Maze Rats

INDEX

INTRODUCTION

PLAYING THE GAME

Danger Rolls

Advantage

NPC Reactions

Initiative

Combat

NPC Morale

Healing

Encumbrance

Leveling Up

CHARACTER CREATION

1. Roll or choose abilities

2. Record maximum health

3. Choose starting feature

4. Roll or choose six items

5. Choose combat gear

6. Roll or Create Appearance

7. Roll or Create Physical Detail

8. Roll or Create Background

9. Roll or Create Clothing

10. Roll or Create Personality

11. Roll or Create Mannerism

12. Record Name, Level, and XP

Magic

Generating spells

Casting a spell

Physical Effects

Physical Elements

Physical Forms

Ethereal Effects

Ethereal Elements

Ethereal Forms

Mutation

Insanity's

Omens / Catastrophes

Monsters & Animals

Creating monsters

Monster and NPC stats

Monster Base

Aerial Animals

Terrestrial Animals

Aquatic Animals

Monster Features

Monster Traits

Monster Abilities

Monster Tactics

Monster Personality

Monster Weakness

Characters

Civilized NPC

Underworld NPC

Wilderness NPC

Female Names

Male Names

Upper Class Surname

Lower Class Surname

Assets

Liabilities

NPC Goals

Misfortunes

Missions

Methods

Appearances

Physical Details

Clothing

Personalities

Mannerisms

Secrets

Reputations

Hobbies

Relationships

Divine Domains

After The Party

Treasure & Equipment

Miscellaneous Items

Worn Items

Weapon Items

Book Subjects

Tool Items

Potions

Magical Ingredients

Treasure Items

Treasure Traits

Valuable Materials

The City

City Themes

City Events

District Themes

Upper Class Buildings

Lower Class Buildings

City Activities

Building Rooms

Tactical Street Features

Tactical Building Features

Factions

Faction Traits

Faction Goals

The Wild

Wilderness Regions

Wilderness Landmarks

Wilderness Structures

Wilderness Region Traits

Wilderness Discoveries

Wilderness Activities

Wilderness Hazards

Edible Plants

Poisonous Plants

Inn Adjectives

Inn Nouns

Inn Quirks

The Maze

Dungeon Entrances

Dungeon Forms

Dungeon Layout

Dungeon Ruination

Dungeon Rewards

Dungeon Activities

Dungeon Rooms

Dungeon Room Details

Dungeon Tricks

Dungeon Hazards

Trap Effect

Trap Trigger

Gamemaster's Guide

Sample Game

Prepping A Session

Situations, Not Plots

Player Skill, Not PC Skill

Tools, Not Upgrades

Running The Game

Be Fair and Impartial

Reveal the World

Offer Tough Choices

Reward Clever Solutions

Bring the World to Life

Building The World

The Dungeon

The Wilderness

The City

THANKS


INTRODUCTION

Maze Rats is a fantasy adventure game (also known as a roleplaying game, or RPG) of exploration, problem-solving, and survival. One player acts as the Game Master (GM) while the remaining players take on the role of Player Characters (PCs).

Although paper, pencils, and dice are involved, the core of the game is a conversation; the GM tells the players what is happening, the players tell the GM what their characters do in response, and the GM describes how their actions in turn affect the world.

The GM is the game’s host and facilitator. This job is the most difficult, but also the most rewarding. A good GM is someone with a great imagination and good people skills, who enjoys improvising and helping others have fun. Their primary duties include: playing the roles of all of the Non-Player Characters (NPCs), creating and running the fictional world, establishing concrete situations for the players to interact with, adapting to the unpredictable choices of the players, making rulings on how and when to apply rules in a particular situation, and finally inventing, altering or entirely removing game rules if it improves the game.

If this sounds challenging, it is! But don’t worry, Maze Rats offers plenty of tools, advice, and useful content for making running the game as smooth and stress-free as possible.

In contrast to the GM, the players’ jobs are simple: roleplay the personalities and choices of their PCs, interact with the situations presented by the GM, and work together to stay alive and hopefully prosper. Characters grow in strength the longer they survive, but Maze Rats presumes a world full of peril, so only the cleverest of players will see their PC live long enough to retire from the adventuring life and enjoy their ill-gotten gains.


PLAYING THE GAME

Danger Rolls

Whenever possible, a PC’s actions should be resolved by its player simply describing what the character does. However, if the action is risky and difficult to resolve through description, the GM may call for a Danger Roll. The player rolls 2d (two six-sided dice), and adds the proper ability bonus. If the total is 10 or higher the PC avoids the danger. If not, the GM describes how things go wrong. Danger rolls usually fail, so players should do everything they can to make risky situations less so.

If one character takes an action against another, the GM may decide to call for an Opposed Danger Roll. In this case, both characters make a danger roll, with each trying to beat the other’s total instead of trying to roll a 10+. Defenders win ties.

Advantage

If the risk of an action is reduced due to the PC’s paths, preparation, or situational factors, the GM may grant Advantage to the roll. In this case, the player rolls 3d instead of 2d and uses the two highest dice. Attack rolls may also have advantage if the situation calls for it. Only one advantage die may be added to a roll. If several advantages apply to the PC’s action, the action is usually no longer risky.

NPC Reactions

If the PCs come across a monster or NPC whose disposition is unknown, roll 1d on the table below.

D6 Disposition
1 Hostile
2-3 Wary
4-5 Friendly
6 Helpful

Hostile NPCs will attempt to hinder, harass, or attack the PCs. Wary NPCs are unhelpful unless given significant motivation. Friendly NPCs will help as long as it doesn’t inconvenience them. Helpful NPCs will help even when it’s inconvenient.

Initiative

Both sides roll a die when combat breaks out, rerolling any ties. The side with the higher roll will act first during the first combat round, followed by the other side. After each round, reroll initiative. This may result in a side taking two consecutive turns.

On a side’s turn, each of its characters, in any order, may move about 30 feet and take one action. Types of actions include: attacking a target within range, casting a spell (see the Magic page), drinking a potion, making a second move, etc.

If a group ambushes another group or NPC, it automatically gains initiative, as well as advantage on all attack rolls during the first round. The leader of the ambushed group may be permitted a WIL danger roll to avoid surprise.

Combat

Characters have a base armor rating of 6. Light armor and shields provide +1 armor each, while heavy armor provides +2 armor. Shields use one hand and so cannot be used with two-handed weapons. Characters in heavy armor cannot gain advantage on DEX danger rolls or surprise attack rolls.

When one character attacks another, the attacker makes an Attack Roll by rolling 2d and adding their Attack Bonus (AB). Attacking with a ranged weapon is impossible while in melee combat.

Compare the attacker’s attack total to the defender’s armor. If the attacker’s total exceeds the defender’s armor, the attack hits and deals damage to the defender equal to the difference between the two scores. Heavy weapons add 1 to this damage (but not the initial attack roll), while unarmed attacks subtract 1 damage (but may not reduce damage to 0). If the attacker rolled double sixes, the roll is a Critical Hit and the total damage is doubled, or some other effect is applied at the GM’s discretion. Subtract the damage from the defender’s Health.

If the defender has a shield, they may choose to shatter it when they are hit by an attack to ignore all damage from that attack.

If a character ever has zero or less health, they are immediately slain. When a PC is slain, its player creates a new first level PC, or takes over a first level NPC hireling. The GM then has them rejoin the group as soon as possible.

NPC Morale

When an NPC or hireling faces more danger than they were expecting, the GM may call for a WIL danger roll to see if they rout or beg for mercy.

Typical situations for making a morale check include when an NPC loses half of their force (when in a group), loses half of their health (when alone), loses their leader, or is attacked by magic.

Most NPCs should not get into fights that they cannot win, and should tactically retreat or sue for peace if it makes sense, even without a morale roll.

Healing

PCs recover 1 point of lost health when the PC eats a meal and then gets a full night of rest. 24 hours of rest in a safe location restores all health. A dose of medicine restores 1 point of health, once per day.

Encumbrance

All of a PC’s items must have a recorded location: worn, in the backpack, on the belt, or carried in the hands. Belts carry up to two items, and backpacks can carry as much as a backpack could reasonably fit. Belt items can be grabbed in combat at any time, but backpack items take 1d rounds to find.

Leveling Up

All PCs begin at level 1, and gain levels over the course of the campaign. At the end of each session, the GM awards 1-3 Experience Points (XP) to all PCs based on how much the party achieved.

When a PC has enough XP, they gain a level. After reaching level 7, the PC may retire and become an NPC. The player then makes a new level 1 PC.

LVL XP Level Features
2 2 +2 max health, +1 to an ability bonus
3 6 +2 max health. Pick one: attack bonus +1, gain a new path, or gain a spell slot.
4 12 +2 max health, +1 to an ability bonus
5 20 +2 max health. Pick one: attack bonus +1, gain a new path, or gain a spell slot.
6 30 +2 max health, +1 to an ability bonus
7 42 +2 max health. Pick one: attack bonus +1, gain a new path, or gain a spell slot.

CHARACTER CREATION

Making a player character

Create your character at the beginning of a new campaign along with the other players. If your character dies during the game, you should make a new one right away. The random tables from the Characters pages can be used to flesh out your character if you want a bit more detail. Drawing a portrait of your character is highly encouraged, as is adopting a mannerism or two when speaking in your character’s voice.

Random tables

The tables that have 36 results are organized into 6 groups of 6 results each. To randomly pick an item from one of these tables, roll 2d separately. The first die points to a group, while the second die points to an item within that group. For example, rolling “4, 2” on the appearance table means group 4, item 2: Lanky. Bolded items refer you to another random table where you should roll again.

1. Roll or choose abilities

Your PC has 3 abilities: Strength, Dexterity, and Will. Roll 1d to find their starting values, or simply choose a row (with GM permission). You may raise one of your PC’s abilities by one point at levels 2, 4, and 6. A PC’s abilities may never be raised higher than +4.

1d6 Strength Dexterity Will
1 +2 +1 +0
2 +2 +0 +1
3 +1 +2 +0
4 +0 +2 +1
5 +1 +0 +2
6 +0 +1 +2

If you want your abilities to be more randomized (and possibly unbalanced), the GM may also allow you to roll 1d for each ability separately.

