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Bloated Blowfish
Version 1.5
7/13/2012
Frequency:
1D8+1D12(19) %~ Frequency D100 % Frequency
9-13 30% Very Common 36-70 35% Very Common
6-8, 14-15 25% Common 21-35, 71-85 30% Common
4-5, 16-17 20% Uncommon 11-20, 86-95 20% Uncommon
3, 18 10% Rare 4-10, 96-97 09% Rare
2, 19 10% Very rare 2-3, 98-99 04% Very rare
20 05% Unique/Special 1, 100 02% Unique/Special
Encounter Layout:
Table 2: Encounter Table
D100
Roll Frequency
Table 1: Encounter Table 1 Unique
1D8+1D12 2-3 Very Rare
Roll Frequency 4-5 Rare
2 Very rare 6-10 Rare
3 Rare 11-15 Uncommon
4 Uncommon 16-20 Uncommon
5 Uncommon 21-25 Common
6 Common 26-30 Common
7 Common 31-35 Common
8 Common 36-40 Very Common
9 Very Common 41-45 Very Common
10 Very Common 46-50 Very Common
11 Very Common 51-55 Very Common
12 Very Common 56-60 Very Common
13 Very Common 61-65 Very Common
14 Common 66-70 Very Common
15 Common 71-75 Common
16 Uncommon 76-80 Common
17 Uncommon 81-85 Common
18 Rare 86-90 Uncommon
19 Very rare 91-95 Uncommon
20 Unique 96-97 Rare
98-99 Very Rare
100 Special
Animal Traps
D6 Trap
1-2 Pit - Depth Roll 2d6 (in feet) 5’x10' dimensions; 50% spiked, damage 2D6
3-4 Snare: grabbed and hung upside down 12 feet above ground by leg. Damage 1d10, escape save versus Dexterity +4
5-6 Bear Trap: damage 2d8, restrained, escape save versus Strength +5
Avalanche
Collapse of mountainous terrain due to snow, rockslide, mudslide and/or high wind.
D4 Snow/Mud/Rock Result D4 Snow/Mud/Rock Result
1-2 Ledge Collapse 2D6 Dam. Small Trees downed 5 Trench Collapse 3D4 Dam. 2D10+10’ deep trench formed
3-4 Peak Collapse 2D8 Dam. Large Trees downed 6 Massive Collapse 4D8 Dam. Side of hill collapses
Barrow Mound
A large rounded hill, (4D10+80 x 4D10+6) which features a sealed stone slab that has ancient carvings scribed onto it – with 1d6 grave markers.
Any creature that dies within 100 feet of the hill will rise the next turn as a wraith. Only picks/hammers and other such tools can be used to break
through.
D4 Horror Treasure Curse?
1 Vampire 794 gp, 52 sp, 80 cp + 2 sapphire gems (500/250 gp each) Yes
2 2 Adherers 495 gp, 40 sp, 100 cp + 2 emerald gems (200 gp each) Yes
3 Mummy Lord 290 gp, 92 sp, 80 cp + 1 alexandrite (150 gp) Yes
4 Lich Wand of Magic Missiles No
Boulder
A large boulder. Size is 1d4X25 in feet; height is 1d8x5'. Climb (Dex +1). Boulders on slopes may be pushed. 25% of boulders have a cryptic
message scrawled on them.
D8 Language Message D8 Language Message
1 Orc Directions to a treasure 5 Dwarven Road sign of fallen kingdom
2 Deep Speech Gives history of ancient ruin 6 Goblin Graffiti
3 Giant Incorrect instructions for a ritual 7 Dragon Directions to a nearby portal: 1-5 Astral 6 Dm Choice
4 Common Warning about nearby monster 8 Abyssal Ritual
Bog
A very old lake without inlet or outlet that has become acidic and is gradually overgrown with characteristic vegetation. The bog covers an area of
1d4+2X50 yards. Characters who venture in the bog are subject to attack (roll on same chart for encounter)
Bramble
A rough and wild tangled prickly grouping of shrubs that are difficult terrain, but grant cover and concealment. Roll on same chart to determine
inhabitants. If anything other than animal, ignore. 50% of brambles are covered in berries.
Berries
D6 Type D6 Type
1 Poisonous (Save /INT to identify, 1d4 available) 4-5 Barren Bush
2-3 Edible 6 Good berries (Save /INT to identify, 1d4 total, 1D4+2 HP)
Camp
Settlement consisting of crude houses, campfire, well or nearby stream and rudimentary tools.
