at
Rural the same time). They are friendly but not forthcoming,
and will notice and comment very loudly on anything
This confident ruffian [Elite Rogue NPC] has years of
which seems different, including the Characters.
fighting experience and knows every dirty trick in the
book. He will always be accompanied by a group of Today the local ale, usually a favourite, has a new
Bandits [Equal] [Standard Warrior NPC] and gains an twang to it and they are not sure if they like it or not.
advantageous position if he sees the party approach. The more they consume however the quieter they get
He smiles and stands ready to protect his profitable until an unusual silence surrounds them.
enterprise and unbeaten reputation.

58
Barrel of Rotten Fruit Batten Down the Hatches
Slums Docks
This fruit stinks and is rotten beyond saving. It seems Any Character in open ground [surrounded by a clear
to have rotted on the tree, and the year’s harvest has 5 feet on all sides with no cover] is caught suddenly
been all but lost to this new blight. The town fears a in strong winds. The smaller Characters are lifted
famine is not far away. off their feet and carried to the left until they meet a
Characters should exercise extreme caution if they building or other feature to try to hold on to [Routine].
handle the fruit as most believe the rot is magical or Heavier Characters are pushed along the ground until
divine in origin. they can find something to hold on to [Simple]. Char-
acters near cover and able to hold on are drenched in
Barrels Away the sudden downpour.

Slums
Bees
Suddenly loose barrels are rolling chaotically down
Cemetery, Rural
the street towards the Characters. Random and vio-
lent in their movement, it’s [Difficult] to predict where The honey produced by these wild [Beyond Count]
they are going and they will inflict [Light] damage on [Easy Beast] little bees is rather prized locally. All
anyone unable to dodge out of their path. attempts to keep them has failed and each little critter
packs a mean sting. Their hives can be found on cer-
They may have been disturbed on purpose, the area
tain trees and even south facing rock faces and walls.
they were standing in may reveal move clues [Rou-
tine] as to who set them loose. While their stings are not fatal, anyone attacked by
a swarm risks [Light] damage and an assortment of
swollen lumps.
The bees will protect their hives and honey but will
otherwise find the Characters rather boring, unless of
course they are brightly dressed.

Bath-time Behold, Science!


Lanes Guild Quarter

Unbothered by the easy view from the street outside Slightly singed, these white robed masters [Standard
this resident is taking a bath in full view of the window. Scholar NPC] are intensely focused on the steamy
bubbling experiment before them.
Passers by blush and avert their eyes, which mean
they do not notice their neighbour, happily splashing Not without its risks, this latest line of thinking is
in the bubbles, seems to have suddenly acquired a still considered fairly “modern” by many of the other
tail. guilds. However a success here would be seen as a
breakthrough which would elevate these experts into
the mainstream.
Bats
If the Characters are unlucky (20%) they are close
Cemetery, Rural
as the experiment explodes, releasing an abundance
This [Horde] of nocturnal beasts [Easy Beast] are of brightly coloured foaming projectiles. These are
[Difficult] to spot at night and will simply flap past in [Difficult] to dodge. While anyone hit doesn’t take any
search of food. They are considered a local delicacy damage, they will find their clothes, hair, skin and
and fetch a fair price at local markets. They only ever equipment now resemble an explosion in a tie-dye
appear during the day if their dark lair is disturbed. factory.

59
Big Day Out Blacksmith Apprentice
High Street High Street
Two adults [Standard Scholar NPC] appear from Strong and well muscled [Easy Warrior NPC], the
around a corner herding an [Equal] sized flock of young apprentice runs full pelt through the streets.
small children [Easy Standard Commoner]. The Something has been forgotten and they must procure
children are oddly quiet when compared to their usual it before a beating is inevitable.
screaming overtired counterparts, and seem pale in
the sun. The group moves quietly and seem ill at ease It is an essential alchemical powder, a key component
with their surroundings. for crafting a nobles sworn blade, and it will not hold
an edge without it.
Bird Watching The sword when complete will be a rare thing indeed,
but if the powder isn’t bought back to the smith in time
Noble Quarter
the blade will be brittle and dull.
A local noble has an interest in ornithology and leaves Helping the apprentice will be rewarded with some
food out in their gardens to attract local birds for them free repairs and goodwill from the smith.
to sketch and paint.
They have now drawn and painted quite a collection
and have held an exhibition to show off their works.
Blade in the Dark
Castle Ward, Guild Quarter, Lanes, Noble Quarter, Slums
One picture in particular is causing quite a stir, as the
bird pictured really should not exist, being a creature Without warning a darkly clothed figure steps up to
entirely out of legend. the tallest Character and stabs towards them with a
long sharp knife. The Character may try to dodge or
block the sudden [Very Difficult] attack but there is
Bits & Bobs precious little time to do either.
Slums
The stab is expertly delivered and intentionally not
The rather tight local tavern keeper pours all the dregs deep, causing only a [Minor] injury and is clearly
from a days business into a moldy old barrel which meant as a warning.
they then sell to those less fortunate for a few coins The figure then flees at a fast rate leaving Characters
(for a mug round the back). to wonder if this was a paid professional.
Except this batch has something new added and its If the Character can act quickly enough to engage this
having a strange effect on the local drunks. [Elite Rogue NPC] then they will try to escape as soon
It’s probable that the ever growing mold in the barrel as possible.
has reacted to make the cheap dreg-brew in to a pow- It’s likely this is a ‘stop meddling message’ from an
erful hallucinogenic cocktail. enemy the Characters have in the town.
The local drunks are seeing some crazy things!
Boarded up Window
Bitter Cold Docks, High Street, Lanes, Slums
Docks, Rural
The planks cover the window. There are cracks and a
Characters breath starts to form freezing clouds glimpse [Routine] may be caught of what lies beyond
before them, and icicles form on anyone who stays if a Character is close enough to peep through.
immobile for too long. Any folk in the district not Although if the [Equal] sized group of well armed crim-
equipped for cold will take [minor] damage at regular inals [Standard Warrior NPC] spot someone watching
intervals until they can warm up. their secret preparations for a heist, they may well
This sudden cold would be a wild magical nature have an interest in making sure the Characters ‘ain’t
storm effect if the season isn’t winter. seen nothing’.
60
Body Disposal
Cemetery, Docks, Undercity
This [Small] band of [Easy Rogue NPC] petty crimi-
nals are all local and know this district extremely well.
The area has many hidden victims of the local crime
syndicate, which these novice crooks have joined up
to.
They are hostile towards strangers and have plenty of
bravado with the syndicates name behind them. They Bored Champion of Justice
cannot be bribed or persuaded to reveal any informa- Castle Ward
tion about their crew.
This Champion [Elite Warrior NPC] has seen better
Characters may find it easy to defeat the criminals days. Once a popular and lusted after figure, time and
in combat, however they would be [Very Difficult] to excess have taken their toll, and they now languish in
intimidate to reveal any information, and should any the halls of any noble who will feed them in return for
of them escape during combat they will quickly bring the same old tales of valour.
more serious reinforcements back for the Characters.
Despite their decline, they retain a warriors keen grip
of tactics and can still swing a sword well enough.
They remain a figurehead of the Watch and can be
found on warm dry days taking a stroll with the daily
patrols. It is widely considered the exercise will be
beneficial.

Bounty Hunters
Boggy Conditions Docks, Guild Quarter, Rural, Slums, Undercity
A [Small] group of [Elite Rogue NPC] Adversaries.
Rural
In the dim light they may mistake a Character for a
Prolonged heavy rain in this area has led to low lying bounty (unless of course the Character actually has a
areas becoming very boggy. Muddy water sits on the bounty, and there is no mistake...).
surface, unable to drain through the heavy Clay &
loam soil. They can be bribed [Routine] but not easily persuaded
[Difficult] of their error.
This mud sticks to everything, doubling the size of
boots in moments. Any Character walking on a road Characters will find them very capable opponents who
has to contend with the mud [reduced movement do not fight fair.
speed and agility] or risk the unknown ground next to
the lane. Breathe Slowly!
A [Large] number of snakes [Easy Beast] are very Undercity
well suited by this turn of events and happily slither There is a cage hanging from the wall. Inside lays a
all about. They hunt an assortment of flies, frogs and dead canary. This area has no fresh air supply, and
worms in the water and near it. the air that is here is bad.
Some areas look truly flooded, although Characters Characters must quickly move to another area or risk
cannot see beneath the surface of the murky water. running out of air.
Occasionally bubbles rise to the surface and the
snakes seem to avoid these deeper areas. Characters should be extremely wary of lighting a
naked flame in this area.
61
Bring out your Dead Broken Step
Slums High Street
In these parts no one is paying for a private funeral. A The step is made of stone and looks solid.
few coins change hands then the dearly departed are Except a large crack runs through it. It must have
loaded onto the cart and taken away to be disposed been caused by a fault line in the stone because it
of in mass graves. would take something extraordinary to crack a stone
An unpleasant task that is needed to keep the poorer like that.
areas free of disease. It’s [Very Difficult] to notice but the step is actually
The cart driver/undertaker [Standard Cleric NPC] is a used as a secret message drop off point, where both
pleasant enough person, they are happy to chat (they message depositor and collector would need to be
consider themselves to be a people person and that it incredibly strong or have other means of lifting the
is their job to converse with the bereaved). broken step to access the message.
If a conversation flows with a Character, they may
mention that strange stories are told by the gravedig- Broken Window
gers of late. It seems some residents are not waiting Lanes
for their elderly relatives to die before they bury them,
as there are signs people have crawled out of the Without Warning an object comes flying through a
graves. window, smashing the glass and covering the street
around the Characters with shards. Characters have
little time to avoid the glass or the object and find it
Broken Door [Routine] to avoid [Minor] damage.
Guild Quarter, High Street, Lanes, Slums The object was a small statue of a dragon, now in
The splintered wood does not look rotten. This door multiple parts.
was not easy to force and no one seems to have no- Raised voices are coming from the building, and
ticed or be concerned. comments are being made about the cost of glass
Noises come from the darkness within the building windows and dragon statues.
beyond.
A Torment Stalker [Elite Monster], a type of feral Bubbles Slowly Rising
humanoid monster, mostly made of solid shadows Undercity
not much larger than a man, has entered here and is
feasting on the minds of the occupants. A deep sewer lies before the Characters. Large bub-
bles are slowly rising from below. The water is thick
The Torment Stalker has a powerful natural illusionary and black, and no Character can see the source of
effect that makes it [Very Difficult] to notice, which is the bubbles.
why no one seems to be paying attention to what is
happening. It could just be gas rising from the silt (60%) or an
[Elite Monster] ambush predator (40%).
Broken Fence Bugs, I Hate Bugs
Rural
Undercity
The fence seems to have collapsed on this pen.
At first glance the wall and floor just look uneven,
The wood seems sound enough and the pen was built closer inspection reveals a carpet of [Beyond Count]
to contain a large animal. Whatever was in there is invertebrates and insects. Mostly harmless yet still
definitely not in there any more. deeply unpleasant a [Pair] of poisonous predators
There is a chance (50%) that the [Elite beast] that was [Standard Beast] are taking advantage of an easy
once penned here returns, and is hungry. meal and may not appreciate being disturbed.
62
Building Site Butcher’s Boy
Castle Ward High Street, Lanes
The path is blocked by building equipment, benches He approaches a Character and asks for their help.
and sawing. Tools are scattered all about and the The Butchers shop, never the cleanest, has been
[Large] squad of workmen [Standard Commoner infested with cockroaches, which has attracted rats.
NPC] shout loudly and constantly between each other
and at passers by. Stray cats have also moved in, but do not seem to be
making much difference to the rat population.
The work looks shoddy and the neighbours have had
enough. The Butcher is at their wits end. Can the Characters
help?
As the Characters try to pass the least agile Character
finds it [Very Difficult] to avoid tripping on a carelessly
placed tool. Cabin Boy
If the tool is knocked the workmen turn on the Char- Docks
acter, shouting, threatening and demanding recom- Despite their youth, this agile [Easy Rogue NPC] crew
pense, although they are mainly bluster and will back member is alone in this area having just come ashore
down from a serious fight. from their ship.
Rather wide-eyed at the sights and sounds, this youth
is rather impressionable and could easily fall into bad
company.

Building Site Foreman Capture it Alive!


Guild Quarter
High Street, Lanes, Noble Quarter
All teeth and claws and bad attitude this [Lone] crea-
This well dressed, tall individual [Standard Scholar
ture [Elite Beast] is not a suitable pet. Captured in a
NPC] is the foreman here and is recruiting for the
far flung land and bought and kept by a noble as a
building team.
novelty pet, this was a disaster waiting to happen. It is
They have coin and some unusual problems to over- frankly miraculous the body count is not yet in double
come which require some rather specialist skills. figures.
It’s probably a run of the mill sort of building issue; re- The rarity of the beast makes it extremely valuable if
move the dire rat infestation, exorcise the site ghost or caught alive, although even if killed the hide will be
remove the ancient altar with the glowing rune they’ve worth good coin if not damaged.
uncovered etc.
Carpenter
Busking Bard Docks
Guild Quarter
This [Elite Commoner NPC] Artisan is the go-to for the
A hat sits hopefully in front of a colourful figure [Stan- locals needing boat repairs.
dard Performer NPC], wearing the latest and most
While he lacks the skills to built sea going craft, he
fashionable attire whilst strumming a many stringed
has a true gift for repairing holes and scrapes, and
instrument.
keeping all vessels in his care in good condition.
The songs are cheerful and rather forgettable, how-
He is on very good terms (on the quiet like) with the
ever the coins flow freely and he will not need to sing
watch and has a keen eye on all the comings and
much longer to cover his supper.
goings around the docks.

63
Cavern Tunnel Cherry Tree
Undercity Castle Ward, Guild Quarter, Rural
These extensive and inter-joined cellars have a col- It is cherry blossom season, the petals cover this
lapsed wall leading into a cave system. small tree and the sweet scent fills the air.
Despite its accidental origin it seems to be often used, The locals seem almost inebriated by the sight and
and a well trodden path is clear to see. smell, and insects that settle on the flowers seem
happy to stay there.
Chains of Torment Characters find it very inviting and may be tempted to
Cemetery take a closer look, with it being [Routine] to resist the
calming effect of the scent.
The exorcism of this haunted tomb was attempted
decades ago but was only partially successful.
The resident ghosts and ghouls are now shackled but
Chilling Fog
not banished. Cemetery

They are rather noisy, and despite being sealed in you The fog descends quickly and brings an unseasonal
can just about hear them on quiet nights. chill and low visibility to the entire district.

The groundsman does not know the cause of the Any locals will head home to lock their doors and
noise, but he will pay to have it removed as it gives shutter their windows at the first signs of the fog ris-
everyone the creeps. ing.
Shadows seem to move within the fog, and the lack
of visibility mean Characters have less time to react
to the [Equal] group of ghoul like creatures [Standard
Monster] that are using the cover of the shifting fog to
hunt living prey.

64
Chimney Sweep Cleaners
Docks, High Street Castle Ward
Angry and bitter about being sold into indentured ser- Busy keeping the castle clean and rodent free(ish)
vitude in their infancy, this unfortunate [Easy Rogue this [Equal] sized team of [Standard Commoner NPC]
NPC] has now aged and grown, so soon they will be cleaners are at hard work attacking cobwebs, bashing
of little use to their master. carpets and generally sweeping up.
Fully aware of the danger of their predicament they They are completely ignored by the local nobility,
are keen to find a new profession, and are very flexi- however they see and hear many things and you’d be
ble about what that might be. amazed what drops out of some of the thicker rugs!
Characters may note that despite their inability to fit The shiftiest looking Character is approached by a
in tiny spaces the chimney sweep is still nimble, agile cleaner who has found some small amulets of value,
and an exceptional climber. which for some reason were being thrown out.
They haven’t the contacts or knowledge to sell the
Chop Shop goods so they ask for help to broker a deal.
Undercity
The flies hover everywhere in this area. This “butcher” Collapse!
[Standard Commoner NPC] provides cut price meat Undercity
for the town’s less reputable establishments. Without warning the roof collapses, showering the
Mostly mutton passed off as beef, they are not above area with loose rocks and dirt.
reducing the local stray dog population if mutton is Characters have almost no time to react, and would
hard to come by. find it [Very Difficult] to avoid [Light] injury from falling
Recently they have found new cuts of a strange meat debris and becoming partially buried.
coming in from their usual wholesalers. It’s not quite Most Characters would find themselves with dirt and
sheep, or goat, but it seems to go down well enough, debris up to their waists, smaller Characters would be
It may be a little more-ish. in for an even worse time.

Collapsed Branch
Rural
The crack above the Characters heads comes from
Circus Comes to Town nowhere. Characters must avoid [Routine] the enor-
High Street, Rural mous branch as it crashes down in the middle of
them. Once fallen the massive lump of fallen tree
This [Very Large] circus troupe of [Standard Performer blocks the way and is [Routine] to scramble over.
NPC] and the [Small] group of stars [Elite Performer
NPC] are here for a good time. Happy to test their The break looks oddly clean. Was this deliberate?
skills in [Difficult] contests against Characters for gold,
they have a range of shows every day to entertain the Comings and Goings
townsfolk. Noble Quarter
Being worldly travellers they may [Routine] be able to It is [Difficult] hard to pick up, but one door in partic-
exchange tales from other Towns and Cities they have ular is unused all day but relentlessly well used in
visited. the evenings. The visitors only stay moments before
Not all is as it seems though. The Tiger in particular exiting again and the inhabitants are never glimpsed.
looks oddly like a painted house cat, just bigger...

65
Compromised Watchman Counting Cultists
Castle Ward, Guild Quarter, High Street Noble Quarter
Unusually for a watchman, this officer [Standard Recently some rather subtle cultists have managed to
Rogue NPC] patrols alone. find employment in the houses of some of the richest
Well known to be closely aligned with several local nobles. They are busy converting the serving staff and
criminals and smugglers he is looked on with fear and trying to influence the nobles.
distrust. A watch officer [Standard Warrior NPC] reckons they
His crooked ways leave him comfortably off, and the are onto them and wants them weeded out ASAP.
smarter establishments grudgingly have to accommo- They offer the party good coin to remove the problem
date this undesirable client for fear of reprisals... or collect enough evidence for the watch to move in.
His superiors turn a blind eye as things on the sur-
face remain quiet and well policed, however the dark Crabs!
underbelly of the area has grown unchecked, and it is Docks
only a matter of time before things get out of control.
This [Horde] of little nippers [Easy Beast] can be
found on the mud flats and in shallow waters.
Local children attempt to catch them with string and
bacon rinds for fun (and the never ending crab stew at
home).
These crabs will avoid people as a rule, the only ex-
ception being they can strip a corpse to bare bones in
less than a week.
Contraband Store Room Lately they seem to have lost their appetite and are
Undercity lethargic.
In a dark corner, the Characters see neatly stacked Have they eaten something which disagreed with
boxes. Clean and sturdy, they are clearly marked as them and has anyone seen that dodgy looking potion
the property of a noble family who are very unlikely to maker recently?
warehouse their expensive goods down here.
It’s likely whoever has left these boxes here has also Creeping Death
left some traps or guards to make sure they stay here.
Cemetery

Corporate Espionage This wide and open mass grave is well away from the
smarter tombs as it is used for plague victims.
Guild Quarter
The braver grave robbers and scavengers have been
This young guild member [Easy Commoner NPC] is a in and done their work, and the grave diggers will
trusted scribe for a guild’s new secret endeavour. not go near it. The plague is a strange disease with
They have promptly written a copy of the notes from unusual symptoms.
memory, which are for sale to the highest bidder. The mass grave has attracted unwelcome attention
The notes are only as good as the guild members from local eaters of human flesh, and there will be a
memory, of course, and the guild would be furious if [large] number of ghouls [Standard Monster] or similar
they found out. in this district.
The Characters may well be approached, either as
potential buyers or hired to oversee the secret auction
of the notes.

66
Crows Cut Price Goods
Cemetery, Rural Slums
This dark [Beyond Count] murder reside in the tallest Despite the haste of this sale and the lack of
trees and lofty rooftops, breaking their silhouettes with education of the seller, there are some valuable things
their large, messy nests. to be had here at very good prices.
These [Easy Beast] vicious birds attack any nearby It’s possible (30%) that some goods are stolen and
creature which is small or vulnerable en masse, either the law or the previous owner may come
focusing on their eyes for a chance to cause [Major] looking.
damage.
Any familiars or pets of smaller Characters may be Cut Throat
targeted. Undercity
The locals tell old tales about the crows being agents This shadowy figure lurks with purpose. They are a
of a sinister evil force and curse their presence here. well known underworld freelancer [Elite Rogue NPC],
whose appearance does not fully divulge the wiry
Cultists strength and speed of this cold blooded killer.
Slums They are often found in this district, and their services
An [Equal] sized group of hooded figures [Standard can be purchased for a fair price. If a [Routine]
Wizard NPC] appear from the dark shadows. They conversation can reassure them that the Characters
ask if you are interested in finding out more about know how to handle freelance contracts on the wrong
your true lord, master and new patron. side of the law.

They are followed by a [Large] group of figures in They may also be persuaded to reveal jobs completed
less well made hoods [Easy Commoner NPC] who for other employers with the right amount of rum and
produce food and approach the street children with gold, although this is [Difficult].
strange smiles and a far away look in their eyes.
The cultists are not hostile unless provoked or Dancing Shadows
any Characters insist in asking too many awkward Guild Quarter, Lanes
questions. As sunlight creeps between buildings and reflects off
windows Characters may notice [Routine] that the
Customs Official shadows seem to dance a happy jig. There doesn’t
Docks appear to be anything or anyone present to cast such
shadows.
This middle aged and rather greedy individual
[Standard Scholar NPC] makes sure duties are paid
on all goods coming through this area. Delicious Arcane Pastries
They expect a small gift in return for clearing goods Guild Quarter
and would turn a blind eye completely for the right A smart sign promises the ultimate comfort food for
price. a few coins. This master baker [Standard Wizard
They have an intimate knowledge of every hidden NPC] has combined his skill in the kitchen with a keen
locker on all the local ships, and they’re well placed interest in the arcane arts and found a niche in the
to catch any trader trying to sneak goods in without market which sets him apart!
handing over the coin first. From Cure all Croissants to Expertise Bolstering
The local thieves guilds and smugglers like having an Bagels and the daily special (today temptingly named
official that knows how to do business and will spend Profitability Pie), there is a treat to suit everyone.
some effort to make sure no harm comes to them.
67
Deliver This! Desperate Scavengers
Noble Quarter Cemetery
The noble has clearly mistaken the most brightly From selling the graveside flowers to stripping the
dressed Character for a messenger. They thrust precious stones from the tombstones, this [Small]
forwards a letter and a coin with delivery instructions, gang of scavengers [Easy Commoner NPC] have no
turn on their heel and walk away. choice but to stoop to these depths. They are chased
The letter looks long and confidential. off if caught, frequently arrested and lately their num-
bers seem to dwindle.
If Characters encounter them and are able to start a
conversation, the scavengers know the district better
than any others. They may tell tales of those in their
group who are missing, and not all were taken by the
watch in the dead of the night.

Detective Work
Cemetery
An officer of the watch [Standard Warrior NPC] has
bought a necromancer along to assist in getting ‘evi-
Delivery Boys dence’ to help solve some crimes.
Guild Quarter, High Street, Lanes, Noble Quarter This line of questioning is at best unusual. The necro-
This [Small] group of smartly dressed youths [Easy mancer [Standard Wizard NPC] is not used to being
Commoner NPC] are in the employ of the traders and on the right side of the law, and is assisting the watch
will deliver goods and regular supplies to those who to repay some of their own minor missteps with the
are happy to pay for the convenience. legal system.

Anyone who observes [Routine] the regular deliveries Depending on their mood they may comply and pro-
will realise that when delivery recipients are out pack- duce a key witness to deliver a very interesting state-
ages are often left at prearranged “safe” places. ment.

This means they’re left on doorsteps, behind bins and Or they could spread their skills a little wider...
thrown over garden walls.
Devoted Parents
Desperate Outcasts Slums

Undercity The youngest of their large brood is ill, and the prog-
This [Horde] of criminals had been relocated to this nosis is dire. With no coin to buy the services of a
run down and abandoned district in lieu of a prison physician, the parents have turned to more dubious
sentence. underworld Characters in their desperation.

From petty criminals [Easy Rogue NPC] to hardened They have been set a very strange challenge in order
cut throats [Standard Warrior NPC], they have formed to procure a tonic which may help.
an ragtag community and will seek to protect what The challenge happens to involve obtaining some
little they have. item of value from the Characters and they will let
They are poorly dressed and armed with whatever is nothing stand in their way.
lying around. Hostile to strangers, they will be very They’ll attempt to plea and send their other children to
loyal allies if the Characters can help better their lot. work trying to find and make away with the item.

68
Dig Your Own Drain Cover
Cemetery Guild Quarter, High Street, Lanes, Noble Quarter
In the dead of night the forlorn figure [Easy Common- Leading directly to the sewers below the drain is dark
er NPC] slowly digs. Their captors laugh and drink as and rather smelly. Made of heavy iron it may be lifted,
the grave slowly deepens. however locals may object as it is well known that rats
The soon to be victim looks fairly wealthy and keeps in the sewer are always looking for a way out.
trying to buy their way out of this predicament but the Although a distraught looking individual will offer what
[Equal] gang of [Standard Warrior NPC] rough looking few coins they have for anyone who is willing to climb
thugs have other orders. down and retrieve the ring they’ve dropped.

Disinherited Noble
Castle Ward
Characters are approached in the street by this noble
[Standard Performer NPC] down on their luck.
They seek to turn around their fortunes by holding
a prestigious party, and look for help convincing the
great and good to attend.
They seek to acquire some curios to display, and aim Dray
to attract the brightest and best nobles, entertainers Castle Ward, Docks, Guild Quarter, Lanes, Rural
and caterers to make this the bash of the century. A large wagon, stacked high with barrels, makes its
They do not have much coin to pull this off, but they way along the streets slowly. Pulled by a [Pair] of
are prepared to give everything they have left to the enormous shire horses [Standard Beast] and manned
Characters to help them. They are not concerned by a [Pair] of well muscled dray-men [Standard War-
about working practices, only results. rior NPC] this service visits every tavern in the area
weekly. While not the only source of ale locally, the
Dog Show biggest brewer in the kingdom has a strangely popu-
lar brew that many demand almost religiously (even
High Street, Rural
though it is weaker and pricier than the alternatives).
This area has been commandeered for the annu- The horses are evil tempered and large hoofed, any
al dog show. Pampered pooches, powdered and unsuspecting tourist who ventures too close will im-
preened for the big day, fill the air with the scent of mediately regret it.
perfume. There are classes for all sizes and breeds,
even some agility events with courses set up to enter-
tain the spectators. Drill Squad
The sizeable prizes on offer mean this event is taken Guild Quarter, Lanes, Slums
extremely seriously by some. Equally it has attract- A sergeant screams orders as a [Large] troop of
ed many chancers who will try their luck. Someone young watch apprentices [Standard Warrior NPC] jogs
seems to have entered a goat, and as it is attacking in formation through the streets.
any dog attempting the agility course it seems to have Despite being raised on these streets, the trainees
a good chance of placing. now look at the residents with a cool aloof gaze. They
If any Character is inclined they can enter a “canine” clearly feel their position in life has improved since
into this circus and try their luck for prizes too. Alter- joining the watch.
natively there is a book open and some long odds They move quickly and neither make way nor stop for
available. anybody.

69
Drinking Games Elderly Resident
Docks, High Street, Slums Lanes, Rural, Slums
The Game is “Toad in the Hole” and is played for Very particular about who parks their cart where, this
Bragging Rights. And money. older resident [Easy Commoner] makes a point of
Any Character who plays must select a “Toad” (actu- knowing all their neighbours, and their business.
ally a frog but no one seems to care) from the pot and Newcomers to this area are met with excited curiosity,
swallow it whole. Characters may be lucky (70%) and and a Character can find themselves in up to an hour
not select the hallucinogenic frog in the mix. long conversation very easily.
Any Character who keeps the frog down [Difficult] Outwardly friendly, this resident has retired from their
“wins” a small pot donated by a local landlord (who previous profession. If they like the Character they
has made a years wages selling tickets to watch fools may divulge what they used to do. If they dislike the
eat frogs). Character they will make sure everyone here abouts
locks their doors and windows tonight.

Drunken Sailor
Docks Elderly Guild Master
A wobbly individual in a stripy top [Standard Warrior Guild Quarter
NPC] spoiling for a fight as the rum burns inside them. They walk slowly but with purpose. Many here seem
Yet to find their land legs, they are more than a little to know this guild master [Elite Wizard NPC] and nod
unstable but fully capable of landing a heavy blow respectfully as they pass. The guild master notices
should they get close enough. the Characters immediately, and looks them up and
down with very perceptive eyes.
If anyone were to start off a sea shanty, it would
change the sailor from an aggressive drunk to a loud They smile kindly and introduce themselves. They like
singing drunk. to welcome newcomers and ask if the party plan to
remain in town for long.
Eagle The small talk will flow easily, however the friendly
master’s questions do seem to be leading towards a
Rural more delicate subject.
This predator [Standard Beast] covers huge areas in If they are satisfied with the Characters’ answers they
search of easy prey. will mention that they need a job done very much on
Majestic and very rare, the locals proudly tell of a pair the quiet.
breeding locally, ensuing the safety of the species. A rare and powerful gem was stolen from the guild
The eggs in particular are extremely valuable to the and has been located in the sewers, doubtless in the
right buyer, however this will mean the end of the local thieves hideout.
species in this area.
They will pay well for its safe return, with a bonus for
The locals will be hostile to any threat to the eagle. discretion.
70
Eulogy of the Arcane
Cemetery
The patterns glow very prettily on this gravestone in
the fading light, and seem to dance before the eyes.
The stone itself seems unusual in hue and shape, and
is clearly different from those around it.
There also seems to be a comforting warmth emitting
from the gravestone which is warm and tingly to the
touch.
Empty Barrel This is the final resting place of an important local
Castle Ward, Guild Quarter, High Street, Noble Quarter magic user, and it’s said they cast their last and most
Not unusual in itself except there are many, many powerful spell on this headstone.
scratch marks on the inside of the barrel.
This may be because a dangerous creature [Elite Exotic Ambassador
Beast] escaped whilst being smuggled in to the town, Castle Ward
and could still be close by stalking fresh prey. Brightly dressed and friendly, this ambassador [Elite
Performer NPC] is happily negotiating a very benefi-
Envoy cial trading arrangement with this country.
Docks, High Street, Noble Quarter This will lead to new riches for all parties as the goods
Carrying an invitation from a local noble, this envoy are cheap, taxable and sought after in these parts.
[Standard Performer NPC] has tracked you across However any trade deal must include certain strange
town to extend an offer of hospitality. clauses. No one is really sure what they mean but it
There is an interesting matter currently afoot which can’t be that bad can it?
their master would very much like to involve the Char-
acters in.

Estate Agent
Guild Quarter, Lanes
This rather materialistic trader will judge on coin and
appearance. If they think Characters well born, edu-
cated or rich they will be all manners, otherwise they Eyes in the Shadows
are curt at best. Undercity
They are the agent responsible for letting empty hous- The Characters have a sensation they are being
es in this area. watched as they feel eyes boring into their backs The
If Characters make a good impression this agent may eyes seem to be located in every dark area.
let a house on favourable terms. The Characters should [Routine] just about be able
They may also be able to secure viewings on a range to make out the glint of eyes in the darkness, but not
of properties, including some already occupied which what they belong to, (even if they could normally see
may be available soon, if they can convince the agent in the dark).
this is just what they are after. This could either just be paranoid Characters or a
A useful way to have a nose around without breaking disturbing ethereal elder entity [Elite Monster] with a
in. multitude of ghost eyes that roams the dark corners of
the town.
71
Fallen Hero Feral Dog Pack
Cemetery Cemetery, Rural, Slums, Undercity
The mood is black as this [Small] party of adventurers Mongrels of mixed size and breeds make up this
[Equal * NPC] stand silently with heads bowed. [Large] pack of hounds. They are territorial, hungry
Characters may have heard of their adventures as and very aggressive to any other beast or being in
they are well known in these parts. their locality.

One of the mourners will approach the Characters They pass through the district quickly and will attack
and explain that they have not the stomach to finish on sight.
the job which felled their friend, and tradition dictates Any single beast is an [Easy Beast] opponent, how-
they spend a week celebrating their fallen comrade’s ever they attach as a pack and become a [Difficult]
deeds, cementing their place in local legend. challenge for their unfortunate target while they are at
They ask two things of your party. That you join them full strength.
to celebrate the life of their fallen friend, and that you Losing a few of their number or being confronted with
finish the job which killed them. fire, or similar, will quickly scatter the pack.

Family Heirloom Fetid Gas


Noble Quarter Undercity
The party are approached by a noble who seeks a A billowing toxic cloud of sickly coloured gas fills the
subtle word in private. air as it expands relentlessly across this district at a
They ask for help recovering a family heirloom that steady pace.
was accidentally sold, and the noble has been refused It would be [Difficult] to remain conscious if the Char-
the opportunity to buy it back. acters could not escape the gas or find a way to keep
They are happy to pay a premium but the trader will the vapours away.
not entertain it. The gas may well be flammable, so setting it alight
They ask you to help persuade the trader to return the could remove it and replace it with burning air instead!
item, or acquire it by whatever means you see fit. No
questions asked. Field Mice
Rural
Fenced Goods Not as cute as they seem this [Beyond Count] mis-
High Street chief of mice [Easy Beast] can destroy crops in hours.
A shifty looking figure approaches and offers a range Considered a pest they are incredible hard to control
of curios, fine jewellery and enticing rarities. and breed exponentially.

They even have an enchanted amulet for sale, al- They spread disease, fleas and plague the locals,
though they are unlikely to mention it has but a scant nibbling clothes, corn sacks and even the toes of the
few days left before the enchantment fades. elderly and infirm.

The price he asks is cheap, but if you buy anything Lately they seem to have developed a taste for flesh,
you must ensure the goods are unnoticed [Routine] and animal skeletons have been found stripped clean.
every time you pass a Watchman or Town Official. A local wise one tells tales of how these are no ordi-
Attempting to sell the goods in the same Town will nary mice, but instead are scouts for the army of the
lead to arrest. rodent king, the feared ‘Grey Mus’

72
Fire! Fleas
Rural, Slums Rural, Slums
The building nearest the strongest Character is sud- These miniature Monsters can make life unbearable
denly alight! This fire may spread if its not dealt with and are all too common in this district.
quickly. Too small to be addressed directly they can only be
Regularly check to see (20%) if the fire has spread. controlled by using certain potions, and the local tree
The fire could be fuelled by furnishings and wood oil which they find repellent.
in the buildings construction, or the flames could be Said tree oil is readily available, but at a vastly inflated
magical in nature. price for ‘outsiders’ like the Characters.
If the fire is not dealt with quickly then the area will
also become full of smoke, reducing visibility and Flies
making it [Difficult] to breathe. Cemetery
Focusing on one recently dug grave, this swarm of
flies are very large and very black.
They grow frantic if disturbed. Their eggs and mag-
gots can be seen in the turned soil in such numbers
that they create small waves that move the ground.
This could just be a large collection of flies, or it could
be (20%) a diabolical creature that takes form from
the swarm and attacks [Elite Monster].

Fishing Jolly Flimsy Wooden Door


Docks High Street
This [Equal] group of traders [Standard Commoner Surely nothing of value can lie behind this barely there
NPC] have hired a boat for a day trip. door?
The craft is not designed for the open water, although The rest of the traders here want this blemish on the
it is a solid vessel and should not run into any issues high street removed, but the owner of this cluttered
on a calm day, despite sitting low in the water. junk store [Standard Cleric NPC] refuses to change
The party sit on the boat deck enjoying mead in the their ways.
early morning sun as the little sail boat prepares to They also seem to get the backing of some powerful
make her way to the most popular fishing spot. figures from the local church.
The group are good natured and are happily convers-
ing with passers by and traders alike. Flower Seller
Slums
Flame Burst With a small cart of flowers this blind [Standard Com-
Undercity moner NPC] picks their way carefully along.
The rats know what’s coming and start charging back They sell bunches for a few coins, and despite their
down the tunnel as air is sucked towards the oncom- lack of sight can usually find the best blooms in the
ing flames. area by smell and touch.
Characters have very little time to react before the They are harassed by the street urchins and other
area they are in is subject to a [Major] damaging blast traders, and operate on the outskirts of this area.
of fire. They may be able to help locate rare ingredients.
73
Footmen Fortunate Ward
Noble Quarter Noble Quarter
This identically dressed [Equal] set of footmen [Stan- A young adult of low birth has been adopted by a
dard Warrior NPC] are responsible not only for stand- powerful noble family as their ward.
ing neatly lined up and looking the part, but also for They wear the finest clothes and are always accom-
any “fisticuffs” which may be required. panied by one of the older family members.
Powdered wigs and smart overcoats identify this However they seem nervous and subdued. In a
group, who are in the employ of one of the richest moment when they are briefly unattended they ask
households and like to consider themselves above the a Character to help them escape as they are held
other serving types here. against their will and the family are not as respect-
Any visible injuries which spoil their appearance able as they seem. Indeed there are dark spirits and
would mean trouble from their employers so they will strange events in the house where they are kept.
carefully pick their fights.
From the Depths
Forbidden Knowledge Docks
Undercity This [Lone] rather pungent slippery creature [Elite
Some things are banned for a reason, and this dan- Monster] rises slowly from the water. And keeps ris-
gerous research has long been illegal. ing.

This study area is dark with jars of monstrous crea- Clearly from the depths of dark cold oceans, its inhu-
tures pickled within. Something has clearly gone badly man eye clusters focus perfectly in the cool mist that
wrong as the pile of flesh and bones in the middle of surrounds it.
the area writhes and is hoarse from screaming. Tentacle like limbs flail in a [Major] damaging way
towards any threat.
Its eye clusters burn red and hypnotic, and fix any
Character nearby to the spot in a stupor that is [Diffi-
cult] to resist.
When injured it fires out a highly corrosive and flam-
mable ink in all directions which burns skin and cloth
[Major] but cannot burn through armour, only seep
around the sides [Light].

Fork Handles The local fisher-folk will help in any battle, throwing
harpoons from a distance, they will also claim to have
Guild Quarter got in any killing blow.
Patrons of this chandler will have to smile and nod
through a long, long list of hackneyed one liners for Fruit Shortage
even the simplest purchase.
High Street, Lanes
This is the only chandler [Standard Performer NPC] in
the area so there is little choice, however some of the The weather this season has not suited the local fruit
jokes of late have been at the expense of well known and there is a shortage come harvest time.
powerful figures, and noses are fast being put out of This means that previously cheap and commonly
joint. found fruit items suddenly are worth their weight in
They may well try to convince the Characters that a gold.
particular noble is always flattered and friendly when This leads to some vicious street fights over the fruit
their hair is mentioned. This is of course, not true... and organised crime gangs are paying attention.
74
Gang Battle Gathering Supplies
Slums Lanes, Noble Quarter
These two [Large] gangs of rival thugs [Standard This figure [Standard Wizard NPC] is looking for some
Warrior NPC] are in the middle of a turf war that has very particular ingredients and is not keen on being
just got ugly. noticed.
Tempers are high and gang members may randomly He has coin for the right items which are not easy to
attack Characters in the heat of the moment, assum- come by. Many are not available from the shops or,
ing the Characters are with the rival gang. strictly speaking, entirely legal.
They are well armed and led by some of the toughest
street fighters, with a [Lone] gang boss [Elite Warrior Ghost Ship
NPC] on each side. Docks
The watch, while aware of the turf war, see the gangs A bank of fog drifts in to the docks and blankets all.
killing each other as a win-win situation so are staying Any fishermen make an exit at the first sign of the fog,
out of this one... muttering curse words as they go.
All of the sounds of a large ship at sea drift within the
Garbage Golem fog, sounding like a mighty galleon is docking.
Undercity If the Characters don’t find their way indoors sharpish,
As the Characters pass this heap of garbage they then a [Large] number of monstrous undead figures
suddenly feel eyes watching them. [Standard Monster] in pirate garb lurch out from the
Two mismatched rotten eyeballs, in fact, that sit atop fog towards them.
a large pile of refuse twitching and slowly blinking. This does not seem to surprise the locals, who all
Moments later the garbage golem [Elite Monster] rises seem to now be barricaded in the local Tavern con-
from its crouch and attacks the Characters. tinuing on as if nothing was happening (or at least
nothing unusual). They will also offer tales of the gold
that the captain of the ghost ship is said to have.
Anyone seeking out the captain of the ghost ship
[Elite Monster] will surely find him, although he will not
part with any gold without a fight.

Ghostly Dirge
Cemetery
There seems to be no one else in this graveyard, but
the mourning song sounds loud, clear and soul crush-
Garbage Worms ingly sad.
Undercity It would be [Difficult] to avoid feelings of sadness and
The locals efforts at composting have gone awry. Now melancholy listening to the song. And try as they may,
this [Large] pack of these huge maggots [Standard Characters cannot make out any actual words, al-
Beast] worm their way across this extensive garbage though there clearly should be some.
heap feeding on the scraps of the town. The multiple echoes makes the source of the song
They look ravenous and would prefer a nice fresh hard to pin point.
meaty alternative to the slops in the garbage. It’s possible (20%) that a banshee like ghost [Elite
They are able to travel easily through the waste heaps Monster] will appear shortly after the song finishes.
and burst out to attack.
75
Grave Lights
Cemetery
Not unlike fireflies, these flying lights flit and fly all
over, lighting up the cemetery.
The seem to hover over the newest gravestones in
particular and their flickering light gets far more in-
tense the closer they get to the fresh graves.

Graveyard Tour
Cemetery
The tour guide [Standard Scholar NPC] seems to
have an excellent knowledge of all the graves, tomb-
Gin stones and tombs in this district.
Slums This tour has been run weekly for as long as anyone
While many varieties of this spirit have found favour in can remember and only costs a couple of coins to
the noble circles (extravagantly flavoured and mixed join.
with top end waters), this area’s Gin will blind you if Interesting facts can be gleaned by those who know
you drink more than a quarter of a bottle. what they are listening for. The tour guide is dressed
The Local Tavern won’t touch the stuff, so its sold in old clothes which are decades out of fashion. At
instead on street corners and dark alleys. Those who least.
can afford nothing better find it a warming draught that
puts hairs on your chest. Literally.
Heavy drinkers of it seem particularly fond of red meat
and develop a keen sense of smell to counter their
failing eyes.

Gory Scene
Cemetery, Docks, Lanes, Undercity
There is a lot of blood in this area. It covers walls, the
floor and has splattered up to 10 feet around.
Bloody footprints are seen to lead away.
There is nothing to suggest where this blood came
from. Grieving Lover
Cemetery
Grassy Knoll The figure [Standard Cleric NPC] clearly wants to be
Cemetery, Rural alone and undisturbed.
A slightly raised grassy bank which slightly breaks If disturbed in any way, they focus on the noisiest
the line of sight. Anyone standing beyond it would be Character and begin screaming, wailing and will at-
visible from the waist up. tack with the graveside flowers.
And while the Characters admire the knoll they are If the flowers land a hit they cause no damage, but
fired upon by an unknown assailant with a heavy release a strange pollen which causes extreme emo-
crossbow from a distant vantage point. tional reactions for anyone affected [Routine].
76
Guards Guards! Hangers On
Castle Ward Castle Ward
A [Large] troop of guards [Standard Warrior NPC] pa- This [Equal] group of [Standard Performer NPC]
trol the area and guard certain doors in this district. lackeys are basically tolerated to make the high born
Their patrols follow set routes and times, the door nobles look more popular.
guards can often get bored a few hours into a watch They simper and smile as they agree with whatever is
and some are more alert than others. said, are very astute and know exactly who is in and
There are many rumours as to why the district is so out of favour. They act accordingly.
well guarded, ranging from hidden treasures and They are dismissive of anyone who they do not feel
paranoid nobility to it being due to a particularly savvy will benefit their own social standing, however if they
mercenary captain striking up a good contract. sense an opportunity to gain favor through an associ-
ation they will grab it and hang on.
Guild Strike Useful for nobility gossip if you are able to get them
Guild Quarter talking to you.
This [Horde] of guild workers [Standard Commoner
NPC] is on strike and they have set up a picket line. Hanging Baskets
No one has yet crossed it. Noble Quarter
They cry out for better pay and equipment. Neigh- This area features several hanging baskets full of
bouring guilds watch on with interest. Members like flowers that add a glorious array of colours and scents
the sound of better working terms and the guild mas- to the district.
ters like the idea of not having to pay for all that. They are, however, not very well attached and without
The strikers have been protesting for days and now warning one falls from above. Characters have a [Dif-
the masters of the guild have lost patience and ad- ficult] chance to dodge out of the way or suffer [Minor]
vertised for “temporary staff”. The pay offered is very damage and get covered in fine horticultural soil and
good (much to the annoyance of the strikers). flowers.
However it would involve crossing the picket line and
would probably lead the strike to fail. This would en- Harbour Master
sure no one in this guild, or likely any guild as they will Docks
follow the precedent set here, will get any improve-
ment in their working conditions any time soon. The constant battle to get all traders and fishermen
to moor boats considerately, not fight over the best
It just so happens that these tensions will be at the berths and not to leave the place too messy has taken
crucial riot or stand down phase as the Characters its toll.
arrive.
This gnarled [Elite Ranger NPC] once was famed for
their feats and richly rewarded by the town with the
Hackney Carriage title of Harbour Master when they retired from the sea.
Castle Ward, Guild Quarter, High Street, Noble Quarter It turns out the title also came with a lot of duties to
A smart gig pulled by a gleaming black horse and driv- fulfil, so now they languish here dealing with petty
en by a smartly dressed individual. squabbles and snooty officials who are seemingly
This carriage is the only way to travel for nobles, and never satisfied.
their hire is not cheap. They are however clean, very They secretly long to return to their previous life on
fast and utterly discreet. the oceans, and hopefully never return to dry land and
its’ never ending annoyances.

77
Hay Fever High Priest
Cemetery, Noble Quarter, Rural Castle Ward
This year spring follows an oddly mild winter and ac- This clergyman [Elite Cleric NPC] is a zealot through
cordingly the early fine weather results in a carpet of and through.
flowers, ferns and grasses covering the fields, verges Hostile to any “unclean” or “unbelievers” he will take
and gardens. an instant dislike to the Characters and will make their
Unusually a new purple flower has appeared. Lo- life more difficult in a wide range of petty ways.
cals assume it is simply a result of the mild winter, If directly antagonised by the Characters he will go
although it has a strange effect on the insects and from petty interference to full on efforts to thwart their
several residents are experiencing severe hay fever plans at every step.
and coughing.
His immaculate white robes are oddly smooth and if
attacked he seems immune to many types of damage.
Herd of Cows
He never removes his biretta, which a perceptive
Rural
person would find it [Very Difficult] to notice seems to
This [Large] herd of cattle [Standard Beast] are kept move unexpectedly by itself.
in this area for meat and milk.
Usually very placid, they will attack if scared by group-
ing together and stampeding at whatever threatened
them. Loud noises, familiars and dogs will be seen as
threatening.
The farmer will demand compensation for any injuries
or deaths in the herd.

Hidden Stash
Undercity
The gleam of well maintained armour and weaponry
is out of place here and catches the attention.
Highwayman
Rural
Quite why items of use and value are abandoned is
unclear. A suave and somewhat dashing figure [Elite Rogue
NPC] usually dressed in dark stylish travelling gear
The armour and weapons are very distinctive in de- and astride a pitch black horse.
sign and colour. They are also spotted with blood.
They can appear in moments in any area deserted
of other NPCs as they do not like their work to be
High Judge watched by those not directly involved.
Castle Ward
Despite their reputation for supporting the poor in the
Performing a public trial of some commoners accused district, the Highwayman is utterly ruthless and cold
of petty crimes, this judge [Standard Cleric NPC] does blooded.
not bother to remove the black cloth from atop his wig They will only be satisfied with every item of value in a
as he always hands down the same sentence. group and those unwilling to part with their valuables
Many of the petty criminals do not merit a public had better be handy in a fight.
execution so presumably these happen behind closed They are a canny operator and would avoid anything
doors as the convicted are never seen again. like a fair fight whenever possible, and will only attack
when they believe they have the upper hand.

78
Hilarious jape In a Flash
Castle Ward Cemetery
Giggling uncontrollably these youths watch as strang- The sudden green flashes illuminate the residents
ers bend and repeatedly try to pick up the coin stuck who are not visible to the naked eye.
to the pavement, only to swear viciously at the [Equal] The spirits shimmer and their opaque outlines resem-
sized group of youths [Easy Commoner NPC] and ble exactly what they looked like in life.
move on.
Some of the ghosts were clearly very important, and
The Characters are watching when a master wizard some look very familiar, and they seem to want a
[Standard Wizard NPC] is caught out. Instead of word...
swearing he mutters something and moves off.
The coin is still there glued to the pavement, but now
the back of Characters eyes itch when they look at it.
In for a Penny...
High Street, Lanes
The Youths who heard the spell are silent, white and
look panicked. A penny lies on the ground. Will it bring good luck?
Odds are (80%) the only luck is gaining a penny, but it
could be lucky (10%) and grant some small boon.
On the flip side, there is a chance (10%) it could be
cursed.

Invasion
Undercity
Hold This! The Characters would find it [Routine] to become
Guild Quarter aware of a [Large] armed group [Standard Warrior
A figure [Standard Rouge NPC] runs through the NPC] approaching.
passers-by looking back over their shoulder frequent- They are armoured and armed to the teeth and their
ly. kit bears the insignia of a faction hostile to this town.
As they pass the Characters they cry out “Think fast!” They are led by a small sergeant [Elite Ranger NPC]
and throw a small yet heavy bag to the nearest Char- who clearly has scouted this area, and who will have
acter. The figure then disappears into the crowd and a good chance of noticing the Characters or their
is [Very Difficult] to catch or follow. tracks.
The Character is left holding a strange bag and won- This group are definitely up to no good and would not
dering who the figure was running from. treat any witnesses to their activity kindly.

Impoverished Noble Invasive Species


Docks, High Street Cemetery, Rural
The last in an old family of standing in the area, they This tall, reedy grass has a pale blue tinge and shim-
have wasted their fortune on gambling and poor mers hypnotically as it moves in the wind.
investments. Now they walk the streets of this district
Brought as seeds by a traveller who liked it from his
aimlessly in the hope of an encounter of fortune.
travels, this grass spreads very easily and has taken
In debt to every trader and tavern, the noble [Stan- over large areas.
dard Performer NPC] is only days from debtors prison
No creature will eat it and it makes a sinister hissing
unless they come up with something quick.
noise as stems rub in the breeze.
Desperation can make for strange partnerships.
79
It Must Be Your Fault Join the Nasons
Noble Quarter Noble Quarter
Without warning a glove slaps the cheek of the most The Characters reputation precedes them and the
charming Character. highest born Character is approached and greeted
The red faced noble [Standard Warrior NPC] demand- with a strange handshake.
ing satisfaction is convinced that the Character has They are invited to join the Nasons, a secretive collec-
been cavorting with their unfaithful spouse. tion of the local great and good who meet monthly for
They publicly challenge the Character to a duel on the their mutual betterment. An old establishment shroud-
spot. ed in tradition, this rather exclusive club will not invite
just anyone.
Jester The highest born Character is invited to a meeting at
the local “ledge” and it is suggested that an interesting
Castle Ward proposition could be extended.
Beloved by all due to their talent for visual perfor-
mance, witty jokes and lively conversation, this jester Jury
[Elite Performer NPC] is a regular fixture at court and
any fashionable gathering. Castle Ward

It is fortunate their performances are very physically A high profile case is coming to court between the
taxing as they are rather fond of cupcakes. ruler and an influential guild master.

Anyone able to acquire new and interesting sweet Although the outcome is in no doubt, the ruler will
treats may be able to barter for all manner of court prevail, there is no expense spared on the illusion of
gossip. justice and a jury of citizens have been drafted in to
preside and deliver the verdict.
The jurors are in no doubt as to what is expected of
them, and the consequences of not listening.
Unfortunately for some Jury members, other less law
abiding parties are also “reaching out” to try and forci-
bly influence the verdict.
They are badly in need of help and approach the
Characters with their dilemma.

Just Passing Through


Jewellery Dealer Slums
Noble Quarter
The sound of hooves is muffled by the layer of filth
This trader [Standard Scholar NPC] supplies artful covering the cobbles. The horse gallops along the
pieces on demand to the noble houses. middle of the street scattering people as it goes.
The trader approaches the Characters for help procur- Ridden furiously by a noble, this could end in injury if
ing a particular piece. anyone is caught under the horse as it runs.
It has been chosen purely for its gems and appear- Characters may try and dodge [Routine] the horse
ance, however it holds considerable dark power and or try to remove the rider [Difficult] and thus end the
the dealers information says it can be found in the threat to these usually quiet streets.
undercity and may be guarded. The locals would be grateful if something was done
But it matches a noble patron’s favourite horse’s eyes as this rider often rides through this way and is con-
so they simply must have it. sidered a selfish menace.
80
Ladder Local Grifters
Guild Quarter, High Street, Lanes, Noble Quarter Slums
A Ladder has been left leaning against a building. The To be found on every street in this district trying to sell
locals all step around the ladder carefully. cheap goods made out to resemble decent goods.
Care should always be taken walking under a ladder. Supplies from these street sellers [Easy Rouge NPC]
Bad luck may ensue. Or something or even someone will wear out and break after a little use.
could fall!
Local Land Labourers
Latest Fashion Rural
Guild Quarter Some things run in the family, and this [Large] group
Every season all the dandier members of society are of farm workers [Standard Commoner NPC] are ev-
sure to sport the “must have” item. erything you would expect from generations that have
Right now its a rather elaborate hat involving lace em- never travelled beyond the village fields.
bellished with a range of local gems or coloured glass Armed with scythes and shovels, their lack of combat
to match the rest of the outfit. experience is countered by their willingness to take a
This trend has generated a ferocious demand for really good swing.
unusual and colourful gems. Care should be taken when conversing as they have
Also if the Characters aren’t sporting large, lacy, gem their own local dialect and readily misunderstand and
studded hats then they will be mocked for being out of misinterpret dialog. They are very easily offended and
fashion. quick to the pitchforks and torches if they encounter
something or someone they do not understand.

Local Priest
Docks, Rural, Slums
The Priest [Standard Cleric NPC] preaches daily ‘Hell-
fire and Brimstone’ to a [Small] devout following of the
faithful [Easy Cleric NPC].
Although they should be mainly responsible for bless-
ing marriages and holding funerals they seem very
busy on other things of importance to their creed. As
a result they have a poor relationship with the local
community.
Lobster for the Pot They seem to have a strange interpretation of the
Docks
local religion, and even the local ladies who help with
the flowers are quickly in and out with none of the
Someone has forgotten to secure the days catch, and usual gossip.
with his claws unbound this [Lone] dire crustacean
[Easy beast] is on the rampage. Also a few new additions to their congregation seem
to have vanished and the locals are respectful but
It will head towards the nearest water and attack any- wary.
one that gets in its way.
The priest will be friendly with the Characters unless
This dire lobster is a much larger than normal for a they question his preaching in some way.
lobster and will be worth a fortune if it can be caught
alive.

81
Lone Barrel Loose Bricks
Castle Ward, Guild Quarter, High Street, Lanes Lanes
A barrel sits alone next to a building. No one seems Suddenly bricks and mortar are falling across the path
to claim it and it had been there a few days. It is likely covering an area at least 10 foot across.
[Easy] no one would care if someone took it. It is bulg- If Characters can avoid the bricks [Simple] they may
ing slightly and clearly not empty. spot [Routine] that a small opening has been re-
Is it simply full of a batch of soured ale (70%), a vealed. Perhaps these bricks were disturbed and not
body belonging to a snitch (20%) or some explosives merely neglected.
placed as part of a plot (10%).
Loose Horse
Long Arm of the Law Docks, High Street, Lanes, Noble Quarter
Castle Ward
This clearly valuable and high spirited war horse
An [Equal] assortment of the smarter watch members is galloping recklessly down the road, its iron shod
patrols these streets [Standard Warrior NPC]. Main- hooves clattering on the cobbled street.
ly to send anyone who looks cheap and lower class Passers-by have to throw themselves from it’s path to
back to the other side of town. avoid being crushed.
Their response to each Character will depend on If it carries on like this for long someone will likely get
appearance. And of course anyone who has been trampled.
naughty may find a hostile reception with this patrol.
It wears a halter with a rope dragging alongside it that
If the Watch decide a Character is “cut from superi- would be [Difficult] to grab.
or silk” they will be extremely helpful with directions,
recommendations and help to find anyone or anything
the Character wants. And will of course overlook any Lost Child
small misdemeanours . Docks, Guild Quarter, Noble Quarter
This small child [Easy Commoner NPC] wails from
Long Drop next to the nearest building.
Undercity They are out of breath, either from the howling or
Pitch black with a cool breeze blowing up, the edges possibly from running.
of this pit do not look to be firm ground. They seem to be more scared than you would expect,
almost terrified.
Look to the Skies
Castle Ward Lost Visitor
A stylish entry by air has led to many sore necks as Guild Quarter, Lanes, Slums
the locals stood aghast looking up at the unusual You are stopped by a rather worried figure in mer-
spectacle that looks to have landed somewhere within chant attire [Standard Commoner NPC].
the palace. Everyone stopped what they were doing They ask for directions to a house and if possible an
to stare and now talk is of nothing else. escort to take them there.
This could be a pegasus, airship, flying carpet arrival Characters can either give directions (which may or
or other fantastical flying transport. may not be accurate) or escort them to their destina-
It has served as a very effective distraction from ev- tion. There is coin for a job well done.
erything else that was going on, so the local pickpock- They seem oddly nervous and keep looking over their
ets [Standard Rogue NPC] get to work. shoulder.

82
Man Overboard
Docks
A Drunkard [Easy Commoner] has fallen into the
murky waters and is disappearing below the surface.
Any attempted rescue [Routine] would leave the res-
cuer filthy, wet and cold.
Lunch Cart As attention is fixed on the unfortunate a dark figure
Guild Quarter slips away through the crowd.
This cart appears daily with pies and pasties for the
guild members at their work, where a neat and orderly Martial Law
queue forms to buy the baked goods. Castle Ward
There is an ongoing argument between the guilds and A [Very Large] authoritarian company of soldiers
the cart owner, and the guilds and each other, about [Standard Warrior NPC] are clearing this district.
the routes of the cart. The larger, richer guilds are vis-
They will not provide any explanation and all who pro-
ited first and have the most choice for lunch, leaving
test are beaten and dragged out of the area.
the mostly cold fare for the smaller guilds.
Efficient and ruthless, these trained soldiers will not
ask twice and fight in pairs if engaged.
Magic Water Closet
Undercity
Master of Cloth
Smelly, slimy and still smoking, this detritus is oozing
Castle Ward
out a strange viscous liquid from the bottom of the
heap. It is surrounded by dead rats and some oddly Elevated to their current lofty position due to skill and
shimmering shapes. keen eye for style, this clothier to the castle nobility
[Elite Commoner NPC] is actually low born.
A short time after arriving there is a popping sound
and a sizeable pile of magically compressed faecal Responsible for the fashions of the court and cutting
matter appears from nowhere. Those nearby would silk more expensive than most dwellings here abouts,
find it [difficult] not to be splattered by this unexpected this steady handed artisan happily creates master-
arrival. pieces that are worn once and often discarded to
storage.
This is all a result of the wonderful ‘mess free’ toilet
system a local magic school has installed that tele- They are always keen to hear of new materials and
ports the collected waste away at regular intervals. augmentations and are seeking an envoy to contact a
new trader on the roads near the castle to procure the
An unfortunate side effect of teleporting the ‘waste’ is
latest cloths.
that it becomes a poisonous slightly corrosive mixture.

Magpies Master of Coin


Castle Ward
Cemetery, High Street, Rural
Usually sat behind the many locked doors and guards
This [Pair] of large birds [Easy Beast] flit about the
of the treasury, the master of coin [Elite Cleric NPC] is
Characters fascinated by any visible Jewellery.
responsible for balancing the books.
Should anything valuable be left unattended it will be
snatched! They are accompanied by a [Small] group of select
soldiers [Elite Warrior/Ranger NPC] who ensure their
There is a veritable treasure trove in their nest!
safety at all times.

83
Master of Estates Members of the Board
Castle Ward Noble Quarter
This [Elite Wizard NPC] is responsible for managing These nobles consider themselves hugely important.
the crown’s property portfolio and arranging collection Elevated by the Ruler to positions of power running
of the rents. the area, they view themselves as successful and
Only they have the power to sell or buy property in the deserving of their elevated positions.
Town and they will only do business with nobles and One board member, not the highest ranking but seen
those in favour with the rulers estates. as a long time dependable, has recently come to the
All others must pay rent. attention of the watch for their fondness of a rather
exotic and highly illegal type of mead, which has pow-
erful intoxicating effects on the drinker.
Master of Hounds The board member has promised to refrain in return
Castle Ward for the watch turning a blind eye to past “incidents”.
Many in the court are keen hunters, and several The board member has approached the party to ask
[Large] packs of hounds [Standard Beast] are kept for if they can secure a new supply and smuggle it into
this purpose. This [Elite Ranger NPC] has an affinity town without the watch knowing.
for the beasts and will happily advise on any issues
concerning the local wildlife, or removal thereof. Payment is offered in coin but in these parts knowl-
edge opens more doors than gold.
Experienced and keen not to kill off too many of the
upper class, the Master of Hounds is always on the
look out for expert help removing some of the more
dangerous monsters from the vicinity prior to a hunt.

Master of Scrolls
Castle Ward
Mercenary Tendencies
This grumpy and learned individual [Elite scholar Guild Quarter
NPC] is very content with their lot in life. Surrounded
by scrolls of all types, from fiction to historical dia- Strike first. Strike hardest. No mercy. The slogan has
grams to the latest books of incantations and combat to be short or this lot will forget it.
tips they know everything about everything. Happy to hit first and ask questions later, this fighters
They will help visitors to find what they are after if, and guild is seeking to raise their standing by aggressive
only if, an educated conversation can be had with a takeover tactics and have already successfully taken
Character they regard as an equal. over and disbanded several smaller less well funded
guilds.
There is strictly no talking otherwise.
They plan to continue their campaign for dominance
by attracting all the choice apprentices and promising
Master-crafted Bargains trainees with an expensive and extensive advertising
Guild Quarter campaign. And some violence, obviously.
If it looks too good to be true it probably is. One idea they’ve had is to send a [Large] group of
Except these items are of a high standard and some their members [Standard Warrior NPC] to beat the
truly powerful and rare items are offered at half the pulp out of some notable adventurers, namely the
usual price. Characters, preferably in a public place.
There must be a catch. They aren’t aiming to kill, just defeat and leave some
choice bruises.

84
Message in a Bottle Monks
Docks Castle Ward, Guild Quarter, High Street, Rural
Bobbing along in the water is a stoppered bottle with The chanting of this [Large] gathering of holy men
a parchment inside. [Standard Cleric NPC] drones on tonelessly.
Could it be a cry for help (40%), a treasure map (30%) They spend the majority of each day chanting and
or a curse upon the reader (30%)? reside in a very antisocial order.
However they do make the finest tonic wines on the
Missing continent, strange considering the seemingly limited
Noble Quarter resources they have. It certainly has a familiar tang.
You are approached by a neatly dressed servant They can often be found on the roads between tav-
[Easy Commoner NPC] in the employ of one of the erns with their highly alcoholic wares.
better off noble houses. If a Character wanted to find the monks they would
They explain that a chamber servant has vanished simple stop and listen for the drone of the chanting.
and not been seen for days. They were considered to
be of good Character, reliable, young and well liked, Mouldy Supplies
the remaining staff are very concerned by their sud- Undercity
den disappearance.
These perishables have not been sealed in the damp
If Characters decide to help the server will reveal that air and mould has consumed the supplies.
the missing servant had been working late to clean
the coal shed and lay the fires for the morning. The mould is of a strange type and its spores hang
heavy in the air around the boxes. Characters should
be extremely cautious of approaching too close.
Missing Watch Patrol
Undercity Move Along!
A [Small] group of less experienced watch members Castle Ward
[Easy Warrior/Ranger NPC] are lost and disorientated
and can’t find the exit to this district. An [Equal] sized group of the watch have had reports
of a suspicious group roaming the area, and the Char-
The embarrassment of their situation has long since acters are a clear match.
passed and they are tired, scared and very twitchy.
The watchmen [Standard Warrior NPC] will insist the
Likely to see everything and everyone as a threat, if Characters move on and not return any time soon.
not approached with care they will attack first and ask
questions later. They could be bribed [Routine] to look the other way
but if trouble kicks off could blow on their whistles to
Their inexperience may not be responsible for their call in a [Very Large] amount of reinforcements.
predicament and the watch would reward anyone
uncovering a plot against them.
Moving Day
Lanes
The rooms visible from the street are all packed into
boxes and furniture covered with sheets. Someone
looks to be moving home.
You can see in the hall efforts have been made to
paint over marks on the walls and the floor.

85
Muck Heap Mutually Beneficial
Rural Cemetery
The smell gives away that this is where the animal Undertakers here abouts are all very respectable, with
waste is stored to rot down before being spread onto one notable exception.
the fields. This slick individual [Standard Rogue NPC] has the
Keen gardeners from around the villages also visit to most grave slots available and is able to rapidly fill
collect a little something to boost their flowers. those places, and collect the stipend from the town for
Unfortunately the smell in summer can attract some safely disposing each of the dead.
less desirable creatures, and on a particularly hot They would be interested in cutting a deal with the
day a swarm of insects [Easy Beast] can emerge to Characters. They’ll pay a few coins for each body they
harass those that get to close. receive and can offer a good service in disappearing
select corpses.
Muddy Puddle
Docks, Lanes Mysterious Visitor
You cannot see to the bottom and bubbles rise occa- Castle Ward
sionally. Striding purposefully along the street this elegantly
This puddle is small but awkwardly placed. Some fool- robed visitor [Elite Wizard NPC] has a [pair] or per-
ish nobles throw their cloaks over the puddle so ladies sonal guards [Standard Warrior NPC] flanking them.
can step over. The cloaks seem to get sucked in and Their business here is unclear but on seeing the
sink rather quickly out of sight. The nobles seem em- Characters they immediately approach and offer good
barrassed and move on quickly. coin to bolster their personal guard for an urgent, im-
Alarmingly this is a very small puddle and it should not portant and risky meeting they must attend.
be that deep.
Mystery Note
Mudlarks Castle Ward, Guild Quarter, Noble Quarter, Slums, Undercity
Docks A piece of paper blows along with the wind, it would
This [Equal] sized group of unfortunates [Easy Com- be [Routine] to catch it.
moner NPC] comb the mud flats in search of lost The note is tattered and reads “Running is pointless.
valuables. We know everywhere you will hide. Just give it back
Those who choose to join them may find something and this will all be over. Your family will thank you”.
of interest [Difficult], and as the search moves along
the river the talk turns to local gossip with some juicy Mystery Package
stories about the newest member of the watch. Guild Quarter
A neatly wrapped package sits by the door of the guild
Mushrooms house.
Cemetery, Rural, Slums It carries no address or name and has been neatly
Appearing out of a section of rotten wood, these wrapped with string and brown paper. It has a foreign
brightly coloured mushrooms have a strange smell smell and a strange discolouration on one corner.
and spores hover in the air around them. The porter seems nervous and asks if the Characters
Only the experienced should attempt to identify the could check it out, make sure it’s just a cake (50%),
value and uses for these fungi [Difficult] as while they not a severed head (40%) or alchemical bomb (10%)
can be a potent alchemy ingredient they can also be
highly poisonous.
86
Narcotic Den Nervous Trader
Undercity Docks, Guild Quarter, High Street
This den is home to dealers and addicts alike. They Having journeyed from an exotic far flung land this
offer no greeting or conversation to strangers in their richly dressed [Standard Performer NPC] Character
current state. The most conscious member of the den seems nervous.
offers a pipe and holds out a hand for the coin. Their grasp of the local tongue is faultless and only
The dope here is of a very poor quality and is definite- lightly accented, but they do not seem to know their
ly detrimental to your health. way around.
The dealers, often as stoned as the clients, employ They are dressed in an interpretation of the local fash-
some local youths to run errands and remove sleep- ion constructed with fine silks and laces, which clearly
ing clients whose time is up. have enormous value.
These errand boys see everything that happens here. Characters may converse to determine what his busi-
ness is and if it is legitimate, with it being [Very Diffi-
Necromantic Browsing cult] to find out this is a forward agent for a dangerous
foreign criminal group.
Cemetery
The Necromancer [Elite Wizard NPC] stands back as
his [Equal] group of workers [Easy Warrior NPC] dig
New Carpet
to stock up his raw material supply. Slums

If disturbed they may attack, striking with the shovels Almost shining through a dirty window a Character
at the instruction of their master. cannot help but notice a gleaming, clean, brightly
coloured carpet in this run down filthy hovel.
Of course if they fall in a brawl they will be back on
their feet in no time... The owner of the carpet is somehow even filthier than
their surroundings.
The Necromancer will only waste his own time and
energy on the Characters if they pose a real threat
however. He can be talked around by an equally edu-
cated Character, and may even be persuaded to lend
advice on the local catacombs.

87
New Guild in Town Nice Old Lady
Guild Quarter Lanes, Rural, Slums
A new guild has recently started operating, in the form This old lady [Standard Wizard NPC] is known for
of a new branch of a well established guild from a helping out at births and healing minor ailments.
neighbouring realm, and they seek to quickly be the Which is very good of her really.
power in these parts.
Which means she usually has some helpful concoc-
They have taken the largest guild house, decorated tions to hand.
it extravagantly and are offering high wages for very
specific skill sets. Which also means she can often be found out and
about looking for ingredients.
They are very quick and clever, undercutting and
overbidding in order to have the upper hand in any Which are never found too far from her little cottage
negotiation. and black cat.
The founding guild members are very friendly but
secretive, and no one seems clear about exactly what Nobility at Large
it is that this guild does. High Street, Lanes, Noble Quarter, Rural
Dressed in their finest, which is an overpriced ap-
New Money proximation of the latest fashion, this [Small] gaggle
Noble Quarter of Braying Fops [Easy Warrior NPC] descend on the
local tavern weekly when in residence.
The residents have appointed a representative who
approaches the Characters discreetly. The locals don fixed smiles and double their prices.
They point out a couple [Standard Performer NPC] The nobles spend their time hunting, drinking and
who, while clearly wealthy, do not seem to share the wasting their time and money in whatever activity is
same tastes and fashions are the other residents, the fashion that season.
favouring more flamboyant styles and colours. They are all horribly bored, armed with expensive
The residents do not like their new neighbours and weapons and engraved armour worn mainly for show.
ask if you can help find out how they got their money. If not otherwise engaged, sometimes an individual no-
ble can be persuaded to engage in a wager [Difficult]
They are convinced it is ill gotten gains and they where they are as savvy and attentive as you would
would like to see the back of these brash newcomers. expect of a lifelong gambler.

Nice Night for a Walk Novice Coven


Docks, Rural Cemetery
You step out and take a refreshingly deep breath. Dressed in fancy black outfits, this [Equal] young co-
Gazing up you see stars without number. ven [Easy Wizard NPC] are dabbling in the currently
As in none. None at all. What’s that all about? fashionable darker arts, and of course this has to be
It would be [Routine] to avoid becoming scared at the done in the cemetery.
implications of the missing stars. Frankly this lot are an accident waiting to happen,
Of course anyone using the stars to navigate would and any adventuring party who want some practice
be in real trouble, and astronomers will be out of busi- slaughtering the undead need only hang around near
ness by the end of the week. this show and wait for the inevitable.
Savvy Characters may notice [Routine] that some of
the novices look to come from noble roots and will
probably pay handsomely to get themselves out of
any sticky situations.
88
Nuns Old Money. Or lack of it
Castle Ward, Guild Quarter, Rural Noble Quarter
This [Large] holy order [Cleric Standard NPC] has On the outside the house looks grand. A noble figure
had no new novices in many years, and this is a rare on the doorstep stands tall and proud and hails the
public sighting of their number. Characters loudly.
They are close lipped, unfriendly and even the local Once invited inside the party immediately notice the
priests seem to avoid them. lack of maintenance, the absence of any servants and
Despite their hostile appearance this order is ex- the threadbare furnishings.
tremely purist when it comes to interpreting the local The noble explains that their traditionally safe in-
religion, and God(s) help anyone who fiddles with it. vestments have been failing for years, and now the
Because no one else will if these ladies are on the situation is dire. They are risking the last of their coin,
righteous warpath. and most of the family silver, on a new investment but
Mother Superior [Elite Cleric NPC] is happily confident they do not trust their new contact.
she is much better than any Character in her locality, They ask the Characters to look into this investment
regardless of experience and appearance. and the individual behind it.

Office Cats Old Oak Tree


Guild Quarter Cemetery, Rural
Bored guild members have been feeding strays and Still standing tall and proud this dead blackened tree
now this guild has adopted a number of cats. was hit by lightning decades ago.
Officially they are there to reduce the local mouse Oddly it still stands, firmly rooted in the earth. Locals
population, however these are pampered pets. tell tall tales of how it still grows and new branches
The cats have the run of the guild house and walk appear if a comet is seen in the night sky.
unchallenged through even the most restricted areas.
Old Sofa
Old Lady Feeding the Birds High Street, Lanes
Noble Quarter The old sofa they are carrying has seen better days,
Humming to herself, this [Standard Commoner NPC] it creaks and groans and the [Small] group of carriers
elderly residents face is obscured by a head scarf. [Standard Rogue NPC] sweat and swear. They look
like they could use a sit down.
The tune seems to hypnotise the birds around her.
The sofa has a suspicious tear in the back which is
It is not breadcrumbs she is scattering. [Routine] to notice. What would be discovered by
ripping the backing off is the body they are moving
hidden inside the furniture.

On the Hunt for Curios


High Street
This figure [Standard Wizard] is looking for some very
particular and rare ingredients and is not keen on
being noticed.
He has coin for the right items which are not easy to
come by and many are not available from the shops,
or any normal person.
89
Open Crypt Door Painted Window Frames
Cemetery Noble Quarter
A [Pair] of grave diggers [Standard Commoner NPC], This house has recently had the window frames re-
who have seen all sorts, and are very hard to spook, painted. They look very smart and gleam as the heavy
take one look as the crypt door slowly opens, scream oil based paint slowly dries.
and run. One window frame however has been painted but has
Characters can see no cause for the door opening, finished a different colour and looks out of place.
however a closer look in the crypt may reveal the The locals mutter and avoid the house, and could
answer in the form of an angry ghostly spirit [Elite [Routine] be coaxed to explain that it’s a ‘Challenge’
Monster] with a hatred of the living. house set up by a thieves guild to test potential re-
cruits.
Optimistic Favour Any who avoid the many traps inside and bring one
Docks, Lanes, Rural of the tokens hidden within to the guild will prove their
Hanging around near the tavern is an [Equal] sized mettle.
group of youths [Easy Commoner NPC].
At the awkward age between child and adult, they are Palace Doors
egging each other on to approach the youngest Char- Castle Ward
acter. The bravest steps up and proudly displays a Huge highly detailed ornate doors mark this as a
collection of dirty coins. They ask if you can buy them building of importance.
the local ale as the tavern keeper will not serve them.
If you do you could be implicated in whatever mischief The intricate carvings of mages and mythical crea-
ensues, if you refuse the insults will doubtless draw tures depicts the historic use of the rooms behind as a
attention to your party. one time magic guild.
Amongst this gang, whose bravado is increasing by In recent years these doors are rarely used and none
the minute, you see a couple of the youths are better of the guild mages have been seen in some time.
dressed than the others. They look happy to be in- The rumours abound of the terrible things that they
cluded in this excitement and seem to have provided may have summoned and how only the warded doors
most of the coins. that keep the district safe have stopped anyone from
entering.
Outside Catering
Noble Quarter Palm Reader
This [Equal] sized catering team [Standard Common- Docks, Guild Quarter, Lanes
er NPC] are brought in to cater for large gatherings This shawled figure [Easy Performer NPC] offers
and parties. They are the first choice for the local locals and travellers alike reassurance of calm times
nobles. and riches soon to be found.
One member of the team approaches the Characters Their standard patter is well known, and yet they are
and asks for help on that evenings job. still visited regularly by even the most experienced of
The chef fears trouble from the rowdy guests and sailors and merchants.
rude employer, and would like to employ the Charac- The price for visitors is double that for the locals, and
ters as servers who can step in if needed. they avoid religious types.
All the local great and good will be there and it is a Occasionally their eyes glaze over and they start to
rare opportunity to mingle unnoticed, as long as you speak strange tongues.
don’t mind wearing a serving uniform.

