BFRPG Hexcrawl Adventures Tables Only r2

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Table 1: Activities and Outcomes:

Experience XP (to each PC) Stronghold Grant

Explore and map the wilderness (for the Crown, town council, etc.) 25 XP per hex -

Explore and caves/dungeons 25 XP per room -

Clear a wilderness hex of monsters 100 XP -

Donate money to the poor/church/Crown/guild 1 XP per 1 gp -

Clear 6 hexes surrounding the town to stop frequent monster attacks/sightings Additional 600 XP +5% cost match

Clear 12 hexes surrounding the town Additional 1200 XP +5% cost match

Find and clear a hex path to exploitable natural resources +1% per hex cleared

Find and clear or reclaim historical ruins/dungeons 500 XP per level of +1% per level of dungeon
dungeon
Clear a hex path to historical ruins/dungeons +1% per hex cleared

Find and clear hex path to other towns for trade partnership +1% per hex cleared

Build a stronghold in the wilderness to maintain “Cleared Hex” status in a 2-hex


radius (and expand civilization for future generations of PCs or NPCs!)

Mitigate a negative Domain Event 10 XP x Families

Death of a Player Character (see note below) 100 XP x Level


Table 2: Terrain Table 4: Water (Optional)

Terrain Roll 1d12 Water Roll 1d12


Current Hex: New Hex: Current Hex: New Hex:
Mountains 1-6: Mountains Lake 1: Lake
7-10: Hills 2-4: River
11: Plains 5-12: None
12: Swamp River 1: Lake
Hills 1-4: Mountains 2-10: River
5-8: Hills 11-12: None
9-11: Plains None 1: Lake
12: Swamp 2-3: River
Plains 1: Mountains 4-12: None
2-3: Hills
4-9: Plains Table 5: Point of Interest
10-12: Swamp
Point of Roll 1d20
Swamp 1: Mountains Interest
2: Hills 1-3 Ruins (above ground)
3-8: Plains 4-7 Caves (see Table 8)
9-12: Swamp 8-9 Tomb
10-11 Lair
Table 3: Vegetation 12-14 Natural Resource (Iron bog, lake, metals, gemstone,
lush grapevines, High Mana, quarry stone, etc.)
Vegetation Roll 1d12
15-16 Settlement (50% chance of human, otherwise roll
Current Hex: New Hex:
random monster type) (Option: roll for size; see Table
Dense Forest/Jungle 1-6: Dense Forest 7)
7-10: Light Forest 17-18 Mine (abandoned)
11: Grassland 19-20 Ruins (dungeon) (see Table 9)
12: Barren
Light Forest 1-4: Dense Forest
Table 6: Settlement Size (Optional)
5-8: Light Forest
Roll 3d6 Chance Type Population Base Value
9-11: Grassland
5-9 35% Thorp Fewer than 21 50 gp
12: Barren
10-13 46% Hamlet 21–60 200 gp
Grassland 1: Dense Forest/Jungle
14-15 11% Village 61–200 500 gp
2-3: Light forest
16 3% Small town 201–2,000 1,000 gp
4-9: Grassland
4 1% Large town 2,001–5,000 3,000 gp
10-12: Barren
17 1% Small city 5,001–10,000 15,000 gp
Barren 1: Dense Forest/Jungle
3 0.5% Large city 10,001–25,000 40,000 gp
2: Light Forest
18 0.5% Metropolis More than 25,000 100,000 gp
3-6: Grassland
7-12: Barren
Table 7: Wilderness Encounter Terrain Table 9: Dungeon Area

Die Result 1d20 Drop 2d4, 2d6, 2d8, 2d10, 2d12, 2d20 (and an additional
d20 on Common Area Feature table)
d4 (2) Trees (trunks)
Any maximum die roll indicates a monster lair!
d6 (2) Brush
1 Area change
d8 (2) Rock
A gateway or passage to another dungeon area on the same
d10 (2) Boulder level. A roll of 1 on a d8, d12 or d20 indicates this room
die is a stairway down to the next level.
d12 (2) Rock outcrop/ridge
2 Bedroom/Bunks
d20 (2)
Terrain Change: 1-5: Trees & Brush 3 Common/Sitting room