D4 Type Population Ruler Notes
1 Worker 6D8+15 No Crude tools mining/milling/sawmill etc.
2 Refuge 4D6+3 No Poor conditions
3 Slave 3D8+5 Yes For Ruler - roll on same table this result occurred on
4 Abandoned None No D6: 1-3 Mine, 4 Slave, 5 Refuge, 6 Worker
Cave, Narrow
A narrow cave with entrance and main passage that is 10 feet wide, and extends 2d6x10 feet. 1d4 side passages of 1d6x10 feet each, 5 feet wide.
25% chance of 30x30 cavern inside. See Cave, Shallow for cavern features.
Cave, Shallow
A shallow cave with an entrance that is 1d4x5 feet wide; it opens into a cavern 30x30 in area.
D6 Feature D6 Feature D6 Feature
1 Pool 3 Circle, Stone 5 Cave Bear
2 Altar, Stone 4 Circle, Fey 6 Empty
Chasm/Gorge
A deep ravine that intersects the terrain. Depth is 3D8 x10 feet. 50% chance of a river (see river, mountainous) running through it. Rivers reduce
falling damage by 1/2.
Circle, Fey
Fey circle of mushrooms which has a 10' radius.
1d4 Effect 1d4 Effect
1 Portal to the Feylands (1-3 one way, 4-6 two ways) 3 Speak with Dead
2 Summon 1-3 Lamia, 4-6 Dryad 4 Sleep spell – save versus Spell, or sleep 1 month
Circle, Stone
A circle of stones. 50% are only usable during a certain time (solstice, equinox, midnight, noon, etc.).
1d6 Source Alignment Effect
1 Divine Lawful Good Summoning
2 Arcane Good Protection (from evil 10’)
3 Arcane Unaligned Commune
4 Primal Unaligned Sacrificial
5 Primal Evil No Effect; inscribed with important writings
6 Primal Chaotic Evil Teleports
Circle, Witch's
Ring of skulls or severed heads/hands dangling from sharpened stakes. There is a 25% chance that a rust-covered copper cauldron sits in the
center. All witch's circles can perform some effect. In order for the effect to manifest, the PC must place a cauldron (cannot be made of iron) into
center of the circle, pour 16 pints of fresh mortal blood and 16 pints of spoiled milk into the cauldron, bring it to a boil while mixing in 60gp x level
of ritual components in. After stirring the mixture for 2 hours, the PC must make save versus Spells. If any step was performed improperly or the
check fails, the mixture congeals into a Black Ochre. If the check is successful and all steps have been performed properly, the effect manifests.
Determining the effect before the foul mixture is made is impossible; only half-way through the process can it be determined.
D6 Effect D6 **Curse (Save versus Spells at -2)
1 View Location lasting levelx10 minutes 1 Eyes rot and fall out
2 Voice of Fate ritual 2 Ears rot off
3 Control Weather 3 Tongue withers, falls out
4 One subject gains a curse ** 4 Mummy Rot
5 Causes Plague (contagious disease in area) 5 Cackle Fever
6 Potion of immortality 6 Hand withers, falls off
th
Curses imposed by the witch's circle are cast at 18 level.
Cliff
Steep high rock face that is: Length is 2d6x10 feet; height is 1d6x10 feet. 20% of cliffs are covered in vines.
D6 Vines Effect when Climbed
1-2 Normal None
3 Poisonous Save versus Spells. Fail: numbing sensation and -2 to Hit for 1d6 hours
4 Bard’s Vine Sings a Tune. Song draws creatures to area. Roll for Random Monster encounter
5 Scimitar Vine Very sharp leaves cause 1D4 damage per 10 feet climbed.
6 Vampire Vine Wraps round climber, sucking 1D4 HP per round. After 5 rounds will release victim
Coral Reef
Multi-color reef formations close to surface, normally found near island chains. If boat runs into reef, 2D6 damage. 25% chance boat hull is
damaged beyond repair.
Ditch
A ditch which is 1D6 feet deep and provides cover.
Djinn Portal
A portal to the City of Brass that is one-way.
Dunes
Sand dune with gentle slope that rise 1d4x5 feet and 2d6x10 feet in length. Movement slowed by ½ without proper foot attire
Flash Flood
Heavy rain in the area causes all creeks to overflow, and rivers to cap at 2D12+8 feet above normal. Creatures caught in a flash flood have only a
20% chance of survival.
Fencing
Manmade structure used to corral beasts of burden and typically 2D12+6X10 feet in length. D6: 1-3 Wood, 4-6 Stone.
Fog, Heavy
Heavy fog covers the area in a 3d12+5 X100 foot area. The edges provide concealment, deeper in is total concealment. The fog can be dispersed
with some kind of wind-generating power. Will dissipate in 2D4 hours.