90
Parchment and Ink Vendor Personal Stylist
Guild Quarter High Street
This cart is a weekly visitor to the district to fill the Eye contact draws the Stylist [Standard performer
seemingly endless demands of the guilds for ink and NPC] in close.
parchment. They look the Characters up and down, sigh, then
Lately ingredients are in short supply, and the guild adopt a look somewhere between pity and contempt.
masters are complaining about the watered down inks “Fur and steel is so last season.”
and exceptionally thin parchment. If a Character is feeling frivolous they can pay the
Faded writing and ripped pages have already caused stylist for a brightly coloured accessory and scarf to
several near catastrophic misunderstandings. match. Or they could pay for a full make over...
As they are discussing colour choices the stylist can
be persuaded [Routine] to share some scandalous
gossip which may prove the downfall of a tavern
keeper.

Peasants
Docks, Rural, Slums
This [Equal] group of less fortunate individuals [Easy
Commoner NPC] drift across the district in search of
Path Ahead is Blocked odd jobs, food scraps and somewhere warm and dry
to sleep.
Castle Ward, High Street, Noble Quarter
They are all locally born and have no knowledge or
An [Equal] group of well armed strangers [Standard experience of worth to anyone, expect occasionally
Warrior NPC] spread out to block the path. those with less than pleasant jobs.
They are oddly quiet and grim faced and look to rec- They are fiercely protective of these awful tasks as
ognise the Characters. they provide their only meagre income.
They have some reason to want revenge on the Char-
acters for either a real of perceived offence caused to Pet Cemetery
them and their kin.
Cemetery
They are expecting blood to be spilled and will be
[Very Difficult] to talk down. Some nobles have paid for plots for beloved pets over
the years, but in recent weeks newly departed pets
have been showing up back at their homes. Their
Patrons who Lunch graves are disturbed and empty.
Castle Ward, High Street The pets themselves seem exactly as they were and
This [Pair] of rather bored locals [Standard Commoner their owners, while bemused, generally are very glad
NPC] spend most days shopping and lunching in the to have them returned.
nicer taverns. But now some of the older residents who have been
They are expert in few things, but do have a very underground for decades have started returning
good idea of what is new in the stores, and the local home, and they are not as cute and fluffy as they
fashions and trends. once were.
They will happily converse [Easy] about these sub- Something buried with a beloved pet is animating the
jects with any fashionably dressed Character. dead here, with a [Large] number of zombie like crea-
tures [Easy Monster] found around the district.
91
Pickpocket Pigeons
Guild Quarter, High Street, Slums Noble Quarter
This small thief [Standard Rogue NPC] is a runner not The area has recently become infested with pigeons
a fighter. and they are really spoiling the look of the place.
Unnoticed in a crowd and hard to spot outside one, The Characters are approached and asked to get rid
this stealthy thief will attempt to lift any heavy purses of them by any means they see fit.
from anyone in the district.
Characters must remain vigilant [Difficult] to avoid Pile of Boxes & Barrels
valuables vanishing into thin air. Castle Ward, High Street, Lanes, Noble Quarter
If caught red handed the opponent will attempt to flee A pile of boxes and barrels jump out as looking out of
immediately and Characters will need to be fast [Diffi- place here.
cult] to catch them.
They are much dirtier than their surroundings and no
If cornered the thief can be intimidated [Routine] to one seems to know where they came from.
reveal details of an extraordinary object they lifted a
few days ago. They actually contain fresh samples for a local wizard
[Standard Wizard NPC] dabbling in anatomical med-
The pickpocket is clearly not well off, dressed in ical research, with a little bit of necromancy to ‘liven’
clothes too small that have been altered and patched things up.
beyond recognition. Their shoes have holes in and
they are in need of a bath. Packed in dirt within the boxes and barrels are dozens
of animated limbs from all manner of creatures.
Pickpocket Urchin Gang If unpacked they would make for a [Very Large] group
of [Easy Monsters]
High Street, Lanes, Slums
A [Large] group of urchins [Easy Rogue NPC] are
working this district, lifting coins from all over.
Characters will struggle [Difficult] to keep track of
them all, however vigilant they remain.
Cornering a thief is also a real challenge [Difficult]
however if one is caught another will offer to buy their
freedom with a rare gem and some amazing gossip,
honest...

Picnic Pirate Party


Cemetery Docks

The houses are small locally, many are shared oc- An [Equal] sized crew of well armed sailors [Standard
cupancy and lack gardens. Consequently the locals Warrior NPC] are moving towards the Characters
often come to the peace and quiet of the cemetery for quickly with weapons drawn demanding coin.
picnics and outdoor gatherings. These are treasure hunters and they see loot before
Usually respectful of mourners, this group chats them. They are used to soft merchant targets and no
happily and pass round bread and dips. The wine one here has ever stood up to them before.
and beer flow freely and this [Equal] group [Standard The captain [Elite Warrior NPC] follows behind. He
Commoner NPC] lay contentedly on the grass and is a wily opponent only too happy to let his crew find
start to snooze paying no attention whatsoever to out the Characters skills before joining in or calling a
anything going on around them. tactical retreat.
92
Pirate Ship Poorly Built Stone Wall
Docks Castle Ward, Guild Quarter, High Street, Lanes, Noble Quarter
A ship, recently arrived and moored just beyond the This wall is poorly built of cheap materials.
outer harbour, is rumoured to be a pirate vessel acting It stands out from the surrounding architecture and
as a merchant. seems new. Passers by comment about its sudden
Any talk about the vessel is likely to catch the atten- appearance and how it cheapens the area.
tion of some of the crew, who have mixed themselves Anyone investigating further {Routine] may find the
in with the other sailors of the district. wall has been raised to seal a tunnel in the ground
If the pirates [Standard Warrior|Rogue NPC] believe that goes deep down into darkness.
the Characters mean them harm they will gather a
[Large] group and arrange an ambush, ideally at sea
if the Characters board a boat.
Pop up Cafe
Lanes, Slums
Alternatively, anyone looking to buy illicit goods or hire
some pirates would also find them here. A keen home baker has opened up their home as a
small cafe serving breads and cakes.
The goods are well made and tasty, however this little
bakery does not have access to the best ingredients
and has to compromise for some recipes.
Some compromises work better than others and a few
folk may not return after getting mild food poisoning
Poetic Visions on their last visit.

Cemetery
Popular Mongrel
This charismatic [Standard Performer NPC] is a well
known poet and bard around these parts. Rural

Their odes are sought after and they have found Found hanging around the back of the shops, this
favour in noble circles leading to some very profitable plump little (probably) terrier [Easy Beast] is consid-
endeavours. ered a fine rat catcher and liked by most villagers.

They can also converse with the dearly departed. The village dog has a nose for food and vermin and
loves chasing the Rabbits.
The Characters find the poet engrossed in an animat-
ed conversation of which they are only able to hear Can be tempted with food or a ball game.
half.
Potion Lab Explosion
Poltergeist Tantrum Guild Quarter

Cemetery Without warning a nearby building explodes in a large


Any flowers or trinkets left on graves do not stay there purple fireball, accompanied by an earsplitting bang
long. Commonly they will fly through the air and hit which echoes round the street, shattering glass and
passing Characters in the back on the head, or simply knocking people to the ground.
hover of float past at suspenseful moments. Characters within 15 feet of the explosion are lucky
The poltergeist is angry but not vicious and will mainly [Routine] to escape untouched by the flames [Major
seek to thwart Characters and distract them. Damage].

Occasionally if something sharp is available it will And both Characters near the flames and those
attempt a stab just to draw attention to itself. further away could be also be deafened temporarily
[Light Damage] by the blast wave.
93
Potters Field Prime Real Estate
Cemetery Cemetery
This field has been used for centuries by those who The local noble has long wanted to expand their
cannot afford the luxuries of protective wards in death. grounds, but within the town walls space is at a premi-
It has long been disturbed by grave eaters keen for um.
an easy meal, and lately these ghoul like scavengers They have used money and influence to have their
have been growing in number. application to buy the land and expand their garden
It seems likely there is now a nest under the potters heard, and the outcome is uncertain.
field with a [Very Large] number of young grave eaters The noble is unwisely taking a confident approach
[Easy Monster] and there brood mother [Elite Mon- and is taking down the boundary walls to one side
ster]. of the graveyard. Of course they have no idea the
No one local has the coin or expertise to resolve this strange scratches on the wall are the protective
problem, maybe the Characters can help? wards.

Private Auction House


Noble Quarter
Such is the demand for curios, exotic items and fash-
ionable antiques that a small, exclusive auction house
has popped up.
The clientele is elite and entry is invite only.
The Characters may apply to submit lots for the con-
sideration of the local nobles, or attempt to gain entry
to see what is on offer.

Private Detective
Presented at Court High Street, Noble Quarter
Noble Quarter
An up and coming trader has made a big fuss about
Moving slowly through the streets is a group of the bringing in an expensive foreign private detective
younger nobles. Having come of age this year they [Elite Scholar NPC] to look into a seemingly mundane
are to be presented at court to the local rulers. mystery.
Preened and all rather nervous they move slowly, The detective seems fixated on establishing impossi-
escorted by the palace guards. ble events, and assigning blame to any and everyone
in the area with tenuous circumstantial evidence. So
Press Gang far he has summoned everyone together to reveal
Docks
surprising parentage, affairs, thefts and long standing
grudges. He has not solved the mystery he was em-
Too tight to drop a coin in your tankard, this [Equal] ployed to investigate, his bill is enormous and he has
sized gang of brutes [Standard Warrior NPC] lurk out- upset almost everybody. His strange quirks are now
side taverns ready to cosh any unsuspecting Charac- rubbing everyone up the wrong way and if he accuses
ter, especially if they are nice and drunk. any more nobility of randomly motivated petty feuds
Should they be spotted [Routine] they may fight if they he is likely to end up face down in the sewers.
think the Character would make a good addition to Has he uncovered any useful information? A Charac-
their crew. ter can try and find out [Difficult].

94
Private Security
High Street
Paid solely on results, this [Equal] band of merce-
naries [Standard Warrior NPC] have a business plan
which involves generating income by making trouble
where there was none before.
Its amazing how many thieves there are all of a
sudden that the local traders have to pay out to have
removed from the street!
This dishonest bunch will cause trouble for any rogue
Public Execution
Characters. Castle Ward
Despite ongoing street protests, capital punishment
Prize Bull has not been banned in this state.
Rural Today’s unfortunate is accused of treason (there has
This prize animal [Elite Beast] is the most valuable not been a trial to convict them, the accusation alone
breeding bull in this area, and he knows it. is enough). The details are vague and the guards look
uncomfortable and nervous. The mood of the [Horde]
Unless you are a cow you will not be tolerated in his of [Standard Commoner NPC] is dark as disquiet
field. He will charge any Character who gets too close brews all around.
or happens to be wearing red.
The block is set on a high stage and the execution-
The farmer has been meaning to put a ring in his nose er [Easy Commoner NPC] stands ready. He looks
for months now to make him easier to handle, howev- young and inexperienced and holds the axe as it were
er he keeps finding excuses. a shovel. This only antagonises an already volatile
crowd whose anger is a low murmur growing louder
Prize Poodle by the moment.
Castle Ward, Guild Quarter, High Street Characters may notice [Routine] a [Large] amount of
The rather cute appearance of this large poodle [Stan- guards [Standard Warrior NPC] quietly arriving in the
dard Beast] does not convey the nature of this animal. area as the execution grows nearer. They look to be
in no mood to tolerate any civil unrest.
Territorial, grumpy and frankly vicious to everyone
except the owner, anyone close will get bitten imme-
diately and sustain [minor] injuries (unless they are
Rain
wearing anything which would stop the bite). Docks, Rural

The owner will be aggressive [Standard Commoner The threatening clouds turn the sky black and the
NPC] if challenged, however locals hate that dog as wind quickly picks up. Rain lashes down painfully,
much as you clearly do and may be persuaded to turn scratching any uncovered kin. So heavy is the rain
a blind eye to violence. that visibility is almost zero and the ground quickly
becomes slippery and covered in puddles. Everyone
is wet to the skin in moments.
As the wind picks up Characters may struggle to stay
on their feet [Routine] unless they can reach cover.
The rain feels unnaturally cold, and Characters must
warm and dry themselves before continuing or take
[minor] damage.

95
Rare Furniture Trader Raucous Ducks
High Street, Noble Quarter Rural
This refined individual [Standard Cleric NPC] is on the Not limited to loitering in ponds and puddles, this
hunt for specific items of furniture with a certain heri- [Large] flock of feathered quackers [Easy Beast] wan-
tage and will pay good coin for pieces in immaculate der freely in this district.
condition. Focused on food, they are inattentive however and
Counting many of the noble houses as clients, they if surprised they create a very loud and prolonged
have over the years found many interesting items in noise, giving away sneaking Characters or breaking
drawers and cupboards as items pass through. They peoples concentration. Quack!
have some unique insights in to those noble families.
Rebels
Rats! Undercity
Cemetery, Slums, Undercity A strange variety of nobles and cut throats are gath-
A swarm of vermin that is [Beyond Count] passes ered together, deep in conversation.
through this district. They have been planning a guerrilla campaign against
You can hear them before you see them. The sound the ruling parties for months and their plans approach
of tiny claws and squeaking gets louder as they ap- a critical phase.
proach. The swarm carpet the ground and walls as Discovery would mean death, and this [Large] group
they travel, treat any section of the swarm as [Easy [Standard * NPC] will deal harshly with any newcom-
Beast] capable of [Minor] damage. ers who are uninvited and threaten to uncover their
The swarm will pass by if they do not find any food. plot.
They may chew through barrels, shoes and bags as
they pass searching for supplies.

96
Recycling Release Me!
Lanes, Slums Cemetery
A cart stands outside a building, piled high with old Another victim of the botched exorcism all those years
scrap including rusty armour and weapons. ago, this ghost [Standard Monster] has been stuck in
There are two brothers [Standard Performer NPC] their crypt, alone, for decades.
who drive the cart daily to collect items of meagre With the last of their sanity they beg for release to
value. They will buy any low value items for a few move on, and may get angry if the Characters cannot
coins, and are happy to sell items before they go to help them.
be melted down.
Sometimes accused of helping themselves to any un-
attended metal items, from lead pipes to drain covers,
they can sometimes acquire rather interesting things
people are keen to get rid of quickly and quietly.

Refugees
Undercity
These refugees have been driven out of their home-
land and moved on repeatedly until they settled here
in the worst district in town, where no one bothers
Release the Hounds!
them. Noble Quarter

Destitute and hungry they approach the Characters A noble who feels his hounds need exercise has sim-
for food or coin. ply released they to roam the streets while his kennel
handlers attempt to run them around a bit.
Their fortunes have not always been thus, and Char-
acters who help may [Easy] discover that in their pre- They are neither hungry not particularly vicious but
vious life several of the refugees had very interesting they are large and rather territorial [Standard beast].
professions. And they don’t know you.
A Character who is good with animals may try and
Regal Banker tempt a hound to join your party’s “pack”, otherwise
the dogs may take a dislike to the Characters if they
Castle Ward, High Street, Noble Quarter
are not animal lovers and attack.
Manager of the bank in this district, this stern figure Any injuries or losses from the prized pack will be
[Cleric Standard NPC] knows everyone here and their badly received by their owner.
business.
Happy to lend at a high interest rate, and quick to call
in debts, this is possibly one of the most hated people
Relentless Burning Sun
in town. Docks, Rural

To make sure debtors don’t get out of hand, the The sun beats down as never before. It even looks
banker is often accompanied by a cold eyed killer of a hotter and closer than normal.
bodyguard [Elite Warrior NPC]. Any unshaded areas in this district bake in the unnat-
urally hot sun.
A haze blurs out people and buildings. Anyone who
spends too much time in the sunshine, and who is not
equipped for the heat, will take [minor] damage due to
sunburn and exhaustion.

97
Repair Crew Riot
High Street Noble Quarter
The [Equal] sized repair crew [Standard Commoner Wealth inequality has suddenly come to a head after
NPC] have been agitated by tales of cheap rival crews a tax and rent hike aimed at the poorer districts of
moving in to the District. They do not hesitate to start town.
a fight with strangers in town, fearful they are here to The less well off have invaded the streets of the Noble
take their work. Quarter to vent their anger at their lot in life.
While the crew are skilled builders they are only aver- Characters can see the mob coming from quite some
age fighters, equipped with work tools and they do not distance.
work as a unit.
Nobles who see what’s coming may offer Characters
Ironically the repair crew are the only crew for many coin to protect person and property.
miles with the skills needed to maintain this town’s
delicate architecture, and killing any of them could The mob is a [Horde] of townsfolk [Standard Com-
lead to a rapid decline in the Town’s fortunes. moner NPC], they are poorly prepared and armed
with whatever they can pick up.
Residents Association They will attack any Character who looks well off,
and attempt to smash windows and burn down doors.
Castle Ward, Noble Quarter, Slums
However any serious violence used in retaliation will
These residents organise for everyone to pay a small make them back off.
contribution into a central fund. With it they attempt to The majority of the crowd are young and idealistic,
maintain the roads in the area, and have even been more interested in igniting a debate as opposed to
know to help impoverished residents with major re- igniting the rulers castle.
pairs. Usually only if neighbouring properties complain
mind. True to their name the Watch are watching from a
safe distance. They may offer Characters coin in re-
Lately the association have become very strict on turn for acting as “deputies” to disperse the mob.
their rules and imposing fines on residents who do not
comply. Anyone caught rioting can expect harsh repercus-
sions.
Some rules seem very strange. Why, for example,
would everyone need to cover their windows on a
Tuesday night? Rising Mist
Docks
Retired Sea Captain A thick sickly mist forms quickly, lowering the tem-
Docks perature dramatically and expanding quickly to fill the
district.
This old sea dog [Elite Warrior NPC] is weather worn
under their frayed ship captains hat. A thick long coat Any Character caught in the mist may [Routine] strug-
hangs to the knee despite the warmth in the air. gle to breathe and visibility is reduced to near zero.
Now too old for the cruelties of the winter sea, they A strange sense of foreboding settles all around.
amassed a tight pension and live a very modest life. Characters may sense [Routine] the mist is not empty.
They are always happy to tell tall tales of unnatural If they succeed they are not surprised by the misshap-
goings on or adversaries outwitted over a rum in the en figures that form from the mist itself as an [Equal]
local Tavern. amount of creatures [Standard Monster] that seem
They remain the most knowledgeable in the area on intent on dragging victims out to the cold waters of the
the local currents and rocks, and they are happy to harbour.
sell this to newer ship crews unused to the area.

98
Riveting local “news” Rule of Peace
Noble Quarter Castle Ward
This area sustains a very local newspaper that reports All Characters must check their weapons in at a small
weekly on the social comings and goings, marriag- building filled with weapon racks.
es, deaths and hosts an ever popular social climbing Every weapon is labelled and Characters receive a
advice column. small ticket with a number to reclaim their goods when
The editor is rich, bored and very lazy. The young they leave.
reporter [Standard performer NPC], keen to make his Despite the neat administration of the weapon free
name in the industry, asks the party for help finding a zone, the weapon storage is not as well guarded or
scoop. secure as it should be.
Everything is, of course left at the owners risk and
Rooms to Rent there look to be items of considerable value on the
Lanes racks.
A sign in the window indicated rooms are for rent in
this respectable looking dwelling.
The landlord who answers the door looks the Char-
acters up and down and demands coin upfront, no
sharing and explains the door is locked at 9pm and all
are to be back by then or stay out.
The boarding house is home already to several
young apprentices from respectable families. They
have found enviable placements in the halls of power
thanks to family connections, but not being noble born
they will never rise high.
Runaway Golem
Roots of Decay Guild Quarter

Cemetery Suddenly a looming metal golem [Elite Monster] ap-


pears crashing down the street.
These old trees were once a beautiful towering va-
riety. Unfortunately age saw them wither and death Locals flee and chunks of masonry shower down as it
seemed inevitable. Until there was a very wet winter brushes buildings.
which brought the “juices” of the graveyard into the This out of control automaton will cause serious dam-
reach of the tree roots. age to people and property if someone doesn’t stop it.
This had a very odd effect, and the trees now stand
bare branched with roots deeply exploring the graves Runaway Cart
and tombs, entwined throughout the entire graveyard Guild Quarter
district.
The harness has broken leaving the horse still walk-
The trees do not always wait for folk to die, any Char- ing up the hill. The fully loaded cart meanwhile is now
acter who stays still for any time will find tendrils of the heading down the hill at speed.
roots starting to wrap around them.
The driver jumps, leaving the cart to crash towards
While this is only a minor nuisance at first, leaving the the crowded street and the Characters.
roots to build up will lead to immobilisation and then
constriction. Whilst [Routine] to avoid the [Major] damage of the
crash, it’d be [Very Difficult] to stop the cart or get the
crowds moved to safety in time.
99
Running Messenger Scandalous Gossip
Castle Ward, Guild Quarter, Rural Lanes, Rural
In this realm important messages are traditionally de- Standing with folded arms, the gossip [Standard Per-
livered by a well trained cadre of Runners [Standard former NPC] surveys the locality with a critical eye.
Ranger NPC]. No conversation, passer-by or building escapes the
These messengers travel by foot and must brave the critical observation. The gossip will talk at length of
streets, squares, gardens and alleyways alone. the shortcomings of all around them, from poorly
The runners wear distinctive bright blue uniforms maintained houses devaluing their own to perceived
which makes them really easy to spot. slights and insults to their good upstanding person.

Intercepting a messenger is a capital crime, such is So focused are they on raising their station by lower-
the value placed on good communications. ing everyone else’s that they are completely unaware
that one piece of information they hold is of critical
A messenger is running through this district. importance to the future good fortune of the district.
Possibly the Characters may be able to sort the wheat
from the chaff of this long, boring conversation [Rou-
tine].

Scavenging Ghouls
Cemetery
This area is known to have a ghoul problem. They
are (mostly) contained by subtle wards on the walls
and tombstones here abouts, but every now and then,
there is a minor scandal when one gets loose and
wreaks havoc.
Rush Hour The Characters are approached by the groundsman
Guild Quarter to ask for help in reducing the local ghoul population.
The street is full with shoulder to shoulder crowds He has a reasonable working budget.
pushing and jostling as they pass each other. The [Large] group of ghouls [Easy Monster] can be
It is very hard to keep track of any companions, the found in the catacombs and tunnels beneath this dis-
constant jostling means the brush of a pick pocket trict or they could be tempted out with the right living
may go unnoticed and it takes ages to get anywhere. bait.
Anyone being followed has a very good chance of
losing themselves in the crowd regardless of whether
they were aware of their ‘tail’.

Rustling Bushes
Cemetery, Rural
Dark leaved and oddly out of place here, this little
collection of bushes are not like the other fauna.
Emitting a strange smell they move constantly even
though the breeze is light.
These are actually dryad graves and are often visited
by the small folk of the fae.

100
Scholarly Blackmailer Sealed Door
Castle Ward Undercity
This shady figure [Standard Scholar NPC] is a low Characters cannot see through it, climb over it or go
ranking member of the castle’s hierarchy. around it. The only way to discover what lies on the
But not for much longer. After coming across some other side is to pass a [difficult] skill test to reveal a
information about one of the highest ranked nobles way to move the bolt from the wrong side.
(which could cause them to fall from favour at court) Strange markings on the door could suggest what lies
they have discovered an art for blackmail. beyond, warn Characters about an unseen danger or
The constant income from the embarrassed party has point to an alternative entry method.
enabled them to live like a lord, and splashing the coin This could be a perfect transition to a dungeon area.
has worked wonders in raising their standing.
The dark secret, however, will cease to become valu- Seamstress Apprentice
able if widely known and it is right there for all to see, High Street, Lanes
if only they knew what they were looking at.
A young apprentice [Easy Commoner NPC] approach-
The blackmailer will protect the secret at all costs. es the Characters, her mistress is seamstress to a
very important family.
Scraps A gown is being made for an upcoming party and
Docks must have a specific local gem sewn into the skirts.
In this square the fish heads and guts have been Do the Characters know how she can get hold of any?
dumped to be cleaned up by the local strays.
Strangely however neither the starving local animals
or the ever greedy gulls will touch this offering.
Closer inspection reveals it is covered in [Beyond
Count] small silver-worm like maggots [Easy Beast].
If any Character is injured they swarm to the wound.
Secret Meeting
Undercity
There are many cleaner places to rendezvous, how-
ever these two have chosen to hook up down here.
Both are over dressed and attracting attention.
This priest [Standard Cleric NPC] and mage [Stan-
dard Wizard NPC] are from opposing factions and this
meeting would be frowned upon by their superiors.

Seagulls Secret Watering Hole


Docks
Undercity
This [Horde] of mewling winged horrors [Easy Beast]
cover the rooftops here abouts. Noisy, territorial and The ‘Cistern’ is a small tavern hidden from the eyes of
aggressive over any food. ordinary townsfolk.

This colony of nuisance birds stalk anyone who is This tavern is neutral ground for the various criminal
eating, with any Character likely to be swooped, they gangs of the town and has a select clientele as a
will find it [Routine] to keep hold of their meal. result.

Any Character on a rooftop in this district has a very Order is enforced when needed by the owner, a re-
real chance (60%) of being swooped and attacked. tired street fighter [Elite Warrior NPC].

101
Sense of Smell Sewer Gang
Slums Undercity
The local “atmosphere” is so pungent in the warm This [Equal] sized motley group [Standard War-
summer months that the locals in this district have rior|Rogue NPC] of shady Characters know you are
completely lost their sense of smell. not supposed to be down here.
Which means no one has noticed the new sweet aro- As soon as they see the Characters they spread out
ma that hangs heavy in the street. Heavy enough to to block the way and advance using their knowledge
make outsiders eyes water. of the area for tactical advantage.

Servants Entrance Sewer-Gator


Noble Quarter Undercity
The next time the Characters meet with a wealthy or This [Elite Monster] is an ambush predator feeding
noble contact, they are directed to use the servants on unwary travellers or inexperienced visitors to the
entrance. Undercity.
Clearly the resident considers the Characters to be It will attack from water or dark corners without warn-
staff or has a need for secrecy. ing, targeting the largest party member first (Unless
Characters are very spread out, where it targets the
Serving Youth closest).
High Street, Lanes Where possible the monster will drag victims under
the water unless they can free themselves [difficult].
Characters are approached by a server from the
tavern they frequent asking if they have seen a man. Character suffers [Major] damage if the monster can
They give an full description. keep them underwater while it attacks. The hide of
this beast is extremely valuable if it can be obtained
The man is a regular from the Tavern and has van- undamaged.
ished.
Not only is this out of Character for the regular but
they have neglected to pay their bill.
Shadow Cat
Undercity
The server is very keen to find the missing man as the
landlord of the tavern in question is, rather unfairly, A [Very Difficult] to spot small cat entirely made of
holding them responsible for their tab as they served shadows is trailing the Characters.
his last ale. This is likely to be a wizard familiar or summoned
creature, but why is it following the Characters for it’s
owner?
Set the Sails Right Shadowy Danger
Docks
Cemetery
Their hands are hardened by pushing needles
through the thick sails for days on end. The shadows are clear and pronounced even on dull
grey days and in the fading light they move constantly,
Both the sails and the sewers are somewhat weath- even when all about is still.
ered, however today the weather is warm and they sit
happily chatting as they work. Characters should be extremely cautious of straying
into any area out of the light as those shadows hide a
Tantalising snippets of gossip and tall tales of the [Large] group of entities [Standard Monster] that are
local seas can be overheard [Easy] by anyone close hungry and specialise in ambushing the unwary.
enough.
102
Shared Office Shop Assistant
Guild Quarter, Lanes High Street, Lanes
Someone has had the bright idea of converting a A figure [Easy Scholar NPC] bumps into a Character
house into a shared space for trades and crafts. unexpectedly.
Desks now fill the rooms and are home to a range of They are extremely apologetic and explain they are
less established clerks, scholars and students who late to work in the store. It is very busy and many
cannot afford their own premises. unexpected items are selling out quickly.
Desk space is always available, although you have to They ask if you could help the shop owner procure
pay upfront for parchment and ink. some stock.
Book keepers, clerks and even a small messenger
company use this as their base, and security is not Shoppers
what it could be. Anyone so inclined could attempt High Street
[Routine] to befriend the workers and gain access to
their paperwork. This [Equal] sized gang of shoppers [Standard Com-
moner NPC] hang together and move efficiently from
shop to shop.
Sheep They know all the local prices and haggle for any
Rural items that are dearer than they were last week.
Clearly much loved, this neatly sheared flock graze
happily on the short grass. Silk Trader
Such attractive prey may attract some unwanted Docks, High Street
attention and there is a chance (30%) that an [Equal]
sized pack of wolves [Standard Beasts] will arrive and The fine clothes hang over the fleshy form of this hulk-
tear in to the flock. ing merchant [Standard Performer NPC].
This profusely sweating person has a taste for the
finer things in life and lives beyond their means.
They are always interested in cut price stock and any
gossip which would afford them entry into the social
elite they so covet.

Silverfish!
Undercity

Shiny Knob As is inevitable the carpet on the damp floor is infest-


Noble Quarter
ed with silverfish, and rather dirty.

A shiny handle shines out at the Characters from the But the silverfish are the issue as they are strangely
middle of a wall. No door nearby. It gleams invitingly, lively.
just asking to be turned. Any Character stepping onto the damp carpet is likely
No other passers by seem to have noticed it. to gain several silvery visitors, possibly unnoticed
[Routine], which will immediately start making them-
It’s actually a contraption that rings a bell and calls selves at home upon that person and there clothes.
a horse drawn cab to the scene from a nearby rank,
the driver now expects a paid job and will ask for a This infestation will lead to sores, itching and a gener-
wasted time charge if the Characters don’t want a cab al discomfort as the insects crawl all over.
ride.

103
Six (ish) Feet Under Slop From Above
Cemetery Slums
The gravediggers are lazy and poorly paid and as a An upper storey dweller flings open the shutters and
result if no one is paying attention they will dig the projects the contents of the chamber pot into the
graves shallow, or even stack multiple corpses in street below.
single graves. Any Character unfortunate enough to be caught by
This practice has attracted some unwanted attention the slurry, which is [Difficult] to dodge, will not be wel-
and something has been digging up corpses at night come in any reputable shops & taverns until the smell
for a little snack. has been addressed.

Slavers
Undercity
The clink of shackles echoes through the tunnels.
This [Large] group of slaves are all young and healthy
and clearly intended for heavy labour.
The [Equal] group of slavers [Standard Warrior NPC]
are lazy and do not keen good watch.
There is, however, only one key on the belt of the
dangerous looking slaver captain [Elite Warrior NPC]. Slum Landlord
Docks, Slums
Slime Everywhere In the time honoured tradition of the area this land-
Undercity lord [Standard Commoner NPC] offers the most basic
This [Standard Monster] ooze monster appears and accommodation to locals and travellers alike in their
disappears seemingly at random. flophouse.
While not openly aggressive the monster is uncon- However the straw on the floor is changed weekly
cerned by Characters so long as they are not close, and the rope strung between the walls, where patrons
however it will attack if approached by spraying slime sleep slumped over in upright lines, is in fairly good
at any interlopers. condition so I suppose there are worse places to stop
over.
It is corrosive and harmful if it touches uncovered
flesh and quickly burns through cloth, causing [Major] No one reputable will be found here but lifelong
damage. friends can be made if Characters can handle the
conditions.
The slime plasma of this monster is highly prized by
alchemists, but must be fresh. Transporting it requires
a sealed sturdy vessel. Smallest Room
Guild Quarter, High Street, Lanes
Slippery Stones The convenience here is located in a quiet corner
Docks, lanes, Slums behind the main building. Just follow your nose.
The slight sheen on these paving stones give away It is almost impossible to see what lies beneath the
their lethal secret. They are very slippery! thin wooden board of the privy, but if a Character
performed a [Difficult] investigation, they would find a
Any Character not able to keep their footing [Routine] stash of narcotic leaves in an oiled pouch.
is in for a painful and embarrassing slip [Light].
They would also be covered in excrement for their
troubles...
104
Smugglers Sneaky Peek
Docks Lanes
This dodgy [Equal] sized collection of smugglers As Characters pass a window at street level their eyes
[Standard Rogue|Warrior NPC] will not hesitate to may be drawn to a bookcase within.
remove any threat to their lucrative trade. Sitting opposite the window in a smart, respectable
Anyone who finds their secret paths and passages will looking home is an ordinary wooden bookcase filled
be silenced either by threat or actual violence and the with nondescript books and one rather larger than the
smugglers can count on help from Watch members rest which makes Character’s eyes itch when they try
they have bribed. to focus on it.
Certain Tavern Keepers who benefit from this black
market will also be hostile to any threat to the smug- Social Climber
glers. Castle Ward
They [Standard Performer NPC] have got where they
Smugglers Run are through tactical friendships and destroying more
Undercity than one family’s reputation. They are cold, ruthless
A well trodden path runs through these narrow, dark and utterly fixated on their rise through the ranks.
corridors. Upon becoming aware of the Characters they will
It is well known that smugglers operate in these parts, likely either see them as a risky unknown or just a
and it is surely likely that the Characters have stum- risk. They will seek to discredit them in the eyes of the
bled on one of their secret paths in and out of town. powerful, and hopefully better themselves while they
do it.
Equally likely it is guarded by subtle traps or a [Pair]
of smugglers [Standard Rogue|Warrior NPC].
Something Fishy
Docks
What are presumably fisher-folk this [Pair] of [Stan-
dard Commoner NPC] are loitering. They do not look
friendly and are nervously looking at the daily catch
they would normally be encouraging townsfolk to buy.
If anyone were to rummage amongst the fish they
would find a few small and well sealed parcels of
contraband.

Snakes Something Lies Beneath


Undercity Undercity
Very at home in the dark sewers and caves, this This cheap floor is bending upwards in the middle,
[Large] amount of slithering creatures [Easy Beast] and the little bump is getting noticeably higher by the
happily reduce the local rat and mouse population. moment.
It’s rare that anyone is bitten by these snakes but It’s either (40%) a vent of gas about to explode the
they seem agitated right now, and the Characters floor causing [Minor] damage or (60%) a massive bur-
will glimpse some disconcertingly large scales sliding rowing creature [Elite Monster] that will explode the
under the surface of the water. floor and then try to consume the Characters.
This is a truly giant snake [Elite Beast] that much pre-
fers the taste of people to rats and mice.

105
Something Went That Way Spy
Undercity Castle Ward
A trail of bloody footprints lead away down a dark A thin figure [Standard Rogue NPC] lurks suspiciously
corridor. They are still wet. in the shadows in this area.
If the Characters follow the footprints they lead to the Attentive eyes catch every detail and interaction within
body of a senior town official who has been brutally sight as they take mental notes to report all goings on.
attacked before staggering their last steps to fall here. Characters who do not wish to appear on the report
The murderer is watching from a hidden spot that is will have to confront the Spy.
[Very Difficult] to notice, they are a talented killer [Elite If the Spy thinks a Character shares the same alle-
Rogue NPC] that might decide to silence the Charac- giance they will provide an incredibly detailed report
ters if they uncover evidence of their work. of all suspicious and interesting events from the town
in the last few days.

Stables
Guild Quarter
For those who live far from the guild quarter and travel
in daily, a new day stable has sprung up offering a
place for horses while their masters are at work.
The prices are extortionate and this has led to “nag
sharing” where the less well off members of the guild
attempt to get 2 or even 3 on a horse to save on sta-
bling and grain costs.

Song Birds The horses here are of a reasonable quality, and


some are rented by the day by the guilds as “pool
Cemetery, Noble Quarter, Rural horses” for use of guild members on guild business.
In recent years the expansion of the town has de-
creased the local song bird population down to a few Starlings
robust species who rely on the locals for most of their
Cemetery, Rural
food.
Resultingly the dawn chorus has quietened and has This feathered flock come together to roost every eve-
fewer songs. ning in the trees and house eaves nearby.

Recently however all the birds of various species all As they flock together before roosting they form huge
seem to be singing the same song. Locals have taken complex ever changing shapes in the dwindling light
to humming the tune as well. of the evening sky.
Recently though some of the shapes they form have
Sooty Hand-Print looked sinister and lifelike. They have also begun to
act aggressively to observers.
Noble Quarter
Any Character trying to interact with the birds will
In an immaculate street the sooty hand-print on this send them in to a frenzy, and they will attack.
smart building stands out a mile.
Treat the murmuration as a [Horde] of [Easy Beast].
Some whisper it’s a ‘Black Mark’ from an infamous The sheer number of aggressive birds will be able to
underworld cartel while others reckon it’s a neighbour break windows and flimsy doors to attack Characters
jealous of the paint job. within.

106
Starved Hounds Stock Taker
Rural High Street
This [Small] pack of hounds [Standard Beast] are kept Annually it is law for shops and stall holders to con-
by a local noble for hunting, however they do not have duct a stock take.
a privileged life and have been cruelly starved. The tax collector pays keen attention to ensue no one
Left to roam free, if they catch the scent of the Char- is skimming the books. The stock taker is very unpop-
acter they will attack as they are desperate to eat. ular [Standard Cleric NPC] as he reports discrepan-
cies to the authorities.
Steadfast Farmer The paperwork of traders must clearly and accurately
Rural track imports, exports and sales to discourage any
shady dealings.
The Farmer [Standard Commoner NPC] has never
married despite their good nature and relative youth. The Stock Taker records all in a large ledger which he
carries with him at all times and holds an up to date
They lead a busy life and are often found roaming the list of all goods in the area.
roads and fields.
There are an [Equal] number of guards [Standard
The farmer is a wealth of local gossip and, being well Warrior NPC] who are tasked with making sure the
placed to notice strangers passing through, can be ledger and Stock Taker remain safe.
enticed [Routine] to share their thoughts on other
travellers.
They are happy to trade goods for produce and usu-
Stocks
ally have a huge range of little jobs they are happy to Docks, Lanes
pay the right Character for help with. The stocks stand in a clear area near the centre of
this district.
Sticky Floor They currently house a petty criminal [Easy Rogue
Undercity NPC] who is there for the day.
This coating does not seem naturally occurring, more Enterprising traders have produced rotten fruit by the
smeared on by something which brushed past. barrel to throw for a few coins, and while unpleasant
and embarrassing this punishment is likely to have no
Characters should be extremely cautious of touching long lasting effects.
it, and may wish to investigate where it came form,
just in case it’s from a deep snail [Standard Monster] While standing too close may result in some splatter,
that has found it’s way up from below. the inhabitant of the stocks would be very grateful if
released early.
Stinking Hermit
Rural, Undercity
Strange Brick
Castle Ward, Docks, Lanes, Slums, Undercity
A reclusive [Elite Scholar NPC] resides in this district.
This brick stands out as it seems dirtier than the sur-
Swathed in many layers of filthy cloth with weather rounding bricks and strangely smooth as it weathered
aged extremities, this belligerent loner wants nothing by the touch of many hands over many years.
to do with anyone and may react badly if approached.
They hold a precious item under their layers which Pressing the brick firmly will open up a nearby secret
they will protect at all costs. door that leads to a drinking den.
Long ago this would have been a well kept secret,
but now almost every curious passer-by opens up the
door.

107
Strange Door Strange Rings
Guild Quarter, Lanes Noble Quarter
Characters may hear [Routine] the slight hum given Younger nobles are seen everywhere wearing odd
off by this thick wooden door. rings. They seem to mean something to the wearer
As the light of the day fades Characters may also and they act like membership of a club with wearers
notice [Routine] the door glows slightly. winking at each other in the street as they pass.

This door may well be a mundane looking front for a The rings themselves seem valuable and the stones
portal that will teleport anyone passing through to a set in the gold are unusual and emit a slight magical
mystery location. glow.

Strange Grouting Strange Statue


Castle Ward, Cemetery, Noble Quarter
Docks, Slums
Characters may notice [Routine] that some of the This statue of a celestial being is facing away from the
grouting on a nearby wall looks different to that Characters.
around it. Somehow newer and cleaner. Has a door- A noise distracts the Characters, when they turn back
way been bricked up? the has statue vanished.
Characters may realise [Routine] that the statue can
Strange Mould move when no one is looking at it.
High Street, Lanes A [Difficult] encounter can be made easier if no one
This strange green mould has found a home in the blinks as it restricts the movement of the statue.
grout of this building and some of the paving stones Characters may perceive [Routine] that only one at a
here abouts. It has an odd smell. time need to maintain a visual on this slippery oppo-
Caution is advised when touching or smelling this nent.
mould as it is poisonous. If the statue [Elite Monster] is able to attack without
being seen (or if a Character blinks) it will attack
viciously.
108
Strange Suit
Lanes, Slums
As Characters pass a window at street level they
glimpse a suit of armour standing in a well lit small
room. The room is poorly furnished and looks worn
and ill maintained. The doors and windows are loose
and flimsy and it would be easy to enter the house
uninvited.
The suit of armour is clearly well made and well cared
for. It is made from a rare and valuable alloy which is
only worked by master smiths. Some knightly noble Street Food
houses have one such suit which is passed down the
Docks, Slums
generations due to the cost. Next to the suit of armour
is a matching long sword. Any Character who partakes will find the meal tasty
If Characters enter the dwelling the suit of armour and their spirits are raised.
[Elite Monster] attacks. Given the unusually strong mix of spices only a
While its sword swing is hampered by the size of the Character with a strong constitution will avoid the side
room it is exceptionally difficult to damage the animat- effects and digestive protests.
ed armour.
If the Characters prevail they may decide whether to
Street Party
allow the suit to join the party as a guardian or find a Lanes, Slums
way to “exorcise” the suit to wear or sell as usual. This [Very Large] assortment of drinkers fills the street
ahead making passing through hard.
Street Bullies In order to pass Characters will find it [Difficult] to
Cemetery, Lanes, Slums sneak past without triggering a drunken encounter,
An [Equal] sized gang of street thugs [Standard War- such as:
rior NPC] stop the Character without warning. “What are you looking at” cry a [Small] group of drunk
They loudly raise several petty grievances and start young merchants [Standard Commoner NPC]. Char-
shouting and pushing. Passers by avert their eyes acters may intimidate [Routine] them to “leave it” or
and move by quickly. persuade them to forget the intrusion by buying them
another drink [Routine].
They mainly want to make a scene and look tough
and aim to keep any violence to fists, but if weapons “You spilled my drink” yells a stout off duty soldier
are drawn they are armed. [Standard Warrior NPC]. Unless Characters replace
the alleged spilled drink he will throw fists.

Street Children “You look like a spy for the watch” accuses a [Small]
group of darkly clad revellers [Standard Rogue NPC].
Slums Characters may only persuade them otherwise with a
This [Large] gang of kids [Easy Commoner NPC] do round of drinks and a rowdy and very rude song, sung
not all have homes to go to and can be found playing, from atop a barrel, insulting the Watch.
begging and selling matches on the streets of this Characters may be lucky enough not to be overheard
district. by the Watch.
They are poorly dressed and uneducated, are happy Any fighting by the Characters will immediately trigger
to run errands for coin and are very good at keeping all present to “kick off” and the watch will try to arrest
track of people. you for inciting a riot.
109
Street Prophet Suspect Grate
Docks, Lanes Castle Ward
Well the end of the world is very nigh. According to On a bright day in a dry street the crooked drain cover
this dubious slightly manic prophet [Standard Per- catches the Character’s eye. It also seems to be glis-
former NPC]. tening with smears of Something all over it.
He makes eye contact and approaches. Investigation may [Routine] reveal someone has re-
Without asking he launches into a doom and gloom cently gone down in to the sewers.
version of recent events and suggests this is leading Anyone heading down will be ambushed by a [Pair] of
to the end of all things. black clad figures [Standard Rogue NPC] who don’t
Trying to converse with him leads to a slightly circular want to be followed.
debate as everything comes back to the end is nigh,
but he may drop in a surprising fact or two if a Char- Suspicious Cellar Door
acter is listening closely. Undercity
This door looks to be of a better construction than any
Street Sweeper others nearby. Solid, sturdy and well locked.
Guild Quarter, High Street, Noble Quarter A coded message in cant says ‘Guild Only’.
The locals have all gone in together to fund a full time
street sweeper [Standard Commoner NPC] to keep Suspicious Door
the streets in this area clean and inviting.
Docks, High Street, Lanes
They are also responsible for tending flowers and
greenery and washing doorsteps. The door is the most interesting thing about this slight-
ly run down drab building.
From dawn until dusk they are a constant figure,
stooped with a broom attentively sweeping and stay- It is reinforced by sturdy and new looking iron bars
ing out of the path of patrons. drilled into the old weathered oak with a bell pull next
to the door.
They have cleaned up an increasing number of
severed fingers in recent days and are worried about This property has been recently taken over by a crimi-
what it means. nal gang to store goods.
A [Pair] of guards [Standard Warrior NPC] will answer
Sudden Cramps a bell pull and tell the Characters some lies to make
them go away.
Lanes, Slums
The local cuisine has taken its toll and any Character Suspicious Pool
with a delicate constitution who has eaten street food
or dined at a less reputable establishment is suddenly Undercity
incapacitated. The sewer has formed a large deep pool where the
Any remaining Characters may try to find soothing water swirls and is somehow unsettled.
herbal tonics for their colleagues (although symptoms A faint blue glow can be seen at the bottom of the
will pass once nature has taken its course). pool.
They may wish to remain vigilant should some try and Any Character interacting with the pool will discover
take advantage of this unfortunate turn of events. it’s actually a water elemental [Elite Monster] bound to
a glowing blue crystal.
Its time trapped in the sewer make for a very dirty
elemental that will have diseased attacks.

110
Suspicious River Tall Grass
Slums Cemetery, Rural
The smell gives it away, a thin river of effluent flowing An unkempt area of grass which has been allowed
along the side of the filthy path. to grow long in order to encourage wild flowers and
It is the colour of old blood and its source seems to be wildlife.
a squalid looking building a little up a hill. Unfortunately something slightly more unusual has
Any investigation will reveal an [Equal] sized group of taken advantage and a [Small] group of fey creatures
sick and dying slum dwellers [Easy Commoner NPC] such as brownies [Easy Monster] have moved in.
and Characters would need to take precautions not to
catch this particular ‘leaking pox’. Tax Collector
High Street
Swash and Buckler A shop on the street is in the process of being ran-
Castle Ward sacked, however as it’s the tax collector [Standard
Preened and prancing along looking rather impressed Wizard NPC] and his [Large] mob of deputies [Stan-
with themselves, this duelist [Elite Warrior NPC] has dard Warrior NPC] doing the looting, everything is
every faith in their abilities. official and above board.

The rapier hanging at their side is a fine, well used If the Characters have obvious signs of wealth, they
weapon, and is meticulously cared for and of consid- may well catch the Tax Collector’s eye and he’ll start
erable value. making inquiries into making sure they’ve paid the
appropriate taxes on that loot they have.
They are followed at a respectful distance by the
bookmakers and a gaggle of interested townsfolk,
ready to create an impromptu tourney atmosphere, Tentacles!
with excellent betting facilities, at a moments notice. Undercity
The Duelist spies the Character with the most expen- The monster itself remains elusive, but clearly it is
sive sword and approaches. close as tentacles emerge from water and holes in
They bow politely and “offer out” the Character. The floor and walls, flailing about with purpose.
winner gets to keep the weapons. There are a [Large] number of tentacles and each is
considered an [Easy Monster].
Swine If two or more tentacles successfully attack a Charac-
Slums
ter then they will begin dragging them below ground
or underwater.
A [Large] herd of pigs [Standard Beasts] is being
herded through the streets.
That’s Banned!
These pink plodders have been helping out the local
crime syndicate with body disposal and have devel- Castle Ward
oped a bit of a taste for the work. An [Equal] group of a militant priesthood [Standard
They will take an optimistic bite out of any injured Cleric|Warrior NPC] are on the hunt for banned texts
Character causing [Light] damage, but accept they and are planning on a good old fashioned book burn-
have no chance with Characters on full health. ing.

In unrelated news the bacon in these parts is famed Lets hope there isn’t a spell caster with a suspicious
for its salty twang. tome amongst the Characters...

111
The “Company” The Goose
Docks Rural
Offering ‘personal services’ for every possible taste, This grumpy honker [Easy Beast] is not in the mood.
this [Equal] troupe of [Standard Performers] are able Wandering freely near water or corn fields, if it cannot
to spot potential clients from streets away. find enough food it will accost passers by to provide
They offer the usual services for a few coins, and on grain or bread.
quiet nights may be persuaded to trade gossip over If neither are forthcoming the pecking will start and
the local ale. continue until the goose is fed.
They are very aware of who is coming and going in On an unrelated note, roast goose goes very nicely
the area, however they risk a night in the cells if they with the local wine.
cross the watch so they are reluctant to share any
tales of their doings.

The Air is Full of Spores


Undercity The Petty Emotions of Man
From a widespread patch of fungi, suddenly spores Castle Ward, Cemetery
explode into the air around the Characters. Rather unusually, this eldritch entity [Elite Monster]
They immediately fill the area, and any Character who that feeds on negative emotions looks exactly like a
needs to breath will find it [Difficult] to avoid coughing nondescript town resident.
uncontrollably. They’ve resided in a house empty for so long no one
Once Characters escape the spores they may find it remembers who is supposed to live there and can
essential to wash thoroughly as any pores left on the come and go unnoticed.
skin may begin to grow. Although they rarely need to leave the house as
their surroundings are perfect for stirring discord and
The Children of the Night disquiet. They sit happily by the window twitching the
curtain and feeding on the annoyance, anger and
Cemetery
impatience they create.
Smartly dressed and rather charismatic this striking A prolific letter writer, the entity is able to arrange
vampiric noble [Elite Monster] offers a rather toothy building work at strange hours, deliveries to block
smile as they pass the Characters. nearby roads at busy times and carts to park outside
They are very at ease in this setting and clearly are neighbours houses for days with no explanation.
very aware that they would have the upper hand in Rubbish collections are cancelled mysteriously and
any encounter given their ability to summon up a lot of hordes of youngsters repeatedly show up looking for
undead help very quickly. the party advertised on the notice board.
They aren’t hostile unless provoked, and would find In recent days, local residents and workers have all
amusement in talking about all matters with the Char- received letters offering to help them lose weight.
acters.
112
The Ruler! Thieves Guild Mission
Castle Ward Guild Quarter
This [Overwhelming Scholar NPC] was not born to the This independent merchant guild is one of the shadier
title but acquired it with a bloodless coup many years operations in these parts, and have long been disliked
ago. Few are alive from the time to recall it, and those by the other guilds who regard them as just a bunch
that do are vague. of crooks. Which to be fair they are, as this is the front
Shrewd, learned and incredibly greedy, this power for a thieves guild.
hungry ruler did not stop their dubious pursuits when You are approached by a guild representative [Stan-
he gained a crown. dard Rogue NPC] in broad daylight in a smart street.
The air moves strangely around them, and they some- They offer good coin for helping complete a job quick-
times seem to be moving as if through water. ly.

Colourful robes flow around a lightly built frame, and They aim to disrupt the local watch in order to buy
fingers shine with rings as they hold an ever present their guild mates time without prying watch eyes to
book open in his hand. complete all their commissions is record time.

His [Large] personal guard [Elite Warrior NPC] are Each watch member has to report for duty in a strict
ever present and oddly silent, their captain [Elite Mon- uniform dress including hat, whistle and regulation
ster] never sleeps and maintains his endless vigil with boots. The thieves guild plan to ask Characters to
dead eyes. steal key parts of the uniform so watch members
will be delayed starting their shifts. They will pay by
Characters may not approach the Ruler, his guards or the item and can provide the names & addresses of
their captain uninvited, they will be warned back once, watchmen.
and if they persist they will be attacked.
He has remained popular with the townsfolk by raising Third Eye on the Prize
the fortunes of the town with a series of very favour-
able trade deals. Castle Ward

Lately however, cruelty and tyranny have increased A diviner [Standard Wizard NPC] has setup a stall
and the townsfolk begin to grow uneasy and restless here and is reading simple fortunes for a few silver
despite their comfortable lives. coins.
For an extra fee they are willing to use ‘deep magic’
to glimpse a pivotal moment on a Characters future
lifeline, although warn that the information gleaned
this way may disturb.

Thoughtful Fisherman
Docks
Dressed in oil soaked clothes and holding two large
fish hooks, this rather intense figure [Standard Com-
moner NPC] is looking at you strangely.
All the other fishermen are hard at work either at sea
or repairing their nets, not this one. They stand and
stare, never looking away or blinking.
It’s possible they have reason to hold a grudge
against a Character, and while they don’t have the
abilities to stand against them, it doesn’t stop them
thinking about it.
113
Tidal Areas Torches and Pitchforks
Docks Rural, Slums
Despite the harbour wall, this area can be prone to The [Horde] of Locals [Standard Commoner NPC] are
tidal flooding during storms and spring tides. up in arms and they don’t want that sort of thing going
The locals, as usual, are well prepared with wood- on round here.
en boards which slot in front of doorways to prevent They feel the best way forwards is with a statue like
water ingress. construction made from a readily available flexible
Anyone unprepared may find streets and areas cut reed type wood which they plan to set fire to. With a
off or find themselves having to wade through debris suitable sacrifice inside to make their point. Someone
filled water. has to go in and the Characters are strangers.

The flood waters may also tempt an [Equal] amount They start with the most brightly dressed Character.
of razor gill fish [Standard Beast] to swim along the Characters in turn can try to avoid a fiery fate by con-
flooded streets looking for something to bite. vincing the crowd they aren’t right to sacrifice [Diffi-
cult] or pointing out another Character that definitely is
Tolling Bell right to sacrifice [Routine].
Cemetery They could of course fight there way out of trouble,
but killing townsfolk with so many witnesses will bring
It is not the light breeze ringing the small bell contrap- its own trouble.
tion above a sealed grave, but the cord descending in
to the tomb. If a Character ends up in the flammable statue, the
other Characters can only watch as the mob lights
There are many bells here, as it is the fashion to have the statue and toast the marshmallows thoughtfully
a bell operated from within a coffin to avoid any “mis- provided.
takes”. However this is not a fresh grave and the bell
rings inhumanly fast. Luckily the wood is wet and the part where the Char-
acter is does not burn well, collapsing and releasing
Characters may choose to dig a little deeper and dis- them unhurt.
cover what, or who, is up.
If they do they’ll discover that the coffin has been
smashed open by a giant burrowing carrion worm
[Standard Monster] that is causing all the ringing as it
feasts on the old corpse.

Tom Cat Tourists


Castle Ward, Lanes, Rural
Castle Ward, Docks, Lanes, Noble Quarter
Old, battle scarred and very ginger this old boy [Easy Drawn by the tales of friends this [Equal] group
Beast] has long since given up hunting in favour of [Standard Scholar|Cleric NPC] have come to see for
wooing treats and tidbits from the locals. themselves the historic merit and architectural interest
When not asleep in the sun he roams local streets, in the area.
where he will lie temptingly at the feet of any passing Standing out like a sore thumb and with full purses
traveller and roll onto his back purring. hanging from their belts its only a matter of time be-
Characters may stroke him if they can win his affec- fore trouble finds them.
tion [Routine]. They will likely pay for a walking tour of sites of inter-
He is known to scent mark those he dislikes. est, or protection should they be persuaded they need
it.

114
Town Crier Travelling Apothecary
Castle Ward Docks, Rural, Slums
Loud, portly, loud, red-faced and loud, this crier [Stan- This rather round and jolly physician [Standard Per-
dard Performer NPC] is responsible for relaying the former NPC] is garishly dressed and always creates a
important announcements in these parts. stir when they are visiting.
The bell they ring to catch the crowd’s attention has Crowds gather to hear about the latest tonics and
some special properties, and when rung on official cures, and coin flows freely as these change hands.
business it creates an unnatural silence as all who In between these frivolous staged events the Apoth-
hear it fall quiet and listen, this is [Routine] to resist. ecary’s large impractical wagon can often be found
The Town Crier is a creature of habit and they usually stuck blocking narrow roads.
call the news in the morning after breakfast. Today Locals seem convinced of the benefits of these po-
however they look slightly disconcerted and it is not tions, and strangely refuse to hear anyone question
their usual time to be on the streets. the apothecary’s qualifications or merit and any pro-
The usual silence has fallen and passers by listen longed questioning will result in hostile encounters.
attentively for the announcement.
Travelling Hunter
Cemetery, Rural
This old hunter [Elite Ranger NPC] has spent their life
roaming the wilds and hunting strange creatures.
In their twilight years they have moved closer to civili-
Traitor sation, even though it offers fewer prizes.

Castle Ward
Following a rumour, they are in this area tracking a
beast [Elite Beast] worthy of their time which offers
This [Standard Cleric NPC] looks much younger than riches if bested, skinned and sold.
their many years. Old enough to remember the coup
which brought the current ruler to power, they have They seem oddly distracted, even in the warmth of
long since fallen from grace when caught selling state civilisation they do not remove the pelts which hang
secrets to the highest bidder. They do not seem to from their shoulders and a strange stench follows
have served any sentence for the crime, however. them.

While removed from the circles of power, and indeed


any polite society, the traitor is not without friends.
Characters may perceive [Routine] that these friends
are bound by secrets not loyalty.

Trapped
Undercity
Treasure Map
Docks
The paving stones do not look even, some being bet-
ter worn and dirtier than others. Discarded on the floor is a scroll with a clear map of
the town the Characters are currently in.
Those which do not seem to be well used hold an
unpleasant surprise and any Character stepping on It is clearly labelled with a strange language and high-
them will find out why no one else does. ly detailed markings.
Anyone touching the unused stones will receive a None of them resemble X. Finding the clues on this
magical jolt that causes [Minor] damage. map will prove interesting [Very Difficult] and at some
point the maps owners may come looking.
115
Treasures Untold Ugliest Man in Town
Cemetery Slums
In line with the customs of the time, some ancient Not just an unconventional face but what must surely
lords were entombed with all their worldly posses- be a wicked curse.
sions and servants in order to get a head start in the If you can stand to be anywhere near him he will
afterlife. bemoan the fact he was once gifted, handsome and
While most of these treasure troves have long since well off.
been looted there is talk that recent digging has re- This once striking minstrel [Standard Performer NPC]
vealed a new site. made a mockery of the wrong sorcerer once and,
The locals seem reluctant to go close as they’ve all well, here he is.
heard the stories of terrible traps and curses that
guard such tombs.

Trick, Not Treat


Cemetery
As the Characters are passing through, a trickster
[Easy Performer NPC] dressed as a zombie walks
out from behind them with a big grin on expecting the
usual screams. Under a Wolf Moon
If Characters are not quick enough [Routine] to spot Cemetery
the jape, they may hit first and ask questions later.
This happy [Equal] pack of urban werewolves [Stan-
dard Monster] are enjoying a full moon romp around
Trip Hazard the graveyard.
Undercity
Frolicking in the bright moonlight they bask, roll and
Someone clearly wants to dissuade anyone from chase their tails.
walking this way and has set a trip wire at just below If they notice the Characters of course things will take
knee height which would cause a nasty fall if a Char- a confrontational turn as they try to keep the bestial
acter is moving at speed. urge to rend and tear flesh in check.

Two Doorbells undercity Clan


Noble Quarter
Undercity
This house has two bell pulls, one either side of the This poorly appointed dwelling is home to a [Large]
door. They are clearly meant for different sorts of group of rat men, either actual ratman creatures [Easy
visitors, but there is no sign to explain who should use Monster] or filthy humans in tattered hides [Standard
which bell. It is clearly some sort of test. Commoner NPC].
This system keeps unwanted guests from discovering Over crowded, grumpy, dirty and yet oddly proud of
a secret cult temple within, as anything other than the their slum home. It is handily located to access all
correct bell rings will put those inside on alert. parts of town via less used tunnels.
116
Uneven Path Unscrupulous Trader
Rural, Slums Slums
Rocky and badly maintained this lane has numerous Top hat and fancy coat tails, this [Standard Common-
pot holes and small rocks sticking from the surface. er NPC] considers themselves above their neigh-
The surface is so bad it makes the terrain a hazard bours.
[Routine] and any Character rushing may injure them- They will claim to be the best, most successful trader
selves. The only way to negotiate it safely is at half in the district and will tout aggressively for the Charac-
speed. ters business.
As the worst point in the path an [Equal] group of They are, however, not that good at business, not
robbers [Standard Warrior|Ranger NPC] let arrows fly well connected, are prone to cutting corners and will
from were they are hiding and [Difficult] to spot. happily tread on anyone. Patrons usually end up with
They hope to injure then rob the Characters. a cheap knock off set of goods.

Uneven Steps Unusual Spores


Cemetery, Undercity
Undercity
Out of sight & out of mind no one cared about the very These egg shaped fungi are really very large, upright
poor construction of these stairs. They are now prone and oval.
to collapse. They are surrounded by a strange low lying mist
Characters must tread carefully and slowly [Routine] made of tiny spores.
or risk the whole staircase collapsing under them. If the mist is disturbed then slowly the top of the fungi
splits apart and opens, almost like a 4 petalled flower.
It is very tempting [Routine] to lean forwards to see
what is inside for any Character that has been breath-
ing in the spores.
Anyone too close to one of the opened fungi will be
attacked by a [Difficult] to dodge pseudopod from
Unexpected Magic Lesson within that will cause [Major] damage and try to im-
Guild Quarter
plant spore in any victims.

It’s a warm day so it seemed a nice idea to hold the


practical class for the local magic school outside. Up and Coming
Unfortunately “advanced orbing” has not proved Slums
straightforwards and now orbs of all shapes, sizes This shrewd individual artist [Standard Performer
and colours are flying everywhere. NPC] has long been planning to better themselves.
The school tutor [Standard Wizard NPC] looks shifty A jack of all trades, master of none, they have been
and quickly vanishes as everything goes south. stealthily saving for years and quietly bettering their
They’ve gone to get help if questioned. clientele.
This leaves the [Equal] group of inexperienced mages Now they are on the verge of being able to escape
[Easy Wizard NPC] to attempt to recover the situation. their low born status in life.
Their attempts have mixed and unexpected results, They are very paranoid and have everything to lose if
although their orb cantrips are far more likely to have their delicate position is disturbed as there are those
comedic effects and cause property damage than hurt who would dearly love to see them fail.
people.

117
Urban Fox Vampiric Lair
Docks, Slums Undercity
As the towns expansion has invaded the countryside This district houses a lair with a [Large] assembly of
some of the more adaptable creatures have taken very pale fanged folk [Standard Monster].
advantage. Characters will struggle to talk to these opponents as
This ginger [Easy Beast] bushy tailed beast has they view any non-vampires as either food or so vast-
grown larger that their wild cousins on the scraps and ly inferior they are not worth wasting breath on.
easy pickings in the towns rubbish. Characters may try [Very Difficult] to convince the
Found scavenging in this area they will try to see off vampires that they are of more value than lunch, or
intruders with a nasty nip if cornered. simply begin exterminating this nest.
These are young Vampires and not as deadly as their
Usurpers Followers elder kin, although finishing them off completely may
Castle Ward require specialist equipment. Which if the Characters
don’t have, doubtless there could be broken furniture
This shady meeting of an [Equal] malcontent group or fallen branches nearby than can be quickly sharp-
[Standard Rogue|Warrior NPC] have had enough of ened if Characters are able [Routine].
the hard-line watch, compassion-less justice system,
rising taxes and falling wages.
They have faith that a usurper would be a much fairer
ruler and plan a big statement to get the attention of
the local powers that be.
Their plans are crude and risky, and focus on burning
down the local stables and adjoining barracks.
Characters may be approached to join this little rebel-
lion, or by the watch to help weed out those responsi-
ble.

Vigilante
Noble Quarter
One of the richest nobles in town has become disillu-
Vampire Hunter sioned with the watch and a perceived lack of results
that leaves the town swimming in crime and vice.
Cemetery
Now, by night, they roam the streets wearing their
This extremely elderly and frail avenger [Standard black outfit and matching black cloak. They cover their
Ranger NPC] has a lifetime’s experience of tracking hair and eyes to avoid being recognised as they seek
and dispatching the undead. to rid the streets of crime.
Being rather eccentric they have failed to convince They are not a gifted fighter [Easy Warrior NPC] and
anyone else of the dangers posed by these super- usually take their butler [Standard Warrior NPC] to
natural threats, and have not been able to attract any step in with a solid iron bound club if things get out of
apprentices. hand.
Now past even their twilight years, they are desperate Lately the local criminals have been getting the upper
to pass on their burden before it is too late. hand and this vigilante would like to hire the Charac-
They have exceptional local knowledge and some ters so the odds are swung in their favour.
very exciting equipment.
118
Village Fete Visit from Death
Rural Cemetery
Organised by the local Priest [Standard Cleric NPC] This dark shrouded figure is thin and very tall.
to raise funds for some reason, usually a leaking roof Characters cannot make out the face which is hidden
somewhere, this fete boasts bright bunting which has in a large black hooded cloak.
seen better days.
The air is cooler near the figure and they look awfully
Locals have brought their jams, honey, mead and familiar.
baked goods. Everyone has hit the mead first and is a
bit tipsy. This an avatar for a deity of death [Overwhelming
Monster] and is unlikely to have interest in all but the
The priest stands by the stocks trying to smile while most intriguing of mortals.
the locals pelt the days wrong-doers with rotten vege-
tables which the are sold by the bucket load.
Keen for any break in mundane routines, all here are
merry and tongues are loosened by the drink.

119
Visiting Midwife Watch out Below
Slums Undercity
Provided by the local religious house to provide for Without warning brown effluent suddenly spurts from
the “unfortunate” women of the area, the midwife a pipe above.
[Standard Wizard NPC] somehow knows all. Characters will find it [Difficult] to avoid the wide spray
The local women are in fear of her, although safe of filth.
births have increased since she took up the role. Some processing must have happened in another
Of late twins and triplets have been far more common, chamber because this stinking waste now has a very
and the orphanages and foster houses are running sticky glue like property and is [Very Difficult] to re-
out of space. move and will start to stick limbs together if a Charac-
Some local may tell tales of how sometimes her ter got particularly covered.
medical bag is seen to move strangely as she leaves
quickly with platitudes to “sort everything out”. Watch your Footing!
Undercity
Walking Tour The constant damp has led to a slimy coating forming
Noble Quarter on the cold bricks and stone.
The architects guild has organised a walking tour of It is very slippery, [Routine] to stay standing on and
interested patrons to tour the noble houses and ex- would stain any clothing touching it.
plore their history and style.
Noble residents are delighted to be included in this Water Pump
prestigious event and there are many upset noble Docks, Slums
families whose properties have not been included.
This old pump is less than hygienic, and any Char-
During the tour an architect apprentice notices some- acter who drinks from it would find it [Difficult] not to
thing very interesting in the design of one of the become sick.
grander houses that includes ancient ritual sigils and
asks the Characters to look into the property’s history Luckily this can be easily remedied with healing salts
and owners. available everywhere locally for an above standard
amount of coin. Lucky that...

Watership Down
Cemetery, Rural
A sunny bank criss-crossed with rabbit tunnels. The
Warning to Others warren is interconnected underground but of course
Cemetery most tunnels are far too small for a Character to fit
This upright coffin has sturdy metal banding all into.
around, a hefty chain and padlock and a barred win- The warren has grown huge and those burrowing
dow where the head of a slowly twitching zombie can bunnies have struck something rather interesting in
be seen. the deepest tunnels.
There is a plaque stating that this criminal is to serve Rabbits being rabbits, they have been doing what
a beyond life sentence for crimes against the ruler. they do best and the warren is absolutely heaving with
The coffin can, of course, be opened from the outside this fluffle of bunnies.
if the lock is picked or forced, although it may anger
the ruler to find out the sentence has been cut short.

120
Weevils! What’s in the Box?
Undercity Cemetery
This store room was home to ships biscuits and other The plinth is old and weathered, clearly centuries old
hard baked goods. and sat neatly on top is a stone box, carefully placed
Unfortunately they were not well packed, and a and lovingly carved.
[Horde] of giant weevils [Easy Monster] have invaded! The box, clearly out of place, seems strange and
These normally little beetles have gorged themselves suspicious.
and grown large beyond natural limits. Characters may [Routine] recognise the carvings as
They have a surprising number of large sharp mandi- referencing holy warding spells.
bles and are rather hungry. This box contains the focus for an anti-undead ward
that helps the dead stay dead here.
Well
Cemetery, High Street, Rural, Slums Window Cleaner
The locals have been made ill by the water from this High Street
well. The constant street urchins rubbing their snotty noses
Fever and pains consume any who drink this water. and filthy hands on windows means this jolly window
cleaner [Standard Commoner NPC] is never short of
A ladder carved into the inside of the well leads down work.
into darkness.
They are usually found working before or after open-
ing hours, but sometimes rival traders can “play dirty”
Well Worn Slabs and their services are required at short notice.
Guild Quarter, High Street, Lanes Characters may chat to the window cleaner and
Years of high footfall have led to the stones underfoot realise [Routine] that he has seen a lot of out of hours
becoming smooth and worn, showing the path most activity in this district.
people take.
Oddly the layout here abouts seems to have changed Wine Cellar
as the worn path runs abruptly into the wall of a near- Guild Quarter, Lanes
by building.
Bending to examine a glint by their feet, a Character
Is this just street layout changes or is there a secret may [Easy] notice a window low to the path looking
door here abouts? down into a wine cellar.
Bars cover the window and the glass is very dirty,
Wet Foot Prints however glimpses can be seen of row upon row of
Noble Quarter dusty looking wine bottles.
It has been dry for days and yet here are wet foot- A couple of bottles look new and contain an oddly
steps on the floor clearly leading straight from a wall. glowing blue vintage.
This is the result of a noble with access to a type of
potion that allows the imbiber to walk through walls
with the only side affect that the water starts to seep
out of your body whilst under the effect. So small
doses and a handy water flask or two to avoid sudden
dehydration are in order.

121
Wine Trader Wrong Side of the Wagon Tracks
Docks, High Street Noble Quarter
Young(ish) and wealthy thanks to selling cheap wine The party is approached by a smartly dressed Noble,
to the nobility for much coin, this trader [Standard who explains their only child and heir has eloped with
Performer NPC] is more than happy to discuss and a lowly guild apprentice and they have been tracked
sample the latest imports. to an unseemly part of the town.
They are friendly and talkative, and happy to chat The noble feels the match is deeply unsuitable and
scandal from the rich houses with perspective clients. asks you to return their offspring forthwith.
Good coin is offered and the pair should not be too
Wishing Fountain hard to find.
Noble Quarter
This ornate fountain stands proudly in this exclusive Yard Sale
area of town. Lanes
It has long been tradition to wish on a coin and cast A table sits outside on the side of the street and is
it into the waters, and a carpet of copper, silver and filled with nondescript household items which look to
even a flash of gold twinkles invitingly up at the Char- have been well used.
acters. An honesty jar sits on the table with a note reading
Removing coins from the fountain will of course can- “All coins go to the orphanage”.
cel the wish and is strongly discouraged. The jar is half full of copper coins.
The assortment on the table has been well searched
Wolves through by the neighbours, however there may [Rou-
Rural, Slums tine] be some curios and items of interest to an edu-
This female dire wolf [Elite Beast] and her [Small] cated keen eye.
amount of grown cubs [Standard Beast] appeared .
recently and don’t seen to have moved on.
With howls that chill even the warm night air, they are
held responsible for missing livestock and local dogs.
Hard to find if you are looking for them, they roam at
night and will attack any weakened Character not on
full health. Locals are bemused because there really
shouldn’t be wolves this close to town.

Wooden Fence
Slums
You are Returned
This little area has been fenced off, probably to con- Cemetery
tain some fowl or similar animals, however the area is
currently empty. Embarrassingly this mourner screams and throws
themselves at the feet of the oldest Character.
The fencing is blocking a popular shortcut and the
locals are complaining of a land grab. They cannot be convinced that the Character is not
their beloved reincarnated, and they will not leave the
The stocky belligerent tenant [Standard Warrior NPC] Characters alone.
has been insisting the fence stays and is theirs, often
using a club to make their point clear. Passers by, at first aghast, are now starting to laugh
and the spectacle is drawing attention.
122
Young Noble Zombies!!!
Noble Quarter Cemetery, Undercity
The Characters are approached by a richly dressed Hungry for brains this [Large] group of shambling
noble [Standard Commoner NPC] who displays abso- Monsters [Easy Monster] lurch slowly towards the
lutely no common sense. most intelligent Character.
Bored and seeking adventure they ask if you will ac- They will grab and try to claw and pull Characters to
company them on a hunting trip. the ground where they could take large chunks out of
They have heard tale of a beast just outside town them.
which they plan to hunt, kill and display as a trophy. They particularly like noses for some reason. Noses
They have very firm ideas on how to tackle the beast, and, of course, brains.
no suitable equipment and no experience, and could There may, of course, be no connection whatsoever
be described as a liability. with this outbreak and the large open leather tome
that rests on a nearby gravestone, its bloodstained
Your Biggest Fan pages turning in the breeze.
Castle Ward
The Characters would find it [Easy] to become aware
of the person following them for a few minutes now.
After plucking up their courage, a small noble [Easy
Performer NPC] steps up and introduces themselves
as your biggest fan!
After getting all the Characters to sign a small book,
this little noble asks if they can accompany you.
They will pay for your time and are very keen to be
seen in your company.

Youth of Today
Guild Quarter
An [Large] Group of young apprentices [Standard
Commoner NPC] bumps in to the Characters as they
go past without apology, being focused entirely on
their own conversation.
They then meander across the pavement oblivious to
all other foot traffic before stopping in the middle of
the path where they continue to talk loudly.
They remain in place comparing their latest amulets
so people have to step around this group into the road
to pass.

123
Town Adventures
Here we lay out a system for you to generate linked
encounters with a theme and end goal in mind to add
some structure to your town encounters.
This is system agnostic and can be adjusted to suit
your game, levels and party.
We’re going to define a town adventure as a number
of stages that take place in one or more town districts.

Antagonists Plan it Out


For town adventures we add Antagonists to go along- We’d recommend fully generating a town adventure
side the random district encounters and add some with these steps in advance instead of rolling as each
more directed opposition to the Characters. stage is reached, that way you can look for inspiration
to link the random results together in to a story line.
Balancing Encounters
Challenge Types
It’s very possible that combining Antagonists and the
random rolled district encounter will create some over- Not every result here specifies if the Antagonists will
whelming combinations for the Characters. actually engage in direct combat and start attacking
You can either adjust the results, have one encounter the Characters. They may try to oppose them in other
happen after the other or simply let the Characters ways, so feel free to play your Antagonists as fits you
learn that life isn’t always fair and there is always the and your players style.
option to retreat and come back later...
124
What’s the Plot?
Whilst the random district encounter tables earlier in this book can be used for any number of
stand alone quick town encounters, the following set of tables and the Town Adventure Stages
section can be utilised to help build an outline for a town adventure.

Adventure Theme Adventure Instigator


What theme does this town adventure have? Who is requesting the assistance of the Characters,
Roll on this table to get a suggested theme to use: either directly or indirectly? The Adventure Instigator
is the person or group with a vested interest in the
outcome of the adventure and may well be who is
ROLL (D20) ADVENTURE THEME paying any rewards.
COMPETITION - There is a competition taking
1-2
place in town and the Characters have entered.
ROLL (D20) ADVENTURE INSTIGATOR
CRIMINAL BUSINESS - The Characters could CRIMINAL - Either a petty criminal or a repre-
1-2
3-4 be on either side of the law dealing with a turf sentative of a criminal group.
dispute or other large scale criminal activity. 3-4 GUILD - A representative of a guild.
DETECTIVES - A crime or mystery needs to be LAW ENFORCEMENT - A member of the town
5-6
5-6
solved by the Characters. watch or other law official.
HELP THOSE IN NEED - The needy could be MERCHANT - An independent trader of some
7-8
7-8 poor, ill, cursed or just blackmailed. But can the form.
Characters help? MILITARY - A member of the military that pro-
9 - 10
HEIST - There is a well guarded item or items tects the town.
9 - 10 and the Characters have to plan for its acquisi- NOBILITY - Someone from the rich elite of the
tion. 11 - 12
town.
MONSTER THREAT - A monster or monsters MAGI - Either an independent magic user or
are terrorising the town, can the Characters 13
11 - 12 one from a magic school in the town.
track down and deal with the menace?
OFFICIAL - A town official acting in their ap-
POLITICAL INTRIGUE - The Characters are 14 - 15
13 - 14 pointed capacity.
drawn in to a tangled web of political intrigue.
OUTSIDE POWER - An entity not based in the
REBELLION - The Characters are either work- 16
town, such as another nation.
15 - 16 ing for or against a rebellion set on taking down
PRIEST - A member of a religious organisation
the town authorities. 17 - 18
based in the town.
RESCUE - Somebody needs to be rescued
SCHOLAR - An academic, most likely part of
17 - 18 from captivity, maybe the Characters them-
19 a centre of learning in the town like a college or
selves need to perform a prison break.
university.
RIVALRY - The Characters are invited to join
TOWNSFOLK - Someone representing the
a side in a bitter rivalry, whether that be noble
19 - 20 20 very folk that make up the main populace of the
houses, guilds, schools or even just old fash-
town who need help.
ioned family feuds.

