PART 8: ADVANCEMENT & REFERENCE
CHARACTER ADVANCEMENT
Comprehensive Advancement Table
| Level | Tier | Stamina | Martial Points | Skill Points | Racial Abilities | Throne Abilities | Path Changes | Vitality |
|---|---|---|---|---|---|---|---|---|
| 1 | 1 | 7 | 2 | 3 | Racial Tactic + 1st ability (2d6) | 2 | New Title | 5 HP |
| 2 | 1 | 10 | 3 | 5 | 2nd ability (2d6) | 2 | — | 10 HP |
| 3 | 2 | 14 | 4 | 7 | — | 3 | New Title | 15 HP |
| 4 | 2 | 17 | 5 | 9 | — | 3 | — | 20 HP |
| 5 | 3 | 21 | 6 | 11 | 3rd ability (2d6) | 4 | New Title | 25 HP |
| 6 | 3 | 24 | 8 | 13 | — | 4 | — | 30 HP |
| 7 | 4 | 28 | 9 | 15 | — | 5 | New Title | 35 HP |
| 8 | 4 | 31 | 10 | 17 | — | 5 | — | 40 HP |
| 9 | 5 | 35 | 11 | 19 | — | 6 | New Title | 45 HP |
| 10 | 5 | 38 | 12 | 21 | — | 6 | — | 50 HP |
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LEVELING UP
When you have enough XP to level up:
- Choose Adventure as your monthly activity
- Pay the time and gold cost (minimum tier = the level you're reaching)
- Roll on an Adventure table as normal
- Level up when the time completes
Example: A level 4 character reaching level 5 must invest at minimum Tier 5 (10 months, 1,000 gp, d12).
DOWNTIME SYSTEM
Between adventures, time passes. Each month, you choose how to spend your time.
MONTHLY ACTIVITIES
Each month of downtime, choose ONE:
WORK
- Collect income from all your assets
- Roll on a Rest table
REST
- Counts as 1 month toward healing conditions that require "Rest X months"
- Roll on a Rest table
ADVENTURE
- Roll on an Adventure table
- Costs 1 Fate + time and gold (see Investment Table)
- You do NOT roll on a Rest table
No Fate = No Adventure. If you're out of Fate, you must Work or Rest until you regain it through play.
INVESTMENT TABLE
When you choose Adventure, invest time and gold to determine your die roll. Higher investment = better dice.
| Tier | Die | Time | Gold |
|---|---|---|---|
| 1 | d4 | 1 month | 0 gp |
| 2 | d6 | 2 months | 50 gp |
| 3 | d8 | 3 months | 150 gp |
| 4 | d10 | 6 months | 400 gp |
| 5 | d12 | 10 months | 1,000 gp |
| 6 | 2d8 | 15 months | 2,000 gp |
| 7 | 2d10 | 21 months | 4,000 gp |
| 8 | 2d12 | 28 months | 7,000 gp |
| 9 | 3d10 | 36 months | 12,000 gp |
| 10 | 2d20 | 45 months | 20,000 gp |
Fate Bonuses: Spend extra Fate to add bonuses to your roll:
| Fate | Bonus |
|---|---|
| 1 | +1 |
| 3 | +2 |
| 6 | +3 |
| 10 | +4 |
| 15 | +5 |
| 21 | +6 |
REST TABLES
Rest tables track the slow, steady progress of life between adventures. When you Work or Rest, you make progress on something personal. A relationship, a home, a craft project, a language.
How It Works: Choose a chart and roll d4 (exploding). Add the result to that chart's XP. When you hit a threshold, gain that milestone.
Chart Types:
- Pursuits . Continuous personal growth. Never resets.
- Projects . Work toward a specific goal. You choose when to finish; your project completes at your last threshold's quality. Reset to 0 and start a new one.
- Special Projects (Children) . Complete instantly at first threshold. Higher thresholds = bonus results.
Note: Children growing up happens in real time, not rest time.
UNIVERSAL CHARTS
Homestead (Pursuit)
| XP | Milestone |
|---|---|
| 3 | Renting a room. It's yours, with a lock on the door. |
| 8 | Furnished. Your things are here. It feels lived-in. |
| 15 | Upgraded. Better neighborhood, or bigger space. |
| 25 | Owned property. Small cottage or apartment. yours, truly. |
| 38 | Land. Garden, yard, room to breathe. |
| 55 | Expanded. Workshop, stable, guest room, or cellar. |
| 75 | Staff. Someone else cleans, cooks, or tends the grounds. |
| 100 | Estate. Multiple buildings, significant land. |
| 130 | Manor. A proper seat, your name is associated with this place. |
| 170+ | Landmark. Travelers use your home as a reference point. Maps include it. |
Reputation (Pursuit . specific to one location)
| XP | Milestone |
|---|---|
| 3 | Seen around. Faces are starting to look familiar. |
| 7 | Recognized. The regulars know you're not from here originally. |
| 12 | Named. "That's the one who..." People have a word for you. |
| 20 | Greeted. Shopkeepers say hello. You have a usual order somewhere. |
| 30 | Trusted. People assume you're good for your word. Small credit extended. |
| 42 | Sought. Neighbors come to you with problems or news. |
| 58 | Respected. Your opinion carries weight in local matters. |
| 78 | Influential. Newcomers are told about you. You're part of the town's identity. |
| 102 | Pillar. Major decisions involve consulting you. |
| 130+ | Legend. Stories about you will outlive you. Children are named after you. |
CHILDREN
Human Children (Special Project . completes at first threshold, can't start again for 9 months)
Humans breed easy. Reach the first threshold and the child is conceived. Higher thresholds mean twins, triplets, etc.