1D6 Ability Score
1-2 +0
3-5 +1
6 +2

2. Record maximum health

Your PC begins with 4 maximum health and 4 current health. PCs add 2 to their maximum health (but not current health) each time they gain a level.

3. Choose starting feature

Your PC begins with one of the following features:

Briarborn: Tracking, foraging, survival.

Fingersmith: Tinkering, picking locks or pockets.

Roofrunner: Climbing, leaping, balancing.

Shadowjack: Moving silently, hiding in shadows.

4. Roll or choose six items

Record the location of all items, armor, and weapons: hands, worn, belt, or backpack. Belts carry up to two items, and backpacks can carry as much as a backpack could reasonably fit.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Animal Scent
Bear Trap
Bedroll
Caltrops
Chain (10 ft.)
Chalk
4
Iron tongs
Lantern and Oil
Large Sack
Lockpicks (3)
Manacles
Medicine (3)
2
Chisel
Crowbar
Fishing Net
Glass Marbles
Glue
Grappling Hook
5
Metal file
Rations (3)
Rope (50 ft.)
Steel wire
Shovel
Steel mirror
3
Grease
Hacksaw
Hammer
Hand drill
Horn
Iron spikes
6
Ten Foot Pole
Tinderbox
Torch
Vial of Acid
Vial of Poison
Waterskin

5. Choose combat gear

PCs start with: light armor (+1 armor), a shield (+1 armor, 1 hand), and two weapons:

Characters have a base armor rating of 6. Wearing light armor increases it to 7, and holding a shield in one hand increases it to 8.

6. Roll or Create Appearance

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Aquiline
Athletic
Barrel-Chested
Boney
Brawny
Brutish
4
Hideous
Lanky
Pudgy
Ripped
Rosy
Scrawny
2
Bull Necked
Chiseled
Coltish
Corpulent
Craggy
Delicate
5
Sinewy
Slender
Slumped
Solid
Square-Jawed
Statuesque
3
Furrowed
Gaunt
Gorgeous
Grizzled
Haggard
Handsome
6
Towering
Trim
Weathered
Willowy
Wiry
Wrinkled

7. Roll or Create Physical Detail

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Acid scars
Battle scars
Birthmark
Braided hair
Brand mark
Broken nose
4
Long hair
Matted hair
Missing ear
Missing teeth
Mustache
Mutton Chops
2
Bronze skinned
Burn scars
Bushy eyebrows
Curly hair
Dark skinned
Dreadlocks
5
Nine fingers
Oiled hair
One-eyed
Pale skinned
Piercings
Ritual scars
3
Exotic accent
Flogging scars
Freckles
Gold tooth
Hoarse voice
Huge beard
6
Sallow skin
Shaved head
Sunburned
Tangled hair
Tattoos
Topknot

8. Roll or Create Background

A PC’s background does not have any particular mechanical effects. The GM may take it into account, however, when deciding what the PC knows or who their contacts are.

 
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3
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5
6
 
1
2
3
4
5
6
1
Alchemist
Beggar-prince
Blackmailer
Bounty-hunter
Chimney sweep
Coin-clipper
4
Hedge knight
Highwayman
Housebreaker
Kidnapper
Mad prophet
Mountebank
2
Contortionist
Counterfeiter
Cultist
Cutpurse
Debt-collector
Deserter
5
Peddler
Pit-fighter
Poisoner
Rat-catcher
Scrivener
Sellsword
3
Fence
Fortuneteller
Galley slave
Gambler
Gravedigger
Headsman
6
Slave
Smuggler
Street performer
Tattooist
Urchin
Usurer

9. Roll or Create Clothing

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Antique
Battle-torn
Bedraggled
Blood-stained
Ceremonial
Dated
4
Grimy
Haute couture
Lacey
Livery
Mud-stained
Ostentatious
2
Decaying
Eccentric
Elegant
Embroidered
Exotic
Fashionable
5
Oversized
Patched
Patterned
Perfumed
Practical
Rumpled
3
Flamboyant
Food-stained
Formal
Frayed
Frumpy
Garish
6
Sigils
Singed
Tasteless
Undersized
Wine-stained
Worn out

10. Roll or Create Personality

 
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2
3
4
5
6
 
1
2
3
4
5
6
1
Bitter
Brave
Cautious
Chipper
Contrary
Cowardly
4
Lazy
Loyal
Menacing
Mopey
Nervous
Protective
2
Cunning
Driven
Entitled
Gregarious
Grumpy
Heartless
5
Righteous
Rude
Sarcastic
Savage
Scheming
Serene
3
Honor-bound
Hotheaded
Inquisitive
Irascible
Jolly
Know-it-all
6
Spacey
Stoic
Stubborn
Stuck-up
Suspicious
Wisecracking

11. Roll or Create Mannerism

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Anecdotes
Breathy
Chuckles
Clipped
Cryptic
Deep voice
4
Mumbles
Narrates
Overly casual
Quaint sayings
Rambles
Random facts
2
Drawl
Enunciates
Flowery speech
Gravelly voice
Highly formal
Hypnotic
5
Rapid-fire
Rhyming
Robotic
Slow speech
Speechifies
Squeaky
3
Interrupts
Laconic
Laughs
Long pauses
Melodious
Monotone
6
Street slang
Stutters
Talks to self
Trails off
Very loud
Whispers

12. Record Name, Level, and XP

Keep your name short and memorable. You begin at level 1 and with zero XP.


Magic

Generating spells

If a PC has spell slots, its player must generate spells to fill them. This is done during character creation and every morning in-game after the PC gets a full night of rest. Spells in spell slots cannot be removed except by casting them.

To generate a spell, the player first rolls 2d on the table below to find the spell formula. One die indicates the row, the other indicates the column.

  1-3 4-6
1 Physical Effect + Physical Form Ethereal Element + Physical Form
2 Physical Effect + Ethereal Form Ethereal Element + Ethereal Form
3 Ethereal Effect + Physical Form Physical Effect + Physical Element
4 Ethereal Effect + Ethereal Form Physical Effect + Ethereal Element
5 Physical Element + Physical Form Ethereal Effect + Physical Element
6 Physical Element + Ethereal Form Ethereal Effect + Ethereal Element

Once the player has found the spell formula, they roll on the two indicated magic tables to create the spell’s name. The GM then tells the player the spell’s general effects, based on its name. Offensive spells typically allow their targets a danger roll to resist or avoid the effects. If the spell includes damage, the GM can either set a flat damage rating, or rate the damage as a number of dice from 1 to 6.

Players may also suggest uses for the spell outside of the GM’s description. If the suggested effect matches the spells name and the situation very closely, the GM should usually allow it.

The GM may also opt to roll random spells from spell lists written for other old-school games.

Casting a spell

Casting a spell takes one action if cast during combat. The GM is the final arbiter of how the spell manifests and how it affects the current situation. After being cast, the spell is erased from the caster’s spell slot and cannot be cast again.

Physical Effects

 
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2
3
4
5
6
 
1
2
3
4
5
6
1
Animating
Attracting
Binding
Blossoming
Consuming
Creeping
4
Levitating
Opening
Petrifying
Phasing
Piercing
Pursuing
2
Crushing
Diminishing
Dividing
Duplicating
Enveloping
Expanding
5
Reflecting
Regenerating
Rending
Repelling
Resurrecting
Screaming
3
Fusing
Grasping
Hastening
Hindering
Illuminating
Imprisoning
6
Sealing
Shapeshifting
Shielding
Spawning
Transmuting
Transporting

Physical Elements

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Acid
Amber
Bark
Blood
Bone
Brine
4
Moss
Obsidian
Oil
Poison
Rat
Salt
2
Clay
Crow
Crystal
Ember
Flesh
Fungus
5
Sand
Sap
Serpent
Slime
Stone
Tar
3
Glass
Honey
Ice
Insect
Wood
Lava
6
Thorn
Vine
Water
Wine
Wood
Worm

Physical Forms

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Altar
Armor
Arrow
Beast
Blade
Cauldron
4
Horn
Key
Mask
Monolith
Pit
Prison
2
Chain
Chariot
Claw
Cloak
Colossus
Crown
5
Sentinel
Servant
Shield
Spear
Steed
Swarm
3
Elemental
Eye
Fountain
Gate
Golem
Hammer
6
Tentacle
Throne
Torch
Trap
Wall
Web

Ethereal Effects

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Avenging
Banishing
Bewildering
Blinding
Charming
Communicating
4
Excruciating
Foreseeing
Intoxicating
Maddening
Mesmerizing
Mind Reading
2
Compelling
Concealing
Deafening
Deceiving
Deciphering
Disguising
5
Nullifying
Paralyzing
Revealing
Revolting
Scrying
Silencing
3
Dispelling
Emboldening
Encoding
Energizing
Enlightening
Enraging
6
Soothing
Summoning
Terrifying
Warding
Wearying
Withering

Ethereal Elements

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Ash
Chaos
Distortion
Dream
Dust
Echo
4
Plague
Plasma
Probability
Rain
Rot
Shadow
2
Ectoplasm
Fire
Fog
Ghost
Harmony
Heat
5
Smoke
Snow
Soul
Star
Stasis
Steam
3
Light
Lightning
Memory
Mind
Mutation
Negation
6
Thunder
Time
Void
Warp
Whisper
Wind

Ethereal Forms

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Aura
Beacon
Beam
Blast
Blob
Bolt
4
Gaze
Loop
Moment
Nexus
Portal
Pulse
2
Bubble
Call
Cascade
Circle
Cloud
Coil
5
Pyramid
Ray
Shard
Sphere
Spray
Storm
3
Cone
Cube
Dance
Disk
Field
Form
6
Swarm
Torrent
Touch
Vortex
Wave
Word

Mutation

Use these results for magical curses, or spells that have gone wrong somehow.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Ages
Attracts birds
Child-form
Corpulence
Covered in hair
ANIMAL arms
4
Hunchback
Item-form
Long arms
Lose all hair
Loses teeth
MONSTER FEATURE
2
ANIMAL eyes
ANIMAL head
ANIMAL legs
ANIMAL mouth
ANIMAL skin
ANIMAL form
5
MONSTER TRAIT
No eyes
No mouth
PHYSICAL ELEMENT Skin
Second face
Sheds skin
3
Cyclops
Extra arms
Extra eyes
Extra legs
Forked tongue
Gender swap
6
Shrinks
Shrivels
Skin boils
Slime trail
Translucent skin
Weeps blood

Insanity's

Results in quotation marks are things that are believed to be true by the insane character.