125
Antagonists Complications
What opposition forces are there that will cause the Not all Adventures should be straight forwards, so
Characters problems and work directly against them here are some possible complications to spice things
during this adventure? up for the Characters.

ROLL (D20) ANTAGONISTS ROLL (D20) TOWN COMPLICATIONS


CHURCH - One of the main religious factions in BESIEGED - The town is under siege either by
1-2
the town. 1-2 a conventional military or a more supernatural
CRIMINALS - An organised criminal group of threat.
3-5
some form such as a thieves guild or cartel. DIVINE MEDDLING - The God(s) or their
CULTISTS - A shadowy society that operates 3-4 agents have an interest in this adventure and
6
unseen in the town and has members all over. will meddle to get the result they want.

FOREIGN POWER - Agents from another town DOUBLE CROSS - The Adventure Instigator is
5-6
7
or nation with a vested interest. planning on double crossing the Characters.

GOVERNMENT - The town ruler themselves FESTIVAL TIME - The town is in the middle of
8-9 or other agents of the town with full official 7-8 a great festival and the streets are packed with
resources available. revelers.

GUILD - A tight knit organisation with money, MULTIPLE ANTAGONISTS - More than one
10 - 11 resources and people available, or maybe a group are opposed to the Characters. Roll again
union group with many members. 9 - 10 on the Antagonists table to see who. This new
LAW ENFORCEMENT - The town watch or group could also be working against the other
12 - 13 constabulary or similar armed force with the rule Antagonists or they could be in an alliance.
of law on its side.
OCCUPIED - The town is under occupation or
MERCENARIES - Not just hired muscle but becomes occupied near the start of the adven-
also hired magic, stealth etc. that either have a 11 - 12
ture by an outside power. There are troops all
14 - 15
paymaster or a reason to oppose the Charac- around, curfews and frequent checkpoints.
ters themselves.
PLAGUE - There is an illness rife within the
MONSTROUS - This could be a lone/group of 13 - 14
communities of this town.
overt monsters that need to be dealt with or it
16 could be nefarious creatures working behind the RIVAL GROUP - Another adventuring group
scenes such as changelings, mind puppeteers are striving to complete the same goals as the
15 - 16
or vampires. Characters and they don’t feel like sharing the
task.
NOBLE - An extended family and their retain-
17 - 18 ers who have the wealth and connections to go REVERSAL OF THEME - Halfway through the
alongside their myriad schemes. adventure the theme will change as the real plot
17 - 18
REBELS - Outlaws working against the ruling is revealed. Roll a new Adventure Theme and
19 switch part way through the adventure.
faction of the town.
SCHOOL - An academic group such as a SECRET WAR - A shadow war between secre-
20 magic college with much knowledge and arcane 19 - 20 tive factions is taking place throughout the town
ability. out of sight of the general populace.

126
Adventure Stages Districts
Each town adventure stage is a mix of antagonist and A District is an area of the town where the current
random encounters talking place in a town district. Adventure Stage will take place.
In each stage Antagonists work against the Charac- For each Adventure Stage roll to determine what type
ters while random encounters mix things up and add of district will provide the location:
flavour.
DISTRICT DESCRIPTION
At some point you will get to the ’End’ stage which CASTLE WARD - A seat of power
would be the finale of your adventure. 1-2
and government in the town.
Either chose or use the following table to determine CEMETERY - A resting place for the
3-4
dead.
the number and type of Town Adventure Stages:
DOCKS - Busy ports and connected
5-6
ROLL STAGES streets.

1
1 STAGE GUILD QUARTER - A hive of indus-
End 7-8
try.

3-4
2 STAGES HIGH STREET - The shopping
Normal, End 9 - 10
areas.

5-6
3 STAGES 11 - 12 LANES - Residential streets.
Easy, Normal, End
NOBLE QUARTER - Luxury houses
13 - 14
7-8
3 STAGES for the rich.
Normal, Hard, End
15 - 16 RURAL - Town outskirts or villages.
4 STAGES
9 - 10 SLUMS - The poorest neighbour-
Easy, Normal, Normal, End 17 - 18
hoods.
4 STAGES
11 - 12
Easy, Normal, Hard, End UNDERCITY - Forgotten places and
19 - 20
4 STAGES the sewers beneath peoples feet.
13 - 14
Normal, Hard, Hard, End
5 STAGES
15 - 16
Easy, Normal, Easy, Hard, End Each district has it’s own set of random encounter
5 STAGES tables flavoured to it’s theme earlier in this chapter.
17 - 18
Easy, Normal, Hard, Hard, End

19 - 20
5 STAGES
Normal, Hard, Hard, Hard, End
Antagonists
The Antagonists will be an active force the Characters
By all means create town adventures with more Town have to deal with to complete the adventure.
Adventure Stages and with a different mix of types The previous ‘What’s the Plot’ section has a table for
than listed here. determining what sort of Antagonist group is active in
Once you know how many and what type of Adven- the adventure.
ture Stages your town adventure will comprise of, you Each Adventure Stage type will have a table to deter-
need to determine which district each stage will take mine in more detail what the Antagonists bring to each
place in. stage, from fresh recruits or hardened veterans to the
Then roll up a mix of Antagonist encounters and ran- adventure boss themselves.
dom town district encounters. You should also choose some default NPC types
(Cleric, Ranger, Rogue, warrior, wizard etc.) that will
apply to all Antagonists unless stated otherwise.

127
Adventure Stage - Easy Adventure Stage - Normal

District Encounters - 1 District Encounters - 1


Roll once on the corresponding town district encoun- Roll once on the corresponding town district encoun-
ter table for the district type this Adventure Stage is ter table for the district type this Adventure Stage is
located in. located in.

Antagonist Encounters Antagonist Encounters


Roll once on the following table to determine what Roll once on the following table to determine what
Antagonists to add to this Adventure Stage. Antagonists to add to this Adventure Stage.

ROLL (D20) EASY ANTAGONIST ENCOUNTERS ROLL (D20) NORMAL ANTAGONIST ENCOUNTERS
RECRUITS - An [Equal] amount of [Easy] An- ANTAGONISTS - An [Equal] amount of [Stan-
1-3 1-3
tagonists are in the District. dard] Antagonists are in the District.
EASY AMBUSH - An [Equal] amount of [Easy] AMBUSH - An [Equal] amount of [Standard]
4-5 Antagonists have prepared an ambush and lie 4-5 Antagonists have prepared an ambush and lie
in wait for the Characters. in wait for the Characters.
SHOOT AND RUN - A [Small] group of [Easy AGITATORS - A [Small] group of [Standard
6-7 Ranger] Antagonists take shots at the Charac- Performer] Antagonists will try to make the resi-
6-7
ters from range and then flee. dents of this district act against the Characters,
LIGHT FINGERS - A [Pair] of [Standard possibly by planting a stolen item.
8-9 Rogue] Antagonists are aiming to steal some A DARK ALLEY - A [Pair] of [Easy] Antago-
items from the Characters. nists taunt the Characters and run to where an
8-9
MAGICAL TESTS - A [Lone] caster [Standard [Equal] number of [Standard Warrior] Antago-
10 - 11 Wizard or Cleric] Antagonist wants to gauge the nists lie in wait.
magical talents of the Characters. MONSTER TRAP - A [Standard] Monster has
SET UP - An [Equal] group of loitering [Stan- 10 - 11 been trapped somewhere the Characters are
12 - 13 dard] Antagonists will cause a civil disturbance likely to go.
and blame the Characters.
COWARDS WAY - A [Pair] of [Standard Rogue]
SURPRISE MEETING - A [Small] group of 12 - 13 Antagonists will attempt to slip poison in food or
14 - 15 [Standard] Antagonists are surprised to meet drink to be consumed by the Characters
the Characters.
A WARNING - A [Large] group of [Standard] QUIET WORD - A [Pair] of [Elite] Antagonists
Antagonists are looking to find the Characters 14 - 15 will approach in a public place and threaten the
16 - 17
and warn them to stop, they will only fight if Characters, only fighting if attacked.
attacked. UNSUBTLE APPROACH - A [Large] group of
MONSTER - An [Easy] Monster has been let 16 - 17 [Standard] Antagonists will attack the Charac-
18
loose to test the Characters. ters after trying to surround them.

BEAST HANDLER - A [Standard Ranger] TRAFFIC ACCIDENT - A wagon and horses


19 Antagonist is in the District with a [Pair] of [Stan- 18 driven by a [Standard] Antagonist is aimed
dard] Beasts. straight at the Characters.

ELITE WATCHER - An [Elite Ranger or Rogue] GOT THE SCENT - An [Equal] pack of [Stan-
20 Antagonist is in the District keeping a stealthy 19 dard] Beasts have the Characters scent and
eye on the Characters. have been starved before release.
ELITE HENCHMAN - An [Elite] Antagonist of
20 rank is here with an [Equal] group of [Standard]
Antagonists.

128
Adventure Stage - Hard Adventure Stage - End

District Encounters - 2 District Encounters - 2


Roll twice on the corresponding town district encoun- Roll twice on the corresponding town district encoun-
ter table for the district type this Adventure Stage is ter table for the district type this Adventure Stage is
located in. located in.

Antagonist Encounters Antagonist Encounters


Roll once on the following table to determine what Roll once on the ‘Hard Antagonist Encounters’ table
Antagonists to add to this Adventure Stage. and once on the following Adventure Boss table.

ROLL (D20) HARD ANTAGONIST ENCOUNTERS ROLL (D20) ADVENTURE BOSS


MORE ANTAGONISTS - A [Very Large] THE BOSS - A [Boss] Antagonist and an
1 - 10
1-3 amount of [Standard] Antagonists are in the [Equal] amount of [Standard *] Antagonists.
District. ORATOR - This [Boss] Antagonist is also a
ELITE AMBUSH - A [Small] group of [Elite *] [Performer] and loves to hear their own voice.
11
4-6 Antagonists have prepared a deadly ambush They will try to charm and confuse the Charac-
including traps and lie in wait for the Characters. ters.
FALSE NARRATIVE - A [Pair] of [Elite MINION SHIELD - This [Boss] Antagonist al-
Performer] Antagonists will aim to convince 12 ways makes sure a [Horde] of [Easy] Antagonist
7-8
everyone hereabouts that the Characters are in underlings surround them.
the wrong, trying to incite a mob. DEADLY TACTICS - This [Boss] Antagonist is
SNIPERS - A [Large] number of [Standard 13 also a skilled [Rogue] and has traps and poison
9 - 10 Ranger] Antagonists have taken up ranged ready.
positions ready to shoot the Characters. MAGIC ADEPT - This [Boss] Antagonist is also
UNLEASH THE BEAST - An [Elite] Beast runs 14 a skilled spell caster [Wizard or Cleric] and has
11 - 12 amok attacking all but its [Pair] of [Standard prepared wards.
Ranger] Antagonist handlers. ELITE GUARDS - This [Boss] Antagonist
TEMPTING BAIT - Some form of item or 15 always travels with a [Small] number of body
person acts as bait to lure the Characters in to a guards [Elite Warrior] Antagonists.
13 - 14 trap that limits mobility, while a [Large] number DEATH FROM AFAR - This [Boss] Antagonist
of [Standard Wizard or Ranger] Antagonists wait has a [Small] team of [Elite Ranger] Antago-
to act. 16
nist snipers that protect them from well placed
UNDERHAND TACTICS - This [Small] pack vantage points.
15 - 16 of stealth experts [Elite Rogue] Antagonists will THE CREW - This [Boss] Antagonist is part of a
use every dirty trick possible. 17 veteran team with an [Small] number of [Elite *]
BRING EVERYBODY! - A [Horde] of [Stan- Antagonists.
17
dard] Antagonists fill the District. GUARD BEASTS - This [Boss] Antagonist has
18
TAME MONSTER - This [Elite] Monster is a [Pair] of [Elite] beasts that obey them.
18 friendly with the Antagonists and unfriendly to MONSTROUS PET - This [Boss] Antagonist
the Characters. 19
has an [Elite] Monster as a loyal pet.
MAGIC SOLUTIONS - A [Lone] caster [Elite SECOND IN COMMAND - This is actually
19 Wizard or Cleric] and a [Small] number of [Stan- a deputy boss, roll again replacing the word
dard Warrior] Antagonists as guards. 20 [Boss] with [Elite]. Once this Deputy is defeated
ELITE FORCE - A [Pair] of champion [Elite] roll again on this table to determine the actual
20 Antagonists lead a [Large] force of [Standard *] Boss.
Antagonists.

129
5E Adventure for a party of 4 level 4 Characters
Game Master Synopsis
This was sold to you as an easy job, as far as man Travon was a con-artist and shady merchant with
hunts go. a history of less than legal dealings.
The individual in question, Travon ‘Lucky’ Mardyth, is His most recent schemes had gone awry after a
the youngest cousin of the Bridgate Watch Captain. ill-thought-out plan to sell fake gems to the wrong
They are not in any trouble, officially speaking, people.
however some worrying rumours have reached the The ‘Sail Street Butchers’ are the wrong people,
Captains ears. and they soon discovered the gems were fake.
Business deals gone wrong. Goods missing. Subsequently they are also trying to track him
Gambling debts not honoured. Very out of Character. down.
Now they have not returned from their latest trip to Travon had decided to split and run, first going to
Oldwyn Town. dig up the stash of real gems from where they are
The Watch Captain does not want to be officially hidden in the Garden of Melodies.
involved and has no jurisdiction in Oldwyn Town, so The Garden of Melodies is a cemetery, famed for
has paid you to round up their naughty relative and its’ resident song birds, that is tightly locked up at
bring them, willingly or not, back home to explain night to stop any problems with undead spilling
themselves. into the city streets.
The trail is warm and you are instructed to start at It was already dark when Travon got there, but it
their favourite high street tavern, ’The Three Pikes’. seemed worth the risk...
... It wasn’t, Travon was slain by the Wraith he
disturbed as he tried to retrieve his stash.
Bold entries refer to 5E monsters.
[Red] entries refer to Town encounters in this book.
[Blue] entries refer to Antagonist encounters from this book.
These allow us to show how we constructed this adventure.

130
1. The Three Pikes 3. Slums of Greywall
It’s late in the day and this tavern is heaving with customers, These ramshackle, rundown streets sit in the ever present
with the crowds spilling out into the streets. shadow of the city wall and have the dubious bonus of
bordering the cemetery district. It’s a quiet night.
This High Street district has a [Repair Crew] and is an easy
adventure stage with a [Beast Handler] This Slums district has [Bits & Bobs], [Peasants] and is a normal
Many of the tavern staff and patrons know who adventure stage with a [Tame Monster]
Travon is, that he left about an hour ago in a bit of a The only folk out on the street tonight are 4 ragged
panic, and that he was last seen heading down the locals (Commoner) gathered around an open topped
Pilturn Tunnel. A smooth talker with a pair of hounds barrel. They are drinking from the mouldy slop barrel
was also asking about Travon. at the back of a closed inn.
Grinning Wes They are both a little drunk and a little mad from the
The man with the hounds is Grinning Wes, a sly suspect brew they are supping. They did, however,
rogue (Spy) who specialises in finding folk. He’s see Travon come past this way. Whether persuaded
currently working for the ‘Butchers’ and is looking for or coerced, the locals will point the Characters to
Travon. He prefers to get information via persuasion where they saw him near the Garden of Melodies.
and subterfuge, but if those fail his 2 hounds are big Travon’s Ghost
(Wolf) and he’ll use them to cover a quick exit. Between here and the cemetery, the Characters will
The Watch encounter the Ghost of Travon.
Any overt violence on the streets around ‘The Three This ghost is angry and may well take it out on the
Pikes’ will result in a patrol of 6 Watchmen (Guards) Characters. He will also complain how unfair it all is
led by a Sergeant (Veteran) arriving within 2d4 that he didn’t get to escape with the gems.
rounds. They prefer to arrest and lock up everyone If the Characters were to shut the cemetery access
first and then ask questions later. gate with the Ghost still in the slums it would
Accessing the Tunnel disappear instantly as the wards kicked back in.
Following Travon’s trail will lead to the Pilturn Tunnel. The Characters may finish there, but they don’t have
To access the tunnel, the Characters will need to the body and there was mention of gems.
persuade the repair crew that have boarded up
this entrance, to open it again. These 4 workmen 4. Garden of Melodies
(Commoners) were paid by Travon to block the way.
This cemetery has high walls and warded gates that are
2. Pilturn Tunnel usually securely locked at night. However tonight this holy
symbol covered access gate is wide open.
This ‘Tunnel’ is a long and thin series of natural tunnels and There are numerous aviary cages placed around that contain
caves that riddle the base of Tower Hill. the gardens famous song birds.
This can be a dark and dangerous place for strangers. This Cemetery district has [Song Birds] and is an end adventure
This Undercity district has a [Chop Shop] and is a normal stage with [Bring Everybody] and [The Boss]
adventure stage with [Antagonists] There are 20 restless Zombies shambling around
There is a thriving ‘chop shop’ here where dubious the cemetery. If the song bird cages are opened the
meat cuts of suspect origin are sold to the more swarm of birds would distract the zombies for 2d6
desperate townsfolk. rounds.

This is a base for the ‘Sail Street Butchers’ and there The tomb where the gems are hidden is haunted by a
are 4 gang enforcers (Thugs) present. They will take Wraith. The stash contains 3d6 50gp gems.
an interest in the Characters and question why they
are on ‘Butcher’ turf. If Travon’s name comes up, they What Next?
will insist the Characters go back the way they came,
and don’t mind forcing the point. Decide what to tell the Bridgate Watch Captain about
his cousin and what happened.
Pilturn Tunnel exits out into the Slums of Greywall.
The ‘Butchers’ will still be looking for the gems.
131
5E Adventure for a party of 4 level 4 Characters

Game Master Synopsis


Your ship has docked to resupply and trade in the
The Characters have a day of leisure to occupy
picturesque little town of Marivia.
whilst on a sea journey.
The captain and crew are well thought of in these
Unfortunately for the Characters, the captain of
parts, and you have a warm welcome.
the ship is actually the pirate Bon Vossler, who
As passengers you are not needed for the frantic turns a pretty penny selling passengers luggage
hauling of boxes and barrels on and off the decks, so and some times even the passengers themselves.
you have time to explore the town.
Her ship, the Queen Carmine, is currently sailing
The captain guarantees the security of your luggage as an anonymous merchantman to avoid attention
and asks that you return before dawn, but otherwise and has just docked in the small port of Marivia.
she only asks that you enjoy the port.

Bold entries refer to 5E monsters.


[Red] entries refer to Town encounters in this book.
[Blue] entries refer to Antagonist encounters from this book.
These allow us to show how we constructed this adventure.

132
1. Marivia Dockside 3. Panic on the High Street
It’s mid-afternoon, the sun is out and it’s good to get dry land A crowd of townsfolk come running past you in a panic.
under your feet. They’re running from the enormous crocodile emerging from
The dockside is busy with work, however there seems to be a a wagon in the road ahead.
commotion and much cheering near the edge of the docks.
This High Street district has a [Abandoned Cart] and is a hard
This Docks Street district has a [Drinking Game] and is an easy adventure stage with [Unleash the Beast]
adventure stage with an [Elite Watcher] For laughs, a pair of the crew (Thugs) from the
The noise is coming from a drinking game, “Toad in Queen Carmine have released their pet (Giant
the Hole”, played for bragging rights and a 40sp pot. Crocodile) in to the street.
Any Character who plays must add 1sp to the pot, The beast will follow instructions from it’s handlers.
select a “Toad” from the barrel and swallow it whole. They plan on letting it take a few bites and kill some
Keeping the toad down to win the money pot requires people before stepping in to ‘Bring it under control’
a DC15 Constitution check. After any commotion has died down, and assuming
There is a 30% chance the toad was poisonous, if so, the Characters help deal with the crocodile, an
the eater will suffer a short term madness. onlooker from the crowd will approach. They tell the
Timbers Barlow (Veteran), is the First Mate of the Characters that the ship they came in on is a pirate
Queen Carmine, and has followed the Characters at ship and it’s likely all the passengers goods are
a discrete distance to keep an eye on them. Unless currently under auction in a warehouse by the docks.
the Characters sneak away from or confront Timbers,
he will follow them all the way to the warehouse and 4. Warehouse Auction
could get involved in any other encounter en route.
The main high street leads away from the dockside. This warehouse is an urban fortress with a high walled
courtyard and solid gates. A pair of rough looking deckhands
2. Mermaid’s Walk stand guard in front of the gate.
This Docks district has a [Suspicious Door] and is an end
This is the busy main high street in Marivia and is home to a adventure stage with [Snipers] and an [Orator] boss.
range of shops, stalls and street food vendors.
The two guards (Thugs) will tell the Characters to
This High Street district has [Shoppers] and is a normal adventure “Sling their Hook” and block entry, if attacked they will
stage with [Cowards Way] try to raise the alarm by shouting.
There are shops selling almost every type of typical Inside the Warehouse Bon Vossler along with 8 crew
goods here, alongside a few with more exotic fare. members (Pirates) are busy arranging all of the
The smell from some of the street food vendors is luggage from the ship for sale later, including anything
mouth watering, especially after ships rations. left by the Characters.

The shopper here are friendly enough but will avoid If interrupted by the Characters she will address them
any talk about the ships or crews that land here. Most while her crew move to advantageous positions to use
of them know a lot of pirates visit town and don’t want their crossbows if needed.
to get themselves in trouble. Captain Bon Vossler (Pirate Captain with Persuasion
Two of the sneakier crew (Spy) of the Queen +4, and a Scimitar of Speed) loves the sound of
Carmine, Blake and Lelia, are tailing the Characters. her own voice and will try to put on a show for the
Waiting for a chance to introduce some ‘Sleeping assembled crew by challenging a Character to a duel.
Noose’ powder in to any food or drink the Character If reduced to half hit points she will try to persuade
might partake of. the Characters to join the crew as they’ve got the right
Sleeping Noose - This tasteless powder is stuff.
undetectable once mixed with food or drink. Anyone
eating or drinking such poisoned fare must make a What Next?
DC12 Constitution saving throw or suffer 1d6 poison
damage and have Disadvantage on actions for next Find a new ship for the onward journey.
1d4 hours while they suffer painful cramps. Maybe even join a pirate crew.
133
134
Epic adventures often require equally epic journeys.

Wilderness Encounters The Bigger Picture


This Chapter focuses on random encounters set in We know your wilderness travel may well have to
outdoor wilderness environments. From open plains fit into an overarching storyline as part of a larger
and lush forests all the way to arctic wastes and campaign. We have been sure to offer a range of
mountain peaks via sparse deserts, bleak swamps, situations in these encounters which can be used in
crowded jungles and the open sea. many scenarios and can act as opportunities to direct
Contained within are rules, tables, details and guide- your Characters to progress the plot.
lines for generating these wilderness based encoun- These encounters can be used to add some depth to
ters, covering a range of different natural regions. the travel between town and adventure sites, or could
There is also a suggested framework for creating be combined into wilderness adventures in their own
fully fledged wilderness travel adventures to get your right.
Characters through the wilds.
Wilderness Adventures
What is in this Chapter? We also offer a structure and tables for randomly
In this chapter you will find: creating wilderness travel adventures to quickly help
create long hikes, exploration of the unknown, military
• An overview on generating wilderness scouting missions, races for survival and more.
encounters.
This section can be found at the end of this chapter
• A breakdown of each different wilderness region. after the wilderness encounters A-Z.
• Random encounter tables for each wilderness
region. How Random!
• An A-Z list with full details and explanations for
each wilderness encounter. There are a lot of random tables, please use these as
fits your game, re-roll, pick and change as much as
• A guide to designing or randomly generating
you like. This book is yours to use as you see fit.
wilderness adventures.
• Two short example adventures with 5E rules.
Terminology & Mechanics
How to use this Chapter We offer a breakdown of the standard terminology we
use throughout this chapter to enable you to translate
We offer a selection of wilderness regions for you these encounters easily into your adventure using
to select the best fit for the type of environment you your preferred system.
need.
This can be found at the start of this book.
You can then roll to randomly select encounters from
that region, or, of course, you can select any encoun-
ter you would like to include!
We have provided a table of encounters for each
region, and after the wilderness region sections is an
A-Z of all the wilderness encounters with further infor-
mation and pointers for running them for you to refer
to once you have selected your encounter(s).
135
Wilderness Regions Choosing a Wilderness Region
Wilderness regions are where the actual wilderness It’s likely that you can easily select which wilderness
encounters are generated. region is the best match for your requirement. But just
We’ve divided our encounters between seven distinct in case, here’s a handy table if you want a random
types of wilderness to help you select which table to result.
roll on, these are: D8 ROLL WILDERNESS REGION
• Arctic: Harsh frozen lands, locked in ice and 1 ARCTIC - Frozen lands of ice and snow.
snow.
• Desert: Baked rocky hills and seas of sand with 2 DESERT - Sand and sun.
little water or shade.
3 FOREST - Trees everywhere.
• Forest: Towering ancient woodlands with thick
canopies and dense, overgrown forest floors. 4 MOUNTAINS - High and cold.
• Mountains: Peaks, passes and steep hills that
are a challenge to cross. 5 PLAINS - Grass and hills.

• Plains: Rolling grasslands and undulating hills, 6 SEA & SHORE - Open sea and coastlines.
plains could be vast prairies or quaint countryside.
7 SWAMP & JUNGLE - Overgrown and wet.
• Sea & Shore: Both the open sea and the lands
that border it, covering both vast oceans, beaches 8 WILDERNESS BOON - Items to be found.
and cliff sides.
• Swamp & Jungle: Regions with an abundance of Each wilderness region has a detailed summary and a
plant matter and water, where there are rarely any dedicated encounter table, these can be found in the
straight paths to be taken. next section.
You’ll notice that there is also an entry for ‘Wilderness
As well as having their own wilderness region en- Boons’, let’s explain what these are...
counter table, each region comes with suggestions on
what the look and feel of the area may be like, as well Wilderness Boons
as some considerations unique to each region.
Wilderness Boons are treasures, curios, supplies and
Mixed Regions other random items that could be found in any region.
They are generally, but not always, beneficial and
Feel free to roll on multiple wilderness region encoun- helpful things that can range from interestingly shaped
ter tables for areas of your world that don’t neatly fit in vegetables up to epic sentient enchanted weapons.
to a single region, or are borderlands between sepa-
Like many of these encounters, you’ll need to scale
rate regions.
the value and power of any items found so they are in
line with the game system and Character power level
For Example: I have a region where the Characters will
you are running.
be travelling up a heavily forested valley to make their way
through a high mountain pass. So I roll on both the Forest Each wilderness region has a section where you can
and Mountain encounter tables and combine or choose determine how many encounters to roll.
between the results. These include a chance for a Wilderness Boon to be
rolled alongside the region encounters.

136
Town Crossovers Encounter Frequency
For areas of wilderness with a touch of civilisation you For every day spent travelling the Wilderness roll a
can combine town encounters with those suited to D20 to determine how many Encounters and Boons
your wilderness region. to generate using the table in your chosen region.
Simply roll on the appropriate town district encounter
table to add some urban flavour. Travel Distance
For Example: I’ve decided that there is a series of It might help to measure your regions in terms of the
small villages dotted throughout a great stinking morass number of days it takes to cross them.
of swampland. So I roll on both the swamp & jungle
wilderness region encounter table and the rural town 5E: The travel pace rules indicate that a group can travel
district encounter table and combine or choose which ones 24 miles at a normal pace on roads/plains or half, so 12
to use. miles, in more difficult terrain.

Dungeon Crossovers Tracking & Foraging


Each region will offer some advice on standard condi-
The Dungeon encounter tables are all arranged as
tions for tracking and foraging.
specific encounter types, and could easily be used
to add even more options to your wilderness based These are very much the average. Weather condi-
adventures. tions, time of year, time of day and many more factors
could change things.
For the larger exploration sites such as lost overgrown
ruins, ancient mountain strongholds or expansive
5E: Characters with proficiency in Survival can both hunt
cave systems we’d suggest generating them fully
and forage to sustain themselves without having to make
using the Dungeon chapter.
any skill checks, although this would limit travel speed.
For Example: The traps encounters could be used for
outdoor traps, intrigue could be used to add interesting
Wilderness Specialists
and out of place items, and enemies could be used to add In many game systems there are types of Character
some opposing forces. who specialise in survival and travel in the wild.
Allow those Characters to shine when exploring and
Common Beasts dealing with the perils of the wild here.

Alongside any beasts specifically mentioned in an If the mechanics of your game system already cover
encounter, it is probable that a region has wildlife that this, great.
the Characters could seek out and interact with. If not, you could reduce some difficulties presented in
What frequency and which types of animals will vary the encounters here.
widely based on region and season.
5E: For example, the Natural Explorer class feature
5E: These ‘background’ beasts should be CR0 creatures of the Ranger allows them to excel in select natural
for the most part, such as a Baboon, Badger, Bat, Cat, environments. So if your Characters include a Ranger they
Crab, Deer, Eagle, Frog, Goat, Hawk, Hyena, Jackal, can benefit from faster travel, not getting lost, being more
Lizard, Owl, Quipper, Rat, Raven, Scorpion, Sea Horse, alert to danger, bountiful foraging and better tracking. Don’t
Spider, Vulture or Weasel. forget to make use of these.

137
Arctic Regions Weather
This desolate ice blasted land will challenge even the Cold, very cold.
hardiest adventurer. Stretching to every horizon is an Icy winds sweep across the landscape with little to
ice-cold white expanse. slow them down, relentlessly stripping warmth from
The characterless landscape and relentless winds can any living being out in the open and driving the al-
quickly start to play tricks on the mind. Are those dis- ready cold temperatures down even further.
tant howls getting closer or simply the endless wind? There are frequent snow storms and blizzards
The local animals and any people who call these throughout the seasons.
harsh regions home are invisible and scarce. There is no rain, only occasional hail to break the
There are unlikely to be any trade routes here and no monotony of snow.
major roads pass this way.
Preparation is the key to success here. Those who fail Visibility
to stock up on enough supplies of food, fuel and warm
clothing will soon find re-supply is a difficult endeavor Whilst the landscape is often flat and relatively fea-
at best. tureless, Characters may easily become “snow
blinded” by the glare of the sun on bright white snow.
Expertise and experience is needed to survive these
Intense snow storms are common, dropping visibility
lands, and Characters may find the land itself as dan-
to near zero.
gerous as any dungeon crawl.
Even on overcast days the wind may whip the surface
Navigating this barren landscape, avoiding unseen
snow up, clouding the air.
dangers and staying warm despite the environment
will be challenging to say the least. The snow fields are not as flat as they first appear,
and line of sight is broken by shallow snow hills which
are hard to spot against the white backdrop.
138
Geography Camping & Rest
Vast white plains with drifting snow and shallow hills. Great care must be taken to stay warm, and any
These have a soft top layer of snow on top of heavily attempt to rest and sleep without first setting up some
compacted snow, under which if you dig down enough form of shelter is a good way to become a frozen
is solid permafrost. corpse! Even those who have sturdy tents will often
Some large rock features break the snow fields in find it a struggle to put them up if the winds are strong
places. There are also icy glacial areas with deep and snow is blowing all over.
crevasses, as well as stretches of frozen seas with Those suitably trained in arctic survival will be able to
chaotic waves of broken ground making navigation construct snow holes, or even igloos, to keep warm.
and travel even more difficult. Fires are vital, but are difficult due to a lack of fuel.
The borders of an arctic region are Characterised by They must be small and carefully maintained.
cold rocky tundra and desolate expanses, and often Of course those with magical means of shelter and
connect directly to mountain or sea & shore regions. warmth will find resting in the cold so much easier.

Travel Considerations & GM Notes


Without proper acclimatised transport like dog sleds Gear needs to be carefully maintained. You never
or a magic mode of transport, travel through arctic know when a sword will jam frozen in its sheath or a
regions is very difficult. brittle strap will snap sending armour plates falling.
The terrain itself is full of challenges and hazards. Does your world has long nights or days in the arctic
Fresh snow takes a lot of effort to march through, ice depending on the season? You can either have the
fields are treacherous with deadly hidden crevasses Characters struggle to sleep in the perpetual sunlight,
and frozen sea ice is prone to drifting apart and plung- or have them perform their entire journey in eternal
ing the unwary into the cold depths. twilight.
Travellers must also ensure they have enough sup-
plies for their journey, which will often mean more Arctic Encounters
than can be easily carried. Either hardy beasts of bur-
den or hand pulled sleds are needed to carry the load. The following pages contain the arctic wilderness
Specialist equipment such as snow shoes or skis can region random encounter tables.
greatly increase the distance that can be covered in Use the following table to determine how many arctic
these regions. encounters to generate.

Tracking & Foraging D20 ROLL NUMBER OF ENCOUNTERS


Tracking is straightforwards in calm conditions as 1 - 10 1 x Arctic Encounter
tracks are easily visible. However the constant weath-
er and winds mean tracks are quickly covered. 1 x Arctic Encounter
11 - 15
1 x Wilderness Boon Encounter
Characters will do well to note that the tracks they
leave are just as visible until the weather covers them. 16 - 20 2 x Arctic Encounters

Foraging is very difficult as there are precious few


plants and animals that call this white desert home.
You can use the tables to roll random encounters,
On areas of sea ice the most effective means of and then refer to the alphabetical list at the end of
hunting it to drill out an ice fishing hole. the Wilderness Chapter for more information on the
encounter.
139
ROLL
ARCTIC ENCOUNTERS DESCRIPTION
(D100)
1 ARCHAEOLOGIST An explorer searching for ancient riches
2 ARTISTIC TOURIST A noble here for bragging rights
3 ASTRONOMER A mage travelling to the stars!
4 AURORA Lights in the sky
5-6 AVALANCHE Deadly and sudden!
7-8 BARREN WHITE WASTES Tastes like chicken
9 - 10 BITING WINDS Cold winds
11 BIZARRE SUNS An extra sun rises in the sky
12 - 13 BLIZZARD Snow fills the air, eyes and noses
14 - 15 CARVED HORNS ARCH Huge horns arc up
16 - 17 CLOUD FORMATIONS Fluffy cotton wool clouds in the sky
18 - 19 CREVASSE A deadly maze of paths and snow over a deep pit
20 EMPTY CHEST An empty chest sits on a plinth
21 - 22 ENGINEERED TUNNEL A clearly engineered tunnel heading into the darkness
23 - 24 EVANESCENT GAS Rising quickly from the snow. Then gone.
25 EXPLORER A fellow adventurer
26 FANTASTIC MUSIC The wind sings
27 - 28 FLESH EATING SEALS Ambush seals of the arctic
29 - 30 FRIENDLY SPIRITS Just call them Casper
31 - 32 FROZEN BODIES How did the bodies get here?
33 FROZEN CAVE A cave in a wall of ice
34 - 35 GIANTS’ GRAVEYARD Massive bones litter the area
36 - 37 GLACIER Slow moving glacier which hides many secrets
38 HAIL Large hail stones damage as they fall
39 - 40 HARDY LOCALS Hunters in the snow
41 - 42 HEAD SHOT A skeleton with a dark secret and an arrow in the eye
43 HERD OF BISON Huge cattle that live on the edge of the frozen tundra
44 HIDDEN DOOR A well disguised and ornately decorated door
45 HORROR IN BLACK AND WHITE Murderous penguins
46 - 47 HUNTING PACK Large powerful hounds on the hunt
48 - 49 ICE FIELDS A treacherous ice field to cross
50 ICE HOLE A breathing hole

140
ROLL
ARCTIC ENCOUNTERS DESCRIPTION
(D100)
51 LINES IN THE GROUND Complex patterns
52 LONG DAYS Day without end
53 LONG NIGHTS Night without end
54 - 55 MAGE SCHOOL FIELD TRIP The mage school teleports in!
56 - 58 MONSTERS FROM THE COLD Look who thawed out!
59 - 60 MURDER SCENE The body tells a story
61 NO SUCH THING AS A… A fabled monster who does not exist
62 OUT OF PLACE That should not be here
63 - 64 PILGRIM On a godly quest
65 POLAR BEAR A mother polar bear and cubs
66 - 67 QUESTING HEIR Out to prove themselves
68 SACRIFICIAL PRIEST A priest who likes a good sacrifice
69 SCOUTS A question of information
70 - 71 SHARP TOOTHED TIGER A surprising native
72 - 73 SHRINE TO WINTER Offerings for old gods
74 SKINNED REMAINS A warm carcass
75 - 76 SLEDGE DOGS This pack will run and run
77 - 78 SLIPPERY ICE A thin layer of lethally slippery ice covers everything
79 - 80 SNOW BETRAYAL The ground disappears
81 - 82 SNOW FOX This little dog is an opportunist
83 - 84 SNOW MELT Not as clear as it looks
85 SNOW STORM Stinging snow driven by wind
86 - 87 SNOWBLIND Dazzling glare all around
88 - 89 SQUAT METAL TOWER This small metal tower juts out of the ice
90 STRANGE FOOTPRINTS Deep footprints in the soft path
91 THE PATCHWORK DOCTOR A mix and match doctor
92 TRAPPED UNDER ICE This frozen skeleton is still moving!
93 UNNATURAL MIGRATION These flightless birds are out of place
94 - 95 WHALE OF A TIME A recently deceased whale carcass
96 - 97 WINTER’S TEETH Shards of ice make for a deadly storm
98 - 99 WOLF PACK Starving and committed
100 YETI A white haired humanoid monster

141
Desert Regions Weather
A harsh, arid region where soaring daytime tempera- These regions are arid deserts and as a result are
tures plummet over night, that offers a challenge for very dry and very hot.
all who travel here. No rain ever falls here with insufferably hot days and
The frequently changing and Characterless dunes bitterly cold nights.
stretch away to the horizon, offering nothing but Dawn sees a thin layer of dew settle which is often the
repeated tiring ascents up loose hills of sand under a only water to be had here.
burning sun.
There is an ever present risk of sandstorms, brutally
The sky shines a clear and cloudless blue throughout sharp sand grains driven through the air by strong
the day, fading to a rather steely grey at dawn and winds.
dusk.
The heat haze sits across the sands blurring the Visibility
surface into an indistinct mess. Nothing will be visible
easily unless it is strongly coloured. On a calm day there is excellent visibility here at dawn
The sands move eternally, ever shifting and dancing and dusk although the dunes will obscure much.
in the swirling dry winds that sting eyes and skin. Any wind, however, will quickly fill the air with sand
Much here has been lost and long buried by the and dust which drastically reduces visibility ranges.
dunes, but will it remain hidden or be uncovered by Once the sun has risen and the full heat of the day
the moving sands? begins, it usually produces a relentless heat haze.
Most deserts seem to be growing, the brutal winds This makes things very difficult to see at a distance
stripping fertile soil from the surrounding lands, and will often produce shimmering mirages to further
leaving an arid rocky landscape for the wind to start confuse things.
breaking down.
142
Geography Considerations & GM Notes
Wide fields of sand in all directions with uneven sand Despite the conditions there are trade routes to be
dunes and infrequent rocky outcrops. found here. Although they leave no trace to the un-
These sands are often bordered by very dry rocky trained eye! Trains of desert hardy creatures travel in
terrain and are almost devoid of water with the scant long lines carrying supplies between settlements.
chance of an oasis. Water is the key to desert survival, next important is
Any fertile soil has long since blown away with no shade from the sun.
vegetation to retain it, leaving only the dust and sand There are some reptiles which manage to survive
for as far as the eye can see. here. Most of them are poisonous.
Plants are few and far between, but can be found Characters that wear encumbering armour etc. will be
around desert rocks having evolved to survive on the especially affected by the heat.
morning dew. Special care must be taken with mounts on the ter-
rain.
Travel Nights are particularly clear and the view of the stars
is exceptional.
Dangerous and slow. The sand sucks energy from
legs and anyone describing the desert as flat has Combat on sand is very difficulty and movement es-
never seen a dune. pecially is limited.
Travel is best done between dusk and dawn when the Any camp fires will be visible for miles around due to
temperatures are more agreeable. the lack of cover.
An experienced dune treader will know to travel in sin-
gle file to follow the footprints of the leader. Especially Desert Encounters
important to save energy while traversing the dunes.
The following pages contain the desert wilderness
Uncovered faces quickly lead to dry, dust filled region random encounter tables.
mouths.
Use the following table to determine how many desert
And only a fool forgets to shake the scorpions out of encounters to generate.
their boots before they put them back on.

Tracking & Foraging D20 ROLL NUMBER OF ENCOUNTERS

1 - 10 1 x Desert Encounter
Tracking is best done quickly as shifting sand will
rapidly cover tracks, however it is impossible to move 11 - 15
1 x Desert Encounter
here without leaving a clear trail. 1 x Wilderness Boon Encounter

Foraging is difficult but possible with hardy plants and 16 - 20 2 x Desert Encounters
cacti providing a scant supply of food and water.

Camping & Rest You can use the tables to roll random encounters,
and then refer to the alphabetical list at the end of
In order to rest, respite from the sun or nighttime cold the Wilderness Chapter for more information on the
must be found. Most experienced desert travellers encounter.
choose to camp during the day and travel at night.
It is generally impossible to remain sand free. It gets
everywhere.

143
ROLL
DESERT ENCOUNTERS DESCRIPTION
(D100)
1 A LONE IRIS A lone flower growing in an unusual place
2 ALL IS DUST The bottles are dry!
3 ARCHAEOLOGIST An explorer searching for ancient riches
4 ARTISTIC TOURIST A noble here for bragging rights
5-6 ASTRONOMER A mage travelling to the stars!
7-8 AUDIBLE BATS The clicks and squeaks can be heard by the naked ear!
9 - 10 BIZARRE SUNS An extra sun rises in the sky
11 BOUNTY HUNTER Hunting the local prizes
12 - 13 BURIED IN THE SAND The top of an ancient structure peeks out
14 - 15 CAMEL TRAIN These desert camels are very grumpy!
16 - 17 CARVED HORNS ARCH Huge horns arc up
18 - 19 CATACOMBS Man made structures beneath the sands
20 CHARGED BY THE SUN The monsters here are FAST
21 - 22 CLOUD FORMATIONS Fluffy cotton wool clouds in the sky
23 - 24 COLD NIGHTS I hope you brought a blanket!
25 EMPTY CHEST An empty chest sits on a plinth
26 EXPLORER A fellow adventurer
27 - 28 FRIENDLY SPIRITS Just call them Casper
29 - 30 GLOW BUGS Pretty glowing bugs illuminate the path
31 - 32 HEAD SHOT A skeleton with a dark secret and an arrow in the eye
33 HEAT STROKE The heat can go to heads!
34 - 35 HERBALIST Rich rewards for plants found here
36 - 37 HERMIT SEER Alone and armed
38 HIDDEN DOOR A well disguised and ornately decorated door
39 - 40 HOT WIND The wind blows hot and dry
41 - 42 HUNTING PACK Large powerful hounds on the hunt
43 LINES IN THE GROUND Complex Patterns
44 MAGE SCHOOL FIELD TRIP The mage school teleports in!
45 MASSACRE MARES Horsey hit & run
46 - 47 MIRAGE The heat and endless sand take their toll!
48 - 49 MOVING SAND DUNE SEA The sand blows
50 MURDER SCENE The body tells a story

144
ROLL
DESERT ENCOUNTERS DESCRIPTION
(D100)
51 NO CLOUDS IN THE SKY The endless blue
52 NO SUCH THING AS A… A fabled monster who does not exist
53 NOMADIC HUNTER In search of better things
54 - 55 OASIS Water, shelter and danger in equal measure
56 - 58 OBELISK A weather worn, carved standing rock
59 - 60 ODD TRACKS Strange lines in the sand
61 OUT OF PLACE That should not be here
62 PILGRIM On a godly quest
63 - 64 QUESTING HEIR Out to prove themselves
65 QUICKSAND This sand is treacherous!
66 - 67 RECENTLY DUG GRAVE Mystery surrounds this recently dug grave
68 RUNIC GUARDIAN A giant skeleton is waiting
69 SACRIFICIAL PRIEST A priest who likes a good sacrifice
70 - 71 SALT PLAINS A white expanse in the yellow sands
72 - 73 SAND EVERYWHERE This fine sand is sharp and covers all
74 SAND WORM Graboids move underfoot
75 - 76 SANDNADO! Sand whipped up by the wind
77 - 78 SANDSTORM The sand is in the wind
79 - 80 SCORPIONS IN BOOTS These creatures are just looking for a comfy home
81 - 82 SCOUTS A question of information
83 - 84 SHADY OUTCROP A rocky outcrop breaks up the landscape
85 SHIMMERING CITY Rising from the sands
86 - 87 SINKING PYRAMID A buried pyramid may hold lost treasure
88 - 89 SKINNED REMAINS A warm carcass
90 STRANGE FOOTPRINTS Deep footprints in the soft path
91 THE LAMP Oversized lamp in the sands
92 THE NOBLE HUNT The hunt stops for no one
93 THE PATCHWORK DOCTOR A mix and match doctor
94 - 95 THE SUN BEATS DOWN The sun is strong here
96 - 97 TWO PATHS But which to take?
98 - 99 UNNATURAL MIGRATION These flightless birds are out of place
100 WHALE OF A TIME A recently deceased whale carcass

145
Forest Regions Weather
The trees stand proud in full leaf. The green canopy Outside of winter, the forest is often pleasant with the
overlay forming a living ceiling of deep cover from the sun warming the canopy daily. However it only reach-
sky above. es the forest floor in patches, creating a pleasantly
These large trees must be hundreds of years old, and even and warm micro-climate.
apart from the occasional rotten fallen branch they are The thick tree canopy provides shelter from rain (the
in fine health. forest floor is mostly dry) and breaks the wind so only
Leaf matter and mushrooms line the forest floor, with an occasional breeze can be felt.
patches of grass where the light breaks through the
thick canopy. Visibility
There are paths that cross through the forest, but they
Poor. The tree trunks are thick and numerous,
are not well used. The main roads and trade routes
creating many hiding places and broken lines of sight.
go around the trees, where the going is clearer and
faster. The forest floor is also by no means clear, with brush,
bramble, fallen branches and root systems all making
This forest is home to a number beyond counting of
for a dense blanket of cover.
small woodland animals and insects. The signs of
which are found all around for those who know what This hides much of what can be seen between the
to look for. trunks of the trees.
The forest provides shelter from the elements and In addition, the tree canopy means the forest floor is
offers travellers much by way of supplies. completely hidden from above. So even being able
to fly or look from a height won’t help locate anything
Especially if you know which mushrooms can be eat-
deep in the forest.
en, and which should be avoided.

146
Geography Considerations & GM Notes
Gentle undulating terrain which is covered by a thick The trees themselves are very old and there is always
forest of mature trees. a risk of falling branches.
Fertile topsoil that not only supports the trees but The paths and trails through the forest are mostly
many other plants and fungi as well. made by animals and as such tend to run between
Small streams are present, as well as some grassy food sources and water.
clearings where the tree canopy allows. The local mushrooms can have some interesting
There are also some large rock formations and cave effects if eaten!
systems present which have been claimed by the Dense canopy and heavy foliage allows for easy cam-
forest as it spread. Determined trees can get their ouflage for enemies and ambush predators alike.
roots to grow anywhere! Wild woodland is especially littered with obstacles
such as fallen trees, brambles, branches and much
Travel more.
Forest fires are an especially dangerous environment
There are few paths of any practical size, only some
and can be quite common with fireball happy mages.
smaller trails used mostly by the local wildlife. It is
easy to lose bearings amongst the dense trees with Tall trees allow enemies and ambushes to descend
no clear sight of the sun or stars to navigate by. from above.
The forest floor is ancient and likely very hard going. Dense forest can be especially dark at dawn and
It is covered by branches, undergrowth and brambles, dusk, and full daylight can be very muted on the forest
however the land is fairly flat and the climate pleas- floor.
antly temperate. Experienced travellers will be able to Some of the winding forest paths may not lead to
make fair progress through this green world. water or food, but strange and fey places which are
most unexpected.
Tracking & Foraging
Forest Encounters
Tracks left in the dry forest floor, while not especially
easy to find, will remain for a long time. The following pages contain the forest wilderness
There is plenty of water to be found from springs and region random encounter tables.
babbling brooks. Foraging will reveal plentiful sup- Use the following table to determine how many forest
plies, however some of the local mushrooms are best encounters to generate.
avoided.
The forest creatures are generally considered to be
D20 ROLL NUMBER OF ENCOUNTERS
rather tasty.
1 - 10 1 x Forest Encounter
Camping & Rest 1 x Forest Encounter
11 - 15
1 x Wilderness Boon Encounter
The thick canopy provides ample cover from the ele-
ments and shelter from the wind. 16 - 20 2 x Forest Encounters

Smoke from any fire will be very hard to see due to


the trees and canopy.
You can use the tables to roll random encounters,
However the trees provide easy cover for anything and then refer to the alphabetical list at the end of
or anyone looking to approach a camp without being the Wilderness Chapter for more information on the
spotted. encounter.
147
ROLL
FOREST ENCOUNTERS DESCRIPTION
(D100)
1 ARTISTIC TOURIST A noble here for bragging rights
2 AUDIBLE BATS The clicks and squeaks can be heard by the naked ear!
3 BARK DOOR A small wooden door
4 BEARS If you go down to the woods today
5-6 BEAST SETT Large holes in the tree roots
7-8 BOULDER GUARDIAN Subtle security
9 - 10 BRAMBLE MAZE Thorns and fruit
11 CARNIVOROUS BUNNIES Cute and deadly local rabbits
12 - 13 CARRION MOSS CARPET Moss covering ground and tree trunks
14 - 15 CLOUD FORMATIONS Fluffy cotton wool clouds in the sky
16 - 17 CLOUD TREE A far away tree
18 - 19 CREEPING BLOOMS Beware the pretty flowers
20 DECAYED TREE A dead tree with no leaves
21 - 22 DEFENDING TERRITORY Grumpy attack beasts
23 - 24 DIRE CROWS A suspicious murder
25 DOWN THE RABBIT HOLE Follow the white rabbit
26 ENCHANTED IVY Poisonous climbers
27 - 28 ENORMOUS TOADSTOOLS These aren't tree trunks
29 - 30 EXPLORER A fellow adventurer
31 - 32 FABLED TREEFOLK Tree folk of the woods
33 FALLING LEAVES Blowing in the wind
34 - 35 FOREST FIRE Smoke then fire
36 - 37 FOREST LORD’S THRONE Massive throne formed by the growth of many plants
38 FOREST TOADS Toads which emerge when it rains
39 - 40 FORK IN THE PATH Left or right?
41 - 42 FOXES Foxes in the woods
43 FROM ACORNS Strange seeds are appearing
44 GRASPING ROOTS Trip hazard
45 HAWKS Patrolling raptors
46 - 47 HERBALIST Rich rewards for plants found here
48 - 49 HERMIT SEER Alone and armed
50 HIDDEN DOOR A well disguised and ornately decorated door

148
ROLL
FOREST ENCOUNTERS DESCRIPTION
(D100)
51 HIGH HUMIDITY It’s hot and humid
52 HOLLOW TREE This tree is hollow
53 HUNTING PACK Large powerful hounds on the hunt
54 - 55 KITTEN UP A TREE! Help needed with a feline rescue!
56 - 58 LIGHTNING STRIKES TWICE Lightning strikes the same spot repeatedly
59 - 60 MAGE SCHOOL FIELD TRIP The mage school teleports in!
61 MOTHREY Attracted to the light
62 MURDER SCENE The body tells a story
63 - 64 NO SUCH THING AS A… A fabled monster who does not exist
65 PAIN MARTEN A bit like a pine marten. But bigger teeth
66 - 67 PIXIE GLADE This patch of forest is part of a fey realm
68 PLAGUE RATS Rural plague bearers
69 RABID BEASTS Ransacked by disease and vicious
70 - 71 RECENTLY DUG GRAVE Mystery surrounds this recently dug grave
72 - 73 ROSE BRIAR DWELLING A hermit’s dwelling
74 ROTTEN BRANCH A branch suddenly snaps
75 - 76 RUNIC GUARDIAN A giant skeleton is waiting
77 - 78 SACRIFICIAL PRIEST A priest who likes a good sacrifice
79 - 80 SPIDERS Arachnophobia
81 - 82 STEAM TRUNK A carved and decorated tree trunk
83 - 84 STRANGE FOOTPRINTS Deep footprints in the soft path
85 THE NOBLE HUNT The hunt stops for no one
86 - 87 THE PATCHWORK DOCTOR A mix and match doctor
88 - 89 THIRSTY WOOD Suspicious pools
90 TREE HOUSE A small wooden structure in the boughs of a huge tree
91 TREE ROOT HIVES Tree roots in the path
92 UP IN THE TREES! Nests beyond number
93 VAMPIRE BATS Flying blood suckers
94 - 95 WALKING TREES This forest walks
96 - 97 WEIRD FUNGI Found on all the trees in this forest
98 - 99 WOODLAND FEAST Tables set for a banquet
100 WOODLAND FOLK A strange people

149
Mountain Regions Visibility
The white peaks tower up into the low-lying clouds The lower rocky reaches do not offer much cover,
above the forbidding rocky foothills. neither do the sheer vertical rocks of the mid to upper
Vegetation thins and rocks take over the landscape, reaches.
rising steeply in layers as the mountains grow. Low clouds and mist reduce visibility to zero, a regular
Deep crevasses and descents lie in wait to catch out occurrence the higher you go.
inexperienced or unwary climbers. Snow sits on the There are areas of good cover, crevasses link like
highest peaks which are visible only when the clouds hidden valleys in some areas.
part.
Loose scree, unstable rocks, ice and even a risk of Geography
avalanche in the colder season after new snowfall are
all hazards to any passing this way. This mountain range has been driven upwards over
the span of ages. The topsoil has long since been
Weather stripped away by wind and water, leaving the hard
rock behind to form impossible mountains.
On the lower slopes the weather is damp and windy Loose rock scree is present where the softer rocks
on the exposed ground. There is little cover apart from have been broken down by the elements. There is
sheltered caves and crevasses to escape the wind. very little vegetation here, mostly mosses and lichens
On the higher reaches the cold, thin air moves as a which can be sustained by the frequent mists and low
relentless wind, freezing fingers and exposed skin. clouds. Some hardy shrubs manage to cling to the
lower ranges.
The clouds sit over the peaks, covering everything
with a cold damp and muffling noise. It is eerily quiet. The snow covered tips sit high above the cloud layer
and the unbroken snow hides treacherous crevasses
On a rare clear day under blue sky, the view from the and ice.
top is almost worth the trouble to get there.
150
Travel Considerations & GM Notes
Challenging if you cannot fly. The rocky slopes must Ambush predators operate in these areas, and can
be carefully traversed. Some trails have been left by traverse the mountain better than most Characters.
local wildlife, which indicate the least slippery and Vertical rock faces can be climbed, but this is risky
steep routes. and would require kit such as ropes and crampons.
Loose rocks, impossible steep cliffs, slippery climbs, The upper snowy reaches may be deep snow, or a
narrow paths and at the peaks unstable deep snow, thin covering over deadly slippery ice. Sledging and
ice cliffs and crevasses are all here to slow progress skiing to descend are possible but exceptionally risky.
or send the unwary on an unexpected, rapid and pain-
ful descent. Thin air can affect an encounter in numerous ways,
none of them good for the Characters who would be
Going down is, generally speaking, harder than going at a disadvantage to any natives.
up, or at least going down safely.
There is an ever-present threat of avalanche on the
It is very challenging to travel here without the correct higher reaches, and on the lower reaches loose rock
equipment and knowledge of how to use it. Even the fields lead to the threat of rockfalls and landslides.
well experienced and well equipped travellers can
catch bad weather on the mountain side and suffer. Hidden crevasses may be very well hidden, even cov-
ered with a fragile layer of ice and snow.
At height the air also thins and can slow progress
even further, as most struggle to keep their energy Safe routes to ascend the steep rock faces are hard
levels up in the thin air. to find for untrained mountaineers.

The weather can make things much worse if a storm There may be caves in the rock face, and these are
passes the peaks bringing high winds and plummeting likely already claimed by native beasts.
temperatures. The cold may be factored into the high peaks, as
should thin air which may lower endurance and affect
Tracking & Foraging recovery.

Water is easy to come by in the form of snow and Mountain Encounters


dew. Vegetation is scarce, even at the base of the
mountains. On the higher slopes it is limited to moss The following pages contain the mountain wilderness
and lichens. region random encounter tables.
The local wildlife is sparse and doubtless much nim- Use the following table to determine how many moun-
bler and hard to catch on this terrain. tain encounters to generate.
Tracks are near impossible to find and follow on the
rock.
D20 ROLL NUMBER OF ENCOUNTERS

Camping & Rest 1 - 10 1 x Mountain Encounter

1 x Mountain Encounter
Specialist equipment is a must for any camp beyond 11 - 15
1 x Wilderness Boon Encounter
the middle rocky reaches. The exposed mountain
2 x Mountain Encounters
sides require camps to be well secured to the face of 16 - 20

the rock itself to avoid being blown away.


Fires can be challenging due to the lack of firewood You can use the tables to roll random encounters,
and can be very visible for long distances. and then refer to the alphabetical list at the end of
On the upper peaks the cold requires additional kit the Wilderness Chapter for more information on the
which must of course be carried. encounter.
151
ROLL
MOUNTAIN ENCOUNTERS DESCRIPTION
(D100)
1 A LONE IRIS A lone flower growing in an unusual place
2 ALTITUDE The air is thin
3 ARCHAEOLOGIST An explorer searching for ancient riches
4 ARTISTIC TOURIST A noble here for bragging rights
5-6 ASTRONOMER A mage travelling to the stars!
7-8 AVALANCHE Deadly and sudden!
9 - 10 BITING WINDS Cold winds
11 BOULDER GUARDIAN Subtle security
12 - 13 CARNIVOROUS BUNNIES Cute and deadly local rabbits
14 - 15 CHALLENGING SLOPE Safety ropes may be required
16 - 17 CLOUD FORMATIONS Fluffy cotton wool clouds in the sky
18 - 19 CLOUD PIERCER A peak so high it’s in the clouds
20 CRACK! The thin surface collapses!
21 - 22 CRASHED SHIP Airship or out of place sailing ship?
23 - 24 DEFENDING TERRITORY Grumpy attack beasts
25 DIRE CROWS A Suspicious murder
26 EAGLES NEST A large nest in an inaccessible place
27 - 28 EERIE SILENCE Nothing to hear
29 - 30 EXPLORER A fellow adventurer
31 - 32 EXPOSED LEVIATHAN BONES Curiouser and curiouser
33 FATHOMLESS DROP Treacherous and no end in sight
34 - 35 FRAYED ROPE BRIDGE Old wooden bridge
36 - 37 FRIENDLY SPIRITS Just call them Casper
38 HERBALIST Rich rewards for plants found here
39 - 40 HERMIT SEER Alone and armed
41 - 42 HIDDEN DOOR A well disguised and ornately decorated door
43 ICE SPEARS Large pointed icicles
44 LEVIATHAN An enormous beast
45 LIGHTNING STRIKES TWICE Lightning strikes the same spot repeatedly
46 - 47 MAGE SCHOOL FIELD TRIP The mage school teleports in!
48 - 49 MOUNTAIN GOAT Sure footed goat
50 MOUNTAIN LYNX Invisible and deadly

152
ROLL
MOUNTAIN ENCOUNTERS DESCRIPTION
(D100)
51 MURDER SCENE The body tells a story
52 NO SUCH THING AS A… A fabled monster who does not exist.
53 NOMADIC HUNTER In search of better things
54 - 55 NOT A DROP TO DRINK Check your water supplies!
56 - 58 OLD CLIMBING EQUIPMENT Rusty pegs and clips in the rockface
59 - 60 PAIN MARTEN A bit like a pine marten. But bigger teeth
61 PATCHY GRASS Reedy and thin
62 PATROLLING RAPTORS Soaring high
63 - 64 PEAK TO PEAK Twin peaks
65 PILGRIM On a godly quest
66 - 67 PLAGUE RATS Rural plague bearers
68 QUESTING HEIR Out to prove themselves
69 RABID BEASTS Ransacked by disease and vicious
70 - 71 RECENTLY DUG GRAVE Mystery surrounds this recently dug grave
72 - 73 REVERBERATING ROCKS The right frequency can crack these rocks
74 ROCK SCAR CAVE A dark entrance looms large
75 - 76 SACRIFICIAL PRIEST A priest who likes a good sacrifice
77 - 78 SCREE Loose rocks and stones lay on the bedrock
79 - 80 SLIPPERY ICE A thin layer of lethally slippery ice covers everything
81 - 82 SNOW MELT Not as clear as it looks
83 - 84 SNOW POCKETS Oddly arranged snow
85 SNOW STORM Stinging snow driven by wind
86 - 87 STEEP PATH A steep ascent
88 - 89 STRANGE CONSTELLATIONS The stars in the night sky are wrong
90 STRANGE FOOTPRINTS Deep footprints in the soft path
91 THE NOBLE HUNT The hunt stops for no one
92 THE PATCHWORK DOCTOR A mix and match doctor
93 TRAVERSE The only way across
94 - 95 TREACHEROUS GOING Collapsed paths and ravines!
96 - 97 WHALE OF A TIME A recently deceased whale carcass
98 - 99 YETI A white haired humanoid monster
100 YODELLING Giants enjoying the acoustics

153
Plains Regions Visibility
These green and pleasant lands sweep across gentle Generally very good as anything breaking the green
hills and dales to the horizon. expanse is easily visible. The lack of sight blocking
Covered with green grass, which has been grazed hills and trees allows a traveller to see uninterrupted
short in patches by herds passing through but which for considerable distances.
remains long and wild in most areas. The plains are The scant hills, gulley’s and vales do offer some cover
broken by scatterings of solitary rocks, clumps of from these lines of sight, but it can be hard to avoid
trees and small hills. detection unless you can drop below the height of the
There are the few steep inclines near the edges of long grasses.
broad valleys, but the vista is generally flat.
A rather pleasant warm breeze dances with the
Geography
various grasses underfoot, creating a pleasing rustling
Gentle hills with few breaks. Occasional rocky
sound.
outcrops and solitary trees.

Weather Valleys formed long ago by several large streams and


rivers cut through the landscape.
Temperate, with rain as a regular occurrence outside The soil is too poor to make good farmland, and the
the height of summer. Clouds break the sunshine on a grasses and wildflowers which thrive on poor soil
regular basis and the temperature is usually within the have done very well here with little interference.
“pleasant” range. Grazing herds have kept trees and shrubs to a
With the exception being seasonal cold spells and the minimum, limiting them to less accessible slopes
height of summer where it can become oppressively around the steeper hills and the occasional canyons.
hot for a time.
154
Travel Considerations & GM Notes
The gentle hills, grassy terrain and firm ground make Sometimes these grassy plains can resemble a green
for easy travel and a good pace can be maintained on desert with no distinguishing features or animals visi-
the plains. ble for miles.
There are occasional streams and rivers to ford, and It is likely that major trade routes will pass near to the
some canyons where ancient waterways have cut plains.
through the plains. Local nomadic herders may move through with
For the most part, however, this is considered very domesticated animals taking advantage of the good
easy going. grazing.
Hidden hazards can include rabbit holes etc. hidden
Tracking & Foraging in the grass. Especially hazardous to mounts.
Areas of longer grass can hide many things!
There is water available readily, foraging for edible
plants, berries etc. is slightly more challenging unless Where streams have cut through the plains to form
you eat grass. deep canyons there may be more challenging terrain
to traverse.
There are many herbivores which are easy to find
here and hunting or trapping should reap rewards. Some rivers may be problematic to cross being deep
and fast flowing.
Tracks are left clear and easy to read in the earth
here, although can sometimes be swallowed up by all The grass, being fast growing, may hide many old
of the grass cover. tracks, burrows and dens.

Camping & Rest Plains Encounters


There is no shortage of good camp sites on dry The following pages contain the plains wilderness
ground with water nearby. region random encounter tables.
Little shelter is needed, and a very basic survival kit Use the following table to determine how many plains
will suffice for most. encounters to generate.
Campfires and smoke will be easily visible for a
good distance and care should be taken to stop fires D20 ROLL NUMBER OF ENCOUNTERS
spreading, especially in the dry summer months.
1 - 10 1 x Plains Encounter
Firewood can be hard to come by, but there is no
shortage of dry grass. 11 - 15
1 x Plains Encounter
1 x Wilderness Boon Encounter

16 - 20 2 x Plains Encounters

You can use the tables to roll random encounters,


and then refer to the alphabetical list at the end of
the Wilderness Chapter for more information on the
encounter.

155
ROLL
PLAINS ENCOUNTERS DESCRIPTION
(D100)
1 A DOG CALLED SASSY A collie runs towards the party across the fields
2 A LONE IRIS A lone flower growing in an unusual place
3 ANTS NEST Little nippers
4 ARCHAEOLOGIST An explorer searching for ancient riches
5-6 ASTRONOMER A mage travelling to the stars!
7-8 AUDIBLE BATS The clicks and squeaks can be heard by the naked ear!
9 - 10 BIZARRE SUNS An extra sun rises in the sky
11 BOGGY GROUND Marshy ground underfoot
12 - 13 BOULDER GUARDIAN Subtle security
14 - 15 BOUNTY HUNTER Hunting the local prizes
16 - 17 BRIDGE TROLL Who's that trip trapping over my bridge?
18 - 19 BURIAL GROUNDS The area is rife with barrows
20 BURROWING MONSTERS Ambush predators hide below the surface
21 - 22 CARNIVOROUS BUNNIES Cute and deadly local rabbits
23 - 24 CHARGING BEAST Without warning a huge beast charges the party!
25 CLOUD FORMATIONS Fluffy cotton wool clouds in the sky
26 COLOSSAL MACHINE WRECK Area filled with the wreckage of a giant vehicle
27 - 28 DEFENDING TERRITORY Grumpy attack beasts
29 - 30 DIRE CROWS A Suspicious murder
31 - 32 DOG PACKS Hunting dog packs
33 EXPOSED LEVIATHAN BONES Curiouser and curiouser
34 - 35 FIELDS WITHOUT END Nothing but long grassy fields
36 - 37 FLEAS AND TICS They're in the long grass
38 FLEECED? The flocks must be protected
39 - 40 FLOWERS IN THE GRASS Yellow flowers amongst the green
41 - 42 GRASS SNAKES Green and slithery
43 GULLIES IN THE HILLSIDE This hillside is far from flat
44 HAWKS Patrolling raptors
45 HERBALIST Rich rewards for plants found here
46 - 47 HERMIT SEER Alone and armed
48 - 49 HIDDEN DOOR A well disguised and ornately decorated door
50 HILLS & DOWNLAND It’s an uphill trek!
156
ROLL
PLAINS ENCOUNTERS DESCRIPTION
(D100)
51 HUNTING PACK Large powerful hounds on the hunt
52 JOURNEY WITHOUT END Road to nowhere
53 LEVIATHAN An enormous beast
54 - 55 LIGHTNING STRIKES TWICE Lightning strikes the same spot repeatedly
56 - 58 LOST IN THE LONG GRASS Areas of long grass hide hunting monsters
59 - 60 MAD AS A MARCH HARE All the wildlife is acting oddly
61 MASSACRE MARES Horsey hit & run
62 MIDGES Bitey little beasts
63 - 64 MIGRATING HERDS Huge herds roam these plains
65 MOLE HILLS Or are they?
66 - 67 NO SUCH THING AS A… A fabled monster who does not exist
68 NOMADIC HUNTER In search of better things
69 OVERGROWN MINES Not far underfoot
70 - 71 PAIN MARTEN A bit like a pine marten. But bigger teeth
72 - 73 PLAGUE RATS Rural plague bearers
74 POT HOLES Hidden in the grass
75 - 76 RABID BEASTS Ransacked by disease and vicious
77 - 78 RARE BEAST A very rare beast
79 - 80 RECENTLY DUG GRAVE Mystery surrounds this recently dug grave
81 - 82 ROSE BRIAR DWELLING A hermit’s dwelling
83 - 84 RUNIC GUARDIAN A giant skeleton is waiting
85 SKELETAL TREES The trees are bare and offer no shade or shelter
86 - 87 STRANGE FOOTPRINTS Deep footprints in the soft path
88 - 89 THE HILLS HAVE EYES! Eye eye!
90 THE LONG MAN A design cut into the hills
91 THE NOBLE HUNT The hunt stops for no one
92 THE PATCHWORK DOCTOR A mix and match doctor
93 THE RAINS The dry spell ends with a torrential downpour
94 - 95 TRAP DOOR SPIDER An eight legged surprise
96 - 97 TRAVELLING MERCHANT A trader on the plains
98 - 99 WATERING HOLE A large muddy pool
100 WILD STALLIONS A pair of magnificent horses

157
Note: This type of region covers both the land of the Weather
coast line and the waters of the open sea itself.
At sea weather will tend to be of no mention unless
there is no wind or a storm happens.
Sea & Shore Regions On land the weather will match the region with a ten-
The green hills end suddenly in steep drops. Stormy dency for more wind and rain driven in from the sea.
bays are cut into the cliffs, providing some relief from
the constant crash of the tide against the rocks. Visibility
These sandy inlets provide an interesting and rare At sea it’s possible to see the horizon in all directions
inter-tidal habitat which presents a unique set of chal- unless large waves, heavy rain or sea fog are present.
lenges and opportunities.
Ships tend to be easy to spot but may be able to hide
There are rocky outcrops all along the coast, some in cover, behind islands or even the curve of the earth.
visible and some just underwater. These present a
On land the main difference for the shore is the mists
real danger to ships which can easily be blown onto
and fogs that can drift in from the sea.
the sharp rocks and wrecked.
Areas of islands sit visible from the coast, offering Geography
sandy beaches and a seeming sanctuary from the
harshness of life at sea. The shore may have beaches, cliffs, coves and inlets.
The sea extends up past the plains and forests Coves and inlets combine rock, sand or ice cliffs with
through to the frozen wastes, where ice flats form a flat expanse by the sea which may be sand or ice.
between the open sea and the frozen snowy lands. Caves carved out by the sea are also very common
The sea expanse is truly vast, tides and currents offer on the coastline.
challenging conditions and are especially hard to navi- The open sea may feature hazards such as rocks,
gate if the sun or stars are concealed by clouds. reefs and icebergs which threaten ships.
158
Travel The sandy bays and inlets are the few safe places to
“dock”, however the tides can prove challenging. The
Travel along the coast will be the same as in the as- tides also create areas which are flooded twice daily.
sociated region. The frozen coastlines feature ice plains between land
The cliffs by the sea may be climbable in places, and and sea which may prove challenging.
impossible in others. Climbing gear may be needed. Frozen coast – the ice plains can break up, reform
Coves and inlets will make accessing the sea much and shift. This can prove interesting if ships are
easier. caught in the ice, or for on foot explorers trying to nav-
igate out to a ship. It can also be used to add interest
Travelling at sea will usually require a vessel of some if the party are being hunted or chased.
sort. It is very difficult to bring large ships close to
the shore, so a combination of seafaring vessels and Stormy coasts and cliffs – Navigating too close to the
smaller boats may be needed. cliffs can be disastrous. The cliffs can only be climbed
in some areas. There may be caves to explore.
At sea, travel in a ship requires knowledge, a skilled
crew and the correct equipment, not to mention Bays and inlets – The tides may reveal dangers and/
favourable winds. Of course passage can also be or treasures. Ships can be beached if they approach
booked if the Characters don’t have seafaring skills. and the tide turns. Caves can be hidden or revealed
at certain times of tide.
Tracking & Foraging Open sea – Fresh water is a must! Navigation re-
quires a compass or similar, or a knowledge of the
The coastline has ample resources and fresh water. stars. A map would be useful!
Shoreline creatures are generally edible and seaweed There may be entire societies living below the waves
is very healthy. in your world that affect sea travel.
At sea, fresh water must be carried as there is none to
be found. The sea spray will cover everything in salt Sea & Shore Encounters
so collecting rain will be very difficult.
Food is easy to come by, assuming a fishing kit is The following pages contain the sea & shore wilder-
available of course. ness region random encounter tables.
Use the following table to determine how many sea &
Camping & Rest shore encounters to generate.
Some encounters may need to be tailored to suit if
Camping or taking shelter in caves along the coast is your Characters are on land or sea.
easy and pleasant, assuming everyone knows about
camping behind the high tide line.
At sea, of course, a ship or vessel is needed to rest. D20 ROLL NUMBER OF ENCOUNTERS

1 - 10 1 x Sea & Shore Encounter


Considerations & GM Notes 1 x Sea & Shore Encounter
11 - 15
1 x Wilderness Boon Encounter
Sea currents, freak waves, unexpected local crea-
tures and strange mists are just some of the interest- 16 - 20 2 x Sea & Shore Encounters
ing challenges the sea can present.
Navigation is a key consideration and will require ex-
You can use the tables to roll random encounters,
pertise to avoid getting lost on the blue expanse.
and then refer to the alphabetical list at the end of
Coastlines are treacherous to sail near, with ship the Wilderness Chapter for more information on the
wrecking rocks stretching out to sea under the water. encounter.