Fortress
D4 Type Notes
1 Abandoned; leaky roof, weak wall structure Repairs = 4D6+2 X 100 in gp. Roll on same chart for inhabitants
2 Small and well kept. Single Manor-Style 3D4 Garrison, Widow is ruler, slightly insane
3 Medium size, in disrepair. Small castle-style 4D6 Garrison, Mayor is ruler, feebleminded
4 Medium size, well kept. Medium manor-style 6D6 garrison, Knight is ruler, CN alignment
Grab Grass
Grabs and holds creatures tight for 1d6+4 rounds. If creature stops struggling, grass releases instantly.
Grove, Sacred
An Oaken grove set aside, sanctified and protected.
D4 Type Details
th
1 Druids Circle 12 Level Druid protects this area.
2 Standing Circle Ancient stargazing region
3 Stone Monoliths Ancient trees. 75% lost civilization, 25% unknown
4 Burnt/Destroyed Massive damage to trees, forest is silent surrounding for 1 mile
Hamlet/Thorpe/Village
Smallest of settlements featuring less than 200 people.
Hamlet Thorpe Village
D4 Population D4 Population D4 Population
1 3D8+5 1 2D8+1 1 6D8+6
2 6D6+2 2 2D6+2 2 10D8+8
3 4D10+3 3 2D10+3 3 5D12+10
4 5D8+4 4 2D4+4 4 6D10+6
Heat wave
Temperature in the region spikes and range of increase is 4D6+5 degrees above normal; may last 3D4 weeks. Water consumption will be doubled
during daylight hours.
Hedgerow
Difficult terrain which grants cover and concealment; 25% are needle hedges.
Hill
A hill with a slope of 1d6: 1-3 gentle, 4-6 cliffs (see Cliffs).
House on Stilts
A house on stilts, 30x40, two rooms. 25% chance there is an abandoned infant inside.
Hunting Blind
An old hunting blind that provides cover and concealment. 50% chance there is a hidden cache of love-letters.
Island
Small Island, with good fishing/shade
D4 Type Notes
1 Length: 4D6X2 feet, Width: 2D6X2 feet 1D4 Palm Trees
2 Length: 3D8X2 feet, Width: 3D6X2 feet 1D6+1 Palm Trees
3 Length: 3D10X4 feet, Width: 3D6X3 feet 1D8+1 Palm Trees, Cave, Narrow*
4 Length: 3D20X4 feet, Width: 3D8X3 feet 1D10+2 Palm Trees, Cave, Shallow**
*See Cave, Narrow ** See Cave, Shallow
Massive Tree
A massive tree with a height of 2D4+2x50 feet and a diameter of 4D4+5 feet. 25% chance it is protected by: 1-3 Dryad, 4-6 Wood Nymph.
Mushroom Ring
A ring of wild mushrooms 3D8 feet in diameter. Picking any mushrooms from this ring causes 1D6: 1-3 Dryad, 4-5 Friendly Sprit, 6 Wood Nymph to
appear.
Oasis
Area within a desert where the water table reaches the surface, with enough moisture to permit the growth of vegetation. 25% chance the water
is poisonous. 25% chance the oasis is home to D6: 1-3 Caravan 4-6 jovial djinn that are unwilling to leave.
Poison
Poisonous plants grow in a 2D4X10 foot area. Enough grow here to collect 1d4 samples.
D4 Poison Type D4 Poison Type
1 Black Lotus 3 Dark Toxin
2 Insanity Mist 4 Night Shade
Pool
Covering 3d6+4X10 feet. The shore is slippery moss covered terrain, causing a roll versus Dexterity to avoid falling into the pool.
Quicksand
A bed of loose sand mixed with water that yields to pressure and tends to engulf any object resting on its surface. Spotting quicksand is a roll
versus Int at +2. Covers area of 4D6+8 feet. Characters entering area must roll versus dex or start sinking into the ground at a rate of 1 foot per
round. Character can hold breath equal to their Con Score/4 in rounds. Rescuing a character requires a rope or suitable item and strength of 12
minimum.
Reeds
Tall reeds 3D4 in height provide concealment.
River
The shore is soft and sand based, easy to navigate.
D4 Width Depth Speed D4 Width Depth Speed
1 2D6 X6 2D10 Lazy/easy to cross wade, swim, boat 3 3D8 X4 3D12 Medium – no wade, swim, boat possible
2 3D6 X6 3D10 Slow/easy to cross wade, swim, boat 4 3D8 X5 3D12 Fast – no wade, swim, boat possible
River, Mountain
As River.
