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Maze Rats Revised Pages

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Writing: Ben Milton
Cover: DC Stow

The text of Maze Rats is licensed under the Creative Commons CC BY 4.0 license.
See page 28 for more details.

Printed in the USA


Published 2024 by Jacob Hurst & Swordfish Islands LLC
San Antonio, TX
1
Danger Rolls
Whenever possible, a PC’s actions should be re-
solved 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
Maze Rats is a fantasy adventure game (also known six-sided dice), and adds the proper ability bonus. If
as a roleplaying game, or RPG) of exploration, prob- the total is 10 or higher the PC avoids the danger. If
lem-solving, and survival. One player acts as the not, the GM describes how things go wrong. Dan-
Game Master (GM) while the remaining players ger rolls usually fail, so players should do every-
take on the role of Player Characters (PCs). thing they can to make risky situations less so.

Although paper, pencils, and dice are involved, the � Add the Strength bonus (STR) when using raw
core of the game is a conversation; the GM tells the power, stamina, or physical resilience.
players what is happening, the players tell the GM � Add the Dexterity bonus (DEX) when using
what their characters to do in response, and the GM speed, agility or precision.
describes how their actions in turn affect the world. � Add the Will bonus (WIL) when using force of
personality, perception, or willpower.
The GM is the game’s host and facilitator. This job
If one character takes an action against another,
is the most difficult, but also the most rewarding. A
the GM may decide to call for an Opposed Danger
good GM is someone with a great imagination and
Roll. In this case, both characters make a danger
good people skills, who enjoys improvising and
roll, with each trying to beat the other’s total in-
helping others have fun. Their primary duties in-
stead of trying to roll a 10+. Defenders win ties.
clude: playing the roles of all of the Non-Player
Characters (NPCs), creating and running the fic- Advantage
tional world, establishing concrete situations for If the risk of an action is reduced due to the PC’s
the players to interact with, adapting to the unpre- paths, preparation, or situational factors, the GM
dictable choices of the players, making rulings on may grant Advantage to the roll. In this case, the
how and when to apply rules in a particular situa- player rolls 3d instead of 2d and uses the two high-
tion, and finally inventing, altering or entirely re- est dice. Attack rolls may also have advantage if the
moving game rules if it improves the game. situation calls for it. Only one advantage die may be
If this sounds challenging, it is! But don’t worry, added to a roll. If several advantages apply to the
Maze Rats offers plenty of tools, advice, and useful PC’s action, the action is usually no longer risky.
content for making running the game as smooth NPC Reactions
and stress-free as possible. If the PCs come across a monster or NPC whose
In contrast to the GM, the players’ jobs are simple: disposition is unknown, roll 1d on the table below.
roleplay the personalities and choices of their PCs, 1 2-3 4-5 6
interact with the situations presented by the GM, Hostile Wary Friendly Helpful
and work together to stay alive and hopefully pros- Hostile NPCs will attempt to hinder, harass, or at-
per. Characters grow in strength the longer they tack the PCs. Wary NPCs are unhelpful unless
survive, but Maze Rats presumes a world full of given significant motivation. Friendly NPCs will
peril, so only the cleverest of players will see their help as long as it doesn’t inconvenience them. Help-
PC live long enough to retire from the adventuring ful NPCs will help even when it’s inconvenient.
life and enjoy their ill-gotten gains.
2
Initiative NPC Morale
Both sides roll a die when combat breaks out, re- When an NPC or hireling faces more danger than
rolling any ties. The side with the higher roll will act they were expecting, the GM may call for a WIL
first during the first combat round, followed by the danger roll to see if they rout or beg for mercy.
other side. After each round, reroll initiative. This Typical situations for making a morale check in-
may result in a side taking two consecutive turns. clude when an NPC loses half of their force (when
On a side’s turn, each of its characters, in any order, in a group), loses half of their health (when alone),
may move about 30 feet and take one action. Types loses their leader, or is attacked by magic.
of actions include: attacking a target within range, Most NPCs should not get into fights that they can-
casting a spell (see the Magic page), drinking a po- not win, and should tactically retreat or sue for
tion, making a second move, etc. peace if it makes sense, even without a morale roll.
If a group ambushes another group or NPC, it auto-
Healing
matically gains initiative, as well as advantage on all
PCs recover 1 point of lost health when the PC eats a
attack rolls during the first round. The leader of the
meal and then gets a full night of rest. 24 hours of
ambushed group may be permitted a WIL danger
rest in a safe location restores all health. A dose of
roll to avoid surprise.
medicine restores 1 point of health, once per day.
Combat Encumbrance
Characters have a base armor rating of 6. Light ar-
All of a PC’s items must have a recorded location:
mor and shields provide +1 armor each, while heavy
worn, in the backpack, on the belt, or carried in the
armor provides +2 armor. Shields use one hand and
hands. Belts carry up to two items, and backpacks
so cannot be used with two-handed weapons. Char-
can carry as much as a backpack could reasonably
acters in heavy armor cannot gain advantage on
fit. Belt items can be grabbed in combat at any
DEX danger rolls or surprise attack rolls.
time, but backpack items take 1d rounds to find.
When one character attacks another, the attacker
makes an Attack Roll by rolling 2d and adding their
Leveling Up
All PCs begin at level 1, and gain levels over the
Attack Bonus (AB). Attacking with a ranged
course of the campaign. At the end of each session,
weapon is impossible while in melee combat.
the GM awards 1-3 Experience Points (XP) to all
Compare the attacker’s attack total to the de- PCs based on how much the party achieved.
fender’s armor. If the attacker’s total exceeds the
� Showed up to the game: 1 XP
defender’s armor, the attack hits and deals damage
� Overcame a difficult challenge: 2 XP
to the defender equal to the difference between the
� Overcame an impressive challenge beyond their
two scores. Heavy weapons add 1 to this damage
expected ability: 3 XP
(but not the initial attack roll), while unarmed at-
tacks subtract 1 damage (but may not reduce dam- When a PC has enough XP, they gain a level. After
age to 0). If the attacker rolled double sixes, the roll reaching level 7, the PC may retire and become an
is a Critical Hit and the total damage is doubled, or NPC. The player then makes a new level 1 PC.
some other effect is applied at the GM’s discretion.
Subtract the damage from the defender’s Health. LVL XP Level Features
2 2 +2 max health, +1 to an ability bonus
If the defender has a shield, they may choose to
+2 max health. Pick one: attack bonus +1,
shatter it when they are hit by an attack to ignore all 3 6
gain a new path, or gain a spell slot.
damage from that attack.
4 12 +2 max health, +1 to an ability bonus
If a character ever has zero or less health, they are +2 max health. Pick one: attack bonus +1,
immediately slain. When a PC is slain, its player 5 20
gain a new path, or gain a spell slot.
creates a new first level PC, or takes over a first level 6 30 +2 max health, +1 to an ability bonus
NPC hireling. The GM then has them rejoin the
+2 max health. Pick one: attack bonus +1,
group as soon as possible. 7 42
gain a new path, or gain a spell slot.

3
2. Record maximum health
Your PC begins with 4 maximum health and 4 cur-
rent health. PCs add 2 to their maximum health
(but not current health) each time they gain a level.
Making a Player Character 3. Choose starting feature
Create your character at the beginning of a new
Your PC begins with one of the following features:
campaign along with the other players. If your
character dies during the game, you should make a � A +1 attack bonus (add 1 to all attack rolls).
new one right away. The random tables from the � A single spell slot (cast one spell per day, gener-
Characters pages can be used to flesh out your char- ated from the tables on the Magic page).
acter if you want a bit more detail. Drawing a por- � A single path from the four following options
trait of your character is highly encouraged, as is (gain advantage on related danger rolls):
adopting a mannerism or two when speaking in Briarborn: Tracking, foraging, survival.
your character’s voice. Fingersmith: Tinkering, picking locks or pockets.
Roofrunner: Climbing, leaping, balancing.
Random Tables Shadowjack: Moving silently, hiding in shadows.
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
4. Roll or choose six items
Record the location of all items, armor, and
die points to a group, while the second die points to
weapons: hands, worn, belt, or backpack. Belts
an item within that group. For example, rolling “4,
carry up to two items, and backpacks can carry as
2” on the appearance table means group 4, item 2:
much as a backpack could reasonably fit.
Lanky. Bolded items refer you to another random
table where you should roll again. Animal Scent Chisel Grease
Bear Trap Crowbar Hacksaw
1. Roll or choose abilities Bedroll Fishing Net Hammer
Your PC has 3 abilities: Strength, Dexterity, and Caltrops Glass Marbles Hand drill
Will. Roll 1d to find their starting values, or simply Chain (10 ft.) Glue Horn
choose a row (with GM permission). You may raise Chalk Grappling Hook Iron spikes
one of your PC’s abilities by one point at levels 2, 4,
Iron tongs Metal file Ten Foot Pole
and 6. A PC’s abilities may never be raised higher
Lantern and Oil Rations (3) Tinderbox
than +4.
Large Sack Rope (50 ft.) Torch
1d Strength Dexterity Will Lockpicks (3) Steel wire Vial of Acid
1 +2 +1 +0 Manacles Shovel Vial of Poison
2 +2 +0 +1 Medicine (3) Steel mirror Waterskin
3 +1 +2 +0
4 +0 +2 +1 5. Choose combat gear
5 +1 +0 +2 PCs start with: light armor (+1 armor), a shield (+1
6 +0 +1 +2 armor, 1 hand), and two weapons:
� Light weapons (1 hand): Axes, daggers, maces,
If you want your abilities to be more randomized
short swords, flails, one-handed spears, etc.
(and possibly unbalanced), the GM may also allow
� Heavy weapons (+1 damage, 2 hands): Spears,
you to roll 1d for each ability separately.
halberds, long swords, warhammers, etc.
1d Ability Score � Ranged weapons (2 hands): Bows, crossbows,
1-2 +0 slings etc.
3-5 +1 Characters have a base armor rating of 6. Wearing
6 +2 light armor increases it to 7, and holding a shield in
one hand increases it to 8.
4
6. Roll or create appearance 9. Roll or create clothing
Aquiline Bullnecked Furrowed Antique Decaying Flamboyant
Athletic Chiseled Gaunt Battle-torn Eccentric Food-stained
Barrel-Chested Coltish Gorgeous Bedraggled Elegant Formal
Boney Corpulent Grizzled Blood-stained Embroidered Frayed
Brawny Craggy Haggard Ceremonial Exotic Frumpy
Brutish Delicate Handsome Dated Fashionable Garish