 
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2
3
4
5
6
 
1
2
3
4
5
6
1
Always lies
Always polite
“ANIMAL Form”
Cannot count
Cannot lie
Face-blind
4
Fears rivers
Fears silence
Fears sleep
Fears sunlight
Fears the moon
Fears trees
2
Fears birds
Fears blood
Fears books
Fears darkness
Fears fire
Fears gold
5
Genius
Gorgeous
Hates violence
Invisible
Invulnerable
MONSTER ABILITY
3
Fears horses
Fears iron
Fears music
Fears own hand
Fears PC
Fears rain
6
MONSTER FEATURE
MONSTER TRAIT
Must sing
New PERSONALITY
Says thoughts
Sees dead people

Omens / Catastrophes

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
All iron rusts
Animals die
Animals MUTATE
Birds attack
City appears
Deadly fog
4
Mass INSANITY
Mass MUTATION
Mass slumber
Meteor strike
Mirrors speak
No stars
2
Dream plague
Endless night
Endless rain
Endless storm
Endless twilight
Endless winter
5
Outsider enters
People shrink
People vanish
Plants wither
Portal opens
Rifts open
3
Fae return
Forest appears
Forgetfulness
Graves open
Lamentations
Maggots
6
Shadows speak
Space distorts
Stones speak
Total silence
Tower appears
Water to blood

Monsters & Animals

Creating monsters

Maze Rats assumes a world where most of the NPCs are human or humanoid. Otherworldly, unnatural, or aberrant creatures should be kept to a minimum to increase their impact on the players and gameplay. They lurk in the dark, deserted places of the world, hiding from the light of civilization.

Monsters should also be surprising, unique, and present players with an interesting problem to solve: overcoming a foe whose true nature is unknown. As a result, monsters should be custom designed by the GM.

Creating a monster can be as simple as combining an animal with an effect, element, or form from the magic tables. However, if the GM desires additional detail, the monster tables to the right can be used to combine random animals, traits, abilities, features, tactics, weaknesses and personalities.

Monster and NPC stats

Health. Weak: 1d. Typical: 2d. Tough: 3d. Hulking: 4d. Colossal: 6d.

Armor. Unarmored: 6 armor. Light protection: 7 armor. Moderate protection: 8 armor. Heavy protection: 9 armor. Nigh impervious: 10 armor. Note that armor can also be used to represent a monster’s resistance to mundane weapons, or other factors that would make it difficult to harm.

Attack Bonus. Untrained: +0 AB. Trained: +1 AB. Dangerous: +2 AB. Masterful: +3 AB. Lethal: +4 AB.

STR Bonus. Weak: +0 STR. Average: +1 STR. Strong: +2 STR. Powerful: +3 STR. Monstrous: +4 STR.

DEX Bonus. Slow: +0 DEX. Average: +1 DEX. Nimble: +2 DEX. Swift: +3 DEX. Blurred: +4 DEX.

WIL Bonus. Dimwitted: +0 WIL. Average: +1 WIL. Clever: +2 WIL. Brilliant: +3 WIL. Genius: +4 WIL.

Magic. While some monsters may have spells and spell slots like a human, most are innately magical. These monsters do not follow the normal spellcasting rules, and may have abilities that are always active or that can simply be used at will.

Monster Base

Roll once, or roll twice and combine the results.

1-2 3-4 5-6
Aerial Terrestrial Aquatic

Aerial Animals

 
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2
3
4
5
6
 
1
2
3
4
5
6
1
Albatross
Bat
Beetle
Bird of Paradise
Butterfly
Condor
4
Kingfisher
locust
Magpie
Mantis
Mockingbird
Mosquito
2
Crane
Crow
Dragonfly
Eagle
Falcon
Firefly
5
Moth
Owl
Parrot
Peacock
Pelican
Pteranodon
3
Flamingo
Fly
Flying Squirrel
Goose
Gull
Hummingbird
6
Rooster
Sparrow
Swan
Vulture
Wasp
Woodpecker

Terrestrial Animals

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Ant
Ape
Armadillo
Badger
Bear
Boar
4
Mole
Ostrich
Ox
Porcupine
Rabbit
Raccoon
2
Caterpillar
Centipede
Chameleon
Cockroach
Deer
Elephant
5
Rat
Rhinoceros
Scorpion
Sheep
Slug
Snail
3
Ferret
Fox
Giraffe
Goat
Horse
Human
6
Snake
Spider
Squirrel
Tiger
Wolf
Wolverine

Aquatic Animals

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Alligator
Amoeba
Angler-fish
Beaver
Clam
Crab
4
Octopus
Otter
Penguin
Platypus
Puffer-fish
Salamander
2
Dolphin
Eel
Frog
Hippopotamus
Jellyfish
Leech
5
Sea Anemone
Sea Urchin
Seahorse
Seal
Shark
Shrimp
3
Lobster
Manatee
Manta Ray
Muskrat
Narwhal
Newt
6
Squid
Swordfish
Tadpole
Turtle
Walrus
Whale

Monster Features

Features can be used as loot. They can be crafted into items or sold to alchemists as ingredients for potions.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Antlers
Beak
Carapace
Claws
Compound Eyes
Eye Stalks
4
Plates
Plumage
Proboscis
Scales
Segments
Shaggy Hair
2
Fangs
Fins
Fur
Gills
Hooves
Horns
5
Shell
Spikes
Spinnerets
Spines
Stinger
Suction Cups
3
Legless
Long Tongue
Many-Eyed
Many-Limbed
Mucus
Pincers
6
Tail
Talons
Tentacles
Trunk
Tusks
Wings

Monster Traits

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Amphibious
Bloated
Brittle
Cannibal
Clay-Like
Colossal
4
Illusory
Intelligent
Iridescent
Luminous
Many-Headed
Mechanical
2
Crystalline
Decaying
ETHEREAL ELEMENT
Ethereal
Ever-Young
Eyeless
5
PHYSICAL ELEMENT
Planar
Reflective
Rubbery
Shadowy
Sharp
3
Fearless
Fluffy
Fungal
Gelatinous
Geometric
Hardened
6
Skeletal
Slimy
Sticky
Stinking
Tiny
Translucent

Monster Abilities

The GM should give the players clues about a monster’s abilities to get them thinking about how to deal with it.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Absorbing
Acid Blood
Anti-Magic
Blinding
Breath Weapon
Camouflaging
4
Mimicking
Mind-Reading
Paralyzing
Phasing
PHYSICAL EFFECT
Poisonous
2
Duplicating
Electric
Entangling
ETHEREAL EFFECT
Exploding
Flying
5
Radioactive
Reflective
Regenerating
Shape-shifting
Spell-Casting
Stealthy
3
Gaze Weapon
Hypnotizing
Impervious
Invisible
Life-Draining
Magnetic
6
Strangling
Super-Strength
Telekinetic
Teleporting
Vampiric
Wall-Crawling

Monster Tactics

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Ambush
Call for support
Capture
Charge
Climb foes
Compel worship
4
Manipulate
Mock
Monologue
Order minion
Protect leader
Protect self
2
Create barrier
Deceive
Demand duel
Disorient
Encircle
Evade
5
Scatter foes
Stalk
Steal from
Swarm
Target insolent
Target leader
3
Gang up
Gather strength
Go berserk
Harry
Hurl foes
Immobilize
6
Target nearest
Target richest
Target strongest
Target weakest
Toy with
Use terrain

Monster Personality

Roll on this table or on the Personality table from the Characters page.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Alien
Aloof
Bored
Cautious
Cowardly
Curious
4
Jaded
Jovial
Legalistic
Manipulative
Megalomaniac
Melancholy
2
Devious
Distractible
Educated
Embittered
Envious
Erudite
5
Meticulous
Mystical
Obsessive
Out of Touch
Paranoid
Polite
3
Fanatical
Forgetful
Generous
Hateful
Honorable
Humble
6
Psychopathic
Sophisticated
Touchy
Unimpressed
Vain
Xenophobic

Monster Weakness

Monsters do not have to have specific weaknesses, but it can be a good way to reward research and preparation.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Bells
Birdsong
Children
Cold
Cold Iron
Competition
4
Mistletoe
Moonlight
Music
Methods
Phylactery
PHYSICAL ELEMENTS
2
Conversation
Deformity
Flattery
Flowers
Gifts
Gold
5
Puzzles
Riddles
Rituals
Silver
Sunlight
Tears
3
Heat
Holy Icon
Holy Water
Home Cooking
Insanities
Mirrors
6
True Name
VALUABLE MATERIALS
Weak Spot
Weapon Items
Wine
Wormwood

Characters

Civilized NPC

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Acolyte
Actor
Apothecary
Baker
Barber
Blacksmith
4
Item-Seller
Jeweler
Knight
Locksmith
Mason
Miller
2
Brewer
Bureaucrat
Butcher
Carpenter
Clock-maker
Courier
5
Musician
Noble
Painter
Priest
Scholar
Scribe
3
Courtier
Diplomat
Fishmonger
Guard
Haberdasher
Innkeeper
6
Sculptor
Shipwright
Soldier
Tailor
Taxidermist
Wig-maker

Underworld NPC

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Alchemist
Beggar Prince
Blackmailer
Bounty Hunter
Chimney Sweep
Coin-Clipper
4
Hedge Knight
Highwayman
Housebreaker
Kidnapper
Mad Prophet
Mountebank
2
Contortionist
Counterfeiter
Cultist
Cut-purse
Debt Collector
Deserter
5
Peddler
Pit-Fighter
Poisoner
Rat-Catcher
Scrivener
Sell-Sword
3
Fence
Fortuneteller
Galley Slave
Gambler
Gravedigger
Headsman
6
Slave
Smuggler
Street Performer
Tattooist
Urchin
Usurer

