Showing posts with label table. Show all posts
Showing posts with label table. Show all posts

Saturday, December 27, 2025

d20 Personal Dungeon Stakes

 At Hilander's suggestion, here are examples of a great cheap trick to make normal D&D events feel more connected to the characters while still being very play-focused. "You are the ex-wife of the master of the nearest dungeon" are very efficient words. In our tradition, we tend to plug rootless PCs into adventure situations. But it really adds a lot imo to change "a sword" to "your rightful sword" and "an apocalypse" to "your apocalypse"

See also Louis's magnum opus.

d20
1. you are the local dungeon master's ex-wife
2. you are the confessor or loyal of one particular humanoid on the dungeon's random encounter table
3. your cousin is a bandit on the overland encounter table
4. Your son is an evil knight
5. your father was justly usurped from the throne of this land
6. you legally own the ruin the dungeon is built under
7. the immortal lich is your ancestor, and she really wants you to make something of yourself
8. You and the local cat burglar are rivals with overwhelming sexual tension
9. The master of the dungeon learned it all from you
10. You opened the forbidden scroll that caused this whole mess
11. Your sister opened the forbidden scroll that caused this whole mess
12. Legally, it's your responsibility to protect these people
13. You own a house within half a mile of where all this is going down, and you have good memories there.
14. The magic sword in the dungeon is your family's sword
15. Everyone in the evil zone wants you to be someone you're not, and they're threatening a nice old man who likes you for you
16. A specific lieutenant of the dungeon master killed your sister
17. 1-in-6 random encounters are actually demons in disguise, sent to punish you for how you live your life.
18. Your crush admires the evil dungeon people because they're attacking a third party who traumatized your crush with villainy
19. Your mentor is being judged by a council of snobbish wizards based on what you do, and if you fail she's out of a job and really sad.
20. the master of the dungeon is dating your ex-wife. 

Monday, December 22, 2025

Deserts of Vo Tables

Generators for my own purposes. Glory as ever to Spwack.









Wednesday, September 3, 2025

2d20 Alternate Selves

 Roll this when a PC is exposed to exotic Dimension Rays, thrown into the space between worlds, or reads aloud from a wizard's spellbook without first studying classical pronunciation.



Like with my d20 effects of exposure to vats of goo, I imagine this table may have perennial utility. We might imagine for instance:

  • A room in a dungeon with a dimensional mirror that summons an alternate version of anyone reflected in it, charmed to protect a great treasure.
  • A spell, Ally Across Time, that summons a random self for ten minutes.
  • An item, the Diadem Alternate, that allows communication between alternate worlds and can expend extra charges to bridge the gap.
In general, you want some sanity checks on these duplicates. They should usually only be around for a limited time, or at least want to return to where they came from. When they leave this world, their cool magic items should too, or things may get out of hand.

Most of these entries have multiple alternatives because it would suck if your character was a cowboy and you rolled the "cowboy" entry. That's not very alternate. Therefore, pick from the alternates randomly, unless one is already the case, in which instance you go with another. Use your most hackish instincts. If Bob the fighter rolls the "Roman" entry, you better believe that self is named Robius and has a +1 Gladius of Disruption to compliment Bob's Mace of Disruption. Do not work hard to make alternate selves easy to get along with-- most adventurers are paranoid of dopplegangers showing up and asking for help, but if basically decent will give the benefit of the doubt for as long as it takes to repulse these gnolls that just showed up.


2d20 Alternate Selves

2. Crystaline/slime 3. Undead/dying 4. Gunhaver/Bronze Age 5. Mutant/animal person 6. Genius/Evil Genius 7. Romantic/nerd 8. Steampunk/goth 9. Teen/Elder 10. Punk/sellout corpo 11. Stereotypical 1E PC/stereotypical 4E PC 12. Swashbuckler/ninja 13. Roman/Greek 14. Stark Trek alien appearance: weird facial feature and non-human skin tone 15. Debutante thief/Gentleman investigator 16. Composite character with another PC 17. Viking/samurai 18. Different homeland 19. Sex and/or gender difference 20. Alternate alignment: Arthurian/merry men/Nazi/Mad Max 21. Roll twice and combine 22. Plain evil, mustache 23. Sad backstory, different fashion and haircut 24. Very similar, different color clothes 25. Like your own nemesis/total wimp 26. Conan/dandy 27. Raised by alternate dimension's equivalent of a notable, surprising NPC 28. Islamic Golden Age/Khanate 29. Vigilante/ruler 30. Never suffered most important loss/is a vengeful ghost 31. Way more successful/way less successful 32. Vampire/angel 33. Robot/caveman 34. Cowgirl/astronaut 35. Different class altogether 36. Soviet/painfully American 37. Spelljamming voyager/Darksun survivor 38. Werewolf/has a cursed weapon 39. Mobster/lobster 40. Bug person/ dino person

Sunday, April 6, 2025

d30 Magic Swords

 I'm a big apologist for the classic +1 sword. Especially in a game with fewer bonuses to your attack roll, wielding a magic weapon always feels cool to me, and it's useful for a very common adventure game situation. They often just want a bit of pizzazz, some loving description or historical detail.

Cool extra abilities are cool (it's in the name) but I would say that it also helps to add some specificity. Many of the interesting swords of stories are interesting because they have some relationship to the wielder, the land, or the foe before them. 


In the list below, assume each sword is +1. Some have special abilities, others have special contexts. At no additional fee, some have both. If you want to roll on this table and you don't have a d30, just roll a d20 and add 0 or 5 or 10. They're in no particular order.

d30 Magic Swords
1. The masterpiece of this land's founding. Whoso wields it is rightwise king. If this seems arbitrary or even ridiculous to you, you have no trust in fate and no love in your breast.

2. This blade is the mark of a great and ancient comitatus, that not only wields the sword but aspires to be a swordsperson. To vanquish another wielder of such a blade heals you 1d4 HP per level, and to carry such a blade is to draw gauntlets from other duelists and from johuns and posers. Randomly encountered roughs should sometimes wield a sword of this type.