Hideous Sinewy Towering Grimy Oversized Sigils


Lanky Slender Trim Haute couture Patched Singed
Pudgy Slumped Weathered Lacey Patterned Tasteless
Ripped Solid Willowy Livery Perfumed Undersized
Rosy Square-Jawed Wiry Mud-stained Practical Wine-stained
Scrawny Statuesque Wrinkled Ostentatious Rumpled Worn out

7. Roll or create physical detail 10. Roll or create personality


Acid scars Bronze skinned Exotic accent Bitter Cunning Honor-bound
Battle scars Burn scars Flogging scars Brave Driven Hotheaded
Birthmark Bushy eyebrows Freckles Cautious Entitled Inquisitive
Braided hair Curly hair Gold tooth Chipper Gregarious Irascible
Brand mark Dark skinned Hoarse voice Contrary Grumpy Jolly
Broken nose Dreadlocks Huge beard Cowardly Heartless Know-it-all

Long hair Nine fingers Sallow skin Lazy Righteous Spacey


Matted hair Oiled hair Shaved head Loyal Rude Stoic
Missing ear One-eyed Sunburned Menacing Sarcastic Stubborn
Missing teeth Pale skinned Tangled hair Mopey Savage Stuck-up
Mustache Piercings Tattoos Nervous Scheming Suspicious
Muttonchops Ritual scars Topknot Protective Serene Wisecracking

8. Roll or create background 11. Roll or create mannerism


A PC’s background does not have any particular Anecdotes Drawl Interrupts
mechanical effects. The GM may take it into ac- Breathy Enunciates Laconic
count, however, when deciding what the PC knows Chuckles Flowery speech Laughs
or who their contacts are. Clipped Gravelly voice Long pauses
Alchemist Contortionist Fence Cryptic Highly formal Melodious
Beggar-prince Counterfeiter Fortuneteller Deep voice Hypnotic Monotone
Blackmailer Cultist Galley slave
Mumbles Rapid-fire Street slang
Bounty-hunter Cutpurse Gambler
Narrates Rhyming Stutters
Chimney sweep Debt-collector Gravedigger
Overly casual Robotic Talks to self
Coin-clipper Deserter Headsman
Quaint sayings Slow speech Trails off
Hedge knight Peddler Slave Rambles Speechifies Very loud
Highwayman Pit-fighter Smuggler Random facts Squeaky Whispers
Housebreaker Poisoner Street performer
Kidnapper Rat-catcher Tattooist
Mad prophet Scrivener Urchin 12. Record name, level, and XP
Mountebank Sellsword Usurer Keep your name short and memorable. You begin at
level 1 and with zero XP.

5
Physical Effects
Animating Crushing Fusing
Attracting Diminishing Grasping
Binding Dividing Hastening
Generating Spells Blossoming Duplicating Hindering
If a PC has spell slots, its player must generate Consuming Enveloping Illuminating
spells to fill them. This is done during character cre- Creeping Expanding Imprisoning
ation and every morning in-game after the PC gets
a full night of rest. Spells in spell slots cannot be re- Levitating Reflecting Sealing
moved except by casting them. Opening Regenerating Shapeshifting
Petrifying Rending Shielding
To generate a spell, the player first rolls 2d on the Phasing Repelling Spawning
table below to find the spell formula. One die indi- Piercing Resurrecting Transmuting
cates the row, the other indicates the column. Pursuing Screaming Transporting
1-3 4-6
Physical Effect + Ethereal Element + Physical Elements
1
Physical Form Physical Form Acid Clay Glass
Physical Effect + Ethereal Element + Amber Crow Honey
2
Ethereal Form Ethereal Form Bark Crystal Ice
Ethereal Effect + Physical Effect + Blood Ember Insect
3
Physical Form Physical Element Bone Flesh Wood
Ethereal Effect + Physical Effect + Brine Fungus Lava
4
Ethereal Form Ethereal Element
Moss Sand Thorn
Physical Element + Ethereal Effect +
5 Obsidian Sap Vine
Physical Form Physical Element
Oil Serpent Water
Physical Element + Ethereal Effect + Poison Slime Wine
6
Ethereal Form Ethereal Element Rat Stone Wood
Once the player has found the spell formula, they Salt Tar Worm
roll on the two indicated magic tables to create the
spell’s name. The GM then tells the player the spell’s Physical Forms
general effects, based on its name. Offensive spells Altar Chain Elemental
typically allow their targets a danger roll to resist or Armor Chariot Eye
avoid the effects. If the spell includes damage, the Arrow Claw Fountain
GM can either set a flat damage rating, or rate the Beast Cloak Gate
damage as a number of dice from 1 to 6. Blade Colossus Golem
Players may also suggest uses for the spell outside Cauldron Crown Hammer
of the GM’s description. If the suggested effect Horn Sentinel Tentacle
matches the spells name and the situation very Key Servant Throne
closely, the GM should usually allow it. Mask Shield Torch
The GM may also opt to roll random spells from Monolith Spear Trap
spell lists written for other old-school games. Pit Steed Wall
Prison Swarm Web
Casting a Spell
Casting a spell takes one action if cast during com-
bat. 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.
6
Ethereal Effects Mutations
Avenging Compelling Dispelling Use these results for magical curses, or spells that have
Banishing Concealing Emboldening gone wrong somehow.
Bewildering Deafening Encoding Ages Animal eyes Cyclops
Blinding Deceiving Energizing Attracts birds Animal head Extra arms
Charming Deciphering Enlightening Child-form Animal legs Extra eyes
Communicating Disguising Enraging Corpulence Animal mouth Extra legs
Covered in hair Animal skin Forked tongue
Excruciating Nullifying Soothing
Animal arms Animal-form Gender swap
Foreseeing Paralyzing Summoning
Intoxicating Revealing Terrifying Hunchback Monster Trait Shrinks
Maddening Revolting Warding Item-form No eyes Shrivels
Mesmerizing Scrying Wearying Long arms No mouth Skin boils
Mindreading Silencing Withering Lose all hair P. Element-skin Slime trail
Loses teeth Second face Translucent skin
Ethereal Elements Monster Feature Sheds skin Weeps blood
Ash Ectoplasm Light
Chaos Fire Lightning Insanities
Distortion Fog Memory Results in quotation marks are things that are believed to
Dream Ghost Mind be true by the insane character.
Dust Harmony Mutation Always lies Fears birds Fears horses
Echo Heat Negation Always polite Fears blood Fears iron
“Animal-form” Fears books Fears music
Plague Smoke Thunder
Cannot count Fears darkness Fears own hand
Plasma Snow Time
Cannot lie Fears fire Fears PC
Probability Soul Void
Faceblind Fears gold Fears rain
Rain Star Warp
Rot Stasis Whisper Fears rivers “Genius” “Mon. Feature”
Shadow Steam Wind Fears silence “Gorgeous” “Monster Trait”
Fears sleep Hates violence Must sing
Ethereal Forms Fears sunlight “Invisible” New Personality
Aura Bubble Cone Fears the moon “Invulnerable” Says thoughts
Beacon Call Cube Fears trees “Mon. Ability” Sees dead people
Beam Cascade Dance
Blast Circle Disk Omens/Magical Catastrophes
Blob Cloud Field All iron rusts Dream plague Fae return
Bolt Coil Form Animals die Endless night Forest appears
Animals mutate Endless rain Forgetfulness
Gaze Pyramid Swarm
Birds attack Endless storm Graves open
Loop Ray Torrent
City appears Endless twilight Lamentations
Moment Shard Touch
Deadly fog Endless winter Maggots
Nexus Sphere Vortex
Portal Spray Wave Mass insanity Outsider enters Shadows speak
Pulse Storm Word Mass mutation People shrink Space distorts
Mass slumber People vanish Stones speak
Meteor strike Plants wither Total silence
Mirrors speak Portal opens Tower appears
No stars Rifts open Water to blood