159
ROLL
SEA & SHORE ENCOUNTERS DESCRIPTION
(D100)
1 ARCHAEOLOGIST An explorer searching for ancient riches
2 ASTRONOMER A mage travelling to the stars!
3 BEACH HAIR It’s the look
4 BIZARRE SUNS An extra sun rises in the sky
5-6 BREAKING WAVES Surf and spray
7-8 CLOUD FORMATIONS Fluffy cotton wool clouds in the sky
9 - 10 COLD WATERS It'll be fine once you're in!
11 CRAB SWARM Opportunistic omnivores
12 - 13 DEADLY STORM Navigate the storm!
14 - 15 DOLDRUMS Little or no wind and a foul mood
16 - 17 DOVE A white dove flies past
18 - 19 DRIFT WOOD Wood washed up on the shore
20 DRIFTING HULK A tangled mass of wrecked hulls drift together
21 - 22 EGGS IN THE SAND Strange large eggs on the beach
23 - 24 EXPLORER A fellow adventurer
25 EYE OF THE STORM Dead calm
26 FLOTSAM A trail of floating debris
27 - 28 FLYING FISH Fish that can swim above the water
29 - 30 FREAK WAVE Appears from nowhere
31 - 32 GOREWHALES ON THE HUNT Spear headed whales on the prowl
33 HOLES IN THE SAND Worms and all
34 - 35 HUNGRY SEAWEED A thick mass steams and snags
36 - 37 ICEBERG Fast moving iceberg
38 INKY DEPTHS Like floating on a sea of nothingness
39 - 40 JAWS An enormous turtle...
41 - 42 JELLYFISH SWARM The waters are teeming with jellyfish
43 KILLER WHALE A whale with teeth
44 LIMPETS Limpets cling to the rocks
45 MAELSTROM Deadly currents
46 - 47 MAGE SCHOOL FIELD TRIP The mage school teleports in!
48 - 49 MEG A well known local shark
50 NO SAIL ZONE A cult’s conservation area

160
ROLL
SEA & SHORE ENCOUNTERS DESCRIPTION
(D100)
51 NOTHING TO SEE A heavy dark fog
52 OYSTERS Seafood and precious stones
53 PEBBLES ON THE BEACH Unstable beach
54 - 55 PLAGUE RATS ONBOARD! Furry plague bearers
56 - 58 QUESTING HEIR Out to prove themselves
59 - 60 RACE CHALLENGE A yacht owner offers a challenge
61 RAISE THE BLACK FLAG A fine galleon with a pirate crew
62 RED SKY AT NIGHT No-one is delighted by the red sky
63 - 64 REEF GOLEM Terrifying construct
65 ROCK POOL Filled twice daily at high tide
66 - 67 RUNIC GUARDIAN A giant skeleton is waiting
68 SACRIFICIAL PRIEST A priest who likes a good sacrifice
69 SCENT ON THE WIND An unnatural smell
70 - 71 SCOUTS A question of information
72 - 73 SEA GULLS Seagulls live and nest in these parts
74 SEA KING’S TREASURE Sunken treasure chest
75 - 76 SEA SHELLS Pretty and possibly lethal shells
77 - 78 SEA URCHINS Red poisonous urchins
79 - 80 SEAWEED BOUNTY Green and slimy
81 - 82 SHIP GOING DOWN She cannot take it captain!
83 - 84 SHIP WRECK There for the taking
85 SHIPS IN THE NIGHT An ambush at sea!
86 - 87 SLIPPERY ROCKS Seaweed and slime make this path treacherous
88 - 89 STONES AND SHELLS The beach is made of shingle and shells
90 STORM ON THE HORIZON It’s getting dark
91 STRANGE CONSTELLATIONS The stars in the night sky are wrong
92 STRANGE WAVES The waves are hiding something
93 STRANGER DANGER A deceased mystery
94 - 95 TENTACLES FROM BELOW Tentacles grab from the depths
96 - 97 TIDAL CAVE An interesting cave system
98 - 99 WHALE OF A TIME A recently deceased whale carcass
100 WHIRLPOOLS A whirlpool of surprises

161
Swamp & Jungle Regions Weather
This type of region covers any terrain where there is a Wet, hot and humid for jungles. The almost daily rain
high amount of damp ground, pools of mostly shallow keeps the ground saturated and boggy. Low clouds
water and tree or plant cover; so rain forests, jungles, sit on the jungle tree canopy, soaking the leaves and
swamps, fens, bogs and similar. causing a constant dripping effect for the forest floor
A barely penetrable tangle of tree roots, vines and below.
vegetation stretches ahead. The floor is very wet, Wet, cold and damp for swamps, with frequent rain
roots and plants cover the ground and the going is and low lying fog that can make finding safe passage
heavy, with the soft ground often covered with stag- even more difficult.
nant standing water.
The high canopy above blocks most light, leaving Visibility
a green tinged twilight feel below. Vines hang from
above and drape down as a wet tangle before hitting In jungles, the thick tree cover, combined with hanging
the floor or sinking in to one of the ever present pools. vines and dense undergrowth, make for an ambush
predator’s dream.
Occasionally the trees break to reveal open areas of
muddy morass. The humidity, constant dripping and frequent rain all
combine to even further reduce long range visibility.
Wet boggy conditions leave most of the ground un-
assailable and unable to support weight. Some small In swamps, the low lying cloud and heavy rain can be
trails follow the safe routes through the region. The problematic, however there is more chance for open
standing waters are murky and there is no telling how ground where visibility ranges are improved.
deep some of the pools are. Both terrains have much water close to solid ground
Vegetation crowds all available space and tangles and the cover of water borne vegetation makes for
those trails that look passable. perfect stealth conditions for amphibious ambushers.
162
Geography Considerations & GM Notes
Jungles are often full of sweeping hills and valleys It is impossible to keep insects and creepy crawlies
covered with dense plant growth. The slopes offer out of kit and clothes.
respite from the boggy ground of the valley floors, but Everything bites, in particular anyone dipping in to the
are steep and dense with plant life. water may find that leeches anesthetise where they
Swamps are almost entirely flat, with few scant hills to bite so as not to be noticed.
break the monotony. Characters may suffer ill effects if they do not care for
their feet and remain wet over long periods of time or
Travel on long journeys.
The canopy high overhead may hide many dangers
Incredibly soft going underfoot, combined with dense,
which can quickly descend to the floor.
tangled undergrowth, makes for slow going.
The thick vegetation in more tropical reaches may
Anyone attempting to swing through the vines may
have different characteristics to what the Characters
find it harder than expected to avoid becoming tan-
are used to.
gled in all the other vines.
The constant damp and humidity will cause issues for
In open swampy areas the vegetation again is dense,
any Character wearing complex armour, or any Char-
the pools and softest areas are impassable.
acter unable to keep their clothes and kit dry.
Firm trails are needed to travel through, or a flat bot-
Metal weapons and kit will need extra attention to
tomed boat.
avoid rusting.
Those who call these regions home may even have
Native beasts and monsters will have a much easier
adapted to stilt walking to traverse the waters.
time moving around this terrain than any interlopers.

Tracking & Foraging


There is an abundance of food and water to be found Swamp & Jungle Encounters
here, even for inexperienced travellers. Of course
some foods to be found here should not be eaten, or The following pages contain the swamp & jungle wil-
may have interesting effects. derness region random encounter tables.
Hunting is challenging due to the excellent cover, trap- Use the following table to determine how many
ping may be more practical. swamp & jungle encounters to generate.

Camping & Rest D20 ROLL NUMBER OF ENCOUNTERS

Everything here is wet, starting a fire to cook and dry 1 - 10 1 x Swamp & Jungle Encounter
equipment may be more challenging than expected.
1 x Swamp & Jungle Encounter
11 - 15
Camping on the ground would be inadvisable given 1 x Wilderness Boon Encounter
the wet conditions, with rain and water coming con-
16 - 20 2 x Swamp & Jungle Encounters
stantly from above as well. Hammocks with a shelter
are what experienced explorers prefer.
Stored provisions need to be very well treated to You can use the tables to roll random encounters,
avoid spoiling in the humidity, especially given the and then refer to the alphabetical list at the end of
swarms of insect life keen to feed on anything they the Wilderness Chapter for more information on the
find. encounter.

163
ROLL
SWAMP & JUNGLE ENCOUNTERS DESCRIPTION
(D100)
1 A LONE IRIS A lone flower growing in an unusual place
2 ABANDONED MINE ENTRANCE Possible riches, certain danger
3 AMBUSH PREDATOR An ambush predator just below the water surface
4 ANCIENT TEMPLE Peril and treasure in this ziggurat
5-6 ARCHAEOLOGIST An explorer searching for ancient riches
7-8 ARTISTIC TOURIST A noble here for bragging rights
9 - 10 AUDIBLE BATS The clicks and squeaks can be heard by the naked ear!
11 BIZARRE SUNS An extra sun rises in the sky
12 - 13 BLACK POOLS Dark pools of water
14 - 15 BURROWING MONSTERS Ambush predators hide below the surface
16 - 17 CAPTURE NETS Hunters have rigged the area with net traps
18 - 19 CLOUD FORMATIONS Fluffy cotton wool clouds in the sky
20 CLUMPS OF REEDS Reeds rise in clumps from the mud and water
21 - 22 CONSTRICTOR SNAKE A large snake
23 - 24 DEAD BIRDS Little feathered bodies litter the ground
25 DEAD COPSE This dead wood was once green and lush
26 EXPLORER A fellow adventurer
27 - 28 EYES IN THE DARK Green cats eyes shine out
29 - 30 FABLED TREEFOLK Tree folk of the woods
31 - 32 FERRY TRIP A small boat tied to ropes which span the waterway
33 FINAL SLUMBER Monster that emits sleep gas
34 - 35 FISHING MONSTER Angler fish style monster after prey
36 - 37 FULGENT MUD This mud is glowing
38 GAS BUBBLES RISING Suspicious bubbles plop to the surface
39 - 40 GLOW BUGS Pretty glowing bugs illuminate the path
41 - 42 GRASPING ROOTS Trip hazard
43 HANGING VINES Vines hang from the tree canopy above
44 HEARTLESS OLD TREE A huge, dead, hollow tree
45 HEAVY GOING Mud, mud and more mud
46 - 47 HERBALIST Rich rewards for plants found here
48 - 49 HIDDEN DOOR A well disguised and ornately decorated door
50 HUGE ANTS The ant colony is on the move

164
ROLL
SWAMP & JUNGLE ENCOUNTERS DESCRIPTION
(D100)
51 HUNTING PACK Large powerful hounds on the hunt
52 LEECHES Blood loving little and not so little leeches
53 LIGHTNING STRIKES TWICE Lightning strikes the same spot repeatedly
54 - 55 MAGE SCHOOL FIELD TRIP The mage school teleports in!
56 - 58 MISSING INSECTS A large predator lies in wait
59 - 60 MURDER SCENE The body tells a story
61 NATURE RECLAIMS A village reclaimed by the jungle
62 NO SUCH THING AS A… A fabled monster who does not exist
63 - 64 NOXIOUS FUMES You can smell this swamp with your eyes
65 OVERZEALOUS CONSERVATION Keen to keep the Characters out!
66 - 67 PAIN MARTEN A bit like a pine marten. But bigger teeth
68 PECULIAR STATUES Statues half hidden in water
69 POUNCED UPON A skilled ambush hunter
70 - 71 RECENTLY DUG GRAVE Mystery surrounds this recently dug grave
72 - 73 RIVER CURRENTS A slow lazy river runs here
74 ROSE BRIAR DWELLING A hermit’s dwelling
75 - 76 SACRIFICIAL PRIEST A priest who likes a good sacrifice
77 - 78 SINKING FEELING Characters sink in the mud
79 - 80 SNAKES IN THE WATER Huge venomous snakes swim in these waters
81 - 82 STINK FLOWERS A strong rotting smell fills the air
83 - 84 STRANGE CONSTELLATIONS The stars in the night sky are wrong
85 STRANGE FOOTPRINTS Deep footprints in the soft path
86 - 87 TERRIFICALLY LARGE FLOWERS Beautiful flowers with a dark motive
88 - 89 THICK CANOPY The light is blocked from above
90 TRAILS IN EVERY DIRECTION Which path to take?
91 TREE ZOMBIE An unfortunate burial choice
92 TWISTING PATH The path is thin and snakes around pools of the swamp
93 WALKING TREES This forest walks
94 - 95 WATERS RISING This area floods
96 - 97 WET FEET The damp seeps in!
98 - 99 WHALE OF A TIME A recently deceased whale carcass
100 WOODLAND FOLK A strange people

165
Wilderness Boons Value
Our wilderness boons are a mixture of valuables, curi- Most treasure won’t have a convenient price tag at-
os and of course coin which may reward the Charac- tached. This means it’s down to the appraisal abili-
ters. ties of the Characters to separate the valuable items
Each region has a chance to generate a wilderness from the cheap rubbish. This is all the more important
boon encounter, so these boons could be found in during a wilderness journey as nobody wants to cart
any climate. heavy worthless junk around.

These are all items that for some reason can be found In the case of artwork like paintings or sculptures this
in wild places. Though sometimes they will be mark- can be subjective. And finding the right buyer is an
edly out of place. important consideration.

This will include survival gear, supply caches and


even maps to help with wilderness travel itself.
Weight & Encumbrance
Some boons can be natural and literally lying there for Finding treasure in the wilderness is one thing, carry-
the picking. Or, in the case of some ores or gems, ripe ing it safely to somewhere it can be traded for cash is
for the pickaxe. another matter.
The biggest challenge presented by some boons We’d suggest not tracking things in too much detail
found here will be getting them back to civilisation to until it’s sacks of loot that need managing.
sell.
Hopefully the Characters have wagons or pack ani-
mals that can take on the extra load some treasure
items present.
Too much loot would slow the travel pace of the Char-
acters down.

166
Magic Boons Considerations & GM Notes
Where an item is magical in some way the general Whilst many Wilderness Boons are straightforwards,
powers will be described, but system specific details there are some that offer a challenge as well as a
are not given. reward, or have strings attached!
It is up to you how beneficial these are to your adven-
5E: Along with just assigning bonuses (+1, +2 etc.) ture and how they fit with the overall balance of your
to attack, armour class, saving throws, ability checks, game.
skill checks or similar, adding uses of existing spells or
assigning advantage or disadvantage to actions can help The value and power level of any items rolled on
flavour the items found in wilderness boons. these tables is ultimately for you to decide as the GM.
Some boons are valuable objects that are difficult to
Of course you could just swap in a close approximation transport in some way. You should reward the Char-
magic item from the many available in 5E. acters if they manage to get these heavy, awkward or
fragile items to a buyer in one piece.
There are also items that would be epic artifacts in Sometimes it might be more prudent to hide or bury
some worlds, that may be carried by every adventurer treasure and return for it later.
in another world and may not even exist in yet anoth-
er world. If any items were found on altars or shrines in wild
places, the original owners would not be happy if they
You can tailor and adjust as fits your game setting and find out they’ve been taken.
power level.
If marching by foot, it’s worth noting that gold is a very
For Example: There is a sentient magical sword as an heavy metal.
option in one wilderness boon, and sentient items do not A weighed down group would leave more obvious
exist in my setting; so instead I decide that the sword has tracks. Tracks that experienced bandits would be able
some arcane writing upon it that gives the wielder a split to read as well laden targets.
personality instead.
Outside of larger towns it may be difficult to sell valu-
able items. This is especially true where barter is the
main currency.

Wilderness Boon Encounters


The following pages contain the wilderness boon ran-
dom encounter tables.
Every region has a chance to add a wilderness boon
roll to it’s own encounter, you can however choose to
be kind and roll a wilderness boon directly.
You can use the table to roll random wilderness boon
encounters, and then refer to the alphabetical list at
the end of the Wilderness Chapter for more informa-
tion on each encounter.

167
ROLL
WILDERNESS BOONS DESCRIPTION
(D100)
1 ADVENTURING KIT A handy bag filled with kit
2 ALCHEMICAL INGREDIENTS Ingredients for potions
3 ALL SEASONS BEDROLL The latest in adventure camping
4 APPAREL STASH Exotic fashion and armour
5-6 ARROWS Beautiful arrows
7-8 BOOK OF THE EYE Magical book
9 - 10 BUNCH OF FLOWERS A pretty collection
11 CONCEALED CONTRABAND A smuggler's stash
12 - 13 CURSED VIOLIN An expensive instrument
14 - 15 DELICIOUS HERBS An exotic herbal mixture
16 - 17 DETAILED MAP A treasure map
18 - 19 EGGS Unusual, purple and speckled
20 EXOTIC FLORAL ARRANGEMENTS Fashionable flowers
21 - 22 FIREWOOD A box of firewood
23 - 24 FLORAL HEADDRESS Adds to any Character's appearance
25 FULL DINING SET A valuable stash
26 GLITTERING ROCKFACE This rock is speckled with diamonds
27 - 28 GOLD PILE Gold
29 - 30 GOLDEN KEYS A large set of ornate gold keys
31 - 32 GRAND PIANO A piano of huge value
33 GUANO Valuable and smelly
34 - 35 GUARDED CHEST A small box with two guards
36 - 37 HAMMER OF JUSTICE Enchanted and humming
38 HEALING BALM A foul smelling green ointment
39 - 40 HIKING BOOTS Soft, hard wearing leather boots
41 - 42 HORN OF BATTLE A well crafted battle horn
43 LEATHER A stash of cured leather
44 LONE TENT A tent already erected
45 LOTIONS AND POTIONS A mixture of magical potions
46 - 47 MAPS AND CHARTS A bag of papers
48 - 49 MASTER HUNTER ARROWS Finely crafted arrows
50 MILITARY RECIPE BOOK An army marches on its stomach

168
ROLL
WILDERNESS BOONS DESCRIPTION
(D100)
51 NECKLACE A dainty necklace
52 NICE SHOES Court shoes
53 ORNATE PURSE A small purse
54 - 55 PAINTS A set of paint pots
56 - 58 POISON TROVE A poison for any occasion
59 - 60 POTION INGREDIENTS A mix of rare herbs and plants
61 PRISTINE SCROLL A paper scroll with magical instructions
62 PUREST GREEN More valuable than you may think
63 - 64 RIDDLE STONE A riddle
65 RING ADORNED HAND Various sized rings
66 - 67 RING OF THE LOST A magical ring
68 SALVAGE ONSHORE Washed up treasures
69 SCARCE FRUITS Powerful, delicious and delicate
70 - 71 SHIELD OF ENCOURAGEMENT A sentient shield
72 - 73 SILK WORMS A jar of worms
74 - 75 SIMMERING STEW POT Warm and filling meal
76 SMALL STASH A small stash of goodies
77 - 78 STASH OF UNKNOWN COINS A small stash of gold coins
79 - 80 STONE CURRENCY Valuable carved stones
81 - 82 SUMMONER’S BLUEPRINTS A paper scroll with magical instructions
83 - 84 SWORD OF HEROES A talking magical sword
85 TOOLS OF ENCHANTMENT A small bag of interesting tools
86 - 87 TRADER’S CACHE A trader's stash
88 - 89 TREE GEMS Sparkling emeralds as big as acorns
90 TURNIP Shaped like a thingie
91 UNCOMMON MUSHROOMS Rare mushrooms with many uses
92 UNUSUAL DELICACY Valuable arachnids
93 VALUABLE CRYSTALS Beautiful crystals in a range of colours
94 - 95 WAR HORSE An armoured and combat trained horse
96 - 97 WATER FLASK Drinking water
98 - 99 WEAPON STASH A hidden pile of weapons
100 WEIGHTY TOME A metal covered locked book

169
From suspicious ritual sites to highly unusual natural phenomenon, unexpected
beasts to buried treasures, hidden paths and unsettling discoveries. You can find
much to add to your wilderness in these pages.

Welcome to the Encounters How Many?


The following pages contain all the encounters for the We offer over 350 encounters in this section which
Wilderness Chapter listed in alphabetical order. can occur in a wilderness setting, and suggest the
Here we offer further details on the encounters and region(s) in which they would fit best.
how to run them. Some of our encounters present great risks, others
Each encounter we offer here can be found in the ran- great rewards, whilst some are more left field...
dom tables in the wilderness regions sections earlier Some may give exact detail on what the suggested
in this chapter. outcome might be while many are open to your inter-
Should you wish to randomise your encounters you pretation.
can simply refer to the random table in the relevant Use them as is or for inspiration and a starting point to
wilderness region and roll a D100. You can then look build your own tailored encounters for your game.
your selected encounter up in the following A-Z list. We hope these encounters are as fun for you to run
Of course you can also choose whichever encounters as they were for us to write!
you would like to use!

170
System Mechanics
We have used standard terminology throughout so
you can translate these encounters into your chosen
system in a way which is appropriate for your Charac-
ters.
You can find further details on this at the start of this
book in the System Mechanics section. We have
included some additional guidance for those of you
running 5E games.
We encourage you to take these encounters and
make them your own. We have written our encounters
in such a way that, if needed, they can be used and
adapted to progress your campaign’s overarching
Chance plot. Or they can act as unexpected side quests!
Everything can be found in the pages that follow, from
Some encounters present options that have a chance quick combat encounters to uncovering ancient sites
of occurring, these have a percentage shown in that would be a full adventure in their own right.
brackets, e.g. (10%), simply use percentile dice to
determine if the option is in the encounter. GM Tips
Conflicting Text There is no right or wrong way to run these encoun-
ters. They are designed to be a mix of challenging,
Due to the random nature of the encounter tables you thought provoking, inspiration sparking, background
may end up with some conflicting effects taking place flavour and, most of all, fun for all involved!
in the same location.
Either choose whichever suits your game most, apply
them in the order rolled, with newer effects taking
precedence over previous ones, or even mash them
together to make a new hybrid combination of en-
counters.

Enchanted Items
Where an encounter suggests an enchanted, mas-
tercrafted or magical item is present, you will need to
choose an appropriate item for the system and power
level you are using.

Find Your Balance


It’s completely your decision on how much you
choose to embrace the randomness!
When a set of random rolled encounters don’t work
well together, just re-roll or pick more appropriate
encounters.
171
A Dog Called Sassy Adventuring Kit
Plains Wilderness Boon
This long nosed fluffy collie dog approaches the An extremely useful adventure kit in a sturdy leather
Characters. pack, featuring a hammer, axe, knife, lamp oil, whet-
The dog appears well fed, well groomed, and stone, tinderbox, pan, rope, climbing pick, a few days
has both a collar and a small tag, marking it as rations and appropriate clothing for the environment.
domesticated. There is even a chance (20%) that a healing potion
Wagging their tail, they bark repeatedly and would be part of the kit.
rhythmically whilst trying to get someone to follow
them.
If any Character can understand animals, or if they
follow the dog, they will discover a farmer [Standard
Commoner NPC] trapped down a nearby well.

A Lone Iris
Desert, Mountain, Plains, Swamp & Jungle
It could not have got here by itself. This exotic plant is
not native to this area and looks to have been planted
with great care.
A small box, perfectly sized for letters, is hidden
nearby and is [Routine] to find.
Alchemical Ingredients
Wilderness Boon
This area is close to the border between two fiefdoms
that have little time for each other, but each aging A sealed pouch filled with dried herbs, spices and
noble has an heir of similar age. fungi Ingredients.
Could the Characters discover a valuable secret The pouch contains enough ingredients to brew up a
here? sizeable batch of fortifying tea, if a Character has the
know how [Routine].
Abandoned Mine Entrance The tea can be used to greatly improve any bonuses
the Characters gain from resting.
Swamp & Jungle
Standing out in this untouched and overgrown natural
environment is a square mine entrance, reinforced
All is Dust
with wooden beams. Desert

The tunnel descends into darkness. There seem to be The Characters have run out of almost all of their
rusted tracks on the floor suggesting carts were used, water, with just a few drops left at most.
so a fairly large operation once ran here. Even the most carefully rationed water supplies seem
It looks to have been abandoned for years though, to now just be a fine dust in their containers.
and nature has been slowly reclaiming the ground and They may decide to proceed and hope for a water
eating away at the support beams. source or change in terrain, turn and retrace their
There may well be some kit or loot worth venturing steps or try to uncover the source of their missing
in to collect, but the structure is less than sound and water.
it’s likely (60%) that a [Large] group of giant toads The water loss may just be bad planning, a leak in a
[Standard Beast] have made a home here and will vital barrel or it could even (30%) be a dust elemental
react badly to intruders. [Elite Monster] that has displaced the water.
172
All Seasons Bedroll Ants Nest
Wilderness Boon Plains
This finely crafted bedroll has multiple layers that Dug out underground, this huge sprawling nest hous-
include a thick water resistant oiled outer skin, a warm es millions of red ants with powerful mandibles which
fleece and a light cotton inner. can deliver a nasty nip.
The result is a bedroll that can be adjusted so the Almost completely invisible and [Difficult] to spot, any
sleeper is not too hot and not too cold. Character who walks over a section of the nest will be
quickly covered by these feisty little beasts defending
Altitude their nest and queen.
Mountain Treat the ant swarms as [Easy Beasts]. However
unless fire or similar is deployed it’s [Very Difficult] to
High in these challenging peaks the thin air offers little actually kill enough to make them stop, and the best
and saps energy and breath from adventurers. course of action is to get out of the area of the nest.
Movement, stamina and concentration are all de-
creased unless Characters can acclimatise. Apparel Stash
Of course any local creatures would not suffer the Wilderness Boon
same problems.
A neatly arranged pile of expensive well made clothes
of the latest fashions, better suited to court events
Ambush Predator than wilderness travel.
Swamp & Jungle The owner is nowhere to be seen and could have
Without warning this huge [Elite Beast] covered in had a teleport mishap, shape-shifted, gone mad and
heavy scales and bristling with teeth erupts from disrobed or is simply relaxing in a nearby pool.
where it was hiding in a pool of black water, and tries
to grab the nearest Character. Archaeologist
If successful it will attempt to drag them to the bottom Arctic, Desert, Mountain, Plains, Sea & Shore, Swamp & Jungle
of the dank waters.
This archaeologist [Standard Scholar NPC] is well
known in their home city, being an authority on an-
Ancient Temple cient civilisations. They lecture on the subject in court.
Swamp & Jungle They have a reputation for identifying the seat of truly
This vine covered ziggurat rises from the sodden plant ancient civilisations and thoroughly looting them for
littered floor. personal profit.
It clearly belongs to an ancient civilisation, but there They’ll approach the Characters and tell of a nearby
are clues that are [Difficult] for a keen eyed Character site that is in a monster infested area, and will offer a
to notice, suggesting that the ancient magics once share of any loot.
worshiped here still reside. The site could be a small ruin guarded by a [Pair] of
There is an opening on the summit that drops down Chimera like [Elite Monsters], or it could even be a
into the unknown. whole lost city full of loot, traps, monsters and ancient
Treat this temple as a small dungeon populated with secrets to uncover (generate a Dungeon).
giant rats, zombies of long dead priests and pos-
sessed monkeys. Arrows
There is magical treasure to be had, but its ancient Wilderness Boon
power is unpredictable and liable to do more harm Crafted by a talented fletcher, this brace of a dozen
than good... long arrows will fly straight and true.
173
Artistic Tourist Audible Bats
Arctic, Desert, Forest, Mountain, Swamp & Jungle Desert, Forest, Plains, Swamp & Jungle
This noble [Standard Scholar NPC] is a keen and Bats, known to hunt by an inaudible sonar, are
talented artist. They are travelling in these parts to suddenly very audible to all around them and the air is
capture the raw natural beauty. full of clicking echoes.
Travelling with sketchpad and water colours, they will The bats seem unconcerned and are still able to
be deeply engrossed in a sketch when met by the navigate and hunt perfectly well.
Characters. These bats are actually from a type bred to deliver
They may pay the Characters to accompany them to coded messages for a shadowy cult that have
the best viewing points, or may be persuaded to draw escaped into the wild.
the Characters. It would be a [Very Difficult] task for a Character
Their noble upbringing heavily influences their portrait unfamiliar with the coded messages to decipher them,
work though, so any high born Character is almost but if they did it would be akin to finding a trove of
guaranteed a flattering portrait where as anyone else messages sent by the cult.
will get a picture with any flaws highlighted.
Of course the noble is very well equipped. As well as Aurora
their artistic supplies they have “top end” survival gear Arctic
and travelling clothes.
These beautiful blue-green lights dance in the sky
They are not travelling light and have a pair of mules on the northern horizon. They float closer and clos-
to carry their glamping kit. er to the ground, hovering tantalizingly almost close
enough to touch.
Astronomer If the Characters are unlucky (20%) then they are
Arctic, Desert, Mountain, Plains, Sea & Shore about to encounter a [Small] group of Aurora Wraiths.
This mage [Elite Wizard NPC] teleports around the An Aurora Wraith is a [Standard Monster] with a freez-
wilderness, searching for the best unbroken view of ing touch that is [Difficult] to damage by non-magical
the stars to assist in their work. means.
They are tracking several interesting comets and However they are vulnerable to very bright lights.
asteroids, as well as mapping the stars from several
specific points. Avalanche
They are happy to meet the Characters, this being Arctic, Mountain
lonely work, and even more happy to share tales of
their work and predictions based on the stars. This region has had heavy snowfall recently and is
now susceptible to avalanches.
They’ll inquire as to the birth month of the eldest
Character. Any loud noises could trigger the snow to run down
the hills like water, demolishing all in its path.
On finding out, they spend much time pouring over
charts and graphs, frantically taking notes. They then The phenomenon is bewitching to watch from a dis-
proudly announce that they predict that Character will tance, and terrifying up close.
find the colour blue lucky this week, although they It would be [Routine] for a loud noise or any actions
should take care of any big investments and save which disturb the snow to trigger an avalanche.
their gold until the moon has waxed (or similar vague An avalanche covers a large area and would be [Near
advice). Impossible] to outrun.
The advice is actually sound and should grant a minor
benefit to the Character if they follow it.

174
Bark Door Bears
Forest Forest
In the trunk of this large tree there is a tiny wooden These bears are not so much having a picnic as fin-
door barely a foot in height, well concealed and with a ishing eating the recent corpse of an unlucky traveller.
tiny doorbell next to it. The [Small] group of bears [Standard Beast] don’t like
If any Character is versed in fae lore it would be [Rou- being disturbed and seem to have picked up a taste
tine] to know that if a gift is left before ringing the bell for flesh. They round on the Characters and attack!
then the fae folk of the forest may answer and give
greetings and advice. Beast Sett
However, ringing the bell with no gift in place will an- Forest
noy the fae folk instead, and almost guarantee some
tricks will be played on the Characters as they travel Under the roots of this big fir tree, huge holes act as
or camp in the forest. the entrance to a twisting maze of tunnels.
There are a [Large] number of Dire Badgers [Stan-
Barren White Wastes dard Beast] who call this place home. Whilst they
usually prefer to stay away from people, they will not
Arctic thank anyone getting too close and will fiercely defend
There is nothing to hunt here, no vegetation to attract the sett.
animals, no animals to attract predators and nothing The sett runs deep and could well connect to caves
with which to replenish supplies. and old mines in this area.
As a harbinger of a possible grim future the Charac-
ters come across a frozen corpse, missing limbs and
covered in suspicious looking bite marks.
Biting Winds
Arctic, Mountain
The corpse looks to be wearing clothing deemed fairly
modern and does not appear to have been here long. This unrelenting biting wind cuts through cloth and
gaps in clothing to sting the skin below.
They are likely (60%) to have a [Pair] of insane and
desperate cannibals [Standard Warrior NPC] try to Any Character dressed appropriately will find it [Rou-
ambush them in the near future. tine] to cope with the effects of the cold
Those not fully equipped, or unused to these condi-
Beach Hair tions, will start to suffer with exposed hands and feet
particularly affected.
Sea & Shore
The mix of salt and minerals in the water of this region Bizarre Suns
have a dramatic effect on hair, beards and fur.
Arctic, Desert, Plains, Sea & Shore, Swamp & Jungle
It acts like a very strong hair setting agent when either
combed into hair or sprayed on by rough surf. Navigating by the sun just got a lot harder as now
there are two suns visible in the sky.
The firm hold provided by the salt water can lead to
some outrageous hair styles and any Character with This also means that without shade the brightness of
any styling skills would find it [Routine] to use the the twin suns makes it [Difficult] to see properly, and
effect to enhance appearances. any Character sensitive to sunlight is in for a bad time.

However, without some styling assistance any Char- Hopefully this is just an illusion, freak atmospheric
acters with particularly long hair, beards or fur coats event, trick of the light or weird reflection.
will start to look very unkempt as spikes of hair will Otherwise a new sun has appeared, which cannot be
form in a haphazard manner. good news for the world as a whole and would lead to
a new era of rapidly rising temperatures.

175
Black Pools Book of the Eye
Swamp & Jungle Wilderness Boon
This region has a [Very Large] number of jet black The leather cover of this worn book features a reptile
water pools that are almost impossible to see through. eye which looks suspiciously at the Characters.
Characters will have no idea how deep they are, or This grim tome is one of a pair of books that allow for
if anything is lurking beneath the surface waiting to long distance communication. Any text written in one
ambush. book appears within the twinned volume and vice ver-
The pools are actually nests for Stgyian Ink Maws, sa, as long as the writing is in an infernal script.
amphibian ambush predators [Standard Beast] who It’s also possible to activate the eye to scry and report
extrude a potent black ink that turns the pools they on whatever is in the surroundings of the book if the
wallow in into the colour of the void. correct activation incantation is known.
The biggest question of course is who holds the twin
Blizzard volume of this book?
Arctic
The snowflakes that have been drifting in the air are
now falling with a purpose.
Getting heavier by the minute, these large flakes set-
tle thickly onto the snow fields.
The air is so thick with falling squalls of snow that
visibility is reduced to near zero and tracks, paths and
footprints become quickly hidden. Boulder Guardian
It will be [Near Impossible] to see and navigate in the Forest, Mountain, Plains
blizzard and unless the Characters can take cover, This seemingly innocent pile of rocks suddenly comes
make a shelter or otherwise negate the cold they will to life and forms into a formidable Stone Golem [Elite
take [Light] damage. Monster].
Any cover must be robust as a large weight of snow The Stone Golem is a slow opponent, but packs a
will quickly settle atop it. A shelter collapse would punch and is resistant to most attacks.
leave Characters burried and in dire straits. These Golems, animated by powerful magical influ-
ences, are usually used as subtle and effective guard-
Boggy Ground ians for hidden entrances where actual guards would
Plains give away the location.
This deep green area is not grass but an extensive
field of moss covered bogs. Bounty Hunter
As the Characters enter the area they will find the Plains, Desert
ground sinks slowly beneath them and oozes out a This group of travellers is a well known bounty hunter
foul brackish water and gagging stench. [Elite Performer NPC] and their [Equal] entourage of
The ground makes movement slow right down, and eager fans and followers [Easy Warrior NPC].
it would be [Routine] to avoid falling in to the boggy The bounty hunter is loud, brash and good at making
ground. friends with their many impressive tales of villains
Also any Character not wearing high watertight boots caught and wrongs righted.
is going to get very wet feet if they have to walk on However, they are much better at telling tall tales of
this ground. their deeds than they are at actually catching anyone.

176
Bramble Maze Bunch of Flowers
Forest Wilderness Boon
This path through the forest ends abruptly in a thick A hand-picked bunch of flowers carefully chosen to
blackberry laden wall of brambles. Disconcertingly, reflect the Character’s traits, there is a simple hand
retracing steps will also lead to a bramble wall; the written note saying “thank you” but no sign of who left
Characters are trapped within a maze... them here.
A close look within the brambles will [Routine] spot
bones and skulls entwined amongst the thorny plant Burial Grounds
interior.
Plains
The brambles themselves are alive and slowly moving
This area is rife with barrows and stacked stone
to try and trap, then devour the Characters.
cairns marking burial sites.
They try to achieve this by keeping the Characters
A [Very Large] group of Skeletal Warriors [Easy Mon-
lost and travelling within the maze, then when they
ster] roam the land by night led by a fearsome Tomb
stop to rest the plants encroach and try to entangle
King [Elite Monster].
the tired and sleeping Characters.
Of course, any Characters breaking into the tombs
It would be [Very Difficult] and time consuming to find
and barrows may also meet the local guardians in the
an exit from the maze.
day time.
It’s possible to hack and fight your way out, with each
individual section of the maze counting as a [Standard
Monster] and there being a [Large] or [Very Large]
Buried in the Sand
number to get through. Desert

The maze, and of course the forest around it, are also Uncovered by the endlessly shifting sands, the upper-
vulnerable to fire. most parts of an ancient structure have been revealed
unexpectedly.
Breaking Waves Characters who investigate may find a way in and
discover that, although sand has not filled the interior,
Sea & Shore
a [Horde] of Dune Scorpions [Easy Beast] now call
High winds have made for large waves in this area this ruin home.
that break against the shore or ship.
Characters must take [Routine] care to avoid being Burrowing Monsters
knocked off balance when waves hit, and will find that Plains, Swamp & Jungle
visibility is reduced by the salt spray in the air.
This is the hunting ground for an [Equal] sized pack of
Red Ridged Fang Eels [Easy Monster].
Bridge Troll
These creatures travel just beneath the surface and
Plains
burst out without waring to ambush prey.
Characters hear a gruff voice challenge them as they
They have a poisonous bite, creating a wound that
cross this bridge.
festers, so despite their relatively small size they can
The owner of the voice is unhappy with the noisy foot hunt impressive prey!
traffic above on the bridge they call home, and steps
Characters who are not heavily armoured will be
out to block the exit.
targeted.
It emerges to be a [Lone] Bridge Troll [Elite Monster]
Any bites deal only [Minor] damage initially, but con-
which will refuse to let anyone cross unless a large
tinue to wound the Character, increasing over time,
goat can be found at short notice.
until proper help can be found.

177
Camel Train Carrion Moss Carpet
Desert Forest
These creatures, equipped with humps filled with This strange thick moss covers everything in this
water reserves and large feet to move across sand, area, engulfing trees, plants and any trails in a smoth-
are used as beasts of burden to transport goods and ering deep blood red mossy blanket.
people across the dunes. The moss is somewhat wet and bloody liquid pools
They walk in single file and you can hear the grum- when the moss is depressed.
bling for many miles around. The moss is soft underfoot and on average is around
This caravan consists of a [Small] number of nomad- one foot deep. Larger and heavier Characters may
ic merchants [Standard Performer NPC] and their begin to sink into it alarmingly.
[Large] group of caravan guards [Standard Warrior Characters may realise the moss is carnivorous and is
NPC]. They may present trading opportunities and slowly digesting all animals and insects it touches.
some very interesting information on the area for the
Characters. It is [Difficult] to travel through the moss and any
Character without suitable protection will receive
[Light] damage from repeated contact.
Capture Nets
Swamp & Jungle Carved Horns Arch
This whole area has been rigged with primitive hunt- Arctic, Desert
ing traps; concealed or submerged nets, tripwires and
camouflaged deadfalls are scattered all around. Two enormous horns, resembling giant twisted tusks,
rise to form an archway.
The traps are [Routine] to notice, but any Character
moving faster than a slow, careful pace will find it [Dif- There seems to be a well worn path which heads
ficult] to avoid falling victim to a trap. under the arch.
It’s likely that making a lot of noise in the area or set- There are strange engravings on the horns, and Char-
ting of a few traps will attract a [Large] hunting party acters should be extremely cautious if approaching
[Standard Ranger NPC] looking to see what they’ve this magical archway as it is set in a place of power.
caught. These hunters may or may not be friendly... This is likely a long dormant gateway to an infernal
realm, let’s hope nobody tries to re-open it...
Carnivorous Bunnies
Forest, Mountain, Plains Catacombs
Unlike normal bunnies these have a taste for flesh. Desert

Untrained eyes would find it [Very Difficult] to spot The sands here are not empty, just below the shallow
the difference between these and normal rabbits, so surface lies a series of ancient catacombs.
Characters may wander in to attack range. They are used today by traders and smugglers for
This [Equal] sized fluffle of Horrific Rabbits [Easy storing goods and escaping the heat of the day.
Monster] strike with a powerful leap, jumping to attack These tunnels are famously maze-like and many who
exposed necks with vicious teeth for a [Major] amount venture too far in are never seen again.
of damage. The rumour is that Sand Ghouls [Easy Monster] hide
Characters can always avoid the encounter entirely, amongst the deepest reaches of the catacombs.
or disengage, by shouting “run away” and running The Characters may find a recent collapse has
away. opened a new entrance no-one else has found yet!
It’s highly likely these rabbits are part of a devilish
joke.

178
Challenging Slope Cloud Formations
Mountain Desert, Forest, Mountain, Plains, Sea & Shore, Swamp & Jungle
The treacherous terrain and poor footing, combined The clouds look soft and fluffy, Characters imagine
with very close ravines, is likely to require the Charac- they would be soft to the touch and comfortable to
ters to proceed in a line while roped together. sit on. The clouds, while numerous, leave plenty of
Traversing this area would be a [Routine] task for a cheerful blue sky to cheer the Characters. So far so
trained climber. idyllic.

Of course it is possible that any Character falling As is traditional, everyone may take a moment to look
could set off a chain reaction and take the other Char- at the different cloud shapes and play “spot the cloud”
acters with them! where someone calls out what a cloud looks like and
the others must point to the cloud in question.
Charged by the Sun All is going very cheerfully until a Character spots a
cloud which is shaped exactly like a face, looking right
Desert at them.
Approaching at a rapid pace under a noon-day sun The cloud face winks.
are a [Pair] of Lurid Sunsaurs [Elite Beast]. These
giant mottled lizard-like creatures are after fresh meat.
At night these diurnal predators are docile, tired and
Cloud Piercer
of little threat, however when the sun rises they be- Mountain
come frenzied hunters and a scourge of the sands. Whether a very high mountain or a low cloud, the
Any Character able to put these creatures in the result is the same. The Characters are now inside a
shade will be able to calm them down. thick billowing fog with visibility often down to a few
feet.
Charging Beast This in itself makes travel far more difficult, but the
real danger is in the near silent advance of a [Small]
Plains pack of Sky Talons [Standard Monsters].
A herd of large grazing animals call this area home. These monsters resemble large feathered cats with
Alarmed by the intrusion of the Characters into its elongated fangs and talons for feet that are almost
territory, the huge horned Booming Auroch Bull [Elite fully transparent and [Very Difficult] to see with the
Beast], panics and charges the brightest dressed naked eye.
Character (red as a preference).
The [Horde] of Lesser Aurochs [Easy Beast], startled Cloud Tree
by the bull, are very likely to begin a stampede if the Forest
[Very Difficult] task of calming them is unsuccessful.
This is the tallest tree in the forest, grown beyond the
Of course any Characters with wrangling experience limits of nature and so high that its upper branches
would find it [Routine] to control the herd. reach the lowest clouds.
Oddly, the Characters didn’t see this tree from afar,
it only seems to have appeared now they are much
closer to it.
If observed, the clouds seem to move strangely, each
staying over the tree for a day or so before moving on.
Any Characters able to climb or fly to the top will dis-
cover a fey town that interconnects to other realms via
pathways in the clouds.

179
Clumps of Reeds Colossal Machine Wreck
Swamp & Jungle Plains
Thin, dark reeds grow here in hairlike clumps where Giant cogs, springs and a broken wheel the size of a
the mud and water allows. barn stick out from the plain amongst a slew of me-
Whilst these look like patches of more stable ground, chanical debris of all types.
they are in fact the backs of a [large] knot of Giant There is probably some good salvage to be had,
Brawny Anuras [Standard Beast]. which would explain the [Equal] group of scavengers
These oversized toad beasts have a poisonous spit [Standard Rogue NPC] led by a scruffy warlock [Stan-
attack that can [Routine] paralyze targets for a short dard Wizard NPC] rummaging through the wreckage.
time. They have laid claim to this salvage and don’t feel
They also don’t like being trodden on! like sharing. If the Characters leave them alone they
would return the favour.
It would be a [Difficult] task to notice the clumps for
what they are.
Concealed Contraband
Wilderness Boon
A large crate sealed & wrapped in heavy oiled cloth. It
looks like it was hidden with purpose.
Inside is a trove of less than legal goods, narcotics
and alcohol.
The trove is split into nondescript bottles and boxes,
and some fine crystal vessels clearly meant for the
Cold Nights richer clientelle.

Desert
Constrictor Snake
Characters may already have realised that nights in
Swamp & Jungle
this desert are extremely cold. If not they find out very
quickly during the first night! Whilst travelling in this area, the lead Character would
With nothing to hold the heat, and clear skies above, find it [Very Difficult] to spot the huge Grand Constric-
the temperature plummets rapidly. Any Characters not tor [Elite beast] masquerading as a fat tree root.
equipped for the cold will suffer [Minor] damage. Right up until they brush against it, at which point it
Huddling around a fire would negate this, but could attacks with the advantage of surprise.
attract attention from far and wide across the area. It will try to curl around the Character’s neck and start
to squeeze.
Cold Waters If successful, it will be [Difficult] to hit the snake with-
Sea & Shore
out also damaging the target of its constriction.

The water here is barely above freezing and sloshes The snake may already have a suspiciously large
slowly like blood, somehow thicker than normal. bump in its mid section which the Characters may
want to investigate if they slay the beast.
Any Character entering the cold water will suffer
[Light] damage and would find it [Routine] to avoid It could turn out to be someone they knew, or maybe
cold water shock that would briefly incapacitate them. some loot.

Anyone staying in the water would continue to receive It may also be a mythical beast of some form, or even
regular [Light] damage until they exit the water or a writhing mass of smaller snakes.
freeze to death.

180
Crab Swarm Creeping Blooms
Sea & Shore Forest
Yearly the crabs have to migrate to the coast, into the This area is home to a [Beyond Count] number of
water and across the ocean. If encountered on land Creeping Blooms [Easy Monster]. These unnatural
they are an annoyance, getting underfoot as they looking plants stand taller than a man, with a crop of
carpet the terrain. vine like tendrils beneath a large tasteless flower.
In the water however, they are a dangerous [Beyond Whilst mobile and carnivorous, the plants are incred-
Count] swarm of [Easy Beast], able to swim and hunt ibly slow moving. A Character would have to get very
by dragging prey to the sea floor where they over- close to be subjected to an attack where the plant
whelm them. quickly lashes out with its tendrils.
Any Character in shallow waters is likely to experi- They are [Routine] to avoid, however they are ev-
ence an attack. erywhere and it would be a foolish group that set up
camp here!
Crack!
Mountain Crevasse
The ground underfoot turns out to be a thin combina- Arctic
tion of ice, snow and rock stretching above a black A deep crevasse cuts across this area and gives rise
abyss. to an eerie whistle as the wind picks its way through
Without warning it starts to give way under the weight the depths.
of the Characters! The crevasse is covered with a thin layer of snow
It will be [Difficult] for the Characters to safely nav- and ice in many areas, and fully collapsed in others,
igate the cracking ice back to firmer safer ground, creating a treacherous maze of small unstable paths
however this could be made easier by throwing any across the area.
heavy gear in to the already formed gaps between the Characters should take extreme care when travelling
ice. through this area. They will find it [Difficult] to avoid
slipping and sliding, which could trigger a further col-
Crashed Ship lapse of the thin ice.
Mountain It is [Very Difficult] to see which areas are the least
stable, but if a Character manages to find a safe route
A curved wooden hull sits at a jaunty angle on this then this journey would be [Routine].
mountain ledge.
It could have been an airship that crashed or an out of
place sailing ship, however it is now home to an evil
Cursed Violin
tempered Air Elemental [Elite Monster] that is tied to Wilderness Boon
the crashed ship by binding wards. This valuable looking beautifully crafted instrument
The elemental was enslaved to the ship and used to is carefully wrapped in heavy velvet and sealed in a
provide favourable winds. case to protect it from the elements.

It is not particularly happy with its lot in life, and The violin is indeed a mastercraft instrument capable
doesn’t much care who is responsible. of playing truly emotional music and giving bonuses
to any performance it’s used for. However it is also
The Characters may garner some favor with it if they cursed.
were to free it, or they could just end up with an angry
air elemental than can follow them anywhere. For a week after playing the violin, the performer will
find all shoes in existence are suddenly very uncom-
fortable.

181
Dead Birds Deadly Storm
Swamp & Jungle Sea & Shore
Lying all about are dozens of feathered bodies be- The waves rise higher than the mast, the rain lashes
longing to a local songbird species. sideways and the salt spray covers everything.
They seem to have just dropped dead and fallen from All Characters who are on board are soaked through
the trees, they show no blood or visible marks of inju- and must attempt the [Difficult] task of navigating the
ry. Although a thorough check [Difficult] could ascer- storm and keeping the ship afloat.
tain that they died from fright, and all their eardrums The Characters must steer the ship, man the rigging
have burst. and navigate the huge waves as the storm tries to
If the Characters spend too long in the area they sink them!
may meet the [Lone] Drowned Howler [Elite Monster] The ship will try to run with the wind, although too
responsible. much sail could break the mast in these winds.
This undead creature is the angry spirit of a drowned The ship must travel forwards with enough momen-
maid, and has an unearthly scream that can cause tum to traverse the huge waves. If she is caught
[Major] damage to all who hear it. sideways, or fails to make it over the peak, the waves
will capsize her.
Dead Copse
Swamp & Jungle Decayed Tree
The dank waters have invaded and claimed this Forest
wooded area causing all the trees to drown, leaving The bare branches of this tree have no leaves or oth-
only their broken, twisted and skeletal remains. er sign of life, however there are many simple trinkets
The vast root systems of this former forest are now a formed from woven twigs tied throughout.
tangled underwater trip hazard and home to a [Large] When the sun shines through at a certain angle, the
number of Murder Vines [Standard Beast] that will try dead branches and trinkets form a strange shadow.
to entangle and drown any trespassers.
This is an altar to an ancient forest god, and any holy
Any vessels that rely on oars or poles will soon find magic cast near to the tree will have its effect twisted
them stuck in either the roots or a Murder Vine. and reversed until it becomes a harmful spell.

Defending Territory
Forest, Mountain, Plains
Notorious for their evil demeanour, this [Large] group
of stealthy Iron Maw Stalkers [Standard Beast] hate
intruders in their territory.
These nocturnal jackal creatures emerge at night to
rid the area of the cuter and less vicious wildlife.
They will attack the Characters if they rest in the area,
stalking from their den to attack with little warning.
They will also attack in the day if the Characters wake
them by straying too close to the den.
If attacking after being woken in their den they will
enter a rage, but they cannot see well in daylight so
that’s something.

182
Delicious Herbs Doldrums
Wilderness Boon Sea & Shore
Any suitably trained Character will [Simple] notice The water is still, the air is still, the sun is relentless
this collection of plants combine into a sauce that will and the ship is going nowhere.
make even a meal of warm mud delicious. It would be [Simple] for Characters to avoid turning to
a foul mood, however any hired crew may not be so
Detailed Map lucky and will be increasingly agitated the longer the
Wilderness Boon ship stays still.
Inside a wax sealed scroll tube is a fresh looking map.
The area detailed in the map is not familiar to the
Dove
Characters, but it uses two distinctive landmarks and Sea & Shore
is highly detailed. The Characters see a white dove flying alongside
There is a clear X. Now all the Characters need to do them.
is find the landmarks. It has something in its beak. They may wonder if it
has been sent from a ship much further out to sea
to find land, and return with a twig to share the good
news.
As the dove flies past, the Characters notice it is hold-
ing not a twig but a severed finger.
It is not clear if the dove’s owners will consider this
good or bad news.
The Characters may follow the slow flying dove to find
Dire Crows out!

Forest, Mountains, Plains


Down the Rabbit Hole
A loud cawing murder, consisting of a [Horde] of Dire
Crows [Easy Beast], is winging its way towards the Forest
Characters. The most noticeable feature in this area of the forest
There is little time to prepare before the crows attack. is a large burrow between the roots of an old oak tree.
They will target the tallest Characters first, and any Characters glimpse a flash of white fur vanishing
with uncovered faces, going for the eyes. down it in a rush, as if the wearer had just ran into the
hole.
Dog Packs The hole is only two foot high and looks to go deep
Plains
into the earth.

These wild dogs [Easy Beast] are smaller than wolves Any Character following the tunnel will eventually
but hunt in a [Horde] large pack. meet an [Equal] group of Sentient Woodland Animals
[Standard Commoner Beast] and a Gnome Druid
Led by the top male and female dogs [Standard [Standard Cleric NPC] busy preparing for a dinner
Beast] they hunt this area for young, old or injured party.
prey. Often following and harassing them over long
distances. Despite their unusual surroundings, there is fine fare
and an extensive set up including a full fine china
Any Character not on full health may attract unwanted dinner service and silver serving tools.
attention, and this pack will make best use of their
large numbers.

183
Drift Wood Eerie Silence
Sea & Shore Mountain
This drift wood is very strange and certainly not from The peaks in this area are suddenly silent. Not even
any local species of tree given it’s odd purplish hue. the noise of the wind is to be heard.
The length of this six foot slab of iron hard wood is Something is preventing noise here, and Characters
covered in intricate and very small carvings of amaz- will soon notice they also are silenced and unable to
ing detail. talk or make noise of any kind.
It would be [Routine] to study these carvings, and get An [Equal] group of Rock Orc [Easy Monster] hunters
some insight in to the fanatical island cult that carved take advantage of this to ambush unwary travellers.
them.
It would then be [Difficult] not to go slightly insane for Eggs
a while as a result of the eldritch knowledge uncov- Wilderness Boon
ered.
This clutch of a dozen vivid and brightly coloured eggs
are valuable when sold, delicious when eaten or could
Drifting Hulk be incubated to see what little beasts hatch out.
Sea & Shore
A tangled mass of wrecked hulls drift together forming Eggs in the Sand
a makeshift man-made island. Sea & Shore
The ‘island’ is called jetsam and has a [Large] popula- There is a deep furrow in this patch of beach heading
tion of cast away sailors [Standard Warrior NPC] who inland as if something has dragged itself along.
call the lashed together wrecks home.
Following the trail will lead to a newly dug hole, almost
They are angry and resentful at being left here follow- nest-like, that has been partially refilled with sand and
ing an unsuccessful mutiny, which failed mainly due an [Equal] amount of large, human sized purple eggs
to a complete lack of cooperation. But no shortage of can be seen pulsating within.
bloodthirstyness.
If disturbed, or the Characters spend long here, these
The sailors will try to beg passage from the Charac- will each hatch to each reveal a Sea Leviathan Young
ters and would be up for another go at taking over a [Standard Monster].
ship if the opportunity presented itself.
While new to this world and a fraction of their potential
adult size, these acid spitting, armour plated demon
Eagles Nest turtles are still deadly.
Mountain
A barely visible collection of moss and sticks marks a Empty Chest
nest where a giant eagle raises chicks. Arctic, Desert
The harsh terrain means fewer predators for them, This small highly ornate chest sits atop a plinth of
consequently the parent has to roam huge distances rock, protected by a dome two foot in diameter.
for food and the nest is often left unguarded.
Any attempt to move or break the dome will make it
With a giant eagle chick worth a lot of coin to the right explode in a shower of sharp glass shards capable of
buyer, the climb to the eerie may be well rewarded. [Light] damage.
Although if the Giant Eagle [Elite Beast] was to dis- The chest itself is empty and overly heavy for it’s
cover anyone stealing from its nest it would make small size. When a key phrase is intoned (found inlaid
them regret that decision. inside the lid) the dome regenerates to protect the
chest.

184
Enchanted Ivy Exotic Floral Arrangements
Forest Wilderness Boon
The trees here are smothered in a thick, fast growing Growing in a patch of soil here is a glorious bloom of
ivy which suffocates life, leaving this area of forest exotic flowers which are both rare and valuable.
heavily overgrown. They will need to be transported carefully and cared
It is slow going here as dense curtains of ivy need for expertly to keep them alive to sell.
to be cut to make any progress. This is made all the
more [Difficult] as the ivy grows as quickly as it is cut. Explorer
Engineered Tunnel Arctic, Desert, Forest, Mountain, Sea & Shore, Swamp & Jungle
This highborn explorer [Elite Ranger NPC] is famous
Arctic
in their home country, regaling the nobility with tall
This tunnel does not look natural, being almost per- tales of exploits and discoveries.
fectly round and heading down at a steep angle. They always return with tales of adventure and an
If they choose to explore, Characters will need ropes exotic gift for the ruler back home.
to descend as the sides are steep and slippery, de- Can the Characters help with either of these? They
scending quickly into darkness, a [Difficult] climb. will be richly rewarded and potentially pave the way to
Once down in the dark, the Characters will discover a warm welcome at said ruler’s court should they ever
the remains of an ancient and alien city. pass by.

Enormous Toadstools
Forest
A low mist hangs obscuring the tree canopy, leaving
only the outline of the trunks visible.
As the Characters get closer to these trunks it would
be [Simple] to see these are actually huge toadstools
not trees, and the mist is actually their spores.
Any Character not able to filter out the spores will take
[Minor] damage from violent coughing fits caused by
inhaling the spore cloud.

Evanescent Gas Exposed Leviathan Bones


Mountain, Plains
Arctic
A recent earth movement has revealed huge ancient
A light green, vibrant gas suddenly rises from the bones buried in the ground.
snow all around the Characters! Almost as soon as it
starts it has gone. Despite it’s brief existence the gas There seem to be several different animals here from
is a potent sleep toxin that is [Difficult] to resist. different species. Characters can explore further to
find out more, as the skeletons do not seem to be
This gas is actually produced once a day by a large obviously related to any animal known in the world
green crystal that is buried under a shallow layer of today.
snow.
There may be value here to the right scholar to study
A [Large] pack of Ice Weasels [Easy Beasts] often them, or as an alchemical ingredient. Or curiosity may
come here just after the gas releases to see if there lead the Characters to dig deeper to attempt to find
are any easy pickings to feast on. out more of this fossilised story!

185
Eye of the Storm Falling Leaves
Sea & Shore Forest
The angry seas suddenly calm, the huge waves relax Unusually for this time of year the trees are shedding
back into the waters, the wind drops and an eerie their leaves, almost in response to the passing by of
calm descends. the Characters.
The Kraken, having waited patiently for the Charac- As the dead leaves blow in the wind they seem to
ters to enter the storm’s eye, raises a [Large] number form into sinister looking shapes that briefly resem-
of tentacles that each count as individual opponents ble claws and teeth before falling apart and forming
[Elite Monster]. again.
The Kraken’s attack will only last during the lull in the Whilst these wind born leaf constructs cause no phys-
storm, after which it’ll sink back into the depths with ical damage, any Character caught by a leafy tooth
any victims it managed to capture. or claw will feel a sharp unnatural pain that causes
[Light] psychic damage.
Eyes in the Dark Characters will need to either flee, burn down the
Swamp & Jungle leaves or dispel the foul magic behind this phenome-
non.
Once darkness falls in this area (and the Characters
may be set up to camp for the night) they would find
it [Routine] to spot the reflective eyes of the gathering Fantastic Music
number of Ghost Cats [Standard Beast] that are start- Arctic
ing to surround them. The endless wind seems to sing a happy song as it
These pale big cats are pride hunters, and won’t at- whistles past the Characters.
tack until there is a [Large] group of them gathered. It raises spirits and fortifies tired, cold legs and heads,
They could be scared away if attacked before they giving the Characters the same benefits as having a
are at full numbers, and particularly do not like bright good rest.
lights or loud noises.
They are especially adept at ambush pounces, and Fathomless Drop
Characters can expect to be attacked without warning Mountain
from behind.
This area of the mountain has a deep, dark chasm to
one side, which is visible from the higher slopes that
Fabled Treefolk many of the scree fields feed directly into.
Forest, Swamp & Jungle Any Character travelling this way should take ex-
The Characters will quickly realise that the reputation tra care to traverse these slopes, as a fall down the
for peace and thoughtfulness attributed to this [Pair] of chasm could spell doom as it has no visible bottom.
Ancient Treemen [Elite Monster] is completely made The loose rocks near the sides of the chasm are par-
up. ticularly deadly and make for [Difficult] conditions.
While slow, these tree beings land crushingly heavy
blows to any Character not quick enough to dodge the
multiple flailing limbs.
The Treemen prefer not to move, but they can do so
slowly.
They are angry and want any intruders out of their
forest!

186
Ferry Trip Final Slumber
Swamp & Jungle Swamp & Jungle

A large open patch of fetid water in this area blocks This area of brackish water pools is eerily quiet and
movement forward, however a small raft attached seems devoid of wildlife.
to a rope stretching to the other side offers a way to This is actually the hunting ground for a [Lone] Slum-
navigate across. ber Worm [Elite Monster] and is avoided by the local
This route across will save hours as the dry path animals.
has to wind all the way around the edge of the deep These monstrous giant worm-like creatures can grow
waters. up to twenty feet and they exude a toxin into the air
The suitable nature of this crossing for robbing travel- that sends its victims to sleep.
lers has not been lost on an [Equal] group of outlaws The favourite tactic of a Slumber Worm is to emit it’s
[Standard Ranger NPC]. toxin gas from hiding and then push any sleeping
They will lay in wait until the ferry reaches the midway victims into the pools to drown.
point before making themselves and their crossbows They are not much to look at.
known.
Firewood
Fields Without End Wilderness Boon
Plains
Carefully stored stash of seasoned bone dry firewood
There are no paths or landmarks here, the long green which will burn without smoke.
grasses extend to the horizon in all directions. The
Logs of various sizes sit with kindling and stones to
only features are very slightly different shades of
create a safe, warm, lasting campfire.
green.
On an overcast day or night it is [Difficult] not to get
lost.

187
Fishing Monster Floral Headdress
Swamp & Jungle Wilderness Boon
Sat on a pulpy stump near the centre of this muddy This crown of fresh picked flowers allows the wearer
pond is a glittering gem that glows a soft yellow. to speak and charm animals, with one of the twelve
This is actually the lure for the Angler Devilfish [Elite blooms withering after the ability is used until none
Monster] that will close its massive maw on anyone remain and the headdress crumbles to nothing.
trying to grab the fake jewel that is on the tip of the
monster’s tongue. Flotsam
Sea & Shore
Fleas and Tics This area of sea has an abundance of flotsam, creat-
Plains ing a blanket of debris across the surface of the water.
The long grass here is infested with fleas and tics. The sheer amount of wreckage makes travel [Difficult]
Any Character who walks through this long grass will especially as there are some traps hidden here that
find it [Difficult] to avoid picking up these little pests. could rip holes in hulls or entangle rudders.

The tics will be just an itchy irritant for most Char-


acters, but an unlucky few may be left with a local Flowers in the Grass
disease. Plains
A small orange-yellow flower seems to be everywhere
Fleeced? in this area, covering almost all other plant life in a
Plains
saffron coloured blanket.

The grasslands in this area are often used by travel- This common flower, known as rattler, is parasitic on
ling shepherds to graze their flocks. The flocks attract grass and is spreading unchecked, killing the grass.
predators, and the shepherds usually travel with their The flower is mildly poisonous to people and crea-
own trained dogs for protection. tures alike, although it has some very useful alchem-
This year a [Very Large] pack of Spike Hounds [Stan- ical properties, it makes travel [Difficult] as extra time
dard Beast] have been terrorising the flocks, and have is needed to ensure mounts and travellers do not fall
no fear of the shepherds or their hounds. ill from excess contact with the flowers.

The shepherds would be keen for some assistance.


Flying Fish
Flesh Eating Seals Sea & Shore

Arctic This [Horde] of Raptor Fish [Easy Beast] can “fly” by


leaping from the water. These flying fish have many
While traditionally high calorie prey for any arctic sharp spines and hooked teeth which can be a signifi-
predator, this [Equal] pack of seals are not what they cant hazard.
seem. They are actually Hook Mimics [Standard Mon-
ster] pretending to be prey animals.
Forest Fire
These shape-shifting abominations look like demonic
multi-limbed insects covered in vicious hooks in their Forest
true form, but right now they look like cute and tasty Where there’s smoke, there’s fire. In this case the
seals. forest is on fire!
They will wait until any Character gets close enough Characters will find it [Routine] to retreat away from
to fire out hooked limbs and gnash with razor teeth the fire, more [Difficult] to advance avoiding the fire
before they attack. and [Near Impossible] to get the fire under control.

188
Forest Lord’s Throne Foxes
Forest Forest
In a clearing surrounded by thick undergrowth sits a A happy family of foxes plays in the clearing, fighting
massive throne formed by the growth of many tree over the last meat on some bones. Bones that look
branches and vines. suspiciously human like.
This throne is where the Forest Lord [Overwhelming As the Characters approach one of the foxes will pick
Monster] holds court over the denizens of this area. up a severed hand that still has a bright silver ring on
They are not likely to be present when the throne is a finger and flee with its family into the forest taking
found but are aware of any intrusion to their glade, the hand and valuable ring with it.
and will be watching through the eyes of the woodland The rest of the remains have no loot of note and a
creatures. [Routine] inspection will find a snake bite to be the
The forest lord can take the form of any oversized likely cause of death.
animal, often settling on a human form with a crown of
antlers if dealing with people. Frayed Rope Bridge
They are neutral to most but will favour any nature Mountain
allies and be openly hostile to those who damage the
forest. Held together with hemp and hope, this rotten flimsy
construction sits atop a long drop. Good Luck!
Forest Toads Without repair it would be [Very Difficult] to get across
without incident.
Forest
This [Beyond Count] knot of slippery hoppers [Easy
Beast] spend dry spells in the ground, happily emerg-
Freak Wave
ing when it’s wet to make a dent in the local insect Sea & Shore
and snail populations. Without warning a huge wave suddenly breaks over
Unlike normal toads, however, these are all very where the Characters are standing.
brightly coloured reds, yellows and oranges. Their Characters will find it [Routine] to keep their feet,
backs shine unnaturally even in the dappled light of although anyone knocked over by the wave will find
the forest floor. themselves dragged out to sea.
They do not seem to have any predators here, hence
are actually very friendly and inquisitive, but Char- Friendly Spirits
acters should be extremely cautious about touching Arctic, Desert, Mountain
them as the toxins on their skin can cause madness
and hallucinations. A [Small] group of ghostly figures approach the Char-
acters.
Fork in the Path These are the spirits of adventurers who have fallen
in this challenging terrain.
Forest
They are friendly, keen to advise on how they fell and
The single well marked and direct path through this want to see the Characters prevail here.
area suddenly divides.
They cluster round, all speaking at once in their ex-
Each new path is equal in size and both look well citement.
trodden, and there is no sign post.
It’s worth noting that the advice is given by those who
Confusingly everyone thought this path was straight failed, in some cases REALLY BADLY, so Characters
and well mapped with no junctions... may want to pick and choose what advice they fol-
low...

189
From Acorns Fulgent Mud
Forest Swamp & Jungle
Amongst the trees here many strange seeds can be The heavy iron coloured clouds and a low mist turn
found scattered across the forest floor. Not unlike everything in this area a shade of dark and dismally
acorns in appearance, it would be [Routine] to realise dull grey.
they are not from any of the native species of trees This poor light makes the [Equal] number of mud
hereabouts. patches that seem to glow brightly with a red hue all
A closer inspection is [Difficult] but could reveal that the more noticeable.
these are not seeds but actually Hazard Moth co- These patches are a couple of feet across, and seem
coons, and the inhabitants may hatch at any time! to indicate that something buried in the ground is
These moths are not a danger in themselves but the glowing bright enough to be seen through the thick
fact that their cocoons explode, sending sharp frag- mud.
ments of chitinous casing flying through the air as If any Characters decide to investigate by digging
they emerge, makes for a truly hazardous environ- down they will find a mesmerising fist sized red gem
ment. is causing each glow.
It would be [Difficult] to avoid the [Light] damage They are seemingly filled with shifting stars that emit a
caused by these exploding cocoons. Although if a way painfully bright red glow and are burning to the touch,
could be found to delay the emergence these would causing [Light] damage when handled.
make handy natural grenades.
Other than the bright light and radiated heat the
stones do nothing more, unless they are all collected
Frozen Bodies together in close proximity.
Arctic
Then they will start to vibrate violently before a few
It is hard to tell how long this pair of bodies have lain minutes later they are all consumed in a massive
here as the cold dry conditions have almost petri- explosion.
fied the remains. The clothes on the two bodies look
strange, more suited to the tropics and not at all to
these conditions.
Full Dining Set
Wilderness Boon
Each wears a necklace of intricate silver with an owl
motif. One also has an iron scroll tube, inside of which This pile of rags looks to be hiding something and is
is a scroll filled with arcane text. full of bumps and lumps.
This is a teleportation spell that is meant to teleport When searched, it emerges to be silver lined en-
anyone wearing one of the owl necklaces where they graved plates and goblets encrusted with tiny jewels.
want to g. However it is flawed and will instead tele- They bear a family crest not known to the Characters
port the wearers to this remote arctic wilderness. unless they pass a [Difficult] history check to identify a
disgraced noble house removed from the records for
Frozen Cave practicing diabolical acts.
Arctic Mixed in with the engraved metal plates and dishes
are fine china gravy boats and cake stands, all deco-
While this dark cave offers some respite from the rated with gold leaf.
biting winds, its ice walls offer no warmth. Indeed they
seem to suck the warmth from any who seek shelter Gold lipped wine goblets and decanters sit atop the
here. set. Along with a full banquet cutlery set.
Whilst Characters stay within the cave there are af- The whole set is valuable but also very fragile. And
fected even worse by the cold conditions and likely to heavy.
suffer at least [Light] damage.
190
Gas Bubbles Rising Glacier
Swamp & Jungle Arctic
The bubbles rise very slowly and pop on the surface This glacier is huge and covers this entire area. It
of the water every few seconds. must be crossed somehow if any travel further this
They seem concentrated in one area, and Characters way is to be made.
would find it [Difficult] to tell from a distance if this is Crossing this churning, constantly shifting landscape
naturally occurring or caused by something hazardous is [Difficult], as paths separate and patches of ground
with big teeth. disappear regularly, leaving gaping holes down into
On closer inspection they will find it is the latter, as a the icy abyss below.
[Lone] Terror Gator [Elite Beast] rises to meet them as Amongst the ever present creaks, cracks and other
they approach. sounds of the moving ice towers, a strangely mechan-
ical buzz can also be heard.
There are also glimpses of metal and machinery to be
seen deep down under the ice.
Is the glacier dragging some ancient machinery along
with it or is the machinery moving the glacier?

Glittering Rockface
Wilderness Boon
This rockface glitters from the dozens of tiny dia-
monds scattered across its surface. There is a good
amount of the gems to be mined, but it may be a time
consuming task to free them from the rockface.

Glow Bugs
Desert, Swamp & Jungle
Giants’ Graveyard These juicy little insects glow in the dark and form
Arctic almost a lit path through the area leading to a cir-
There are huge humanoid skeletons littering the floor cle. The bugs lighting this circle are mostly blue, but
of this valley in the ice and snow of this area. The strangely seem to turn red and dim if any Character
skeletons are three or four times the size of a normal gets too close.
person and are well worn by the weather. The light and colour is created by a clever combina-
Delicate piles of stone, laid out into spiral patterns, tion of chemicals mixing in the insect’s abdomen. This
seem to mark each set of bones and act as grave is also a defense mechanism, if a predator is not de-
markers. The Characters would find it [Routine] to terred by the red colour change then a corrosive acid
notice that this sacred area seems to have no other is sprayed out causing [Light] damage.
footprints and that local animals and hunters must Tonight the bugs seem to be dancing and making
stay away. some intricate patterns in the air.
Disturbing the marker stones or the bones will sum- The patterns grow increasingly complex and the bugs
mon an [Equal] number of ghostly Grave Guardians pause as if expecting a response from the Characters.
[Standard Monster]. These are spirits that reside with- If they do not get the correct response, which would
in an animated swirling cloud of rocks that rise from be [very Difficult] to guess, the entire swarm turns a
the spiral markers. deep, angry red.

191
Gold Pile Grasping Roots
Wilderness Boon Forest, Swamp & Jungle
A neatly arranged pile of small gold bars glints in the The ground in this area is thick with exposed tree
sun. roots that seem to move and undulate when trodden
There are a dozen gold ingots in the pile, which must on.
be worth a small fortune. Characters will find it [Routine] not to trip on the sud-
Whilst unguarded these bars have a spell cast upon den bumps and shifting roots, but should anyone fall
them that makes them weigh many times their normal the roots suddenly become more active as they reach
weight and even a strong Character would find it [Diffi- out grabbing at the fallen and trying to pin them down.
cult] to lift a single bar.

Golden Keys
Wilderness Boon
This pair of heavy gold covered elaborate and over-
sized foot long keys have a value in themselves as
objects, even if just melted down.
But if the Characters can find the lock(s) that a huge
gold key opens then that must be worth more, al-
though the risk of course increases...

Gorewhales on the Hunt


Sea & Shore
Grass Snakes
This [Small] pack of Gorewhales [Eilite Beast] roam Plains
through this area on the hunt and protecting their
territory. These shy reclusive snakes feed on mice and insects
in the grasses here. They are an emerald green with
Gorewhales are akin to giant armour plated bull seals, rather pretty diamond shaped heads which give the
with a single long and vicious looking horn that can impression of intelligence.
grow up to six feet long from the very front of their
skull. They are not aggressive and will flee if they sense
a Character close by, thus are [Difficult] to approach
These predators hunt as a pack with an aim to impale without being noticed.
prey on their long, sharp horns and can also jump out
of the water to attack those on board ships. This [Small] number of Emerald Wizard Snakes [Easy
Wizard NPC] are actually awakened familiars who
used to serve a great wizard before his demise in a
Grand Piano duel with a rival. They can use a few basic spells and
Wilderness Boon even speak some arcane languages.
This surely got here by magical means as it is very
large, heavy and in the middle of the wilderness with Guano
no sign of weather damage. Wilderness Boon
It is of a very rare wood and made by a master crafter, These pungent bat droppings are by all accounts a
its value to the right buyer cannot be underestimated. very valuable resource for alchemical purposes. Al-
But of course the Characters must find a way to trans- though without some form of air-tight container they’re
port it safely back to civilisation first. going to add a certain scent to whoever carries them.

192
Guarded Chest Hanging Vines
Wilderness Boon Swamp & Jungle
There is a [Pair] of guardsmen [Standard Warrior The tree canopy in this area is low and full of hanging
NPC] in travel worn uniforms carrying a small dull box, vines that make any progress dependent on [Routine]
trudging their way across the area. hacking a clear path.
These are tax collectors, given the unenviable duty To make things worse there are a [Very Large] num-
of collecting taxes from the remotest of regions. They ber of Sleep Vines [Easy Monster] that use the hang-
will draw weapons and either warn the Characters off ing vines to hide themselves.
or try to charge them a trekking tax. These long sinuous snake-like creatures look almost
The box itself has a small amount of coins, some exactly like a vine until they attack and are [Very Diffi-
small trinkets and a sheaf of tax collectors notes on cult] to spot.
who to collect from. They get their name from the toxins they secrete that
have a powerful and [Difficult] to resist sleep effect.
Gullies in the Hillside
Plains Hardy Locals
These grassy hills have been eroded by rain over Arctic
many years, the shallow rooted grass does little to An [Equal] sized unfriendly group of hardy looking
stabilise the soft earth and rocks beneath. Resultantly hunters [Standard Ranger NPC] native to this icy
there are many deep gullies cut into the hillside. region are passing by the Characters.
The undulating land offers many ideal spots for am- These locals are used to the harshest of conditions
bushes, a fact not lost on the [Large] gang of Bandits here and will not be sympathetic to those who are not.
[Standard Warrior NPC] that operate here under the
leadership of an outlawed Ranger [Elite Ranger NPC] They won’t offer to share their meager supplies with-
who knows how to use the land well. out extreme persuasion.
If they believe the Characters are ‘over supplied’ they
Hail may try to intimidate or trick the Characters into shar-
ing.
Arctic
In this frozen area there is no rainfall, only hail the
size of, and with the impact of, a sling bullet.
Hawks
Plains, Forest
Those unable to shield themselves from the hail will
take [Light] damage regularly whilst in the hail storm. The Characters would find it [Routine] to realise that
the [Pair] of Star Hawks [Easy Beast] flying high
above them have been following them for some time.
Hammer of Justice
These elegant silver raptors are fast, maneuverable,
Wilderness Boon
very intelligent, and frequently used as familiars or
Laying on the ground here is a large and magnificent awakened spies.
looking war-hammer covered in neatly engraved With enormously wide wings they are fondly known
runes. locally as “flying barn doors”. Their wingspan means
This is a very powerful magical weapon with its own they can glide effortlessly for days over huge distanc-
sentient intelligence and personality, which is very es.
much anti violence unless convinced of the opponents Who is watching the Characters?
guilt. If convinced, it’ll employ it’s full powers to smash
the guilty.

193
Head Shot Heat Stroke
Arctic, Desert Desert
The white skeleton has been stripped bare by animal This environment is not just hot, it’s supernaturally
scavengers so only the clean white bones remain, hot, with temperatures that start to rise up to the limits
with the skull sporting the end of an arrow sticking out of most Characters endurance.
of it. Anyone who tries to do any physical exertion in these
The mastercrafted ironwood shaft is still firmly lodged, conditions will find it [Very Difficult] to avoid becoming
but a [Routine] amount of effort will pull it free to re- disoriented before passing out from heat stroke.
veal the barbed silver arrowhead with runes engraved
all over it. Heavy Going
This enchanted arrow had been specially made for a Swamp & Jungle
legendary adventurer to slay their ArchDemon neme-
sis [Overwhelming Monster], whose remains now lie The constant damp conditions have produced a very
in front of the Characters. heavy, sticky mud which clings to everything, coating
the Characters and their equipment in a heavy sod-
If the arrow is not re-inserted into the skull then in a den layer of glue like earth.
matter of days the ArchDemon will regenerate fully
and become a menace to the world once more. It makes movement, even on paths, slow going and
tiring, the Characters will find it [Difficult] not to be-
come fatigued especially if they engage in combat or
Healing Balm similar strenuous activities.
Wilderness Boon
A sealed jar filled with a pungent emerald green oint- Herbalist
ment bearing a label with a healing sigil. Desert, Forest, Mountain, Plains, Swamp & Jungle
This balm will heal wounds as effectively as any holy This young herbalist [Easy Scholar NPC] is in search
magic although it leaves dark green scars that glow of rare ingredients which are only found in this area.
faintly in the dark.
They fetch a huge price, so any help the Characters
can offer will be well rewarded, however the herbalist
Heartless Old Tree is not a natural explorer and will require the Charac-
Swamp & Jungle ters constant help throughout their search.
This huge tree appears long dead. Only the herbalist can identify the required plants so
Rising out of the damp ground its large hollowed trunk they must accompany the Characters on the search.
almost looks to have features, with branches for arms
and exposed roots for feet. Herd of Bison
Known as the old man of the knot, this landmark is Arctic
avoided by any who know this area well. This [Very Large] herd of huge cows live on the edges
This tree is actually an ancient treeman [Elite Mon- of the frozen wilderness; enormous thanks to their
ster] who tried to prolong his life via the aid of a necro- thick coats, they travel huge distances to find what
mancer. little food there is under the snow.
This did not go well and has left the tree animated and Like most cows, they are no real threat unless
angry at any living thing that gets too close. spooked, then they will charge and attack with hooves
Its roots extend out as far as the tree is tall, and can and horns [Standard Beast].
surprise unwary Characters. Any attempt to hunt them will trigger a stampede,
however their hides make the best winter coats.