| XP | Result |
|---|---|
| 5 | One child. Conceived. Nine months until birth. |
| 12 | Twins. Two children conceived. |
| 22 | Triplets. Three children. Rare and celebrated. |
| 35 | Quadruplets. Four children. A miracle. |
| 50+ | More. Five or more. Legends are told. |
Dwarf Children (Special Project . completes at first threshold, can't start again for 2 years)
Dwarves breed slow. Children are rare and precious. Reach the first threshold and the child is conceived.
| XP | Result |
|---|---|
| 15 | One child. Conceived. A blessing from the ancestors. |
| 35 | Twins. Two children. The hold celebrates for a week. |
| 60 | Triplets. Three children. Once in a generation. |
| 90+ | More. Four or more. The stuff of legend. Songs composed. |
Elf Children (Special Project . completes at first threshold, can't start again for 10 years)
Elves rarely conceive. It may take decades. Reach the first threshold and the child is conceived.
| XP | Result |
|---|---|
| 50 | One child. Conceived. A rare blessing. The community gathers to celebrate. |
| 120 | Twins. Two children. Happens perhaps once a century. |
| 200+ | Triplets. Three children. Unheard of. Prophecies written. |
Halfling Children (Special Project . completes at first threshold, can't start again for 6 months)
Halflings breed like rabbits. Big families are the goal. Reach the first threshold and the child is conceived.
| XP | Result |
|---|---|
| 3 | One child. Conceived. First of many, probably. |
| 8 | Twins. Two children. Common enough. |
| 15 | Triplets. Three children. A full table. |
| 25 | Quadruplets. Four children. Chaos and joy. |
| 38 | Quintuplets. Five children. The whole village helps. |
| 55+ | More. Six or more. You'll need a bigger burrow. |
PROJECTS
You choose when to finish. Your project completes at the quality of your last milestone. Reset to 0 and start a new one.
Tome (Project)
Writing a book. History, philosophy, memoir, manual, fiction. When complete, your book is published and circulates. The quality determines its reach and impact.
| XP | Quality |
|---|---|
| 5 | Pamphlet. A few pages. One idea. Forgettable. |
| 10 | Chapbook. Short, rough, gets the point across. |
| 18 | Manuscript. A real book. Readable. Unremarkable. |
| 30 | Solid work. Well-written. Worth keeping. |
| 50 | Notable. People recommend it. Cited by others. |
| 80 | Important. Shapes how people think about the subject. |
| 120 | Definitive. The book on this topic. Others are compared to it. |
| 170+ | Immortal. Read for centuries. Your name attached to the ideas forever. |
Composition (Project)
Creating a musical or poetic work. Symphony, opera, epic poem, song cycle. When complete, your work is performed publicly. The quality determines how widely it spreads and how long it's remembered.
| XP | Quality |
|---|---|
| 4 | Ditty. Simple tune or verse. Pleasant enough. |
| 9 | Song. Complete piece. Playable. Nothing special. |
| 16 | Accomplished. Technically competent. Audiences polite. |
| 28 | Moving. Something real in it. People remember it. |
| 45 | Beautiful. Requested at gatherings. Copied by others. |
| 70 | Masterful. Musicians study it. Audiences weep. |
| 105 | Transcendent. Defines the form. Others aspire to match it. |
| 150+ | Eternal. Performed for centuries. Your name lives in every rendition. |
Masterwork (Project)
Creating one exceptional item. Weapon, armor, jewelry, furniture, art. When complete, you possess the finished item. The quality determines its value and renown.
| XP | Quality |
|---|---|
| 5 | Functional. It works. Nothing more. |
| 11 | Solid. Well-made. Reliable. Professional quality. |
| 20 | Fine. Noticeably good. People comment. |
| 35 | Excellent. Sought after. Premium price. |
| 55 | Exceptional. One of the best anyone's seen. |
| 85 | Masterwork. Your legacy piece. Heirloom quality. |
| 125 | Legendary. Museums want it. Collectors fight over it. |
| 175+ | Priceless. One of the great works. Your name immortal. |
Investigation (Project)
Solving one mystery. Cold case, conspiracy, hidden truth. You gain the benefits of your current milestone immediately. You know that much now. When you finish, you've solved it.the quality determines how much proof you have.