3. This blade is the mark of a great and ancient comitatus, but you will never be part of it. Their quest was broken, their dominion shattered, and those who recognize it do not like to be reminded of it, either for the ill it represents or the good it failed to defend.

4. When it gives someone their killing blow, this sword bisects or dismembers them, even defying logic. WHA-SHINK!

5. Bears an oddly glimmering edge. Can slice through anything softer than stone in one stroke, so long as it holds still and you narrate your stroke as a certainty rather than an attempt.

6. Hates a long-lived and crafty foe, burning or shimmering in warning of their servants.

7. Here is a sword that was given as a token, a love-sign of the elves or an adoption by the dwarves or some angel's grace-mark. The owner of the sword by the transmutation of love is a member of the giver-race, and more— for the slaying of a mer by a mer-friend or ghoul by one of the la tukal is worse than murder. It is a kin-slaying, for the orc-proven is not only an orc but a sibling to all orcs.

8. Much as a beyblade contains a bit-beast, this sword is imbued with a sacred animal that may deploy a signature move if the fighting spirit of the wielder is strong

9. This one is heavy, heavier than anything, but you can carry it. Its dweomer is to make the burden of a weapon literal, but to do likewise for its wielder's tenacity. Very few NPCs can even try to parry this blade, and more than a few will resent it.

10. From a workmanlike hilt comes a substance rare, light like shadow or web or rime, or fluid like fire or blood.

11. Dancing Sword. You fucked up, and now it’s dance or die. Sever nine heads in nine days, and in the instant you complete the geas you may throw it aside. Or let three rulers’ crowns encircle the sword, never resting until. Or serve a rough master until they ask five questions of you. It’s something odious and something you have to stumble through, and when you’re done it doesn’t feel like winning.

12. This is the bear-rider's sword, and if you wield it, you can ride a bear into battle, ignoring most or all of the buzzkill penalties

13. What? How can this be? You find the lost sword of your family. Its deeds were your family's deeds, its shame was their shame. When it was lost, so were they. How in the world did it get here, and how could it be you have come to find it?

14. Famously, this sword was used in some momentous deed whose effects are felt today. People can't help but consider the wielder's deeds in light of that elden use.

15. A long, deep crack runs along the blade. It rests in an arrested moment of blazing glory— within it are three swipes, a thrust, and a parry-and-riposte. Each is guaranteed to succeed, but if another sort of attack is attempted, or if the last move is performed, the sword finally shatters into a million pieces.

16. Beetle collector. If you're ready for it, you can try to slice projectiles out of the air with an attack roll that exceeds that of the attacker. For really big projectiles, like cyclops-thrown boulders, you probably have to figure out how to make your slices deal enough damage to thwart the boulder.

17. The black cat blade. Hurray, the sword comes with a loyal, purring shadow glimpsed at a distance and in darkness. Tragedy, for she seldom comes close enough to pet. Ask her a question, and in the morning you'll find a scavenged gift left for you in answer, promising weal or woe or weal and woe. A half-dissolved coin for the woe of the gelatinous cube. A scrap of cooked meat for the weal of a safe inn. A lock of hair for the weal and woe of a painful former love.

18. Used to be somebody. A curse mingled them into oppressor— violence— and victim— object. This princeling or mournful troll or caveman or spirit cannot speak when they have more tang than tongue, and cannot directly reveal the cure for their curse even when communicated with magically.

19. Occulted blade. This sword has no known history, which is confusing in itself. Where has it been and how long has it waited, that it has not interfered and won itself a name? Who forged it and why has it evaded notice so completely?

20. This one has a destiny, the kind of destiny that swords have. Its destiny's name is written along the fuller,and only that destiny's blood can wipe the name away. It will not break, unless snapped off in its destiny's armpit. If you are buried in a tomb, it will find a way out. Its destiny will not die a natural death.

21. Here a Reckoner, a sword against the tyrannies of nature. Makes the immortal wrath of a plague into one that can be fought, or solidifies the coiling hunger of famine so a sword may be stuck into it. No Reckoning-beckoner has ever managed to slay a heart's iniquity.

22. There a Reckoner, a sword to raise the tyrannies of nature. Makes the imagined wrath of a plague into a beast that can be ridden to Bethlehem, or solidifies the poetic coils of famine into a great beast for a warlord to command. No Reckoning-beckoner has ever died peacefully.

23. The tip of the blade softly glows and produces a thrumming hum. When you're in the dark and feel the wielder's approach, you decide for yourself if you really want to confront the master of a magic blade, or if you want to bide your time in the shadows. When in doubt, make a morale roll.

24. A weapon to hold a tripartite transformation. Hold it aloft under the open sky to call a fulminating metamorphosis, becoming as a Recidor— a nephil, a starknight, a roland. Slam it to the floor under the earth to raise a vulcanized rebirth, becoming as a Scansior— a diabol, a magman, a drizz't. Passing through the cope of the earth ends the change.

25. Sword that eats souls

26. Soul-catcher sword. Like a trapper spider, it swipes the soul from a deathblow, coating the blade in  fresh ectoplasm. Carefully collect it in a jar. Anoint a holy object in a tray full of it. Sip it from a bottle.

27. As-You-Like-It. Can go from the size of a pin to a lance to a narrow pillar. Perhaps the +1 to hit and damage is from the extra force of lengthening the sword as you strike?

28. A weapon belonging to your great foe, that remembers the echoes of their plans and their hidden byways.

29. A slayer's sword, that has learned to cut through dragon breath, or slice open gorgonized statues, or buffet wight-stench.

30. Katana, roll twice and combine

Wednesday, April 2, 2025

d20 Cargo Robots

I imagine these are the real standard types, variations on which you will find in far-flung sci-fi starports. Perhaps many of these were a brand-name model at one point, but after decades of time and light-years of distance you can't suppress these obvious winners with intellectual property law.