194
Hermit Seer Hills & Downland
Desert, Forest, Mountain, Plains Plains
Densely packed small stones, piled high, surround The map clearly shows flat plains, but this area is
this little hovel making it hard to see. in fact downlands, made up of many steep hills that
As Characters approach the Seer of Endings [Stan- must be ascended and descended repeatedly to
dard Wizard NPC] emerges, having foreseen this make progress.
encounter and the Characters’ destiny in quite some While picturesque, these grassy hills are numerous
detail. and quite the endurance trek, and Characters would
They will single out one Character and advise the rest find it [Routine] to avoid becoming fatigued.
that they must stop them before they bring about the
end times. Holes in the Sand
If they cannot persuade the Characters to deal with Sea & Shore
one of their own then the seer will use their own de- The low tide has revealed many small holes in the
structive magic to see to it themselves! sand where burrowing creatures make their tunnels
and wait for the sea to return with the tide.
Hidden Door One of the holes, however, is worryingly large and an
Arctic, Desert, Forest, Mountain, Plains, Swamp & Jungle oversized and angry Colossal Burrower Worm [Elite
Behind a screen of camouflage that is [Routine] to Monster] seems to be emerging.
find lies a sturdy door built into a slight raised area in
the terrain. Hollow Tree
The door is locked and has faded arcane symbols Forest
painted on its surface. This tree, huge old and still green with leaves, has
Does this door lead to a secure cache, a wizards pri- a hollow trunk with a high opening to show the inner
vate study or the entrance to a full size dungeon? trunk within.
This ideal hiding spot contains the nest of a Raptor
High Humidity Bear [Elite Monster] and a [Small] number of young
Forest
[Easy Beast].

The ground in this area seems to be steaming slightly, These dangerous forest predators are a curious mix
making the air very hot and humid. of a large bear with the beak and talons of an over-
sized bird of prey.
Any heavy clothing quickly becomes unbearable and
mosquitoes and midges become problematic as they
bite skin and scalp. Horn of Battle
Wilderness Boon
Hiking Boots This well crafted battle horn lies amongst the debris of
Wilderness Boon
combat with a broken standard, shattered shields and
snapped spears littered all around.
Wrapped in an oiled cloth and stashed away from the
worst weather is a good pair of comfortable, warm, It looks to have been crafted from the horn of a mythi-
dry boots. cal beast.

These are sure to mean dry, warm feet and no This magical horn will boost the courage of all allies
blisters. who hear it, although sometimes it’s better to retreat
and fight another day instead of bravely standing to
And absolutely no soles so thin you can tell where you the last.
are be the feel of the ground alone.

195
Horror in Black and White Hunting Pack
Arctic Arctic, Desert, Forest, Plains, Swamp & Jungle
A [Very Large] flock of Wicked Penguins [Easy Beast] This [Equal] sized pack of Nemesis Hounds [Standard
begin to waddle comically towards the Characters, Monster] have been given the Characters scent by
who will find it [Difficult] to spot something amiss be- someone and they are hunting down their prey.
fore they engage. These magically crafted dogs are superb hunters,
When in range these twisted creatures attack, sliding and never tire or stop once orders are given by their
across the snow on their bellies to quickly get close creator.
enough for sharp beaks to reach the Characters’ The Characters must have annoyed the wrong per-
ankles. son!
These monstrosities are the result of a diabolical
sorcerer’s warped sense of humour, and rely on their
slightly comedic appearance to get the jump on their
Ice Fields
prey. Arctic
The annual melt has left this terrain of frozen ice a
Hot Wind treacherous combination of flowing rivers under the
surface and thin, slippery wet ice which cracks and
Desert moves without warning.
The wind seems to strip moisture from all it touches. Characters may slip easily, or be caught by a sudden-
It causes skin to dry and crack, and even covered ly unstable path which cracks, sending them down to
mouths to dry. the icy waters below. Travel here is [Difficult].
The Characters must consume twice the amount of
water rations that they normally would while these
winds keep blowing.
Ice Hole
Arctic

Huge Ants This perfectly round hole in the ice is suspiciously


calm, the liquid of the water’s surface has not yet fro-
Swamp & Jungle zen over. Any Character stopping for a closer look will
This area is directly in the migration path for a [Be- discover the Carnivorous White Whale [Elite Monster]
yond Count] swarm of Giant Ants [Easy Beast]. which keeps the hole open for breathing and ambush
They travel in a convoy and will attack and gather up hunting purposes.
anyone in their path alive and transport them as food
for their larvae. Ice Spears
Mountain
Hungry Seaweed Above the Characters’ heads there is a snow and rock
Sea & Shore outcrop. Hanging down from it are dozens of icicles,
A thick mass of seaweed has built up around the pointed, deadly sharp and tinged with a peculiar green
vessel. And as well as snagging rudders and oars it hue.
seems to be steaming. These are actually a [Large] group of Frost Needlers
It would be [Routine] to realise that the seaweed is [Easy Beast] that are waiting to drop down onto un-
reacting with the hull and producing some form of acid suspecting prey.
that is slowly trying to eat through the side of the ship. These odd beasts are somewhat like small pale green
Someone is going to get the fun job of swimming octopi, who hollow out and crawl inside needle like ici-
through acid heavy water removing masses of sea- cles and hunt by dislodging the ice to fall and impale
weed. any unfortunate below.

196
Iceberg Jaws
Sea & Shore Sea & Shore
This titanic iceberg may be rather unexpected if these The most powerful jaws in the sea here belong to this
seas are far from an arctic region, but here it is. Leviathan Turtle [Overwhelming Beast] who is capa-
The iceberg moves faster than a normal ship and ble of splitting a ship’s hull in one huge snapping bite.
is travelling away from the colder regions. It is large Fortunately this armoured giant of the sea is usually
enough for the Characters to “board”, if they can get peaceful and only tends to lash out in self defense.
close to it of course. Let’s hope the Characters don’t spook it...
Once on board they will find a hollowed out catacomb
of ice tunnels, some of which are flooded with sea
water and patrolled by a [Pair] of Ice Golems [Elite
Jellyfish Swarm
Monster]. All this is created by the Frost Mage [Elite Sea & Shore
Wizard NPC] who calls this Iceberg home. Like a thousand glowing lanterns under the surface of
the water, this bloom of Striker Jellyfish [Easy Beast]
Inky Depths is [Beyond Count] and seems to fill the depths.
Sea & Shore These aren’t aggressive creatures but anyone enter-
ing these waters will find it [Very Difficult] not to be
Like floating on a sea of nothingness, the waters stung by the trailing tendrils of these jellyfish and take
in this area are quite still and an almost completely [Light] damage.
opaque deep black.
Along with the unsettling sea, there are sinister whis-
pers that carry with the breeze that have no obvious
source. The Characters will start to see shadows
move and hear voices speaking softly to them.
The Characters will find it [Routine] to find the resolve
and bravery to ignore these events but those of a
weak mind may find their sanity challenged.

197
Journey Without End Leviathan
Plains Mountain, Plains
The hills and grasslands stretch to the horizon with no A huge Thunder Lizard [Overwhelming Beast], not
features, it is all starting to look the same. The Char- unlike those which used to roam in ages past, seems
acters feel they have passed this way many times. to be walking happily through this area.
The lack of landmarks combined with heavy cloud It appears to be a herbivore and is not concerned in
cover and a local phenomenon that sends compass- the least by the Characters. What is it, what is it doing
es spinning has made navigation [Very Difficult]. The here and are there more creatures from it’s time close
Characters may be going in circles. by?

Killer Whale
Sea & Shore
Hunting has yielded poor results for this [Equal] size
pod of Killer Whales [Elite Beast] and they are now
broadening their prey to anything that might be edible.
They will worry boats for days on end until the ex-
hausted crew eventually fall to their charges. They
can also beach themselves so a Character in shallow
water, or even near the surf, can be ambushed.

Kitten up a Tree!
Forest
Up a tall tree, a small kitten sits mewing to the Char-
acters. It has a neat collar on and looks well fed.
This innocent little feline is actually the pet of a Forest
Giant [Elite Monster] who placed their kitty here for
safety and they’ll be back looking for it soon. Lightning Strikes Twice
Leather Forest, Mountain, Plains, Swamp & Jungle
There is no storm, yet lightning rips through the sky.
Wilderness Boon
The bolts all snake towards the ground and strike the
A bundle of leather ideal for clothing or armour is same spot. If the Characters investigate they will find
stored here, already cured and ready to go. a round charred area surrounding a bronze helm,
attached to a rather charred body.
Leeches Could this be a sacrifice to the storm gods or an
Swamp & Jungle experiment gone wrong? Whatever it is, the lightning
continues to regularly strike the helm.
The water and plants here are rife with leeches. It
would be [Difficult] to avoid taking [Light] damage from Whether mystical or arcane in nature, this is a helm of
travelling through this area, as the little blood suckers spell power that will increase the amount of magic a
are very good at finding some flesh to attach to. caster could control. With the slight flaw that about 1%
of the time it will summon a massive lightning storm
As well as the normal leeches, there are the massive
directed at the wearer’s head.
Lion Leeches [Standard Beast] that will swarm in
[Very Large] groups if any blood is spilled here. The storm will abate when the helm is removed from
the head or the head is turned to ash.
198
Limpets Long Days
Sea & Shore Arctic
These vibrant red, domed shells adorn the rocks here. It’s been daylight for a long time now, well past when
They cling tightly until the tide reaches them when night should have fallen.
they loosen, and then seem to all migrate towards a The Characters will find it [Difficult] to rest properly in
patch of sea where they swarm and circle. these conditions, and this can affect sneaking, stami-
If any Character is able to swim down they would find na and concentration.
a small sealed chest that is leaking red liquid into the Wounds recover slower and abilities regenerate
surrounding waters. Inside is a large amulet of a heart slower as no one can sleep properly in this constant
shaped ruby, this Amulet of Poison makes any food- daylight.
stuff that gets in close proximity poisonous.
This could be a short phenomenon or the onset of a
The limpets, usually a local delicacy, are ruined as the long arctic summer where the sun never fully sets.
effects of the amulet have made them poisonous, and
anyone eating one would take [Major] damage.
Long Nights
Lines in the Ground Arctic

Arctic, Desert During the winter, the sun slowly sinks below the hori-
zon and does not reappear for weeks. The tempera-
There are regular lines of discoloured ground at a ture plummets and Characters may suffer the effects
variety of angles in this area. Characters will find it of extreme cold.
[Very Difficult] to ascertain what pattern these lines
are making without some form of aerial view. In which Spirits may drop in these dark, cold conditions as day
case they would see the lines form a vast, complex and night become one, and any monsters who nor-
circle that looks uncannily like an enormous summon- mally come out at night may roam as they please.
ing circle. They are getting very close to the centre. Fear of the Dark - Most attacks that take place are
If the Characters don’t see the pattern, or take steps now surprise attacks.
to investigate, they will walk straight into an ancient
summoning circle and accidentally summon an Lost in the Long Grass
[Equal] sized group of Mirror Horrors [Elite Monster]. Plains
These summoned Horrors, each initially appearing The grasses here can grow higher than a traveller,
as a formless blob of reflective material (like a molten making navigation a [Difficult] task.
mirror) quickly take on the shape and abilities of the
Characters. They will then attack. This offers plenty of cover for the [Equal] sized packs
of Spine Boars [Standard Beast] that roam here be-
These should be played as evil(er) copies of the Char- tween the grass blades.
acters with a weakness to sonic attacks which would
shatter them like glass fragments before melting back
into the ground. Lotions and Potions
Wilderness Boon
Lone Tent There is a wooden tray here with a set of one dozen
Wilderness Boon various shapes and sizes of jars containing potions,
rubs and ointments of various colours.
This well made canvas tent, including a carrying bag,
sits alone and ready to use, or pack up and carry for Some glow in the dark.
portable shelter. None are labelled, some may be magic, some may be
The inside is empty and there is no owner to be poisonous.
found.
199
Mad as a March Hare Maps and Charts
Plains Wilderness Boon
For those Characters with hunting experience it would A highly detailed map and chart set covering this,
be [Routine] to discover the signs of some strange and neighbouring areas. Included the easiest walking
hunting activity in this area, where normally docile paths, places to camp and known monster nests.
herbivore species seem to have been hunting, killing
and feasting on others of their kind. Massacre Mares
This is due to a rage virus infecting many animals Desert, Plains
here, in fact a [Very Large] drove of infected Bull
Hares [Easy Beast] have the Characters scent and This is the hunting ground for an [Equal] sized herd of
will be fearless in their attempts to feed. Massacre Mares [Standard Monster] who will chase
any intruders before initiating repeated hit and run
attacks. These infernal steeds have spikes along their
spines, great clawed feet and razor sharp teeth.

Master Hunter Arrows


Wilderness Boon
Wrapped in a protective oil cloth, these two dozen
hunting arrows are finely crafted from top quality ma-
terials and are the best a fletcher can offer.

Meg
Sea & Shore
Maelstrom Seen as a good luck charm, Meg lives in these waters
Sea & Shore mainly because the fisherfolk feed her.
These once placid waters begin to heave and shift as She is larger than average, indeed she’s a Giant
powerful currents drag from below, making any travel Shark [Elite Beast] and despite her friendly reputation
a [Difficult] endeavour. Any who don’t immediately turn you would not want to meet her in the water. She will
back to calmer seas risk being dragged down into the approach a boat for food and if it is not forthcoming
growing whirlpool and crushed. she will “encourage” the Characters to share or be-
come a snack.
Mage School Field Trip
Arctic, Desert, Forest, Mountain, Sea & Shore, Swamp & Jungle
Midges
Plains
This [Equal] sized group of mages [Easy Wizard NPC]
along with their wise looking teacher [Standard Wiz- The air is thick with these nasty little critters. They
ard NPC] appear from nowhere with a pop in the air. thrive in the warm, humid conditions created by the
Today the apprentices are learning weather manipula- many pools of standing water in this area.
tion, and their master has teleported them here where Whilst mainly an unpleasant distraction, they will
the conditions are more extreme and there are less harass and bite any Character they can, and are
people to get hurt when things go wrong. [Difficult] to keep away without nets, smoke clouds or
The apprentices start firing magic in all directions, similar.
some get distracted by the local flora and others re- Too small to cause actual damage, instead the
alise they are really poorly dressed for the conditions swarming insect bites will reduce the effects of rest
and try a magical solution with varied results. and healing whilst travelling this way.
200
Migrating Herds Mole Hills
Plains Plains
The grass here grows quickly and these Speckled Breaking through the grass are these strange earthy
Antelopes [Easy Beast] move in huge herds that are mounds. Usually caused by cute little moles pushing
[Beyond Count], quickly following the sweetest grass- earth from their underground tunnels, these ones
es as they grow. however seem much larger as the Characters get
All of this prey on the move has attracted a [Pair] of closer.
Green Panthers [Elite Beast]. These apex feline pred- This is the site of a tunnel system that is home to
ators may attack slower moving targets if the antelope an [Equal] sized colony of Mammoth Yellow Worms
prove too swift. [Standard Monster], who burrow through the soft earth
and cause earth tremors before trying to pull victims
Military Recipe Book underground.
Wilderness Boon
Monsters from the Cold
Found neatly packaged inside a large stew pot along
with basic utensils and a pouch of simple seasonings, Arctic
this compact book is full of practical fortitude improv- Frozen for centuries, this [Small] group of Demonic
ing recipes using local ingredients that clearly show Horrors [Elite Monster] have thawed and now walk
what is edible in this area. free. Driven by hunger, strange ancient magics and a
belief they are still participating in an infernal war of
Mirage conquest now long ended, they are a threat to all.
Desert
Mothrey
The heat haze on the horizon can play games with
the Characters’ minds after a long length of time spent Forest
in these punishing conditions. As dusk falls a [Large] number of Mothrey [Easy Mon-
From the haze rises an oasis offering shelter, water ster] begin to fly through the canopy.
and a proper long rest opportunity! These large beautiful silvery creatures are giant
But however quickly the Characters approach it the moths a couple of feet in length and fly on translucent
oasis never gets any nearer. If Characters realise this wings that seem to sparkle and pulse in the darkening
they may have to decide if it is a trick of the desert or light.
if someone is tempting them in this direction. These are not aggressive creatures, but they are
attracted to light and have a charged electrical field
Missing Insects around them capable of causing [Light] damage.
Swamp & Jungle
Mountain Goat
The usual constant movements of hundreds of insects
has vanished and Characters will have a [Difficult] job Mountain
to notice its missing. This little goat seems able to move effortlessly across
If they do notice they will be alert and not surprised even sheer cliffs.
when the Terror-Eater [Standard Monster] attacks. A small bell on a trinket chain hangs from its left horn,
Terror-Eaters are a kind of huge anteater that nor- glowing a bright magical blue. Anyone attempting to
mally feast on giant insect species, although they are follow it is in for a [Very Difficult] challenge.
known to attack travellers too. It can be lured easily enough. Goats, after all, will eat
The local insects have either been polished off as an anything.
appetizer or are wisely lying low.
201
Mountain Lynx Necklace
Mountain Wilderness Boon
This [Pair] of Lynx [Standard Beast] are ambush pred- Glinting in the dirt is this delicate chain holding a large
ators and [Very Difficult] to notice before they strike. gem mounted within a gold surround with intricate
Driven by hunger and opportunity, they will attack the carvings of an elegant noble.
rear most Character in the party from behind, waiting While valuable in it’s own right the original owner
until the Characters are spread out to strike. would likely pay more to have their custom-made
jewelry returned.
Moving Sand Dune Sea
Desert
The relentless winds constantly move the sand dunes.
The landscape changes almost daily, with dunes van-
ishing and appearing overnight on windy days.
This, coupled with no visible landmarks, makes it
impossible for Characters to map the area with any
accuracy. Along with the risks of becoming lost, the
location of any treasure must be explored immediately
for fear of never being able to locate it again, and tak-
en on the spot. A dilemma if the treasure is large and
the party need to move quickly or quietly.

Murder Scene
Arctic, Desert, Forest, Mountain, Swamp & Jungle
This corpse is still warm. A dagger stands proudly out
of the eye socket of this richly dressed individual.
They still wear excessive jewellery and an expensive
sword. There are two sets of tracks approaching from
the east and one leaving to the North.
The body is clearly someone of importance, however Nice Shoes
they are not dressed for the conditions at all! Other
Wilderness Boon
clues on the body include a handwritten note simply
saying to meet in the usual place and a receipt from Wrapped in expensive cloth within a sturdy but gaudy
the Mages Guild of the nearest city. shoe box are a pair of very delicate silk shoes of the
highest fashion and value. Not “outdoor shoes”.
Nature Reclaims
Swamp & Jungle
No Clouds in the Sky
Desert
The buildings stand derelict, trees growing through
walls and roofs. The vegetation is so thick that it is There are no clouds to be found here anywhere, de-
hard to see there was ever a settlement here. Except spite the constant winds. The deep blue sky stretches
this should be a thriving village full of life. away endlessly, and after dark the full galaxy of stars
is visible with no interruptions or light pollution.
If the Characters investigate the [Horde] of Drowned
Dead [Easy Monster] that are hidden around the ruins This exceptionally clear view of the night sky may
may explain what happened to the villagers. reveal to a curious Character some previously unseen
stars that seem to form a well known symbol of evil.
202
No Sail Zone Nomadic Hunter
Sea & Shore Desert, Mountain, Plains
These waters are protected from fishing and diving for This wandering hunter [Elite Ranger NPC] appears as
pearls by a zealous collection of “conservationists”, the Characters approach, being very well blended into
who claim any intrusion into this area will upset the the terrain and [Difficult] to spot.
local “balance”. Their eyes are rather fixed, none of They greet the Characters warmly and begin to
them are blinking and there seems to be a lack of any exchange small talk. They are very interested in any
marine life in the area. unusual happenings or rare beasts as selling them
This [Very Large] collection of Cultists [Easy Warrior dead or alive provides a healthy income. They live
NPC] are led by an Arch Priest [Elite Cleric NPC] and fairly well by eating the unsuspecting local wildlife.
whilst they don’t want to fight they will use any means
necessary to stop intruders from finding out about the
sunken temple they have found.
Not a Drop to Drink
Mountain

No Such Thing as a… This mountainous terrain is oddly devoid of any mois-


ture, no streams flow, no snow has gathered and the
Arctic, Desert, Forest, Mountain, Plains, Swamp & Jungle
low clouds seem to always miss this area.
A feared monster of legend roams these parts with Let’s hope the Characters have plenty of water with
terrible arms ending in terrible claws and terrible fangs them as there is no chance to resupply here.
in its terrible maws.
While many stories tell the tale of this [Lone] monster
[Overwhelming Monster], no two stories agree on all
Nothing to See
of the details. Although a student of folklore would Sea & Shore
find it [Difficult] to pick out the common theme that the Heavy, dark fog covers everything in this area and
monster has a deep seated phobia of mice. whilst nothing sinister lurks in this cloud-bank it does
make it [Very Difficult] to navigate.
203
Noxious Fumes Old Climbing Equipment
Swamp & Jungle Mountain
The usual earthy plant smells have given way in this You are not the first to travel this way. Characters may
area to something far more foul that smells like sulfur notice crampons and carabiner clips already in the
and makes throats and eyes burn with pain. rock face that look like they continue all the way up.
If Characters cover their faces they will find it [Rou- They are old and weathered but may still be service-
tine] not be overcome by coughing and lose vision to able. The party may check in turn if the old equipment
watering eyes. holds as they ascend the climb.

Oasis Ornate Purse


Desert Wilderness Boon
This idyllic oasis beckons in the endless sand dunes, An ornate purse made from metal scales and sealed
an island of green and shade. with a twisted silver wire that is crammed with high
This large watering hole has crystal clear water and is value coins from a far off land. And a single large, well
surrounded by trees bearing fruit, it offers everything cut sapphire.
an adventure party could need.
It almost seems too good to be true! Out of Place
Should any Character eat the fruit or drink the water Desert, Arctic
they will find it [Difficult] not to become drowsy and A tree grows here. Its green leaves glorious in the
easy prey for the [Lone] Dream Stalker [Elite Monster] sun. Characters may turn, observe the bleak land-
that lurks here. scape devoid of any life before returning their gaze to
this healthy, green leaved tree.
Obelisk This is the final resting place of a heroic druid and this
Desert
everliving tree sprouted where they fell.

A single weather worn column of stone juts up from There is still some potent magic here and any attempt
the desert sands, its surface covered in carvings. to chop or burn the impressive tree will wake the
spirit of the Druid in the form of a Nature Wraith [Elite
The language is ancient, but those that can decipher it Monster].
will learn some valuable information on nearby adven-
ture sites.
Overgrown Mines
Odd Tracks Plains

Desert This area has long been mined for precious metals.

There are several strange trails, quickly being eroded With little oversight and a focus on coin, the resulting
by the blowing wind. mine shafts run dangerously close to the surface. As
a result there are sinkholes covering the ground, often
The straight lines actually run horizontally compared overgrown and [Difficult] to see.
to the direction of travel, and any Character who
manages the [Difficult] task of realising these are giant Characters would find it [Routine] to navigate this area
snake tracks will not be surprised when the [Pair] of safely if they spotted the sinkholes or [Difficult] if they
Giant Sand Vipers [Elite Beast] attack! didn’t see them. Falling down one of these deep holes
would cause a [Major] injury.
These snakes can hide under the sand, and are al-
most exactly the same colour. They have a poisonous The mines, if accessible by these dangerous holes,
bite and a nasty temperament. are an adventure in themselves!

204
Overzealous Conservation Paints
Swamp & Jungle Wilderness Boon
This [Large] group of educated conservationists A neat wooden crate sits here full of small pots con-
[Standard Scholar NPC] are here to preserve the local taining mixed paints, alongside fine sable brushes and
flora and fauna. They are overly zealous and refuse sets of pigments to blend.
to allow the Characters to pass as they will “upset the This artist’s kit is carefully crafted and contains the
natural balance”. Characters can go round the long best ingredients and tools.
way, be persuasive, or force their way through.
If they go past the scholars they will disturb the resting
place of a Plant Titan [Overwhelming Monster] that is
Patchy Grass
slumbering here. This gigantic mass of plant matter Mountain
will attack any who disturb it with tentacle-like vines From between the rocks this thin and reedy grass
the size of tree trunks, although it will not give chase grows.
to any who flee. It is the only greenery in this harsh landscape and
those able to make the [Difficult] task of realising the
grass grows in an unnatural pattern may be able to
ascertain that this is some form of ancient druidic
ritual circle.
This small area is protected from the cold and winds
of the mountain by old magic and would make a safe
refuge for a rest.

Patrolling Raptors
Oysters Mountain

Sea & Shore


This [Pair] of Hunting Hawks [Easy Beast] are small
compared to most of the local raptors, exceptionally
Traditionally in these parts oyster pearls are harvest- fast and very maneuverable.
ed by free diving. Characters may make a [Routine]
check to see if they can hold their breath long enough It would be [Difficult] for the Characters to realise that
to make it to the oyster beds and try their luck at find- these birds are hunting them and looking to pick off
ing pearls. smaller Characters or familiars.
They will be able to attack with advantage if they are
Pain Marten diving from above.

Forest, Mountain, Plains, Swamp & Jungle


Peak to Peak
This small nocturnal weasel like mammal is a rarity in
these parts, and is highly valued for its coat and some Mountain

interesting alchemical properties. Particularly concern- The mountain ascent is confused with many peaks
ing magical detection. and ravines. Having reached a vantage point on the
The Characters will find it [Very Difficult] to spot a mountain, Characters get a good look across a ravine
[Small] gang of Pain Martens [Easy Beast] sneaking and will find it [Routine] to realise that they are on the
into their camp at night and seeking out any magic wrong mountain.
users while they sleep. The first the target Characters They will have to spend a considerable amount of
know of the attack is a furry warmth wrapping around time retracing their steps.
their neck, which is not unpleasant until the biting
starts.
205
Pebbles on the Beach Pilgrim
Sea & Shore Arctic, Desert, Mountain
The Sea has driven the pebbles on the beach into A tired looking traveller trudging through this area
dunes with shelves and steep drops. Any Character with a large stone strapped to their back is actually
walking on them will find it [Routine] not to start a peb- a Pilgrim [Standard Cleric NPC] journeying to a holy
ble avalanche which would carry them sliding prone shrine.
down the beach. They are simply dressed in a hooded robe and carry a
large smooth stone which they treat with utmost care
Peculiar Statues and respect.
Swamp & Jungle They do not seem fully equipped to deal with the ele-
The way forward is blocked by a large patch of still ments and challenges here.
water, with two parallel lines of oddly shaped stepping Their religion has decided their most holy site is in the
stones offering a way across. most perilous inhospitable location known to them,
A [Routine] inspection will reveal these stones are the and that a true pilgrim would carry a ‘stone of faith’ to
tops of statue heads sunk into the water, with a few place at the shrine.
more complete statues visible on the far bank in the It is widely, and correctly, suspected that the reli-
shallows. gion’s elders use this as an efficient way of dealing
The statues have the look of an ancient design, and with challengers within their order. There is no way to
are covered in many years of plant growth, although progress in the order if the pilgrimage is refused, even
none are crumbling with age. though the chance of death is exceptionally high.
This [Large] group of animated Stone Guardians This pilgrim will approach the Characters for help
[Standard Monster] were placed here long ago to reaching their destination, although they will accept
protect a tomb that now sits in ruins below the water. no help carrying the stone.
Their ranked formation now makes a convenient set If they return with proof of their success they could
of stepping stones, convenient that is until a Charac- quickly be promoted in the order, and they will look
ter gets too close to the middle of the crossing and kindly on any who helped their ascension.
they animate to defend the now sunken tomb.
206
Pixie Glade Polar Bear
Forest Arctic
This area of forest is rife with mushrooms, flowers and This [Lone] Great Polar Bear [Elite Beast] is about to
abundant wildlife. As the Characters travel onwards emerge from the den where she has been hibernating
the forest grows even more bright and vibrant, and just below the surface of the snow. And she’s hungry.
it would be [Routine] to realise that a patch of a fey A trio of very young cubs [Easy beast] would also be
realm has crossed over with this woodland. in the den.
There is a [Horde] of Fairies and Pixies [Standard *
NPC] who live here that may choose to interact with
the Characters, although beware of the small print in
Pot Holes
any dealings with the fey folk... Plains
The long grass in this area conceals a multitude of
Plague Rats small holes, most of which are just the right size to
twist an ankle.
Forest, Mountain, Plains
Any movement beyond slow and careful runs a risk
This area contains the site of a recent battle, and is of tripping in this terrain, and melee combat would be
strewn with decaying corpses long since looted of [Difficult].
valuables and is now home to a [Beyond Count] infes-
tation of Plague Rats. These unhealthy vermin [Easy
Beast] live on the carrion and carry a potent strain of Potion Ingredients
disease. Wilderness Boon
They will only attack the Characters if provoked or dis- This sturdy satchel contains a bunch of rare herbs,
turbed, and it is [Routine] to avoid them while moving a mixture of fresh and dried alchemical ingredients
across this area. useful for many common concoctions, alongside a set
Setting up camp here is a bad idea as the rats would of measuring cups and flasks.
swarm any camp shortly after it is set up.
Pounced Upon
Plague Rats Onboard! Swamp & Jungle
Sea & Shore This [Small] pack of Shadow Stalkers [Standard
It becomes clear that the ship the Characters are trav- Monster] are stalking the Characters through the tree
elling on has a rat problem, in fact a [Horde] of Plague canopy of this area.
Rats [Easy Beast] call the dark corners of the hold These monstrous big cats are partially made of solid
and bilge home. shadows and are supernaturally stealthy and [Very
They will only attack the Characters if provoked or dis- Difficult] to spot before they pounce, usually trying to
turbed, but they will soon consume and ruin any ships bring down the Character at the rear of the group first.
stores if left to their own devices.
Pristine Scroll
Poison Trove Wilderness Boon
Wilderness Boon The brilliant white scroll has the main prayer of a
This small, well made greenhouse is a poisoner’s major deity elaborately illuminated across its surface,
dream! A treasure trove of poisonous plants. Some it seems near indestructible and seems to repel dirt.
of the resulting poisons are fast, some slow, some Once per day when read it will bestow a minor bless-
curable and some with comical effects. ing on the reader.

207
Purest Green Rabid Beasts
Wilderness Boon Forest, Mountain, Plains
There are a dozen nuggets of a bright green metal- Whilst not normally aggressive, this [Large] pack of
lic ore here, and whilst not actual gold these shiny feral Foxes [Easy Beast] are rabid, very aggressive
chunks of ‘green’ could be valuable to artisans looking and will attack without fear.
for unusual materials. These small canines shouldn’t be too much trouble for
Or to anyone who doesn’t know what gold is meant to the Characters, however even a small bite has a high
look like. chance (70%) of transmitting the rabid disease that
these foxes are afflicted with.
Questing Heir
Arctic, Desert, Mountain, Sea & Shore Race Challenge
This youth [Standard Warrior NPC] is striving to prove Sea & Shore
themselves. A well rigged slender yacht approaches and signals
Their people are a hardened hunter and warrior cul- that they’d like a friendly competition to show who has
ture who eek out an existence in this very unforgiving the best ship and skill at sea.
land. The yacht crew are well trained and experts at what
Traditionally the next generation spends a time living they do which makes winning this challenge [Very
and travelling alone to perfect their hunting and sur- Difficult].
vival skills.
This heir to the clan leader is looking for more of a Raise the Black Flag
challenge than is normally offered here, and asks if Sea & Shore
the Characters can recommend a beast for them to This sizable ship is making no effort to hide, with the
hunt. flags flying proudly from the mast clearly identifying
They may accompany the party if their paths lead this as a pirate vessel. It closes effortlessly on the
the same way and the local warrior clan will be much Characters.
more friendly if this youth is returned, ideally safe and The [Very Large] crew of pirates [Standard Warrior
full of heroic stories. NPC] are profit driven and have, perhaps unwisely,
picked the Characters as potentially a soft target.
Quicksand Their Captain [Elite Warrior NPC] can be negotiated
Desert with and would prefer all of the loot with none of the
The sand in this area seems somehow light and does effort, but they wouldn’t shy away from a bloody battle
not hold the weight of the Characters, who will begin if that’s what it takes.
to sink into the sand as if it were a thick liquid.
It is a [Routine] task to free a Character from the Rare Beast
quicksand but larger Characters, those wearing heavy Plains
armour and any mounts sink much faster and could This fierce and scarce [Lone] Opal Predator Lizard
be [Difficult] or even [Very Difficult] to rescue. [Elite Beast], once common, has seen its numbers fall
Characters must identify where the sand is safe to in recent decades.
walk on and where it is not, the difference is very sub- Now there are very few and they are incredibly valu-
tle and [Difficult] to spot. able. Both for their hides and also as attractions for
Struggling and indeed any movement if trapped will nobles, some of whom tour the area to spot them,
not help matters. others who tour the area to hunt them.
Both pay very well for the privilege.
208
Recently Dug Grave Reverberating Rocks
Desert, Forest, Mountain, Plains, Swamp & Jungle Mountain
This grave has been carefully dug (deep to deter The rocks in this canyon-like area are covered in
predators) and looks to be tended still. In these inhos- obsidian outcrops that resemble blades of black glass
pitable parts this is no small task. thrusting out of the mountain side. The ground is also
A small bunch of flowers sits atop the grave of daffo- littered with smashed obsidian that forms a glass like
dils, striped carnations, marigolds and begonia. Some sand that crunches loudly underfoot.
flowers are fresh, and the remains of previous bunch- The danger here is that any sharp loud sound can
es sit atop the grave and look a few days older. reverberate and echo around this canyon, amplifying
As Characters investigate the ghost [Easy Monster] of in volume. This will make some of the outcrops shear
the grave’s resident appears. off and rain down chunks of sharp rock that would
cause [Major] damage to anyone not able to make a
They are not hostile and explain they cannot rest until [Routine] jump out of the way.
justice is served, but seem unable to give details.
It would be [Difficult] to cross this area without making
This poor unfortunate was a sorcerer that was mur- a sound and triggering the falling rocks.
dered by a romantic rival [Elite Wizard NPC] who
visits the grave regularly to replace the ritual flowers
that both stop the ghost from finding rest and cloud its Riddle Stone
memory. Wilderness Boon
This smooth plate like stone has multiple concentric
Red Sky at Night rings of fine symbols carved on to one side. Every day
Sea & Shore a different combination of symbols will glow faintly.

The evening sky loses its warm orange glow and as It is [Difficult] to decipher what the symbol combina-
the last light fades it is replaced by an ominous red tion means each day, but every time it is an object of
aura. some form such as a weapon, tool, clothing or even
food, and if an object of that type is left resting on the
The local sailors mutter about a blood moon and start stone overnight it will gain minor magical abilities for
to arm themselves as legends say this is a portent for the following day.
imminent doom.
They may be right too, as this could well be a brief rift Ring Adorned Hand
between the material world (50%) and a more infernal
realm that a [Small] number of flying Blood Raptor Wilderness Boon
Demons [Elite Monster] have slipped through. Placed on the floor here is a desiccated old severed
hand, gnarled with age and grey with time. The set
Reef Golem of four rings placed one per finger all shine and look
brand new.
Sea & Shore
These rings, in various styles and each holding a dif-
This seemingly innocent pile of coral encrusted rocks ferent gem, will adjust to fit most Characters.
near the surface of the sea suddenly comes to life
and forms into a huge Reef Golem [Overwhelming Once worn, they will be [Near Impossible] to remove
Monster]. and give the wearer the ability to clench that fist and
create a protective disc of force that acts like an invis-
The Reef Golem is large enough to rip planks from a ible shield.
ships hull, snap masts or drag smaller ships below the
waves, but it is a slow moving construct and nimble The only downside is that if this shield is ever used to
opponents could escape its grasp. defend electrical energy it actually amplifies the dam-
age and delivers it to the wearer.

209
Ring of the Lost Rock Scar Cave
Wilderness Boon Mountain
This is a ring of power, it glows slightly and emits an The cave entrance is tall and thin, little more than
effect on the wearer that grants them protection equal a vertical crack in the rocks. Something has been
to wearing a heavy suit of armour. It also has a subtle hard at work widening the base and the rocks have
effect on compass readings, and not for the better... claw-like marks on them. Loose stones have been
removed as well, and lay scattered deeply across the
approach. It is clear this cave is not empty.
This lair is home to a Great Sinuous Wyvern [Elite
Monster] that would not react well to being disturbed.
The Wyvern roams this area by night looking for prey,
so this is also not a good place to set up camp...

Rose Briar Dwelling


Forest, Plains, Swamp & Jungle
This small stone cottage dwelling is surrounded by
thick walls of thorny rose bushes with deep red flow-
ers.
The Hermetic Druid [Elite Cleric NPC] who calls this
River Currents place home does not like visitors and has not spoken
Swamp & Jungle to people in some time. They will be blunt and rude.
This slow moving wide river runs through the trunks of If needed they can animate the thorny plant here to
these trees in this swampy area. defend themselves.

It ebbs and flows gently, and any creature or Charac- Inside the cottage they are working on preparations to
ter wishing to cross and not get wet must take to the grow a giant seed that will one day grow to be a God
canopy where the trees join overhead (and hope the Tree and will do anything to protect this treasure from
branches are sturdy enough to take their weight). harm.

The waters are teeming with life such as carnivorous


fish, small crocodiles, snakes and leeches that thrive Rotten Branch
and sustain themselves on anything or anyone who Forest
falls in. So any Characters swimming across would A sudden snapping sound is the only warning. Sec-
suffer regular [Light] damage from the wildlife. onds later this large rotten branch falls amongst the
Characters; any of whom fail the [Routine] task of
Rock Pool getting out of the way will take [Major] damage and be
Sea & Shore
pinned underneath the rotting mass of wood.

This Rock Pool is larger than most. Usually contain-


ing a pretty mix of seaweed, sand and small fish and
crabs, this one appears to have something a little
more exotic stranded by the retreating tide.
An emerald haired merfolk scout [Standard Ranger
NPC] is stranded here and will offer to trade informa-
tion on the area in exchange for help getting back in
the water.

210
Runic Guardian Salt Plains
Desert, Forest, , Plains, Sea & Shore Desert
The skeleton of a giant humanoid lies within a pool of This area of the desert is a salt plain, where the sea
thick black tar here with runes etched into the bones. water of an ancient ocean has long evaporated, leav-
This [Lone] Runic Guardian [Elite Monster] is a for- ing behind it a thick white layer on the sand.
gotten relic from an ancient high magic war, and will This looks like white fondant icing when compared to
activate if the Characters get too close. When it rises the yellow surrounds.
it sparks flames to life and sets the tar aflame adding The salt has hardened and holds no tracks or marks
to the danger of its attacks. and in some places the hard salt dome sits far above
the sand which has shifted below.
Sacrificial Priest This has left the risk of a perilous, [Major] damage fall
Arctic, Desert, Forest, Mountain, Sea & Shore, Swamp & Jungle should the crust crack.
A well worn path leads to a clear area where hyssop Any Character crossing the salt plains must battle
grows around the foot of a large flat boulder with increased thirst as well as the [Routine] risk of falling
suspicious dark stains on the top, and a scattering of through the salt layer.
carved bones littering its base.
In these wild parts religion tends to be a perilous busi- Salvage Onshore
ness. The one that uses this altar in particular seems Wilderness Boon
to value regular sacrifices, and the Cult Priest [Elite
Cleric NPC] likes the look of one of the Characters as These crates bear the markings of a powerful mercan-
an appeasing offering to their grim and bloodthirsty tile guild and contain a valuable mix of trade goods
gods. such as fabrics, tools and spices.
To help ‘persuade’ the Character to give up their life They are sitting happily together in a neat pile.
the Priest will call upon an [Equal] group of Zealot
Thugs [Standard Warrior NPC].
211
Sand Everywhere Sandstorm
Desert Desert
The sand in this area is extremely fine, and works its The day grows dark unusually early. Driven hard by
way into clothes, bags, shoes and the workings of any the wind, a vast wall of sand approaches from the
mechanical items. horizon.
It is at best a distraction and annoyance with the The Characters will [Simple] see the mountainous
Characters having to get used to sandy rations and front of the sandstorm approaching well before they
the discomfort of an abrasive layer of sand every- are plunged into darkness and visibility drops to zero.
where. Outside of magical means, the only option is likely to
At worst it can actually cause [Minor] damage as skin be finding or setting up some shelter, and then digging
is rubbed raw. out after the storm passes and discovering the land-
scape of the desert has rearranged itself.
Sand Worm
Desert
These enormous Grey Sand Worms [Elite Monster]
are famous for all the wrong reasons, and feared by
travellers in this desert area.
Moving under the surface of the sand effortlessly
(they seem almost to swim like eels through it) they
hunt anything that moves on the surface.
The only warning of their approach is a last minute
rustling like sound before they attack.
The Characters may [Routine] realise these worms Scarce Fruits
sense the tremors of foot steps and hunt based on Wilderness Boon
these vibrations.
This delicate fruit is delicious to eat and has benefits
If the Characters fail the [Difficult] task of masking to constitution and healing. Very valuable if sold to
their presence a [Pair] of worms erupt from the sand an alchemist or similar but difficult to transport, they
potentially swallowing up some unfortunate souls. bruise easier than peaches!

Sandnado! Scent on the Wind


Desert
Sea & Shore
Strong winds build up as the Characters travel The smell of salt on the air is replaced by something
through this area in a way that would be [Difficult] to much sweeter, as the breeze catches it the Charac-
notice as unnaturally surrounding the Characters. ters should be able to follow it to find the source.
These winds will start to circle as if sentient. The If they do so they will find it’s a Colossal Spice Squid
loose dry sand is whipped through the air at high [Overwhelming Beast] using the smell to attract
speed and will cut exposed skin and sting eyes for whales to hunt.
[Light] damage.
The squid may assume the Characters are also prey
Characters must escape this unexpected sandnado! and begin the attack by firing corrosive ink all over,
If Characters are unlucky (30%) there may be scor- which could itself corrode and sink a delicate vessel.
pions circling in the sandnado which sting as they After firing the ink the squid then begins to explore the
pass and rip with their claws making [Major] damage decks with its hungry tentacles.
possible.
212
Scorpions in Boots Sea King’s Treasure
Desert Sea & Shore
Every adventurer knows that taking your boots off is Shining brightly in the crystal clear waters here is a
the civilised thing to do before turning in for a nights fabulous looking ornate pearl and gold chest.
sleep. It is [Very Difficult] to accurately guess the depth of
Characters would also do well to remember to shake the water where this stunning chest is submerged,
their boots out before putting them back on again and most underestimate just how deep it is.
unless they would like a poisonous sting in the sole of The chest is bait for non-aquatic species. Anyone try-
the foot. ing to retrieve it will find an [Equal] number of Malevo-
Of course, instead this encounter could be lent Merfolk [Standard Monster] waiting for them, and
with legendary bandit ‘Scorpion in Boots’ an only too happy to stab them with tridents.
anthropomorphic scorpion with a nifty pair of boots... Although the chest is a fake it’s still covered in gold
and pearls so there is loot to be had if any can get to
Scouts it.
Arctic, Desert, Sea & Shore
This [Equal] sized scouting party for the nearest Sea Shells
political power is mapping the area ahead of any Sea & Shore
potential military action. This stretch of beach has a [Small] number of huge
These Scouts [Standard Ranger NPC] are keen to nautilus style shells, each the size of a horse.
share notes and will pay for any maps or information Such tempting vessels have attracted Hermit Horrors
of note the Characters can offer them. [Standard Monster] and these infernal crab demons
They may also have notes to share if the price is right. are using the shells for both camouflage and armour.

Scree Sea Urchins


Mountain Sea & Shore
The treacherous scree that seems to cover most of Clinging to rocks around the water line, these red
this area is unstable underfoot, as the piles of small slimy urchins have little red fringes of tentacles atop
stones laying over rocks and compacted earth move fleshy red bodies.
very freely. Each is armed with a powerful sting and Characters
Characters would find it [Routine] to avoid sudden should be extremely cautious as it would be [Difficult]
movement or loss of concentration, as that would re- to enter the water without coming into contact with
sult in a slip which will send them falling amidst a rock multiple urchins and suffering [Minor] damage from
slide that would cause [Major] damage. their poisonous stings.
They look rather pretty as they wave with the gentle
Sea Gulls currents.
Sea & Shore
The [Horde] of seagulls here are of a breed called Seaweed Bounty
Bale Gulls [Easy Beast] and are large hook-beaked Sea & Shore
fliers with a taste for fish and a bad reputation. Considered a local delicacy when fried, this abundant
These grumpy, noisy, territorial birds will also weed covers the rocks here abouts. It is very good for
scavenge where they can. They do not always wait for the constitution, if you don’t mind the smell.
someone to die before they attempt a nibble.

213
Shady Outcrop Shimmering City
Desert Desert
This rocky outcrop provides some welcome shade As the Characters draw near it is clear that this is no
beneath an overhang that offers a respite from the mirage. An expanse of sandstone structures can be
burning sun. clearly seen. An organised ancient settlement, clearly
There are two dangers here. First almost every crack not naturally formed.
and crevice is home to a small snake or lizard, and it’d Abandoned and of a strange architectural design
be [Routine] to avoid getting nipped by a venomous which is not familiar, this area surely is of huge archi-
beast for [Light] damage tectural interest.
Secondly, should Characters linger here long a [Pair] It may still hold wonders given its inaccessible loca-
of Sand Serpents [Elite Beasts] will arrive to aggres- tion and how strangely no one seems aware it exists.
sively claim the shade for themselves. These large liz- Or maybe no one has lived to tell the tale.
ards are as grumpy as they are armoured and spikey.

Sharp Toothed Tiger Ship Going Down


Sea & Shore
Arctic
Either a nearby friendly vessel, or the Characters own
This apex arctic predator has pale blue stripes on ship, hits a jagged hidden submerged rock that splits
its pure white fur, along with huge saber-like incisor a large hole in the hull, and immediately she starts to
teeth. sink!
The Arctic Tiger [Elite Beast] is [Very Difficult] to spot Characters will either have to perform [Very Difficult]
in the snow, and will carefully stalk any lone Charac- extraordinary and rapid repairs or head to the water in
ters, waiting for the perfect moment to attack its prey. an escape craft.
Anyone in the water near a sinking ship will face a
number of hazards that make it [Routine] not to be
dragged under by rigging or similar.

Ship Wreck
Sea & Shore
High seas the previous night have driven a ship onto
the rocks. The vessel now lies on its side at low tide
with the hull ripped open.
The valuable cargo is visible, but there appear to be
teeth and claw marks on the wood. Maybe it wasn’t
Shield of Encouragement the rocks which sunk her after all.

Wilderness Boon
Maybe they needed a bigger boat.

This magic shield shouts words of encouragement to If the Characters investigate they will have to deal
your opponent, voicing that their next blow may do with the [Pair] of Barnacle Trolls [Elite Monster] who
better than the last one. It is however deeply sarcas- have already claimed this prize.
tic. These trolls are covered in barnacles that provide
This may have no effect on some attackers but others them a level of armour protection, they also regener-
are either distracted by the torrent of abuse or may ate health quickly when they are in salt water.
even go into a rage.

214
Ships in the Night Sinking Feeling
Sea & Shore Swamp & Jungle
This cloudy night is both starless and moonless, mak- The thin layer of water here is only an inch deep and
ing it [Very Difficult] to see anything in the dark. the mud below is thick and clogging.
Those with good hearing would find it [Routine] to Any Character not managing the [Routine] effort to
hear the sounds of water slapping on mystery hulls as avoid the muddy patches in this area will quickly find
another ship launches it’s boats to approach stealthily. themselves sinking in to the knee deep mud, and
They are crewed by a [Very Large] party of Pirates becoming slowed or stuck.
[Standard Warrior NPC] who are attempting to sur- Despite the muggy warmth, and the heat of any ex-
prise the Characters, take them captive and rob them! ertions trying to escape, the mud and water will sap
heat from any Character trapped.
Shrine to Winter The mud also has a repulsive smell, which lingers on
Arctic boots and clothes.

This rough hewn stone shrine stands out as an almost


black block amongst the white background of this Sinking Pyramid
area. Desert
Offerings of meat, dried flowers and skins still sit atop A small pyramid, barely two stories in height, stands
the altar. It looks to be tended daily by someone who alone amongst the dunes.
cannot be too far away. If the Characters investigate they’ll find it [Routine] to
The Characters may wonder which particular god is realise that this is actually just the tip of a much larger
being worshiped, as it’d be [Simple] to notice some of pyramid buried in the sand.
the bones and the meat look humanoid... Delving into the buried structure will reveal a maze of
The [Large] group of Beastmen [Standard Warrior tunnels. In keeping with the desert surroundings these
NPC] led by their Shaman [Elite Cleric NPC] who live are home to multiple sand acid traps and an [Equal]
in this area treat the altar as a holy site. number of Jackyl Guardians [Standard Monster].
Deep within the pyramid is a tomb vault filled with
Silk Worms valuables, although as soon as the treasure is
Wilderness Boon touched the pyramid will begin to slowly sink, leaving
a race against time to escape.
This large glass gallon jar has a number of silkworms
spinning happily inside. In the right hands these will
earn a good sum of money although they need to be Skeletal Trees
carefully looked after in the meantime. Plains
This lone skeletal tree, rising from the endless plains,
Simmering Stew Pot offers no shade or shelter. Its bare limbs barely cast
Wilderness Boon thin shadows on the grass, and its dead trunk whitens
where the bark has been stripped off.
This cauldron sits on a fire now reduced to embers,
but still contains a hot and delicious stew. It is also a poor landmark, as oddly, what appears to
be the exact same tree can be seen in the distance to
There are no other signs of a campsite here, just the both the left and right across the grasslands.
cooking stew.
This could be the remains of an old empires border,
If eaten the stew will tackle any hunger and warm the with these magically grown trees marking their land.
Characters from the inside out.

215
Skinned Remains Slippery Ice
Arctic, Desert Arctic, Mountain
Something has been at work here. This creature has The footing here is treacherous, and Characters will
been efficiently killed and skinned. The carcass has find it [Routine] to avoid slipping and sliding whilst
not been stripped, instead left for the local scaven- moving.
gers. There is a trail leading away. The ice also covers many more vertical surfaces with
If the Characters follow the trail they will find a [Pair] rocks covered in patches of black ice making climbing
of Savage Ogres [Standard Monster] arguing over the [Very Difficult].
new pelt they have recently acquired.
Slippery Rocks
Sledge Dogs Sea & Shore
Arctic The ground in this area is covered in a thick layer of
This [Equal] sized pack of starving sledge dogs slimy seaweed which makes any movement treacher-
[Standard Beast] are running wild. ous. Any Character moving faster than a walking pace
Presumably their expedition ended badly and the will find it [Difficult] not to slip and fall.
dogs still wear the torn remains of a harness.
Now this pack are ravenous, and although they are
domesticated and used to humans they may attack
out of desperation.
They are easily pacified if fed and could be very
useful if tamed.

216
216
Small Stash Snow Pockets
Wilderness Boon Mountain
A well worn travel pack is tucked away from the ele- Un-melted snow sits in shadowy spots between the
ments. Inside are travel clothes, a few dirty coins and rocks and it would be [Routine] to notice a bottle sat
some dried herbs. within one pile of snow in the shade.
This potion flask holds an explosive mix that is only
Snakes in the Water stable at low temperatures, as soon as it gets warm
Swamp & Jungle enough it explodes, causing [Major] Damage.
The clear waters of this area teem with life, including
a [Beyond Count) number of small venomous snakes
[Easy beast] hunting the warm waters for small prey.
These snakes are unlikely to attack the Characters
unless agitated. However there are an [Equal] number
of much larger snakes [Standard Beast] attracted by
the Characters movement that will use the smaller
snakes to cover their approach, and they will attack.

Snow Betrayal
Arctic
A slight slope in this area gets suddenly steeper until
the ground slopes violently and disappears underfoot.
The Characters will find it [Very Difficult] not to be
swept along down the hill with the snow and rocks Snow Storm
surrounding them, causing [Minor] damage and leav- Arctic, Mountain
ing them prone and half buried. The air is briefly still and calm before a sudden wall of
shifting wind-borne snow rushes towards the Charac-
Snow Fox ters driven by strong winds.
Arctic The winds in this storm are fierce, and all but the
The white snow foxes that live in this area can be- strongest of Characters would find it [Very Difficult] to
come invisible in this terrain and are [Very Difficult] to make headway against the winds.
spot without magical help. Those unable to take shelter risk [Light] damage from
While of no threat to the Characters, they will scav- the storm, and the low visibility and high winds make
enge any food left unattended and could easily make a fall a real risk.
off with unsecured rations.
Snowblind
Snow Melt Arctic
Arctic, Mountain Dazzling glare all around from the sun reflecting off
Ice cold water flows in rivers which cut through the ice of the snowy landscape make it [Difficult] to see any
and snow. The water is not empty or drinkable, the distance in this area.
thaw having released strange small parasites into the The [Pair] of elemental Ice Creepers [Standard Mon-
waters that cause [Light] damage to any drinking or ster] that hunt here take advantage of how difficult
spending too much time in the water. their crystalline bodies are to see in these conditions.

217
Spiders Steep Path
Forest Mountain
The canopy of this area of forest is home to a [Very This path was once steps carved into the rock face.
Large] colony of Giant Bark Spiders [Easy Monster] The years have worn it down to a smooth, treacher-
who will aggressively defend the lair of their Queen ously steep, thin path.
[Elite Monster] It is the only way through this area that doesn’t involve
These spiders are large, mottled brown, hairy and climbing, and is barely wide enough for a single per-
while they are not web spinners they can flick dart like son at a time with frequent steep drops off to the side.
bristles at enemies. It’s unfortunate that a [Lone] Armoured Bull Ogre [Elite
The Queen has pulsating egg sacs hanging from a fat Monster] is travelling the same path in the opposite
abdomen and may unleash more eight legged mon- direction, and doesn’t want to be the one to retrace
strosities into the forest soon. their steps to let the other pass.
She is a very protective mother.
Stink Flowers
Squat Metal Tower Swamp & Jungle
Arctic These flowers smell of rancid rotting meat. Characters
A short metal tower covered in rivets with a guard rail may assume this is intentional to attract the flies they
around the top juts up from the ice here. need to pollinate them. However closer inspection
reveals there are decomposing bodies deep in the
If the Characters approach they will be hailed by a flowers. They look to be a mix of animal and human-
Gnome in heavy furs [Standard Scholar NPC]. oid parts.
He explains that his experimental sub-nautical-ma- If the Characters linger, then a [large] group of Reek-
chine has become trapped in the ice, and he’d very ing Dead [Easy Monster] zombie like creatures, ani-
much like some assistance in getting free. mated by vines, attack.
The tower is actually the conning tower of the trapped
clockwork and magic submersible. Stone Currency
Stash of Unknown Coins Wilderness Boon
The two dozen carved stones found here are all about
Wilderness Boon the size of a clenched fist, have a similar disc shape,
A large clay urn has split open where it lays half bur- and are decorated with a variety of odd markings.
ied here, spilling out a pile of strange looking coins. These are ancient coins from a race of giants that
These coins are made from a semi-precious metal once ruled here, and whilst heavy, would fetch a good
and bear markings that would be [Very Difficult] for a price if sold to a place of learning with an interest in
scholar to identify as belonging to a long dead empire. history.

Steam Trunk Stones and Shells


Forest Sea & Shore

Someone has decorated this tree trunk and carved This beach is formed by a strange combination of
ornate cogs into the bark. In this light it almost glows pebble stones (as you would expect) and a huge
and the cogs seem to move if no one is looking. number of blue shells.
The tree itself seems healthy although a strange haze The shells still have their inhabitants, a type of hermit
surrounds it, rising slowly from its leaves. crab, and on a full moon the beach has been known
to get up and walk off.

218
Storm on the Horizon Stranger Danger
Sea & Shore Sea & Shore
Unexpectedly, the light of the day starts to fade. A tall A corpse with an arrow protruding from its back bobs
black cloud of dense fog appears on the horizon and afloat in the water, with what looks like a message
quickly approaches the Characters. tube tied to the arrow shaft.
It’d be [Routine] to evade the storm, but that would If the message tube is opened it will trigger a magical
involve backtracking along the route already travelled. explosion and launch a flare high into the air. The ex-
However conditions in the storm would make staying plosion can cause [Major] damage to those within ten
afloat [Difficult] if the Characters continue onwards. foot who fail the [Difficult] task of diving away in time.
This type of trapped corpse is a common tactic of
Strange Constellations Arcane Pirate crews to disable and mark targets.
Mountain, Sea & Shore, Swamp & Jungle
On this clear night the stars seem to have changed. Summoner’s Blueprints
This does not seem the right night sky for this world. Wilderness Boon
Is this a message from the gods, or a madness induc- Within this wax sealed scroll case are a set of unusual
ing glimpse of massive eldritch powers at work? magical ritual designs by a talented magician. Notes
suggest it may summon a powerful yet loyal and
Strange Footprints bound demon to assist the summoner. May.
Arctic, Desert, Forest, Mountain, Plains, Swamp & Jungle
These footprints, clearly visible ahead of the Charac-
ters, are very unusual with an alarming combination of
toes and claws that seem to change regularly.
These odd tracks belong to a shapeshifter [Elite
Beast/Monster/NPC] who has lost control of their pow-
ers and is now an ever morphing mix of monsters and
beasts. Whilst in some forms they may be reasoned
with and seek help, other forms may be outright hos-
tile.

Strange Waves
Sea & Shore
The waves in this area are becoming more regular
and oddly uniform, with the tips turning from white
water into a smooth green blue and there is no spray.
This is because the Aquamancer [Elite Wizard Mon-
ster] leading the [Equal] party of Mer-Creatures [Stan-
dard Monster] swimming under the boat has weaved
their magic to clear the water surface so they can
attack with deadly accurate spear throws.
The first the Characters know of the attack is likely to
be when the first spears break from the water, unless
they manage the [Difficult] task of spotting them be-
neath the surface.

219
Sword of Heroes The Hills Have Eyes!
Wilderness Boon Plains
A valuable magical sword, which happens to also be The hills here have many hidden caves that are home
sentient. to a [Very Large] clan of Goblins [Easy Monster] that
It can talk as well, and has a habit of narrating what- use the vantage point of the hills to watch the plains.
ever is taking place around it in a booming heroic They will ride out on wolf mounts to raid and harass
voice. It gets particularly excited when describing any interlopers to their lands.
fight it’s involved in, offering a loud ongoing com-
mentary of events with uncontrolled excitement and The Lamp
enthusiasm. Desert
The sword can see and hear to a range of 30 feet in Standing, glinting in the sand, is this large, heavy
all light conditions and it’s voice is magically produced lamp of the style commonly associated with genie
and [Near Impossible] to silence. summoning.
This is a trap set by a cunning [Large] group of ban-
Tentacles from Below dits [Standard Rogue NPC] led by a sly conjurer [Elite
Sea & Shore Wizard NPC].
This shallow area of sea is home to a gargantuan The lamp radiates magic and will release a stunning
monstrosity from ancient times that is a writhing tenta- blast of light and sound once touched. This is when
cle mass the size of a small town. the bandits jump out from their hiding places and try
Whilst this creature cannot effectively be fought or to get two attackers, each holding knives, to each
killed itself, it will probe out with a [Large] amount of Character before demanding their valuables.
tentacles that are each a threat [Standard Monster] to
any passing this way. The Long Man
Those who try to stay in this area will find there is Plains
no end to the number of tentacles that can form and These hills are chalkland, Long ago a design was cut
attack. through the grass to the while rock below to show a
Retreat is the better part of valour here! huge man which can be seen for miles around. He is
surrounded by strange symbols and is posed with a
Terrifically Large Flowers pointing spear.

Swamp & Jungle


It would be [Difficult] to decipher the symbols and
discover the chalk carving points the way to a hidden
Huge exotic flowers which attract people with their shrine, and include clues on how to enter.
colourful display and hypnotic scent that is [Routine]
to resist. Anyone lingering around the flowers will find
it [Difficult] not to be lulled to sleep in the soft embrace The Noble Hunt
of the petals. Desert, Forest, Mountain, Plains
The flower will grow an exact replica of the sleeper High born and wearing yellow carnations in their caps,
over the course of a few hours, and send this out into this [Small] group of keen hunters [Standard Warrior
the world while the victim remains in perpetual sleep. NPC] ride after a [Large] pack of hounds [Standard
The replacement will make a gift of a small flower to Beast] through this area.
whoever it meets next, this flower will rapidly grow... They do not often stop for anyone and their hounds
Destroying the flowers will wake any victims trapped are prone to harassing smaller Characters and com-
sleeping in the petals. panion animals.

220
The Patchwork Doctor The Rains
Arctic, Desert, Forest, Mountain, Plains Plains
This [Lone] traveller in a large coat and wide brimmed The annual dry spell has ended with a dramatic storm,
hat is a weather worn “medic” with a long and infa- followed by a less dramatic storm, followed by seem-
mous history, who has fled the authorities. ingly endless rain.
His experiments with reattaching body parts on him- Any Character, however well equipped, will be un-
self have made him more construct than man [Stan- able to stay dry in these conditions without the aid of
dard Monster] with mismatched hands and one leg magic.
seemingly shorter that the other. This affects morale and Characters become tired and
He will offer medical assistance to the Characters, concentration levels drop as thoughts turn to chaffing
particularly on the Character nearest to his height. clothes and wet feet.
This is the sort of medical ‘assistance’ that might
involve two bone saws.

221
The Sun Beats Down Tools of Enchantment
Desert Wilderness Boon
There is no cloud cover and no shade, there is noth- A small buried leather bag contains a set of fine tools
ing but the relentless heat of the sun and the burning used for enchanting objects.
sands. They would sell for a decent amount of coin, although
Water rations will be depleted quickly and all Charac- they are clearly labelled with the owner’s name so
ters risk sunburn in the extreme heat. there may be a way to find favour with an item en-
chanter by returning them.
Thick Canopy
Swamp & Jungle Trader’s Cache
The trees have grown up in search of light, and their Wilderness Boon
branches now form a thick canopy which sinks all A travelling trader has hidden a stash of stock here af-
below into a deep shade. ter losing a pack animal & having to lighten their load.
Visibility is reduced and these shadows have become This full set of saddlebags contains a haul of saleable
home to a [Pair] of Pale Slime Ogres [Elite Monster]. mundane merchandise.
These foul monsters are ogres that have bonded with
sentient parasitic slimes that make them more deadly. Trails in Every Direction
They are highly resistant to most types of damage, Swamp & Jungle
the exception being bright sunlight, which will hurt
them and make them flee for cover. The trees are thick here, and multiple waterways cut
off many routes of travel making for a natural maze.
Thirsty Wood What doesn’t help is the clear path the Characters
have been following so far now branches off in a doz-
Forest en different directions, making navigation [Difficult].
The great trees in this forest have large pools of water
that form in the nooks between their mighty roots. Trap Door Spider
These forest ponds should be a great habitat for wild- Plains
life but only seem to be home to vast number of frogs
and toads. A perfectly round lid of woven grass is hidden expert-
ly, concealing a shallow pit and the Giant Trap Door
The lack of other wildlife is caused by the presence in Spider [Standard Monster] waiting within.
this area of a Leviathan Toad [Overwhelming Mon-
ster] that has either killed, or scared away, all but it’s It is [Very Difficult] to spot the trap, and when its in-
smaller kin. habitant senses footsteps the trap door flies open and
the enormous, venomous spider attacks.
Tidal Cave Trapped Under Ice
Sea & Shore
Arctic
Accessible only at low tide, this cave has a washed
sandy floor, and is lit by skylights in the cave roof The Ice sheet here is beautifully clear, allowing an
which is open to the cliffs above. excellent view of the extraordinary monster skeleton
encased within. The Ice cannot be frozen all the way
These large winding caves are home to much local to the earth, as the skeleton occasionally moves.
wildlife, as well as an [Equal] group of smugglers
[Standard Rogue NPC] who would prefer that the If for, some reason, the Characters find a way to free
Characters never saw them or the crates of contra- this Skeletal Juggernaut [Overwhelming Monster]
band they are moving.... from its icy tomb then that’s on them...

222
Travelling Merchant Tree House
Plains Forest
A well packed mule is being led here by a stocky mer- A wooden, sturdy house, which looks to be watertight,
chant [Elite Warrior NPC]. sits in this huge tree. A rope ladder has been rolled
Friendly, clever and well stocked, this merchant is a up, suggesting the inhabitant is in.
retired adventurer who now specialises in trading with If persuaded to let down the ladder, the Forest War-
adventuring parties in the wild, and as a result is likely den [Elite Ranger NPC] that lives here and looks after
to have some useful items available. this area of forest for a nearby political power would
He is handy with a greatsword, and travels alone trade any information he has for tales from the Char-
along mostly well trodden paths. He has the area very acters over a steaming kettle of tea.
well mapped and has several hidden locations for
storing excess stock. Tree Root Hives
Any Character able to get hold of his maps would Forest
know where all the caches are, as well as every The roots of some enormous long dead trees zig zag
known path in the area. across the ground throughout this forest, with the cur-
rent trees growing from the gaps.
Traverse These old roots are peppered with thousands of
Mountain holes, each not much more than an inch in diameter,
The Characters must cross a near vertical mountain making the whole area full of trip hazards.
face to advance in this area. These are also hives for a colony of Harm Mites.
There are few hand and foot holds making this a [Diffi- These nocturnal spider like creatures swarm this area
cult] climb that would take many hours to complete. at night, and any Characters here when that happens
would need to fend off a [very Large] number of Harm
The mountain goats pass this way daily and make it Mite Swarms [Easy Beast].
look like a walk in the park.

Treacherous Going
Mountain
The paths here are barely there, most have collapsed
in many places and where they travel near a ravine
large parts have slipped into the abyss already.
The Characters must take extreme care in this area
and it would be [Routine] to avoid triggering collapses
if moving carefully, however this becomes [Difficult] if
move vigorous activities like combat take place.

Tree Gems
Wilderness Boon
The impressive, emerald-like growths on this tree are
actually patches of resin seeping out from the trunk.
They have set rock hard and could be used for cos-
tume jewelery or to fool inexperienced traders.

223
Tree Zombie Unnatural Migration
Swamp & Jungle Arctic, Desert
The trees here are gnarled and twisted. A [Simple] in- This [Horde] of Crested Striders [Standard Beast] are
spection will also reveal that they have human corps- out of place here.
es embedded amongst the trunks and branches. These giant flightless birds are normally found in lush
There are a [Large] amount of these Zombie Corpse grasslands and they are ill-adapted to the environ-
Trees [Standard Monster] that will begin to move ment of this area.
towards the Characters and try to drag them to trees Their appearance makes little sense, but what is
not yet bonded with a corpse to make new Zombie obvious is that this is a potential bounty of fresh meat,
Corpse Trees. although it does come with large talons.
This is the unfortunate result of a local tribe trusting a These birds are also famously grumpy. And rather
wandering priest to bless their burial ground. faster than they look.

Turnip Unusual Delicacy


Wilderness Boon
Wilderness Boon
The vegetables placed on this crude altar all have one In these parts fried spider is a much prized local deli-
thing in common. They all have at least a passing re- cacy. These chunky black beasts live in burrows and
semblance to anatomical features, including, in pride have little defense to being dug up. And subsequently
of place, a turnip that looks just like a... deep fried.
Assuming the digger is OK with handling large hairy
Twisting Path angry spiders, once captured they fetch a good price.
Swamp & Jungle
Whilst not the most direct route through the area, this Up in the Trees!
narrow path snakes its way through the terrain avoid- Forest
ing the worst of the wet and overgrown patches.
This area is home to a [Large] tribe of Bark Fiends
The trail makes for easier travel here, but it’s also a [Easy Monster], who don’t react well to trespassers
popular ambush spot for the [Equal] group of Head walking under their trees.
Hunting Lizardmen [Standard Monster] that call this
place home. These diminutive goblin folk have bark-like skin that
makes them [Difficult] to see when stationary. Espe-
cially in a tree.
Two Paths
They prefer to scare off enemies by dropping sharp
Desert
rocks from the high trees, but will become frenzied if
The sands have shifted and revealed a road that isn’t anyone were to climb up to their treetop lairs.
on the maps for this area, leaving the Characters
looking at a fork in the road they were not expecting... Valuable Crystals
Uncommon Mushrooms Wilderness Boon
Clusters of crystals that vary in hue by the full range
Wilderness Boon
of the rainbow are found here.
These small vibrant fungi are a popular ingredient for Whilst abundant here, these fetch a good price in
alchemists from a local divination cult, and have hal- more populated areas for their pleasing aesthetics.
lucinogenic properties. Those imbibing these mush-
rooms often claim to have seen the future.

224
Vampire Bats Watering Hole
Forest Plains
Normally the reputation of vampire bats is exaggerat- All paths in this dry Savannah plain lead to this large
ed, and they’re no more evil than any other ordinary watering hole, an expansive pool of rather murky
animal. Not these bats however, these are truly evil water, with treacherous muddy banks caused by the
and once served a diabolical lord. They are more constant churning of animals coming to drink here.
intelligent than their wild cousins and have nothing but If the Characters approach they will find it [Very
bad things planned for anyone they meet. Difficult] not to attract the [Equal] amount of Enraged
This [Large] cloud of Evil Vampire Bats [Standard Hippos [Elite Beast], who lurk below the surface of the
Beast] takes to the sky at night in search of victims. water ready to erupt out to attack intruders.
Preferably sleeping victims. The mud makes movement and dodging attacks [Very
Difficult] around the watering hole.
Walking Trees
Forest, Swamp & Jungle Waters Rising
In their constant quest for light, water and nutrients Swamp & Jungle
these trees have evolved to be more proactive than This area was barely damp a few hours ago, but is
your usual spruces. now a foot deep in murky water, which is rising rapidly
Although not sentient these trees seem to walk the and showing no signs of slowing down.
landscape, dragging up huge leg-like masses of As the water rises and the Characters decide how to
branches and roots and taking lurching steps forward progress a [Large] number of Razorfish [Easy Beast]
until they find a good spot to take root again. find them and will attack anyone in the water.
Whilst they aren’t aiming to crush anyone underfoot, A few hours after the rising waters started they will
the trees are also not trying to avoid crushing anyone begin to recede again; maybe this was a one-off event
underfoot... or this could be a daily occurrence here.

War Horse Weapon Stash


Wilderness Boon Wilderness Boon
A battle trained horse, in full barding and tack is be- Well hidden and [Difficult] to find is this stash of weap-
fore the Characters grazing happily with no one else ons, armour and ammunition.
in sight. Left here by a military force many years ago, this well
The horse is large, probably used to being corn fed, stored cache has good quality equipment that is easily
very well looked after, and used to people. recognisable as belonging to a particular army.
The previous owner may have picked an unwise fight
with a wizard that made them ‘disappear’. Weighty Tome
Wilderness Boon
Water Flask This weighty metal book has a pair of locks keeping
Wilderness Boon it closed. It is oddly warm to the touch and seems
A large bladder of pure, clean delicious drinking water. strangely unaffected by the weather considering it is
This is liquid yummy. just lying on the floor out in the open.

This full flask somehow stays cool and refreshing. It is This blessed holy book details all of the important
about a days water, give or take. rituals for a religion of light and law, the locks will open
when the book is picked up by one it deems worthy.

225
Weird Fungi Whirlpools
Forest Sea & Shore
Strange green and orange fungi grows very noticeably The open waters in this area suddenly spring to life
on the trunks of the trees in this area. It Forms large, with a [Large] amount of small whirlpools, each not
elaborate, almost sculpture-like shapes. much bigger than a man and churning the water vio-
It’s going to be [Difficult] to move here without disturb- lently.
ing the fungi, which will then release clouds of dan- As if sentient they quickly snake towards the Charac-
gerous spores. ters, where the Drowner Sprites [Easy Monster] that
These spores are like an ominous green poisonous are responsible for the whirlpools will try to pull Char-
cloud, and cause [Minor] damage if inhaled. acters under the water and drown them.

They also have the curious side effect of re-animating


any creature that dies within the spore cloud, as can Wild Stallions
be evidenced by the [Large] number of Fungal Zom- Plains
bies [Easy Monster] that will attack the Characters A pair of magnificent horses can be seen galloping
shortly after the spores are released. across the plains in the distance.
These will be a mix of fungally animated humanoids These are magnificent animals [Elite Beast] and
and forest animals. would be worth a considerable sum if they could be
The Characters may find some success here if they captured and wrangled back to civilisation, and if
kill it with fire. tamed they would make for quality warhorses.

Wet Feet Winters Teeth


Swamp & Jungle Arctic

It’s [Very Difficult] to stay dry due to the conditions in This land is no stranger to hail, but this is something
this area, and before long the damp has worked its far more sinister.
way through clothes, boots, socks and weapon hold- Spear like shards of solid ice rain down from the sky,
ers. threatening to impale those caught by the onslaught.
Everything is wet, weapons are slippery, books are This storm is brief but it would be [Difficult] to avoid
starting to twist out of shape, bows start to warp and [Major] damage from this hail of ice javelins.
clothes are heavy.
Characters are more affected by cold, may become Wolf Pack
exhausted or ill, and are more prone to fumble held
items. Arctic
Their thick winter coats hide how thin this [Equal]
Whale of a Time sized pack of White Winter Wolves [Standard Beasts]
truly are.
Arctic, Desert, Mountain, Sea & Shore, Swamp & Jungle
Surviving in this harsh area is not an easy job, and
Depending on the terrain this whale may have per- this pack travels huge distances to find food.
ished completely naturally or be so out of place it may
as well have crashed from the sky onto the ground. Having caught the scent of the Characters they will
stalk and then attack.
Characters may explore to see if it has swallowed
anything or anyone of interest, and try to deduce the They cannot be scared off, there is no other food here
circumstances of its passing. for them and it is life and death.

The corpse looks fresh and the mouth is open and


large enough to walk straight in...
226
Woodland Feast Yeti
Forest Arctic, Mountain
The Characters will come across a forest clearing Thick skin and heavy white fur protects this Storm Yeti
with a dozen large tables all set out for a banquet, [Elite Monster] from the dense cloud of snow squalls
with fresh and hot fare laid out in abundance. There is that conceal it.
nobody to be seen in attendance. Large, fiercely territorial and seemingly a combination
This is a fey banquet and any Characters partaking of humanoid giant and polar bear, the Storm Yeti is
of the food and drink will fall in to a deep slumber and expertly camouflaged within it’s personal snow storm
awake in a fey realm. and is [Difficult] to spot before it ambushes its targets.
If the fey are not interested in bringing the Characters
in to their realm they may instead steal an item from Yodeling
each Character. Mountain
Towards the end of the area the Characters are cur-
Woodland Folk rently traversing a [Small] group of Mountain Giants
Forest, Swamp & Jungle [Elite Monster] are enjoying the acoustics of the
The lavender scent hangs in the air around this mountains and practicing their yodeling skills.
settlement of organic tree structures, which have been Other than the questionable quality of some of the
trained to grow together over many years. singing, the main problem here is that the yodeling
This village is home to a [Very Large] tribe of Wood is so powerful that a number of rock slides are being
Goblins [Easy Warrior NPC] led by their Shaman triggered.
[Elite Cleric NPC]. Unless something can be done about the singing,
The tribe do not take kindly to outsiders and will travel in this area is [Difficult] with a real risk of [Major]
be hostile unless the Characters have a very good damage from falling rocks.
reason to be in this area.

227
A Taste of Wild Adventure Wilderness Adventures
If you want to simply add a bit of flavour to a trip with- Adventuring in the wilderness will often take the form
out turning a journey in to a full on adventure, then of travel and exploration, with the Characters taking
you can just roll once on the appropriate wilderness on a journey of multiple days, weeks or even months.
region encounter table(s) and have your Characters The travel to a dungeon becomes an epic affair by
interact with the encounters generated during their adding a full set of encounters for the outward and
journey. return journey.
But there are many possible reasons to make a full
Magical Travel adventure happen without ever setting foot in a town
or dungeon. We’ve provided a table full of ideas called
These wilderness travel adventure rules are for the Wilderness Adventure Themes on the next page.
Characters that walk or ride on epic journeys through
breathtaking landscapes whilst braving all weathers. Just like a Dungeon
If your Characters can just fly or teleport everywhere
then wilderness travel isn’t really for them. Unless of To make the journey an adventure we suggest you
course you surprise them with a journey where flight approach it as you would a dungeon adventure. How-
or teleportation won’t work and they have to walk... ever instead of going room to room in a dungeon your
Characters go day to day through different wild areas.
Plan it Out Map out the route or routes that the Characters may
travel and place encounters on them in the same
We’d recommend fully generating all of the steps for way you’d place encounters in dungeon rooms. All
your wilderness adventure before starting, that way that is different is the time taken between ‘rooms’ and
you can look for inspiration to link the random results the narrative description is of travelling all day, not of
together into a story line. walking down a corridor.