Rockslide
Loose rock and gravel that falls from peaks and covers the side of a slope; any characters that enter a Rockslide region must make a Dexterity save
at +5 or fall prone and slide to the bottom of the slope taking 2d8 damage.
Rope Bridge
A rope bridge connects two trees. The bridge is considered difficult terrain and crossing requires roll versus dexterity.
Rubble/Scree
Loose rock and gravel that slides away and covers the side of a slope; any characters that enter Rubble/Scree must make a Dexterity save at +3 or
fall prone and slide to the bottom of the slope taking 1d8 damage.
Ruins
Ruins of an ancient castle, long forgotten to the ravages of time.
D6 Building Dimensions Contents
1 Guard Tower Height: 2D6X10’ 30’ Square 29 gp, 12 sp, 8 cp + 1 alexandrite (10 gp)
2 Exposed Prison 30X50 with 1D4 intact cells 4 sp, 12 cp
3 Library 2D4X10 feet long, 2D6X10 feet wide; Height: 3D4x5 feet 1 book: See Books Sub table
4 Grand Hall 3D4X10 feet long, 2D4X10 feet wide; Height: 2D6x5 feet 12 gp, 6 sp, 8 cp + 1 malachite (25 gp)
5 Chapel 1D4X10 in feet square; Height: 1D8x5 feet 1 scroll: See Scrolls Sub table
6 Barracks 2D4X10 feet long, 2D4X10 feet wide; Height: 1D8x5 feet 12 sp, 24 cp + 1 broad sword (+1 versus Rats)
D6 Books D6 Scrolls
1 “Children of Winter” – account of Frost Blades (125 gp) 1 [M] Mind Blank, Feign Death, Shield
2 “Rhythm of the Shard” – account of daggers (75 gp) 2 [C] Remove Fear, Spiritual Weapon, Flame Strike
3 “Slithering Bridges” – bridge building (50 gp) 3 [M] Cone of Cold, Detect Invisible, Comprehend Languages
4 “Moon of the Snake” – 10 reptiles of the realms (125 gp) 4 [C] Sanctuary, Speak with Animal, Command
5 “Eye of the Thief” - +5% to Open Lock, read 3 days (250 gp) 5 [M] Haste, Continual Light, Gust of Wind
6 “Night in Spirits” - +1 Turn Undead, read for 7 days (500 gp) 6 [C] Detect Evil, Create Water, Bless
Sandstorm
Small sediment filled storm that covers an area 3D6X400 feet in length and will last 3D4+2 hours. Travelers’ exposed in a sandstorm have visibility
cut to 2 feet. Must seek shelter or lose 1D6 HP per hour. The edges provide concealment, deeper in is total concealment.
Ship
Close Deep Sea # Result
01-11 01 1-8 Merchant ship, small
12-20 02-05 1-4 Merchant ship, medium
21-26 06-25 1-2 Merchant ship, large
27-31 26-45 varies Merchant fleet (2-8 medium ships with an escort of 1 small warship per two merchant vessels)
32-38 46-49 1 Pirates (10% chance a fleet of 1d4 vessels)
39-45 50-53 1 Privateer (15% chance a fleet of 1d4 vessels)
46-56 54 1-6 Fishermen (in fishing boats)
57-61 55-58 1 Refugees (in a small cargo ship)
62-68 59-78 1-6 Small warship
69-72 79-82 1-3 Medium warship
73-74 83 1-2 Large warship
75 84 varies War Fleet (2d4 small, 1d6 medium, and 1d3 large warships)
76 85 1 Plague ship (roll for vessel type; victims dead/dying of plague. Have a plague flag run up the mast 90% of the time
77 86 1 Ghost ship (roll again to determine type; 01-40 = unoccupied, 41-00 = skeleton or zombie crew
78 87-90 1 Aquatic trade group (roll on Ocean Table to determine race; seek trade with surface ships, will not instigate attack)
79 91 1 Adventurers (D8 members), running a small warship with a seasoned crew
80-84 92-95 1 Slave ship (currently has 2d20 slaves on board; 25% likely to have an escort of 1-2 small warships)
85-95 96-99 1-6 Cargo/supply ship (90% protected by 1-2 small warships per cargo ship)
96-00 00 1 Pleasure yacht (owned by an aristocrat) deep sea yachts will always be escorted by 1-2 small warships
Sinkhole
Sinkhole that tends to engulf any object resting on its surface and is 4D10+3 feet in diameter. Characters that enter this area must save versus
dexterity or start sinking into the ground. Rescuing a character requires a rope or suitable item and strength of 12 minimum. 20% chance sinkhole
collapses, falling 6D8+5 feet and creating open ravine/crevasse. Falling damage may apply.