Please draw these. Draw one of these. Draw a picture of a bot and show it to me.

d20 Cargo bots

1. Mule, a biped with forklift arms

2. Liger, a forklift with humanoid arms

3. LD, a trundling cylinder with shower-head arms that generate anti-gravity

4. Oersted, a smiling box that sticks magnetic vertex stickers on crates to lug them about electrically

5. Flockers, a cloud of suction-drones

6. Ulysses Lifter, a two-meter disc with a computer in the side, a tube running from it to stomach-level, and a screen interface

7. Auto-Snake, an autonomous go-kart that drags and attaches fuel lines. Can carry lighter goods that are strapped down by teamsters

8. Toplines, mechanical puppets that ride around on rails installed in the warehouse ceiling, belaying up and down at will.

9. Grasp Droid, a big claw on wheels, fitted with sensitive sectional weight distributors for precise and safe carry

10. Sancho, with a tripod of deer-like legs and a hydraulic humanoid torso

11. Fernjack, a rolling cart with tendrils at one end to arrange and steady loads

12. Fido, a wheel that fits into axle of specially prepared crates to drag them around.

13. Spoonlift, a real big wheel with forks on the front and a hyperdense round counterweight on the back, dropping the counterweight to lift a load and drive around like a penny farthing bicycle.

14. Viker, a wide dolly with shoulder-high sides. Rolls right under a crate, tips back, and rolls away, barely hyper-competent at balancing its load.

15.Row Rack, a car-sized frame with hydraulic bows on the side. Drives over a crate and tightens the bows to carry it. Grumbles like a bear.

16. Heron, a metal giant like a terrible, tall angel with broad, shuffling feet. From the chest, a crane extends, gripped by knife-elbowed hands for stability.

17. Zipper-Tractor, a waist-high RC tumbler tank dragging a trailer on an ingenious hitch that won’t upset the load even if the tank fully flips over

18. Floor-Raft, a millipede of rollers with a rider plate at the back to carry workers and a loading-ramp mouth

19. Leap Pal, a friend-shaped squared biped with incredibly dangerous jetpack

20. Powerdrag, a sassy pallet jack

At worksites, assume there is an SOP which effectively prevents most potential accidents and carefully stows all hazards, Whenever one comes up, roll 2d6. On an 8+, wise precautions have been closely followed. On a 6+, they've been approximately followed. On a 5 or less, they've been ignored or replaced with an easier, ineffective procedure. Cyber-security gets a -2 penalty.

d20 Cargo Bot Quirks

1. Runs hot/cold. Workers use a compartment in the chassis to boil coffee and other hot drinks or store snacks along the coolant lines

2. Gives off fumes. Workers issued PPE. Some opt to ride the high of lightheadedness and slowed time

3. Talkative-- makes many beeps and pops with a speaker.

4. Discontinued and beloved. Newer versions are available, but they suck

5. Requires constant remote direction by an operator, for union reasons

6. Technically classed as mechanized operating suit, requiring a wearer to function for legal reasons

7. Frequently shuts down in accordance with hour of service regulations 

8. Chummy, with a quaint programmed personality

9. Easily explosive with some tech know-how. Worksites use this to discourage theft of the bot.

10. Contractually obligated presence, due to nepotism, covering for a corporate boondoggle, or to buy off the manufacturer’s political arm

11. Fully intelligent. Enjoys working, but stands up to mistreatment

12. Unnecessarily evocative or attractive (😳) mascot painted on the side

13. Oversensitive. Barks an alarm at almost anything

14. Sloshing. Needs a regular top-up of petroleum, saltwater, exc.

15. "Cyborg", integrating biological elements like a cattle brain processor, miniature fuel-generating biosphere, or regenerative fur padding.

16. Proprietary. Can only legally be serviced by a shadowy corporate camorra, with hardware built-in to threaten tinkerers.

17. Reclaimed. Created by an ancient society or driven-off aliens or outlaws, and built to serve their sensibilities.

18. Spy. Unlike most elements of the surveillance network, this one is publicly acknowledged under the fig leaf of efficiency tracking or scientific management principles

19. Integrated terminal. Internet severely but ineptly hobbled. Password written in marker on the keyboard.

20. Roll twice and combine

Thursday, May 23, 2024

d100 Before I Sleep Adventurers

 Potential retainers or rivals, appropriate to encounter in a tavern or on the road. If an adventurer is of higher level than the PCs, they're unlikely to aid them except at a steep rate. They may offer to make the party retainers instead.



d100 Adventurers, Chancers, Wanderers, Sojourners, Mercenaries, Dogsbodies, Ex Chetera