| XP | Quality |
|---|---|
| 4 | Hunch. You suspect something. No proof. |
| 9 | Leads. Names, places, patterns. Threads to pull. |
| 16 | Evidence. Proof of something. Partial picture. |
| 28 | Theory. You think you know what happened. |
| 45 | Solid case. Enough to convince reasonable people. |
| 70 | Proven. The truth, documented and undeniable. |
| 105 | Complete. Every question answered. Every loose end tied. |
| 150+ | Legendary. The investigation others study. Textbook case. |
Courtship (Project)
Winning one person. Romance, alliance, or both. Your relationship is at your current milestone now. This project only ends if you marry (use Wedding project), they die, or you break up. Otherwise it continues indefinitely. You can keep deepening the bond.
| XP | Quality |
|---|---|
| 3 | Noticed. They know you exist. |
| 7 | Acquaintance. Regular contact. Friendly. |
| 13 | Interest. They look forward to seeing you. |
| 22 | Affection. Real feelings. Or convincing performance. |
| 35 | Commitment. They've chosen you over alternatives. |
| 55 | Devoted. A strong bond. Tested and true. |
| 85 | Unshakeable. A partnership others envy. |
| 125+ | Legendary love. Songs written about you two. |
Monument (Project)
Building something permanent. Statue, bridge, tower, tomb. When complete, your structure stands. The quality determines its grandeur and how long it will be remembered.
| XP | Quality |
|---|---|
| 6 | Marker. A stone. A plaque. Something small. |
| 13 | Structure. It stands. Basic. Functional. |
| 24 | Solid construction. Well-built. Will last. |
| 40 | Impressive. People stop to look. |
| 65 | Landmark. Defines the area. Used for directions. |
| 100 | Monument. People travel to see it. |
| 145 | Wonder. One of the great constructions. Architects study it. |
| 200+ | Eternal. Will stand for millennia. Your name carved in history. |
Case (Project)
Building a legal case. Evidence, witnesses, arguments. When complete, you present your case. The quality determines your chances of winning and the precedent it sets.
| XP | Quality |
|---|---|
| 4 | Complaint. Grievance stated. Nothing more. |
| 9 | Filed. Paperwork done. In the system. |
| 16 | Prepared. Evidence gathered. Arguments drafted. |
| 28 | Strong case. Witnesses lined up. Good chance of winning. |
| 45 | Airtight. Every objection anticipated. Every angle covered. |
| 70 | Overwhelming. The outcome is not in doubt. |
| 105 | Landmark. Sets precedent. Changes how law is interpreted. |
| 150+ | Historic. Studied in law schools. Your name on the case forever. |
Apprentice (Project)
Training one person. Passing on what you know. Your apprentice is at their current milestone now. They can help at that level. When you finish, their training is complete. The quality determines their final skill.
| XP | Quality |
|---|---|
| 4 | Exposed. They've seen the basics. Barely started. |
| 9 | Trainee. Learning fundamentals. Clumsy but trying. |
| 16 | Competent. Can do simple work supervised. |
| 28 | Capable. Handles routine tasks alone. |
| 45 | Skilled. Good at the work. Professional quality. |
| 70 | Expert. Exceptional ability. Ready to teach others. |
| 105 | Master. Your equal. Everything passed on. |
| 150+ | Surpassed. Better than you. Your legacy exceeds you. |
Memorial (Project)
Planning how to honor the dead. Rites, tomb, lasting tribute. When complete, the memorial is established. The quality determines how they are remembered and honored.
| XP | Quality |
|---|---|
| 3 | Buried. In the ground. Minimally marked. |
| 7 | Proper rites. Ceremonies performed. Respectable. |
| 13 | Well-honored. Good funeral. People attended. |
| 22 | Memorial. Something lasting. A stone, a plaque. |
| 35 | Celebrated. Their life remembered. Stories told. |
| 55 | Honored legacy. Obligations fulfilled. Affairs settled. |
| 85 | Monument. A tomb or memorial people visit. |
| 125+ | Immortalized. Their name lives on. Shrines, foundations, legends. |
Wedding (Project)
Planning a wedding ceremony. Yours or someone else's. When complete, the wedding occurs. The quality determines how memorable and socially significant the event is.
| XP | Quality |
|---|---|
| 3 | Quick ceremony. Legal. Witnessed. Done. |
| 7 | Simple wedding. Family present. Basic feast. |
| 13 | Proper wedding. Good turnout. Nice venue. |
| 22 | Fine wedding. Well-planned. Well-attended. Memorable. |
| 35 | Impressive. People talk about it afterward. |
| 55 | Grand. An event. Politics, spectacle, expense. |
| 85 | Legendary. The wedding of the decade. Stories told for years. |
| 125+ | Historic. Changes alliances. Shapes politics. Remembered for generations. |
Language (Project)
Learning one tongue. From nothing to fluency. You gain the benefits of your current milestone immediately. You don't need to "finish" to use the language. Higher milestones just mean better fluency.