7
Monster Base
Roll once, or roll twice and combine results.
1-2: Aerial 3-4: Terrestrial 5-6: Aquatic

Aerial Animals
Creating Monsters Albatross Crane Flamingo
Maze Rats assumes a world where most of the NPCs Bat Crow Fly
are human or humanoid. Otherworldly, unnatural, Beetle Dragonfly Flying Squirrel
or aberrant creatures should be kept to a minimum Bird of Paradise Eagle Goose
to increase their impact on the players and game- Butterfly Falcon Gull
play. They lurk in the dark, deserted places of the Condor Firefly Hummingbird
world, hiding from the light of civilization.
Kingfisher Moth Rooster
Monsters should also be surprising, unique, and Locust Owl Sparrow
present players with an interesting problem to Magpie Parrot Swan
solve: overcoming a foe whose true nature is un- Mantis Peacock Vulture
known. As a result, monsters should be custom de- Mockingbird Pelican Wasp
signed by the GM. Mosquito Pteranodon Woodpecker
Creating a monster can be as simple as combining
an animal with an effect, element, or form from Terrestrial Animals
the magic tables. However, if the GM desires addi- Ant Caterpillar Ferret
tional detail, the monster tables to the right can be Ape Centipede Fox
used to combine random animals, traits, abilities, Armadillo Chameleon Giraffe
features, tactics, weaknesses and personalities. Badger Cockroach Goat
Monster and NPC Stats Bear Deer Horse
Health. Weak: 1d. Typical: 2d. Tough: 3d. Hulking: 4d. Boar Elephant Human
Colossal: 6d. Mole Rat Snake
Armor. Unarmored: 6 armor. Light protection: 7 ar- Ostrich Rhinoceros Spider
mor. Moderate protection: 8 armor. Heavy protection: 9 Ox Scorpion Squirrel
armor. Nigh impervious: 10 armor. Note that armor Porcupine Sheep Tiger
can also be used to represent a monster’s resistance Rabbit Slug Wolf
to mundane weapons, or other factors that would Raccoon Snail Wolverine
make it difficult to harm.
Attack Bonus. Untrained: +0 AB. Trained: +1 AB. Aquatic Animals
Dangerous: +2 AB. Masterful: +3 AB. Lethal: +4 AB. Alligator Dolphin Lobster
Amoeba Eel Manatee
STR Bonus. Weak: +0 STR. Average: +1 STR.
Anglerfish Frog Manta Ray
Strong: +2 STR. Powerful: +3 STR. Monstrous: +4 STR.
Beaver Hippopotamus Muskrat
DEX Bonus. Slow: +0 DEX. Average: +1 DEX. Nimble: Clam Jellyfish Narwhal
+2 DEX. Swift: +3 DEX. Blurred: +4 DEX. Crab Leech Newt
WIL Bonus. Dimwitted: +0 WIL. Average: +1 WIL. Octopus Sea Anemone Squid
Clever: +2 WIL. Brilliant: +3 WIL. Genius: +4 WIL. Otter Sea Urchin Swordfish
Magic. While some monsters may have spells and Penguin Seahorse Tadpole
spell slots like a human, most are innately magical. Platypus Seal Turtle
These monsters do not follow the normal spellcast- Pufferfish Shark Walrus
ing rules, and may have abilities that are always ac- Salamander Shrimp Whale
tive or that can simply be used at will.

8
Monster Features Monster Tactics
Features can be used as loot. They can be crafted into Ambush Create barrier Gang up
items or sold to alchemists as ingredients for potions. Call for support Deceive Gather strength
Antlers Fangs Legless Capture Demand duel Go berserk
Beak Fins Long tongue Charge Disorient Harry
Carapace Fur Many-eyed Climb foes Encircle Hurl foes
Claws Gills Many-limbed Compel worship Evade Immobilize
Compound eyes Hooves Mucus
Manipulate Scatter foes Target nearest
Eye Stalks Horns Pincers
Mock Stalk Target richest
Plates Shell Tail Monologue Steal from Target strongest
Plumage Spikes Talons Order minion Swarm Target weakest
Proboscis Spinnerets Tentacles Protect leader Target insolent Toy with
Scales Spines Trunk Protect self Target leader Use terrain
Segments Stinger Tusks
Shaggy hair Suction cups Wings Monster Personality
Roll on this table or on the Personality table from the
Monster Traits Characters page.
Amphibious Crystalline Fearless Alien Devious Fanatical
Bloated Decaying Fluffy Aloof Distractible Forgetful
Brittle Ether. Element Fungal Bored Educated Generous
Cannibal Ethereal Gelatinous Cautious Embittered Hateful
Clay-like Ever-young Geometric Cowardly Envious Honorable
Colossal Eyeless Hardened Curious Erudite Humble

Illusory Phys. Element Skeletal Jaded Meticulous Psychopathic


Intelligent Planar Slimy Jovial Mystical Sophisticated
Iridescent Reflective Sticky Legalistic Obsessive Touchy
Luminous Rubbery Stinking Manipulative Out of Touch Unimpressed
Many-headed Shadowy Tiny Megalomaniac Paranoid Vain
Mechanical Sharp Translucent Melancholy Polite Xenophobic

Monster Abilities Monster Weakness


The GM should give the players clues about a monster’s Monsters do not have to have specific weaknesses, but it
abilities to get them thinking about how to deal with it. can be a good way to reward research and preparation.

Absorbing Duplicating Gaze weapon Bells Conversation Heat


Acid blood Electric Hypnotizing Birdsong Deformity Holy Icon
Anti-magic Entangling Impervious Children Flattery Holy Water
Blinding Ethereal Effect Invisible Cold Flowers Home Cooking
Breath weapon Exploding Life-draining Cold Iron Gifts Insanities
Camouflaging Flying Magnetic Competition Gold Mirrors

Mimicking Radioactive Strangling Mistletoe Puzzles True Name


Mind-Reading Reflective Super-strength Moonlight Riddles Val. Materials
Paralyzing Regenerating Telekinetic Music Rituals Weak Spot
Phasing Shapeshifting Teleporting Methods Silver Weapon Items
Physical Effect Spell-casting Vampiric Phylactery Sunlight Wine
Poisonous Stealthy Wall-Crawling Phys. Elements Tears Wormwood

9
Female Names
Adelaide Clover Esme
Civilized NPCs Alma Constance Fern
Acolyte Brewer Courtier Barsaba Damaris Hester
Actor Bureaucrat Diplomat Beatrix Daphne Hippolyta
Apothecary Butcher Fishmonger Bianca Demona Jessamine
Baker Carpenter Guard Cleopha Elsbeth Jilly
Barber Clockmaker Haberdasher Morgot Pepper Trillby
Blacksmith Courier Innkeeper Minerva Phoebe Tuesday
Item-seller Musician Sculptor Nerissa Piety Ursula
Jeweler Noble Shipwright Odette Poppy Vivian
Knight Painter Soldier Olga Silence Wendy
Locksmith Priest Tailor Orchid Sybil Zora
Mason Scholar Taxidermist
Miller Scribe Wigmaker Male Names
Balthazar Destrian Florian
Underworld NPCs Basil Ellis Fox
Alchemist Contortionist Fence Bertram Erasmus Godwin
Beggar-prince Counterfeiter Fortuneteller Blaxton Faustus Hannibal
Blackmailer Cultist Galley slave Chadwick Finn Jasper
Bounty-hunter Cutpurse Gambler Clovis Fitzhugh Jiles
Chimney sweep Debt-collector Gravedigger Jules Oswald Silas
Coin-clipper Deserter Headsman Leopold Percival Stilton
Hedge knight Peddler Slave Merrick Peregrine Stratford
Highwayman Pit-fighter Smuggler Mortimer Quentin Tenpiece
Housebreaker Poisoner Street performer Ogden Redmaine Waverly
Kidnapper Rat-catcher Tattooist Orion Reinhold Webster
Mad prophet Scrivener Urchin
Mountebank Sellsword Usurer Upper Class Surnames
This table can also be used for upper-class first names, if
Wilderness NPCs you want them to sound extra snobby.