Slipsand
Loose sand that slides away and covers the side of a slope; any characters that enter Slipsand must make a Dexterity save at +3 or fall prone and
slide to the bottom of the slope taking 1d8 damage.
Stream
1d4 X4 feet wide and the shore is slippery moss covered terrain, causing a roll versus Dexterity to avoid falling into the stream.
Stream, Mountain
1d4 X4 feet wide and the shore is slippery rocks, causing a roll versus Dexterity to avoid falling into the stream.
Swamp Lights
Mystical dancing lights – look like Will-o-wisp, but perfectly harmless.
Tornado
# Intensity Wind Speed Type of Damage
F0 Gale 40-72 mph Some damage to sign boards; breaks branches off trees; pushes over shallow-rooted trees
F1 Moderate 73-112 mph The lower limit is the beginning of hurricane wind speed; peels surface off roofs
F2 Significant 113-157 mph Considerable damage. Roofs torn off houses; large trees snapped/uprooted; light object missiles generated.
F3 Severe 158-206 mph Roof and some walls torn off well constructed houses; most trees in forest uprooted
F4 Devastating 207-260 mph Well-constructed houses leveled; weak foundations blown off some distance; large missiles generated.
F5 Incredible 261-318 mph Frame houses lifted/carried up to 200 feet; large sized missiles fly through air to 300 feet; trees debarked
Trench
Furrow dug by creature or human, 1D6+10 X 10 feet in length X 2D4+2 feet wide and 2D4+1 foot deep.
Vines, Water
D6 Vines Effect when Climbed
1-2 Normal None
3 Poisonous Save versus Spells. Fail: numbing sensation and -2 to Hit for 1d6 hours
4 Song Vine Sings a Tune. Song draws creatures to area. Roll for Random Monster encounter
5 Razor Vine Very sharp leaves cause 1D4 damage per 10 feet engaged.
6 Vampire Vine Wraps round creature, sucking 1D4 HP per round. After 5 rounds will release victim
Volcanic Eruption
Volcanic explosion which can vary, i.e., crack in ground, tremor, up to full eruption
D100 Type Result Notes
1-33 Tremor Steam Geyser Explosion 2D6 damage within 200 feet. 3D8+5 X20 feet in diameter
34-66 Dome Bulge Fissure with lava flow 4D8 damage within 100 feet. 4D4 X40 feet long, 4D6 feet wide
67-99 Mantle Plume Ash cloud and lava 6D8 damage within 500 feet. 5D6 X50 feet diameter
100 Caldera Eruption Massive Eruption Every dice you got for damage. End of Campaign Scenario
Watchtower
A watchtower that is half-ruined. Radius is 15'. 1d4 stories of 10' each. 50% are lived in. Climb (roll versus Dex) to reach higher levels and fire from
arrow slits; stairs are a trap and there is a 50% chance they will collapse if walked on.
D6 Inhabitants D6 Inhabitants
1 Parliament of ravens; fly away if they spot someone 4 Mad Hermit
2 Giant badger with 1d6x10gp; knows area well, can provide info 5 Reclusive Gnome
3 1d4 Fire Beetles 6 1d4 Giant Spiders
Wall, Dwarven
Well-made Dwarven wall that is 1d10x10 feet in length. Dwarves who fight with their back to the wall gain a +2 bonus to AC.
Walls, Ruin
Height: 2D4. Length: 1d10x10 feet, Width: 1d4 feet wide. Can be pushed over if roll versus Strength at +6
Waterfall
Has a width of 15-30' (1d4x5+10) and a height of 1d6x10 feet which connects to River (1-4) or Stream (5-6). 50% chance of Cave, Shallow behind
the waterfall. The waterfall provides concealment in the mouth of the cave, and a -5 penalty to hear noises through it.
Waterspout
40XD6 feet in height and causes 3D6 damage to any craft – 25% chance craft is capsized. Blinded if caught in Waterspout.
Whirlwind
Random wind direction at the start of each round, roll 1d8 for direction and 1d6 for duration in rounds. Provides concealment and -2 penalty to
ranged attacks made through it. Any caught within are blinded for the duration of the event.
Windstorm
Small sediment filled storm that covers an area 2D6X300 feet in length and will last 1D4+1 hours. Travelers’ exposed in a windstorm have visibility
cut to 5 feet. Must seek shelter or lose 1D2 HP per hour. The edges provide concealment, deeper in is total concealment.
Wreck
D4 Type
1 Remains of battle between 2 ships
2 Ancient ship caught on coral reef
3 Remains of a shack, perhaps from a nearby island
4 Remains of small craft, giant shark teeth marks on hull