| XP | Quality |
|---|---|
| 3 | Words. A few useful phrases. Please, thanks, help. |
| 7 | Survival. Food, directions, danger. You won't starve. |
| 13 | Basic. Simple conversations. Heavy accent. |
| 22 | Conversational. Understood and understand. Slow but functional. |
| 35 | Fluent. Comfortable speaking and reading. Accent remains. |
| 55 | Proficient. Complex topics. Writing. Few mistakes. |
| 85 | Native-level. Idioms, humor, nuance. Pass for local. |
| 125+ | Mastery. Poetry, rhetoric, ancient dialects. Scholar-level. |
ADVENTURE TABLES
NOTE: You can always choose a lower result on any Adventure table, but never a higher one.
UNIVERSAL ADVENTURE TABLE
For general advancement when no specialized table fits. Roll based on your investment tier.
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Wasted Effort | Nothing came of your work this month. Time lost, no progress made. | . |
| 2 | Bare Survival | You made it through. Food and shelter for the coming week, and 1d6x5 gp in spare coin. | . |
| 3 | Small Windfall | A minor opportunity pays off: 2d6x5 gp in coin or trade goods. | . |
| 4 | Useful Information | You learn something valuable: a secret, a map, a name, a weakness. Actionable intelligence you can use. | . |
| 5 | Temporary Ally | Someone capable offers assistance with a specific task or crisis. They'll help once, no strings attached. | . |
| 6 | Local Recognition | Your deeds are known in this settlement. Free lodging, fair prices, and minor favors when you need them. | . |
| 7 | ASSET: Tier 1, Reliable Contact | Gain a recurring contact (merchant, official, or specialist) who deals with you fairly. They provide one service type at fair rates: goods, information, or professional expertise. | +5 |
| 8 | Found Wealth | Discover or inherit valuables: 2d6x10 gp in ancient coins, gems, or trade goods. | . |
| 9 | ASSET: Tier 1, Professional Retinue | 3 skilled professionals join you (2 HD each). They're reliable and committed through professional respect. | . |
| 10 | Quality Equipment | Acquire superior gear: a masterwork weapon, fine armor, or a trained warhorse. | . |
| 11 | ASSET: Tier 2, Small Workshop | Establish a workspace for your trade: forge, lab, studio, or office. Produces goods or services. | +10 |
| 12 | ASSET: Tier 2, Exclusive Access | Gain membership in an exclusive group (guild chapter, gentlemen's club, or professional society). 50 gp annual stipend, access to their facilities, and 4 professional contacts. | +10 |
| 13 | Significant Wealth | Come into real money: 2d6x20 gp in coin, gems, or valuable goods. | . |
| 14 | ASSET: Tier 2, Loyal Companions | 4 capable individuals join you permanently (2 HD each). Committed through shared experience. | . |
| 15 | ASSET: Tier 2, Influential Ally | A wealthy merchant or minor noble becomes your ally. They'll invest up to 200 gp in your ventures and provide introductions to their social circle. | +15 |
| 16 | ASSET: Tier 2, Property | Acquire a shop, cottage, or warehouse. A permanent base that generates modest returns. | +20 |
| 17 | ASSET: Tier 2, Small Warband | 8 trained followers join you (2 HD each). Committed through oath or loyalty. | . |
| 18 | ASSET: Tier 3, Productive Estate | A manor house with productive farmland generating steady income. | +50 |
| 19 | Prized Possession | Find a Tier 2 magic item or 2d6x50 gp in valuables. | . |
| 20 | ASSET: Tier 3, Veteran Company | 12 experienced fighters (3 HD each) sworn to your service. | . |
| 21 | ASSET: Tier 3, Fortified Manor | A fortified manor house suitable as a defensible residence. | +100 |
| 22 | ASSET: Tier 3, Faction Backing | A powerful organization officially backs you and provides support when called upon. | +125 |
| 23 | Legendary Item | Find a Tier 4 magic item or a legendary mount (5 HD). | . |
| 24 | ASSET: Tier 4, Noble Title | Granted title of knight or baron with official recognition and privileges. | +200 |
| 25 | ASSET: Tier 4, Castle Keep | A small castle suitable for defense and administration. | +300 |
| 26 | ASSET: Tier 4, Barony | Rule a barony with tax-generating lands. | +500 |
| 27 | ASSET: Tier 5, Small Kingdom | Rule a kingdom with a capital city. | +2,000 |
| 28 | ASSET: Tier 5, Major Kingdom | A prosperous kingdom with multiple major cities. | +10,000 |
| 29 | ASSET: Tier 5, Vast Empire | An empire spanning multiple former kingdoms. | +25,000 |
| 30 | ASSET: Tier 5, Mythic Artifact | A Tier 5 artifact with unique legendary properties. | . |
| 31 | ASSET: Tier 5, Planar Stronghold | A fortress in another plane under your control. | +40,000 |
| 32 | ASSET: Tier 5, Royal Dynasty | Your bloodline established as a ruling house. | +60,000 |
| 33 | ASSET: Tier 5, Named Institution | A major institution (order, academy, or guild) bearing your name. | +100,000 |
| 34 | ASSET: Tier 5, Divine Champion | A deity has chosen you as their mortal champion. | +150,000 |
| 35 | Beyond Mortal Bounds | Work with GM: achieve something extraordinary that transcends normal limits. | Varies |
SPECIALIZED ADVENTURE TABLES
Special Access Tables
Each adventure table has specific requirements. If you need points in skill trees, you only need that total amount of points distributed in any combination between the skill trees listed. The GM is always allowed to make exceptions.