Apiarist Explorer Hermit Belvedere Dunlow Gastrell


Bandit Farmer Hunter Bithesea Edevane Girdwood
Caravan Guard Fisherman Messenger Calaver Erelong Gorgon
Caravaneer Forager Minstrel Carvolo Febland Grimeson
Druid Fugitive Monk De Rippe Fernsby Gruger
Exile Hedge wizard Monster hunter Droll Fisk Hitheryon

Outlander Sage Tinker La Marque Portendorfer Stavish


Tinker Scavenger Tomb raider Malmora Romatet Vandermeer
Pilgrim Scout Trader Miter Rothery Wellbelove
Poacher Shepherd Trapper Oblington Skorbeck Westergren
Raider Seer Witch Onymous Slora Wexley
Ranger Surveyor Woodcutter Phillifent Southwark Wilberforce

10
Lower Class Surnames NPC Goals
Barrow Coffin Gimble A better life Enlightenment Infamy
Beetleman Crumpling Graveworm Acceptance Fame Infiltrate faction
Berrycloth Culpepper Greelish Acquire item Found faction Justice
Birdwhistle Dankworth Hardwick Craft item Freedom Kidnap NPC
Bobich Digworthy Hatman Destroy faction Glory Lead faction
Chips Dreggs Hovel Destroy item Impress NPC Learning

Knibbs Rumbold Slee Locate NPC Resolve dispute Serve evil


Midnighter Rummage Slitherly Love Restore faction Serve faction
Needle Sallow Stoker Mastery Reveal a secret Serve ideology
Nethercoat Saltmarsh Tarwater Power Revenge Serve leader
Pestle Silverless Tumbler Reach location Sabotage faction Serve the needy
Relish Skitter Villin Rescue NPC Serve a deity Wealth

Assets Misfortunes
These are an NPC’s strong points, attributes that make Abandoned Condemned Discredited
them a valuable ally. Addicted Crippled Dismissed
Authority Excellent liar Gorgeous Arrested Cursed Disowned
Avoids detection Extremely rich Hears rumors Blackmailed Defrauded Exiled
Calls in favors Faction-leader Huge family Burgled Demoted Famished
Charming Faction-member Huge library Challenged Depressed Forgotten
Cooks the books Feared Impersonator
Framed Mobbed Replaced
Erases evidence Fortified base Interrogator
Haunted Mutilated Robbed
Knows a guy Loyal henchmen Pulls the strings Humiliated Overworked Sick
Knows a way in Middling oracle Secret lab Impoverished Poisoned Sued
Launders money Nothing to lose Sells contraband Kidnapped Pursued Suspected
Learned Owns the guards Smuggles goods Lost Rejected Transformed
Local celebrity Powerful spouse Spy network
Local knowledge Procures gear War hero Missions
Use this table in combination with items, locations,
Liabilities NPCs, factions, and so on to generate missions for the
These are an NPC’s weak points, chinks in their armor PCs. You can also use it as a source of problems, rumors
that can be exploited to defeat them. or nearby events to generate plot hooks.
Addiction Gambler Insanity Apprehend Deface Exfiltrate
Alcoholic Glutton Jealous Assassinate Defraud Extort
Corrupt ally Greedy Leaves evidence Blackmail Deliver Follow
Coward Heretic Many enemies Burgle Destroy Frame
Decadent Huge debts Misinformed Chart Discredit Impersonate
Forbidden love Imposter Money trail Convince Escort Impress

Narcissist Protective Temper Infiltrate Protect Sabotage


Needs medicine Scandalous Trusting Interrogate Raid Smuggle
OCD Softhearted Vulnerable base Investigate Replace Surveil
Paranoid Strict routines Wanted Kidnap Retrieve Take Over
Partyer Superstitious Weak-willed Locate Rob Terrorize
Poor equipment Suspicious Widely despised Plant Ruin Threaten

11
Clothing
Antique Decaying Flamboyant
Methods Battle-torn Eccentric Food-stained
Alchemy Charm Eloquence Bedraggled Elegant Formal
Blackmail Commerce Espionage Blood-stained Embroidered Frayed
Bluster Cronies Fast-talking Ceremonial Exotic Frumpy
Bribery Debate Favors Dated Fashionable Garish
Bullying Deceit Hard Work Grimy Oversized Sigils
Bureaucracy Deduction Humor Haute couture Patched Singed
Investigation Negotiation Rumors Lacey Patterned Tasteless
Legal maneuvers Persistence Sabotage Livery Perfumed Undersized
Manipulation Piety Teamwork Mud-stained Practical Wine-stained
Misdirection Preparation Theft Ostentatious Rumpled Worn out
Money Quick Wit Threats
Nagging Research Violence Personalities
Bitter Cunning Honor-bound
Appearances Brave Driven Hotheaded
Aquiline Bullnecked Furrowed Cautious Entitled Inquisitive
Athletic Chiseled Gaunt Chipper Gregarious Irascible
Barrel-chested Coltish Gorgeous Contrary Grumpy Jolly
Boney Corpulent Grizzled Cowardly Heartless Know-it-all
Brawny Craggy Haggard Lazy Righteous Spacey
Brutish Delicate Handsome Loyal Rude Stoic
Hideous Sinewy Towering Menacing Sarcastic Stubborn
Lanky Slender Trim Mopey Savage Stuck-up
Pudgy Slumped Weathered Nervous Scheming Suspicious
Ripped Solid Willowy Protective Serene Wisecracking
Rosy Square-jawed Wiry
Scrawny Statuesque Wrinkled Mannerisms
Anecdotes Drawl Interrupts
Physical Details Breathy Enunciates Laconic
Acid scars Bronze skinned Exotic accent Chuckles Flowery speech Laughs
Battle scars Burn scars Flogging scars Clipped Gravelly voice Long pauses
Birthmark Bushy eyebrows Freckles Cryptic Highly formal Melodious
Braided hair Curly hair Gold tooth Deep voice Hypnotic Monotone
Brand mark Dark skinned Hoarse voice
Mumbles Rapid-fire Street slang
Broken nose Dreadlocks Huge beard
Narrates Rhyming Stutters
Long hair Nine fingers Sallow skin Overly casual Robotic Talks to self
Matted hair Oiled hair Shaved head Quaint sayings Slow speech Trails off
Missing ear One-eyed Sunburned Rambles Speechifies Very loud
Missing teeth Pale skinned Tangled hair Random facts Squeaky Whispers
Mustache Piercings Tattoos
Muttonchops Ritual scars Topknot

12
Secrets Relationships
Addicted Cultist Ghost Adviser Client Idol
Artificial Demigod Has a child Blackmailer Confidant Informant
Assassin Evil lineage Heretic Business partner Debtor Master
Bankrupt Exile High born Business rival Disciple Mentor
Beholden Fence Huge fortune Buyer Guardian Nemesis
Counterspy Fugitive Illusion Captor Henchman Offspring

Insurrectionist Non-human Serial killer Parent Right hand Stalker


Low born NPC Smuggler Patron Romantic rival Suitor
Married Polygamist Spy Political rival Servant Supplicant
Mind-controlled Protects relic Time traveler Prisoner Sibling Supplier
Misfortune Scandalous birth Transformed Protégé Social rival Sweetheart
Monster hunter Secret police War criminal Quarry Spouse Unrequited love

Reputations Divine Domains


Reputations are not necessarily true. They are just how Use this table to generate divinities in your setting, or as a
the local community perceives the character. way to align NPCs with universal forces.
Ambitious Cheat Honest Animal Cycles Judgement
Authoritative Dangerous Hypochondriac Balance Death Love
Boor Entertainer Idiot Betrayal Destiny Memory
Borrower Gossip Influential Chance Dreams Monsters
Celebrity Hardworking Layabout Chaos Element Moon
Charitable Holy Leader Conquest Gateways Motherhood

Misanthrope Partier Riffraff NPC Schemes The Sea


Miser Pious Scandalous Oaths Secrets The Wild
Neighborly Proper Slime ball Order Storms Time
Nutjob Prophet of doom Terrifying Plague Summer Underworld
Obnoxious Repulsive Weirdo Purification Sun Wealth
Overeducated Respected Wise Reason The Forge Winter

Hobbies After the Party


After a long night of celebration, roll a random result if
Archaeology Collecting cats alconry
the PC fails a WIL danger roll.
Art collecting Cuisine Fashion
Bad fiction Dark lore Fishing Absurd boasts Elected to office Inconvenient pet
Calligraphy Dog breeding Foreign cultures Adopted a child Given a quest Insulted a noble
Card games Embroidery Gardening Awarded medal Got married Insulted
Clockwork Exercise History Bought the inn In a coffin Joined a cult
Cursed In love Letter of thanks
Horseracing Opera Sculpture Duel scheduled In the stocks Lost
Hunting Painting Sketching
Instrument Poetry Smoking Lost at gambling Robbed Spilled secrets
Knitting Puzzle-solving Theater Lost reputation Roof on fire Started a cult
Lawn games Riddling Weaving New identity Shanghaied Swindled
Mountaineering Science Whiskey New tattoo Sick Thrown in jail
Poisoned Signed contract Unruly mob
Recruited Someone died Wrong clothes