Wilderness NPC

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Apiarist
Bandit
Caravan Guard
Caravan-er
Druid
Exile
4
Outlander
Tinker
Pilgrim
Poacher
Raider
Ranger
2
Explorer
Farmer
Fisherman
Forager
Fugitive
Hedge Wizard
5
Sage
Scavenger
Scout
Shepherd
Seer
Surveyor
3
Hermit
Hunter
Messenger
Minstrel
Monk
Monster Hunter
6
Tinker
Tomb Raider
Trader
Trapper
Witch
Woodcutter

Female Names

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Adelaide
Alma
Barsaba
Beatrix
Bianca
Cleopha
4
Morgot
Minerva
Nerissa
Odette
Olga
Orchid
2
Clover
Constance
Damaris
Daphne
Demona
Elsbeth
5
Pepper
Phoebe
Piety
Poppy
Silence
Sybil
3
Esme
Fern
Hester
Hippolyta
Jessamine
Jilly
6
Trillby
Tuesday
Ursula
Vivian
Wendy
Zora

Male Names

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Balthazar
Basil
Bertram
Blaxton
Chadwick
Clovis
4
Jules
Leopold
Merrick
Mortimer
Ogden
Orion
2
Destrain
Ellis
Erasmus
Faustus
Finn
Fitzhugh
5
Oswald
Percival
Peregrine
Quentin
Redmaine
Reinhold
3
Florian
Fox
Godwin
Hannibal
Jasper
Jiles
6
Silas
Stilton
Stratford
Tenpiece
Waverly
Webster

Upper Class Surname

This table can also be used for upper-class first names, if you want them to sound extra snobby.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Belvedere
Bithesea
Calaver
Carvolo
De Rippe
Droll
4
La Marque
Malmora
Miter
Oblington
Onymous
Phillifent
2
Dunlow
Edevane
Erelong
Febland
Fernsby
Fisk
5
Portendorfer
Romatet
Rothery
Skorbeck
Slora
Southwark
3
Gastrell
Girdwood
Gorgon
Grimeson
Gruger
Hitheryon
6
Stavish
Vandermeer
Wellbelove
Westerngren
Wexley
Wilberforce

Lower Class Surname

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Barrow
Beetleman
Berrycloth
Birdwhistle
Bobich
Chips
4
Knibbs
Midnighter
Needle
Nethercoat
Pestle
Relish
2
Coffin
Crumpling
Culpepper
Dankworth
Digworthy
Dreggs
5
Rumbold
Rummage
Sallow
Saltmarsh
Silverless
Skitter
3
Gimble
Graveworm
Greelish
Hardwick
Hatman
Hovel
6
Slee
Slitherly
Stoker
Tarwater
Tumbler
Villin

Assets

These are an NPC’s strong points, attributes that make them a valuable ally.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Authority
Avoids Detection
Calls in Favors
Charming
Cooks the Books
Erases Evidence
4
Knows a Guy
Knows a Way In
Launders Money
Learned
Local Celebrity
Local Knowledge
2
Excellent Liar
Extremely Rich
FACTION LEADER
FACTION MEMBER
Feared
Fortified Base
5
Loyal Henchman
Middling Oracle
Nothing to Lose
Owns the Guards
Powerful Spouse
Procures Gear
3
Gorgeous
Hears Rumors
Huge Family
Huge Library
Impersonator
Interrogator
6
Pulls the Strings
Secret Lab
Sell Contraband
Smuggles Goods
Spy Network
War Hero

Liabilities

These are an NPC’s weak points, chinks in their armor that can be exploited to defeat them.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Addiction
Alcoholic
Corrupt Ally
Coward
Decadent
Forbidden Love
4
Narcissist
Needs Medicine
OCD
Paranoid
Partier
Poor Equipment
2
Gambler
Glutton
Greedy
Heretic
Huge Dept
Impostor
5
Protective
Scandalous
Softhearted
Strict Routines
Superstitious
Suspicious
3
INSANITY
Jealous
Leave Evidence
Many Enemies
Misinformed
Money Trail
6
Temper
Trusting
Vulnerable Base
Wanted
Weak Willed
Widely Despised

NPC Goals

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
A Better Life
Acceptance
Acquire ITEM
Craft ITEM
Destroy FACTION
Destroy ITEM
4
Locate NPC
Love
Mastery
Power
Reach Location
Rescue NPC
2
Enlightenment
Fame
Found FACTION
Freedom
Glory
Impress NPC
5
Resolve Dispute
Restore FACTION
Reveal a Secret
Revenge
Sabotage FACTION
Serve a Deity
3
Infamy
Infiltrate FACTION
Justice
Kidnap NPC
Lead FACTION
Learning
6
Serve Evil
Serve FACTION
Serve Ideology
Serve Leader
Serve the Needy
Wealth

Misfortunes

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Abandoned
Addicted
Arrested
Blackmailed
Burgled
Challenged
4
Framed
Haunted
Humiliated
Impoverished
Kidnapped
Lost
2
Condemned
Crippled
Cursed
Defrauded
Demoted
Depressed
5
Mobbed
Mutilated
Overworked
Poisoned
Pursued
Rejected
3
Discredited
Dismissed
Disowned
Exiled
Famished
Forgotten
6
Replaced
Robbed
Sick
Sued
Suspected
Transformed

Missions

Use this table in combination with items, locations, NPCs, factions, and so on to generate missions for the PCs. You can also use it as a source of problems, rumors or nearby events to generate plot hooks.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Apprehend
Assassinate
Blackmail
Burgle
Chart
Convince
4
Infiltrate
Interrogate
Investigate
Kidnap
Locate
Plant
2
Deface
Defraud
Deliver
Destroy
Discredit
Escort
5
Protect
Raid
Replace
Retrieve
Rob
Ruin
3
Exfiltrate
Extort
Follow
Frame
Impersonate
Impress
6
Sabotage
Smuggle
Surveil
Take Over
Terrorize
Threaten

Methods

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Alchemy
Blackmail
Bluster
Bribery
Bullying
Bureaucracy
4
Investigation
Legal maneuvers
Manipulation
Misdirection
Money
Nagging
2
Charm
Commerce
Cronies
Debate
Deceit
Deduction
5
Negotiation
Persistence
Piety
Preparation
Quick Wit
Research
3
Eloquence
Espionage
Fast-talking
Favors
Hard Work
Humor
6
Rumors
Sabotage
Teamwork
Theft
Threats
Violence

Appearances

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Aquiline
Athletic
Barrel-Chested
Boney
Brawny
Brutish
4
Hideous
Lanky
Pudgy
Ripped
Rosy
Scrawny
2
Bull-necked
Chiseled
Coltish
Corpulent
Craggy
Delicate
5
Sinewy
Slender
Slumped
Solid
Square-Jawed
Statuesque
3
Furrowed
Gaunt
Gorgeous
Grizzled
Haggard
Handsome
6
Towering
Trim
Weathered
Willowy
Wiry
Wrinkled

Physical Details

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Acid Scars
Battle Scars
Birthmark
Braided Hair
Brand Mark
Broken Nose
4
Long Hair
Matted Hair
Missing Ear
Missing Teeth
Mustache
Mutton Chops
2
Bronze Skin
Burn Scars
Bushy Eyebrows
Curly Hair
Dark Skinned
Dreadlocks
5
Nice Fingers
Oiled Hair
One Eyed
Pale Skinned
Piercings
Ritual Scars
3
Exotic Accent
Flogging Scars
Freckles
Gold Tooth
Hoarse Voice
Huge Beard
6
Sallow Skin
Shaved Head
Sunburned
Tangled Hair
Tattoos
Topknot

Clothing

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Antique
Battle-Torn
Bedraggled
Bloodstained
Ceremonial
Dated
4
Grimy
Haute Couture
Lacey
Livery
Mud Stained
Ostentatious
2
Decaying
Eccentric
Elegant
Embroidered
Exotic
Fashionable
5
Over-sized
Patched
Patterned
Perfumed
Practical
Rumpled
3
Flamboyant
Food Stained
Formal
Frayed
Frumpy
Garish
6
Sigils
Singed
Tasteless
Undersized
Wine-Stained
Worn-out

Personalities

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Bitter
Brave
Cautious
Chipper
Contrary
Cowardly
4
Lazy
Loyal
Menacing
Mopey
Nervous
Protective
2
Cunning
Driven
Entitled
Gregarious
Grumpy
Heartless
5
Righteous
Rude
Sarcastic
Savage
Scheming
Serene
3
Honor-bound
Hotheaded
Inquisitive
Irascible
Jolly
Know-It-All
6
Spacey
Stoic
Stubborn
Stuck-Up
Suspicious
Wisecracking

Mannerisms

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Anecdotes
Breathy
Chuckles
Clipped
Cryptic
Deep Voice
4
Mumbles
Narrates
Overly Casual
Quaint Sayings
Rambles
Random Facts
2
Drawl
Enunciates
Flowery Speech
Gravelly Voice
Highly Formal
Hypnotic
5
Rapid-Fire
Rhyming
Robotic
Slow Speech
Speechifies
Squeaky
3
Interrupts
Laconic
Laughs
Long Pauses
Melodious
Monotone
6
Street Slang
Stutters
Talks-To-Self
Trails Off
Very Loud
Whispers

Secrets

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Addicted
Artificial
Assassin
Bankrupt
Beholden
Counterspy
4
Insurrectionist
Low born
Married
Mind-controlled
MISFORTUNE
Monster hunter
2
Addicted
Artificial
Assassin
Bankrupt
Beholden
Counterspy
5
Non-human
NPC
Polygamist
Protects relic
Scandalous birth
Secret police
3
Ghost
Has a child
Heretic
High born
Huge fortune
Illusion
6
Serial killer
Smuggler
Spy
Time traveler
Transformed
War criminal

Reputations

Reputations are not necessarily true. They are just how the local community perceives the character.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Ambitious
Authoritative
Boor
Borrower
Celebrity
Charitable
4
Misanthrope
Miser
Neighborly
Nut-job
Obnoxious
Over-educated
2
Cheat
Dangerous
Entertainer
Gossip
Hardworking
Holy
5
Partier
Pious
Proper
Prophet of doom
Repulsive
Respected
3
Honest
Hypochondriac
Idiot
Influential
Layabout
Leader
6
Riffraff
Scandalous
Slime ball
Terrifying
Weirdo
Wise