6-10: Water (or land if in swamp) 4 Latrine/Garbage-pit

11- 15: Elevation change (down) 5 Food-stores/Winery


16-20: Elevation change (up)
6 Kitchen/Mess Hall

7 Cistern/Well

Optional Movement System 8 Meeting Hall/Auditorium

Terrain or Vegetation Movement Points 9 Tools/Equipment/Armory


Cost 10 Kennel/Stable
Jungle, Dense Forest, Mountain, Swamp 18
11 Laboratory
Desert, Forest, Hills 9
12 Archive/Library
Clear, Plains, Trail (any terrain) 6
13 Tomb/Crypt
Road (Paved) 1 step lower
14 Prison/Torture chamber
(minimum 6 MP
cost) 15 Statuary/Gallery/Throne room

16 Mining/Smithy/Forge/Refinery/Power-Generation
Table 8: Random Caves
17 Shrine/Altar/Chapel/Temple
Die Roll Feature 18 Fountain/Pool//Stream/River/Lake
1 Another passage or hole leaving the current 19 Mechanical Clock/Portcullis/puzzle (or control for
room something elsewhere)
2 Stalagmite or full pillar 20 Vault/Treasure room (see Unguarded Treasure table)
3 Chasm

4 Raised area

5 Water: pool, stream, or river

20 Monster!

Any maximum die Monster!


result
Table 10: Area Features Table 11: Random Room Contents

1d20 Common Area Feature Feature Modifier (optional) 1d20 Drop 1d4, 1d6, 1d8, 1d10, 1d12, 1d20
1 Doorways/Arches/Stairs Mist/Fog Any max die roll is a Monster in room!
2 Hallways/Passageways Bone
1 Trash/Debris/Ruins (rough terrain)
3 Walls Acid (damaging?)
4 Construction style Fur/Hide/Skin/Flesh (living?) 2 Lighting (Cresset/Brazier/Sconce/Chandelier)
(different builders?) 3 Pillar
5 Doorways/Arches/Stairs Eyes (moving/living?)
4 Small Furnishing (according to room type)
6 Floor/Tiles Stone (granite, marble, limestone,
odd coloration, gemstones) 5 Large Furnishing (according to room type)
7 Ceilings Crawling/Shifting/Sliding/ 6 Small Furnishing (according to room type)
Spinning
7 Large Furnishing (according to room type)
8 Vents/Shafts/Drains Cold/Frost/Ice (damaging?)
(Large Singular or 8 Small Furnishing (according to room type)
scattered throughout)
9 Large Furnishing (according to room type)
9 Shrines/Monoliths Hot/Flaming/Burning/Electrical
(Large Singular or (damaging?) 10 Small Furnishing (according to room type)
scattered throughout)
11 Large Furnishing (according to room type)
10 Statues/Busts (Large Smell/Stench
Singular or scattered 12 Small Furnishing (according to room type)
throughout) 13 Water/slime/Vegetation (slippery terrain)
11 Tapestries/Murals/ Bright light (or well lit)
Paintings (Large 14 Tapestry/Mat/Rug
Singular or scattered 15 Body/Carcus/Vermin
throughout)
16 Partially collapsed (a crumbling still!)
12 Bell (Large Singular or Strange Gas (Methane, Chlorine,
scattered throughout) Hydrogen) (damaging?) 17 Trap (see Traps table below)
13 Hallways/Passageways Slime covered (slippery)
18 Secret Passage
14 Elevation changes Water (dripping, running,
(sunken/raised floor) pouring) 19 Secret Compartment (see Unguarded Treasure on page 131
of the Core Rules)
15 Furniture/Furnishings Crumbling/Cracks/Chasms/
Streams (bridges?) 20 Box/Chest (see Unguarded Treasure on page 131 of the
16 Monsters/Inhabitants Carvings (Runes/Hieroglyphs) Core Rules)
17 Pillars Mold/Moss/Fungus/Vegetation
(Poisonous, thorny, luminescent)
18 Walls Wooden (possibly odd coloration)
19 Floor/Tiles Metal (iron, bronze, copper,
adamantine, mitrhel, gold, silver
etc.)
20 Ceilings Sounds/Noise (ominous,
deafening, maddening)
Table 12: Traps Table 14: Knowledge Inquiries