  1. Grimkel the Glad, a thief 5 of Flaming Country (Kaldrland). Small, stinky, shaved, wearing too many buckles and a coonskin cap. Things just never worked out for him back home, so he hit the bricks. Wields a brace of pilums. 3-in-6 chance of solving mechanical problems. Skills: Open Locks, Contortion, Move Silently, Snares and Alarms, Sapping.
  2. Blanchette, an acrobat 1 of Kise. Slim and sallow like a scarecrow, she pads around in clogs and thick leather gloves. A saboteur of her own relationships, the life of adventure is sure to even her out. Uses a two-headed spear for balance.
  3. Arnau, a mutoid 3 of the Theldon Way (Blazing Wastes). Thin and ever-grinning in a wide-brimmed hat and flower-patterned blouse, he carries all of his belongings in a pile of netting on his back. Has internal ears, a forked tongue, and digitigrade legs. All in all, he figures if you don't overcomplicate things and go where life takes you, it'll all work out. Practicing with a rope dart.
  4. Blawg Backbiter, a magic-user 1 of the Western Levett River (Ancien). Mocking smile full of gold teeth. Barefoot. Former pirate who figures he's too good to waste his life robbing. Confident on a boat. Fine sharkskin gloves that aid in climbing rigging or slapping foes (+1 damage). Knows the spell Tentacle Eruption.
  5. Llorens, a thief 3 of Gironur (Phoenix Land). A country dandy with fancy clothes, a flower-pattern silk ascot, tailed coat, and fine sandals. Possessed of the idle sociopathy of old money. Carries a curved sword. Member of the Ard Plow Society. Skills: Law, Hear Noise, Mob Agitation
  6. Fundrastos, a necromancer 2 of Hepton. Tight black outfit topped by a red cloth face-cylinder. Really toned on the right side, but shriveled on the left. Though it's probably hopeless, she thinks the chancer's career is her best shot to regain her strength again. Carries her father's greatsword, though she cannot use it. Knows Command Dead, Marionette
  7. Hrossketeil, a paladin 2 of Thogenheim. Wears a rawhide suit and carries a shield painted to resemble him deflowering your mother. Nothing seems to go well for him, but it will turn around soon once he finds people he doesn't need to walk on eggshells around.
  8. Matigyr, a druid 5 of Lindel's Mire (Kaldrland). A nauseous, jaundiced goth in a crenelated hood. Displaced in time after a centuries-old massacre, she is over everything except the pursuit of power. Afraid of elves. Knows Entangle, Locate Plant or Animal, Detect Danger, Heat Metal, Obscuring Mist
  9. Segward the Spade, a fighter 1 of Fuacriunwood (Ancien). Oily, unimpressive man who occasionally says the wildest things you've ever heard. Keeps his shirts clean and his clogs shined. Thought his pension would last longer. Will never complain as long as he gets paid. Carries an arming sword, shield, and horn.
  10. Domenec, a ninja 3 of Windborn (Blazing Wastes), pretending to be a simple thief pretending to be a pilgrim. Wears sackcloth robes and soft sandals. Seeks to refine his art and keep his origins secret. Secretly carries tools of the trade disguised as a walking stick, relic-box, trowel, dice, and tarot cards.
  11. Beatriu, a magic-user 3 of Dancaques (Phoenix Land). Wears bright flower-pattern robes and carries a fifteen-foot staff with a gilded holy symbol on it. Member of a secret order called the Scarab-Dancers, she hunts creatures of evil while affecting the air of an unconcerned opportunist. Carries garlic and stakes. Knows Elder Form, Chord of Freedom, Beatriu’s Undead ESP
  12. Candlewine, a bard 2 of Danbrag. Salt-and-pepper goatee perched over a sailor's jumpsuit. Ready to retire from sea life to the presumably staid life of the landlubber wanderer. Disclaims armor.
  13. Leodogari the Raider, a magic-user 3 of Dark Obos (Blazing Wastes). Cross-eyed and jolly, with a beat-up wooden antlered cat helmet. People think that having something is having it safe, and he doesn't mind taking advantage of that. Carries a bushel of four javelins that he can launch with proficiency. Knows Leodogari’s Elastic Orb, Transfer Fear, Mystic Blood
  14. Lancelot, an assassin 1 of Vortinham (Ancien). Wearing a silk dress and gloves, with a crenelated hood. She seeks to learn the way of the world in order to find a cushy position. Carries a harp case full of daggers.
  15. Skapi, a mouse 1 of Thogenmarch (Musfold). Pantsless, with a chain shirt, boobed tabard, and eyepatch. He's no naive mouselad anymore. Carries a cutlass. Good swimmer.
  16. Shazr, a barbarian 4 of the Crimson Steppe (Lyt). With a broad-brimmed hat and gossamer cloak, his appearance conjures shock and suspicion. Seeks work as a caravan guard, or something like it, in order to pay his way. Carries a classic Lytan arquebus, and permits none to touch it but himself.
  17. Ursule, a druid 1 of Feuilponwood (Ancien). Old and scowling like an owl from beneath a crenelated hood. One-handed, she wears a lovingly lacquered prosthetic. Full of wrath for those who wrong the common people, especially the women and children. Carries a switch. Knows Faerie Fire
  18. Ergalf the Breaker, an elf 5 of Old Floe (Kaldrland). Towering, pale, shaved, with a mean-spirited grin. Escaped a prison after a century of waiting, and isn't keen to wait around anymore. Wears a bearded ax and muscled breastplate that doesn't quite fit him. Knows Borrow Hunger, Ergalf’s Spirit Grasp, Magnetic Leap, Cage Field, Stone Magic.
  19. Hila, a thief 2 of the Wardway (Hepton). Malnourished, with a shaved head that's constantly looking over her shoulder, and with crude tattoos. Always running from something. Dressed in a nondescript star-and-moon doublet and high-waisted black trousers. Never surprised by a spell or magical trap. Skills: Hide in Shadows, Open Locks
  20. Payedar, a druid 3 of Empty Sadar. Morose mustachioed man riding a horse with very prominent veins. Always has an eye to enhancing the martial reputation of his people, the Sads. Carries a soldier figurine. Knows Animal Friendship,  Predict Weather, Entangle.
  21. Old Winsor, a fighter 2 of Hepton. Wild-eyed, with a studded leather shirt over a patched sailor's jumpsuit. Don't even explain anything to him, he's in as long as it distracts him from the memory of the bad old days. Expert in feigning death.