Hobbies

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Archaeology
Art collecting
Bad fiction
Calligraphy
Card games
Clockwork
4
Horse-racing
Hunting
Instrument
Knitting
Lawn games
Mountaineering
2
Collecting cats
Cuisine
Dark lore
Dog breeding
Embroidery
Exercise
5
Opera
Painting
Poetry
Puzzle-solving
Riddling
Science
3
Falconry
Fashion
Fishing
Foreign cultures
Gardening
History
6
Sculpture
Sketching
Smoking
Theater
Weaving
Whiskey

Relationships

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Adviser
Blackmailer
Business partner
Business rival
Buyer
Captor
4
Parent
Patron
Political rival
Prisoner
Protege
Quarry
2
Client
Confidant
Debtor
Disciple
Guardian
Henchman
5
Right hand
Romantic rival
Servant
Sibling
Social rival
Spouse
3
Idol
Informant
Master
Mentor
Nemesis
Offspring
6
Stalker
Suitor
Supplicant
Supplier
Sweetheart
Unrequited love

Divine Domains

Use this table to generate divinities in your setting, or as a way to align NPCs with universal forces.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
ANIMAL
Balance
Betrayal
Chance
Chaos
Conquest
4
NPC
Oaths
Order
Plague
Purification
Reason
2
Cycles
Death
Destiny
Dreams
ELEMENT
Gateways
5
Schemes
Secrets
Storms
Summer
Sun
The Forge
3
Judgment
Love
Memory
Monsters
Moon
Motherhood
6
The Sea
The Wild
Time
Underworld
Wealth
Winter

After The Party

After a long night of celebration, roll a random result if the PC fails a WILL danger roll.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Absurd boasts
Adopted a child
Awarded medal
Bought the inn
Cursed
Duel scheduled
4
Lost at gambling
Lost reputation
New identity
New tattoo
Poisoned
Recruited
2
Elected to office
Given a quest
Got married
In a coffin
In love
In the stocks
5
Robbed
Roof on fire
Shanghaied
Sick
Signed contract
Someone died
3
Inconvenient pet
Insulted a noble
Insulted Faction
Joined a cult
Letter of thanks
Lost
6
Spilled secrets
Started a cult
Swindled
Thrown in jail
Unruly mob
Wrong clothes

Treasure & Equipment

Use the list of gold prices below as a guideline. Players may have to haggle for actual prices.


Light weapons: 1 hand (20g)

Heavy weapons: +1 damage, 2 hands. (40g)

Ranged weapons: 2 hands. (20-40g)


Shield: One handed, +1 armor (10g)

Light Armor: +1 armor. (100g)

Heavy Armor: +2 armor, no advantage on DEX danger rolls or surprise attack rolls. (400g)


Common Items: Rope, candles, etc. (1-5g)

Specialized Items: Bear trap, key, etc. (5-20g)

Luxury Items: Book, mirror, potion etc. (20-100g)


Animals: Mule (20g), Horse (100g), Dog (5g), Bloodhound (100g), Chicken (5g), Trained falcon (1,000g).

Transport: Cart (30g), Wagon (100g), Coach (250g). Rowboat (50g), Fishing boat (500g), Caravel (5,000g), Warship (10,000g).

Property: Small House (1,000g), Tavern (2,000g), Guildhall (5,000g), Manor (10,000g) Fortified Outpost (25,000g), Estate (50,000g), Castle (200,000g)


Hirelings (all prices are per day): Servant (1-5g), Torchbearer (5-10g) Guide (10-20g) Sellsword (20-50g) Specialist (50-100g) Magician (100-200g)

Miscellaneous Items

Players may find miscellaneous items when they loot dead bodies or pick someone’s pocket.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Bowl
Brass bell
Brooch
Carved figurine
Cup
Deck of cards
4
Long fork
Numbered key
Oil lamp
Old doll
Paint pot
Pencil
2
Drawing
Foreign coin
Game piece
Glass eye
Glass jar
Hair comb
5
Purse
Quill pen
Salve
Scissors
Scroll
Sealed letter
3
Handkerchief
Hinged box
Hourglass
Human tooth
Hunting horn
Loaded dice
6
Sewing needle
Shaving razor
Silver button
Skull
Tobacco pipe
Wine bottle

Worn Items

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Belt
Blouse
Boots
Bracelet
Breastplate
Brigandine
4
Leather armor
Locket
Mail Shirt
Mask
Necklace
Padded armor
2
Cincture
Cloak
Coat
Dress
Earing
Eyepatch
5
Plate mail
Ring
Robe
Sandals
Scarf
Shirt
3
Gauntlets
Glove
Gown
Hat
Helmet
Hose
6
Shoes
Skirt
Slippers
Socks
Trousers
Veil

Weapon Items

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Arming sword
Backsword
Battleaxe
Blowpipe
Claymore
Club
4
Longbow
Longsword
Mace
Maul
Morningstar
Pike
2
Crossbow
Cutlass
Dagger
Flail
Flanged mace
Glaive
5
Scimitar
Shortbow
Sickle
Sling
Spear
Staff
3
Halberd
Hammer
Hatchet
Horsebow
Hunting knife
Lance
6
Stake
Stiletto
Throwing axe
Warhammer
Warpick
Whip

Book Subjects

When a PC finds a useful book, roll 1d. The result is the number of questions the book can answer.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Alchemy
Art
Astrology
Blackmail
Charts & maps
Conspiracies
4
Lost empires
Lost places
Love poems
Monsters
Mythology
Odd customs
2
Cookbook
Criminals
Divination
Etiquette
Fashion
Genealogy
5
Oratory
Propaganda
Prophecies
Siegecraft
Songs
State secrets
3
Hagiography
History
Journal
Language
Laws
Letters
6
Sword fighting
Theology
Treasures
War chronicle
Who’s who
Witch-hunting

Tool Items

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Acid flask
Bear trap
Bellows
Bolt-cutters
Chain
Chisel
4
Lens
Lock/key
Lockpicks
Manacles
Metal file
Mortar/pestle
2
Crowbar
Door ram
Ear trumpet
Fire oil
Fishing hook
Goggles
5
Needle
Pickaxe
Pitchfork
Pliers
Pole
Pulleys
3
Grappling hook
Grease
Hacksaw
Hammer
Hand drill
Lantern
6
Rope
Scissors
Shovel
Spikes
Steel wire
Tongs

Potions

Figuring out what a potion does may require experimentation. Potions that have gone bad or prepared incorrectly may cause mutations or insanities.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Animal-form
Body swap
Camouflage
Control animals
Control element
Cure affliction
4
Item-form
Magic immunity
Mirror image
Monster Ability
Monster Feature
Monster Trait
2
Detect evil
Detect gold
Detect hidden
Direction sense
Element-form
Element-skin
5
Mutation
Night vision
Random spell
Restore health
Speed
Stretchy
3
Extra arm
Flight
Ghost-speech
Heat vision
Insanity
Invulnerable
6
Super-jump
Super-strength
Telekinesis
Tongues
Water-breathing
Water-walking

Magical Ingredients

Use these ingredients for potion or poison making.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Ancient liquor
Animal
Blind eye
Boiled cat
Book page
Bottled fog
4
Monk’s vow
Monster Feature
Newborn’s cry
Oil portrait
Phys. Element
Poisonous Plant
2
Coffin nail
Corpse’s hair
Crossroad dust
Cultist entrails
Edible Plant
Exotic spice
5
Potion
Pyre ember
Queen bee
Queen’s blood
Ship’s barnacle
Star-metal
3
Killer’s hand
King’s tooth
Last breath
Liar’s tongue
Lightning bolt
Lodestone
6
Thief’s finger
Tomb flower
Val. Material
Wedding ring
Widow’s tears
Wizard skull

Treasure Items

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Alchemy recipe
Amulet
Astrolabe
Blueprints
Calligraphy
Carpet
4
Orrery
Painting
Perfume
Prayer book
Printing block
Rare textile
2
Compass
Contract
Crown
Crystal
Deed
Embroidery
5
Royal robes
Saint’s relic
Scrimshaw
Sextant
Sheet music
Signet ring
3
Fine china
Fine liquor
Instrument
Magical book
Microscope
Music box
6
Silverware
Spices
Spyglass
Tapestry
Telescope
Treasure map

Treasure Traits

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Altered
Ancient
Blessed
Bulky
Compact
Consumable
4
Forbidden
Fragile
Heavy
Immovable
Impracticable
Indestructible
2
Cultural value
Cursed
Damaged
Disguised
Draws enemies
Effect
5
Intelligent
Masterwork
Military value
Non-human
Owned
Partial
3
Element
Embellished
Encoded
Exotic
Extra-planar
Famous
6
Political value
Religious value
Repaired
Royal
Toxic
Vile

Valuable Materials

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Alabaster
Amber
Aquamarine
Azurite
Beryl
Black Pearl
4
Jade
Jasper
Jet
Lapis Lazuli
Malachite
Moonstone
2
Bloodstone
Bone China
Chalcedony
Cinnabar
Coral
Diamond
5
Onyx
Opal
Pearl
Platinum
Porcelain
Ruby
3
Ebony
Emerald
Fire Agate
Garnet
Gold
Ivory
6
Sapphire
Serpentine
Silver
Star Iron
Topaz
Turquoise

The City

City Themes

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
ANIMAL
Aristocracy
Art
Bureaucracy
Castes
Catacombs
4
Meritocracy
NPC
Opulence
PHYSICAL ELEMENT
Pilgrimages
Piracy
2
CITY ACTIVITY
CITY EVENT
Crime families
Cruelty
DISTRICT THEME
DIVINE DOMAIN
5
Plutocracy
Poverty
Rituals
Slavery
Spices
Theocracy
3
FACTION
Festivals
Feuds
Intrigue
LOW CLASS BUILDING
Martial law
6
Thievery
Trade
Tyranny
UPPER CLASS BUILDING
Wizardry
Xenophobia