| Adventure Table | Requirement |
|---|---|
| Universal | None (available to all) |
| Exploration | 2+ pts in Survival/Hunting/Nature Lore |
| Magical Research | Any mystic abilities OR 1+ pts in Occultism |
| Organization | Member of an organization (guild, order, company) |
| Political Intrigue | Social standing (title, court position, noble contact) |
| Religious Activity | Follow a faith OR have Prophet abilities |
| Crafting | 2+ pts in Crafting/Engineering OR own a workshop |
| Engineering/Construction | 1+ pts in Engineering |
| Trade/Commerce | 2+ pts in Commerce OR own a business |
| Spellcraft | Must be Wizard |
| Alchemy | 1+ pts in Alchemy |
| Governance | Rule a domain |
| Military Command | Command troops (followers, warband, guards) |
| Underworld | 2+ pts in Thievery/Assassination/Streetwise |
| Seafaring/Naval | 1+ pts in Sailing |
| Scholarship/Lore | 1+ pts in Scholarship/Investigation |
| Beast Mastery | 2+ pts in Hunting/Nature Lore/Beast Handling |
| Monster Hunting | 1+ pts in Hunting |
| Espionage/Spy Craft | 2+ pts in Espionage/Assassination OR intelligence org |
| Mercenary Work | 2+ martial pts OR Martial Artist |
| Medicine/Healing | 1+ pts in Healing |
| Performance/Entertainment | 1+ pts in Performance |
| Dungeon Delving | 1+ pts in Dungeon Delving |
| Athletic Challenges | 1+ pts in Athletics |
Exploration Adventure Table
For wilderness expeditions, dungeon delving, ancient ruins
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Wasted Expedition | Your expedition found nothing of value. Weather turned, trails led nowhere, ruins were already looted. The month passes with nothing to show for it. | . |
| 2 | Barely Worth It | You found little, but not nothing: 1d6x5 gp in salvaged gear, foraged materials, or a rough sketch of the area. | . |
| 3 | Salvaged Supplies | Recover useful gear: 2d6x5 gp in equipment, rations, or tools from abandoned campsites or shallow caches. | . |
| 4 | Mapped Route | You've charted a safe path through dangerous territory. Navigate this area without getting lost. | . |
| 5 | Natural Resource | Discover a useful location: fresh water source, reliable game trail, secure campsite, or harvestable materials worth 2d6x5 gp. | . |
| 6 | Minor Discovery | Find something interesting: strange ruins, unusual tracks, carved stones. More questions than answers, but a lead worth following. | . |
| 7 | Useful Find | Recover something practical: quality rope and intact tools, preserved supplies, or 2d6x10 gp in salvageable goods. | . |
| 8 | Hidden Cache | Discover an abandoned stash: 2d6x10 gp in coins, gems, or trade goods someone hid and never returned for. | . |
| 9 | ASSET: Tier 1, Safe Haven | Locate a secure location: a defensible cave, abandoned watchtower, or hidden grove. A permanent wilderness base you can always return to. | . |
| 10 | Rare Material | Find valuable natural resources: rare herbs, mineral deposits, exotic wood, or unusual stone. Worth 2d6x20 gp or usable for crafting special items. | . |
| 11 | Ancient Artifact | Uncover something from the past: a weathered but functional weapon, a strange idol with minor power, or a tome containing lost knowledge. | . |
| 12 | Detailed Map | Chart extensive territory. Accurate knowledge of a large area including resources, dangers, routes, and landmarks. Worth 2d6x20 gp to merchants or lords. | . |
| 13 | ASSET: Tier 2, Exotic Companion | Befriend or tame an unusual creature: a dire wolf, giant eagle, or trained bear. A wilderness companion loyal through the bond you've formed. | . |
| 14 | Lost Treasure | Discover a significant hoard: 2d6x50 gp in ancient coins, jewelry, or artifacts from a forgotten age. | . |
| 15 | Strategic Location | Find a place of value: a defensible mountain pass, a ford across dangerous waters, a natural harbor, or a vein of precious metal. | . |
| 16 | ASSET: Tier 2, Ruins of Significance | Uncover substantial ancient structures: a collapsed temple, buried fortress, or lost settlement. Could be claimed and restored. | . |
| 17 | ASSET: Tier 2, Natural Wonder | Discover a healing spring that removes 1 wound once per day from those who bathe in it. | . |
| 18 | Magic Item | Find a Tier 2 magic item. | . |
| 19 | ASSET: Tier 3, Ancient Archive | A sealed vault containing 10 pieces of forgotten lore or spell formulas. | . |
| 20 | ASSET: Tier 3, Legendary Location | Discover a place from myth with significant power or importance. | . |