13
Worn Items
Belt Cincture Gauntlets
Blouse Cloak Glove
Boots Coat Gown
Use the list of gold prices below as a guideline. Bracelet Dress Hat
Players may have to haggle for actual prices. Breastplate Earing Helmet
Light weapons: 1 hand. (20g) Brigandine Eyepatch Hose
Heavy weapons: +1 damage, 2 hands. (40g) Leather armor Plate mail Shoes
Ranged weapons: 2 hands. (20-40g) Locket Ring Skirt
Mail Shirt Robe Slippers
Shield: One handed, +1 armor. (10g)
Mask Sandals Socks
Light Armor: +1 armor. (100g) Necklace Scarf Trousers
Heavy Armor: +2 armor, no advantage on DEX Padded armor Shirt Veil
danger rolls or surprise attack rolls. (400g)
Common Items: Rope, candles, etc. (1-5g) Weapon Items
Arming sword Crossbow Halberd
Specialized Items: Bear trap, key, etc. (5-20g)
Backsword Cutlass Hammer
Luxury Items: Book, mirror, potion etc. (20-100g) Battleaxe Dagger Hatchet
Animals: Mule (20g), Horse (100g), Dog (5g), Blowpipe Flail Horsebow
Bloodhound (100g), Chicken (5g), Trained falcon Claymore Flanged mace Hunting knife
(1,000g). Club Glaive Lance
Transport: Cart (30g), Wagon (100g), Coach (250g). Longbow Scimitar Short- Stake
Rowboat (50g), Fishing boat (500g), Caravel Longsword bow Stiletto
(5,000g), Warship (10,000g). Mace Sickle Throwing axe
Property: Small House (1,000g), Tavern (2,000g), Maul Sling Warhammer
Guildhall (5,000g), Manor (10,000g), Fortified Out- Morningstar Spear Warpick
post (25,000g), Estate (50,000g), Castle (200,000g). Pike Staff Whip
Hirelings (all prices are per day): Servant (1-5g),
Torchbearer (5-10g), Guide (10-20g), Sellsword (20- Book Subjects
50g), Specialist (50-100g), Magician (100-200g). When a PC finds a useful book, roll 1d. The result is the
number of questions the book can answer.
Miscellaneous Items Alchemy Cookbook Hagiography
Players may find miscellaneous items when they loot
Art Criminals History
dead bodies or pick someone’s pocket.
Astrology Divination Journal
Bowl Drawing Handkerchief Blackmail Etiquette Language
Brass bell Foreign coin Hinged box Charts & maps Fashion Laws
Brooch Game piece Hourglass Conspiracies Genealogy Letters
Carved figurine Glass eye Human tooth
Cup Glass jar Hunting horn Lost empires Oratory Sword fighting
Deck of cards Hair comb Loaded dice Lost places Propaganda Theology
Love poems Prophecies Treasures
Long fork Purse Sewing needle Monsters Siegecraft War chronicle
Numbered key Quill pen Shaving razor Mythology Songs Who’s who
Oil lamp Salve Silver button Odd customs State secrets Witch-hunting
Old doll Scissors Skull
Paint pot Scroll Tobacco pipe
Pencil Sealed letter Wine bottle

14
Tool Items Treasure Items
Acid flask Crowbar Grappling hook Alchemy recipe Compass Fine china
Bear trap Door ram Grease Amulet Contract Fine liquor
Bellows Ear trumpet Hacksaw Astrolabe Crown Instrument
Bolt-cutters Fire oil Hammer Blueprints Crystal Magical book
Chain Fishing hook Hand drill Calligraphy Deed Microscope
Chisel Goggles Lantern Carpet Embroidery Music box

Lens Needle Rope Orrery Royal robes Silverware


Lock/key Pickaxe Scissors Painting Saint’s relic Spices
Lockpicks Pitchfork Shovel Perfume Scrimshaw Spyglass
Manacles Pliers Spikes Prayer book Sextant Tapestry
Metal file Pole Steel wire Printing block Sheet music Telescope
Mortar/pestle Pulleys Tongs Rare textile Signet ring Treasure map

Potions Treasure Traits


Figuring out what a potion does may require experimen- Altered Cultural value Element
tation. Potions that have gone bad or prepared incorrectly Ancient Cursed Embellished
may cause mutations or insanities. Blessed Damaged Encoded
Animal-form Detect evil Extra arm Bulky Disguised Exotic
Body swap Detect gold Flight Compact Draws enemies Extra-planar
Camouflage Detect hidden Ghost-speech Consumable Effect Famous
Control animals Direction sense Heat vision
Forbidden Intelligent Political value
Control element Element-form Insanity
Fragile Masterwork Religious value
Cure affliction Element-skin Invulnerable
Heavy Military value Repaired
Item-form Mutation Super-jump Immovable Non-human Royal
Magic immunity Night vision Super-strength Impracticable Owned Toxic
Mirror image Random spell Telekinesis Indestructible Partial Vile
Monster Ability Restore health Tongues
Monster Feature Speed Water-breathing Valuable Materials
Monster Trait Stretchy Water-walking Alabaster Bloodstone Ebony
Amber Bone China Emerald
Magical Ingredients Aquamarine Chalcedony Fire Agate
Use these ingredients for potion or poison making. Azurite Cinnabar Garnet
Ancient liquor Coffin nail Killer’s hand Beryl Coral Gold
Animal Corpse’s hair King’s tooth Black Pearl Diamond Ivory
Blind eye Crossroad dust Last breath
Boiled cat Cultist entrails Liar’s tongue Jade Onyx Sapphire
Book page Edible Plant Lightning bolt Jasper Opal Serpentine
Bottled fog Exotic spice Lodestone Jet Pearl Silver
Lapis Lazuli Platinum Star Iron
Monk’s vow Potion Thief’s finger Malachite Porcelain Topaz
Monster Feature Pyre ember Tomb flower Moonstone Ruby Turquoise
Newborn’s cry Queen bee Val. Material
Oil portrait Queen’s blood Wedding ring
Phys. Element Ship’s barnacle Widow’s tears
Poisonous Plant Star-metal Wizard skull

15
Upper Class Buildings
Academy Bookseller Gallery
Alchemist Castle Garden
City Themes Archive Clockmaker Haberdashery
Animal City Activity Faction Art dealer Clothier Jeweler
Aristocracy City Event Festivals Barber Courthouse Law office
Art Crime families Feuds Bookbinder Furrier Locksmith
Bureaucracy Cruelty Intrigue
Lounge Physician Taxidermist
Castes District Theme Low Cl. Building
Manor Printer Temple
Catacombs Divine Domain Martial law
Museum Public baths Tobacconist
Meritocracy Plutocracy Thievery Observatory Restaurant Townhouse
NPC Poverty Trade Opera house Salon Winery
Opulence Rituals Tyranny Park Stables Zoo
Phys. Element Slavery Up. Cl. Building
Pilgrimages Spices Wizardry Lower Class Buildings
Piracy Theocracy Xenophobia Apothecary Catacombs Forge
Asylum Cheesemaker Fortuneteller
City Events Baker Criminal den Gambling hall
Assassination Curfew Flood Brewery Curiosity shop Leatherworks
Carnival Discovery Heavy fog Butcher Dock Marketplace
Conscription Earthquake Heavy taxes Candlemaker Fighting pit Mason
Coronation Faction war Holy day
Mill Shipyards Theater
Coup Fashion trend Hysteria
Moneylender Shrine Veterinarian
Cult activity Fire Inquisition
Orphanage Stockyard Warehouse
Insurrection Plague Roundup Outfitter Stonecarver Watchtower
Invasion Proclamation Scandal Prison Tattooist Weaver
Jailbreak Prohibition Serial killer Sewers Tavern Workshop
Mass eviction Public games Shortage
Mass pardon Refugees Tournament City Activities
Negotiations Rioting Trial Use this table as inspiration when creating your random
encounter table for each city district.
District Themes Abduct Construct Extinguish
Catacombs Dining Government Beg Cook Extort
Civilized NPCs Education Graveyards Brawl Dance Follow
Construction Entertainment Green space Burgle Duel Gamble
Crafts Finance Industrialization Celebrate Dun. Activity Haul
Criminality Foreigners Judgement Chase Execute Interrogate
Culture Ghettoes Livestock
Marry Play Repair
Low Cl. Building Poverty Under. NPCs Mission Preach Riot
Marketplace Punishment Up. Cl. Building Mourn Process Rob
Memorials Religion Vices Party Proclaim Search
Military Science Wild. NPCs Patrol Protest Sell
Opulence Trade Wizardry Perform Release Wild. Activity
Pollution Trash Wonders

16
Building Rooms Factions
Arboretum Bed chamber Dungeon Room Art movement Craft guild Gourmand club
Atrium Cabinet Garden Beggar’s guild Crime family Heist crew
Attic Chapel Garret Black market Crime ring Heretical sect
Aviary Cloakroom Greenhouse Brotherhood Dark cult High council
Ballroom Dining room Junk room City guard Explorer’s club Hired killers
Baths Dressing room Kitchen Conspiracy Free company Local militia

Larder Pantry Smoking room National church Religious sect Spy network
Library Parlor Spicery Noble house Resistance Street artists
Map room Privy Still room Outlander clan Royal army Street gang
Menagerie Root cellar Study Outlaw gang Royal house Street musicians
Mews Saucery Trophy room Political party Scholar’s circle Theater troupe
Nursery Scullery Wardrobe Religious order Secret society Trade company