City Events

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Assassination
Carnival
Conscription
Coronation
Coup
Cult activity
4
Insurrection
Invasion
Jailbreak
Mass eviction
Mass pardon
Negotiations
2
Curfew
Discovery
Earthquake
Faction war
Fashion trend
Fire
5
Plague
Proclamation
Prohibition
Public games
Refugees
Rioting
3
Flood
Heavy fog
Heavy taxes
Holy day
Hysteria
Inquisition
6
Roundup
Scandal
Serial killer
Shortage
Tournament
Trial

District Themes

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Catacombs
CIVILIZED NPCS
Construction
Crafts
Criminality
Culture
4
LOWER CLASS BUILDING
Marketplace
Memorials
Military
Opulence
Pollution
2
Dining
Education
Entertainment
Finance
Foreigners
Ghettos
5
Poverty
Punishment
Religion
Science
Trade
Trash
3
Government
Graveyards
Green space
Industrialization
Judgment
Livestock
6
UNDER WORLD NPCS
UPPER CLASS BUILDING
Vices
WILDERNESS NPCS
Wizardry
Wonders

Upper Class Buildings

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Academy
Alchemist
Archive
Art dealer
Barber
Bookbinder
4
Lounge
Manor
Museum
Observatory
Opera house
Park
2
Bookseller
Castle
Clock-maker
Clothier
Courthouse
Furrier
5
Physician
Printer
Public baths
Restaurant
Salon
Stables
3
Gallery
Garden
Haberdashery
Jeweler
Law office
Locksmith
6
Taxidermist
Temple
Tobacconist
Townhouse
Winery
Zoo

Lower Class Buildings

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Apothecary
Asylum
Baker
Brewery
Butcher
Candle-maker
4
Mill
Moneylender
Orphanage
Outfitter
Prison
Sewers
2
Catacombs
Cheese-maker
Criminal den
Curiosity shop
Dock
Fighting pit
5
Shipyards
Shrine
Stockyard
Stone-carver
Tattooist
Tavern
3
Forge
Fortuneteller
Gambling hall
Leather-works
Marketplace
Mason
6
Theater
Veterinarian
Warehouse
Watchtower
Weaver
Workshop

City Activities

Use this table as inspiration when creating your random encounter table for each city district.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Abduct
Beg
Brawl
Burgle
Celebrate
Chase
4
Marry
MISSION
Mourn
Party
Patrol
Perform
2
Construct
Cook
Dance
Duel
DUNGEON ACTIVITY
Execute
5
Play
Preach
Process
Proclaim
Protest
Release
3
Extinguish
Extort
Follow
Gamble
Haul
Interrogate
6
Repair
Riot
Rob
Search
Sell
WILDERNESS ACTIVITY

Building Rooms

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Arboretum
Atrium
Attic
Aviary
Ballroom
Baths
4
Larder
Library
Map room
Menagerie
Mews
Nursery
2
Bed chamber
Cabinet
Chapel
Cloakroom
Dining room
Dressing room
5
Pantry
Parlor
Privy
Root cellar
Saucery
Scullery
3
Dungeon Room
Garden
Garret
Greenhouse
Junk room
Kitchen
6
Smoking room
Spicery
Still room
Study
Trophy room
Wardrobe

Tactical Street Features

Combine this table with City Activities to add tactical elements to street combat and encounters.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Arcade
Awnings
Balconies
Barricades
Bridge
Canal
4
Fountain
Gates
Ladders
Livestock
Muddy
Overgrown
2
Carriages
Catwalks
CITY ACTIVITY
Climbable walls
Clotheslines
Crowd
5
Roof access
Roof gardens
Sewer access
Sinkhole
Slick
Steep roofs
3
Dead end
Dense fog
Downpour
DUNGEON ACTIVITY
Flooding
Food stalls
6
Steep streets
Steps
Torn up street
Vermin swarms
Well
WILDERNESS ACTIVITY

Tactical Building Features

Use this table to add challenges, access points, and other useful features to missions involving building interiors.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
ANIMAL nests
Balconies
Basement access
Brightly lit
Broken furniture
Broken glass
4
Overgrown
Patrols
Piles of trash
Pillars
Rotting ceiling
Rotting floors
2
Cabinets
Carpeted floors
Chandeliers
Crawlspaces
Drain pipes
Dumbwaiters
5
Rotting walls
Screens
Servant passages
Sewer access
Shadowy alcoves
Skylights
3
Echoing marble
Hanging chains
Huge fireplace
Narrow ledges
Open windows
Ornate weapons
6
Spy-holes
Staircases
Tall bookshelves
Unlit
Watchdogs
Window drapes

Factions

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Art movement
Beggar’s guild
Black market
Brotherhood
City guard
Conspiracy
4
National church
Noble house
Outlander clan
Outlaw gang
Political party
Religious order
2
Craft guild
Crime family
Crime ring
Dark cult
Explorer’s club
Free company
5
Religious sect
Resistance
Royal army
Royal house
Scholar’s circle
Secret society
3
Gourmand club
Heist crew
Heretical sect
High council
Hired killers
Local militia
6
Spy network
Street artists
Street gang
Street musicians
Theater troupe
Trade company

Faction Traits

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Bankrupt
Bureaucratic
Charitable
Confused
Connected
Corrupt
4
Insular
Manipulative
Martial
PERSONALITY
Pious
Popular
2
Decadent
Decaying
Delusional
Divided
Dwindling
Efficient
5
Righteous
Ruthless
Secret
Subversive
Suppressed
Threatened
3
Esoteric
Expanding
Hunted
Incompetent
Incorruptible
Insane
6
Thriving
Unpopular
Up-and-coming
Wealthy
Well-prepared
Xenophobic

Faction Goals

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Advise leader
Avoid detection
Awaken being
Collect artifacts
Construct base
Control FACTION
4
Exchange goods
Hear rumors
Indulge tastes
Infiltrate FACTION
Map the wild
Overthrow order
2
Control politics
Create artifact
Create MONSTER
Defeat FACTION
Defend borders
Defend leader
5
Preserve lineage
Preserve lore
Produce goods
Promote arts
Promote craft
Purge traitors
3
Destroy artifacts
Destroy being
Destroy villain
Enforce law
Enrich members
Entertain
6
Sell services
Share knowledge
Spread beliefs
Summon evil
Survive
Transport goods

The Wild

Wilderness Regions

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Ashy
Badlands
Bay
Beach
Delta
Desert
4
Jungle
Lowlands
Mesas
Moor
Mountains
Petrified forest
2
Dry lands
Dune sea
Dust bowl
Fjords
Flood lands
Foothills
5
Plains
Rain forest
River lands
Salt Pan
Savanna
Steppe
3
Forest
Glaciers
Heath
Highlands
Hills
Ice fields
6
Taiga
Thickets
Tundra
Volcanic plain
Wetlands
Woodlands

Wilderness Landmarks

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Bog
Boulder field
Butte
Cave
Cliff
Crag
4
Lake-bed
Marsh
Mesa
Moor
Pass
Pit
2
Crater
Creek
Crossing
Ditch
Field
Forest
5
Pond
Rapids
Ravine
Ridge
Rise
River
3
Grove
Hill
Hollow
Hot springs
Lair
Lake
6
Rock-slide
Spring
Swamp
Thickets
Valley
Waterfall

Wilderness Structures

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Altar
Aqueduct
Bandit’s camp
Battlefield
Bonfire
Bridge
4
Inn
Lumber camp
Mine
Monastery
Monument
Orchard
2
Cairn
Crossroads
Crypt
Dam
Dungeon
Farm
5
Outpost
Pasture
Ruin
Seclusion
Shack
Shrine
3
Ford
Fortress
Gallows
Graveyard
Hedge
Hunter’s camp
6
Standing stone
Temple
Village
Wall
Watchtower
Way-stone

Wilderness Region Traits

Combine with Wilderness Regions.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Ashen
Blasted
Blighted
Broken
Consuming
Corrupted
4
Perilous
Petrified
Phantasmal
Ravenous
Savage
Shadowy
2
Creeping
Desolate
DUNGEON TRAIT
Eternal
ETHEREAL EFFECT
Forsaken
5
Shifting
Shivering
Sinister
Sinking
Smoldering
Sweltering
3
Frozen
Haunted
Howling
Jagged
Lonely
Misty
6
Thorny
Thundering
Torrential
PHYSICAL EFFECT
Wandering
Withered

Wilderness Discoveries

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Blood stains
Bones
Broken weapons
Burrow
CITY ACTIVITY
CIVILIZED NPC
4
MUTATION
Nest
Portal
Resources
Rift
Strange plant
2
Cut ropes
Dead animal
DUNGEON ACTIVITY
Food scraps
Grave marker
Human corpse
5
Stunned NPC
Supplies
Torn flag
Tracks
Trap
Treasure cache
3
ITEM
Lost NPC
Magical effect
Map
Message
Migration
6
UNDER. NPC
WILDERNESS ACTIVITY
WILDERNESS LANDMARK
WILDERNESS STRUCTURE
WILDERNESS NPC
Wizard fight

Wilderness Activities

Use this table as inspiration when creating your random encounter table for the current wilderness region.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Ambush
Argue
Birth
Build
Bury
Capture
4
Forage
Hunt
March
Raid
Rescue
Rest
2
CITY ACTIVITY
Convene
Demolish
Die
Duel
DUNGEON ACTIVITY
5
Sacrifice
Scout
Sing
Skin
Skirmish
Slay
3
Eat
Excavate
Feast
Felling
Fish
Flee
6
Sleep
Swim
Track
Trap
Wander
Worship

Wilderness Hazards

Use this table to create your own personalized table that fits the type of terrain the PCs are in.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Avalanche
Blizzard
Brush-fire
Cloudburst
Cyclone
Dense fog
4
Locust swarm
Magma flow
Meteor strike
Monsoon
Mud-flow
Mudslide
2
Downpour
Drizzle
Dust storm
Earthquake
Eruption
Flooding
5
Predator
Quicksand
Rain of frogs
Rock-slide
Sandstorm
Sleet
3
Forest fire
Hail
Heat wave
Hurricane
Ice storm
Light mist
6
Snow
Stampede
Thunderstorm
Tsunami
Whirlpool
Windstorm