228
Rest and Recharging Wilderness Adventure Themes
In game systems where the Characters’ powers can What theme does this wilderness adventure have?
recharge each day, and they may only interact with Roll on this table to get a suggested theme to use:
one or two wilderness encounters during a days trav-
el, you may find the encounters are less of a chal-
lenge. ROLL (D12) WILDERNESS ADVENTURE THEME
CLAIM - Either the Characters come into
Now you could just increase the challenge of these possession of a deed, granting them ownership
encounters. However we’d recommend instead that 1 of some remote land or they are tasked with
you adjust the recharge and recovery options of your clearing the dangers from an area for someone
game system to pace wilderness travel like a dun- else to settle.
geon crawl. So there may be a half dozen encounters CONSERVATION - The wilderness must be
the Characters need to manage with their resources protected from a threat such as a monstrous
2
horde burning all in their path, or an overzeal-
before they can recover to full strength. ous lumber guild.
DELIVERY - A precious, maybe even delicate
5E: A simple modification to the rest times can make a 3 or perishable, item must be delivered safely to a
wilderness trek as challenging as a dungeon. Simply remote location through the wilds.
make a eight hour rest in a campsite required for a Short ESCORT DUTY - An important dignitary or
Rest and require a full twenty four hour day spent resting possibly a dangerous criminal needs to be
4
required for a Long Rest. taken to an isolated location, but must be kept
away from the roads and well used paths.
EXPLORATION - The region needs to be
Any adjusted rest rules should be returned to normal 5 mapped for a new road and also to find any
as soon as the Characters reach civilisation or are natural resources.
able to set up a more established camp. HUNT - There is a fearsome monster or group
This will encourage visits to settlements or inns where 6 of beasts terrorising the region. Can the Char-
acters track down and stop the menace.
available, and will make the setting up of a base camp
LOST GROUP - The last group to travel
before exploring a dungeon site a vital step.
7 through this wilderness never reached their
destination. Can the Characters find them?
Survival and Fantasy RACE - There is a prize and prestige to be had
in winning this epic race through the danger
8
The play style of your setting and access to magic to filled wilderness. The other teams might do
anything to win.
solve mundane travel problems will dictate how much
to focus on the hardships of overland travel in wild RECOVERY - An enemy force has taken some-
thing and escaped in to the wilds. They must be
regions. 9 tracked and the item/person recovered, even if
Whilst we don’t recommend managing resource track- the journey takes the Characters deep behind
ing for food, water, firewood etc. (unless of course enemy lines.
you’re running a system that focuses on survival ele- SURVIVAL - The Characters find themselves
in the wild by accident without time to prepare.
ments) we believe it should still be a consideration. 10
They must survive as they seek a way to safety.
Things like reducing rest benefits if a tent or fire is Maybe a shipwreck or a teleport gone astray...
unavailable, and requiring hunting/foraging to supple- TOURIST - A wealthy individual wants to expe-
ment rations on a long trip can add flavour. Especially 11 rience all the wilderness has to offer, whilst the
for the more extreme hot or cold regions. Characters ensure their safety of course.

TRADE CARAVAN - The Characters must


5E: A simple way to track supplies is to require a Survival help guide and protect a trade convey of some
skill check for the group each day. Starting at DC 5 and 12
form, like a wagon or mule caravan, reach new
increasing by +1 DC per day, if this check is failed supplies markets and establish a new trade route.
are exhausted. Reset the DC if the group is re-supplied.
229
Complications
Not all Adventures should be straight forward so here
are some possible complications to spice things up.

ROLL (D20) COMPLICATIONS ROLL (D20) COMPLICATIONS


AGAINST THE CLOCK - The adventure has a HUNTED - Something or someone starts hunt-
time limit and either failure or something worse ing the Characters during the adventure. This
1
happens if the Characters can’t complete things should be a [Boss] level [Beast] or [Monster] or
in time. 12
could even be an NPC. Whoever the hunter,
they will know the terrain and try to wear the
AMBUSH - There is either a [Small] group of
Characters down over the course of the journey.
[Elite Monster] or a [Very Large] group of Stan-
2 dard NPC] that have setup an ambush along MISLED - Either as an act of malice or incom-
the route of the adventure. Ideally somewhere it petence the location of the adventure objective
makes things difficult for the Characters. 13 is wrong, the Characters may find themselves
in the wrong place and having to seek out the
ANTAGONISTS - There is an active force
correct location.
working against the Characters every step of
3-4
the way. Add Antagonist encounters as per the
OBSTACLE - Some form of substantial obsta-
Town Adventures section.
cle might cause a major detour. This could be
DISASTER - A natural disaster takes place 14 - 15 anything that causes a major obstacle to travel
5 during the journey such as an earthquake, tsu- such as a crevasse, wide river, magical barrier,
nami, volcanic eruption, flood etc. tall cliffs, raging fires, fortified border wall etc.

ENDLESS - Whilst not necessarily truly end- OTHER WORLDS - There are paths on this
less, it will feel like it as this adventure must journey that pass through the boundaries of the
6 16
cover a much further distance than originally mortal world. These may lead the Characters in
thought. to more fey or shadowy lands on their journeys.

EPIC QUEST - There are many tasks to be SUPPLY ISSUES - Poor planning, bad luck or
completed and sites to be visited on this jour- sabotage means that a few days out from civili-
7-8 17 - 18
ney. Add at least one Dungeon adventure per sation the Characters supplies run out with food
weeks travel in addition to any generated. spoiled, water leaked and hunting gear broken.

EXTREME WEATHER - During the entire SWITCH DESTINATION - When the Char-
adventure the weather is extreme for the region, acters are getting close to the target of their
9 - 10 and not in a good way. Just making progress is journey they find information that reveals they
more difficult and the conditions should make 19
need to go somewhere else. Generate anoth-
camping a hardship. er adventure journey for them to now embark
FALSE INFORMATION - The information that upon.
sent you on this adventure is incorrect, either by
accident or on purpose. It’s likely that the theme WAR - The regions the Characters must travel
11 of this adventure is not what is actually happen- through are occupied by a hostile military force
ing. Either roll another theme for the true reason who are active against the Characters land(s)
20
or just make the adventure theme the opposite or faction(s). Add an Enemy encounter from the
of what the Characters believe. Dungeon encounters table to each day of the
journey to represent these forces.

230
Adventure Stages Adventure Regions
Each wilderness adventure stage is a set of random Each adventure stage will take place in a region.
encounters talking place during a days travel in a This will determine which encounter tables to use
wilderness region. when generating your random encounters.
At some point you will get to the ’Destination’ stage It’s likely you know what type of wilderness regions to
which would be the finale of your adventure. use based on the map of your world.
Either chose or use the following table to determine But if you’d like to roll, this table lists each of the
the number of wilderness Adventure Stages: wilderness regions.
ROLL (D20) STAGES
2 STAGE
1 ROLL (D20) WILDERNESS REGION
1 day of Travel, Destination

2
3 STAGES 1-2 ARCTIC - Frozen lands of ice and snow
2 days of Travel, Destination

3-7
4 STAGES 3-5 DESERT - Sand and sun.
3 days of Travel, Destination

8 - 11
5 STAGES 6-8 FOREST - Trees everywhere.
4 days of Travel, Destination

12 - 13
6 STAGES 9 - 11 MOUNTAINS - High and cold.
5 days of Travel, Destination

14 - 15
7 STAGES 12 - 14 PLAINS - Grass and hills.
6 days of Travel, Destination
8 STAGES 15 - 17 SEA & SHORE - Open sea and coastlines.
16 - 17
7 days of Travel, Destination
18 - 20 SWAMP & JUNGLE - Overgrown and wet.
9 STAGES
18 - 19
8 days of Travel, Destination
10 STAGES
20
9 days of Travel, Destination Each region has it’s own set of random encounter
tables flavoured to it’s theme.
By all means create wilderness adventures with more If you end up with some odd combinations, either
adventure stages. swap regions around to make more sense for real
world geography, or even better have fantasy expla-
Once you know how many Adventure Stages your nations as to why the desert borders the arctic region.
wilderness adventure will comprise of, you need to
determine which region each stage will take place in. For Example: I’ve got a series of adventure stages that
Then roll for random encounters for each stage based will see my adventure go through a jungle region, into an
on the region. arctic region then back to a jungle.

Destination I’ve decided that this is the result of an ancient battle


between warring titans, the arctic region is in fact where
Once the destination region has been reached the an ice elemental titan fell in ages past. Ever since the land
journey is over. has never felt the touch of warmth.
Depending on the adventure theme this may also
include a fight. It could also be the start of a dungeon
or town adventure.

Note: Don’t forget that the return journey may be just as


long and peril filled as the way out.
231
5E Adventure JOURNEY for a party of 4 level 2 Characters

Dungeon Master Synopsis


Wildeley Old Tap is the most renowned ale in these The Characters have been hired to escort the
parts, and is much sought after. It is brewed locally, brewer Enrillian and her packed mule train.
but travels well. They are transporting beer from her small brewery
Enrillian inherited the brewery some years ago, in Wildeley to Oldwyn Town, a four day journey.
and has made few changes. The ale is, after all, its In five days the ‘Festival of Bo’ begins and her
trademark and you can’t improve on perfection. super strength ale will fetch a premium.
The wilderness isn’t always safe, and Enrillian rarely The mule train consists of 10 Mules each carrying
risks long journeys. a pair of 15 gallon kegs full of ale attached to a
But the festival of Bo is calling, and profits won’t pack saddle.
make themselves, so the mule train is readied for Enrillian is a Commoner with proficiency in
action. Artisan’s Tools (Brewer), equipped with padded
armour and a greatclub.
For extra protection, Enrillian has her faithful
defender, Pudding, a chocolate coloured Mastiff.
Bold entries refer to 5E monsters.
[Red] entries refer to Wilderness encounters in this book.
These allow us to show how we constructed this adventure.

232
Day 1. Wildeley Meadows Day 4. Westfield Hills
The fields and meadows surrounding Wildeley are green and With the forest behind you, all that is left is to lead the mule
pleasant. train through the shallow gullies of the Westfield Hills.
Near the end of the day you should reach the edge of the You should reach Oldwyn Town before the sun sets.
Greenwall Forest.
This plains region has [Gullies in the Hillside]
This plains region has [Dog Packs]
The Keane Gang, a group of 8 Bandits, led by Henril
A pack of feral dogs roam this region and will harass Keane, hide amongst these low hills and prey on
the mules unless actively driven off or dealt with in passing travellers.
some way.
Henril is a Thug who knows this land like the back
The pack consists of 18 dogs (use Jackal) and 2 top of his hand. He has seen the mule train heading this
dogs (use Wolf). If the top dogs are killed the pack way.
will disperse and flee.
They will wait, crossbows ready, on the high ground of
Note that Pudding will need to be kept under control a bottleneck gully, ready to surprise the Characters.
or he will agitate the pack and might cause an attack.
Henril will reveal himself and demand the mules and
their precious cargo are handed over.
Day 2. Greenwall Forest The gang will use force if necessary to get their way,
although they will flee if half of them, or Henril, are
The trees in this part of the Greenwall Forest are ancient and
killed.
tall. You have two days of travel to make it through this vast
woodland. If the mules and beer are given to the gang they will
travel a few miles away to a secluded camp and begin
This forest region has a [Rotten Branch] to drink. The gang would have disadvantage on all
At some point during the morning there is a loud crack attack rolls while drunk on the extra strong ale.
and a massive branch crashes down amongst the If the Characters were to wait until nightfall the whole
Characters. Have every player and yourself roll 1d20, gang would have passed out and be sleeping soundly.
whoever rolled lowest is under the falling branch, if it
Shortly after the Characters have dealt with the gang
was you it’s a mule. If there is a tie for lowest roll, then
in the Westfield Hills they arrive at Oldwyn Town.
all those tied are under the falling branch!
Anyone under the falling branch must make a Oldwyn Town
DC10 Dexterity saving throw. Take 2d8 bludgeoning
damage on a failed save, or half as much damage on You’ve made it, time to sell some beer!
a successful one. They are then trapped under the
branch. Collect reward. Enrillian will be able to pay out a
total of 400sp to the Characters to divide amongst
A DC15 Athletics check is required to lift the branch
themselves, this is dropped by 20sp for every keg that
and free anyone trapped.
was lost (or emptied).

Day 3. Greenwall Forest If the journey took more than four days the reward is
halved as the ale doesn’t have time to settle before
the festival and sells for much less.
The trail you have been following through the forest splits into
two identical looking paths during this days journey, which is If Enrillian is killed on route, the beer is worth 4sp per
odd as it’s meant to be a single track... gallon if it arrived within four days or 2sp per gallon
after that. Although there may be questions asked
This forest region has a [Fork in the Path] about how the Characters happen to be selling the
The Characters can make one Survival and one Wildeley brew.
Nature check between the party, they have DC15 for
each check to try and ascertain the right path. What Next?
If they fail both, the wrong path is taken. A days travel There’s a festival on in town, party time?
is lost and the Characters would need to perform a
Are there adventures to be a had in Oldwyn Town?
Forced March to regain lost time, or run late.
Does Enrillian need an escort back to Wildeley?
233
5E Adventure Journey for a party of 4 level 4 Characters
Dungeon Master Synopsis
Everything was going so well. Until Their ship was wrecked in a storm, and now the
suddenly it wasn’t. Characters are stuck on the edge of a desert with
The sea has insulted you twice today, once low supplies of water.
by wrecking the ship and then again by To survive they must make their way to the nearest
remaining determinedly undrinkable. settlement, Xanthos, which is five days away.
There is nothing to stay for, and ahead the There are a dozen water skins left between the
sand cooks under the sun. It will be a long Characters, which combined have 8 gallons of water.
journey with poor preparations as almost
nothing could be saved from the wreck. 5E: A Character needs 2 gallons of water per day in the
Now time and tide wait for no man, as the desert. A Character drinking just 1 gallon per day must
sun beats down relentlessly. pass a DC15 Constitution saving throw or suffer one level
of exhaustion at the end of the day. Characters drinking
less than one gallon or water per day automatically suffer
one level of exhaustion at the end of the day

Bold entries refer to 5E monsters.


[Red] entries refer to Wilderness encounters in this book.
These allow us to show how we constructed this adventure.

234
Day 1. Dune Sea
Slumber Fruit and Water
Only a few broken planks remain washed ashore from the
Any Character eating or drinking the produce here
wreck of the ship.
must make a DC15 Constitution saving throw to avoid
It’s incredibly hot and you have 12 water skins between you.
becoming exceptionally drowsy and gaining a level of
Hopefully that’s enough to make it to Xanthos...
exhaustion.
Desert region with [Buried in the Sand] and [Concealed Contraband] The reason for this effect is a curse placed on the
Partway through this days travel, the Characters Oasis by the Lamia that lies hidden nearby.
will spot the uppermost parts of an ancient structure This evil creature enjoys playing cruel tricks on those
jutting from the sand with a way inside visible. weakened under the harsh desert conditions, and
Inside there are 20 Scorpions sheltering that would will try to make the Characters suffer as much as
attack any interlopers. possible. For days if it can manage it.
As well as the shade available there is a well sealed It would usually start any conflict by casting Geas on
urn visible in the ruin. This urn is full of ‘Nights Kiss’ a the most powerful looking Character and try to gain a
tar like narcotic that is smoked via special pipes. The defender.
urn is 30Ibs and the narcotics are worth 300gp.
Day 5. Akers Basin
Day 2. Deep Dune Sea
The winds pick up and start to whip the sand into great
Another day, more sun, more desert, less water! plumes that race across this arid basin of land.

This desert region has [Massacre Mares] This desert region has [Sandnado!]
A pack of 4 Massacre Mares are loose in this region The last stretch of desert before reaching Xanthos is
and will attack the Characters during the hottest part a veritable tornado alley.
of the day. At some point during the day a ‘Sandnado’ will cross
These infernal steeds have spikes along their spines, paths with the Characters, whipping up sharp rocks
great clawed feet and razor sharp teeth (use Tiger as it goes.
with type changed to Aberration). Whilst in the Sandnado, every Character will take 1d8
slashing damage each round until they have passed
Day 3. Kyzyl Sands two DC12 Athletics checks to battle through the wind
and sand.
If anything this day is even hotter than before. But, unless A Character may stay in the Sandnado after making
it’s a mirage, that looks like a tiny speck of greenery on the their own checks if they wish. They can then make
horizon. checks on behalf of other Characters to help pull them
free.
This desert region has [Hot Wind]
The wind is hot, dry and relentless on this day,
doubling the water requirements to avoid exhaustion.
Xanthos
You’ve made it, Xanthos may be a small desert village, but it
Day 4. The Dreaming Oasis has a working deep water well.

This idyllic oasis beckons in the endless sand dunes, an The villagers here are surprised to see anyone
island of green and shade. This large watering hole has come in from the desert and offer food, water and
crystal clear water and is surrounded by trees bearing fruit. somewhere to rest.

This desert region has an [Oasis] What Next?


This oasis offers everything the Characters could
Drink fresh water and sit in the shade!
need. It almost seems too good to be true!
Xanthos will have camels available and links to a
Should any Character drink the water or eat the fruit main trade route.
they will discover it has a tiring effect.

235
236
A dungeon can be many things to many people.
One denizens home is a dungeoneer’s adventure after all!
Dungeon Encounters Dungeon Encounter Types
This chapter focuses on random encounters set in There are so many possible dungeon archetypes that
dungeon environments. The term dungeon is used instead of grouping encounters by dungeon type we
to reference any closed environment where a series have grouped the encounters by encounter type.
of encounters are present and interconnected. From There are separate tables for Dungeon Boons,
single rooms, tombs, castles, temples, ancient ruins, Dungeon Doors, Enemies, Environmental, Interaction,
cave systems all the way up to mega dungeons. Intrigue and Trap encounter types.
Contained within are rules, tables, details and guide-
lines for generating these dungeon based encounters, The Bigger Picture
covering a range of different encounter types.
There is also a suggested framework for creating We know your adventures may well have to fit into an
complete dungeon adventures to delve into. overarching storyline as part of a larger campaign. We
have been sure to offer a range of situations in these
What is in this Chapter? encounters which can be used in many scenarios,
and can act as opportunities to direct your Characters
In this chapter you will find: to progress your plot. You can add more details to
an existing dungeon or, if you need to generate a
• An overview on generating dungeon encounters. campaign full of dungeon crawling detail, you can use
• A method for building a dungeon structure. our guide to roll up a whole dungeon!
• A breakdown of each different dungeon encounter
type. Dungeon Adventures
• Random encounter tables for each dungeon
We also offer a structure and tables for randomly
encounter type.
creating dungeon adventures to quickly help create
• An A-Z list with full details and explanations for small or sprawling dungeons to adventure through.
each dungeon encounter.
This section can be found at the end of this chapter
• A section on adding traps to your dungeon. after the Dungeon Encounters A-Z and Traps.
• A guide to designing or randomly generating a
dungeon adventure. How Random!
• Two short example adventures with 5E rules.
There are a lot of random tables, please use these as
fits your game, re-roll, pick and change as much as
How to use this Chapter you like. This book is yours to use as you see fit.
First we provide a method for generating or selecting
the rough structure your dungeon will take. We cover Terminology & Mechanics
size, type and number of encounters to generate.
We offer a breakdown of the standard terminology we
Once you have structured your dungeon, you can roll use throughout this chapter to enable you to translate
to randomly select the encounters to fill the dungeon. these encounters easily into your adventure using
Of course, you can also choose and select which your preferred system.
encounters you would like to include! This can be found at the start of this book.
237
Dungeon Encounter Types Building the Dungeon
These are the different types of encounters that can The following section will detail how to build and struc-
be generated for your dungeon. ture a dungeon, providing a framework to hold a set of
We’ve divided our encounters between seven distinct random encounters in place and add some story and
types to help you select which table to roll on, these theme to things.
are: This will include the option to create dungeon back
• Dungeon Boons: Loot, curios and generally, but stories, decide who occupies the dungeon and apply
not always, beneficial things. variations to the way encounters are generated.

Dungeon Doors: A special type of encounter for



populating doorways. Clues
• Enemies: Hostile forces of some form. In the Dungeon Chapter encounters may use “Clues”
• Environmental: Hazards or changes to the dun- as an abstract way to track useful information, or
geon environment. items that Characters could find in your dungeon.
• Interaction: A possible interaction with an NPC. There are a number of ways these can be used
depending on your adventure. Some encounters
• Intrigue: Clues, oddities and similar.
describe how to gather Clues within the encounter,
• Traps: Traps to catch and injure the unwary. others describe how Clues could be spent.
The Clues could relate to information or items need-
Each encounter type has it’s own dedicated encounter ed to progress, for example the key to a door, or the
table. All of the encounters from those tables can be cypher for a code.
found alphabetically arranged in the Dungeon En-
counters A-Z section. For Example: Some doors require 1 or more Clues to
open them. So you could say that a Clue found examining
The one exception is traps which are listed separately.
the ‘Ghostly Battle Scene’ was a hidden key which opens
the ‘Heavy Door’ (locked with a mechanical lock). Or
Traps equally the Clue gained from questioning the ‘Turncoat
Denizen’ could be the answer to the ‘Puzzle Door’.
The Traps encounter type has its very own dedicated
sub chapter! This can be found after the Dungeon You can also personalise your Clues to progress your
Encounters A-Z. wider adventure or exchange them for dungeon boons
Here you’ll find full details for trap triggers and trap to reward the Characters.
effects that will help you add a whole range of devious
and deadly traps to your dungeons. Note: Clues are a great way to make sure your Charac-
ters need to visit out of the way areas in the dungeon. Go
Dungeon Denizens collect all four pieces of the amulet to open the great door
to the vault for example.
We include a special group of enemies in our dun-
geons, called denizens. Wandering Monsters
These represent those that live, work, guard, occupy,
Is your dungeon of the active sort where creatures
haunt or simply belong in the dungeon.
may be wandering the halls? Then you could use the
Denizens will work with other denizens and know the enemy encounter type table to quickly generate any
dungeon like they live there. wandering monster style encounters.

238
The Front Door Resting in a Dungeon
How are the Characters going to get themselves into Depending on the size of a dungeon you may or may
the dungeon to begin with? not find the Characters want to rest in the dungeon
Will they crack the code to enter the long forgotten itself to heal and recharge abilities.
tomb? Fight past the guards and through the front The amount you make this possible should depend on
door? Abseil down the cliffs of doom to access a cave the system you’re playing, but often a dungeon won’t
mouth? Dive underwater to find the secret hatch or be a safe place to catch a nights sleep...
even just walk through the open gate?
If you want to randomise it, use the dungeon doors 5E: We’ve tried to balance these encounters on the
encounter table to generate a front door. assumption of 4-6 encounters per adventuring day with 2
short rests and 1 long rest.
Wilderness Crossovers
For dungeons in the wild you can combine wilderness Generating Encounters
encounters with your dungeon.
Whilst we offer a way to build a simple dungeon
Simply roll on the appropriate wilderness region
layout and add encounters within a structured frame-
encounter table to add some wild flavour once per
work, you don’t have to generate a whole dungeon to
dungeon area.
make use of these encounters.
For Example: My dungeon is a sand blasted pyramid half If you just want a random encounter, roll away.
buried in the dune sea, so I’ll roll on the desert wilderness You can either choose the type of encounter you
region encounter table to add an extra encounter to each would like or roll on this handy table.
dungeon area.

Town Crossovers ROLL (D20) ENCOUNTER TYPE


1-2 DUNGEON BOON
For dungeons in urban environments, you can com- 3-4 DUNGEON DOOR
bine town encounters with your dungeon. 5 - 10 ENEMY
Simply roll on the appropriate town district encounter 11 - 12 ENVIRONMENTAL
table to add some urban flavour once per dungeon 13 - 14 INTERACTION
area. 15 - 16 INTRIGUE
17 - 20 TRAP
For Example: My dungeon branches of from the ancient
and crumbling sewer system of a city. So I’ll roll on the
undercity town district encounter table to add an extra You can use the random tables for each of these
encounter to each dungeon area. encounter types to roll a random encounter, and then
refer to the alphabetical list of encounters for more
information.
Adventuring Supplies Remember, traps have their own dedicated section
Food, water, lantern oil and ammunition are all sup- after the dungeon encounters A-Z.
plies you might require for a dungeon delve.
In larger dungeons it might be beneficial to track these
supplies in some way, as the Characters may run out.

239
Building the Dungeon Dungeon Definitions
The term dungeon can apply to a vast range of possi- To help build the dungeon we’re going to use the fol-
ble sites. lowing terms to describe the different elements.
Whilst the classic dungeon may be a collection of • Dungeon - Dungeon is used to describe the
subterranean rooms and interlinking corridors, a cave whole of the dungeon, and is made up of one or
system could be a dungeon, an evil barons castle more dungeon areas.
could be a dungeon, the treetop stronghold of an out-
• Dungeon Area - A dungeon area is a distinct
law crew could be a dungeon, even the insides of a
portion of the dungeon and contains two or more
leviathan creature that has swallowed the Characters
encounter zones.
could be run as a dungeon.
• Encounter Zone - An encounter zone is a section
In short, we’re going to classify a dungeon as a closed
within a dungeon area where an encounter may
location where a series of encounters are grouped
be generated.
together. Usually this will be a built structure of some
form.
You can use the encounter tables and encounters So we define a dungeon as a collection of dungeon
from this Dungeon Chapter on their own to create areas, with each dungeon area having multiple en-
random encounters however you see fit. counter zones.
We’ll also offer a system to structure and build a dun-
geon that’ll help you set everything up in a logical and Dungeon Adventures
hopefully idea generating way.
There is a section at the end of this chapter that offers
Let’s build a dungeon! a way to combine this dungeon building process with
dungeon adventures by adding plot, adventure stages
and a boss to the dungeon.

240
Theme and Story Back Story
Before we start laying out the dungeon itself, let’s The history of the dungeon can help further build its
work out the location and back story to see how that story and add some personality that can help when
might influence us. describing its look and feel.
Of course if you already have a story in mind, skip This table contains some very broad and general
ahead to the ‘Who Lives Here?’ Section. ideas to help inspire and feed a back story for the
dungeon.
Location
Where the dungeon is located may have an impact ROLL (D20) DUNGEON BACK STORY
on how you theme and flavour the dungeon, including ANCIENT RUINS - This place has fallen into
1-4 ruin since the collapse of an ancient civilisa-
how it might appear physically down to who might live tion.
there.
RECENT RUINS - This used to be a thriving
5-6 settlement until war, plague or natural disaster
left it deserted.
ROLL (D20) DUNGEON LOCATION
HIDEOUT - The dungeon was build by a
WILDERNESS RUINS - The dungeon is a 7-8
secret or criminal organisation.
1-5 few days travel from civilised lands in a tem-
OCCUPIED FORTRESS - This one time
perate but remote wilderness.
9 bastion defending civilised lands has fallen to
CLOSE TO TOWN - The dungeon is a short Denizen or Monstrous forces.
6-8
travel distance from a settled community.
DENIZEN SETTLEMENT - This dungeon is
DEEP UNDERGROUND - The dungeon is 10
9 - 10 home to a full settlement of Denizens
part of a larger underground landscape.
CATACOMBS - A purpose build tomb and
URBAN - The dungeon is accessed directly 11
11 - 12 temple complex.
from within an urban environment.
GATEWAY - The dungeon is a known place
FREEZING WASTES - The dungeon is found 12 of magical power with a gateway to beyond
13
in an extremely cold climate. rumoured to be at it’s heart.
BURNING SANDS - The dungeon is found in REVEALED SECRET - This dungeon was
14
an extremely hot climate. unknown until recent activity uncovered it,
13
JUNGLE DEPTHS - The dungeon is found maybe a branch of a mine or a sewer expan-
15 sion revealed it’s chambers.
deep within a lush jungle.
MOVING CITY - The dungeon is part of a CURSED - An old curse led to this place
14
16 moving environment, such as on the back of a becoming abandoned.
vast creature or on huge wheeled tracks. FOLLY - The dungeon is the vain construct of
15
FLYING - The dungeon is part of a floating the nobility, magic users or other group.
17
landmass and is very high up in the air. RITUAL CONSTRUCT - The dungeon’s very
16
SINKING - The dungeon is slowly sinking, layout is all part of some great ritual.
18 either in to a swamp, the ocean or even a sea CAVERNS - The dungeon is a natural cave
of sand or lava. 17 system that has long attracted dwellers of all
DREAM WORLD - The dungeon can only be kinds.
19 accessed via sleep rituals and it’s not clear if TOO DEEP - The dungeon goes down a long
whatever happens inside is real. 18 way underground and breached a dangerous
POCKET REALITY - The dungeon exists underground realm.
20 inside it’s own magic realm, such as the inside ALIEN CONSTRUCTION - The dungeon is
of a crystal ball. 19 of a material and construction not known to
this world.
PRISON - The dungeon is a purpose built
20 prison, either for many or a select few epic
prisoners.

241
Note: Some of the mixes of location, backstory and varia-
Dungeon Variations tion may seem a little incompatible at first. We find it’s best
to treat these as imagination prompts.
Not all dungeons are alike. They range from the old
maze like halls that have filled with wandering mon-
sters over time, to highly organised and planned For Example: So, I’ve rolled ‘Urban’, ‘Hideout ‘and ‘Belly
dungeons. of the Beast’ which seems an odd mix. This could be a
dungeon adventure where the Characters must enter a
Here are some suggested variations you could use giant worm, currently wreaking havoc in the city after an
with accompanying ways to vary how Encounters are evil cult found a way to pilot the worm from the inside.
generated within each.
ROLL (D20) DUNGEON VARIATION ROLL (D20) DUNGEON VARIATION
BELLY OF THE BEAST - The dungeon is actu- LIBRARY - The dungeon is currently or was
ally the digestive system of some titanic monster. 10 once a library. Add the ‘Book Shelf’ encounter to
1
Only generate enemy encounters and the envi- each dungeon area.
ronmental encounters ‘Acid Pool’ or ‘Acid Spray’.
MENAGERIE - The dungeon has no denizens,
COLLECTORS VAULT - The dungeon has a 11 but more beasts. Replace denizen keyword with
high amount of curios on display. Replace envi- beast keyword in encounters.
2 ronmental encounters with intrigue encounters
NATURAL - The dungeon is either inside a giant
and add a boon encounter to each encounter
plant or is massively overgrown. Replace any en-
zone.
12 vironmental encounters with an enemy encounter
DEATHTRAP - The dungeon is full of traps - using the beast keyword. Add the ‘Aggressive
Replace any interaction encounters with trap en- Flora’ encounter to each dungeon area.
3
counters and add a trap encounter to all intrigue
NEVER ENDING - The dungeon continues
and boon encounters.
without end. Don’t determine dungeon size, just
13
FORTRESS - The dungeon is an active military create a new dungeon area each time a dungeon
stronghold, with guards, alarms and regular rein- area is exited.
forcements. Denizens are friendly with all beasts
OPEN AIR RUINS - The dungeon has no roof;
4 and monsters. Replace any trap encounters with
14 walls can be climbed and weather may be a
an enemy encounter, treat all doors as locked
factor.
and add a ‘Denizen Patrol’ to each dungeon
area. POPULAR LOCATION - For whatever reason
15 this dungeon is a popular destination, add an
interaction encounter to each dungeon area.
FUN-HOUSE - A very active dungeon - roll twice
5 PORTAL WAYS - The dungeon is only accessi-
for each encounter zone and combine the results!
ble via magic portals, with each dungeon area
16
exit replaced with a ‘One Way Portal’ or ‘Magic
GATEKEEPERS - The dungeon has a number
Portal’.
of massive gates, each defended by a guardian.
6 SHIFTING LAYOUT - The dungeon changes
For each dungeon area add a boss lair before
the dungeon exit. layout at regular intervals. Rearrange the map
17
after every two or four encounters with rooms
GAUNTLET ARENA - The dungeon is actually and corridors rotating or shifting places.
a contest area. Replace any intrigue encounters SUMMONER’S PLAYGROUND - The dungeon
7
with a trap, and replace any interaction encoun- is controlled by a powerful being for their own
ters with an enemy encounter. 18 entertainment. Replace the denizen keyword with
the monster keyword. Monsters and beasts are
LABYRINTH - The dungeon was build to confuse
friendly with each other.
and make anyone exploring it become lost.
8 UNSTABLE ENVIRONMENT - The dungeon is
Ensure the layout is maze like and add a trap
encounter to each dungeon area. 19 prone to environmental effects, roll an extra envi-
ronmental encounter for each dungeon area.
LAIR - The dungeon is home to a terrifying mon-
9 ster, the boss for this dungeon is an [Overwhelm- WAR CAMP - The dungeon has organised ene-
ing] monster. 20 mies encamped within. The denizens are friendly
with most beasts and monsters.

242
Who Lives Here? Beasts
Next we determine who might call the dungeon home Enemies with animal level intelligence and instincts.
by choosing some beasts, denizens and monsters. These could be native animals that live in the dun-
The encounters presented later in this chapter will geon, predators that hunt there or creatures bought in
refer to the Challenge and Enemy Type of any ene- to the dungeon by others.
mies encountered, so it’s useful to have your enemy Beasts will behave as per their instincts by default,
composition noted down in advance. they won’t necessarily be hostile to the Characters
With enemy composition simply being a list of crea- unless provoked.
tures that match up to the enemy and challenge Some beasts should be noted down for each of the
types. Challenge types:
These notes could be as simple as a couple of names
in a list, or could be a collection including full stat
blocks. Easy Beasts - Should be a nuisance, unless in great
enough numbers to overwhelm Characters.
For smaller dungeons a couple of enemies in each
challenge type is plenty, although the larger the dun- For Example: I’ve chosen Dire Rats, Blood Bats, Grave
geon the more you’ll want to pick from. Crows and Rot-Snakes for my easy beasts.
When choosing which creatures to include in the
dungeon please bear in mind the way they may be
presented in encounters and interact with each other. Standard Beasts - A possible threat to a lone Char-
acter and the average sort of beast to encounter.
Enemy Types For Example: Wolves, Hunting Spiders, Giant Bats and
These are the three types of enemies we use: Gloom Hounds will be my standard beasts.

• Beasts are generally going to be neutral with an Elite Beasts - A challenge for a single Character,
animal like nature. They are more of an environ- these beasts should require a group effort.
mental hazard, unless of course they’re hungry or
protecting their home. For Example: Giant Spiders, Bone Wolves and Carrion
• Denizens are the organised populace of the dun- Worms are the elite beasts in my dungeon.
geon. They will work together and often know how
the dungeon works.
Overwhelming Beasts - These beasts are beyond
• Monsters are usually independent and could the Characters normally. Usually one overwhelming
provide a hazard for beasts or denizens. Monsters beast is enough as they are rarely generated.
are also generally going to be the most dangerous
creatures in most cases. For Example: In my dungeon I’ve decided the
overwhelming beast will be a Giant Plague Worm.
Note: There is nothing to stop you adding monsters as
denizens if you want that monster to act like a denizen for
example. Note: Beast enemies don’t necessarily have to be actual
animals. They can include any creature that will follow it’s
own whims and prefer to attack only if attacked or threat-
ened. Or if the Characters happen to look tasty.

243
Denizens Monsters
Part of a group of enemies who would work together Independent enemies that could also present a dan-
with other denizens. ger to beasts, denizens and other monsters.
The denizens are either a community that call the Monsters are often found in smaller numbers than
dungeon home, a work force based there or a collec- other enemies, they should be a bit more dangerous
tion of similarly motivated creatures. to reflect that.
This could be a goblinoid tribe, feral barbarian clan, You should note down some monsters for each of the
outlaw gang, lizardfolk community or even a collection challenge types:
of undead with a common desire to kill the living.
Some encounters will apply an NPC type to denizens Easy Monsters - Even an easy monster might be a
to further flavour them. threat to a single Character, but a group should have
You should compile a list of compatible denizens for no problems dealing with one.
each challenge type except overwhelming.
For Example: Easy monsters in my dungeon are Howling
Dead, Poltergeists and Shadows.
Easy Denizens - Lower ability troops or the common
folk of the dungeon.
Standard Monsters - A definite threat to a few Char-
For Example: Zombies, Skeletons, Crawlers and wisps acters.
will be the easy denizens in my dungeon.
For Example: Banshees, Rot Hulks and Void Shadows
are the standard monsters in my dungeon.
Standard Denizens - The rank and file, average
denizens.
Elite Monsters - A challenge for all of the Characters
For Example: The standard denizens in my dungeon are working as a group.
Grave Guard, Maggot Knights, Ghouls and Ghosts.
For Example: Wraiths, Enraged Mummies and Death
Knights are my elite monsters.
Elite Denizens - Leaders, specialists, special and
higher ability denizens.
Overwhelming Monsters - These monsters are far
For Example: Zombie Ogres, Revenants, Miasmic Horrors beyond the Characters abilities, usually one over-
and Specters make up the elite denizens in my dungeon. whelming monster is enough as they are rarely gener-
ated.
5E: For 5E we can use Challenge Rating (CR) and
Average Party Level* (APL) to help choose enemies: For Example: In my dungeon I’ve decided the
overwhelming monster is a Glowing Carrion Dragon.
Easy Enemies should each have CR up to⅛ APL
Standard Enemies should each have CR up to ¼ APL
Elite Enemies should each have a CR just below APL Sample 5E Enemy Lists
Overwhelming Enemies should each have CR above APL
The next page has four sample enemy lists to give
These are rough guidelines, in general monsters should you a feel for how to make your own.
have slightly higher CR and at high APL Easy/Standard
enemies will need higher CR. 5E: These lists all use 5E monster entries and will say
* Assuming a party with four members. what party level they are balanced for.
244
Wolf Riders Alliance of Evil
Enemy list for four 2nd level Characters Enemy list for four 8th level Characters
This set of enemies are a hobgoblin led wolf riding This set of enemies are a warband under the control
clan with their feral allies and beasts in a forest cave. of an evil mage cabal in a primal wasteland.

Beasts Beasts
Easy: Bat, Rat, Spider, Stirge Easy: Dire Wolf, Giant Vulture, Tiger
Standard: Boar, Giant Badger Standard: Rhinoceros, Sabre-Toothed Tiger
Elite: Brown Bear, Giant Spider Elite: Mammoth
Overwhelming: Owlbear Overwhelming: Roc

Denizens Denizens
Easy: Mastiff, Tribal Warrior Easy: Duergar, Harpy
Standard: Goblin, Wolf Standard: Berserker, Ogre
Elite: Hobgoblin, Worg Elite: Invisible Stalker, Mage, Shield Guardian

Monsters Monsters
Easy: Blood Hawk, Giant Rat, Easy: Death Dog, Hippogriff
Standard: Dretch, Giant Wolf Spider Standard: Ankheg, Black Dragon Wrymling
Elite: Cockatrice, Darkmantle Elite: Young Black Dragon, Stone Giant
Overwhelming: Ettin Overwhelming: Adult Black Dragon

Hyena Cult Devilish Foothold


Enemy list for four 4 level Characters
th
Enemy list for four 12th level Characters
This set of enemies are a cult of fanatical demonic This set of enemies are an incursion of infernal foes
hyena worshipers with conspirators in an arid setting. seeking a foothold in the caverns under the world.

Beasts Beasts
Easy: Axe Beak, Poisonous Snake Easy: Ankheg, Grick
Standard: Crocodile, Lion Standard: Basilisk, Nightmare
Elite: Giant Scorpion, Hell Hound Elite: Aboleth, Stone Golem
Overwhelming: Giant Crocodile Overwhelming: Purple Worm

Denizens Denizens
Easy: Cultist, Hyena, Thug Easy: Cult Fanatic, Imp
Standard: Giant Hyena, Gnoll Standard: Barbed Devil, Bearded Devil, Hell Hound
Elite: Cult Fanatic, Veteran Elite: Erinyes , Horned Devil

Monsters Monsters
Easy: Dust Mephit, Shadow Easy: Basilisk, Gargoyle, Phase Spider
Standard: Ghoul, Harpy Standard: Black Pudding, Bulette
Elite: Chuul, Manticore Elite: Behir, Remorhaz
Overwhelming: Wyvern Overwhelming: Marilith

245
Dungeon Size Mapping out the Dungeon
The first step to generating your dungeon is to either A map is always a very handy way to keep track and
decide or randomly determine its size by finding out visualise how a dungeon is laid out. Plus everyone
what number of dungeon areas its comprised of. loves dungeon maps!
ROLL (D20) DUNGEON AREAS This map can just be a simple flowchart or as complex
and detailed a piece of art as you wish.
1 1
2-5 2
To make a map simply connect your dungeon areas
together in a pattern and choose which are connect-
6 - 12 3
ed.
13 - 14 4
15 5 Note: If you’ve already got a map in mind for the dungeon
16 6 and are just looking to fill it with encounters, simply divide it
17 7 in to dungeon areas.
18 8
19
20
9
10
Random Dungeon Layout
For a really quick and simple layout method, gather
Note: By all means use more than 10 dungeon areas to up a different dice type or colour for each dungeon
create your dungeon, but be warned those are going to be area you have and roll them together.
some mega sized dungeons! The placement shows where the areas are in relation
We’ve tried to balance things so a single dungeon area to each other. Then you can go ahead and join them
has 4-6 encounters on average. up as you see fit!

Dungeon Areas
Each dungeon area is a relatively contained space for
encounters, with defined entrance/exit locations.
There’s no set size on how big a dungeon area is. It
could be a couple of halls, a warren of rooms, a cave
system or any other space.
You can map out your dungeon by collecting these
dungeon areas together and showing which connect
to each other.

Note: Whilst dungeon areas could indeed be physically


isolated from each other, their main purpose is to group
Entrances & Exits
encounters together and make things more manageable There is going to be at least one way into a dungeon
for the GM. area, and either the same way back out or other exits.
You can use the dungeon doors encounter table to
For Example: A three floor ruined keep could have one help determine what each of the entrances and exits
dungeon area representing each floor. Or if the same look like.
ruined keep was a vast danger filled location, maybe each
floor could have four dungeon areas each. Each dungeon area should have a door encounter
generated for each exit.
246
Encounter Zones First Encounter Zone
Encounter zones are where the actual encounters are For the first Encounter Zone in a dungeon area use
generated. Each dungeon area will have two or more this table to see what encounter type to generate.
encounter zones.
ROLL (D20) FIRST ENCOUNTER TYPE
Each encounter zone should be a distinct element in
1-3 TRAP
the dungeon area, the most common example being
a room. Although corridors, caves, tunnels, pits, stairs 4-6 ENVIRONMENTAL
and even sections of larger rooms or spaces could all 7 - 14 ENEMY
be encounter zones. 15 - 17 INTERACTION

When you know how many dungeon areas there are 18 - 19 INTRIGUE
in your dungeon it’s time to fill them with encounter 20 DUNGEON BOON
zones.
Subsequent Encounter Zones
Number of Encounter Zones For all encounter zones after the first use this table.
Roll 2D6 for each dungeon area to determine how There is a chance for no encounter. If a dungeon area
many encounter zones it has. ends up with just one encounter after you have rolled
all your dungeon zones then keep rolling until at least
Note: You can always just pick a number that seems right, two encounters are present.
or change the type or number of dice used if you want a
ROLL (D20) SUBSEQUENT ENCOUNTER TYPE
more or less active dungeon area.
1-5 NO ENCOUNTER

Place Encounter Zones 6-7


8-9
TRAP
ENVIRONMENTAL
For a simple dungeon area layout just place a room 10 - 14 ENEMY
per encounter zone somewhere in the area, linked 15 - 16 INTERACTION
together by corridors and interconnecting doors. 17 - 18 INTRIGUE
19 - 20 DUNGEON BOON
Note: The random layout method for dungeon areas on
the previous page can also be used for encounter zones.
Doors
Note: If you already have a map, just divide the encounter Dungeon doors are not included on the encounter
zones between the rooms and other spaces. zone tables. Doors are a special type of encounter
and are optional unless the doorway is an exit.
Generate Encounters You may choose to roll on the dungeon door table for
any doorway within a dungeon area. Roll once on the
Once the number of encounter zones is known, an simple door table to determine what the average door
encounter can be generated for each. is like.
The first encounter zone to be rolled should use the
First Encounter Zone table. Any other encounter Encounter Types
zones then use the Subsequent Encounter Zones
table. The seven unique dungeon encounter types each
have their own full sized table in the next section.
Note: If the random generation doesn’t give a result you Except traps which have a dedicated section after the
like, re-roll or change things so they fit your dungeon. dungeon encounters A-Z.

247
Dungeon Boons Clues
A great motivator for entering dungeons and facing Some of our boons will give the Characters “Clues”.
the many possible dangers within, is loot. We use “Clues” as an abstract way to track useful
Sweet, precious loot. information or items that the Characters could find in
the dungeon.
With great risk comes great reward. But all that glitters
is not gold. There are a number of ways these can be used de-
pending on your adventure.
Our dungeon boons are a mixture of valuables, curios
and of course coin which could reward the Charac- Some encounters describe how to gather clues within
ters. the encounter, others describe how clues could be
spent.
Some boons are as simple as gold, easily sellable
valuables and crafting supplies. The Clues could relate to information or items need-
ed to progress, for example the key to a door, or the
Some are more “interesting” and require a little more cypher for a code.
thought to benefit from the find.
Clues can also form part of the plot of the dungeon
And some are going to be far more trouble than adventures you can generate with this chapter.
they’re worth.
Our dungeon boons are unique and designed to inte- Magic Items
grate into your adventure.
They can be a straightforward way to buffer the Char- If a boon says and enchanted item is present, you’ll
acters’ coin purses, or they can be used to progress need to choose an appropriate power item from your
your main plot line or begin an unexpected diversion rules system. We’ll usually give a description of an
from “the mission”. items powers to help with this.

248
Value Considerations & GM Notes
Most treasure won’t have a convenient price tag at- Many of our boons offer a challenge as well as a re-
tached. This means it’s down to the appraisal abilities ward, or have strings attached!
of the Characters to separate the valuable items from It is up to you how beneficial these are to your Char-
the cheap rubbish. acters to fit with the overall balance of your game.
In the case of artwork like paintings or sculptures this Some of our boons are lying there ready for the
can be subjective. And finding the right buyer is an taking. Some may be in the possession of something
important consideration. unfriendly, or under guard.
Some boons are valuable objects that are difficult to
Weight & Encumbrance transport in some way. You should reward the Char-
acters if they manage to get these heavy, awkward or
Finding treasure is one thing, carrying it safely back
fragile items to a buyer in one piece.
to somewhere it can be traded for cash is another
matter. There are some very high value boons, such as the
‘Vast Hoard’ that might have too much value. Change
We’d suggest not tracking things in too much detail
these as you see fit, although that particular boon
until it’s sacks of loot that need managing.
probably has a large scaly owner.
For those particularly impressive hauls of loot, the
There may be enemies or NPCs in the dungeon who
Characters may be better off sending for carts or pack
would have had opportunity to find these boons first.
mules to get the treasure back to town.
If it makes sense have someone already carrying a
boon item or claiming it as their own.
Precious Knowledge There may be bandits who specialise in waiting out-
Sometimes information is the most valuable resource side of dungeons for treasure ladened adventurers.
in its own right. It’s also usually lightweight compared They especially like weak, wounded and rich adven-
to gold! turers.

This could be books, scrolls or even just secrets found


while dungeon delving. Random Boon Instructions
Use the dungeon boon table to generate random
Ownership boons for your dungeon. You can roll randomly or
choose your favourite!
For every treasure uncovered, there is usually two or
more people who will claim ownership. The items in the dungeon boon table are listed alpha-
betically in the dungeon encounters A-Z section at
Let’s assume the Characters have bought back all the end of this chapter with more information on each
of the valuable loot from the dungeon to the nearest boon and how to use them in the adventure.
town to start selling it. They may find a delegation
from the noble family that lay claim to the land it was
found on asking for their treasure, or at least their cut. Find your Balance
There may also be a tax levied on selling treasure by It’s completely your decision on how much you em-
the country or city where the sale takes place. brace the randomness! If a boon just doesn’t work for
For more tribal or clan based societies, an offering to your adventure, you can either re-roll or pick a more
the leader from the loot is probably a good idea. appropriate boon.

249
ROLL
DUNGEON BOONS DESCRIPTION
(D100)
1 ALCHEMIST STATION Intricate collection of jars used to brew potions.
2 ARCANE BOOKSHELF Old dusty tomes of knowledge.
3-8 ARMOUR STAND Well maintained armour on a stand.
9 ARMOURED DENIZEN A Denizen is already wearing this quality armour.
10 ARTIST STUDIO An easel, canvas, paints and even a part finished artwork.
11 BATTLE HORN Huge silver inlaid battle horn.
12 BEJEWELED COLLAR A valuable collar, worn by a vicious looking Beast.
13 BLOOD MONEY A good pile of loot, but with added bite.
14 BOOZE Cask, bottles and barrels of the good stuff.
15 - 16 BUNCH OF KEYS A collection of assorted keys.
17 BURIAL GOODS These items were probably to be taken to the afterlife.
18 CARVED BOX With coins inside, but the box is worth more.
19 CLOAKROOM A large collection of Denizen outfits.
20 - 23 COIN STASH A pile of coins.
24 CURSED EYES Large unusual gems acting as a statue’s eyes.
25 DRUG STASH Sealed bags of contraband substances.
26 EGGS Beast or Monster eggs can fetch a good price.
27 ENCHANTED ITEM A useful magical item.
28 - 29 FILTHY STASH There are coins for sure, but in amongst a vile refuse pile.
30 FIREWORK CRATES These boxes say ‘Danger’.
31 FRESH BAKED PIES Just baked with a delicious smell, but baked by who?
32 FULL CRYSTAL DINING SET Perfect for a grand feast.
33 GAME BOARD AND PIECES The board and pieces of this game are precious metals.
34 - 35 GEM A single shiny gem stone.
36 GEM STASH A bunch of different sparkling gem stones.
37 - 38 GRAND FURNISHINGS This area has expensive furniture and fittings.
39 - 40 GUARDED TREASURE It’s valuable, so there are Denizen Guards.
41 - 42 HANDY KEY A large impressive looking key.
43 HEIRLOOM A gilt vase with a family crest.
44 - 46 HIDDEN COIN POUCH A pouch of coins hidden out of sight.
47 INFORMATION SCROLLS These may hold vital information on the dungeon.
48 INGOTS Valuable but very heavy blocks of metal.

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DUNGEON BOONS DESCRIPTION
(D100)
49 - 50 JEWELERY A handful of jewelery items.
51 JEWELLED MASK Silver face mask with gems and a devilish appearance.
52 - 53 LARGE LOOT SACK A large sack with various coins and trinkets.
54 - 55 LARGE TREASURE CHEST Large, iron bound, locked and full of treasure.
56 - 58 MAGIC SCROLL A spell written upon a scroll.
59 - 60 MARKED LOOT This loot bears an organisations mark.
61 MECHANICAL ODDITY Well made portable clockwork device of unknown use.
62 - 63 MINOR ENCHANTED ITEM This radiates a faint magical aura.
64 MYTH BOX Stone box with mysterious symbols carved all around it.
65 NOBLE CLOTHES Pressed and folded clothes of the highest fashion.
66 - 67 OIL BARRELS Collection of highly flammable red painted barrels of oil.
68 ON DISPLAY A glass display cabinet of curios.
69 POISON GARDEN These plant pots contain some deadly specimens.
70 - 71 POTION RACK A trio of potions.
72 POWER AT A PRICE A magic weapon with a mind of it’s own.
73 - 74 RANGERS CACHE Survival gear, ammunition and food.
75 RESTRICTED KNOWLEDGE A book wrapped in lock and chain.
76 ROYAL BANNER A ripped war flag from a local nation.
77 - 79 SECURE ROOM A safe place to rest and recover.
80 - 82 SMALL LOOT SACK A small grubby sack that clinks when moved.
83 - 85 SMALL TREASURE CHEST A modest chest of treasure.
86 - 88 STORE ROOM A room or area full of sundry supplies.
89 TARNISHED CROWN In need of a good clean and polish, but still a crown.
90 TATTERED MAP Maybe a treasure map or secret door details.
91 THE SHINY THING A gold gem encrusted scepter and the Monster holding it.
92 - 93 TOOLS Practical tools that may come in handy.
94 TRAP NOTES Details on nearby traps.
95 TRAP KIT A packed and stored trap ready to deploy.
96 TRAPPED CHEST A regular chest, but with a surprise.
97 VAST HOARD A huge amount of treasure, these are rarely unguarded.
98 WEAPON EMPLACEMENT A ballista or similar weapon emplacement.
99 - 100 WEAPON STAND A rack of useful weapons.

251
Dungeon Doors Clues
By its very nature a dungeon will have a lot of rooms, Some of our doors offer the option of using “Clues” to
corridors, foyers, halls, cellars and, consequently, progress. These door encounters will mention what
doors and doorways to negotiate. amount of clues are required and what the effect will
Of course, a locked door can be a challenge, however be. They do not, however, mention what those clues
we have put together a collection of interesting, imagi- are or where to find them.
nation sparking and, in some cases, fiendish doors for If you’ve generated some other encounters that offer
you. clues, then great. Those are the clues needed to inter-
This wide-ranging selection offers not only a great op- act with the door, such as keys or pass phrases etc.
portunity to randomise the doors in your dungeon, but If the only way to progress from the dungeon area is
also some more unexpected ways to travel through a via a clue locked door and no clues are present, then
doorway! feel free to add the appropriate clues to the dungeon
Some of our doors are not what they first appear… area.

…Others, unfortunately, are exactly what they appear Maybe throw in an extra Enemy or Trap to balance
to be. things out. Or just make them have to pick the lock,
smash their way through or find another way round.

Are Doors Really Encounters? Trapped Doors


Not every door is going to be a full on encounter, but
as some could be and many present in the list are, If a door encounter just says the door is trapped with-
we’ve included them as an encounter type. out detailing exactly how it’s trapped then you should
generate a trap using the trap section in this chapter
Although as mentioned in building a dungeon, doors (just after the dungeon encounters A-Z section).
don’t count towards the total number of encounters.

252
Simple Doors Considerations & GM Notes
The full dungeon doors table is full of interesting vari- In old dungeons, moving metal parts like some door
ant, ornate, mysterious and magic doors. handles and hinges will be rusted. They will be either
If you just need to determine what type of simple door difficult to move or make excess noise when opened.
is present, this small table only includes the most A good way to see how regularly used an area of
mundane doors from the main table. dungeon is would be to check for oiled door hinges,
cleared ground where the doors open or the less rust-
ed handles.
ROLL (D8) SIMPLE DOOR TABLE
Do the Characters pay attention to closing doors as
1-4 DOOR they move through a dungeon? Would the denizens
5 HEAVY DOOR be able to track them down after finding a series of
6 LIGHTWEIGHT DOOR open doors?
7 NO DOOR Secret doors can be found on the intrigue encounter
8 SCREEN DOOR type table.
Forcing open, breaking down or simply smashing
doors is going to make a lot of noise. You’ll also not
Breaking Down Doors be able to close that door effectively again.
Many doors in dungeons are not a perfect fit for the
Most doors can be forced open or broken down, with frames they are in. It may well be possible to sneak
many of the door encounters including an amount of a glance under or around a closed door. Regardless,
damage required. odours and any light from the other side of a door are
often perceptible.
5E: An average wooden door would have an AC of 15 and
If there are larger creatures in a dungeon then smaller
18 HP (Wooden Medium Object), you could also use the
doorways may limit where they can reach. The door-
AC of 15 to set a strength check to shoulder barge the
ways may already be broken and enlarged to allow
door open. And don’t forget, if your Characters carry a
them to roam freely.
Portable Ram and work in pairs to break down doors, they
can get advantage and a +4 bonus to that strength check.
Random Door Instructions
Use the dungeon doors table to generate random
Hinges and Opening Direction doors. You can roll randomly or choose your favourite!
Door hinges in fortifications will always be on the The doors in the dungeon doors table are listed alpha-
inside, the doors will open inwards towards the de- betically in the dungeon encounters A-Z section at the
fenders. This protects the hinges from tampering end of this chapter with more information on the doors
efforts, makes it easier for any defenders to push and how to use them in the adventure.
doors closed against intruders and allows for effec-
tive barricading of the door, or the use of a bar to lock Find your balance
from the inside.
For prisons the hinges would be placed on the oppo- It is completely your decision on how much you em-
site side from where any prisoners are to be held. brace the randomness! If a door just doesn’t work for
your adventure, you can either re-roll or pick a more
For most rooms, hinged doors are most likely to open appropriate door.
inwards (80%) with a few exceptions (20%).

253
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DUNGEON DOORS DESCRIPTION
(D100)
1 ALARMED DOOR An alarm alerts Denizens when this door opens.
2 AUTOMATIC DOOR A door that opens by itself.
3 BARRICADED DOOR A makeshift barricade blocks this doorway.
4 BLACKEST GATE This pitch black door radiates fear.
5 BLADED DOOR Forged from twisted blades of metal.
6 BLESSED THRESHOLD A holy aura protects this entrance.
7 BRAMBLE BRIAR’S A dense collection of tangled thorny branches.
8 - 10 CAGE DOOR Sturdy metal bars form this classic prison door.
11 CLOCKWORK VAULT DOOR An almost impenetrable barrier without the keys.
12 COMBINATION LOCK DOOR Solid reinforced door with a combination lock.
13 CURTAIN OF FLAME This sheet of fire stands in place of a door.
14 - 20 DOOR A standard wooden door.
21 DOOR OF THE ELDERS Ancient, alien and inscrutable.
22 DOOR OF THE WORD A command word is required for this magic door.
23 DREAM PORTAL A wave of tiredness washes over any crossing through.
24 ELECTRIFIED DOOR Metal door with a shocking surprise.
25 EXPLODING DOOR The door that opens with a bang.
26 FEY DOOR Tiny door, made for little folk.
27 FLAME BURSTS Regular bursts of flame block the way.
28 FOLLY GATE Impressive magic door that does nothing special.
29 GILT DOOR A work of engraved art in door form.
30 GLASS DOOR Solid panes of glass make up this door.
31 GRIM WARNING The corpse pinned to the door bears a warning.
32 - 33 GUARD DOOR Heavy door with window hatch and Denizen guard.
34 - 36 HEAVY DOOR Heavy construction makes for a solid barrier.
37 ICE DOOR Huge block of ice filling the doorway.
38 ILLUSIONARY DOOR This door isn’t really there.
39 IRIS DOOR A slicing iris aperture mechanism.
40 KING’S THRESHOLD Imposing door that only opens for the crown.
41 - 44 LIGHTWEIGHT DOOR A flimsy or makeshift door.
45 LIVING DOOR An organic valve built in to the walls.
46 MIGHTY IRON DOOR Solid iron and build to last.

254
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DUNGEON DOORS DESCRIPTION
(D100)
47 MIRROR DOOR Two way mirror letting room occupants see outside.
48 MIST VEIL Billowing hallucinogenic gas obscures the doorway.
49 MYSTICAL PORTAL A shimmering portal formed from magical energies.
50 - 60 NO DOOR No door here, at best a curtain hangs in place.
61 - 62 NOTE OF CAUTION A normal door with a message nailed to it.
63 ONE WAY PORTAL Magical portal that only allows travel through one way.
64 - 65 PORTCULLIS Heavy metal gate that descends from above.
66 POISONED DOOR Best opened with thick gloves.
67 RAINBOW PORTAL This normal looking door has a light show when opened.
68 REVOLVING DOOR Spinning door that limits entry to one at a time.
69 RIDDLE DOOR The enchanted face asks for a riddle to be solved to open.
70 - 72 ROTTEN DOOR Moldy, stinking and possibly plague ridden.
73 ROUND DOOR Like a normal door, just round.
74 SAND DOOR Magic shape forming sand is used as a door.
75 SCREEN DOOR Paper and wood constructed screen door.
76 SERPENT DOOR The snake shaped handle has bite.
77 SHADOW EGRESS Unholy rituals guard this entranceway.
78 SIREN DOOR Ear splitting shrieks accompany the opening of this door.
79 SLAM DOOR Pressure plate activated and spring loaded door bash.
80 - 81 SLIDING DOOR A heavy door that seamlessly slides back in to the wall.
82 SPEAR BARS Formed by the shafts of a dozen retractable spears.
83 SPELL DOOR A spell or spell combination is required to unlock.
84 SPIKED DOOR Heavy door covered in vicious spikes.
85 - 86 STONE SLAB A hefty slab of stone moves smoothly into place.
87 STUCK DOOR Heavy door that has been jammed shut.
88 THE SUN DOOR A door that requires the brightest light to open.
89 TOLL DOOR Solid metal door with a coin operated lock.
90 - 96 TRAPPED DOOR A standard door hiding a trap.
97 TROPHY GATE This gate is adorned with battle trophies.
98 UNWELCOME MAT A pit trap hiding before the door.
99 VAMPIRIC DOOR Blood activated and always hungry.
100 WARDED DOOR Powerful spells guard this door.

255
Enemies Dungeon Structure
These are the wild beasts, dangerous monsters and As detailed in the building the dungeon section you
evil foes that inhabit the dungeon. They are what will need to decide what beasts, monsters and deni-
stand between the Characters and their adventure zens are possible to encounter within your dungeon.
goals. The enemy encounters will each detail what level of
We have used “Enemy” to include monsters, beasts, challenge each enemy should be to help you assign
denizens and more. As the name suggests, enemy an appropriate choice.
encounters will almost always be a hostile interaction
that has every chance of ending in combat. Beasts
To help you insert enemies into your adventure we
have used standard terminology to indicate the num- Beasts are enemies with animal level intelligence that
ber and difficulty of enemies. The details for these act on their instincts.
keywords can be found at the start of the first chapter These beasts could be wild animals that have found
of this book. a place to live in the dungeon, they could also be live-
These are the main combat possible encounters, stock or working animals for the denizens.
ranging from small numbers of easy to dispatch foes In general beasts will attack if they see the Characters
up to meetings with beasts where the best option is to as prey, if they are cornered or if trained to attack.
flee and return when the threat has moved on.
Some of our enemies are (seemingly) mindless For Example: A beast encounter could be group of giant
beasts, some intelligent and coordinated. spiders who come to investigate when their webs are
disturbed. Another beast encounter could be a pack of
Of course, you can take the encounters we offer here
wolves used by the goblin denizens on their raids.
and make them your own! First and foremost, every-
thing should fit into your adventure.

256
Denizens Considerations & GM Notes
Denizens are the occupants of the dungeon who live Try to imagine how the enemies would approach
or work there. the encounter with the Characters. Do they know it’s
There may be a boss or bosses in the dungeon who about to happen or is it a surprise interruption to their
lead the denizens in some way. normal daily activities? How would they normally go
about a combat engagement, what tactics would they
Not every dungeon needs denizens, some may just use?
be filled with individual creatures, none of whom are
friendly with any others. Characters often know of the resistances and vulnera-
bilities of many enemies, but do any enemies know of
The main thing that sets denizens apart from beasts the Characters weaknesses?
and monsters is that they will work together with other
denizens in the dungeon. Many enemies are not planning on fighting to the
death and will flee or attempt surrender before they
Note: Any type of creature could be a denizen, we only are slain. Of course some enemies do not have
separate denizens, beasts and monsters for the purpose normal mortal desires and will fight to the very last
of allegiances in the dungeon. So your denizens can be regardless, such as undead or animated constructs.
beasts or monsters for sure. Unless noted otherwise in an encounter, beasts and
monsters are independent in their actions. They may
be just as hostile and dangerous to other beasts,
Monsters monsters and the denizens of the dungeon as they
are to the Characters.
Monsters are the more dangerous and unique en-
emies to be found in the dungeon and will often be Enemies that have been here a while or live in the
some of the most challenging. dungeon will know the terrain well. They will know the
location of traps, where dangerous creatures roam
For whatever reason they do not get on with the
and will use all of this knowledge to their advantage.
denizens, and would just as likely attack them as the
Characters if given the chance. As a result, it’s best Denizens and monsters may have their own individual
to make sure that your dungeon layout has a little goals that could be exploited by the Characters.
separation in place. Use either doors, bridges or just
size and distance to keep the different monsters and For Example: Maybe a bandit in the crew hiding out in the
denizens apart, otherwise they’d already have fought. ruined castle wants the bandit captain gone, but doesn’t
have enough support to face them alone.
Find your Balance Maybe the ogres blocking the way in the tunnel ahead are
more interested in a good meal than fighting.
It is completely your decision on how much you em-
brace the randomness! If an enemy encounter just
doesn’t work for your adventure, you can either re-roll Random Enemy Instructions
or pick a more appropriate encounter.
Use the enemies table to generate random enemy
These encounters add combat opponents that the
encounters. You can roll randomly or choose your
Characters may have to face. It’s important to know
favourite!
that random chance may create scenarios where the
Characters are unlikely to emerge victorious. It’s up The encounters in the enemies tables are listed
to you as the GM to either tweak the encounters as alphabetically in the dungeon encounters A-Z section
needed or throw the Characters up against the odds at the end of this chapter with more information on the
to see how they do! enemy and how to use them in your adventure.

257
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ENEMY DESCRIPTION
(D100)
1 ABOMINATION A terrifying combination of other Beasts and Monsters.
2 AMBUSH Denizens have prepared a surprise.
3 ASSASSINS Deadly Denizen specialists at killing.
4 BARRICADES Makeshift barriers with guards.
5-9 BEAST GROUP A group of Beasts.
10 BEAST MASTER These Beasts are well trained and with their master.
11 BEATERS Noisy Denizens trying to flush out their prey.
12 BESTIAL AMBUSH Beasts spring an ambush.
13 BOOSTED MONSTER Not just a Monster, but a boosted Monster.
14 CELEBRATION FEAST Denizens having a feast.
15 CHAMPION A Denizen champion and friends.
16 - 22 DENIZEN GROUP Standard group of Denizens.
23 - 24 DENIZEN PATROL A group of Denizens actively patrolling an area.
25 DREAD BEAST This apex Beast is probably best avoided.
26 DUNGEON INSPECTOR It’s an important job, and this Denizen is doing it.
27 ELDER MONSTER A Monster of legend, maybe the most deadly thing in here.
28 ELITE WAR-BAND Best of the best from the Denizen ranks.
29 ENFORCERS Fierce Denizens that strike fear in to their fellows.
30 ESCAPED BEAST A frantic Beast looking for a way to escape.
31 EXPLODING BEASTS Beasts rigged to explode.
32 FROM ABOVE An attack from high ground or even flying opponents.
33 FROM THE SHADOWS Monsters emerge from the darkness itself.
34 FUNERAL These Denizens are mourning a fallen comrade.
35 GUARD BEAST A dangerous and vigilant Beast stands guard.
36 - 40 GUARDS Denizens guarding the area.
41 HORDE OF BEASTS Not the most dangerous Beasts, but so many of them.
42 HORDE OF DENIZENS This is a lot of Denizens in one place.
43 HUNTING PACKS Groups of beasts try to split up and hunt the Characters.
44 INJURED BEAST A Beast lying out of the way trying to recover.
45 - 48 LARGE BEAST GROUP Something has attracted all of these beasts.
49 - 55 LARGE DENIZEN GROUP This area of the Dungeon looks occupied.
56 - 57 LARGE WAR-BAND A large well equipped and well prepared group.

258
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ENEMY DESCRIPTION
(D100)
58 LONE BEAST This Beast stays here on its own.
59 LONE DENIZEN A lone Denizen not expecting company.
60 LONE GUARD A single Denizen stands Guard.
61 - 64 LONE MONSTER This sole Monster wanders these halls.
65 MONSTROUS AMBUSH A stealthy Monster tries to surprise the Characters.
66 MOTHER AND YOUNG A Beast brood mother and young.
67 OFFICIAL AND ESCORT An important Denizen and their escorts.
68 - 69 PAIR OF BEASTS A pair of beasts roam here.
70 PAIR OF BOOSTED BEASTS Who boosted these Beasts, it’s made them more deadly.
71 - 72 PAIR OF DENIZENS Just two Denizens going about their business.
73 - 74 PAIR OF MONSTERS Not one, but two Monsters call this place home.
75 PRISONER ESCORT These Denizens are escorting prisoners to their fate.
76 REPAIR TEAM Denizens busy repairing a damaged section of Dungeon.
77 RESTING MONSTER Resting after the last battle.
78 SLEEPING BEASTS Large Beasts asleep amongst noisy looking debris.
79 SLEEPING QUARTERS A lot of Denizens have their beds here.
80 - 81 SMALL BEAST GROUP A small group of Beasts.
82 - 83 SMALL DENIZEN GROUP Just the local Denizens that live here.
84 - 85 SMALL MONSTER GROUP A group of Monsters frequent this place.
86 - 87 SMALL WAR-BAND A small well equipped and well prepared group.
88 SNIPERS Denizen marksmen fire from cover.
89 STARVED BEASTS These Beasts are hungry, very hungry.
90 SUMMONED MONSTROSITY A magically summoned Monster, doing someones bidding.
91 SWARM - INSECTS Crawling, chattering bodies without number.
92 SWARM - VERMIN A near endless swarm of vermin.
93 TRAINING GROUP These Denizens may be new recruits.
94 TRAP CREW Denizen engineers busy resetting traps.
95 TRAPPED MONSTER This Monster has got itself stuck in a trap.
96 TRAVELING CAPTAIN A high ranking Denizen just passing through.
97 VERY LARGE BEAST GROUP This must be their home lair.
98 - 99 VERY LARGE DENIZEN GROUP A well populated section of Dungeon.
100 WARHORNS A vast number of Denizens are on their way, soon...

259
Environmental Vision and Light
While a dungeon is usually a series of rooms, halls, Being able to see is a benefit to any adventure. How-
corridors and similar, there is still a lot that can quickly ever many dungeons will have poor or no light avail-
change to affect encounters or generate them! able.
These environmental encounters are here to mix Characters may have to bring their own lanterns.
things up a little by adding extra complications, chal- Being careful to not run out of oil or break them during
lenges or even just some set dressing and flavour. any action.
We include all manner of things in the environmental There are also possible environmental effects that can
encounter type, such as static hazards, extremes of reduce or even remove visibility.
temperature, supernatural zones, plant growth and
much more. 5E: For effects that remove vision, like dense fog, the
By offering a range of environmental factors which Blinded condition could be applied.
can aid or challenge a party, we hope to provide a Characters with Blindsight, Darkvision and Truesight
way to adjust a dungeon with some random effects. may well have advantages in different conditions.
Hopefully these help spark some ideas on how to run
other encounters in the same dungeon area!
Some of our encounters require skill or ability style
Ambiance
checks to avoid or endure. Some may deal damage The general ambiance of the dungeon could include
or simply make things more difficult. temperature, humidity or a range of special effects.
We use the same standard terminology and system If the dungeon is open to the elements then weather
agnostic mechanics to describe these effects and could play a major role.
challenges, so you can translate this into your pre-
ferred system. Some environmental encounters could introduce ex-
tremes of temperature or similar to spice things up.
260
Sound Considerations & Gm Notes
Sight may often be the primary sense used when Environmental encounters often affect a full dungeon
exploring a dungeon. However hearing should not be area, not just an encounter zone. So the other en-
overlooked. counters that are generated in the same dungeon
A good hearing check could reveal all manner of infor- area will also have to deal with the effects of that
mation about the dungeon area the Characters are in. environmental encounter.

There are also possible environmental effects that can Even if there is no dramatic environmental effect ac-
reduce or even remove hearing. tive in your dungeon, we find adding some interactive
elements of some form can always help an encounter.
5E: For effects that remove hearing, like ‘Silence’, the Furniture or debris to jump on or knock over, lanterns
Deafened condition could be applied. to smash spreading flaming oil, shelves full of handy
throw-able sized bottles, and who doesn’t love a good
chandelier to swing from?
Movement Just adding some simple environmental descriptions
can really help with the immersion, personality and
Often environmental encounters change how move- feel of a dungeon. Mention the dripping ceiling, the
ment might work in the dungeon. orange smelling moss that clings to every wall, the
echoes that the Characters’ every step makes, the
Usually they will say if movement speed is reduced
mouldy bones that crunch under foot or any other little
or if it becomes challenging in some way that risks
details you can imagine.
failure.
5E: The Difficult Terrain rule (half movement speed) 5E: When in doubt the easiest way to apply rules for
could apply to broken ground, thick roots, deep mud etc. terrain is to use Disadvantage if the environment is
Often Athletics or Acrobatics skill checks would be used for difficult to operate within, or grant Advantage to enemies if
more complex movement based encounters. the environment favours them.

Using Magic Effects Environmental Instructions


If the system you are running has magical effects for Use the environmental table to generate random
spells and similar, then these can make for a great environmental encounters. You can roll randomly or
pool of ‘effects’ to apply rules to the environment. choose your favourite!
The encounters in the environmental tables are listed
5E: Some existing spell effects that could be used for alphabetically in the encounters section at the end of
environmental encounters include: Antimagic Field, this chapter with more information on the environmen-
Cloudkill, Darkness, Earthquake, Entangle, Faerie Fire, tal encounter and how to use them in the adventure.
Fear, Fog Cloud, Forbiddance, Grease, Guards and
Wards, Gust of Wind, Hallow, Hallucinatory Terrain,
Insect Plague, Magic Circle, Reverse Gravity, Silence,
Find your Balance
Sleet Storm, Sleep, Slow, Spike Growth, Stinking It is completely your decision on how much you em-
Cloud, Symbol, Web and Zone of Truth to name a few! brace the randomness! If an environmental encounter
When using spells for environmental effects you’ll need to just does not work for your adventure, you can either
adjust any damage or DC number to suit the level of play. re-roll or pick a more appropriate encounter.

261
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ENVIRONMENTAL DESCRIPTION
(D100)
1 ACID POOL A pool of deadly acid.
2 ACID SPRAY A fine mist of corrosive acid.
3 AGGRESSIVE FLORA The plants in this area are on the attack.
4 BAUBLE OF THE GODS A crystal ball that shows you in the Dungeon.
5-6 BITTER COLD It’s dangerously cold here.
7-8 BROKEN FLOOR The floor has many broken sections and trip hazards.
9 - 10 BUGS A carpet of crawling insects covers the floor and walls,
11 BURIED ALIVE A mass of loose earth falls and may bury Characters.
12 - 13 CALMING LIGHT The torch light here has a calming effect.
14 - 15 CHARGED CHAMBERS Electricity arcs from all over.
16 - 17 CHRONOMANCY BUBBLE A time loop is a distinct possibility.
18 - 19 COLLAPSING CEILING Rocks fall at random from different parts of the ceiling.
20 DARKNESS It’s not just dark, but supernaturally dark.
21 - 22 ECHOES Every noise is increased tenfold and echoed around.
23 - 24 EYE OF THE STORM It’s quiet here, but it may be much busier in the next area.
25 FAKE SURROUNDINGS This section of dungeon is actually stage dressing.
26 FARM SECTION Potted crops and livestock are kept here.
27 - 28 FIRE This area is on fire.
29 - 30 FLOODED SECTIONS Sections of the floor are submerged.
31 - 32 FOG A thick fog fills these halls reducing visibility.
33 FUNGUS SPORES Fungi here can release clouds of choking spores.
34 - 35 GHOST BATTLE Spectral replay of an ancient battle.
36 - 37 GRAVITY SHIFT Up is down, down is up.
38 HEALING WIND A refreshing magical breeze blows through.
39 - 40 HIVE Many small tunnels are burrowed in to the walls and floor.
41 - 42 HOLY GROUND Evil beings will find it painful to enter here.
43 HOT HOUSE This area is uncomfortably hot.
44 ICE FLOOR The floor is slick with ice in patches.
45 INCREASED GRAVITY The gravity change makes most actions take more effort.
46 - 47 INDUSTRIAL ZONE Dangerous active machinery abounds.
48 - 49 LAVA CREVASSE A rent in the floor with bubbling lava.
50 LEECH VINES These dangling vines have a taste for blood.

262
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ENVIRONMENTAL DESCRIPTION
(D100)
51 LOW CEILINGS At about four foot, these ceiling may be inconvenient.
52 LOW OXYGEN It’s hard to breathe here.
53 MENAGERIE Cages hold all manner of Beasts.
54 - 55 MIGHTY WINDS High winds blow through knocking things down.
56 - 58 MURDER SCENE An important dignitary lies dead, murdered.
59 - 60 NULL MAGIC ZONE It’s very difficult to make magic work here.
61 OIL SLICK Oil has been liberally spread around here.
62 OUT OF BODY EXPERIENCES Characters may feel like they are out of their own bodies.
63 - 64 PHEROMONE SACK This tar sealed leather sack has an interesting mix inside.
65 PIT A hole in the ground, possibly with spikes or worse.
66 - 67 PLANE SHIFT A close proximity to another plane of existence.
68 PLAY REHEARSAL Actors dressed as Denizens rehearse here.
69 POISON GAS CLOUD A miasma of poison hangs in the air.
70 - 71 PUTRID STENCH This area stinks, it’s going to be hard not to vomit.
72 - 73 QUICKSAND Not the solid floor it looks like.
74 RAINING BLOOD Blood falls like rain from the ceiling or sky.
75 - 76 REPAIR SCAFFOLD The walls and ceiling are staying in place with its support.
77 - 78 RISING WATER This area is slowly filling with water.
79 - 80 RITUAL OF PEACE Powerful magic stops harm being caused here.
81 - 82 RUBBLE PILES Scattered piles of rubble provide cover or a hazard.
83 - 84 SILENCE No sounds are made here.
85 SLAUGHTER HOUSE Meat hooks and carcasses fill this area.
86 - 87 SMOKE Thick clouds of smoke fill the air.
88 - 89 SPIDER WEBS These giant webs must have come from giant spiders.
90 STROBING LIGHT Flashing magical lights strobe constantly here.
91 SUNSPIKE BEAM A laser like beam of light crosses the way.
92 SUSPICIOUSLY QUIET Nothing seems to be happening, or is something waiting...
93 THE FEAR A creeping dread enters the mind.
94 - 95 TOMB Tombs to the long dead.
96 - 97 UNLUCKY An aura of bad luck has hold here.
98 - 99 UPPER CLASS HALLS This area is where important Denizens call home.
100 WEAKENED REALITY The chance of unworldly incursions is increased.