Tactical Street Features Faction Traits


Combine this table with City Activities to add tactical ele- Bankrupt Decadent Esoteric
ments to street combat and encounters. Bureaucratic Decaying Expanding
Arcade Carriages Dead end Charitable Delusional Hunted
Awnings Catwalks Dense fog Confused Divided Incompetent
Balconies City Activity Downpour Connected Dwindling Incorruptible
Barricades Climbable walls Dun. Activity Corrupt Efficient Insane
Bridge Clotheslines Flooding
Insular Righteous Thriving
Canal Crowd Food stalls
Manipulative Ruthless Unpopular
Fountain Roof access Steep streets Martial Secret Up-and-coming
Gates Roof gardens Steps Personality Subversive Wealthy
Ladders Sewer access Torn up street Pious Suppressed Well-prepared
Livestock Sinkhole Vermin swarms Popular Threatened Xenophobic
Muddy Slick Well
Overgrown Steep roofs Wild. Activity Faction Goals
Advise leader Control politics Destroy artifacts
Tactical Building Features Avoid detection Create artifact Destroy being
Use this table to add challenges, access points, and other Awaken being Create monster Destroy villain
useful features to missions involving building interiors. Collect artifacts Defeat faction Enforce law
Animal nests Cabinets Echoing marble Construct base Defend borders Enrich members
Balconies Carpeted floors Hanging chains Control faction Defend leader Entertain
Basement access Chandeliers Huge fireplace
Exchange goods Preserve lineage Sell services
Brightly lit Crawlspaces Narrow ledges
Hear rumors Preserve lore Share knowledge
Broken furniture Drain pipes Open windows
Indulge tastes Produce goods Spread beliefs
Broken glass Dumbwaiters Ornate weapons
Infiltrate faction Promote arts Summon evil
Overgrown Rotting walls Spyholes Map the wild Promote craft Survive
Patrols Screens Staircases Overthrow order Purge traitors Transport goods
Piles of trash Servant passages Tall bookshelves
Pillars Sewer access Unlit
Rotting ceiling Shadowy alcoves Watchdogs
Rotting floors Skylights Window drapes

17
Wilderness Region Traits
Combine with Wilderness Regions.
Ashen Creeping Frozen
Wilderness Regions Blasted Desolate Haunted
Ashy Dry lands Forest Blighted Dungeon Layout Howling
Badlands Dune sea Glaciers Broken Eternal Jagged
Bay Dust bowl Heath Consuming Ethereal Effect Lonely
Beach Fjords Highlands Corrupted Forsaken Misty
Delta Flood lands Hills
Desert Foothills Ice fields Perilous Shifting Thorny
Petrified Shivering Thundering
Jungle Plains Taiga Phantasmal Sinister Torrential
Lowlands Rainforest Thickets Ravenous Sinking Physical Effect
Mesas Riverlands Tundra Savage Smoldering Wandering
Moor Salt Pan Volcanic plain Shadowy Sweltering Withered
Mountains Savanna Wetlands
Petrified forest Steppe Woodlands Wilderness Discoveries
Blood stains Cut ropes Item
Wilderness Landmarks Bones Dead animal Lost NPC
Bog Crater Grove Broken weapons Dun. Activity Magical effect
Boulder field Creek Hill Burrow Food scraps Map
Butte Crossing Hollow City Activity Grave marker Message
Cave Ditch Hot springs Civilized NPC Human corpse Migration
Cliff Field Lair
Crag Forest Lake Mutation Stunned NPC Under. NPC
Nest Supplies Wild. Activity
Lakebed Pond Rockslide Portal Torn flag Wild. Landmark
Marsh Rapids Spring Resources Tracks Wild. Structure
Mesa Ravine Swamp Rift Trap Wilderness NPC
Moor Ridge Thickets Strange plant Treasure cache Wizard fight
Pass Rise Valley
Pit River Waterfall Wilderness Activities
Use this table as inspiration when creating your random
Wilderness Structures encounter table for the current wilderness region.
Altar Cairn Ford Ambush City Activity Eat
Aqueduct Crossroads Fortress Argue Convene Excavate
Bandit’s camp Crypt Gallows Birth Demolish Feast
Battlefield Dam Graveyard Build Die Felling
Bonfire Dungeon Hedge Bury Duel Fish
Bridge Farm Hunter’s camp Capture Dun. Activity Flee
Inn Outpost Standing stone Forage Sacrifice Sleep
Lumber camp Pasture Temple Hunt Scout Swim
Mine Ruin Village March Sing Track
Monastery Seclusion Wall Raid Skin Trap
Monument Shack Watchtower Rescue Skirmish Wander
Orchard Shrine Waystone Rest Slay Worship

18
Wilderness Hazards Inn Adjectives
Use this table to create your own personalized table that Combine an Inn Adjective and an Inn Noun, or just two
fits the type of terrain the PCs are in. Inn Nouns to create an inn name. For example, the
Avalanche Downpour Forest fire Ghastly Griffin or the Axe & Fork.
Blizzard Drizzle Hail Bellowing Cunning Ghastly
Brushfire Dust storm Heat wave Blazing Copper Golden
Cloudburst Earthquake Hurricane Bleak Dancing Helpful
Cyclone Eruption Ice storm Blessed Dead Hideous
Dense fog Flooding Light mist Bloody Drunken Howling
Crimson Flying Hungry
Locust swarm Predator Snow
Magma flow Quicksand Stampede Moldy Romantic Smoking
Meteor strike Rain of frogs Thunderstorm Muttering Salty Thirsty
Monsoon Rockslide Tsunami Nimble Singing Wicked
Mudflow Sandstorm Whirlpool Oozing Shivering Tipsy
Mudslide Sleet Windstorm Petrified Shrieking Whistling
Prancing Silver Wanton
Edible Plants
Use this table and the Poisonous Plants table when PCs Inn Nouns
forage for food in the wild. Axe Bucket Elephant
Acorns Cattail Dead-nettle Barrel Candle Flea
Apples Cherries Elderberries Bear Cock Fork
Asparagus Chickweed Fireweed Bell Cow Giant
Blackberries Chicory Gooseberries Boot Dragon Griffin
Blueberries Clover Hazelnuts Bowl Egg Hart
Carrots Dandelion Henbit
Hog Monk Spoon
Hickory nuts Mushrooms Strawberries Hound Moon Star
Honeysuckle Mustard Walnuts Lamb Pipe Swan
Leeks Onion Watercress Lion Prince Sword
Milk thistle Pecans Wild garlic Mackerel Rat Whale
Mint Persimmons Wild grapes Maid Skull Wife
Mulberries Raspberries Wood sorrel
Inn Quirks
Poisonous Plants 100 years in past Brand new Dungeon Form
Angel’s Trumpet Cocklebur Hemlock Always night Cannibals Expensive
Baneberry Columbine Hogweed Animal fights City Activity Faction hangout
Belladona Crowncup Holly Bard duels Constant party Faction Traits
Black Truffle Death Cap Horse Chestnut Bigger inside Dancing contest Famous chef
Bleeding Heart Dumbcane Hyacinth Black market Dead drop Fey patrons
Celandine Foxglove Ivy
Fight club Magic sword Staff are kids
Jessamine Moonflower Spindle Five floors Magically moves Talking painting
Kudu Nightshade Stinkhorn Ghost staff Mercs for hire Underground
Larkspur Oleander Waxcap Haunted NPC hangout VIP lounge
Mandrake Ragwort Wine-Cap Hideout Preaching Voice in well
Mangrove Reindeer Lichen Wolfsbane Inn/Building Secure storage Women only
Mistletoe Snakeweed Wormwood

19
Dungeon Ruinations
Arcane disaster Curse Explosion
Dungeon Entrances Army invasion Degeneration Famine
Cannibalism Earthquake Fire
All libraries Cupboard Giant book
Civil war Eruption Flooding
Beaver dam Dolmen shadow Gypsy wagon
Collapse Evil unearthed Fungus
Behind waterfall Down a well Hollow tree
Crystal growth Experiments Haunting
Chalk rectangle Fiery pit Huge keyhole
Chest bottom Fog road Iron maiden Ice Mutation Poison gas
Chimney Forest spring Living tattoo Insanity Outsider attack Resources gone
Lava flow Overgrowth Revolt
Magic painting Narrow alley Tree roots
Magical sleep Petrification Risen dead
Man-shape hole Rain door Under the bed
Melted Plague Too many traps
Maze potion Sewer grate Unfolded map
Monster attack Planar overlay War
Mirror Sudden rift Up a tree
Monster mouth Tidal cave Whirlpool
Monster wound Tower top Wine barrel
Dungeon Rewards
Not all dungeons have to have rewards, but they provide
Dungeons Forms a good motivation for players to explore.