| 21 | Powerful Artifact | Find a Tier 4 magic item. | . |
| 22 | ASSET: Tier 3, Lost City | An entire forgotten city or complex with intact structures to explore. | . |
| 23 | ASSET: Tier 4, Planar Convergence | A location where another plane touches this world and magic is stronger. | . |
| 24 | ASSET: Tier 4, Sacred Ground | A blessed location where resting for a full day grants +4 max Vitality for one week. | . |
| 25 | ASSET: Tier 4, World Feature | Discover something geographically or historically significant of major importance. | . |
| 26 | ASSET: Tier 4, Primordial Refuge | An untouched sanctuary from ancient times, preserved and pristine. | . |
| 27 | ASSET: Tier 4, Titan's Tomb | The resting place of an ancient giant with vast chambers to explore. | . |
| 28 | ASSET: Tier 5, Planar Gateway | Uncover a gateway to another plane or dimension. A rare discovery of immense strategic value. | . |
| 29 | ASSET: Tier 5, Ancient Wellspring | Find a place of extraordinary magical power: an ancient source of magic or a site of historical significance. | . |
| 30 | ASSET: Tier 5, Legendary Maps | Chart previously unknown territories and uncover routes of immense value. Your maps are priceless to traders and explorers. | . |
| 31 | ASSET: Tier 5, Hidden Archive | Uncover knowledge deliberately concealed by the ancients: lost histories, powerful secrets, or forgotten lore. | . |
| 32 | ASSET: Tier 5, Mythic Creature | Discover a creature of legend: an ancient dragon, a rare magical being, or a survivor from bygone ages. | . |
| 33 | ASSET: Tier 5, World's Edge | Find the most remote and extraordinary location imaginable: the end of the known world, a place of wonder and danger. | . |
| 34 | ASSET: Tier 5, Greatest Discovery | Uncover something of supreme historical and magical importance. Your find will be studied for generations. | . |
| 35 | Mythic Discovery | Find something legendary. Work with GM: discover a place of myth made real, uncover secrets that reshape understanding, or find what was thought forever lost. | Varies |
Magical Research Adventure Table
For enchanting items, creating magical artifacts, and broad arcane experimentation
Use this table when: You want to create magic items, enchant equipment, or experiment with raw magical energy. For spell development, use Spellcraft. For potions and transmutation, use Alchemy.
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Wasted Research | Your experiments went nowhere. Components consumed, enchantments failed. No progress this month. | . |
| 2 | Salvaged Materials | Little to show, but not nothing: 1d6×5 gp in salvaged reagents and magical residue. | . |
| 3 | Enchanting Notes | You gained understanding. Notes grant +2 on your next magical research roll. Plus 2d6×5 gp in materials. | . |
| 4 | Reference Tome | You created a treatise on enchanting techniques. Worth 2d6×10 gp to other researchers. | . |
| 5 | Minor Enchantment | You successfully enchanted a mundane item with a minor effect: glowing, self-cleaning, temperature-resistant, or similar. | . |
| 6 | Magical Discovery | You discovered a magical property of a common material. +1 to one type of check when using items made from it. | . |
| 7 | Enchanted Trinket | You created a minor magic trinket: compass that points north, stone that glows on command, or similar utility item. | . |
| 8 | Refined Components | You produced rare reagents worth 2d6×10 gp, or refined materials sufficient for Tier 1 item creation. | . |
| 9 | Enchanting Formulary | You documented enchanting processes. Worth 2d6×20 gp to other researchers. | . |
| 10 | Useful Enchantment | You enchanted a weapon or armor with a minor bonus: +1 damage, faint glow, resistance to rust. Lasts 1 month. | . |
| 11 | Charged Item | You created an item with 3 charges of a minor effect (light, detect magic, mending). Recharges at dawn. | . |
| 12 | Masterwork Enhancement | You permanently enhanced a masterwork item: it now counts as magical for overcoming resistance. | . |
| 13 | ASSET: Tier 2, Enchanting Workshop | A dedicated workspace for magical item creation. | . |
| 14 | Tier 1 Magic Item | You created a Tier 1 magic item. | . |
| 15 | Arcane Focus | You created a focus that grants +1 die to checks with one school of magic. | . |
| 16 | Tier 2 Magic Item | You created a Tier 2 magic item. | . |