263
Interaction Clues
There are allies to be met, enemies to negotiate with Some of our interaction encounters will give the Char-
and strangers to help or hinder. acters “Clues”.
Interaction encounters are all about the Characters This is most often in the form of knowledge held by
having the opportunity to interact with non-player the NPC, with the Characters needing to convince
Characters (NPC). them to share the information.
These NPC’s aren’t necessarily all going to be hostile. Sometimes of course it might be an item, in which
Interaction encounters will almost always start with a case light fingers may also work alongside diplomacy.
chance to talk before any possible hostilities kick off!
That’s not to say interaction encounters can’t lead to NPC Levels
combat, as many of them can. Combat will usually
start because the Characters said the wrong things or So you’re running a high level game and the interac-
didn’t agree with what the NPC was trying to do. tion encounter is a vermin catcher. If scaled to the lev-
el of your game they could be catching lions or tigers
There will be chances to gain allies of varying useful-
as the [Easy] beasts in your dungeon.
ness to help the Characters on their adventure.
You can just lower the relative level of NPCs so com-
Characters may converse with more neutral parties
moners and similar stay low level.
who may or may not assist in some way, and they
may even find the opportunity to rescue those in dis- Alternatively, keep them at the higher level and have
tress (or leave them alone). an epic lion hunter collecting pelts as the NPC the
Characters encounter.

264
NPC Motivation & Personality NPC Wealth
Some encounters will explicitly give the main motiva- Whilst many folk are unlikely to bring their coin pouch
tions and describe the personality of the NPC, and on a dungeon delve, most NPC’s will have some
maybe the reason they are in a dungeon. items of minor value alongside their practical gear,
such as jewelery.
However this will not always be the case. You’ll need
to decide on their motivation and personality, either
chose or roll twice on this handy table: Considerations & GM Notes
ROLL (D20) MOTIVATION PERSONALITY As every dungeon is different you may find some of
1 ALTRUISM ABUSIVE the interaction encounters don’t make much sense.
2 AMBITION ANXIOUS Either re-roll, choose a more appropriate encounter or
3 BUSINESS ARROGANT
tailor the NPC to fit the dungeon.
4 COLLECTOR BIGOT Every NPC is a possible source of gossip and rumour
5 DUTY BRAVE about the Characters. Any particularly noteworthy
6 ENVY CHEERFUL
moments an NPC sees or hears could well be heard
repeated in a tavern at some time in the future. This
7 FAMILY CREATIVE
assumes that the NPC made it out of the dungeon.
8 HATE CRUEL
9 HEROISM DERANGED
Quite often the political or faction connections that an
NPC has are worth more than simple treasure based
10 HUNGER DISHONEST
rewards. Although the Characters will need to make
11 IDEALIST FAIR
sure they impress and gain the trust of these NPC’s to
12 IMMORTALITY HONEST
be able to capitalise on such links.
13 KNOWLEDGE HONOURABLE
14
15
LOVE
POWER
IDEALIST
INDIFFERENT
Interaction Instructions
16 REVENGE LOYAL Use the interaction table to generate random interac-
17 SURVIVAL NOSEY tion encounters. You can roll randomly or choose your
18 THRILL SEEKER RECKLESS favourite!
19 WEALTH SOLEMN The encounters in the interaction table are listed al-
20 ZEALOT TOLERANT phabetically in the encounters A-Z section at the end
of this chapter with more information on the encounter
This is a small sampling of motivations and personali- and how to run them in the adventure.
ties, by all means create your own for the NPC.
Find your Balance
NPC Weapons & Gear
It is completely your decision on how much you em-
Every NPC would have the minimum basic gear brace the randomness! If an interaction just does not
associated with their profession unless the encounter work for your adventure, you can either re roll or pick
specifies otherwise. a more appropriate interaction.
For interaction encounters that have an [Elite] or
[Overwhelming] challenge level, those NPC’s should
be equipped to a similar level as the Characters. This
should include having minor magic items and dispos-
ables like bombs or potions if appropriate.

265
ROLL
INTERACTION DESCRIPTION
(D100)
1-2 A MIGHTY QUEST It’s their quest and they are the hero, not the Characters.
3-4 A WORTHY FOE A great warrior looking for a final challenge.
5-6 ARCH MAGE A powerful mage about their own business.
7-8 ARCHAEOLOGIST Investigating the Dungeon for historical significance.
9 - 10 ASSASSIN On a mission, but who might be the target?
11 - 12 AUDIENCE A collection of Denizens watching what happens.
13 - 14 BOUNTY HUNTER They have a bounty to collect.
15 - 16 CAPTURED COMMON FOLK Commoners, held prisoner.
17 - 18 CARTEL REPRESENTATIVES Shady criminals with an innocent reason to be here...
19 CLOCKWORK SERVANTS Still trying to keep the place neat and tidy.
20 DEMI GOD A being of vast power walking in mortal form.
21 DEVILISH BARGAIN A charming stranger with a proposition.
22 - 23 DISGUISED SURVIVOR Their friends are dead but they survived in disguise.
24 DOPPELGANGER One of the Characters may meet themselves.
25 - 26 DRUID Protecting the wildlife and Beasts.
27 ECHOES OF THE FUTURE A brief glimpse of future events.
28 - 29 ENGINEERS A group of contractors busy at work.
30 - 31 ENVOY A representative from the Denizens, here to talk.
32 - 33 FIRE AND PITCHFORKS A mob of villagers here to take care of things.
34 - 35 FORTUNE TELLER They knew you’d be coming and have portents to tell.
36 - 37 FROM A DISTANT LAND An exotic stranger.
38 - 39 FURIOUS HERO They’ve not had the best day...
40 - 41 GATHERING PARTY An alchemist and their crew, collecting supplies.
42 GUARDIAN An honour bound guard who must do their duty.
43 - 44 HALF-DENIZEN Seeking an answer to their heritage.
45 HEIR APPARENT A young noble out to gather fame and glory.
46 - 47 HERBALIST A hermit gathering potent herbs.
48 KIND OLD MAN A kindly old man, who seems out of place in a Dungeon.
49 LORE MASTER They’ve been asked to dispense wisdom.
50 - 51 LOST APPRENTICE Their master is a powerful mage, they are not.
52 LOST CHILD MONSTER A young Monster, with family nearby.
53 - 54 MARKET OPPORTUNITIES Enterprising pair out to make money from the Dungeon.
266
ROLL
INTERACTION DESCRIPTION
(D100)
55 - 56 MESSENGER Captured and held here, the message must be delivered.
57 MONSTER WHISPERER They understand and can reason with Monsters.
58 MONSTROUS SCHOLAR A wise and thoughtful Monster.
59 - 60 NECROMANCER A Dungeon seems like a good place to collect ‘Supplies’.
61 - 62 NEGOTIATOR From civilized lands to discuss terms with the Denizens.
63 PARTY TIME A group having a social engagement with some Denizens.
64 PLAYER OF GAMES A powerful being that is just here to play.
65 PUPPET MONSTER A Monster under the control of a wizard.
66 - 67 QUESTING KNIGHT Covered in steel and on a quest for their beloved.
68 REVENGE The Dungeon has taken from them, it’s their turn now.
69 RIVAL ADVENTURING PARTY Another group of adventurers who claim to be here first.
70 - 71 SONG OF AGES A singer writing their opus, about the Dungeon.
72 THE WRONG GROUP Group of enforcers think the Characters are lawbreakers.
73 - 74 THE ARTIST True inspiration can only come from experience.
75 - 76 THE CURSED PRIEST Cursed and misshapen, hiding in the Dungeon.
77 - 78 THE ENEMY OF MY ENEMY These Denizens aren’t from this Dungeon.
79 THE QUESTIONER Specialist torturer hired to work in the Dungeon.
80 THROES OF MADNESS This Denizen is mad and acting different to normal.
81 - 82 TOURIST They thought it’d be a good place to have a look around.
83 TRAITOR They’ve left society and decided to join the Denizens.
84 TRAPPERS This group may or may not be trading furs with Denizens.
85 TRICKSTER This Denizen likes to play tricks on intruders.
86 TURNCOAT DENIZEN A Denizen that would like to join the Characters.
87 - 88 UNSEEN EYES A scout has been asked to keep an eye on things.
89 VERMIN CATCHER Each vermin they catch is worth a penny.
90 VILLAGE HERO The solid, upstanding hero of the village.
91 - 92 WITCH FINDER They’ve heard witches live here and have come for them.
93 WIZARD CONCLAVE A group of wizards going about wizardly business.
94 - 95 WOUNDED REARGUARD The last solder from their group, injured but alive.
96 - 97 WRITER Writing the next epic, maybe the Characters will be in it?
98 YOU SHALL NOT PASS A mighty warrior under a powerful geas.
99 - 100 ZEALOTS Their lost temple is within the Dungeon.

267
Intrigue Clues
Dungeons can be full of all manner of strange and Intrigue encounters are one of the most likely ways to
unexpected artifacts and secrets waiting to be uncov- obtain Clues in the dungeon.
ered.
These Clues are used as a way to abstract the inter-
Our intrigue encounters offer a wide range of both action between some elements of the dungeon.
mundane and more interesting things which may be
Clues can be keys, portal activating amulets, knowl-
found or happen in a dungeon.
edge on where to find levers and all manner of other
These intrigues can be beneficial, profitable, things.
dangerous, or informative. Some of them offer
There will be encounters that require a number of
rewards, others just risk or unexpected effects!
Clues to be spent to activate an effect. Such as open-
Intrigue encounters can range from discarded notes, ing a door.
twisted old statues and secret doors all the way to
Some Clues may be accessed by senses other than
ghostly apparitions.
sight.
Whilst most intrigue encounters don’t directly offer any
At the end of this chapter there are some rules for
conflict, some of them have a chance that a guard or
generating dungeon adventures. Parts of those
owner is present.
adventures may call for more Clues than the random
Some intrigue encounters will give full details on what encounters have produced.
they are and how they work. Others may be more
In such a case, assign clues to intrigue encounters
open to your interpretation.
that don’t currently have them, or even add some
Intrigue encounters will generally give the Characters more intrigue encounters.
something static to interact with.

268
Intrigue Item Values Considerations & GM Notes
Whilst dungeon boons are the main treasure source Intrigue encounters are a great tool for putting extra
for the dungeon, some intrigue items may also hold plot details in to a dungeon. Why is that intrigue item
value. there, who or what bought it to the dungeon, and
These will mostly be specialist items when it comes why?
to selling them though, and quite often they’ll require Denizens could be aware of some intrigue encounters
some interesting transportation solution to get them in the same dungeon area. For example if a ‘Grim
out of the dungeon safely. Throne’ was present, it’d be likely the toughest of the
denizens in the area would think of it as their throne.
Magical Intrigue Items There are multiple extra exits from a dungeon area
that can be rolled on the Intrigue table, such as stairs
A few Intrigue items are magical in nature, such as and trapdoors. These could lead out to entirely new
the ‘Magic Mirror’ or ‘Runic Stone’. These have de- dungeon areas, expanding the dungeon in new direc-
scriptions of their powers and effects included in the tions.
dungeon encounters A-Z section.
Some intrigue encounters are just set dressing and
You may have some items in your game system that have no extra rules attached. These can be presented
could also be used to give rules and abilities to these to the Characters as red herrings or distractions if you
items. like. Alternatively, you could actually make these more
mundane intrigue encounters have more significance.

Random Intrigue Instructions


Use the intrigue table to generate random Intrigue
encounters. You can roll randomly or choose your
favourite!
The encounters in the intrigue table are listed alpha-
betically in the encounters A-Z section at the end of
this chapter with more information on the intrigue
encounter and how to use them in the adventure.

Find your Balance


It’s completely your decision on how much you em-
brace the randomness! If an intrigue encounter just
don’t work for your adventure, you can either re-roll or
pick a more appropriate intrigue encounter.

269
ROLL
INTRIGUE DESCRIPTION
(D100)
1 ALCHEMICAL NOTES These notes could help create potions.
2 AN OFFERING A small plate with meager possessions left on top.
3 ANCIENT CARVINGS These appear as old as the Dungeon itself.
4 ANCIENT MANUSCRIPT Crumbling paper with strange markings.
5-6 APPARITION A ghostly visage with a cryptic warning.
7-8 BLASTED REMAINS These bodies have been blasted and burnt.
9 - 10 BLOOD TRAIL A trail of fresh blood.
11 BONEYARD Piles of bones strewn all around.
12 - 13 BOOK SHELF A shelf of dusty old books.
14 - 15 BUBBLING CAULDRON A large cauldron with unknown liquid bubbling away.
16 - 17 BUTCHERS SLAB A solid table with butchers tools and meat still on it.
18 - 19 CARVED COLUMN A pillar from floor to ceiling with intricate writing all around.
20 CHALK TRAIL A trail of symbols written in chalk.
21 - 22 CLEAR TRACKS A clear set of tracks showing what has passed this way.
23 - 24 CORPSE A fallen Dungeon delver.
25 CORPSE PILE Bodies heaped together in a grim pile.
26 DENIZEN ORDERS Hastily written notes dropped by a Denizen.
27 - 28 DROPPED WEAPON An out of place elegant fencing blade lies here.
29 - 30 FOOD STORE A nearby nook is used as a pantry, full of fresh food.
31 - 32 GRAVE A hastily dug, shallow, open and unoccupied grave.
33 GRIM THRONE A throne made from giant bones.
34 - 35 GRISLY TROPHY Unholy symbols adorn this pile of skulls.
36 - 37 IDOL Twisted shapes carved in stone as a tribute to dark gods.
38 IT’S IN MY MIND Scrawled writing is everywhere, saying ‘it’s in my mind’.
39 - 40 KITCHENS This looks like a working kitchen area.
41 - 42 LEVER It’s not obvious what this lever does, but it’s here.
43 MAGIC MIRROR A spotless mirror standing six foot high in an ornate frame.
44 MAGIC PORTAL A glowing portal the size of a door.
45 MAP TABLE A large table with an intricate map laid out on top.
46 - 47 MESSENGER BAG A satchel stuffed with sealed scrolls.
48 - 49 MUSIC Ethereal music plays in the air.
50 MYSTERY BOX A crate with a large ‘?’ painted on each side.

270
ROLL
INTRIGUE DESCRIPTION
(D100)
51 NEUTRAL GROUND An area where Denizens will avoid violence.
52 ORRERY A complex clockwork orrery spins slowly.
53 PETRIFIED MONSTER A Monster turned to solid stone.
54 - 55 RARE FUNGI Rare mushrooms with potent effects.
56 - 58 RITUAL SETUP A circle marked out and candles set up.
59 - 60 RUBBISH DUMP Stinking garbage pile which may hold secrets.
61 RUNIC STONE A standing stone covered in carved runes.
62 RUST PILES Piles of rust in shapes that could have been weapons.
63 - 64 SECRET DOOR A section of wall that can be swung open.
65 SHOE PILE A pile of left shoes, could it be an offering to the fey?
66 - 67 SLEEPING AREA Beds or just bedrolls show this is a sleeping area.
68 SMITHY A working forge, fully equipped.
69 SPECIMEN JARS Large glass jars with ‘things’ inside.
70 - 71 SPIRAL STAIRCASE A spiral staircase offers access to another floor.
72 - 73 STAIRCASE A staircase leading further into the Dungeon.
74 - 75 STATUE A worn and defaced statue.
76 SEALED HATCH A locked trapdoor is built into the floor here.
77 - 78 SUSPECT STATUE This statue looks brand new and highly polished.
79 - 80 TAPESTRY Large wall covering tapestry depicting myths and legends.
81 - 82 TELEPORT RUNES These glowing runes teleport people between each other.
83 - 84 TEMPLE An area setup for worship of the Denizens gods.
85 THE SIGHT LOCK A magically locked safe.
86 - 87 TORTURE CHAMBER Grisly tools of a grim trade that have seen much use.
88 - 89 TOTEM A hefty wooden pole with animal head carvings.
90 TROPHY ROOM Mounted across the walls are battle spoils.
91 UNHOLY ALTAR A slab of black glass that radiates evil.
92 UNUSUAL TRACKS Something monstrous has come this way.
93 WALL CARVINGS Complex carvings have been etched on to each wall.
94 - 95 WARNING MESSAGE Scrawled in the dirt is a warning.
96 - 97 WEAPON PILE A jumble of weapons thrown in a pile.
98 - 99 WELL A stone well, with a rope heading down in to the dark.
100 WRITING DESK A well used and neatly organised writing desk.

271
From the dark labyrinthine corridors of antiquity to the sprawling
fortresses at the heart of an evil empire, there a plethora of
encounters here to keep even the most hardened dungeon crawlers
busy for some time!

Welcome to the Encounters How Many?


The following pages contain all the encounters for the We offer over 350 encounters in this section which
Dungeon Chapter listed in alphabetical order. can occur in a dungeon style setting.
Here we offer further details on our encounters and Some of our encounters present great risks, others
how to run them. great rewards, whilst some are more left field...
Each encounter we offer here can be found in the Some may give exact detail on what the suggested
different random tables in the dungeon encounter type outcome might be, while many are open to your inter-
sections earlier in this chapter. pretation.
Should you wish to randomise your encounters, you Use them as is, or for inspiration and a starting point
can simply refer to the random table in the relevant to build your own tailored encounters for your game.
dungeon encounter type and roll a D100. You can We hope these encounters are as fun for you to run
then look your selected encounter up in the following as they were for us to write!
A-Z list.
Of course you can also choose whichever encounters
you would like to use!

272
Chance Enchanted Items
Some encounters present options that have a chance Where an encounter suggests an enchanted, mas-
of occurring, these have a percentage shown in tercrafted or magical item is present, you will need to
brackets, e.g. (10%), simply use percentile dice to choose an appropriate item for the system and power
determine if the option is in the encounter. level you are using.

Conflicting Effects Find Your Balance


Due to the random nature of the encounter tables you It’s completely your decision on how much you
may end up with some conflicting effects taking place choose to embrace the randomness!
in the same location. When a set of random rolled Encounters just don’t
Either choose whichever suits your game most, apply work well together, just re-roll or pick more appropri-
them in the order rolled, with newer effects taking ate Encounters.
precedence over previous ones, or even mash them
together to make a new hybrid combination of en-
counters.
System Mechanics
We have used standard terminology throughout so
Clues you can translate our encounters into your chosen
system in a way which is appropriate for your Charac-
Clues are an abstract way to track useful information ters.
that the Characters could find in the dungeon, and act You can find further details on this at the start of this
as a currency to help solve some encounters. book in the System Mechanics section. We have
Some encounters will describe how it’s possible to included some additional guidance for those of you
gather Clues within the encounter, while others may running 5E games.
describe how Clues could be spent. We encourage you to take these encounters and
Adventures generated via the tables near the end make them your own. We have written our encounters
of this chapter may use Clues to progress between in such a way that, if needed, they can be used and
different stages of the plot. adapted to progress your campaign’s overarching
Whilst these are simply referred to as Clues in this plot. Or they can act as unexpected side quests!
book, we’d encourage you to elaborate on these and Everything can be found in the pages that follow, from
use them as a tool to flesh out your dungeon. quick combat encounters to difficult puzzles, loot and
negotiations.
For Example: In the dungeon I have generated there are
some ‘Information Scrolls’ to be found that give 1 Clue, and
there is a ‘Bladed Door’ that requires 1 Clue to know the
GM Tips
location of the handle. I’ve decided that these ‘Information There is no right or wrong way to run these encoun-
Scrolls’ are notes on the ‘Bladed Door’ that explain how to ters. They are designed to be a mix of challenging,
open it safely. thought provoking, inspiration sparking, background
flavour and, most of all, fun for all involved!

273
A Mighty Quest Acid Spray
Interaction Environmental

Standing beside the newly fallen corpse of an [Elite] Hidden nozzles spray a fine mist of highly corrosive
monster is a mighty Champion [Elite Warrior NPC] acid in this encounter zone from the walls, ceiling and
who is on a quest in this location. floor.
The Hero/Heroine may allow the party to assist them, Unfortunately this will cause equipment damage to
but they have a massive ego. any item it comes in to contact with, and any naked or
under protected skin.
Alongside demanding the pick of any loot they
would look unfavourably on any Character upstaging The acid causes vicious burn [Minor] damage with a
them and could leave the group or even turn on the chance [10%] of causing blinding wounds if it gets in
Characters if provoked. to the eyes of victims.
If they accompany the Characters out of the dungeon These burn wounds will be difficult and lengthy to
they would also claim almost all credit for any heal.
achievements.
Aggressive Flora
A Worthy Foe Environmental
Interaction The abundant creeper plants that are scattered
A grizzled old swordsmaster [Elite Warrior NPC] is across this dungeon area are hostile towards all non-
roaming the dungeon to find an opponent worthy of plant life.
their blade or even find their final glorious battle. They will only be able to hinder mobile targets via
They will be friendly enough with the Characters, but tripping vines etc.
may challenge melee based fighters to a duel. However, if someone is immobilized or chooses to
rest here then the plant life will slowly envelop them
Abomination and try to constrict them.

Alarmed Door
Enemy
A hideous creature comprised of multiple monsters
and beasts fused together. Door

Treat this as an [Elite Beast] and an [Elite Monster] This Heavy Door has a clockwork alarm system
combined as a single entity. of alarmingly loud bells rigged to sound when it is
opened.
The abomination is capable of [Lethal] damage.
The alarm is [Difficult] to spot and [Difficult] to silence
once started.
Acid Pool
A [Large] group of [Standard] denizens will come to
Environmental Details
investigate within a few minutes of the alarm starting.
A large pool of acid has formed on the floor here and
is highly corrosive.
Alchemical Notes
This ten foot wide pool will cause [Major] damage to
Intrigue
any who fall in.
A small undecorated wooden crate with numerous
There is a high (75%) chance that items of equipment,
dirty empty glass vials also contains a sheaf of pa-
weapons and armour will be damaged and quickly
pers.
destroyed by the acid as well if they come in to
contact with the pool. These are alchemist notes on potion creation and are
worth 1 Clue.

274
Alchemist Station Apparition
Dungeon Boon Intrigue

The apparatus on this table could be used to brew up A ghostly vision of a fallen resident from the old days
potions. of this place.
There is a (40%) chance that some experimental po- They have a warning, but a Character would need to
tions are here that have been brewed already. know the ancient language to understand.
It’s possible, but [Difficult] to gather 1 Clue here. If understood, 1 Clue is gained.

Ambush Arcane Bookshelf


Enemy Dungeon Boon
An [Equal] group of [Standard] denizens are well A lot of these books are old, dusty and may crumble
hidden around this encounter zone and are ready to when picked up.
spring an ambush. Some books, however, still look as good as new.
They are [Difficult] to spot in their hiding places. Mainly those with arcane symbols adorning the spine.
Those able to read the obscure text could gather 1
An Offering Clue.
Intrigue
A dented silver coated plate has had all manner of Arch Mage
meager trinkets placed upon it. Interaction
This looks like an offering to the effigy painted crudely This imposing Arch Mage [Elite Wizard NPC] has rea-
on the wall here. son to believe a rare tome of ancient magical practice
is to be found in this dungeon.
Ancient Carvings They could be persuaded to let the Characters find it
Intrigue and then pay them a reward.
These carvings appear as old as the dungeon itself,
if not even older. They are [Difficult] to interpret but Archaeologist
worth 1 Clue. Interaction
This experienced academic [Elite Scholar NPC] and
their [Small] team of assistants [Standard Commoner
NPC] are busy finding and sorting items of historical
importance.
Depending how deep in to the dungeon they are,
assistance with the local occupants may be very wel-
come as they may have traveled out of their depth.
They have gathered information worth 1 Clue they
Ancient Manuscript may use to bargain with the Characters.

Armour Stand
Intrigue
This paper is only just holding itself away from turning
to dust. Dungeon Boon

If the paper could be saved somehow, the ancient A stand with at least one full set of well maintained
symbols inscribed upon it could provide useful in- armour hanging from it.
sights about the dungeon worth 1 Clue.
275
Armoured Denizen Assassin
Dungeon Boon Interaction
This looks like a mastercraft or enchanted suit of This well equipped traveller [Elite Rogue NPC] is an
armour, however it’s being worn by a denizen. assassin currently seeking their target.
This [Elite Warrior] denizen won’t give up this prize The target is likely (90%) to be a denizen or other
easily and it’ll take a careful hand not to damage the NPC in the dungeon, although there is a small chance
armour getting it from the current wearer. (10%) that a Character is the target.

Artist Studio Assassins


Dungeon Boon Enemy

An easel, canvas, paints and even a part finished This [Pair] of [Elite Rogue] denizens have targeted the
artwork have been left here. Characters and are using their assassin skills to hunt
them down.
Could this be a denizen with an artistic eye or has an
artist ventured in to the dungeon? If they are using stealth or disguise they are [Very
Difficult] to spot.
Characters may notice [Routine] a message hidden
in the painting, those able to decipher it can gather 1 They would also have poisoned attacks capable of
Clue. [Lethal] damage.

Audience
Interaction
A [Very Large] group of [Standard] denizens are
watching from a relatively safe vantage point.
For some reason they’re just watching and will try to
retreat if attacked.

Automatic Door
Door
Through mechanical or magical means this heavy
door slowly opens whenever a person comes within
ten foot of it.
It closes again when no one remains within the ten
foot area.

Barricaded Door
Door
A ramshackle barricade has been erected against this
simple wooden door to stop it opening.
There is a chance (30%) of the barricade being
placed to keep something trapped within, such as a
[Lone] angry [Standard] monster.

276
Barricades Beaters
Enemy Enemy
A series of makeshift barricades block the way around A [Very Large] group of [Easy] denizens are ap-
this encounter zone, they are manned by a [Large] proaching from just beyond the dungeon area, they
group of [Standard] denizens. are making a lot of noise in an attempt to flush out
These denizens are very likely to have ranged capa- any intruders and make efforts to sound like a more
bilities to take advantage of the barricades. threatening group than they may be.

They have been constructed, as is traditional, with


spikes facing outwards to make charging and climbing Bejeweled Collar
more hazardous. Dungeon Boon
A fine worked leather collar with six rubies mounted in
Battle Horn silver studs.
Dungeon Boon The collar is currently being worn by an [Elite] beast.
This huge horn must have belonged to a giant beast
before being fashioned into a table sized battle horn, Bestial Ambush
with intricate inlaid silver knot-work decorating its Enemy
surface.
A [Pair] of [Elite] beasts have stalked the Characters
If someone had the lungs to blow this horn it would be and are [Very Difficult] to spot before they launch a
heard throughout the dungeon; in which case it’s very surprise attack.
likely (80%) to attract an enemy encounter.
Bitter Cold
Bauble of the Gods Environmental
Environmental
This dungeon area has an unnatural cold emanating
A crystal ball is found in this encounter zone, that if throughout.
peered in to shows a gods eye view of this dungeon
The Characters breath is exhaled in freezing clouds
area.
and ice begins to form on anyone who stays immo-
This would allow anyone looking in to the mists of the bile. Any exposed skin touching ice cold metal objects
ball to see movements throughout the dungeon area. is likely to stick and require careful freeing up.
Anyone not equipped for extreme cold will take regu-
Beast Group lar [Minor] damage until they can warm up.
Enemy
An [Equal] size group of [Standard] beasts are found Blackest Gate
in this encounter zone. Door
The angles of this utterly black door are uncomfort-
Beast Master able to look at, and cause headaches if studied for too
Enemy long resulting in [Light] psychic damage.
An [Elite Ranger] denizen who commands an [Equal] A palpable aura of fear can be felt within ten foot of
size group of [Standard] beasts. the door and it would be [Very Difficult] for a Character
These beasts will be friendly to denizens as long as to muster the courage to open the door.
the Beastmaster commands them. This door is very resistant to both physical and magi-
cal damage, although spending a Clue would allow a
weakness to be found.

277
Bladed Door Blood Trail
Door Intrigue
There isn’t a single piece of this imposing door that A trail of fresh blood, which if a [Routine] tracking
doesn’t end in a razor sharp blade; made from man- effort is made will lead to it’s owner(s).
gled and fused slivers of metal, it isn’t clear where a This is either (50%) an Interaction encounter roll to or
handle would be found. (50%) an enemy encounter roll.
It would be a [Difficult] task to locate the handle mech-
anism and there would be plenty of opportunities to
receive [Light] damage from the door’s sharp edges.
Boneyard
Intrigue
Spending 1 Clue would reveal the handle.
This entire dungeon area is strewn with bones, both
old and new from all manner of creatures.
Blasted Remains
Intrigue
Book Shelf
Very little of this group of bodies is left to identify
Intrigue
them, but what is apparent is that they were blasted
and burnt by a fierce force. There are intact bookshelves throughout this encoun-
ter zone full of dusty old tomes.
Blessed Threshold There is a slim (20%) chance of a book here contain-
Door ing useful information (1 Clue).
Instead of a door there is a bright white slab of stone
in the door way below a glowing wall of golden light. Boosted Monster
Enemy
The slab has holy symbols dedicated to a benevolent
deity carved across its surface. This [Standard] monster has been magically or
alchemically enhanced and has more health, causes
The golden aura will feel calming and reassuring for
more damage and is quicker than before.
appropriately aligned Characters and can be passed
through without issue. It may even restore [Light]
amounts of health. Booze
Dungeon Boon
The aura has the opposite effect on those with evil
tendencies and will make them feel uncomfortable A collection of barrels, bottles, kegs, pitchers and
and cause [Light] damage to them if they pass more are carefully stored here.
through. There is a mix of various ales, wines and spirits, with
enough to supply a reasonable celebration or two.
Blood Money It’s also possible (20%) that some rare and valuable
Dungeon Boon vintages are to be found here too.
This large pile of gold coins are clean and shiny as if
freshly minted, but they are not quite what they seem. Bounty Hunter
The coins are actually dormant scarab like creatures Interaction
that are [Difficult] to tell apart from a gold coin. A rugged bounty hunter [Elite Ranger NPC] bristling
If handled they with unroll and attempt to bite whoever with weapons has tracked their quarry in to the dun-
touched them, possibly causing [Light] damage. geon.
Whilst not actually made from gold, the carapace of The bounty is likely (90%) to be a denizen or other
these beetles is a sought after alchemical ingredient. NPC in the dungeon, although there is a small chance
(10%) that a Character is the bounty.

278
Bramble Briar’s Burial Goods
Door Dungeon Boon
This doorway is hard to discern behind a wall of tan- A grave, sarcophagus, or just a wrapped corpse is on
gled thorn studded branches. the floor. Grave goods surround the remains for them
The branches are alive and will attempt to snare to use in the afterlife.
and entangle any Character who touches them. The Some jewelery, armour and weapons are likely but
thorns can cause [Minor] damage to anyone who gets you’ll have to snap the dusty old bones to get them.
ensnared. For a Character with some knowledge of history it
The branches open for anyone carrying a particular would be [Routine] to gather 1 Clue here.
druidic oil that emits a strong odour. It’s quite likely
(75%) that this oil may be found somewhere within
this dungeon area, spending 1 Clue will reveal this.
Buried Alive
Environmental
The ceiling in this encounter zone collapses, dropping
Broken Floor a vast blanket of loose dirt on top of the Characters.
Environmental
It is [Difficult] to avoid the initial fall, and anyone
The floor here is very poorly maintained and broken in caught by it will suffer [Light] damage.
many places.
Those buried will have a [Difficult] time digging their
This means there is an increased chance of slipping way out.
or tripping when moving around this dungeon area.
It would also increase the difficulty of any sneaking
style actions.
Butcher’s Slab
Intrigue
A large wooden slab of a table with various chunks of
Bubbling Cauldron ‘meat’ strewn across the top.
Intrigue
There is also an oversized meat cleaver that has a
A cauldron big enough to fit a couple of full grown chance (20%) of belonging to the [Elite Warrior] deni-
people inside is bubbling away over a fire. zen butcher who is added to this dungeon area.

Bugs Cage Door


Environmental Details
Door
A moving carpet of glistening bugs of all shapes and
Sturdy metal bars and a hefty key operated lock make
sizes covers the floor, walls and ceiling of this encoun-
this classic prison door a formidable barrier.
ter zone.
The Cage Door has a chance (75%) of being locked
Whilst they aren’t inherently dangerous it’d still require
and that lock is [Difficult] to pick without the correct
a [Simple] test of some form to get through due to the
key.
sheer number of bugs.

Bunch of Keys Calming Light


Environmental
Dungeon Boon
The torches or lanterns throughout this dungeon area
A collection of keys on a large iron ring. emit a calming blue light that quells the beasts that
These could help with the more mundane locked may be found here.
doors in this dungeon area. All beasts found here are peaceful unless attacked or
the lights go out.

279
Captured Common Folk Celebration Feast
Interaction Enemy
There is a dingy cell, with filth encrusted walls and the This dungeon area has a [Very Large] group of [Easy]
repulsive stench of too many bodies living in a space denizens, a [Large] group of [Standard] denizens and
with no fresh air or toilet facilities. a [Pair] of [Elite] denizens.
Half a dozen common folk [Easy Commoner NPC] are All of these denizens are busy with a celebration of
held captive here. There is a mix of frail male and fe- some form, with abundant food and drink for all.
male adults, who are all in poor health both physically There is a lot of noise coming from the feast and it
and mentally. would be [Routine] to go around and avoid it.
They know some useful information on their cruel The denizens may well also be inebriated and easier
captors worth 1 Clue and would generally be begging to trick than normal.
for help.
There may be someone here of importance (10%). Chalk Trail
Cartel Representatives
Intrigue
A series of useful symbols left by a previous adventur-
Interaction er, this could be to find a boon (60%) or a fake trail left
An [Equal] group of shady looking individuals [Stan- leading to a trap (40%).
dard Rogue NPC] are loitering here.
They are actually representatives from a criminal
organisation and have business to discuss with some
denizens.
They’ll most likely try to deceive the Characters and
try to use them to their advantage.

Carved Box
Dungeon Boon
Champion
Enemy
There are a small number of coins in this intricately
carved small wooden trinket box. This [Elite Warrior] denizen leads a [Small] group of
[Standard] denizens and is very well equipped and
The box itself is made from rare woods and expertly
prepared for meeting the Characters.
carved, making it far more valuable than the coins
found inside. If appropriate the Champion will challenge a single
Character to a duel.
Carved Column
Intrigue
Charged Chambers
Environmental
This stone column has a spiraling script engraved all
around it. This encounter zone is rife with electrical activity as
arcs form and sparks dance all around.
If translated from the ancient language it’s written in
this will indicate the details of a trap in this dungeon There is a chance (20%) of getting struck by electrici-
area. ty as a Character moves around this encounter zone,
taking [Light] damage each time they are struck.
The script is accompanied by a pictorial explanation
just in case the Characters don’t understand the If a Character has a lot of metal on them, full plate
script. armour for example, then the chance of getting struck
increases (up to 80%) as a result.
280
Chronomancy Bubble Clockwork Vault Door
Environmental Door
This dungeon area has a broken bubble of time. An almost impossible door to open without the correct
After the Characters are given the description for the keys and codes, which could be found for 3 Clues.
area, and have had time to look around and interact It’s constructed of magically treated stone and steel
with at least one encounter, have them restart the and locked by a [Near Impossible] to pick clockwork
area and have to redo the encounter(s). tumbler system.
The may use any knowledge of the first time through Spells have a 50% chance of reflecting back on the
to help them during the second time through. caster if aimed at this door.
If you want to go full groundhog day, repeat until a Add a Boon encounter to any room secured by this
certain event happens. type of door and some extra treasure of some form.

Clear Tracks Coin Stash


Intrigue Dungeon Boon
A clear set of tracks that would be [Routine] to inves- Hidden well enough that it would be [Difficult] to spot,
tigate and determine the beasts and denizens that this stash contains a fair amount of coins.
occupy and move around this dungeon area.

Cloakroom
Dungeon Boon
This encounter zone is a cloakroom for the denizens
and contains a wide range of their clothes, hats and
footwear.
It would be [Routine] to make disguises from the items
here.
Collapsing Ceiling
Environmental
This entire dungeon area is falling apart with chunks
of the stone tiled ceiling falling away.
At frequent intervals there is a chance (5%) for each
Character or NPC they are hit by falling stonework
unless able to perform a [Difficult] dodge.
Falling stones cause [Major] Damage.
Any attacks with area of effect or targeting the ceiling
may also (70%) bring tiles down on anyone below.
Clockwork Servants
Interaction Combination Lock Door
A [Small] group of humanoid automata [Standard Door
Commoner NPC] powered by clockwork style technol- Reinforced and iron bound, this door is locked via a
ogy. series of number dials.
These servants have low level intelligence and are Without the code it would be a [Very Difficult] task to
very keen on keeping the place neat and tidy. crack the combination. The code would cost 1 Clue.
281
Corpse Darkness
Intrigue Environmental
The corpse of an unfortunate dungeon delver lies An unnatural inky blackness covers this entire dun-
here. geon area making it [Very Difficult] to perform any
They have some useful tools left on their body, but activity that requires sight.
all weapons and more interesting items, including the Lanterns and magical light sources will have limited
ears of this person, have been removed. effect here, only producing a ten foot radius of dim
light.
Corpse Pile Characters with natural low light vision will be limited
Intrigue to ten foot visual range in the darkness.
The bodies in this encounter zone are piled five deep It’s very likely (70%) that any enemies found here
and make for an unpleasant obstacle. have adapted to the dark.
No items of worth have been left on these bodies.
Demi God
Interaction
A manifestation of a deity in mortal form [Overwhelm-
ing Priest NPC] has taken an interest in the dungeon
and is looking around.
They’re amazingly fickle and just as likely to help the
Characters or not on a whim.
They have no real interest in anything beyond their
own amusement.

Denizen Group
Enemy
Cursed Eyes An [Equal] size group of [Standard] denizens are resi-
Dungeon Boon dent in this encounter zone.
These three large bright green gems seem to have a
soft luminescence, and are set into the eye sockets of Denizen Orders
a statue representing a twisted insect like creature.
Intrigue
When in close proximity the gems have an aura that
This scrap of parchment is written in a denizens hand
extends to ten foot, within that area healing becomes
and looks to have been dropped.
[Very Difficult] whether by magical or natural means.
The information will have details on what denizens are
present in this dungeon.
Curtain of Flame
Door
Denizen Patrol
Instead of a door this doorway has a sheet of intense Enemy
flame.
This [Large] group of [Standard] denizens are pa-
This is either magically produced, or via jets in the trolling this dungeon area.
door frame.
They start in the encounter zone and from there will
Anyone passing through without negating the flames head towards the most distant edge of the dungeon
somehow would receive [Major] damage and risk area before looping back again.
setting their gear on fire.
282
Devilish Bargain Door
Interaction Door
A bright eyed stranger with a charming grin [Over- A simple wooden door with a handle operated latch.
whelming Wizard NPC] is actually a devilish creature
This type of door could take [Light] damage before
in human form.
being broken.
They are trying to ensnare mortal souls with devilish
There is a 10% chance that the door is locked with a
contracts and will be trying to convince the Characters
[Simple] mechanical lock.
to sign up to a dungeon delving deal they have that
looks to good to be true.
If their true nature is discovered they will only fight if
Door of the Elders
they are unable to simply escape. Door
This door could be older than the Characters races
Disguised Survivor and appears ancient, alien and inscrutable.
Interaction The door opens by phasing out of this reality following
An adventurer [Standard Rogue NPC] whose own psionic commands long lost to time.
party have all been slain in the dungeon. To survive It’s possible to open it for a short time as the door
they have crafted a disguise from fallen denizens and senses the desire of those trying to open it, howev-
are currently attempting not to give themselves away. er this psionic activated door was not meant for the
There are a [Small] group of [Standard] denizens Characters minds so they may suffer [Major] mental
alongside the survivor in this encounter zone. damage as a result. Spending 1 Clue may lessen this.
The survivor knows information worth 1 Clue. It is indestructible for all intents and purposes.

283
Door of the Word Dropped Weapon
Door Intrigue
Solid and impenetrable this magic door requires a An elegant mastercraft fencing blade lies snapped on
command word to open. the floor.
There is chance (30%) that runic carvings on the door
give a hint as to the word required. Drug Stash
Otherwise the word will have to be obtained by spend- Dungeon Boon
ing 1 Clue. This pair of large sacks have been carefully oiled and
sealed against the elements.
Doppelganger Within is a substantial amount of contraband narcot-
Interaction ics.
This is no stranger but an exact copy of one of the
Characters. Druid
They should be introduced in such a way that it’s not Interaction
easy to tell which is which. This elder druid [Elite Priest NPC] has taken it upon
This doppelganger takes on the Characters form ei- themselves to safeguard the animals and plants within
ther as a purely defensive measure (60%) or there is this dungeon.
a chance (40%) that they intend to kill the other copy They will be friendly with and protect any beasts they
and take over their life. meet.
If the Characters have been killing beasts and de-
Dread Beast stroying plants the druid will be very angry with them.
Enemy
This [Overwhelming] beast is a scourge to this dun- Dungeon Inspector
geon area and is avoided by the denizens and mon- Enemy
sters alike.
This [Elite Wizard] denizen is inspecting the dungeon
There should be a way for the Characters to avoid this and has a map and journal that details what they have
beast if they choose to do so. found so far.
They will avoid these falling in to the Characters
Dream Portal hands as much as they are able, they are worth 2
Door Clues if acquired.
A lightweight but sturdy unlocked door covered in They have an escort formed of an [Equal] sized group
painted panels showing fantastical animals running of [Standard] denizens.
amongst a cloudscape.
A powerful sleep effect takes hold of anyone passing Echoes
through and they would have a [Difficult] time staying Environmental
awake.
This dungeon area has fantastic acoustics and noise
Those removed from the immediate area of the door travels well and very far.
can be brought back awake, or will wake unaided
after a few hours. Anyone stuck in the doorway will This will make listening for other movement easier but
have a [Very Difficult] time waking. would also make any stealth more difficult.

This effect is tied to this location, not the door itself Any Character that uses sound based abilities or
and destroying the door does not negate the effect. spells would find them more effective here.

284
Echoes of the Future Elite War-Band
Interaction Enemy

The Characters see themselves as ghostly figures This [Small] size group of [Elite] denizens form a war-
enacting some pivotal future event. band patrolling this dungeon area.
This would likely include something major like the The war-band of denizens are well armoured and
death of some Characters or a betrayal. The future vi- equipped for multiple situations. They would have
sion could even offer some cryptic warnings or vague magical support within the war-band, as well as con-
predictions. sumables like potions.
Whether this is just a glimpse of one possible future or
a fabricated apparition it still grants 1 Clue. Enchanted Item
Dungeon Boon

Eggs There is a magically enhanced item to be found here.


Dungeon Boon This could be a weapon, armour piece, ammunition,
A dozen of either beast or monster eggs found in an tools etc.
unoccupied nest. There is a high (70%) chance that this item is being
These eggs could fetch a good price if they get back carried and used by a denizen in this dungeon area.
to civilisation in one piece.
If the nest is disturbed the next beast or monster en- Enforcers
counter would feature enraged parents. Enemy
This [Small] group of [Elite Warrior] denizens are
Elder Monster hated and feared by their fellows as they enforce the
Enemy rules amongst the denizens.
A monster of legend may call this dungeon area home It’s possible other denizens may avoid helping if these
or could just be passing through this way. Enforcers are attacked.
This [Overwhelming] monster is best avoided if possi-
ble, although think of the glory. Engineers
Interaction
There should be a way for the Characters to avoid this
Monster if they choose to do so. An [Equal] sized group of dungeon contractors [Stan-
dard Commoner NPC] are busy repairing the dungeon
Electrified Door infrastructure in this rather run down and ramshackle
encounter zone.
Door
They’ll either have been forced to work (60%) or are
A solid metal door with a large pull bar in the centre.
paid to be here (40%). Either way there will be a
The door itself is electrified and will cause [Light] dam- constant grumble and the sound of air being drawn
age to anyone touching it. through teeth disapprovingly.
The air around the door crackles with static and hair If they’re here under threat by the denizens they
will stand on end if it is approached. would welcome freedom.
The pull bar is very highly charged, and will cause If they’re here under pay then they’d prefer the Char-
[Major] damage if touched. acters leave them to get on with the work, however
It’s possible, though [Very Difficult], to find the nearby they may welcome support if they plan on putting the
switch to deactivate the door, although spending 1 price up mid job.
Clue will also reveal this. They have with them tools and equipment which is
both heavy and useful.
285
Envoy Eye of the Storm
Interaction Environmental
A [Lone] well presented [Elite Performer] denizen ap- It’s quiet here, nothing stirs, and the Characters may
proaches making it known they offer no harm. find a brief respite, for now...
They have a proposition for the Characters. This dungeon area has no Enemy, Interaction or Trap
This could be a simple message to leave, or they encounters. Instead, for each Enemy, Interaction or
could try to set the Characters up for a trap or ambush Trap encounter skipped add it to the next dungeon
after offering an alliance or truce. area.

Escaped Beast Fake Surroundings


Environmental
Enemy
A large beast has managed to get loose from wherev- On closer inspection the walls and fixtures in this
er it was secured. This creature is only trying to exit dungeon area aren’t actually real, they appear to be
this dungeon area and won’t target anyone, but it will made of paper, glue, thin wood and paint.
attack if its way is blocked. The beast is non-sentient All walls and doors are easily destroyed by [Minor]
and classed as an [Elite] beast. damage and there is no need to roll door encounters
here.
Exploding Beasts The unanswered question is why has someone
Enemy mocked up a fake section of dungeon?
By means of magic, alchemy or just gunpowder, this
[Equal] size group of [Easy] beasts are rigged to ex- Farm Section
plode. Environmental
When they receive damage or reach a Character in The denizens must use this dungeon area for food
melee they explode causing [Major] damage to any- production, there are plant crops in pots on every
one in a five foot radius. spare bit of surface and livestock animals are scat-
tered throughout.
Exploding Door This makes for a lot of cluttered space and extra noise
Door which would make any stealth easier.
A normal looking door that has been rigged via magic,
alchemy or gunpowder to explode when the handle is Fey Door
turned. Door
The explosion destroys the door and causes [Major] This door was not made for the average person, it’s
damage to the one turning the handle and [Light] barely one and a half feet in height and only one foot
damage to anyone within twenty feet. wide.
This trap is [Very Difficult] to spot and [Very Difficult] to The door is otherwise well maintained and perfectly
disarm. functional, just very small.

Filthy Stash
Dungeon Boon
A reasonable amount of coins have been hidden with-
in a reeking midden heap.
It’ll be a [Simple] but dirty job to collect them.

286
Fire Firework Crates
Environmental Dungeon Boon
This encounter zone is on fire, which may spread if Three crates covered in skulls with danger written all
action is not taken. over them.
Regularly check to see (20%) if the fire has spread. These crates contain two dozen fireworks each of
If it spreads add a Smoke environmental encounter varying size, effect and colour.
and increase the area occupied by the fire.
The fire could be fueled naturally by furnishings or Flame Bursts
wooden paneling etc. or if the dungeon is pure stone Door
then the fire would have a magical or alchemical For reasons known only to the architects of this place
source. there are a series of timed flame bursts that fill this
door way.
Fire and Pitchforks It’s a [Routine] task to get the timings worked out and
Interaction a [Difficult] task to step through at the right time.
A [Very Large] group of villagers [Easy Commoner Failing to time it right, or find another way to negate
NPC] have entered the dungeon armed with burning the flames while passing through, will result in [Ma-
torches, farm implements and determination to clear jor] damage and may set fire to any clothing, wooden
out all evil. weapons or carried gear.

287
Flooded Sections Fortune Teller
Environmental Interaction
Sections of the floor in this dungeon area are sub- For a mere few pieces of silver, the fortune teller
merged under water. [Standard Priest NPC] will read the fortunes of all the
Characters would have decreased movement speed Characters, granting 1 Clue.
and a [Routine] task to avoid tripping on submerged They will tell of how they saw the Characters in a
debris when moving through a flooded area. vision and knew to wait here for them. Which could be
true, or could just be the line they use on anyone they
meet.

Fresh Baked Pies


Dungeon Boon
A handy ledge in this encounter zone has a row of half
a dozen freshly baked pies sat cooling upon it.
These could be the handiwork of a denizen baker or
there is even a chance (10%) they are poisoned pies,
left to catch unwary adventurers.

Fog From a Distant Land


Environmental
Interaction
A thick blanket of fog covers the ground and reduces
This stranger [Standard * NPC] is a traveler from a
visibility in this dungeon area.
distant and exotic land and quite likely a member of
Characters cannot see the foot of ground closest to an unusual species.
the floor and visual range is also reduced to twenty
They are seeking adventure and have traveled far to
feet.
find it.
Is there something hiding in the fog?
From Above
Folly Gate Enemy
Door
This group of an [Equal] amount of [Standard] deni-
This impressive gateway has been built to inspire awe zens launch an attack from up on high.
and radiates a strong sense of magic that is hard to
Either this could be an attack from a higher gallery of
pinpoint.
the dungeon, or they could even be flying opponents.
It also appears to have intricate mechanisms that look
like possible trap triggers. From the Shadows
The door itself is all for show, and the magic aura Enemy
does nothing but supply a strong sense of magic.
A [Pair] of [Elite] Monsters attack from the darkness,
It’s a [Difficult] task to check that the mechanisms are forming out of the shadows themselves.
also just for show and nothing is trapped.
These monsters appear as shadow versions of
themselves and would be susceptible to magical light
Food Store attacks.
Intrigue
A nook in the wall of this encounter zone has been
used as a larder, with fresh foodstuffs inside.
288
Full Crystal Dining Set Game Board and Pieces
Dungeon Boon Dungeon Boon
This large set of fine crystal glass dinnerware is worth This chess like game set has components made from
a large sum of money, but is fragile to carry around a precious materials.
dungeon. The sturdy and weighty pieces are expertly carved
The intricate carving of crests etched on this set could from precious stones, metals and even woods. The
be interpreted [Difficult] to give 1 Clue. overall effect is very pleasing.

Funeral Gathering Party


Enemy Interaction
A [Large] group of [Standard] denizens are mourning This rather nervous alchemist [Standard Scholar
a fallen comrade (maybe even killed by the Charac- NPC] is busy searching for ingredients while their
ters earlier in the dungeon). [Small] team of guards [Standard Warrior NPC] keep
They are preoccupied and might be easily avoided, watch.
but if disturbed they will fight with anger and resolve to They would be willing to pay for any interesting
avenge their fallen. ingredients the Characters could find, directing them
to visit their workshop after they have finished in the
Fungus Spores dungeon.

Gem
Environmental
There are mushrooms throughout this dungeon area
that emit a pale glow and will explode in a cloud of Dungeon Boon
spores if disturbed. A single gem is [Difficult] to spot within a crack in the
If the mushrooms are interacted with in any way they wall.
will emit a cloud of choking and blinding spores into a
ten foot square area. Gem Stash
Those in the cloud may suffer [Light] damage and Dungeon Boon
temporary sight loss. It would be [Very Difficult] to find this stash of a dozen
mixed gem stones.
Furious Hero
Interaction Ghost Battle
This adventurer [Standard * NPC] has had a bad day, Environmental
they have lost precious items and run through all of This dungeon area was the site of a mass battle at
their consumables like potions. some point in the dungeon’s past.
They ran in to a series of traps and now have to give This battle is replayed by spectral warriors at frequent
up on their dungeon delve, which they are not happy intervals.
about. At all.
These specters are insubstantial and cannot interact
They have knowledge on the next Trap in the dun- with the current reality.
geon and could be persuaded to assist the Charac-
It is however a potentially fear inducing event to wit-
ters, although it would be a [Difficult] ask.
ness.
On a brighter note if they are going in opposing direc-
Those who study the ghostly scenes may find they
tions the Characters may find that all the traps in their
[Standard] can gain 1 Clue.
path have already been set off.

289
Gilt Door Grim Warning
Door Door
This lacquered exotic wooden door has silver filled This spiked heavy wooden door has the corpse of a
patterns engraved all across it. recently killed victim pinned to the front as a warning
Scraping out the silver will yield some minor treasure, to others.
but if the Characters find a way to take the whole
door with them it would be far more valuable to an art Grisly Trophy
collector. Intrigue
The silver patterns are very intricate and may have A pile of skulls is capped by an unholy symbol.
some deeper meaning (1 clue)
Guard Beast
Glass Door Enemy
Door
This [Lone] [Elite] beast has been placed on guard
This metal framed door consists of large glass panels here.
that make it possible to see though to the other side.
There is a chance (30%) it’s chained or limited to the
While not too delicate, it’s still made of glass and encounter zone in some way.
could smash if struck hard.
There is a chance (30%) this door is locked with a Guard Door
[Simple] mechanical lock. Door
A heavy barred door with a shuttered window hatch,
Grand Furnishings a [Standard] denizen is stationed the other side and
Dungeon Boon controls access via the locking bar.
This encounter zone is resplendent with heavy, The guard is likely to have a decent ranged weapon
carved, richly upholstered and well polished furniture. to hand that can fire through the hatch.
The furniture could fetch a good price but would be
awkward to transport. Guarded Treasure
Dungeon Boon
Grave This chest containing a reasonable amount of valu-
Intrigue able trinkets and coins is guarded by a [Small] group
A hastily dug shallow, open and unoccupied grave lies of [Standard] denizens.
on the floor here. These denizens are well trained and alert, keeping
an efficient active watch around this entire encounter
Gravity Shift zone.
Environmental
This encounter area has a patch of reversed gravity, Guardian
where the ceiling becomes the floor and the floor the Interaction
ceiling. This veteran holy fighter [Elite Warrior NPC] is honour
bound to guard a holy spring that flows in to a fountain
Grim Throne in this dungeon area.
Intrigue The guardian will be peaceful but insist nobody may
This throne appears to have been constructed from touch the fountain and will attack if anyone tries to
the bones of giants. drink the water.

290
Guards Heir Apparent
Enemy Interaction
This [Small] group of [Standard] denizens are stand- This young noble [Standard Warrior NPC] is seeking
ing guard in this encounter zone. to gather fame and glory for their family name.
They will be vigilant and [Difficult] to sneak up upon. They are high-born and their family would pay well to
make sure they stay safe, if aware of the risks they
Half-Denizen were taking.
Interaction However, it’s worth noting that they are very entitled
and [Difficult] for any non-noble Characters to con-
This adventurous individual [Standard Rogue NPC]
verse with.
is half-denizen and has entered the dungeon to seek
answers to their heritage. They are equipped with the very best weapons and
armour that money in these parts can buy.
Handy Key While they are not without skill, they are not an expert
Dungeon Boon fighter or hunter yet.
This large and ornate silver plated key looks import-
ant. Heirloom
Dungeon Boon
This key will work on an important door somewhere
within the Dungeon. This small gilt vase has a family crest upon it and is
surprisingly clean and dust free.
This key also grants 1 Clue.
The vase has some value, it also has the ashes of a
long dead aristocrat within.
A mechanism within the crest is [Difficult] to activate
but would reveal an expensive looking signet ring in a
secret compartment.
This magnificent ring is important somehow and is
worth 1 Clue.

Herbalist
Healing Wind Interaction
A hermit [Standard Priest NPC] with expert knowledge
Environmental
of herbalism is foraging for local specific herbs found
A gust of fresh and revitalising air breezes through only in these parts.
this dungeon area restoring [Light] damage and gen-
The hermit has had dealings with the denizens here,
erally leaving Characters feeling refreshed.
and has safe passage. They could be persuaded to
offer some information (1 Clue) but it would be [Diffi-
Heavy Door cult]
Door
A heavy wooden door with metal bands and a sturdy Hidden Coin Pouch
handle operated latch. Dungeon Boon
This type of door could take [Major] damage before This well worn leather pouch is [Routine] to spot and
being broken. contains a few dozen coins.
There is a 10% chance that the door is locked with a
[Routine] mechanical lock.
291
Hive Hunting Packs
Environmental Enemy
This dungeon area is riddled with small tunnels that Several predators are hunting the Characters; this
form a hive for a local type of beast. will consist of two [Equal] sized groups of [Standard]
Excess noise could awaken the hive, if so replace an beasts each led by a stronger [Elite] pack leader.
Encounter in this dungeon area with a [Beyond Count] The two packs will try to surround the Characters
group of [Easy] beasts. from a distance and will gang up and attack any lone
These beasts will not give chase beyond the hive Character.
area, so will not pursue beyond this dungeon area. If the pack leader is killed or disabled, then the mem-
bers of that pack may flee or try to join the other pack.
Holy Ground
Environmental Ice Door
This encounter zone has a powerful holy aura and Door
will deter evil beings from setting foot within, actually This entrance way is blocked by a slab of ice around
causing [Minor] damage if they do. five feet thick that extends all around the door frame
and nearby wall sections.
Horde of Beasts There is an unnatural chill near the door.
Enemy
A [Horde] of [Easy] beasts fills this dungeon area. Ice Floor
Environmental
Horde of Denizens The floor is slick with hazardous almost invisible clear
Enemy sheets of ice.
This dungeon area has [Easy] denizens all around the It is [Very Difficult] to maneuver in this dungeon area
place, in total there is a [Horde] sized group of them. unless a Character has spiked boots or similar.

Hot House Idol


Environmental Intrigue

This dungeon area has an unnatural heat emanating This five foot high statue is made of twisted shapes
throughout. carved in to the stone as a tribute to some long forgot-
ten dark gods.
The Characters will be prone to sweating and over-
heating. Studying the statue in detail will cause [Light] psychic
damage and grant 1 Clue.
Anyone not equipped for the heat will risk taking
[Minor] damage due to overheating, dehydration and
exhaustion. Illusionary Door
Door
The impressive door of intricately carved panels in
this doorway isn’t actually there.
Anyone trying to touch it will unexpectedly put their
hand straight though.
The illusion blocks line of sight but not movement and
is [Difficult] to dispel.

292
Increased Gravity It’s in My Mind
Environmental Intrigue
There is an aura of increased gravity in effect in this Every wall in this encounter zone has the same mes-
dungeon area. sage scratched over and over again in to its surface.
This would slow movement, reduce the range of pro- All it says is ‘It’s in my Mind’
jectile attacks and more quickly tire out anyone exert-
ing themselves. Jewelery
Dungeon Boon
Industrial Zone There are half a dozen items of valuable jewelery
Environmental scattered around this encounter zone.
This dungeon area is home to old but still functional Much of it is broken and could fetch a better price if
machinery. repaired.
This means there are moving parts, swinging chains,
furnaces, electric surges, mechanical saws and all Jewelled Mask
manner of other hazardous machinery to be found. Dungeon Boon
Add a Trap effect to each encounter zone in this dun- This silver plated face mask resembles a classical
geon area, this effect is triggered at regular intervals devil and has fifteen small rubies mixed amongst it’s
and represents the machinery at work. decorative flourishes.
If worn the mask feels unnaturally cool but doesn’t
Information Scrolls immediately appear to have any other effects.
Dungeon Boon
These scrolls appear to be notes on the dungeon, Kind Old Man
either from denizens or previous adventurers. Interaction
These can be read to gather 1 Clue. A kind and harmless old timer [Easy Commoner NPC]
with memory problems is lost here and has no idea
Ingots how they got here.
Dungeon Boon
Valuable but very heavy ingots of a desirable but not King’s Threshold
precious metal are stacked here. Door
Covered in heraldry and crests of a royal house, this
Injured Beast heavyweight door is magically locked and will only
Enemy open for someone wearing a crown.
This [Lone][Standard] Beast is injured and trying to In theory it should be the crown of this particular royal
hide in this encounter zone to recover. line but the magic is old and any suitable head gear
may work. It’s possible to gain this knowledge by
Iris Door spending 1 Clue.

Kitchens
Door
The heavyweight slicing iris aperture mechanism that
Intrigue
seals this portal is operated by a pair of levers, with
one each side of the door. This encounter area is used as a working kitchen.
There are ample supplies of food and drink to be
Anything caught in the closing door is liable to take
found here of types suitable for the denizens.
[Major] damage.

293
Large Beast Group Large War-Band
Enemy Enemy
A [Large] group of [Standard] beasts roam this dun- This [Large] group of [Standard] denizens form a war-
geon area. band patrolling this dungeon area.
The war-band of denizens are well armoured and
Large Denizen Group equipped for multiple situations. They would have
Enemy magical support within the war-band as well as con-
sumables like potions.
A [Large] group of [Standard] denizens call this dun-
geon area home.
Lava Crevasse
Large Loot Sack Environmental Details

Dungeon Boon This encounter zone has a long tear in the floor of the
dungeon with deep sides and lava at the bottom.
A large sack containing a good amount of coin and
valuable trinkets. Any Character falling down would risk [Lethal] dam-
age.
Large Treasure Chest The blistering heat rising would also affect Characters
Dungeon Boon crossing the crevasse.
A large solid looking chest that contains plenty of
coins, gems and valuable trinkets.
There is a chance (50%) that the chest is locked.

294
Leech Vines Lone Beast
Environmental Enemy
Long black plant tendrils hang down from the ceiling This encounter zone is home to this [Lone] [Elite]
in this encounter zone. beast.
These vines will attach themselves to the uncovered
flesh of any Character that doesn’t make a [Routine] Lone Denizen
test to avoid them. Enemy
Anyone with vines attached will take [Minor] damage Spending time on their own, this [Lone] [Standard]
until they are removed. denizen is not expecting company.
Cutting through the vines will release any blood they
have leeched so far, splattering anyone cutting their Lone Guard
way through and making the ground underfoot slick Enemy
with blood.
A [Lone] [Elite] denizen has been placed on guard
here. They are vigilant and [Difficult] to sneak up
Lever upon.
Intrigue
It’s not obvious what this lever does, but it’s here. Lone Monster
Maybe (40%) it’ll open a nearby door, or (20%) set of Enemy
an alarm, or (20%) activate a trap or even (20%) have This [Lone] [Elite] monster has chosen this encounter
no effect. zone to call home.

Lightweight Door Lore Master


Door Interaction
A very light internal door with thin sheets of wood or This wise old lore master [Elite Commoner NPC] had
cured hide sat in a wooden frame with a simple lever been invited in to the dungeon to adjudicate a dispute
operated latch. between denizens. With their work complete they are
This type of door could only take [Minor] damage now heading home.
before being broken. They will retain a neutral position and while they have
some insight in to the denizens it will be [Difficult] to
Living Door get them to divulge, but worth 1 Clue.
Door
It’s best not to ask why this was placed here, but Lost Apprentice
merged in to the stone is what can only be described Interaction
as a mass of fleshy matter. A young assistant [Easy Wizard NPC] to a local wiz-
The most obvious feature is an unappealing ‘valve’ ard or magic college is sneaking around this dungeon
style section where a door might otherwise be. area.
If a [Lethal] amount of damage is caused to the They had been searching for reagents and managed
mass it will sag and open, as well as flood the entire to sneak in to the dungeon, but now find themselves
dungeon area in a tsunami of fragments of bone, lost and hiding to stay alive.
flesh, blood and gore. They may be reluctant to accept help for fear of losing
It’s possible, but unpleasant to squeeze through this face, or they may be intelligent enough to grasp the
puckered sphincter without having to cause damage. seriousness of their predicament.

295
Lost Child Monster Magic Scroll
Interaction Dungeon Boon
A young [Standard] monster that is lost or trapped in Inside a sealed case is a scroll containing the details
this encounter zone. for a magic spell.
Replace another encounter in this dungeon area with
a [Small] group of [Standard] monsters of the same Map Table
type, which are the family. Intrigue
If the party safely return the child monster to its family This large table has an overland map detailing the
then they may act as short term allies or simply let lands all around the dungeon.
them pass peacefully.
The map shows plans to assault targets outside the
If the party harms the child then the family will attack dungeon.
with ferocity.
Marked Loot
Low Ceilings Dungeon Boon
Environmental Details There is good size stash of coins and small portable
This dungeon area has clearly been created by a valuables in boxes here. All of the boxes bear a set
shorter race as the ceilings are just four foot high. of markings clearly stating that this is the property of
an organisation of importance and influence that is
Low Oxygen capable of reprisals.
Environmental Maybe this is a thieves guild stash, a military payroll
cache or it could belong to an inquisitorial branch of a
The air in this dungeon area is thin and stale. The
church.
stuffy air makes the spaces seem smaller than they
are. Why this loot is in the dungeon could be insightful and
grants 1 Clue.
This makes it [Difficult] for the Characters to exert
themselves and may lead to [Minor] damage if they
do. Market Opportunities
Interaction

Magic Mirror This [Pair] of merchants [Standard Commoner NPC]


Intrigue have a cunning plan for making money from the dun-
geon, and they’d love to tell the Characters all about
This spotless mirror stands six foot high in an ornate
it.
metal frame radiating a distinct aura of magic.
The mirror has divination abilities and will show possi-
ble futures based on carefully worded questions.
Mechanical Oddity
Dungeon Boon
There is a chance (30%) the mirror will try to deceive
the questioner in to destroying the mirror. This device is the size of a backpack and made of
brass, polished wood and a lot of clockwork.
The mirror can be used to gain 1 Clue.
There are multiple keys, dials and other controls
placed around the device.
Magic Portal It’s not clear what this is for, maybe it interacts with
Intrigue
some other mechanism found in the dungeon?
A magic portal flickers in a free standing door frame.
If the [Very Difficult] task of figuring the devices’ pur-
The portal works just like an exit door for this dungeon pose out is complete, it’d grant 2 Clues.
area.
296
Menagerie Mighty Winds
Environmental Environmental
Every unoccupied room in this dungeon area is a Either via natural vent openings somewhere in the
holding cell for a [Standard] beast or [Easy] monster dungeon or magical means there is a regular breeze
with a solid steel cage door keeping them inside. in this dungeon area that can build up to extreme
In addition add an effect that opens all of these cage forces.
doors to any trap in this dungeon area. Ranged weapons may suffer, communication can be
difficult and occasionally the wind is strong enough to
Messenger knock people down.

Minor Enchanted Item


Interaction
An official message carrier [Standard Ranger NPC] for
a local power has been captured by the denizens of Dungeon Boon
the dungeon. There is a magically enhanced item to be found here,
They are weak and restrained in chains and don’t with slight magical effects.
know when their captors will return. This could be a weapon, armour piece, ammunition,
They do have an important message that must be tools etc.
delivered though and will ask the Characters for help. There is a high (70%) chance that this item is being
carried and used by a denizen in this dungeon area.

Mirror Door
Door
A highly polished circular glass mirrored window domi-
nates this door.
The mirror is two way and allows the occupants of the
room to see who approaches their door.
The door itself is standard construction and is locked
Messenger Bag with a [Difficult] mechanical lock.
Intrigue
This well made leather satchel bears the badge of a Mist Veil
civilised political force. Door

It contains a set of sealed scrolls with messages for The twenty foot diameter billowing gas cloud centered
the denizens of the dungeon to discuss trade and on this door is full of thick opaque vapours.
alliance details, and is worth 1 Clue. The mists dance with colours and patterns, and have
hallucinogenic properties.
Mighty Iron Door Anyone breathing in the gas will have a [Difficult] time
Door discerning reality around them correctly.
A solid iron door operated from the other side. They may (60%) see things that aren’t real or
A bell pull can be found in the frame next to the door mis-identify the things that are.
and can be used to get the attention of the [Pair] of The patterns in the mist are beautiful and ever evolv-
[Elite] denizens that operate this door. ing. They may (20%) also distract Characters.
It’s possible though [Very Difficult] to slip the bolt se-
curing the door from the outside.

297
Monster Whisperer Music
Interaction Intrigue
This wild loner [Elite Ranger NPC] has befriended a Ghostly music floats in the air throughout this dun-
[Standard] monster and treats it as their loyal com- geon area with no obvious source.
panion. Anyone able to perform the [Difficult] task of decipher-
Whilst not immediately hostile, they don’t much like ing the lyrics would gather 1 Clue.
strangers and will protect their companion at all costs.
Mystery Box
Monstrous Ambush Intrigue
Enemy A crate with a large ‘?’ painted on each of the sides.
A [Small] group of [Standard] monsters have an am- What’s in the box?
bush prepared in this dungeon area.
Well, possibly (60%) it’s a medium sized pile of coins
They will be attempting to hide in advantageous posi- or (40%) an exploding trap causing [Major] damage.
tions to perform a surprise attack.

Monstrous Scholar Mystical Portal


Door
Interaction
Instead of a door a glowing portal sits here.
This [Standard] monster is of a different mindset to
the rest of its kin, with the gathering of knowledge its This portal teleports anyone entering in to a random
primary pursuit. part of this dungeon area.
This monster is more interested in gaining knowledge
from the Characters than attacking them, and would Myth Box
give out 1 Clue if engaged in scholarly talk. Dungeon Boon
This one foot square stone box has mysterious sym-
Mother and Young bols carved all around that have a tribal style.
Enemy Any magical item placed in the box is completely un-
This [Lone] [Elite] beast is the mother to the [Large] detectable as magical while it’s inside, and for a short
group of [Easy] beasts also found in this encounter period of time after it is removed.
zone.
The mother will be very protective of the young. Necromancer
Interaction

Murder Scene An enterprising necromancer [Elite Wizard NPC] has


Environmental so far collected a [Large] group of Zombies [Easy
Monster] from the dungeon and is currently heading
This encounter zone has a murder scene, with the out with their ‘supplies’.
body of an important personage from outside the dun-
geon lying dead here. They would prefer to avoid any conflict if possible,
but have a lot of zombies and their own magic if they
They would be out of place, and it’s likely they were need to force any issues.
lured here and killed by someone from outside the
dungeon. They may also be interested in any additional “spare
parts” the Characters may have on them.
There is 1 Clue to be gained from investigating the
scene. In addition a good reward might be available No questions asked of course.
for solving this by spending 2 Clues.

298
Negotiator Null Magic Zone
Interaction Environmental
A brave negotiator [Standard Performer NPC] from a Whether by ritual or freak natural phenomenon this
local power has entered the dungeon under a banner encounter zone has an effect that nullifies magic with-
of peace to seek an audience with a denizen repre- in its area.
sentative. It is [Near Impossible] to get spells or magic items to
They bring word of terms the outside world would like work here.
to discuss.
The negotiator may be having difficulty reaching the
representative they need to confer with.

Neutral Ground
Intrigue
Whether by simple pact or more mystical reasons this
area has been declared a neutral area.
Denizens will not start violent action here.
Note that this is either by choice or out of respect and
doesn’t affect their ability to fight if attacked or pro- Official and Escort
voked in some other way. Enemy
This [Lone] [Elite Priest] denizen is an important
No Door official amongst the denizens, and carries an item of
Door cultural importance as a badge of office.
This opening is unbarred and there is no door or ob- A [Pair] of [Elite] denizens accompany the official as
struction here. an escort.
If line of sight should be blocked then a simple curtain
of leather or cloth hangs in place. Oil Barrels
Dungeon Boon
Noble Clothes Half a dozen large barrels that have been painted red
Dungeon Boon are stacked here.
A few complete sets of high quality and high fashion These barrels contain highly flammable oil, are heavy
clothes, shoes and hats. and at least one barrel is prone to break if it’s moved.
These outfits are pressed, folded and well looked
after. Oil Slick
Environmental
Note of Caution Something has leaked a large amount of oil here
Door where it has formed a thin layer across the floor of the
This normal unlocked door has a note nailed to the encounter zone.
front, this is a warning from previous dungeon delver. Moving through this area has an increased chance of
The note will give information the author discovered in slipping and falling, also any fire touching the oil will
the dungeon, worth 1 Clue. set off an immediate blast, capable of causing [Ma-
jor] damage and setting fire to flammables or anyone
within the oil slick.

299
On Display Pair of Boosted Beasts
Dungeon Boon Enemy
A well polished glass display case cabinet that ap- This [Pair] of [Elite] beasts have been magically or
pears to be full of curious items, like dried ears, finger alchemically enhanced and have more health, cause
bones, arrow heads, scraps of cloth showing heraldry more damage and are quicker than before.
etc.
These could well be trophies taken from those who Pair of Denizens
tried to take on the dungeon before, and there could Enemy
be clues to help the Characters.
A [Pair] of [Standard] denizens are spending time in
The curios are [Routine] to examine for 1 Clue. this encounter zone.

One Way Portal Pair of Monsters


Door Enemy
A shimmering magical portal blocks this doorway, any- A [Pair] of [Standard] monsters can be found in this
one touching the portal will pass through it. encounter zone.
However the portal does not allow travel back the oth-
er way and will feel like a solid wall for any who try. Party Time
The portal is [Difficult] to dismiss as a spell. Interaction

If this door leaves all Characters trapped in a dead A [Large] group of [Standard] denizens are celebrat-
end, add a secret door or similar if required. ing some event or occasion with a [Small] group of
outsiders [Standard * NPC].
Orrery They will all initially assume the Characters are more
Intrigue party guests.
An ornate clockwork orrery depicting planets, planes If 1 Clue is spent the Characters could even appear
and celestial bodies slowly rotates here. as genuine guests.
The orrery is 5 foot across and built in to a large mar-
ble slab. Petrified Monster
Intrigue
It’s also powered by arcane electricity and will shock
anyone touching it for [Light] damage. An [Elite] monster is frozen in place, turned to stone in
an attacking pose.
Out of Body Experiences
Environmental Pheromone Sack
Environmental
A strange phenomenon in this dungeon area makes it
feel like your body is not your own. This large sack has been sealed in tar and wax.
Ask your players to swap Characters for a period of If opened it sprays out a payload of pheromone laden
time to represent this. liquid over anyone within five foot.
The smell of this liquid drives beasts in to a frenzy
Pair of Beasts and they will target anyone covered in the smell as a
Enemy priority.
A [Pair] of [Standard] beasts can be found in this en- It has a very pungent smell and any Character unfor-
counter zone. tunate enough to be scent marked will be unable to
remove the scent for at least a day.

300
Pit Player of Games
Environmental Interaction
A hole in the ground, possibly with some more surpris- This flamboyantly dressed individual [Overwhelming
es; use the Trap effect for Pit to determine what this Wizard NPC] is the avatar for a neutral deity that rep-
pit is like. resents chance.
They will offer games and challenges to the Charac-
Plane Shift ters with the possible reward of a blessing from the
Environmental god(ess) of chance.
This dungeon area is in close proximity to another
plane of existence, be that Elemental, Celestial, Dia- Poison Garden
bolical, Fey, Death or some other reality. Dungeon Boon
The effect would be mostly superficial with a differ- A collection of plant pots in this encounter zone are
ence to temperature, light, odour, odd flora growth etc. home to a well cultivated collection of rare plants.
In addition any monster enemies generated for this The one thing the plants have in common is that they
dungeon area should be adjusted as if they have are all used in the production of poisons.
come from the other plane.

Play Rehearsal Poison Gas Cloud


Environmental
Environmental
A [Small] group of [Standard Performer NPC] actors
This encounter zone has a patch of [Very Difficult] to
dressed as denizens are rehearsing a play here.
see, almost invisible poisonous gas that will cause
They are [Routine] to notice as actors not denizens. [Major] damage to any Character breathing it in.
Watching their play all the way through grants 1 Clue The gas cloud has a distinct smell making it [Routine]
as the story is about the dungeon. to notice if using smell.

301
Poisoned Door Puppet Monster
Door Interaction
The handle of this normal door is designed to depress A [Easy] monster that tries to avoid combat is actually
when touched exposing the opener to a poison coated under the control of a powerful wizard.
needle which causes [Major] damage. The wizard has sent the creature in to dungeon to
This is a [Difficult] trap to spot although armoured scout it out.
gloves may save a Character from harm. Maybe this wizard is looking for a dungeon to take
over for themselves?
Portcullis
Door Putrid Stench
Heavy metal gate that descends from above, causing Environmental
[Major] damage to anything beneath it.
An absolutely foul stench fills the air of this encounter
The gate is operated by a lever on the other side. zone. It would be [Difficult] to resist the urge to vomit if
There is a chance (30%) of a [Standard] denizen a Character can’t find a way to keep the fetid vapours
present and manning the lever. away.