Arena Building Room Forge Ancient lore Enemy weaknessInstructions


Asylum Casino Garden Animal ally Faction ally Jewels
Aviary Catacombs Hideout Army Forewarning Key
Bank Cave Hotel Blessing Guide Lost formula
Baths Court L. Cl. Building Blueprints Holy relic Machine
Body Dungeon Room Laboratory Cultural artifact Influential ally Magic item

Library Orphanage Temple Magical ally Piles of loot Transport


Market Palace Theater Map Planar portal Treasure Item
Mine Prison U. Cl. Building Marital ally Prophecy Uncovered plot
Monastery Sewer University Masterpiece Renown Val. Material
Museum Ship Vault Monster ally Spell Vision
Nursery Slave pit Zoo Oracle Transformation Weapon

Dungeon Layout Dungeon Activities


Use this table as inspiration when creating your random
Ant colony Galleria Intertwined
encounter table for the dungeon.
Central hub Geometric Isolated wings
Claustrophobic Gonzo Layered Besiege Deliver Hide
Crisscrossing Haphazard Linear Capture Demolish Hunt
Curved Highly regular Loops City Activity Escape Loot
Disorienting Honeycomb Many corridors Collect Feed Map
Construct Fortify Mine
Mazes Organic Symbol shape Control Guard Monster Tactic
Mix of layouts Oversized Tall and narrow
Multiple hubs Recursive Themed zones Negotiate Repair Seize
No corridors Repetitive Vertical Patrol Rescue Tunnel
Open plan Sprawling Winding Perform ritual Research Unearth
Open voids Suspended Ziggurat Purge Revive Vandalize
Question Riddle Wild. Activity
Raid Scavenge Worship

20
Dungeon Rooms Dungeon Hazards
Armory Chasm Fountain Acid drip Deafening noise Geysers
Banquet hall Courtyard Gate house Bloodsuckers Dense fog Magma
Barracks Crypt Guard room Cave-in Ensnaring vines Magnetic field
Building Room Dormitory Kennel Choking dust Fallen floor Mud flow
Catacombs Fighting pit L. Cl. Building Crude oil Flooding Narrow ledge
Cavern Forge Laboratory Crystal shards Freezing Narrow passage

Mess hall Record room Torture room Poison goo Rotten ceiling Steam vents
Mine shaft Shrine Treasury Poison plants Rotten floor Strong winds
Museum Slaughterhouse U. Cl. Building Precipice Sinkhole Tar pit
Oubliette Stables Vault Quicksand Slippery slope Tight passage
Pool Storeroom Well Radiation Spider webs Toppling object
Prison Throne room Workshop Rockslide Spores Toxic fumes

Dungeon Room Details Trap Effects


Bas-relief Corpses Fading murals A good trap should either already be active or should have
Blood trail Cracked beams Faint breeze a fairly obvious trigger. The challenge should come from
Bones Crumbling walls Faint footsteps avoiding the trap’s effects, avoiding the trigger, or finding
Chains Decaying food Fallen pillars a way to deactivate it.
Chalk marks Decaying nest Fungus Acid pool Blunt pendulum Falling cage
Claw marks Dripping water Furniture Adhesive Boiling tar Falling ceiling
Alarm Collapsing floor Fills with sand
Graffiti Slime trails Torn clothes
Armor melts Crocodile pit Flooding
Mosaics Spider webs Tree roots
Bear trap Crushing walls Giant magnet
Recent repairs Stalactites Unusual smell
Blinding spray Deep pit Hard vacuum
Rotting books Stench Vibrations
Rubble Smoke stains Vines Lava flow Pendulum blade Room freezes
Shed skin Thick dust Whispers Lightning Poison gas Room on fire
Living statues Poison needle Sleeping gas
Dungeon Tricks Missile fire Quicksand Spiked pit
Tricks are weird effects, puzzles or challenges tied to a Monster freed Rage gas Tombs open
dungeon area. They may be dangerous, amusing or any- Net trap Rolling boulder Wall spikes
thing in between. Use the categories below as inspiration.
Absorption Consumption Exchange Trap Triggers
Activation Creation Imprisonment Blow Drain Magic
Animation Curses Instructions Break Eat Melody
Blessings Deception Interrogation Burn Insert Noise
Communication Duplication Mind-control Choice Kill Open
Confusion Ethereal Effect Mission Countdown Knock Phrase
Darkness Light Pour
Mood-alteration Release Theft
Nullification Reversal Time-alteration Press Remove Slide
Physical Effect Rotation Transformation Proximity Retrieve Touch
Planeshift Scrying Transmutation Pull Rudeness Turn
Protection Size-alteration Transportation Read Shut Unbalance
Rejuvenation Summoning Wonder Reflect Sit Unearth
Release Sleep Write

21
GM: You’ve definitely taken him by surprise, so we
don’t need to roll initiative. You also have advan-
tage 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?
GM: You are awakened to the sound of breaking
glass. Everything is still in the common room of the Jasper: I want to cast my spell, Blinding Beacon.
Sow & Spoon, but you can barely make out some GM: A prism of light crackles into being above your
whispering coming from the inn’s kitchen. hand, then explodes in a flash directed at the
Sybil: I look over at Jasper and motion towards the thieves. They’ll have to make WIL saves to avoid be-
kitchen. Then I begin creeping in that direction, ing blinded. [Rolls dice] And…the one that fell down
taking care to avoid the other sleeping patrons. failed. He’s blinded. Erase the spell from your sheet,
Jasper. Now the innkeeper attacks, [rolls dice] but
Jasper: I follow her.
he misses, shattering his bottle on the wall. It’s the
GM: Sybil, make a DEX danger roll to stay unde- thieves’ turn.
tected.
The blinded thief is terrified, so he has to make a
Sybil: I have the Shadowjack path, so I get advan- WIL danger roll to see if his morale breaks. [Rolls
tage on this. [Rolls dice] A 2, 4, and 5. I take the 4 dice] 2 and a 4, +1 WIL…he fails. He can’t flee be-
and 5 and add +2 from my DEX. 11! I succeed. cause he’s blinded, so he just throws down his knife
GM: Since Jasper is following right behind you and and begs for mercy. His partner tries to attack you
taking your lead, I’ll rule that he stays silent as well. with his longsword, Sybil. [Rolls dice] 11 total.
Jasper: Ok, good. What do we see in the kitchen? What’s your armor?

GM: Peeking around the corner, you see the Sybil: I have light armor and a shield, so 8.
innkeeper you met last night, Silas. He’s asleep on GM: You take 3 damage, +1 because he was using a
the floor with a bottle of wine. heavy weapon, so 4 total.
Jasper: I whisper, “Silas!” And shake him. Sybil: My health isn’t that great, so I want to splin-
GM: He starts awake. “Huhh! Whah? What’s going ter my shield to block all of the damage.
on?” I’ll make a reaction roll. 2. He’s wary of you GM: Your shield shatters, reducing your armor by 1.
guys and will need motivation before he helps you. You take no damage, though.
Sybil: “Silas, we heard a window breaking! I think Jasper: Is it our turn again?
someone’s trying to burgle the inn!” GM: It’s the start of a new round, so we have to roll
GM: Yeah, that’s more than enough for him. He’s initiative. [Rolls a die] I got a 5. Try to beat that,
sticking with you now, holding the wine bottle. You Jasper.
hear more whispering from the back storeroom. Jasper: I got a 4.
Jasper: Let’s sneak back there. DEX roll again? GM: Ok, the thief will go first this round. He sees
GM: No, you did well on the first one, so I’ll let that his companion is out of commission, and decides
ride until something changes. Peeking into the that this fight isn’t worth it any more. He tries to
storeroom, you see that the small window at the top scramble out the back window. What do you do?
has been broken. A cloaked man is standing in the Jasper: I try to grab his feet and pull him back.
room, helping another man climb down through
GM: That’ll be a STR vs STR opposed danger roll.
the window.
[Rolls dice] The thief isn’t terribly strong, a +0, so
Sybil: Let’s take them by surprise! I rush forward to his total is 5. Try to beat that to prevent him from
slash at the thief with my short sword. getting away…