| 17 | Enchanting Mastery | You mastered efficient techniques. Future Tier 1-2 items take half the normal time and cost. | . |
| 18 | ASSET: Tier 2, Bound Servant | A minor elemental or spirit bound to your service. | . |
| 19 | Tier 3 Magic Item | You created a Tier 3 magic item. | . |
| 20 | ASSET: Tier 3, Permanent Enchantment | You permanently enchanted one location with a useful magical effect. | . |
| 21 | ASSET: Tier 3, Arcane Familiar | An intelligent magical companion that aids your work. | . |
| 22 | Tier 4 Magic Item | You created a Tier 4 magic item. | . |
| 23 | ASSET: Tier 3, Enchanted Stronghold | Your residence permanently warded with magical defenses. | . |
| 24 | ASSET: Tier 4, Magical Sanctum | A tower or demiplane serving as your personal magical space. | . |
| 25 | ASSET: Tier 4, Arcane Academy | A magical school with 10 apprentice mages studying under you. | +300 |
| 26 | Tier 5 Magic Item | You created a Tier 5 magic item. | . |
| 27 | ASSET: Tier 5, Exceptional Workshop | You established one of the finest enchanting facilities in the world. Highly sought after by wealthy patrons. | +1,800 |
| 28 | Artifact Creation | You created a unique artifact: a Tier 5 magic item with an additional special property (sentience, extra ability, or legendary history). | . |
| 29 | ASSET: Tier 5, Master Enchanters | 15 master enchanters who study and work under you. | +2,200 |
| 30 | ASSET: Tier 5, Legendary Reputation | Your enchanting work is renowned. Royalty commissions your items. | +2,700 |
| 31 | ASSET: Tier 5, Grand Workshop | A world-class enchanting facility setting the standard for the craft. | +3,300 |
| 32 | ASSET: Tier 5, Exotic Materials Access | Permanent access to the rarest enchanting materials. | +4,000 |
| 33 | ASSET: Tier 5, Great Academy | A prestigious magical academy with 40 enchanters and 80 students. | +4,800 |
| 34 | ASSET: Tier 5, Master Craftsmen | 60 skilled enchanters who have trained in your methods. | +5,700 |
| 35 | True Mastery | Work with GM: create a legendary artifact, found an enchanting tradition, or achieve unmatched mastery. | Varies |
Organization Adventure Table
For guilds, armies, temples, factions.
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Wasted Month | Your work for the organization went nowhere. Assignments fell through, efforts unrecognized. | . |
| 2 | Stipend Earned | You completed basic duties. The organization pays 1d6×5 gp in coin or supplies. | . |
| 3 | Requisitioned Supplies | You drew from organizational stores: 2d6×5 gp worth of equipment, rations, or materials. | . |
| 4 | Contract Completed | You handled a job the organization assigned: a client paid 2d6×10 gp for your work. | . |
| 5 | Equipment Borrowed | You requisitioned a masterwork weapon or armor from the armory. Bring it back intact. | . |
| 6 | ASSET: Tier 1, Safehouse Key | You earned permanent access to an organizational safehouse: bed, lockbox, no questions. | . |
| 7 | Professional Kit | You received professional equipment: thieves' tools, military kit, or guild badge plus 2d6×10 gp supplies. | . |
| 8 | Healing Requisitioned | You used the organization's healers: cured one disease, poison, or injury. Or took 1d6 healing potions. | . |
| 9 | Training Manual | You obtained documentation of organization techniques: worth 2d6×20 gp or useful for teaching. | . |
| 10 | ASSET: Tier 1, Assistants Assigned | You gained 2 organization members to help with an ongoing task. Competent professionals. | . |
| 11 | Cache Located | You accessed a hidden cache: 2d6×20 gp in gear, weapons, or supplies. Yours now. | . |
| 12 | Specialists Borrowed | You requisitioned 1d3 specialists (3 HD each) for one mission: soldiers, thieves, scholars, or priests. | . |
| 13 | ASSET: Tier 2, Travel Network | You gained free passage on organizational routes: caravans, ships, or safehouses spanning 4 cities. | . |
| 14 | ASSET: Tier 2, Quarters Granted | You earned a room in the guildhall, barracks, or temple: permanent residence with storage and workspace. | . |
| 15 | Masterwork Rewarded | The organization rewarded you with a masterwork weapon, armor, or professional tools. | . |
| 16 | ASSET: Tier 2, Squad Commanded | You now command 8 organization members (2 HD each). Loyal through organizational duty. | +15 |
| 17 | War Chest Access | You gained access to organizational funds: 2d6×50 gp for approved operations. | . |