3d6 Trap type (See Core Rules page 159 for trap details) Location PC Class Success Check
3 Monster-Attracting Spray (double chance of Wandering Tavern Any PC Roll against Charisma
Monster for 1d6 hours) Temple or Chapel Cleric only Roll against Wisdom
4 Chute (Save vs. Death Ray +Dexterity bonus or be
dropped into next lower dungeon level) Thieves Guild Thief only Roll against Charisma
5 Flashing Light (Save vs. Spell or be blinded for 1d8 turns) Militia Barracks Fighter only Roll against Charisma
6 Oil Slick (Save vs. Death Ray + Dexterity bonus or fall
Library or Magic-user only Roll against Intelligence
prone) Archives
7 Poison Dart (AB +1, 1d4 damage, Save vs. Poison or die)
8 Falling Stones/Bricks (Save vs. Paralysis + Dexterity
bonus or take 1d10 damage)
9 Arrow (AB +1, 1d6+1 damage) Table 15: Knowledge Received
10 Pit Trap (Save vs. Death Ray + Dexterity bonus, or fall in. Location Order of Information
Roll twice to determine depth and contents on the Pit Traps Tavern Treasure, Point of Interest type, Monster, Clue,
Table, below) Location (getting quality information from
11 Blade intoxicated strangers is difficult)
12 Poison Needle (Save vs. Poison or die) Temple or Chapel Point of Interest type, Location, Monster, Clue,
13 Poison Gas (All in area must save vs. Poison or die) Treasure (usually involves a temple to be
14 Alarm (all within 30ft radius must save vs. Spell or be reclaimed/consecrated)
deafened for 1d8 turns. Check for Wandering Monster Thieves Guild Location, Treasure, Monster, Point of Interest
who will arrive in 2d10 Turns) type, Clue
15 Rolling Boulder (Save vs. Death Ray + Dexterity bonus or Militia Barracks Monster, Treasure, Location, Point of Interest
take 2d6 damage) Type, Clue
16 Portcullis (Save vs. Death Ray or take 3d6 damage. The
Library or Location, Point of Interest Type, Clue, Treasure,
way is also blocked now)
Archives Monster
17-18 Spell (Roll for random spell. Save as per spell)

Table 13: Pit Trap Type

1d6 Pit Depth Pit Contents


(damage)
1 10ft (1d6) Empty
2 10ft (1d6) Water (half way down)
3 15ft (1d6) Vermin (Rats)
4 20ft (2d6) Poisonous Vermin (Snakes, Scorpions)
5 30ft (3d6) Spiked (Roll to hit for spikes with AB +1, if
hit then Fall Damage x2)
6 50 (5d6) Acid
Tables 16-18: Stronghold Effects Nature of Event
Population Sentiment 1d12 Description of Change
Interpret this according to rolled “Domain Event” (Good,
Sentiment Monthly Change
Bad, Neutral etc.)
Patriotic Population grows by 4d6(%) 1 Change in Monster activity in surrounding wilderness
Happy Population grows by 1d10(%) 2 Change in Crime rates and criminal activity (Bandits?)
3 Change in sickness/plague rates (a Curse?)
Indifferent Population grows by 1d4(%)
4 Change in Crop Yields (Feast of Famine) (a curse?)
Unhappy Population loses 1d10(%) 5 Change in Weather (if Very Bad event type was rolled, it’s
Rebellious Population loses 4d6(%) a natural Disaster such as Flood, Fire, Earthquake, etc.)
6 Death of important figure
Domain Events 7 New Social Movement
2d6 Event Type Effect on Population Sentiment 8 War Declared (ie. If Neutral Event type then another town
declared war against a third party. If Very Bad Event Type
2-3 Very Bad Population Sentiment worsens by 1 step
rolled, then war declared on this stronghold, etc.)
AND halve tax income this month
9 Change in Natural Resources (resource exhausted, new
4-5 Bad Population Sentiment worsens by 1 step
resource found etc.)
6-8 Neutral No change to Population Sentiment
10 Change in Foreign Trade or Trade Routes
9-10 Good Population Sentiment improves by 1 step
11 Change Festival or Holiday event
11-12 Very Good Population Sentiment improves by 1 step
12 Historical/Holy Relic (Lost or found)
AND double tax income this month

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