  22. Welma, a fighter 1 of Llyllwch (Evardin). Wears a threadbare cloak and many beetle-shaped charms, and wears the haughty expression of someone who was very popular in high school. Realizing she lacks most of the essential skills of life, she will throw herself at anything impressive-seeming. Favors a crossbow and straight-sword.
  23. Gyrd, a thief 2 of Thogenheim. Her hair is messy corona spilling from under a coonskin cap. An escaped thrall, she holds life in an iron grip. Pessimistic. Skills: Contortion, Climb Sheer Surfaces
  24. Turben, a fighter 1 of Kise. Barrel-chested, with gross surgical scars in his forearms and neck. As soon as he hit his first big payday, he got the osteotricians to give him some metal bones and subdermal chains. A classic duelist with a rapier, he counts as wearing medium armor just in his billowy blouse and wide belt.
  25. Agathonice, a magic-user 4 of the Dunes of Hours (Lyt). Squat, with a silvery poncho and prominent forehead. A madwoman who claims to have been born in the time when stars walked the Earth, and to have been a follower of Sol. Depressed but frantic. 2-in-6 chance of knowing forgotten lore about something she finds. Knows Agathonice’s Quartered Gauntlet, Hold Enchantment, Queen of Incendiaries, Sink Tomb
  26. Angelica, a fighter 3 of Boulder Lands (Blazing Wastes). Antlered metal deer helmet, patinating bronze scale shirt, girded green skirt. If you don't have a problem, she don't have a problem. Carries a flanged mace, and if wronged enters a berserk fury, getting a second attack each round which must be used— if not on an enemy, an ally. If not on an ally, herself.
  27. Lavach, a magic-user 1 of Elyard in Mortelmarais (Ancien). Sparrow-like expression. Welts cover her hands, concealed by black gloves. Teacher's pet to all other magicians and seeks to study under them. Wears matched silver daggers on her belt. Can throw both at once. Anosmic. Knows Homeward Escape
  28. Elionor the Lucid, a mutoid 3 of Donk River (Blazing Wastes). Choleric, with a butcher's build. She wears a straw cloak to conceal her third arm. Spent most of her life trying to leave the wastes and knows not where to go. Moves heavily, and when she stands still seems fully dead.
  29. Alfarin, a fighter 3 of Copper Mountain (Breth). Wears a lizard-skin vest and stupid hat over shaggy blond hair. An aggressive bully, and naive. Calls people he doesn't like "ditch-digger," Carries a spear.
  30. Loro the Ashen, a druid 4 of Miserable Riro (Lyt). Dons an ashy cloak and bee mask, and has a tongue tattooed with the Lytan words "DO NOT TRUST". Always trying to learn about what the funny wetlanders say and do. Has 1d4 reptiles on her at any given time. Knows Animal Friendship, Predict Weather, Cure Light Wounds, Barkskin.
  31. Eco the Hater, a fighter 3 of Poisoned River (Blazing Wastes). Withered black tongue from drinking poison, ornate black-and-pink flower-patterned gown. Spits. Hates pirates. Hates thieves. Hates prattling on. Armed with a flanged mace.
  32. Strozzo, a dwarf 1 of Orvea. Constantly sneezing, he wears dark goggles and a bandana over his mouth. Impelled to most feats by the all-powerful need to show someone that they're doing it wrong. Agoraphobic (scared of triangles) but brave.
  33. Aldine, a thief 2 of Danbrag. Wears a gaudy fox-head-hooded blouse with gold-coin-mesh boob window, and high-waisted trousers. Trying to get everyone to call her "Mistress of Chance," she is certain her ship has come in. As an alumna of the porter's guild, she has a sharp appraising eye and can carry as much as two normal people. Has a straight-sword at her side, and draws it often. Skills: Balance, Identify Poison
  34. Ruzi, a magic-user 2 of Danbrag. Pot-bellied and differential, with utmost confidence in himself. Figures his work with the constabulary of Danbrag makes him a shoe-in for any endeavor. Wears a star-and-moon robe and cloth face-cylinder. A regular zonk user, he skips the first turn of every combat. Knows Infiltrator’s Pulse, Wall of Anger
  35. Lily, an illusionist 1 of… somewhere? (Paradise). Dainty, and scowling from fat bruises and welts. Her memories all receded from her, and she chases them like a drunk on the night shore. Often stares suspiciously into a steel mirror.
  36. Seraphene the Lantern, a thief 1 of Guertomb (Ancien). Ferocious expression and bold gait like an intrepid reporter. Scandalously fingerless gloves. Alert for news of the shadow's movements, jealous like a rival mafiosa. Carries a hardened crook and wears a bezoar in a purse around her neck. Skills: Identify Poison
  37. Annaver, a thief 1 of Eungaine, the City of Smoke (Ancien). Compact, with sharp teeth and cloyingly sweet-smelling hair. Counterfeit crenelated forehead tattoo to seem wealthy. Desperate to form a codependent outfit with a cool hideout somewhere underground. Uses a probe-pole. Insects fall asleep when they touch her. Skills: Climb Sheer Surfaces
  38. Emeric the Looker, a fighter 3 of Adoud (Phoenix Land). Blustering gestures in an open buffcoat, with an antlered rabbit helmet. Bored of playing it safe. Also, he wants to meet a real woman. Carries a lucerne hammer.
  39. Hugo Secretfire, a druid 3 of The Pastures of Regret (Blazing Wastes). Has an undertaker's expression and kohl-darkened eyes. An edugogue whose profession is to wander in pursuit of knowledge, he doesn't mind if there's a little excitement every now and then. He would also like to send money back home to his alma mater. Knows Faerie Fire, Predict Weather, Warp Wood
  40. Galti, a thief 3 of the Nukangr in Staring Flats (Breth), though he will claim to be from Gullveig. Small fry with cracked skin and squinting eyes under a wide-brimmed hat, clothed in buckskin. Nominally patrolling for his hidden community to keep wary of the Tiger Lord, he figures it's no crime to have a bit of fun before coming home. Carries a woven-cord flail and is so skilled in climbing he can attack at the same time without penalty. Skills: Climb Sheer Surfaces, Juggling, Ventriloquism
  41. Bold Amfrie, a fighter 1 of Serpent Ridge (Ancien). Burly, with a valiant haircut, mismatched gloves, and piecemeal armor. Looking for any excuse to throw her weight around, but surprisingly well-read. Carries a guisarme, and knows a great kick for when people get too close to use it.
  42. Magrin the Slayer, a technicolor person of Enklabe (Phoenix Land). Dun-colored giant woman with grotesque features, an oversized spear, and a pot metal coat of plates. Would journey with interesting people for free, if not for her professional pride as a mercenary. Carries an oversized star chart holy symbol, and is very superstitious. Stats as ogre.