Potion Rack Questing Knight


Dungeon Boon Interaction

A sturdy shelf unit that safely houses three glass To prove themselves worthy of their beloved’s hand,
decanters. this knight [Standard Warrior NPC] has decided to
slay the greatest foe the dungeon has to offer in sin-
Three potions could be extracted from this unit.
gle combat.

Power at a Price They would allow the Character to join them on the
condition that the foe is theirs to slay alone.
Dungeon Boon
This enchanted weapon has a basic sentience grant-
ed by either the magic required to craft it or via a
Quicksand
Environmental
trapped entity bound to the weapon.
Patches of the floor of this dungeon area appear to be
The weapon will have it’s own ideas on what it wants
covered in sand, however it’s quicksand.
to be used for and will try to influence a Character
wielding it. The quicksand would be [Difficult] to escape from if a
Character gets stuck in it, with this difficulty increasing
Prisoner Escort for bulky items like heavy plate armour.

Rainbow Portal
Enemy
This [Equal] sized group of [Standard] denizens are
Door
escorting captives, roll an Interaction encounter to
determine the nature of the captives. What appears to be a normal door will explode in
colour sprays when opened.
The captives may outnumber their captors, they are
kept in order by linked locked chains with the key These will either (40%) be a magical fireworks spray
being held by the leading denizen. of blinding colours or (60%) a pressure fed spray of
coloured dyes that stain everyone within ten foot with
That key has immense value to the prisoners.
patches of random colour.

302
Raining Blood Resting Monster
Environmental Enemy
Blood is dripping like rain from the ceiling in this en- This [Elite] monster is at rest after a previous battle,
counter zone. the remains of which are plain to see with bodies and
Whilst there is no immediate hazard from this freak weapons scattered around this encounter zone.
occurrence, it’s obviously supernatural and unpleas- The monster will not initiate any combat unless pro-
ant. voked or Characters start searching the remains.
Searching the remains would reveal 1 Clue.
Rangers Cache
Dungeon Boon Restricted Knowledge
Some rangers have passed this way before you and Dungeon Boon
have hidden a [Difficult] to spot cache of ammunition, A heavy tome that has been encased in lock and
food and other survival gear. chains.
Those able to read the rangers symbols left here Someone does not want the contents of this book to
could gain 1 Clue too. be read.
Amongst any other effects it’s possible to get 2 Clues
Rare Fungi from reading the book.
Intrigue
The dozen large mushrooms growing in this dungeon Revenge
area are a rare and potent type. Interaction
However they can be unpredictable; when eaten they This [Small] group of adventurers [Standard * NPC]
may (60%) induce a berserk state or (35%) heal [Ma- have lost a number of companions already to this
jor] damage. dungeon and its denizens on a previous expedition.
The worst side effect (5%) is they act as a [Lethal] They’ve returned and are out for revenge, whatever
dose of poison. the cost.
While they could assist the Characters, their drive for
Repair Scaffold revenge will make them reckless and [Difficult] to work
Environmental with.
There are support struts placed all around this dun- There is even a chance for conflict if they believe the
geon area keeping the ceiling in place Characters are stopping them from their revenge.
If any struts are tampered with apply the Collapsing
Ceiling Environmental effect to a ten foot square area Revolving Door
around each affected strut. Door
Made of a metal frame and heavy wooden panels,
Repair Team this revolving door system limits access to one person
Enemy at a time.
This [Large] group of [Standard] denizens are It’s also a [Simple] task to wedge the door and stop
equipped with maintenance gear and tools, and are it from revolving, however it cannot be passed while
just repairing a broken section of dungeon. jammed.
Treat this dungeon area as having the Collapsing The door only revolves in one direction, and it is not
Ceiling Environment effect if the repair crew are possible to see through to other side before revolving
stopped from fixing it. the door.

303
Riddle Door Rotten Door
Door Door
An enchanted face will loudly address anyone coming Every section of this door is made from moldy, stink-
near this solid metal door and challenge them to a ing and possibly plague ridden organic components.
riddle contest. Caution is advised if handling these rotted remains.
The prize is entry to what lays beyond, if the face wins
then it settles into a smug grin and doesn’t animate
again for an hour.
Round Door
Door
It’s possible to know the answer of the riddle for 1
Just like a normal door except perfectly round and set
Clue.
a foot above ground level.
There is a 40% chance this door is locked via a [Rou-
Rising Water tine] mechanical lock.
Environmental
A steady flow of water is entering this dungeon area Royal Banner
from multiple locations.
Dungeon Boon
After a short period of time apply the Flooded Sec-
Lost during a pivotal battle, this is an item of historical
tions Environment effect.
importance.
This would be getting deeper and deeper, until after a
This war-torn banner would belong to a local nation
long period of time the dungeon area will be underwa-
that would be most interested in its return.
ter.

Ritual of Peace Rubbish Dump


Intrigue
Environmental
Some useful items or information (1 Clue) may be
A powerful ritual affects this encounter zone rendering
mixed in with the trash and refuge found here. Al-
it [Near Impossible] to cause harm to another if both
though the smell is hideous, and the chance of getting
within the ritual area.
crushed by falling junk will make this a [Difficult] task.
This could by either mental calming or via magical
barriers that flash in to existence to stop damaging
acts.
Rubble Piles
Environmental

Ritual Setup Scattered piles of solid stone rubble covered in etched


carvings provide plenty of cover throughout this dun-
Intrigue
geon area, although the accompanying loose stones
This encounter zone has been prepared for a ritual, could be a trip hazard. If the [Near Impossible] task of
magic circles drawn, candles placed, braziers lit etc. re-assembling the carved tablets that got turned into
this rubble is achieved, it’s worth 2 Clues.
Rival Adventuring party
Interaction Runic Stone
This [Equal] size group consists of a mix of arche- Intrigue
types [Standard * NPC] and is a rival adventuring A runic stone set in to the floor of this encounter zone
party. hums faintly with arcane power.
While not openly hostile, they will insist that they were This arcane ley line focusing stone will help magic
here first and ask the Characters to leave and find users recharge some magical power.
somewhere else to adventure.
304
Rust Piles Serpent Door
Intrigue Door
This dungeon area has numerous piles of rust on the This heavy door has a [Very Difficult] lock and an
ground in the shape of weapons and armour. ornate snake shaped handle.
They are so fragile they will collapse if touched and in The snake handle is an animated metal creature and
some places seem to have left a rusty colour on the will bite anyone trying to grasp it for [Lethal] damage.
stone floor.
While inanimate, the handle is highly resistant to
damage, when animated it’s equivalent to an [Easy]
Sand Door Monster.
Door
This door is actually a Sand Elemental [Standard Shadow Egress
Monster] that has been trapped and forced in to servi- Door
tude.
Evil looking symbols surround this portal of inky dark-
Its locked door form just appears as a solid wall of ness.
sandstone, which melts away across the walls when
‘opened’ by a denizen approaching it. Anyone with good tendencies will feel fear creeping
in to their mind while near to the portal and will actual
The elemental will go in to a frenzy against any deni- take [Light] damage if they touch it.
zens if freed from its imprisonment somehow.
The portal will allow anyone to pass through but will
cause those with good tendencies [Major] damage in
Screen Door the process.
Door
Anyone with evil tendencies is unaffected by the por-
An exceptionally lightweight paper and wood con- tal.
struction sliding door.
Shoe Pile
Sealed Hatch Intrigue
Intrigue
A pile of three dozen or more unpaired shoes are
A heavy wooden trapdoor with a [Difficult] lock could placed in this encounter zone.
lead to a new area. These are an offering to some Fey creatures that
Treat as an exit door from this dungeon area. have power here.
Any Character not leaving a shoe offering will find
Secret Door themselves very unlucky until they can leave this dun-
Intrigue geon area, or deal with the [Near impossible] task of
trying to catch the Fey causing them problems.
It’s going to be [Difficult] to spot, but there is a section
of wall here that hinges open like a door. The fey prefer left shoes.

Secure Room Silence


Dungeon Boon Environmental

There is a clean, warm and safe room here with a This encounter zone has a field of supernatural si-
good solid door that can be locked from the inside. lence, with no noise possible in this zone.
This could be a good place to rest. It is so quiet is almost makes your ears pop!

305
Siren Door Slam Door
Door Door
A normal door that emits an ear splitting scream when This door has a powerful coiled spring opening mech-
touched. anism. The first Character to stand on the concealed
The scream causes [Light] sonic damage to all within pressure plate before the door will have to be quick to
twenty feet. avoid being slammed in the face by the rapid opening
of the door.
The scream will continue as long as the door is being
touched. The pressure plate is [Difficult] to spot and the door
is [Very Difficult] to avoid if standing on the pressure
This comes from a spirit bound to the door that is plate when it activates.
[Difficult] to banish.
The impact of the door causes [Light] damage and a
Character would have a [Difficult] time to avoid being
knocked over.
The door takes around 5 seconds to return to closed
after the pressure plate is no longer depressed.

306
Slaughter House Small Loot sack
Environmental Dungeon Boon
This dungeon area looks to be used by denizens to Small grubby sack with a handful of coins and pol-
slaughter and store meats. ished rocks.
There are multiple hazards here, dangling meat The sack itself is in poor repair and is unsuitable for
hooks, hanging carcasses and a floor littered in carrying anything due to large holes and frays.
chunks of viscera.
Small Monster Group
Sleeping Area Enemy
Intrigue A [Small] group of [Easy] monsters are waiting in this
Whether it’s beds, sleeping mats or just piles of straw, encounter zone.
this encounter zone is used as a sleeping area by
denizens. Small Treasure Chest
There is a slim (10%) chance that a [Small] group of Dungeon Boon
[Standard] denizens are at rest here.
Small and portable, this sturdy little chest has a mod-
erate amount of coin and valuable trinkets held within.
Sleeping Beasts
Enemy Small War-Band
A [Pair] of [Elite] beasts are resting here surrounded Enemy
by the debris from a previous battle.
This [Small] group of [Standard] denizens form a war-
The encounter zone floor is covered in bones and bro- band patrolling this dungeon area.
ken armour and [Difficult] to traverse without making a
The war-band of denizens are well armoured and
loud beast waking noise.
equipped for multiple situations.
They would have magical support within the war-band
Sleeping Quarters as well as consumables like potions.
Enemy
A [Very Large] group of denizens are currently at rest Smithy
in this dungeon area.
Intrigue
This encounter zone is home to a fully equipped
Sliding Door forge, with all the tools necessary to repair or create
Door weapons and armour.
Just like normal door except this one slides smoothly There are also some items of armour and weapons to
into a gap in the wall. be taken too.
The smith is an [Elite Warrior] denizen who has a
Small Beast Group (30%) chance of being present.
Enemy
A [Small] size group of [Standard] beasts. Smoke
Environmental
Small Denizen Group Dense smoke fills this dungeon area making sight and
Enemy breathing [Difficult] for everyone.
A [Small] group of [Standard] denizens can be found
in this encounter zone.
307
Snipers Spell Door
Enemy Door
This [Pair] of [Elite Ranger] denizens both have This arcane symbol adorned metal door requires a
ranged attack capabilities, and have placed them- spell of opening to activate and open.
selves well to take long range shots at the Characters. Designed to stop non-magical sorts from accessing
beyond, it may even require a combination of spells to
Song of Ages open.
Interaction The exact details could be discerned by spending 1
A famous bard [Elite Performer NPC] has ventured Clue.
in to the dungeon to be inspired as part of the song
writing process. Spider Webs
They are composing an epic, maybe the Characters Environmental
will be included? This dungeon area is covered in a thick mass of giant
The bard has brought a large and rather impractical spider webs.
instrument with them. They may reward the Charac- The webs are [Difficult] to move around and have a
ters with more than song if they prevent any harm chance (20%) of immobilising anyone trying to move
coming to the bard and his instrument. through them as they become tangled in the sticky
stands.
Spear Bars Webs this large must also have been created by very
Door large spiders...
A dozen retractable metal spears shoot out from the There may be a large number of spider eggs present.
walls to seal this door way, causing [Major] damage to
anyone caught in their path. Spiked Door
Use the Trap Triggers table to determine the method Door
by which this door is activated to open/close.
Heavy, reinforced and covered in spikes, some with
This door has a (70%) chance of starting in an open dried blood crusted on them.
state, ready to close when triggered.
There is a 50% chance that this door is locked by a
[Difficult] mechanical lock.
Specimen Jars
Intrigue Spiral Staircase
This encounter zone has glass jars scattered about, Intrigue
these are of varying sizes, from small jars up to one
A spiral staircase offers access to another dungeon
big enough for a human body to fit inside.
area or two.
Most jars contain some creature submerged in murky
Treat as an exit door for this dungeon area that could
liquid.
lead to one or two other dungeon areas.
These unfortunate animals are for the most part dis-
sected with organs carefully removed and labeled in
smaller jars, however some of the larger jars contain
Staircase
intact specimens. Intrigue

A [Difficult] examination may show some are even still A staircase that leads to another dungeon area.
alive. Treat as an exit door for this dungeon area.

308
Starved Beasts Summoned Monstrosity
Enemy Enemy
This [Small] group of [Elite] beasts have been pur- This [Lone] [Elite] monster appears in a flash of light
posefully starved. and sudden smell of ozone.
They are enraged and will be desperate to feed. Someone or something has summoned this mon-
strosity to do their bidding, starting with a close range
Statue surprise attack on the Characters.

Sunspike Beam
Intrigue
It’s hard to tell what this statue once depicted as it’s
been heavily vandalised and defaced. Environmental
Entering via a portal in this encounter zone is a solid
Stone Slab laser like beam of pure light.
Door This beam will travel in a straight line from its entry
Ingenious counterweights and expert stone craft allow point until it hits another wall.
this solid wall of stone to glide smoothly in to place as Anyone coming in to contact with the light will take
a door. [Major] damage.
It’s possible to redirect the beam using mirrors or
Store Room similar.
Dungeon Boon
This encounter zone is used as a store room and has Suspect Statue
all manner of sundry items such as food, water and Intrigue
tools. This statue of a mighty looking denizen appears to be
There will be a lot of crates and barrels stacked new, highly polished and well maintained.
around the place to hold the stores.
Suspiciously Quiet
Strobing Light Environmental
Environmental Details There seems to be little activity in this dungeon area,
This dungeon area is lit with magical light orbs, how- or is something just biding it’s time?
ever they are currently strobing making for [Difficult] Allow some exploration before making the encounters
sight based checks. in the dungeon area active.

Stuck Door Swarm - Insects


Door Enemy
This Heavy Door has been jammed shut on purpose A swarm of insects that is [Beyond Count] passes
and is [Difficult] to force open. through this dungeon area.
This door is often found in flooded or damp dungeon The insects will fill the air as they travel past, treat any
areas where the wood of the frame may have expand- section of the swarm as [Easy] beasts.
ed.
The swarm will finish moving through after a short
Equally if the surrounding masonry is unstable a stuck amount of time.
door may indicate a structural issue and precede a
The swarm will be easy to track and [Simple] to spot
ceiling collapse.
coming due to the deafening buzzing.

309
Swarm - Vermin Temple
Enemy Intrigue
A swarm of vermin that is [Beyond Count] passes This encounter zone is setup to whatever god(s) the
through this dungeon area. denizens may worship.
The vermin will carpet the ground as they travel past, Add an [Elite Priest] denizen to any denizens encoun-
treat any section of the swarm as [Easy] beasts. tered in this dungeon area.
The swarm will finish moving through after a short
amount of time. The Artist
Interaction
Tapestry This extravagant artist [Standard Performer NPC] be-
Intrigue lieves that true inspiration must come from experience
and they must experience all the dungeon has to offer
Many of the walls of this dungeon area are covered in
in order to create a masterpiece.
sweeping tapestries showing stories of legend.
If the Characters could keep them safe through the
These floor to ceiling coverings could make for great
dungeon they would happily share the profit from their
hiding places for enemies or NPC encounters in this
masterpiece once complete and sold.
dungeon area. They could also be deciphered, which
is [Difficult] for 1 Clue.
The Cursed Priest
Tarnished Crown Interaction

Dungeon Boon A priest/priestess [Standard Priest NPC] that has


been the victim of a cruel curse, their appearance has
This well worn crown looks like it was once a thing of
become bestial and any attempts to talk come out as
beauty and importance.
evil growls.
All of the mountings that may once have held gems
They are likely to be roaming this dungeon to escape
are empty but the crown is still made from precious
persecution or could be looking for a way to lift the
metals.
curse.

Tattered Map The Enemy of my Enemy


Dungeon Boon
Interaction
This tattered map could well be a treasure map or a
This [Equal] group of [Standard] denizens are not
map of secret passages within the dungeon.
from this dungeon, there are in fact rivals from anoth-
The map grants 1 Clue. er place.
They could be convinced to help the Characters if it
Teleport Runes meant hurting this dungeon’s denizens.
Intrigue They are very imaginative about the damage they
Two glowing runes on the floor in this area form a would like to inflict on their rivals.
short range teleport relay, any creature stepping on
one will reappear at the other. The Fear
This could be a bad news if the destination rune is Environmental
already occupied, in which case both creatures take
A creeping feeling of dread is [Routine] to ignore but
[Major] damage and may be knocked down.
is a constant companion in this dungeon area.
Randomly determine both runes location in this dun-
geon area.

310
The Questioner The Sight Lock
Interaction Intrigue
This sinister looking individual [Elite Wizard NPC] is A locked safe built into the wall with ancient text that
actually a renowned torturer for hire. translates to ‘Unseen Opening’ is near impossible to
Their current employment has them working with the open.
denizens of the dungeon. Unless the eyes of various wall carvings around the
They will try to flee at the first sign of trouble and will room are prevented from having line of sight on the
reappear later to assist denizens in capturing the safe.
Characters. Covering the eyes, filling the area with smoke or
darkness will all work. Spending 1 Clue will reveal this
The Shiny Thing information.
Dungeon Boon The safe will contain an amulet with minor enchant-
ment and a good amount of coins.
An exquisite gold, gem encrusted scepter that looks to
be worth plenty, the only problem is the [Elite] monster
that’s taken a liking to it and is currently holding it.

311
The Sun Door Toll Door
Door Door
Bright yellow paintings of sun rays adorn this magical- This iron revolving door is of exceptionally strong con-
ly sealed metal door. struction and has a coin operated locking mechanism
The door has a darkness activated magical seal that built in to the wall beside the door.
will unlock when bright enough light is shone on the Each section of the revolving door is sized for one
door. person and a coin is required each time the door
As soon as it returns to a darker state the door will makes a turn.
reseal itself. Tricking the mechanism is [Difficult] and breaking in to
Spending 1 Clue will reveal how the mechanism here the coin store is [Very Difficult].
works.
There are several mirrors in the dungeon area which Tomb
can be used to magnify the local non-magical light Environmental
sources. This dungeon area is dedicated to the dead with
graves and sarcophagi placed throughout.
The Wrong Group These may be well ordered with tombs of importance
Interaction raised up, or a mismatched and poorly maintained
A [Large] group of enforcers [Standard Warrior NPC] collection of graves barely scraped into the hard floor.
working for a local power have tracked the Characters
down and want them to return to civilisation with them Tools
and answer for their crimes. Dungeon Boon
Only thing is, they have the wrong group and have A set of practical artisan tools have been carefully
mistaken the Characters for some other group. treated, wrapped up and then left here.
They will be [Difficult] to convince otherwise.
They are amply equipped for a manhunt and subse- Torture Chamber
quent prisoner transfer, but they are not familiar with Intrigue
this dungeon area.
This encounter zone has all of the trappings of a fully
functional torture chamber with grisly machines and
Throes of Madness well worn tools to hand.
Interaction There is a chance (30%) that the Torturer, an [Elite
This [Elite Wizard] denizen was once a leader Rogue] denizen, will be busy at work here.
amongst it’s own kind, but has suffered from some
terrible prolonged madness and been cast out merci- Totem
lessly.
Intrigue
They see things that aren’t there and talk of mad
Made from a solid trunk of wood with animal heads
things from worlds beyond.
carved all over its surface.
They wouldn’t see the Characters as their enemies
This totem has shamanic power and will calm beasts
unless attacked.
in this encounter zone.
It’d be [Very Difficult] to get coherent information out
Some of the animals on the totem may be beasts of
of them, but they once knew the inner workings of the
legend.
denizens here and could grant 1 Clue.

312
Tourist Trap Kit
Interaction Dungeon Boon
This wealthy wanderer [Standard Scholar NPC] is A disassembled and packaged up trap is stored in a
from a neutral faction or race that has dealings with crate here.
the denizens. There are setup and assembly notes in the crate.
They are in the dungeon to look at the sights and Roll a trap to see what type this is.
catch glimpses of the beasts and monsters from a
safe distance.
They would take an interest in the Characters as
Trapped Chest
Dungeon Boon
they’d not expected to glimpse a real adventuring
party! A solid iron banded chest with some valuable trea-
sure, valuable enough in fact to warrant a trap.
Their guide, an [Elite Warrior] denizen is tasked with
keeping them safe. Roll a trap effect for this Interference Trigger trap.

Training Group Trapped Door


Enemy Door
A [Lone] [Elite Scholar] denizen is acting as training A locked Heavy Door which is trapped in some way.
instructor to a [Large] group of [Easy] denizens. Roll a Trap Trigger and Effect and apply it to the door.

Traitor Trapped Monster


Interaction Enemy
This person will claim to be adventuring here, but they This [Lone] [Standard] monster is stuck in a large bear
[Standard Warrior NPC] have actually joined forces trap style device.
with the denizens.
They will try to join the Characters and betray them to
the first suitable group of denizens.
Trappers
Interaction
A [Small] group of trappers [Standard Ranger NPC]
Trap Crew that are in the dungeon after trading furs and meat to
Enemy some of the denizens.
An [Equal] size group of [Standard] denizens are busy As this trade is likely illegal, the trappers will lie about
resetting a trap in this area. their reason for being here and will use force to keep
Add a Trap to this encounter zone. This is not active their secret as a last resort.
unless the denizens have the time to complete their
work. Traveling Captain
Enemy
Trap Notes A captain of the denizens is traveling through this
Dungeon Boon dungeon area. They are considered a veteran and
A set of papers contain notes on any traps in this dun- have excellent knowledge of the dungeon terrain and
geon area, including triggers and effects. related tactics.
There is a (10%) chance these are fake and intended The captain is a [Lone] [Elite Warrior] denizen who is
to lure Characters in to another, real trap. accompanied by a [Small] group of [Elite *] denizens.

313
Trickster Unlucky
Interaction Environmental
This [Elite Rogue] denizen enjoys toying with and A patch of pure bad luck infects this encounter zone.
tricking interlopers in the dungeon.
This will increase the chance for fumbles or mistakes
They will have set up a trap and will mock, taunt and on actions performed by both the Characters and any
generally try to get some Characters to activate the enemies.
trap.
Generate a trap in this dungeon area if one isn’t al-
ready present.

Trophy Gate
Door
This Heavy Door is covered in battle trophies, flags,
banners, broken weapons and shrunken heads.
Add an [Elite Warrior] denizen to the next enemy en-
counter to represent the doors keeper.
Unseen Eyes
Trophy Room Interaction
Intrigue A scout [Standard Rogue NPC] for a local authority is
The walls of this encounter zone are covered in tro- keeping a watch on this area and is keeping a stealthy
phies from battles. eye on what the Characters are doing and compiling a
report.
There is a story to be told here worth 1 clue as the
story of the battles fought and won may have impor-
tance beyond the dungeon. Unusual Tracks
Intrigue

Turncoat Denizen A clear set of unusual tracks that would be [Routine]


Interaction
to investigate and determine the monsters that occupy
and move around this dungeon area.
This [Standard] denizen has been outcast and has
decided to leave it’s own kind and now wants to join
the Characters. Unwelcome Mat
It has information worth 1 Clue to use as a bargaining Door

chip. A classic ten foot drop pit is hidden beneath this over-
sized welcome mat.
Unholy Altar This cunning trap is [Simple] to spot.
Intrigue
A slab of almost pure black glass that seems to drain Upper Class Halls
the very light from this encounter zone. Environmental
This radiates evil and any Character with good ten- This dungeon area has Grand Furnishings and is
dencies will feel fear creeping into their mind near to frequented by important denizens.
the altar and will actually take [Light] damage if they
Add a [Lone] [Elite *] denizen to any other denizen
touch it.
encounters for this dungeon area.

314
Vampiric Door Very Large Denizen Group
Door Enemy
This ornate gothic brass and steel door has a glass This [Very Large] group of [Easy] denizens occupy
vial visible in the centre of a surgical looking piece of this dungeon area.
clockwork machinery. This group are likely to be going about their daily ac-
The glass vial appears to have traces of blood within. tivities unless warned about the Characters arrival.
The lock on this door only opens when the mech-
anism has used its needles to pierce and extract Village Hero
enough blood to fill a vial, this is equivalent to [Minor] Interaction
damage.
They have their bravery and the best kit the village
Once filled the vial will rotate out of sight and the door could muster to send the local hero [Standard Warrior
will open. NPC] into the dungeon to see if they can remove the
Trying to circumvent the machinery is [Very Difficult]. threat to the village.
Why this lock collects blood and what it does with it is
currently a mystery. Wall Carvings
Intrigue
Holy items and symbols may have interesting effects
on this door. Complex geometric patterns have been carved in to
the walls all about this encounter zone.
Vast Hoard The carvings are actually carefully placed wards to
Dungeon Boon amplify defensive magic cast here.
A vast pile of treasure fills this encounter area, with
coins, chests, gems and fine items scatted through- Warded Door
out. Door
This sort of treasure pile usually (90%) has an owner This normal door has been reinforced by magical
or guardian in the form of an [Overwhelming] monster. shielding and is resistant to magical effects.
It’ll also take magic or a train of pack animals to shift it When weakened the ward will blast out offensive
all out of the dungeon. spells to all nearby.
The wards are [very Difficult] to dispel.
Vermin Catcher A few amulets are known to exist which allow entry
Interaction past this type of warded door, and one could be found
This filthy and ragged hunter [Standard Rogue NPC] for 1 Clue.
is skulking around trapping and killing vermin from
the dungeon as there is a reward per vermin they can Warhorns
prove to have slain.
Enemy
The vermin are the [Easy] beasts found here.
A [Horde] sized group of [Standard] denizens are
heading towards this dungeon area and being very
Very Large Beast Group loud about it, with warhorns, drums, screaming or
Enemy whatever is suitable.
This [Very Large] group of [Easy] beasts occupy this They are looking for intruders in their home but the
dungeon area. Characters will have time to prepare or hide as it will
take time for them to get here.

315
Warning Message Weapon Emplacement
Intrigue Dungeon Boon
Scrawled into the dirt is a warning, this will describe A defensive emplacement with a large weapon like a
another nearby encounter. ballista or cannon mounted on a frame behind gabi-
ons and sand bags.
Weakened Reality If there are Denizens in this dungeon area they may
Environmental already be manning this weapon (40%).
The barriers between the real world and another more
unpleasant reality are weakened in this dungeon area. Weapon Pile
Any powerful magic use or other spike in mystical en- Intrigue
ergy will attract a [Pair] of horrific creatures that count A large pile of discarded weapons that must contain
as [Elite] monsters. dozens of swords, spears, axes and more. Most of
These creatures could be tentacled horrors, devils, these weapons would need repair to be of use.
demons or similar beings.
Weapon Stand
Dungeon Boon
A rack of weapons in a well used stand.
There are a dozen or more weapons here with a good
range of different types.

316
Well Writing Desk
Intrigue Intrigue

A stone well with a rope heading down in to the dark- A well used and neatly organised writing desk. There
ness. are useful pieces of information (1 Clue) to be found
This could be a dead end (60%) or be an exit to an- here, although they have been written in a [Very Diffi-
other dungeon area (40%). cult] cypher.

Witch Finder
Interaction
A bastion of faith and hunter of witchcraft in all it’s
forms, this holy warrior [Elite Priest NPC] is seeking
out evils to destroy.
Whilst they may ally with the Characters for a time
they are puritan in nature and take a very dim view of
any ungodly magic.

Wizard Conclave
Interaction
This [Small] group of magic users [Standard Wizard
NPC] have warded and protected this encounter zone
so they can proceed with a ritual spell.
Whilst not hostile they will want to work in peace and
are focused on completing their ritual before leaving You Shall Not Pass
the dungeon. Interaction
This towering fighter [Elite Warrior NPC] is well ar-
Wounded Rearguard moured and equipped and will refuse to let anyone
Interaction pass beyond this encounter zone.
The only surviving member of a military squad that They are the victim of a powerful geas and are com-
ventured in to this dungeon but had to retreat, this pelled to guard the way. It would be [Very Difficult] to
soldier [Standard Warrior NPC] was acting as part of break the geas.
a rearguard action. It’s possible, 1 Clue would let the Characters know of
Found amongst a few of their fallen comrades, they the geas and how to break it.
are slumped against a wall with incapacitating but not
immediately fatal wounds. Zealots
Writer Interaction
This [Equal] group of zealots [Standard Priest NPC]
Interaction
believe their lost temple is within the dungeon.
This young enthusiastic writer [Standard Scholar
They have gathered weapons and armoured them-
NPC] has been following the Characters from a dis-
selves and are here to reclaim the temple.
tance and is keeping detailed notes on their actions.
They will take a dim view of any actions taken by the
This is all for the book they are writing about adven-
Characters that is against their beliefs or seems like it
turing parties.
may damage the temple.

317
Traps Trap Triggers
A dungeon wouldn’t feel complete without the risk of Most traps have a single trigger, but some may have
traps! many more.
Traps give players something to think about, and can You can use the trap complexity table to randomise
make any seemingly welcoming open rooms suddenly how many triggers a trap has.
deeply suspicious! These multiple trigger traps may be setup to catch a
We offer multiple options for different trap triggers, Character avoiding the first trigger, for example an
and a range of the negative effects a triggered trap easily spotted tripwire with a well hidden pressure
might apply. plate placed a step beyond.
We have broken our traps down into three sections – To determine the location of a trap within an encoun-
Trap Triggers, Trap Effects and Trap Area-of-Effect. ter zone you could randomly roll or just choose a spot.
• The Trap Trigger determines if and how the trap Random selection methods may vary depending on
may get activated. your map style, but rolling some dice for X and Y axis
• The Trap Effect then details what happens when is a nice simple method that takes advantage of the
the trap is triggered. grids on many RPG maps.

• The Trap Area-of-Effect will detail just how wide- If just choosing, first see if there is a naturally suitable
spread or focused the trap effect might be. spot and then decide if that’s too obvious and place it
somewhere more likely to be activated.
We use standard terminology to allow you to translate
our traps and their effects into your adventure with Factors such as light levels, floor condition and wall
your preferred system. composition may all be factors which determine where
a trap can best be hidden.

318
Trap Effects Considerations & GM Notes
These are what happens when a trap is triggered. Truly cruel trap makers will often use a simple trap to
These effects can range from sudden drops, slicing hide the real danger of a much more dangerous trap.
blades, rolling boulders, bursts of flame, gas clouds Often this will mean the ‘safe’ spot to stand aside from
or poison darts all the way through to magic lightning the first trap is itself trapped.
fields. Often denizens will know of the location of a trap and
Most traps have a single effect, but some may have might try to use that tactically during a conflict. Hav-
many more. ing said that they may always be areas the denizens
never normally go and they could be just as surprised
So there is always the option to shoot targets full of by a trap as the Characters.
darts then drop them in to pit, and maybe even then
fill the pit with acid. A well maintained dungeon would have denizens re-
sponsible for looking after and reseting the traps.
You can use the trap complexity table to randomise
how many effects a trap has. Try to think like the trap makers, were they made by
ancient and advanced civilisations to guard treasure
through the ages? Have they been put together by
Trap Area-of-Effect goblins more used to setting hunting traps? Have they
been placed by a high order of mages with access to
Once you know the effect(s) of the trap you can ran- many powerful spells?
domise how big those effects are. Just use the trap
area-of-effect table to determine this. Try to avoid traps that would destroy what they are
protecting, unless of course the trap is part of a ‘if I
can’t have it, nobody can’ strategy.
Trap Maintenance
Some traps are simple affairs that require no mainte- Random Trap Instructions
nance, such as a pit.
First roll on the trap complexity table to determine how
Others however may rust or degrade over time and many triggers and effects the trap has.
may misfire or fail to go off.
Second, use the trap trigger table to determine how
the trap is triggered.
Repeat traps
You can roll randomly or choose your favourite!
Traps may have limited uses, such as dart traps that Then you can use the Trap Effects to determine what
will eventually run out of darts, or rolling boulders that happens when the trap is triggered.
will need to put back at the top of their run.
The trap area-of-effect table will determine how big an
If you’d like to randomise the number of uses, just roll area the effect will occupy.
1d6, on an odd number it’s a single use trap, on an
even number that is the amount of uses (6 could be The trap triggers and effects in the trap tables are
unlimited). listed in this section with more information on the
trap triggers and effects and how to use them in your
adventure.
Disarming Traps It’s completely your decision on how much you em-
Some traps can be disarmed, and almost all traps can brace the randomness! If a trap or trigger just doesn’t
be neutralised in some way. work for your adventure, you can either re-roll or pick
a more appropriate trap or trigger.
If you have Characters who specialise in dealing with
traps, let them shine in this role, as long as they don’t
get unlucky with their dice rolls...

319
Traps are comprised of three elements, Triggers, Effects and Trap Area-of-Effect.
Traps will have one or more Triggers and one or more Effects defined to describe how they work.

Trap Complexity
Choose or roll for the complexity of the trap, this will determine the number of Triggers and Effects.
ROLL
TRAP TRIGGERS TRAP EFFECTS
(D100)
1 - 54 1 1
55 - 64 2 1
65 - 69 3 1
70 - 80 1 2
81 - 85 2 2
86 - 94 2 3
95 - 100 3 3

Trap Triggers
ROLL
TRAP TRIGGERS DESCRIPTION
(D100)
1 - 15 BAIT Activated when a trigger item is touched or moved (e.g. Moving an idol)
16 - 30 INTERFERENCE Activated when a mechanism is interfered with (e.g. Lock)
The trap relies on a living element to activate (e.g. animal or elemental
31 - 40 LIVING
that reacts to Characters)
41 - 50 MAGIC Magical sensors activate the trap.
51 - 65 MANUAL An operator nearby activates the trap, usually at an opportune moment.
66 - 85 PRESSURE Weight on an area activates the trap.
86 - 100 TRIPWIRE A line or other element is disturbed to activate the trap.

Trap Area of Effect


Some traps may require that the area they effect is known, use this table guide to determine the area while
making it fit with the space on the map.
ROLL
TRAP AREA OF EFFECT DESCRIPTION
(D100)
1 - 20 PERSONAL The Trap only effects the Character that triggered it.
21 - 60 SMALL AREA The Trap effects an area of up to 10 feet in range from its origin.
61 - 90 LARGE AREA The Trap effects an area of up to 20 feet in range from its origin.
91 - 100 VERY WIDE AREA The Trap effects an area of up to 40 feet in range from its origin.

320
ROLL
TRAP EFFECTS DESCRIPTION
(D100)
1-3 ALARM A loud alarm rings out, alerting enemies.
4-7 ARROW STORM A mass of arrows are fired out.
8 - 10 BEAR TRAP Steel trap jaws snap shut.
11 - 13 BOMB An explosion is triggered.
14 - 16 BUG SWARM A swarm of biting bugs are released.
17 - 20 CAGE A cage is dropped on the target(s).
21 - 23 CHASING TRAP An object like a boulder is released to chase down targets.
24 - 26 COMBUSTIBLE GAS A cloud of combustible gas is released and then lit.
27 - 30 CONCEALED PIT Classic hole in the ground, with or without extra surprises.
31 - 33 CONSTRICTING The walls are closing in, possibly with spikes too.
34 - 36 ELEMENTAL FORCES Bound elementals attack.
37 - 39 ENCHANTED TREASURE Animated objects attack.
40 - 42 FLAME BLAST A blast of fire aimed at the target(s).
43 - 45 FLOODGATE Liquid is released, flooding the area.
46 - 48 IMPALING SPEARS Stabbing spears spring out.
49 - 51 LIGHTNING FIELD Arcs of lightning fill the area.
52 - 54 LOCKDOWN Doors slam shut, locking the area down.
55 - 57 MAGICAL HOLD Magical forces seek to hold targets still.
58 - 60 MIND STORM A barrage of mind attacks take place.
61 - 63 MONSTER SURPRISE A monster is released.
64 - 66 NECROMANCERS GIFT The dead rise to attack.
67 - 69 POISON DARTS Poison coated darts fly forth.
70 - 72 POISON GAS CLOUD Deadly gas hisses out.
73 - 75 RIGGED STONE FALL Stones are dropped down on the target(s).
76 - 78 SLICING PENDULUMS Giant blades sweeping through like clockwork.
79 - 82 SNARE A snare that may leave target(s) dangling upside down.
83 - 85 SONIC BLAST A damaging blast of noise.
86 - 88 SPINNING BLADES Slicing blades spin out.
89 - 91 SPRING SPIKE GRATE A cage door of spikes is swung out of the wall.
92 - 94 STAIR SLIDE The stairs become a super fun happy slide.
95 - 97 STICKY LEVER A lever with adhesive properties.
98 - 100 UP IS DOWN Gravity reverses for the target(s).

321
Trap Triggers
The first component of a trap is the Trigger, which Magic
determines how the trap gets activated. This trap is triggered by magical sensors that either
release the trap effects as spells that are [Very Diffi-
Bait cult] to dispel, or that trigger actual mechanical traps.
The trap is activated by tempting a Character to in- The magical sensors could be looking for any number
teract with the trigger, such as taking a statue from a of events to cause a trigger, such as motion sensing,
plinth, pressing the big red button etc. life detecting, heat sense or even detecting magic.

Interference Manual
The trap is activated when some other element in the The trap is activated by a denizen of the dungeon who
environment is interacted with, like trying to pick a is monitoring via either a hidden viewing port, listening
lock. point or even via magical scrying means. This sort of
trigger will wait for the perfect moment to either get
the most victims or will target key figures like healers
Living or wizards.
Some animal, plant or other creature in the area will
trigger the trap via its natural reaction to people enter-
ing the trap area.
Pressure
This covers any form of trigger activated by plac-
This sort of trap may well have the trap effect come
ing weight in an area to mechanically active a trap,
from the plant/animal itself, for example a Living
from simple pit falls to complex mechanical pressure
Trigger Acid Spray Trap may simply be some clinging
plates.
vines that spray acid if disturbed.

Tripwire
Whether the classic taut wire or pieces of debris
placed over a switch this type of trigger requires the
victim to disturb an element of the environment whilst
traversing it to activate any trap effects.

322
Trap Effects
The second component of a trap is the Effect, which Bug Swarm
determines what happens once a trap is activated. The trap unleashes a swarm of vicious flesh eating
bugs that are treated as a [Horde] of [Easy] beasts
Alarm that are vulnerable to fire.

Loud bells ring out from concealed chambers sound-


ing an alarm across the entire dungeon area. Cage
This will alert and attract denizens. If there are no A reinforced cage the size of the area of effect drops
denizens in this dungeon area, add an [Equal] group down trapping those inside.
of [Standard] denizens. If the rolled area of effect is too large just size the
cage so it fits the area around the trigger.
Arrow Storm
The trap unleashes a hail of arrows or crossbow Chasing Trap
bolts. Anyone in the area of effect would have a [Very A large corridor filling object or substance emerges
Difficult] challenge to avoid [Major] damage from the and proceeds to move from its entry point to the end
onslaught. of the area it is in. This could take one of the following
forms:
Bear Trap
A set of spring powered metal jaws slam shut, this is (40%) Boulder - a corridor filling boulder hurtles along
[Near Impossible] to dodge, causes [Major] damage crushing everything in its way, those that can’t out run
and immobilises an affected Character until a [Very it take [Lethal] damage.
Difficult] effort is made to pry the jaws open. (40%) Spiked Log - A log covered in spike rolls along
the space, those that can’t out run or jump the log will
take [Major] damage.
(20%) Wave - A wave of water gushes along the corri-
dor sweeping all with it, it’d be [Very Difficult] to avoid
being swept along.
Whilst this sort of trap suits a corridor best, feel free to
use it in any other space.

Combustible Gas
The trap area of effect is filled with a highly combusti-
ble gas.
There is no effect unless a naked flame is present,
in which case it explodes causing [Major] damage to
anyone in the area and sets flammable objects alight.
Bomb There is a chance [40%] that the trap also includes a
The trap causes an explosion to rip through the area source of naked flame that will ignite shortly after the
of effect causing [Major] damage to those caught in gas is released.
the blast. The gas has a distinct smell that makes it [Routine] to
It’s likely that a number of fires will be left after the identify.
explosion.

323
Concealed Pit Elemental Forces
A hole in the ground that has either been camouflaged The effect of this trap is provided by a bound raw ele-
in some way or has a hidden trap door style mecha- mental creature that counts as an [Elite] Monster.
nism. Roll even odds for each element to determine type.
The pit is ten foot square and is as deep as the Trap’s
area of effect. Enchanted Treasure
Apply falling damage as per the system you are run- Mundane looking items in the vicinity will animate and
ning. attack, or simply be thrown at the Character(s) who
There is a chance (30%) of spikes that add extra triggered the trap.
[Light] damage. This could include more dangerous items like weap-
ons included in a storm of animated objects that are
[Difficult] to defend against and cause [Light] damage.

Flame Blast
A blast of flame that is five foot wide and a long as the
area of effect fires out.
This causes [Major] damage to those not able to
make the [Difficult] check to dodge it.
Flammable items in the area will also be set alight.

Constricting
The area starts to shrink, via moving walls, floor or
ceiling.
The walls/floor/ceiling are either mechanically or mag-
ically being moved to crush those in the area of effect.
It’s [Difficult] to find the mechanism to stop the crush-
ing.
Floodgate
It’ll take a few minutes to fully crush the area, causing
A series of gates open and water pours out.
[Lethal] damage to those stuck inside.
Immediately apply the Flooded Sections dungeon
There is a chance (20%) that there are spikes that
encounter to the area of effect.
extend prior to the crushing, these will hit before the
crushing and cause [Light] damage. This would be getting deeper and deeper until after
a medium period of time this dungeon area will be
underwater.

Impaling Spears
Retractable metal spears shoot out from the walls and
floor of the area of effect, causing [Major] damage to
anyone unable to perform the [Very Difficult] task of
avoiding them.
324
Lightning Field Mind Storm
A storm of electrical arcs fill the entire area of effect A barrage of psionic attacks are unleashed within the
causing [Light] damage to anyone or anything in that area of effect that are [Difficult] to defend against.
area. Those unable to protect their minds take [Major] dam-
If a Character is surrounded in abundant amounts age.
of metal, such as plate armour, then it’s increased to
[Major] damage. Monster Surprise
The storm stops as quickly as it started but can be This trap deploys an [Elite] Monster that will try and
triggered multiple times. surprise attack the unfortunate Character that trig-
gered the trap.
Lockdown The monster could appear from a fake section of floor/
All nearby entrances are blocked as doors slam and wall, via a trapdoor or be summoned by magic.
lock shut, or iron grates slide from the ceiling locking
the victims in to the area of effect. Necromancers Gift
A necromantic raise and summon dead spell is trig-
Magical Hold gered.
Either via a magical spell or via enchanted restraints Roll an enemy encounter and swap the enemies for
of some form, this trap seeks to immobilise anyone in undead versions of what it would have been.
its area of effect.
In addition any corpses within the area of effect will
It’s [Difficult] to resist the hold. also animate.

325
Poison Darts Sonic Blast
A swarm of small poison tipped darts fly out across An ear splitting blast of noise that causes [Light]
the area of effect for the trap. damage to all in the area of effect will also alert any
These are [Difficult] to avoid but are unlikely to pierce enemies in the same dungeon area to the presence of
armour. intruders.
The poison could be debilitating (80%), or [Major]
damage causing (20%). Spinning Blades
Long blades scythe out of the wall(s) or a central pillar
Poison Gas Cloud each five foot long and moving with deadly speed.
A cloud of deadly gas hisses out and fills the area of These blades will be [Very Difficult] to dodge and
effect. cause [Major] damage if they hit.
This gas causes [Major] damage when inhaled and Once activated they will continue to spin for a period
will irritate the eyes and noses of those caught in it. of time before retracting back to whence they came.
Those able to quickly cover up and get out of the
cloud before breathing may avoid the effects.

Rigged Stone Fall


The trap triggers a fall of large rocks from the walls
and ceiling throughout the area of effect.
The falling stones cause [Major] damage and are
[Difficult] to avoid.
The area will have a covering of rubble following the
rock fall.

Slicing Pendulums
Large curved blades slice out from the wall, floor and/
or ceiling across the area of effect.
These are [Very Difficult] to avoid when the trap is trig-
gered and they continue to slice in and out for a long
time after triggering.
They follow a [Routine] to predict pattern that could
make them [Standard] to avoid.

Snare
One or more simple snares or snare nets are hidden
around the area of effect, and when triggered it’s
[Difficult] to avoid being hoisted up in the air to be left
dangling by a limb, or trapped in a net.
If this area of the dungeon is populated by monsters
there may already be a rather dangerous inhabitant of
the snare trap.

326
Spring Spike Grate Sticky Lever
This is a ten foot wide metal grate that is almost as tall Large metal lever coated in alchemical super glue that
as the ceiling and covered in spikes. will create an instant bond with whatever first touches
When activated it swings open and is [Difficult] to it.
dodge for anyone in it’s spring powered arc. The glue is [Very Difficult] to spot when examining the
Anyone hit will take [Major] damage and is likely to be lever.
knocked down. The lever itself may do nothing, although there could
The grate takes a while to return to its ready state. (20%) be another trap effect activated by moving the
lever.
Stair Slide Breaking the lever will be [Very Difficult] as it’s been
made to withstand a lot of damage.
Once activated this changes the angle of the steps on
a stair case so they form a ramp. Either a solvent, magic or a lot of brute force will see
the hand freed.
It’s [Very Difficult] to avoid falling and sliding if a Char-
acter is on a set of stairs that changes to a slide.
This sort of trap is often combined with either (20%)
Up is Down
a [Pair] of [Standard] Beasts or another trap (20%) at The area of effect for this trap has a sudden, short
the bottom of the slide. and violent reversal of what is the floor and what is
the ceiling.
Anyone in the area of effect will suffer two sets of fall-
ing damage and may also be struck by flying debris or
furniture.
This is either achieved via magically reversing gravity
for a few seconds or the entire area is hinged and
spun around.

327
327
Dungeon Adventures Villains
This section offers tables and a method to take the We reference villains during these dungeon adventure
dungeon you’ve built and add one or more adventures generation steps. In this context, villains are re-occur-
to it. These will add a plot, some goals and add some ring enemies of the Characters that would play a part
flavour around the encounters to be found in each in your longer campaigns. They’re the big bads that
encounter zone. have grand long term plans.
The elements we will generate are Dungeon Plot, Where your Characters are actively aware of and try-
Dungeon Complications, Dungeon Encounter Stages ing to thwart a villain, you could make most dungeon
and the all important Dungeon Boss. adventures linked to goals in this mission

Building the Dungeon Revisiting A Dungeon


Before starting, make sure to read through the ‘Build- It’s always a great moment when the Characters real-
ing the Dungeon’ section at the start of the Dungeon ise that something they saw and dismissed during an
Chapter, as this provides the dungeon structure. early delve into a dungeon has gained significance,
and they need to revisit the same dungeon later in
Journey to the Dungeon a campaign. Of course other than the layout, things
may have changed and the dungeon is ready for their
Journeys to a dungeon location can be adventures return.
too, with the Characters having to trek through the
wilds before stepping into the dungeons depths. Note: As a GM this has the added bonus of some world
If you wanted to add the journey to the adventure, continuity and you get to re-use some maps!
just add a Wilderness adventure as the prelude, and
possibly add another Wilderness adventure for the
journey home.
328
Dungeon Plot Dungeon Complications
Why do the Characters want to enter this Dungeon? Add a twist to proceedings.

ROLL (D20) DUNGEON PLOT ROLL (D12) DUNGEON COMPLICATIONS


GOLD AND GLORY - The dungeon is AGAINST THE CLOCK - There is a time
1-6 rumoured to be full of both treasure to loot and 1 limit on the adventure, and if it’s not completed
enemies to defeat. promptly then the Characters will fail.
PROTECT CIVILISATION - The local DILEMMA - Completing the adventure will also
population centre is threatened by the make something bad happen, so the Characters
7 - 10 2
presence of the dungeon, the common folk will have to choose either to let the adventure fail
seek the Characters aid. or let the bad thing go ahead.
REWARD - An authority wants the dungeon DIVERSION - The adventure is actually
11 - 12 dealt with in some manner and are willing to just a diversion for other activities the villain
3
pay. has planned, and is a good way to keep the
Characters occupied.
ITEM(S) - There is an item or items in the
dungeon that are desirable. This could be ESCALATION - The denizens are building
13 anything from legendary artifacts, ancient in strength. The longer the Characters take to
4
tomes or even rare ingredients required for a complete the adventure, the stronger or more
plague cure. numerous the denizens will become.
RESCUE - Someone or multiple people are NO ESCAPE - Once entered there is no way
held prisoner within the dungeon, and the 5 back out of the entrance and another way out of
14 the dungeon must be found.
Characters have reason to try and rescue
them.
PLAGUE - Some mundane, divine or magical
RECOVERY - Item(s) have been stolen and 6
contagion is rife in the dungeon.
carried in to the dungeon. Either they are
15
important to the Characters or a reward is
PLOT TWIST - Roll an additional plot and switch
being offered for the safe return of the item(s). 7
to the new plot half way through the adventure.
INVESTIGATION - A mystery needs solving
and the answer looks to be found in the
RIVALS - Another adventuring party have also
dungeon. This could be anything from a
16 8 decided to complete this adventure and don’t like
murder, evidence required for a truce or even
the idea of the Characters finishing first.
seeking the knowledge required for a magical
ritual.
SET UP - The adventure is actually an elaborate
COMPETITION - There is a competition to
setup and not what it appears, with a villain
17 see who can conquer the dungeon first and 9
collecting evidence to frame the Characters for
fastest.
some form of crime.
SLAYERS - A monster that terrorises the land
18
must be slain. SURPRISE - The dungeon starts as a complete
PRISON BREAK - The Characters have surprise to the Characters, they were teleported
10
19 been captured somehow and start in the in, fell down an unseen hole or just woke up at
depths of the dungeon. the entrance after a nights sleep.

QUEST - An item must be taken to the very THE LONG GAME - A villain will actually benefit
20 heart of the dungeon to complete a ritual or from the success of this adventure more than the
11
prophecy. Characters as part of a broader strategy. Will the
Characters find out?
UNEASY ALLIANCE - The denizens of the
dungeon have some form of truce or alliance
12 in place that makes attacking them a possible
political problem. The Characters may need to
work around combat, or cover their tracks.

329
Adventure Stages
Then roll a method.
Adventure stages give some purpose to each dun-
geon area, and are essentially mini missions that ROLL (D20) ADVENTURE STAGE METHODS
when combined will provide a series of steps required BLIND LUCK - Whether a hidden switch, a
to complete the adventure. Adventure stages are movable book in a bookcase or similar, the
1
only way to complete this stage is pure blind
optional, so add as many or as few as you like, we
luck. Touch everything and see what happens.
suggest one per dungeon area.
CARRIED ITEM - An item (key, Amulet etc.)
These stages can be linear, requiring that each is is needed to complete the adventure stage.
2-3
completed in a sequence or non-linear where the This item is in the possession of the most
powerful denizen in this dungeon area.
Characters can complete them in any order.
4-5 CLUE - Collect a Clue in the dungeon area
Goals and Methods
6-7 CLUES - Collect 2 Clues in the dungeon area.
Each adventure stage is a combination of a Goal and
a Method, just roll once to find the Goal and again to CODE WORD - A denizen would know the
find the Method. 8 code word but you’d need them alive to find
out what it is.
If you want a complex adventure then just add more
Methods required to achieve a Goal. COLLECT THE PIECES - An item required
to complete the adventure stage is in 1d4
9 - 10
First roll up a Goal. pieces scattered throughout the dungeon
area.
ROLL (D20) ADVENTURE STAGE GOALS DESTROY THE GUARDIAN - A monster in
BOSS WEAKNESS - Completing this 11 this dungeon zone must be stopped. If there is
1-2 adventure stage reveals a weakness that the no monster add an [Elite] one.
dungeon boss has. KNOWLEDGE - The adventure stage can be
12 - 13 completed by finding and studying the right
LAIR SECRET - Completing this adventure book, scroll, wall carving, painting etc.
3-4 stage gives vital information on the dungeon
boss lair, including how to reduce its effects. MACHINERY - A piece of engineering needs
14 to be activated to complete the adventure
RECHARGE - Completing this adventure stage. It may need to be repaired first.
5-6 stage will give a chance to fully rest, magically NEGOTIATE - Someone can help (Interaction
heal, recharge spells and abilities etc. 15 - 16 encounter), if they can be convinced or
RESTOCK - Regain equipment. Whether bought.
it’s potions, herbs, arrows, scrolls and PLACE THE ITEM - An item (Gem, Statue,
7-8
similar consumables or other more mundane 17 - 18 rod etc.) needs to be placed on a plinth found
weapons, armour and kit. in the dungeon area.
POWERFUL ITEM - Gain a powerful item, RITUAL - An arcane or divine ritual is needed
19
9 - 10 magical or mastercrafted, that will help in the to complete the adventure stage.
dungeon. TIMER - All you have to do is survive long
20 enough and the adventure stage will become
TREASURE - A valuable treasure will be complete.
11 - 12
found by completing this adventure stage.

UNLOCK NEXT AREA - The way ahead


13 - 18 is blocked. Completing this adventure stage Note: If there aren’t enough Clues in a dungeon area just
allows access to the next dungeon area. add some more to the existing encounters.
VALUABLE INFORMATION - This
You can do this arbitrarily or roll some additional intrigue
Information is worth much to powerful factions encounters.
19 - 20
in the world, and could be military plans,
secrets, arcane lore etc.

330
Dungeon Boss Dungeon Boss Lair
At the heart of the dungeon lies its master and final This optional table can used to generate some addi-
challenge in the form of a dungeon boss. tional complications for the dungeon boss’s lair.
The dungeon boss is generally found in the last Some adventure stages may have goals which reduce
dungeon area which is referred to as the dungeon the effects of the dungeon boss lair.
boss lair. It’s also likely there will be some choice loot
available in this area.
ROLL (D20) DUNGEON BOSS LAIR
This table can be used to determine what type of dun-
KENNEL MASTER - The dungeon boss lair
geon boss rules here. 1-2 has access to [Easy] beasts that are [Beyond
Count].
TRAP MASTER - The dungeon boss lair has
ROLL (D20) DUNGEON BOSS 3-4
a [Large] number of traps.
WARRIOR LORD - The dungeon boss is a HONOUR GUARD - The dungeon boss has
1-2
mighty [Boss Warrior] denizen. 5-6 a guard consisting of an [Equal] sized group of
MAGE LORD - The dungeon boss is a pow- [Elite] denizens.
3-4
erful spell casting [Boss Wizard] denizen. BEAST MASTER - The dungeon boss has
PRIEST LORD - The dungeon boss is a cho- 7-8 an [Equal] number of [Elite] beasts as com-
5-6
sen [Boss Priest] of the denizen god(s). panions.
MONSTROUS OVERLORD - The dungeon MONSTROUS GUARDS - The dungeon
7-8
boss is a potent [Boss] monster. 9 - 10 boss has a [Small] number of [Elite] monsters
MASTERMIND - The dungeon boss is a bril- as guards.
9 - 10 liant non-denizen [Boss *] humanoid that has MINION SHIELD - The dungeon boss has
managed to take over this dungeon. 11 - 12 a [Horde] of [Easy] denizen minions that will
RELUCTANT TYRANT - This dungeon boss sacrifice themselves to protect their boss.
would be an important friendly figure [Boss MOUNTED - The dungeon boss is mounted
11 - 12
* NPC] acting under evil influences, either on an [Elite] monster or beast that increas-
magical or mundane. 13 - 14 es their mobility significantly either just by
THE COUNCIL - The dungeon boss is actual- increased movement or special movement,
13 - 14
ly an [Equal] group of [Elite *] denizens. like flying.
OUTSIDER - The dungeon boss is a demon, WAR MACHINE - The dungeon boss has
15 - 16
devil or similar [Boss] Monster. a war machine, a mechanical or magical
15 - 16
construct that increases their armour and has
PUPPETMASTER - This dungeon boss is significant weapon attacks.
17 - 18
incorporeal and possesses hosts.
SEAT OF POWER - The dungeon boss lair
THE TWINS - The dungeon boss is actually a 17 - 18 has an item or area that can heal and re-
pair of denizens, one a [Boss Warrior] denizen charge the dungeon boss.
19
lord and the other a [Boss Wizard] denizen
lord. PROTECTION RITUAL - The dungeon boss
19 lair has an area with powerful protective magic
POWER BEHIND THE THRONE - This dun- that only protects the dungeon boss.
geon boss is just the public face for the real
20 dungeon boss. Roll again for both the public TRUE FORM - The dungeon boss returns as
boss and the real boss who’ll reveal them- 20 an even more powerful version of itself when
selves if the situation calls for it. killed.

Note: For a small dungeon with a single dungeon area


with a boss, just have the boss in the encounter zone
furthest from the entrance.
A dungeon doesn’t have to have a dungeon boss, if you’d
prefer to leave them out, feel free.

331
5E Adventure for a party of 4 level 4 Characters
Dungeon Master Synopsis
You are standing looking at a not unpleasant folly. A Vampire Spawn broke into the Folly in recent
Stone built with a pleasant aspect it has stood in the times in search of the secret Hythe family
grounds of the Hythe estate for as long as anyone library for its master. After forcing a way in via
can remember. It has a rather unpleasant history and underground tunnels the spawns master took a
has been comprehensively sealed for the last four few select tomes and has left them to guard the
generations. library.
Judith, the Dowager Duchess of Hythe, has decided They filled their new home with spiders to deter
to live in the Folly. Having very large amounts of visitors, trapped the lobby and settled in.
both money and time on her hands, Judith set about
They were very much at home, and rightly so
planning extensive renovations. A small team of local
as the Vampire Spawn is actually Albern Cairl,
builders are camped one field over, all wearing their
a distant relative of the Hythes who had an
family charms and every ward they can think of is
unfortunate vampire encounter a few years back.
carved into the grass behind an optimistic line of salt.
Of course the Folly is comprehensively cursed.
Judith has offered enough coin to sink a dingy to the
adventurer party who can clean out the place. Which
is where you come in.
Judith’s personal manservant, deadly pale and
sweating, steps forwards to unlock the front door and
reads from a family ledger, lifting the magical seals.
He then retreats as fast as his legs will carry him.
Judith is watching from half a field away. The look on
her face, even from this distance, clearly says “get
on with it”.

Bold entries refer to 5E monsters.


[Red] entries refer to Dungeon encounters in this book.
These allow us to show how we constructed this adventure.

332
1. The Lobby 4. The Library
Through the entrance door is a large room with four stone This room is somehow protected from the damp of the
pillars to each side and a long worn blue carpet leading to a previous rooms. The books and jewelery display cases are
large set of double doors, all bathed in the light of crackling dusty but in good condition, albeit somewhat covered in
magical torches on each pillar. spiderwebs.
A set of doors are set in the wall ahead, which, according to The library is not empty and the pale faced young nobleman
your instructions, lead down into the bowels of the folly. browsing a bookcase turns and greets you.
This Encounter Zone is trapped with a [Magic Trigger] that will This Boss Encounter Zone is home to a [Boss] with the [Kennel
activate a [Lightning Field] and has a [Heavy Door]. Master] lair type and has some [Jewelery]
If a Character steps in to the light of the torches then Albern Cairl
arcs of electrical energy strike all within 10ft of a torch The Vampire Spawn called Albern Cairl has made his
for 1d8 lightning damage (increased to 2d8 if wearing residence here and is browsing the old tomes on the
metal armour). shelf.
The only safe routes are via the shadows behind the He will not immediately attack, instead trying to talk
pillars, magical darkness, creating shade to move in to the Characters and insist that this is his rightful
or by destroying the torches from range. property as a Hythe descendant.
The sturdy door that exits this area is unlocked and There is an infestation of arachnids here and Albern
will creak open on rusty hinges when pushed. can call forth 2d4 Spiders to assist in battle as a
bonus action every turn while in this Dungeon.
2. The Stairwell If Albern is reduced to below 20 hit points he will flee
through the tunnel after calling upon spiders to cover
A staircase descends in to a dark chamber with two side a retreat.
rooms and a stout exit door, giant strands of ghostly white
spiders webs are everywhere and cover everything. There are many pieces of Jewelery in dusty display
cases throughout the library with a total value of
This Encounter Zone is home to a [Beast Group], is covered in 150gp.
[Spider Webs], has a [Coin Stash] and a [Stuck Door]
This area is covered in large spiders webs and is 5. Tunnel
home to 4 Giant Spiders.
The spiders will make use of their Stealth, Spider This roughly dug tunnel is held up from collapse by a series
Climb, Web Sense and Web Walker abilities to of makeshift wooden props.
attempt to surprise the Characters, and will opt to This Encounter Zone has the environment [Repair Scaffold]
begin any combat by using their Web ability.
The Characters must seal the breach and return to
There is a bag of 18gp hidden amongst the webs Judith with proof the area is safe.
and broken furniture that requires a DC15 Perception
check to find. Knocking the props down safely will require four
successful DC15 Athletics checks, any failures will
The heavy door that exits this area is blocked and will result in 2d8 damage from falling rubble.
require a DC15 Athletics check to push open.

3. The old Parlour What Next?


Return to Judith and collect the reward.
These once grand rooms smell of damp and are draped in Who is the vampire, what are their plans, maybe the
more dusty webs. A pair of hunched, purple, spider faced Characters could find out for more rewards?
monsters rise to face you.
Did Albern escape the fight? If so the Characters will
This Encounter Zone has a [Pair of Monsters]. have made enemies of both Albern and his master.
There are a pair of Ettercap lurking here that act as If the Characters listened to Albern and left him
guards for Albern Cairl and care for the spiders. alone in the folly, Judith would be furious and give no
reward, you had ‘one job’.

333
5E Adventure for a party of 4 level 8 Characters
Dungeon Master Synopsis
This area is seemingly uninhabited, characterised
The Characters have accidentally stumbled upon,
by many miles of craggy hills and deep dales.
and made a new entrance to, the lair of Skorn, a
Seemingly an ideal little escape from the dangers
young red dragon.
of town and the political wranglings of court.
And the only way out is past the arrogant young
However this area was very heavily mined in the
dragon and his minions.
past, and the miners strayed far too close to the
surface leading to a local issue with sink holes.
Which explains why you are now sitting 40 feet
below the surface on a pile of earth looking up at
an impossible climb.
As you look into the gloom, dimly illuminated by the
small holes in the ceiling you just made, you can
just about make out the signs of the ancient mines.
You set off in that direction.

Bold entries refer to 5E monsters.


[Red] entries refer to Dungeon encounters in this book.
These allow us to show how we constructed this adventure.

334
1. Cavern 4. Ruined Chambers
You regain your feet after the impromptu slide down into this These corridors and rooms are full of small, dirty sleeping
cavern, checking to make sure you and your gear are intact. dens, discarded bones and patches of shedded lizard skin.
The hole you all fell through has already been sealed by more
rockfall, blocking that route out. This Encounter Zone is home to a [Very Large Denizen Group]
The ceiling is also still shedding chunks of stone, which There are 12 Kobolds currently in residence
smash on the ground in ear splitting explosions of flint and throughout these four rooms, which contain the living
dust. quarters for all of Skorns minions.
In the dim light you can just make out two dark exits that look These will present little challenge, and will all attempt
like old mine tunnels. to flee as soon as possible. If a single Kobold escapes
This Encounter Zone has a [Collapsing Ceiling] to the Great Hall, then Skorn will be forewarned and
will great the Characters with some surprise flames.
The roof of this large empty cavern is unstable.
Every 1d4 rounds there will be a rockfall. Each time
this happens, everyone in the cavern must make 5. Great Hall
a DC16 Dexterity saving throw. A target takes 4d8
bludgeoning damage on a failed save, or half as much This large echoing hall reeks of brimstone and echoes to the
damage on a successful one. breathing of a large creature.
A booming voice rings out. “Who dares to trespass in the
Both exits lead into the Tunnels. realm of Skorn?!”

2. Tunnels This Boss Encounter Zone is home to a [Boss] with the [Minion
Shield] lair type and has a [Royal Banner]
There is no light source here and the dim daylight from the This is home to Skorn, a vicious Young Red Dragon.
cavern does not penetrate far into these old mining tunnels. Skorn
This Encounter Zone is home to a [Lone Monster] Skorn will attempt to talk and wait for all of his minions
These dark tunnels are home to a Cloaker who will to be present before attacking. He will start any fight
use the darkness and the winding tunnels here to with his Fire Breath before switching to mocking while
ambush the Characters after first using its Phantasms he tries to bite and claw any survivors. If the players
action. prove powerful opponents he will keep his distance
and breathe fire when possible.
3. The Back Door If reduced to 40 hit points or less, Skorn will attempt to
flee, heading to the end of the hall and flying away.
Your lights glint back from a large bronze relief of a suns Skorns Minion Shield
rays, set into a slab of well worked stone that looks to be a The hall is also home to more of Skorns minions, with
doorway. 20 Kobolds in the room. They will use sling attacks
The walls surrounding this door are covered in ancient and enjoy watching the dragon at work. But if Skorn is
hieroglyph style carvings. reduced to half hit points they will use their daggers.
This Encounter Zone has [Ancient Carvings] and [The Sun Door] If any Kobolds are still in the Ruined Chambers they
Set into the surface of this stone door are a series of will join the fight in 1d4 rounds.
stylised bronze sun rays. Loot
The door has a darkness activated magical lock that Their is a considerable pile of coins near the south
will only open if a bright enough light is shone on the wall of the hall (8d6x100gp and 2d4 x 250gp in gems).
bronze rays. Lantern light is not enough on its own to A tattered banner that belonged to a prince that Skorn
trigger the lock. ate also lies here, the king would welcome it’s return.
A Character studying the old carvings and passing a
DC16 Investigation check will find out how the door
works and the location of a light focusing mirror.
What Next?
Once the door slides open with stone grating upon If Skorn survived, he’s the sort to hold a grudge and
stone, it leads into the Ruined Chambers. has a long memory.

335
D20 TOWN NAMES D20 TAVERN NAME (1) TAVERN NAME (2)
1 Fairview 1 The Stickyfloor Lounge
2 Woodlands Reach 2 Palehops Speakeasy
3 Hillcrest 3 Forget-it-all Grogshop
4 Haven 4 Unsteady Duke's Saloon
5 Wayside 5 Half Lemon Lodge
6 Windyridge 6 Snuffer's Taproom
7 Lealand 7 The Drunken Duck's Suds rooms
8 Brookvale 8 Severed Head Holstery
9 Hunter's Wood 9 The Royalist's Tavern
10 Mullberry 10 Cross Keys Bloodhouse
11 Stillness 11 The Star's Inn
12 Robin's Hedge 12 Pound's Pub
13 Silverwood 13 Bay Horse's Punchbowl
14 High Trees 14 Red Dragon's Alehouse
15 Willow Acres 15 Resting Traveller's Arms
16 The Warren 16 Angry Beehive's Roadhouse
17 Dreamwood 17 Freeman's Beerhouse
18 Chestnuts Rest 18 All coin's good Watering Hole
19 Mile End 19 Nofleas' Parlour
20 Greenacres 20 Boarman's Taproom

D20 STREET NAMES (1) STREET NAMES (2) D20 VILLAGE NAMES (1) VILLAGE NAMES (2)
1 Old Road 1 Greenfield Hamlet
2 New Lane 2 Riverwalk Thicket
3 East Side 3 Maymarch Burg
4 West Street 4 Vagrant's Seat
5 North Folly 5 Stonewall Sticks
6 South Dell 6 Rainsafe Cottages
7 River Twitten 7 Warmhearth Nest
8 Hillside Jitty 8 Worker's Digs
9 Sunnyside Walk 9 Voyagend Place
10 Windy Cottages 10 Sunnyside Haunt
11 Lower View 11 Peacedell Turf
12 Upper Reach 12 Sparkle's Copse
13 Stoney Close 13 Innear Snug
14 Uphill Avenue 14 Uphill Rest
15 Forest Hill 15 Woodtree Well
16 Flatfield Dale 16 Shelter's Close
17 Tavernnear Fields 17 Wildwood Easy
18 Guildhouse Pathway 18 Longsticks Smalltown
19 Dockside Way 19 Sourapple Nigh
20 Market Alley 20 Boredcow Handy

336
D20 MOUNTAIN NAMES (1) MOUNTAIN NAMES (2) D20 VALLEY NAMES (1) VALLEY NAMES (2)
1 Old Mother Crags 1 Percival Valley
2 White Tops Heights 2 Sheldon Dip
3 Climber's Peril Bluff 3 Mare's Lay Bottom
4 High Tall Peaks 4 Rille Trough
5 Grey Beard Ridge 5 Once Sea Canyon
6 Grey King's Head Drifts 6 Stalemate Gorge
7 Sheer Face Mound 7 Aramits Lowland
8 Windy Shank Range 8 Emlyn Deep Plain
9 Traveller's Ruin Mount 9 Denholm Channel
10 Tall Choke Alp 10 Holden Low Dale
11 Rock Foot Butte 11 Ogden Dells
12 Screestream Hump 12 Slade Depression
13 Doom White Pike 13 Footprint Down Vale
14 Vation's Hill 14 Sinking Notch
15 Treasure's Cap Downs 15 Kielo Slump
16 Safeside Tops 16 Elsdon Glen
17 Hundred tips Climb 17 Camden Fissure
18 Looming Summit 18 Owl Plummet Basin
19 Long Side Tor 19 Cave Mouth Hollow
20 Green Toes Mountain 20 Blind Alley Descent

D20 RIVER NAMES (1) RIVER NAMES (2) D20 TRAIL NAMES (1) TRAIL NAMES (2)
1 Clearwater Brook 1 Lady Time Tramp
2 Lesser River 2 Tall Grass Pathway
3 Wildrun Waters 3 Under Cliff Road
4 Saltides Esturary 4 Blue Ridge Causeway
5 Durance Brook 5 Old Red Route
6 Sweetsplash Rivulet 6 Little Tree Marches
7 Icecold Beck 7 Blue Boy Walk
8 Downpour Branch 8 Wolf Ridge Lane
9 Resting Tributary 9 Goat Foot Trek
10 Snatcher's Springs 10 Turtle Backed Way
11 Arunrun Runs 11 Eagle View Trail
12 Mudouze Trickle 12 Red Field Ride
13 Deepcross Stream 13 Moose Head Steps
14 Fetcher's Surge 14 The Brother's Strides
15 Mountaindown Torrents 15 Brave Sticks Treader
16 Underhill Runnel 16 Fool's Footpath
17 Glasstop Creek 17 Sunny Side Openway
18 Thirsty Drift 18 Open View Climb
19 Splasher's Tide 19 Fearless Slog
20 Redrock Flows 20 Lion Heart Haul

337
D20 DUNGEON NAME (1) DUNGEON NAME (2) D20 ENTRANCES (1) ENTRANCES (2)
1 Forgotten Deep 1 Trapdoor in Old Sewers
2 Sunken Chambers 2 Hole in Ivy Covered Wall
3 Shielded Vaults 3 Concealed in Dry Well
4 Hidden Crypts 4 Stairs from Castle Gatehouse
5 Cursed Subterrains 5 Opening in Tavern Cellar
6 Fabled Underways 6 Door in Ice Cellar
7 Secured Evacuations 7 Cave in Derelict Tavern
8 Treasured Lowers 8 Crack in Cliff Wall
9 Sheltered Underkeep 9 Ivy Covered Hollow Tree
10 Haunted Fasthold 10 Weak spot in Shaded Dell
11 Bejewelled Downtowers 11 Trail leading from Abandoned Chapel
12 Abundant Hoards 12 Behind the Mausoleum
13 Treasure's Mines 13 Through the Well kept grave
14 Perilous Retreat 14 Down into Dark Alley
15 Dreaded End 15 Underneath the Ruined Castle
16 Distressed Snuggery 16 Grill in the Sunken Shrine
17 Suspicious Catacombs 17 Hatch by the Old Statue
18 Abandoned Mausoleum 18 Windown near the Haunted Manor
19 Cold foot Caverns 19 Grate in the Walled Garden
20 Forebode's Tombs 20 Drain by the Broken Fountain

D20 DUNGEON TWISTS (1) DUNGEON TWISTS (2) D20 DUNGEON ROOMS (1) DUNGEON ROOMS (2)
1 Suggestive Brickwork 1 Basement Guard Room
2 Unseen Window 2 Untidy Bed Chamber
3 Magnetic Corridor 3 Suspiciously Nice Library
4 Tempting Stone Wall 4 His & Hers Lobby
5 Trapped Passage 5 Attic Hallway
6 Guarded Ingress 6 Inaccessible Cells
7 Hidden Tapestry 7 Populated Torture Room
8 Cursed Antechamber 8 Vermin Ridden Armoury
9 Disarming Hollow 9 Ivy Covered Storeroom
10 Anti-Magic Opening 10 Blood Stained Kitchen
11 Suspicious Cracked Wall 11 Carpeted Mess
12 Baited Bench 12 Mirrored Treasury
13 Alluring Drawbridge 13 Abandoned Grand Hall
14 Elusive Chest 14 Forgotten Stateroom
15 Expansive Mouse-hole 15 Forbidden Mausoleum
16 Appearing Step 16 Inviting Chapel
17 Invisible Curtains 17 Homely Common Room
18 Blurred Hole in floor 18 Cold Parlour
19 Magnetic Trapdoor 19 Damp Antechamber
20 Slippery Portcullis 20 Airless Hallway

338
D20 TOWNSFOLK NAME (1) TOWNSFOLK NAME (2) D20 WIZARD NAMES (1) WIZARD NAMES (2)
1 Glan Fletcher 1 Twinkles Ninefingers
2 Erong Roofwell 2 Magus The Singer
3 granlin Goodshoes 3 Augurer Albright
4 Evant Throwgood 4 Darkly Singed
5 Slant Smithwell 5 Palmer The Loudest
6 Gritlim Deadeye 6 Testy Longshot
7 Rilms Watcheye 7 Copperfield Earthsunk
8 Braum Tiller 8 Teller Stonefoot
9 Tilt Farmhand 9 Herm Firebrand
10 Flanght Alewell 10 Morgan The fourth
11 Mottle Cooksmore 11 Rince Wander
12 Whastle Fallsinwell 12 Puck Summonwish
13 Pintlebrook Inksmith 13 Prospero Glasscannon
14 Diwsre Otterproof 14 Halen Soothsayer
15 Leem Fleetfoot 15 Caster Twoforms
16 Oblent Bigtoe 16 Alseer Truthsayer
17 Stroaf Crownbegone 17 Iyes Dragonworn
18 Went Tripsdown 18 Dex Moltenmind
19 Lisple Swordsmith 19 Quick Moonburst
20 Fronc Arrowmagnet 20 Smarts Starstun

D20 WARRIOR NAMES (1) WARRIOR NAMES (2) D20 ROGUE NAMES (1) ROGUE NAMES (2)
1 Smasher Strongarm 1 Daggers Stabintheback
2 Knightly Greataxe 2 Sneakers Anelace
3 Knuckles Twoswords 3 Pointy Baselard
4 Hamfist Shielddent 4 Chary Poignard
5 Shar Swordswinger 5 Hush Mesericords
6 Crashes Tankmon 6 Sly Icepick
7 Pugil Bloodflail 7 Lurky Rondel
8 Hitsit Wallbreaker 8 Shroud Bollock
9 Thudders Greataxe 9 Shifty Reticent
10 Fisty Ironskull 10 Hushful Veiled
11 Tanker One Handed 11 Swift Lightfingers
12 Vigor Sharpedge 12 Dropper Nimble
13 Quickswing DeCorbin 13 Hatchet Lissome
14 Heavyhands Broken Nose 14 Clipper Sprightly
15 Bombard Stonejaw 15 Spider Hit
16 Kilted Axesmasher 16 Bezz Purloins
17 Tor Dooropener 17 Pilfs Privateer
18 Macey Rockstand 18 Owl Prowler
19 Bludgeon Frontline 19 Klept Catfoot
20 Morning Star Ballista 20 Plugger pirate

339
OPEN GAME LICENSE Version 1.0a 6.Notice of License Copyright: You must update the COPYRIGHT
The following text is the property of Wizards of the Coast, Inc. NOTICE portion of this License to include the exact text of the
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All COPYRIGHT NOTICE of any Open Game Content You are copy-
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