Edible Plants

Use this table and the Poisonous Plants table when PCs forage for food in the wild.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Acorns
Apples
Asparagus
Blackberries
Blueberries
Carrots
4
Hickory nuts
Honeysuckle
Leeks
Milk thistle
Mint
Mulberries
2
Cattail
Cherries
Chickweed
Chicory
Clover
Dandelion
5
Mushrooms
Mustard
Onion
Pecans
Persimmons
Raspberries
3
Dead-nettle
Elderberries
Fireweed
Gooseberries
Hazelnuts
Henbit
6
Strawberries
Walnuts
Watercress
Wild garlic
Wild grapes
Wood sorrel

Poisonous Plants

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Angel’s Trumpet
Baneberry
Belladona
Black Truffle
Bleeding Heart
Celandine
4
Jessamine
Kudu
Larkspur
Mandrake
Mangrove
Mistletoe
2
Cocklebur
Columbine
Crowncup
Death Cap
Dumbcane
Foxglove
5
Moonflower
Nightshade
Oleander
Ragwort
Reindeer Lichen
Snakeweed
3
Hemlock
Hogweed
Holly
Horse Chestnut
Hyacinth
Ivy
6
Spindle
Stinkhorn
Waxcap
Wine-Cap
Wolfsbane
Wormwood

Inn Adjectives

Combine an Inn Adjective and an Inn Noun, or just two Inn Nouns to create an inn name. For example, the Ghastly Griffin or the Axe & Fork.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Bellowing
Blazing
Bleak
Blessed
Bloody
Crimson
4
Moldy
Muttering
Nimble
Oozing
Petrified
Prancing
2
Cunning
Copper
Dancing
Dead
Drunken
Flying
5
Romantic
Salty
Singing
Shivering
Shrieking
Silver
3
Ghastly
Golden
Helpful
Hideous
Howling
Hungry
6
Smoking
Thirsty
Wicked
Tipsy
Whistling
Wanton

Inn Nouns

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Axe
Barrel
Bear
Bell
Boot
Bowl
4
Hog
Hound
Lamb
Lion
Mackerel
Maid
2
Bucket
Candle
Cock
Cow
Dragon
Egg
5
Monk
Moon
Pipe
Prince
Rat
Skull
3
Elephant
Flea
Fork
Giant
Griffin
Hart
6
Spoon
Star
Swan
Sword
Whale
Wife

Inn Quirks

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
100 years in past
Always night
Animal fights
Bard duels
Bigger inside
Black market
4
Fight club
Five floors
Ghost staff
Haunted
Hideout
Inn/Building
2
Brand new
Cannibals
CITY ACTIVITY
Constant party
Dancing contest
Dead drop
5
Magic sword
Magically moves
Mercs for hire
NPC hangout
Preaching
Secure storage
3
DUNGEON FORM
Expensive
FACTION hangout
FACTION TRAITS
Famous chef
Fey patrons
6
Staff are kids
Talking painting
Underground
VIP lounge
Voice in well
Women only

The Maze

Dungeon Entrances

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
All libraries
Beaver dam
Behind waterfall
Chalk rectangle
Chest bottom
Chimney
4
Magic painting
Man-shape hole
Maze potion
Mirror
Monster mouth
Monster wound
2
Cupboard
Dolmen shadow
Down a well
Fiery pit
Fog road
Forest spring
5
Narrow alley
Rain door
Sewer grate
Sudden rift
Tidal cave
Tower top
3
Giant book
Gypsy wagon
Hollow tree
Huge keyhole
Iron maiden
Living tattoo
6
Tree roots
Under the bed
Unfolded map
Up a tree
Whirlpool
Wine barrel

Dungeon Forms

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Arena
Asylum
Aviary
Bank
Baths
Body
4
Library
Market
Mine
Monastery
Museum
Nursery
2
BUILDING ROOM
Casino
Catacombs
Cave
Court
DUNGEON ROOM
5
Orphanage
Palace
Prison
Sewer
Ship
Slave pit
3
Forge
Garden
Hideout
Hotel
LOWER CLASS BUILDING
Laboratory
6
Temple
Theater
UPPER CLASS BUILDING
University
Vault
Zoo

Dungeon Layout

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Ant colony
Central hub
Claustrophobic
Crisscrossing
Curved
Disorienting
4
Mazes
Mix of layouts
Multiple hubs
No corridors
Open plan
Open voids
2
Galleria
Geometric
Gonzo
Haphazard
Highly regular
Honeycomb
5
Organic
Oversized
Recursive
Repetitive
Sprawling
Suspended
3
Intertwined
Isolated wings
Layered
Linear
Loops
Many corridors
6
Symbol shape
Tall and narrow
Themed zones
Vertical
Winding
Ziggurat

Dungeon Ruination

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Arcane disaster
Army invasion
Cannibalism
Civil war
Collapse
Crystal growth
4
Ice
INSANITY
Lava flow
Magical sleep
Melted
Monster attack
2
Curse
Degeneration
Earthquake
Eruption
Evil unearthed
Experiments
5
MUTATION
Outsider attack
Overgrowth
Petrifaction
Plague
Planar overlay
3
Explosion
Famine
Fire
Flooding
Fungus
Haunting
6
Poison gas
Resources gone
Revolt
Risen dead
Too many traps
War

Dungeon Rewards

Not all dungeons have to have rewards, but they provide a good motivation for players to explore.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Ancient lore
Animal ally
Army
Blessing
Blueprints
Cultural artifact
4
Magical ally
Map
Marital ally
Masterpiece
MONSTER ally
Oracle
2
Enemy weakness
Faction ally
Forewarning
Guide
Holy relic
Influential ally
5
Piles of loot
Planar portal
Prophecy
Renown
Spell
Transformation
3
Instructions
Jewels
Key
Lost formula
Machine
Magic ITEM
6
Transport
TREASURE ITEM
Uncovered plot
VALUABLE MATERIAL
Vision
Weapon

Dungeon Activities

Use this table as inspiration when creating your random encounter table for the dungeon.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Besiege
Capture
CITY ACTIVITY
Collect
Construct
Control
4
Negotiate
Patrol
Perform ritual
Purge
Question
Raid
2
Deliver
Demolish
Escape
Feed
Fortify
Guard
5
Repair
Rescue
Research
Revive
Riddle
Scavenge
3
Hide
Hunt
Loot
Map
Mine
MONSTER TACTIC
6
Seize
Tunnel
Unearth
Vandalize
WILDERNESS ACTIVITY
Worship

Dungeon Rooms

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Armory
Banquet hall
Barracks
BUILDING ROOM
Catacombs
Cavern
4
Mess hall
Mine shaft
Museum
Oubliette
Pool
Prison
2
Chasm
Courtyard
Crypt
Dormitory
Fighting pit
Forge
5
Record room
Shrine
Slaughterhouse
Stables
Storeroom
Throne room
3
Fountain
Gate house
Guard room
Kennel
LOWER CLASS BUILDING
Laboratory
6
Torture room
Treasury
UPPER CLASS BUILDING
Vault
Well
Workshop

Dungeon Room Details

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Bias-relief
Blood trail
Bones
Chains
Chalk marks
Claw marks
4
Graffiti
Mosaics
Recent repairs
Rotting books
Rubble
Shed skin
2
Corpses
Cracked beams
Crumbling walls
Decaying food
Decaying nest
Dripping water
5
Slime trails
Spider webs
Stalactites
Stench
Smoke stains
Thick dust
3
Fading murals
Faint breeze
Faint footsteps
Fallen pillars
Fungus
Furniture
6
Torn clothes
Tree roots
Unusual smell
Vibrations
Vines
Whispers

Dungeon Tricks

Tricks are weird effects, puzzles or challenges tied to a dungeon area. They may be dangerous, amusing or anything in between. Use the categories below as inspiration.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Absorption
Activation
Animation
Blessings
Communication
Confusion
4
Mood-alteration
Nullification
PHYSICAL EFFECT
Plane-shift
Protection
Rejuvenation
2
Consumption
Creation
Curses
Deception
Duplication
ETHEREAL EFFECT
5
Release
Reversal
Rotation
Scrying
Size-alteration
Summoning
3
Exchange
Imprisonment
Instructions
Interrogation
Mind-control
MISSION
6
Theft
Time-alteration
Transformation
Transmutation
Transportation
Wonder

Dungeon Hazards

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Acid drip
Bloodsuckers
Cave-in
Choking dust
Crude oil
Crystal shards
4
Poison goo
Poison plants
Precipice
Quicksand
Radiation
Rock-slide
2
Deafening noise
Dense fog
Ensnaring vines
Fallen floor
Flooding
Freezing
5
Rotten ceiling
Rotten floor
Sinkhole
Slippery slope
Spider webs
Spores
3
Geysers
Magma
Magnetic field
Mud flow
Narrow ledge
Narrow passage
6
Steam vents
Strong winds
Tar pit
Tight passage
Toppling object
Toxic fumes

Trap Effect

A good trap should either already be active or should have a fairly obvious trigger. The challenge should come from avoiding the trap’s effects, avoiding the trigger, or finding a way to deactivate it.

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Acid pool
Adhesive
Alarm
Armor melts
Bear trap
Blinding spray
4
Lava flow
Lightning
Living statues
Missile fire
MONSTER FREED
Net trap
2
Blunt pendulum
Boiling tar
Collapsing floor
Crocodile pit
Crushing walls
Deep pit
5
Pendulum blade
Poison gas
Poison needle
Quicksand
Rage gas
Rolling boulder
3
Falling cage
Falling ceiling
Fills with sand
Flooding
Giant magnet
Hard vacuum
6
Room freezes
Room on fire
Sleeping gas
Spiked pit
Tombs open
Wall spikes

Trap Trigger

 
1
2
3
4
5
6
 
1
2
3
4
5
6
1
Blow
Break
Burn
Choice
Countdown
Darkness
4
Press
Proximity
Pull
Read
Reflect
Release
2
Drain
Eat
Insert
Kill
Knock
Light
5
Remove
Retrieve
Rudeness
Shut
Sit
Sleep
3
Magic
Melody
Noise
Open
Phrase
Pour
6
Slide
Touch
Turn
Unbalance
Unearth
Write

Gamemaster's Guide

Sample Game

GM: You are awakened to the sound of breaking glass. Everything is still in the common room of the Sow & Spoon, but you can barely make out some whispering coming from the inn’s kitchen.