  43. Flloce, a druid 1 of Sarat (Ancien). Unwashed and hairy guy on stilts, with a hair shirt. Minor functionary of the Wyrlight grove, he cherishes the chance to bully bureaucrats. Always brandishing a knapped stone knife. Knows Speak With Animals
  44. Gefried, a druid 1 of Ashmarch (Ancien). Reedy, balding but with long hair, annoying voice. The same temper and slapdash attitude that made him a poor zealot has served him well as a chancer. Puzzles over a pilgrim's map of the area. Knows Invisibility To Animals
  45. Solveig, a thief 3 of the Ghost Range (Breth), though she will claim to be Gisele, a rustic from Ancien. Plain white tunic, baggy trousers, and mismatched gloves complete an unfortunate haircut. Carefully studying the dangers of the outer world on behalf of her people. 3-in-6 chance of disappearing each day. Skills: Hide in Shadows, Breath Control, Innuendo
  46. Vigdis, a druid 3 of the Mientr people in the Slaking Wood (Breth). Wears a bone nose bar, and various carven tchotchkes hanging from strings. Reckons every choice by whether it will get her ahead in the estimation of a real grade-A asshole. A pacifist herself, her advice is always incredibly violent. Knows Detect Danger, Entangle, Poison
  47. Fatima the Strong, a vampire 3 of Onasudan (Phoenix Land). Wrapped in several layers of fabric, she emerges at night to show she is a buff, queer-coded woman of about thirty. Finds this all so amusing. Hopes to grow strong enough to break her darke sire's thrall over her before he can find her and assert his authority. Carries an umbrella. Accompanied by a carriage that holds her coffin, carriage driver, and lickspittle.
  48. Rivalf the Rugged, a fighter 1 of Benevale (Ancien). Wears an autumn-patterned cloak over his shoulder, lincoln green archer's gloves, and a placard around his neck that says "Pay no royal tax," Laughs too loud. Seeks true companions as brave as himself. Carries a yew bow and bodkin arrows, and if he takes his time, he can always hit a spot precisely.
  49. Martina, a thief 3 of Aslo in Crater Garden (Blazing Wastes). Tall, with bleeding-dry lips and wispy hair. Too annoyed by her countrymen to stay around, too imperious to fit in anywhere. Wears steel-tipped gloves and carries a thorny spear. On a critical hit, the foe must make a save vs death or the head will break off in their heart and kill them instantly. Skills: Appraisal, Balance, Smattering Of Language.
  50. Guda of the Secret Hand, a magic-user 3 of Harmonious Wallask (Breth). Wears scarlet robes with an embroidered six pack, braids his hair, and darkens his irises. Suspicious of others because he is natively shifty. Licks a piece of lead for luck. Knows Guda’s Levitating Fist, Brainwither, Pit Passage
  51. Aberthol, a druid 1 of the Bonfires of Evardin in Coelcerth (Evardin). Wears a crest of vibrant bird feathers over a shabby brown robe, and fletches smooth-tipped arrows with those same feathers. Rants to himself about "pill-laddies", "college jezebels", and other villainous groups that seem to include anyone with a living other than primitivist scavenging and living by skill of arms. Also he hates deer. Knows Animal Friendship.
  52. Culhwch, a gnome 1 of Jasakia (Evardin). Wears a pointed black hat over a grumpy, sun-kissed face. Under that is a placard necklace that reads "WAR FIENDS FUCK OFF". He has heard about the grifts and politicians of the wider world; would like to bite them. Knows Phantasmal Force.
  53. Estriflour the Even-handed, a fighter 1 of Kynel (Evardin). Cheerfully whistling from under an oversized crenelated hood, her dress queers the serf-merchant distinction. Blithely pretends not to understand class distinction or power distance. Carries a guisarme.
  54. Sayadi, a Danbrane fighter 1 of France (Bes). Stocky, with a heavy engraved ax and a wilted flower crown. In deep debt to pirates and honestly fed up with the feast-and-famine of economies anyway.
  55. Feral Gunnvor, a thief 2 of Skritha Mount (Breth). Emaciated and expressionless, she covers herself in the furs of animals she has killed. Claims that her parents were killed by a dragon when she was young, and that she was raised by goats. Fights ferociously with her nails and teeth. Skills: Climb Sheer Surfaces, Balance
  56. Agnes of Many Coins, a thief 2 of Catallopa (Phoenix Land). A woman recently of means, she smirks from under a pile of flower-patterned silks, a fine cape, and many pieces of gaudy jewelry. Certain everything is for sale, she's bound to be cut down to size by other, more dangerous, more experienced thieves if she's not careful. Skills: Open Locks, Juggling
  57. Pep, a fighter 1 of Lake of the Serpents (Blazing Waste). Wears a two-faced antlered wolf helmet to confuse enemies as to the direction he's facing. Constantly playing with a ring or earring. Hates most, fears none— save the living dead, to whom he will bow and beg immediately.
  58. Lyowse, a magic-user 5 of Brightveil (Gravemark). Wears a crenelated hood in hopes of concealing a halo of light which ill suits her otherwise gothy and grubby appearance. She has stolen a wisp of the Coldfire Cathedral's hashmal, and may be consumed by it. She does not know if she is being pursued. Knows Lyowse's Nonflammability, Summon Vulture, Squamous Adaption, Distracting Blast, Fireball 
  59. Lydia Carter, a magic-user 1 of the wandering nomads. Overladen and covered in belts, buckles, and hooks like a Wayne Reynolds pathfinder. Friendly enough, she sulks and molders by campfires, dreaming of revenge on the sister who cheated her out of her inheritance as an influential Wheelwright of Seance (Bes). Skilled in the maintenance and repair of wagons. Knows Tenebral Pit
  60. Jebellien, a thief 1 of Miserable Tolling (Evardin). Proudly wears an open duelist's blouse that shows off several stab wounds directly to her chest. Her head is obscured by a forester's hood. Motivated mostly by the desire to impress the easily impressed— college freshmen, adventuring losers, and so on. She is skilled in moving silently, but as a Tollinger, she is unfailing in the rare art of timing your movement to something loud so as to be undetectable. As a Tollinger budge, she can tell if a piece of clothing is magic by wearing it. Feels sticky, kind of. Skills: Appraisal