22
Situations, Not Plots Be Fair and Impartial
Never prepare a plot for the players to follow. In- � Roll your dice out in the open, so players can see
stead, create a number of nearby situations that you aren’t fudging the results. Require the same
contain a reason to get involved, some problems to thing from them. Never roll the dice if you aren’t
overcome, and optionally a threat that will worsen prepared to accept the results.
the PC’s lives if not dealt with. The first campaign � As GM, you may add, remove, or alter game rules
session should start in the middle of a high-energy as you see fit, as long as you notify the players
situation in order to get the players hooked. ahead of time. When you make a ruling on a spe-
cific case, apply that ruling consistently.
Don’t overdo the preparation! Keep your situation
� If the dice say that someone is dead, they’re dead.
ideas loose enough that they can be adapted to the
Protecting the PC’s from death results in games
PC’s choices and the flow of the game. Remember
that lack tension and players who only solve
that unused prep can always be recycled in later
problems with brute force. When a PC dies, tell
sessions. After each session, ask the players what
its player to roll up a new character and have
they plan on doing next and prep a few situations
them reenter the scene as soon as plausible.
related to that. The direction of the game should be
guided by the player’s decisions, not the GM’s. Reveal the World
Player Skill, Not PC Skill � Don’t hide important information from the play-
ers. If the PC could reasonably know something,
Maze Rats PCs are very minimalistic because the
tell the player and move on. The game is about
character sheet is mostly there for when players
making decisions, and players can’t make good
make a mistake. Players are not meant to solve
decisions without good information.
problems with die rolls but with their own ingenu-
� The more dangerous something is, the more ob-
ity. Therefore, present them with problems that:
vious it should be. No one likes to have their PC
� Can be solved with common sense die without warning, so if something dangerous
� Have no simple solution is ahead, give the players the chance to come up
� Have many difficult solutions. with a plan or avoid it altogether. In other words,
Examples: Cross a moat full of crocodiles. There’s a tiny when a PC dies it should clearly be their fault.
octopus in your stomach that’s biting you. A door in the Offer Tough Choices
bottom of a dungeon will only open if sunlight shines on � Make the players weigh risk versus reward. The
it. Retrieve a key from the bottom of a lake of acid. deeper players go into the wilderness or dun-
Tools, Not Upgrades geon, the more perilous things should become.
When you give players tools, you give them new Whether because their resources are running low
ways to engage the world. A good tool doesn’t in- (food, health, equipment, light, etc.) or because
crease PC’s damage or add an ability bonus; it does danger builds the longer they linger, keep the
an odd, very specific thing that is only powerful players asking if it is worth pushing their luck
when used cleverly. This turns every problem into a just a little bit farther. The greatest treasures are
puzzle and encourages creative solutions. always the hardest to reach.
� Risk and reward are also at the heart of combat.
Examples: A rope that becomes as rigid as steel on com-
The PCs’ low health is meant to push combat
mand. A coin that lands on any result you wish when
quickly towards the point where players ask
flipped. A bell that produces a 1 foot sphere of silence
themselves, “Should I retreat to fight another
around it. A ring that instantly grows you a different
beard for each finger you put it on.
23
day, or do I risk it all to finish them now?” The
thrill of that choice is at the heart of combat.
� Look for situations where all obvious choices
come with a heavy cost. These situations encour-
age unorthodox solutions and lateral thinking.

Reward Clever Solutions


� Clever solutions to a problem should usually
The Dungeon
Dungeons are the classic adventuring environment:
work, as long as they are within the realm of pos-
claustrophobic, tightly-focused settings (often un-
sibility. Be generous. If the action is unlikely or
derground) revolving around risk-taking, problem
dangerous, call for a danger roll, but only forbid a
solving, exploration, and lurking dangers.
creative solution if it is clearly impossible.
� Combat in Maze Rats is neither balanced nor To make a dungeon, you’ll need to draw a map. Try
fair, and PCs should encounter foes far more to write the contents of each room on the map itself
powerful and numerous than they are. Players to save you time running it, and remember to keep
should learn to treat combat like real-world war- the map secret. If the players want a map, they’ll
fare and use ingenuity, preparation, and under- have to draw their own as they explore.
handed tactics to rig the results in their favor. Dungeons commonly contain some or all of the fol-
Train the players to outsmart and out-plan their lowing: monsters to fight, traps to avoid, puzzles to
enemies if they want to survive. solve, valuable or magical items to loot, weird ef-
Bring the World to Life fects and hazards to deal with, and NPCs to talk to.
� Maze Rats is a game of improvisation and extrap- Make sure to put secret areas and hidden treasures
olation, not rigid plots. During the game and in in the dungeon to reward players who are especially
between sessions, think about how the other thorough. Also, create a table of random encounters
characters and factions would respond to what (usually dangerous). Every 10 in-game minutes,
the PCs are doing, and develop them accordingly. there is a 3 in 6 chance of the PCs having an en-
Your guiding principle should be “What are the counter. This helps keep up the pressure and it
logical consequences?” keeps things interesting for you. Don’t be afraid to
� Use the random tables included in Maze Rats (or put very dangerous monsters or large bands of ene-
ones you’ve made yourself) to keep the game mies on there; the morale rules and reaction table
fresh. The surprising twists that random tables will give the players options.
add can bring an energy and mystery to the game A good way to make a dungeon is the one-more-
that is hard to improvise. thing method. First put one simple thing in each
� Treat NPCs like real people. Think about what room, keeping it pretty vague (a monster, a trap, a
NPCs want, especially in combat. NPCs want to prisoner, a library). Next, look for connections be-
stay alive, and will rarely start fights that they tween the things. How are they connected? How do
don’t have a high chance of winning. Only fanati- they explain one another? What is their relation-
cal NPCs will fight to the death; most will try to ship? Then, go back and add one additional detail to
retreat or surrender if they are losing. Also, re- each room based on what you now know. Repeat
member that enemies and allies can be made to this process as many times as you like until you
switch sides if given the right motivation. think the dungeon is finished.
� Give the players a stake in the world. As the game
Players should have lots of choices while exploring.
goes on, players may accumulate a lot of money
Good dungeons are filled with loops, branching
from completing jobs and looting treasures. En-
paths, secret passages, shortcuts, etc. This gives
courage them to use this money to buy property,
players the chance to use their surroundings strate-
hire retainers or found factions. Playing at this
gically. They should be able to plan ambushes, avoid
level can open up new ways for the players to in-
threats, and generally choose what kind of fun they
teract with the world and affect its history.
want to have, rather than just marching down a lin-
ear sequence of rooms.
24
The Wilderness Break the city up into districts or neighborhoods
When designing the wilderness of your world, start and mark the connections between them. Each dis-
out by mapping just the local area, with at least one trict should have a theme of its own that sets it
safe haven (like a city or town) and a number of apart from the rest of the city. This allows players
possible adventure locations: dungeons, ruins, some control over the kind of encounters they have.
mines, towers, camps, etc. Drawing your map on Mark down any well-known locations in each dis-
hex-grid paper can be useful in keeping track of trict that players will automatically notice, along
distances. As the players venture further afield, ex- with any major characters and factions present.
pand the map in that direction. Each district should also have a number of interest-
ing features that only reveal themselves if players
If you decide to use a hex-grid for overland travel,
know where to look.
consider making each hex 6 miles across from side
to side. A PC can generally travel 18 miles per day Finally, make a list of random encounters for each
along a road, 12 miles per day across open wilder- district, based on the district’s themes. These en-
ness, and 6 miles per day through difficult terrain counters can be dangerous, but might also just be
like forests or mountains. Make sure the players are unusual events that the PCs can choose whether or
aware of several possible routes to any destination, not to engage. Each time players move through a
each with their own advantages and drawbacks. district, there’s a 1 in 6 chance that they’ll run into
one of its encounters. They also automatically find
Fill in the wilderness of your map with different
an encounter if they spend time looking for trouble.
types of terrain (forests, deserts, rivers, mountains,
hills, swamps, plains, wastes etc.), and for each re- Cities and towns are usually places where PCs rest
gion create a table of random discoveries, including and recuperate between expeditions and look for
dangerous foes, neutral NPCs, and interesting new jobs. Make sure that the PCs hear a couple of
sites. Each day and each night there is a 2 in 6 that rumors about potential adventures every time they
the PCs will find something. Night encounters are return to the city. As always, give the player options
often more dangerous. If they find something of a so they can choose missions that they’ll enjoy.
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 complications, especially Maze Rats only exists because of the incredible sup-
things like heavy rain, snow, or storms. port, creativity, and proofreading assistance of the
Place unique, hidden locations around your map DIY D&D community on Google+.
that players won’t find if are just passing quickly Special thanks to: Chris McDowell (Into the Odd),
through. In order to find them, the PCs must either Paolo Greco (Lost Pages), John Harper (World of
spend a whole day searching the area carefully or Dungeons), Jason Lutes (Freebooters on the Fron-
else know exactly where to look. tier), Christian Mehrstam (Whitehack), Kevin
The City Crawford (Godbound), David McGrogan (Yoon-
A good city is built around some distinct themes. Is Suin), Zak Smith (Vornheim), Brendan Strejcek
it decadent and bureaucratic? A major pilgrimage (Necropraxis), Joseph Goodman (Dungeon Crawl
site? Famous for wizards? All three? The themes you Classics), James Murphy (Trollsmyth), Justin
choose help to cement the feel of the city in the Alexander (The Alexandrian), Arnold Kemp (Goblin
players’ minds and let them know what to expect. Punch), Courtney Campbell (Hack and Slash), Lo-
gan Knight (Last Gasp Grimoire), Greg Gorgonmilk
Decide what’s going on in the city at present. Are
and Gavin Norman (Wormskin).
there any notable events, such as disasters, festi-
vals, assassinations, or conflicts? Polarizing events Extra special thanks goes to the fifth grade students
like this make cities easier to run, since everyone in of Archway Glendale Classical Academy, who drove
the city will be affected by them. You can use that Maze Rats’ creation and playtested it through end-
one event to decide what everyone is up to. less revisions over the years.

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The text of Maze Rats is licensed under the Creative
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