Sybil: I look over at Jasper and motion towards the kitchen. Then I begin creeping in that direction, taking care to avoid the other sleeping patrons.

Jasper: I follow her.

GM: Sybil, make a DEX danger roll to stay undetected.

Sybil: I have the Shadowjack path, so I get advantage on this. [Rolls dice] A 2, 4, and 5. I take the 4 and 5 and add +2 from my DEX. 11! I succeed.

GM: Since Jasper is following right behind you and taking your lead, I’ll rule that he stays silent as well.

Jasper: Ok, good. What do we see in the kitchen?

GM: Peeking around the corner, you see the innkeeper you met last night, Silas. He’s asleep on the floor with a bottle of wine.

Jasper: I whisper, “Silas!” And shake him.

GM: He starts awake. “Huhh! Whah? What’s going on?” I’ll make a reaction roll. 2. He’s wary of you guys and will need motivation before he helps you.

Sybil: “Silas, we heard a window breaking! I think someone’s trying to burgle the inn!”

GM: Yeah, that’s more than enough for him. He’s sticking with you now, holding the wine bottle. You hear more whispering from the back storeroom.

Jasper: Let’s sneak back there. DEX roll again?

GM: No, you did well on the first one, so I’ll let that ride until something changes. Peeking into the storeroom, you see that the small window at the top has been broken. A cloaked man is standing in the room, helping another man climb down through the window.

Sybil: Let’s take them by surprise! I rush forward to slash at the thief with my short sword.

GM: You’ve definitely taken him by surprise, so we don’t need to roll initiative. You also have advantage on your attack rolls.

Sybil: [Rolls dice] 1, 1, and 5. Using the 1 and 5, and adding my +1 attack bonus, my total is 7.

GM: His armor rating is 6, so that deals 1 damage to him. He spins around, and his companion slips and falls into the storeroom on his back. Jasper?

Jasper: I want to cast my spell, Blinding Beacon.

GM: A prism of light crackles into being above your hand, then explodes in a flash directed at the thieves. They’ll have to make WIL saves to avoid being blinded. [Rolls dice] And…the one that fell down failed. He’s blinded. Erase the spell from your sheet, Jasper. Now the innkeeper attacks, [rolls dice] but he misses, shattering his bottle on the wall. It’s the thieves’ turn.

The blinded thief is terrified, so he has to make a WIL danger roll to see if his morale breaks. [Rolls dice] 2 and a 4, +1 WIL…he fails. He can’t flee because he’s blinded, so he just throws down his knife and begs for mercy. His partner tries to attack you with his longsword, Sybil. [Rolls dice] 11 total. What’s your armor?

Sybil: I have light armor and a shield, so 8.

GM: You take 3 damage, +1 because he was using a heavy weapon, so 4 total.

Sybil: My health isn’t that great, so I want to splinter my shield to block all of the damage.

GM: Your shield shatters, reducing your armor by 1. You take no damage, though.

Jasper: Is it our turn again?

GM: It’s the start of a new round, so we have to roll initiative. [Rolls a die] I got a 5. Try to beat that, Jasper.

Jasper: I got a 4.

GM: Ok, the thief will go first this round. He sees his companion is out of commission, and decides that this fight isn’t worth it any more. He tries to scramble out the back window. What do you do?

Jasper: I try to grab his feet and pull him back.

GM: That’ll be a STR vs STR opposed danger roll. [Rolls dice] The thief isn’t terribly strong, a +0, so his total is 5. Try to beat that to prevent him from getting away…


Prepping A Session

Situations, Not Plots

Never prepare a plot for the players to follow. Instead, create a number of nearby situations that contain a reason to get involved, some problems to overcome, and optionally a threat that will worsen the PC’s lives if not dealt with. The first campaign session should start in the middle of a high-energy situation in order to get the players hooked.

Don’t overdo the preparation! Keep your situation ideas loose enough that they can be adapted to the PC’s choices and the flow of the game. Remember that unused prep can always be recycled in later sessions. After each session, ask the players what they plan on doing next and prep a few situations related to that. The direction of the game should be guided by the player’s decisions, not the GM’s.

Player Skill, Not PC Skill

Maze Rats PCs are very minimalistic because the character sheet is mostly there for when players make a mistake. Players are not meant to solve problems with die rolls but with their own ingenuity. Therefore, present them with problems that:

Examples: Cross a moat full of crocodiles. There’s a tiny octopus in your stomach that’s biting you. A door in the bottom of a dungeon will only open if sunlight shines on it. Retrieve a key from the bottom of a lake of acid.

Tools, Not Upgrades

When you give players tools, you give them new ways to engage the world. A good tool doesn’t increase PC’s damage or add an ability bonus; it does an odd, very specific thing that is only powerful when used cleverly. This turns every problem into a puzzle and encourages creative solutions.

Examples: A rope that becomes as rigid as steel on command. A coin that lands on any result you wish when flipped. A bell that produces a 1 foot sphere of silence around it. A ring that instantly grows you a different beard for each finger you put it on.


Running The Game

Be Fair and Impartial

Reveal the World

Offer Tough Choices

Reward Clever Solutions

Bring the World to Life


Building The World

The Dungeon

Dungeons are the classic adventuring environment: claustrophobic, tightly-focused settings (often underground) revolving around risk-taking, problem solving, exploration, and lurking dangers.

To make a dungeon, you’ll need to draw a map. Try to write the contents of each room on the map itself to save you time running it, and remember to keep the map secret. If the players want a map, they’ll have to draw their own as they explore.

Dungeons commonly contain some or all of the following: monsters to fight, traps to avoid, puzzles to solve, valuable or magical items to loot, weird effects and hazards to deal with, and NPCs to talk to. Make sure to put secret areas and hidden treasures in the dungeon to reward players who are especially thorough. Also, create a table of random encounters (usually dangerous). Every 10 in-game minutes, there is a 3 in 6 chance of the PCs having an encounter. This helps keep up the pressure and it keeps things interesting for you. Don’t be afraid to put very dangerous monsters or large bands of enemies on there; the morale rules and reaction table will give the players options.

A good way to make a dungeon is the one-more-thing method. First put one simple thing in each room, keeping it pretty vague (a monster, a trap, a prisoner, a library). Next, look for connections between the things. How are they connected? How do they explain one another? What is their relationship? Then, go back and add one additional detail to each room based on what you now know. Repeat this process as many times as you like until you think the dungeon is finished.

Players should have lots of choices while exploring. Good dungeons are filled with loops, branching paths, secret passages, shortcuts, etc. This gives players the chance to use their surroundings strategically. They should be able to plan ambushes, avoid threats, and generally choose what kind of fun they want to have, rather than just marching down a linear sequence of rooms.

The Wilderness

When designing the wilderness of your world, start out by mapping just the local area, with at least one safe haven (like a city or town) and a number of possible adventure locations: dungeons, ruins, mines, towers, camps, etc. Drawing your map on hex-grid paper can be useful in keeping track of distances. As the players venture further afield, expand the map in that direction.

If you decide to use a hex-grid for overland travel, consider making each hex 6 miles across from side to side. A PC can generally travel 18 miles per day along a road, 12 miles per day across open wilderness, and 6 miles per day through difficult terrain like forests or mountains. Make sure the players are aware of several possible routes to any destination, each with their own advantages and drawbacks.

Fill in the wilderness of your map with different types of terrain (forests, deserts, rivers, mountains, hills, swamps, plains, wastes etc.), and for each region create a table of random discoveries, including dangerous foes, neutral NPCs, and interesting sites. Each day and each night there is a 2 in 6 that the PCs will find something. Night encounters are often more dangerous. If they find something of a permanent nature, mark it on the map and replace that table entry with something new. Make sure to describe the weather as the PCs travel. Weather is a great source of interesting compilations, especially things like heavy rain, snow, or storms.

Place unique, hidden locations around your map that players won’t find if are just passing quickly through. In order to find them, the PCs must either spend a whole day searching the area carefully or else know exactly where to look.

The City

A good city is built around some distinct themes. Is it decadent and bureaucratic? A major pilgrimage site? Famous for wizards? All three? The themes you choose help to cement the feel of the city in the players’ minds and let them know what to expect.

Decide what’s going on in the city at present. Are there any notable events, such as disasters, festivals, assassinations, or conflicts? Polarizing events like this make cities easier to run, since everyone in the city will be affected by them. You can use that one event to decide what everyone is up to.

Break the city up into districts or neighborhoods and mark the connections between them. Each district should have a theme of its own that sets it apart from the rest of the city. This allows players some control over the kind of encounters they have. Mark down any well-known locations in each district that players will automatically notice, along with any major characters and factions present. Each district should also have a number of interesting features that only reveal themselves if players know where to look.

Finally, make a list of random encounters for each district, based on the district’s themes. These encounters can be dangerous, but might also just be unusual events that the PCs can choose whether or not to engage. Each time players move through a district, there’s a 1 in 6 chance that they’ll run into one of its encounters. They also automatically find an encounter if they spend time looking for trouble.

Cities and towns are usually places where PCs rest and recuperate between expeditions and look for new jobs. Make sure that the PCs hear a couple of rumors about potential adventures every time they return to the city. As always, give the player options so they can choose missions that they’ll enjoy.


THANKS

Maze Rats only exists because of the incredible support, creativity, and proofreading assistance of the DIY D&D community on Google+.

Special thanks to: Chris McDowell (Into the Odd), Paolo Greco (Lost Pages), John Harper (World of Dungeons), Jason Lutes (Freebooters on the Frontier), Christian Mehrstam (Whitehack), Kevin Crawford (Godbound), David McGrogan (Yoon-Suin), Zak Smith (Vornheim), Brendan Strejcek (Necropraxis), Joseph Goodman (Dungeon Crawl Classics), James Murphy (Trollsmyth), Justin Alexander (The Alexandrian), Arnold Kemp (Goblin Punch), Courtney Campbell (Hack and Slash), Logan Knight (Last Gasp Grimoire), Greg Gorgonmilk and Gavin Norman (Wormskin).

Extra special thanks goes to the fifth grade students of Archway Glendale Classical Academy, who drove Maze Rats’ creation and playtested it through endless revisions over the years.