  61. Rochen, a nomad of the New in Calm An (Bes). Ever-glaring, she wears unremarkable clothing as though it were an embarrassing costume. Despises the mores of the wider world, but obeys them as she understands them out of extreme yet even-handed cultural relativism. Hopes to bring wealth and renown to her tribe. Stats as dervish, rides a warhorse (Anise), has leather armor, shield, and lance.
  62. Robert the Misericorde, a fighter 6 of Riemar Seat (Gravemark). A slab of a man covered in sheenless mail. Identifies his career as "knight-killer", a profession that has risen in esteem in his native Gravemark. A bastard of man, especially when you're in his power. Carries caltrops for the horses, a guisarme for the knights, and a flower for the ladies.
  63. Avassant the Abroad, a thief 4 of Kaymarch (Coris). Bedraggled, with a bullet hole in the left side of her face. The Lytan shot went in the cheek and out her open mouth. Victim of press-ganging and worse by the garrison of Kaymarch, she has finally escaped. Desperately strikes out for freedom. Skills: Hide in Shadows, Contortion, Move Silently, Smattering of Languages
  64. Rurrier the Ragged, a thief 1 of the New Settlement (Bes). Toothless, hirsute, ragged. Used to do all the thankless tasks for petty nobles, but now sells his work to those he thinks will appreciate him better. You'll pay old Rurrier up-front, won't you, pretty? Carries a probe-pole with a hook on it for angling valuables from second-story windows. Skills: Trap Circumvention
  65. Kaetil the Cockerel, a fighter 3 of Seat (Thognheim). Swaggers about in fine boiled leather that has never seen combat. Calls everyone babe, and always pushes for a leadership position. Boasts that he has painted a little lion on his shield, so when he strikes it will seem life-size to his foes.
  66. The Seer of Swords, a druid 3 of Rue Wood (Blazing Waste). Her eyes are bloodshot and red. Her clothing is donated. Her weapon is a lacquered empty scabbard. Every night, the nightmares last for hours— visions of bloodshed without ending. She frequently makes concerning allusions to future events. Knows Predict Weather, and Detect Danger, Slow Poison
  67. Raquel, an orc 4 of the Tower of Anthrax. Covered from head to toe in cracked and chalky mud. Her straw cape is weighed down by it, and she leaves a trail of dust wherever she goes. Childlike and pretentious.
  68. Americ, an orc 4 of Comporta (Anthrax). Wears a sort of crop-top hastily converted from a purple and gold tabard, an armadillo-back helmet, and a sunflower-pattern belt. A surly mastermind. He carries a flanged mace.
  69. Ambin the Ambler, a ranger 1 of Bes. Thin and cocky, like a cockerel. The effect is enhanced by his stilts and fox-red jerkin. Single-mindedly he leads travelers through dangerous places for pay, he seems to have no internality at all. Carries a surveyor's chain and tripod-mounted measuring tools.
  70. Kohok, a rock baboon of Krenplant (Bes). Clothed only in her fur, a stolen circlet, and a tramp stamp of the word "TATTOO". Will do anything for any reward. Understands but cannot speak human languages. Stats as rock baboon.
  71. Sancho Fatekeeper, a magic-user 1 of Dancaques (Phoenix Land). Portly and jolly fellow, ever-accommodating. Wears a helmet of an antlered, winking pig. Spineless, he will do whatever his employer asks of him. Hopes adventuring will get him away from his two bully sons. Knows Swift Contortions
  72. Sathra, a magic-user 1 of Ring (Danbrag). Her cloth head-cylinder sets her out as a magician, but she will conceal her low level of attainment. Sibilant, snake-like voice and form-concealing star-and-moon gown produces a sense of mystery. If left unsupervised, will seduce the most inconvenient and problematic NPC available. Knows Floating Globes
  73. The Silent Lady, a fighter 1 of Jagadun (Phoenix Land). Withered and scarred by flames, she is covered in thick mail and flower-pattern silks. Does not much speak, but seems to have an enmity for the undead and the unjust. Immune to magical charms, but fire causes her to test morale or flee.
  74. Belcore of the Common Touch, a magic-user 1 of Awawn (Endless Diet). Wears a jerkin in the style of a common man of the road, and is always on about what the man of the road wants and how the man of the road will get by in today's economy. He wears a placard that reads "I speak for the man of the road!" Desperately wants to beat anyone who annoys him and burn anyone who wrongs him. Knows Mettle
  75. Vine the Afflicted, a druid 1 of Free Lapinth (Bes). Wound bandages cover her face, neck, and hands, sealed shut with poultices. She walks on stilts to avoid contaminating the ground, for she is afflicted with a deadly Flaying Sickness, wandering for a cure. Knows Locate Plant or Animal.
  76. Limri the Red, a magic-user 1 of the Bravon people in Lamorack (Bes). Built like a quarry. Bone jewelry, crenelated vest, and worn hands. Says everything like she spits it, but wanders with an eye to doing good. Can dig a grave in ten minutes. Knows Levitate Evil
  77. Llora, a fighter 3 of Glass Harbor (Hepton). Disguised as a man with a bushy beard and wide hat. Has been trying to get into the navy for sex-and-drinking reasons without luck. She brings a lot of experience and practical knowledge, but will stick her hand in the till at every opportunity.
  78. Grybleroise, a druid 1 of Lustre (Bes). Wild-haired and red-nosed. Grubby, venal, reads cards on the side. Knows Predict Weather.
  79. Raelel, a druid 6 of Malagant (Gravemark). Wears a faded motley stitched from scavenged clothes. Her hair is pulled into one massive braid, and her face is pock-marked. Uncouth and eccentric, she haggles with everyone and criticizes every more imposed on her. Carries a screech owl in her wide sleeves. Knows Animal Friendship, Faerie Fire, Barkskin, Create Water, Tree Shape, Call Lightning.
  80. Vivere, a thief 4 of the Mason's Place (Coris). Head half-shaved, in a crenelated hood and threadbare cloak. A hardscrabble youth who had to grow up quick, she harbors a vendetta against the rulers of Coris. Lockpicks, knives, and purse-snippers are secreted in hidden pockets on her person. Skills: Open Locks, Hide in Shadows, Impersonation, Snares and Alarms
  81. Sir Mese, a knight 3 of Ganolf (Gravemark). Ill-formed, and often confused for a mutant. His shield is white, charged with four running black dogs. For this and his appearance he is called the Mongrel Knight, and he has the undeserved reputation of being one of the worse bandit knights on the road. Really just looking for something useful to do.
  82. Donnrarducius, a ranger 1 of Gwelforn Way (Bes). Thick Kisen mustache and a punchable grin set in a grass-green travel cloak. Nosy, and always inviting himself along. Owns an extendable probe-pole.
  83. Hemar, a fighter 1 of the Arrow Lands (Bes). Tall, with a graying auburn goatee, he laughs often and says little. Leans on his yew longbow as he listens to a story. Nothing pleases him more than to cut a braggart down to size. On a windy day, he can fire an arrow so the wind bends it to strike a target at a right angle. Carries a bezoar in a sack around his throat.
  84. Estrivien, a fighter 3 of Saladar (Gravemark). Frowning and miserable, she leans on her guisarme and adjusts her ill-fitting crested helmet. Her armor is piecemeal and she is unused to its upkeep. A deserter, she must balance her desire for a low profile with her empty belly.
  85. Hoeburn the Black, a magic-user 4 of Sunken Eedoe (Coris), though he will claim to be from Dunsimer. Wears a robe of black and purple stripes, as well as a muzzle (for ranting in tongues). Generally a total shyster, but wants to maintain an air of mystery. Knows Banish Confusion (Feed Confusion), Biting Jaws, Transmute Meal, Repel Steel
  86. Pendramour, an orbseeker 4 of Sagramor (Coris). Once-fine clothes and a faded crenelated forehead tattoo framing her handsome features disclose that she was once a woman of means. A stormcrow and bringer of disquiet, a bestower of unhappy burdens, she's the kind of person a Wormtongue would think of a Gandalf, if you know my meaning. Knows Bleed, Infect Wound, Weatherlapse, Soul Conduit
  87. Owen Fairlips, a druid 2 of Godidog Way (Evardin). Half-naked man whose fuzzy chest is covered in beetle charms of various sorts. Will heavily imply that his father was a literal dog. If left unsupervised, will seduce the most inconvenient and problematic NPC available. Knows Faerie Fire, Speak with Animals
  88. Derana the Bell-Ringer, a fighter 4 of Grante Bridge (Coris). Former toll-taker, she still wears the uniform— mail armor, yellow tabard with a spitting pink dragon on the chest, and a helmet resembling a jolly wizard. Astute enough to despair that things are getting so bad almost everywhere, and wants to have a strong band with her as things get worse.
  89. Valenti, a thief 2 of the Wardway (Hepton). Steps about like a cockerel in his fine sandals, and glares about with kohled eyes. If approached, he affects a casual air. "Heh, I could do that easy," Falls in love with practically everyone he meets. Skills: Law, Balance
  90. Letoadadain, a frogman of Sully Fen (Coris). Wears smart-looking mail soaked with slime, the shoulders painted a faded purple and black. Once a hopeless mercenary, he has been reborn into a druidic cult, and pays his deference to star and wildman alike. An exile in his own land : ( Stats as bullywug.
  91. Sir Vortirent, a knight 6 of Fos Barrens (Gravemark). Handsome, with a beatific face and elegant auburn hair. His shield is green, charged with a white horn. A man of true nobility, he is humble with the humble and loyal to the brave. He will grasp for any tool against the shadow, no matter how doubtful or how cursed.
  92. Rhedyn Longskin, a druid 1 of Cymru (Evardin). Flinty and stout, with throbbing blue tattoos of snakes and mushrooms and so on. Impatient with worldly distractions, she seeks the hidden places where the inken snakes roll and slither, and the fungal images emit spores which show her strange things. Carries a worm pilgrim's map showing nearby shrines and stone circles. Knows Animal Friendship.
  93. Hastein, a fighter 3 of Raphonavegr (Kaldrland). A quiet man, still and reliable as the pine. He's seen and heard many things in the deep woods, and knows the difference between the dim and the dark, the odd and the impossible, the young and the ageless. Carries a bearded greataxe, and knows when to stow it.
  94. Esyda the Kind, a cleric 1 of the Endless Diet. Dresses in unfashionable and unflattering lumpy robes, for humility, her head surmounted by a spherical white hat with a gormless expression painted on it. A sadist. Knows Detect Evil
  95. Long Rerdishig, a thief 1 of Galas in Weald (Bes). Wears flowy clothes that catch horribly in the wind and a veil that covers his face, as well as bright rosewood clogs. That way, when he slips into his second-story uniform, no one recognizes him. Former informant for the powerful ranger Antossar, his conscience started acting up and he pulled up stakes. Skills: Climb Sheer Surfaces
  96. Timoonard, a druid 4 of Jacinth Shadow (Coris). Round and prosperous, like a pillbug, in his gray chitin cloak. Doesn't take his job too seriously but is dead serious about getting a pint and a warm bed. Knows Faerie Fire, Predict Weather, Barkskin, Heat Metal.
  97. Jerteron, a magic-user 1 of Llyllwch (Evardin). Sunken-eyed and sneering, this shrimp of a man wears a pair of matched silver blades on his belt as though daring someone to mess with him. Hater of the jungle and the quiet places, lover of civilization (cheap wine, chamber pots, and sexy puppet shows). Ever in search of new friends to look down on third parties with. Knows Waste to Light
  98. Belenean One-Hand, a fighter 4 of Palamedes (Coris). Thick, with battered plate armor and a balding head. His off-hand is an oversized serrated metal hook. Former lieutenant to the Dungeon Master in the Halls of Hate, he needs to make himself a dog to a new leader and fast if he wants to escape justice.
  99. Birnrion the Generous, a thief 6 of the Black Gates of Tor (Gravemark). A reedy, shaved man in fine clothes, with a wide belt and a curved sidesword. Morbid in the extreme, and sees death in its shades of nascence. Immune to energy drain. When he dies, a skeleton will hatch from his body. Skills: Law, Appraisal, Mob Agitation, Forgery, Drug Tolerance, Camouflage
  100. Sir Chide, a knight 5 of other lands. Called the Crossways Knight for the yellow crossbar on his shield, he is a quixotic wanderer who claims to come from another world and serve another god. Pragmatic, somber, and fearful of wonders and profanities alike.