| 18 | Magic Item Granted | You received a Tier 2 magic item from the organization. | . |
| 19 | ASSET: Tier 3, Veterans Sworn | You command 12 veteran specialists (3 HD each). Battle-tested and loyal. | +40 |
| 20 | Artifact Loaned | You were entrusted with a Tier 3 magic item. Expected to return someday. | . |
| 21 | ASSET: Tier 3, Elite Command | You command the organization's best: 12 elite operatives (4 HD each). | +60 |
| 22 | Treasury Access | You draw from organizational wealth: 2d6×100 gp available for major operations. | +75 |
| 23 | Artifact Granted | You were permanently granted a Tier 4 magic item. | . |
| 24 | ASSET: Tier 4, Military Company | You command 30 soldiers (2-3 HD) who answer to you. | +200 |
| 25 | Legendary Artifact | You were permanently granted a Tier 5 magic item. | . |
| 26 | ASSET: Tier 4, Private Army | You command 50 trained warriors (2-3 HD). | +400 |
| 27 | ASSET: Tier 4, Chapter House | A fortified guildhall with quarters for 60 members, armory, and meeting halls. | +600 |
| 28 | ASSET: Tier 4, Organizational Treasury | 4,000 gp in liquid funds under your control. | +800 |
| 29 | ASSET: Tier 5, Regional Headquarters | A massive fortress-compound housing 500 members with full facilities. | +1,000 |
| 30 | ASSET: Tier 5, Artifact Vault | Access to 4 Tier 5 magic items from the organization's secured armory. | +1,300 |
| 31 | ASSET: Tier 5, Standing Force | 1,200 sworn members (2-3 HD) stationed at your command. | +1,700 |
| 32 | ASSET: Tier 5, Grand Fortress | A castle-sized stronghold with walls, towers, housing for 800 members. | +2,300 |
| 33 | ASSET: Tier 5, Elite Legion | 2,000 veteran members (3-4 HD) who serve as your personal force. | +3,000 |
| 34 | ASSET: Tier 5, Organizational Army | 5,000 trained members (2-4 HD) organized as a military force. | +4,000 |
| 35 | Transcendent Resources | Work with GM: build an unprecedented fortress, command 15,000 members, or control legendary artifacts. | Varies |
Political Intrigue Adventure Table
For courtly maneuvering, diplomacy, leverage.
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Social Disaster | You made an enemy or committed a faux pas. Lay low. No progress this month. | . |
| 2 | Court Survival | You navigated court politics without incident. Gained experience, no enemies made. | . |
| 3 | Gossip Gathered | You learned one actionable secret: an affair, a debt, a grudge, or a planned betrayal. | . |
| 4 | Favor Earned | You helped someone who now owes you: one introduction, one warning, or one door opened. | . |
| 5 | Patron Impressed | A courtier gifted you: fine clothing worth 2d6×10 gp, a letter of introduction, or an exclusive invitation. | . |
| 6 | Leverage Obtained | You acquired documents proving wrongdoing by a minor official. One significant favor to stay quiet. | . |
| 7 | Noble Indebted | You put a minor noble in your debt: 2d6×10 gp, shelter from authorities once, or speak for you at court. | . |
| 8 | Compromising Evidence | You obtained proof of a secret about someone important. One major favor or 2d6×20 gp to the right buyer. | . |
| 9 | Diplomatic Credentials | You secured diplomatic immunity: sealed letters granting safe passage through 1d6 territories. | . |
| 10 | Writ of Authority | You obtained official power: collect taxes, requisition supplies, or command local militia for one task. | . |
| 11 | ASSET: Tier 2, Patron Secured | You gained a noble patron who funds your activities: 80 gp plus lodging, horses, introductions. | +10 |
| 12 | ASSET: Tier 2, Blackmail Portfolio | You compiled leverage on 4 individuals. Each worth one significant favor or 70 gp in hush money. | . |
| 13 | Letter of Marque | You obtained official sanction: privateering, espionage, or enforcement with legal immunity. | . |
| 14 | ASSET: Tier 2, Manor Estate | A manor house with farmland providing steady income. | +15 |
| 15 | ASSET: Tier 2, Household Staff | 10 servants, guards, and assistants loyal to you. | . |
| 16 | ASSET: Tier 2, Political Faction | 8 minor nobles and officials who support your agenda. | +20 |
| 17 | ASSET: Tier 3, Royal Commission | Official power to judge cases and represent the crown in one region. | +40 |
| 18 | Rival Ruined | You destroyed a rival and seized their assets: 2d6×50 gp and property. | . |
| 19 | ASSET: Tier 3, Council Seat | A seat on the ruling council with veto power on regional matters. | +60 |
| 20 | ASSET: Tier 3, County Estate | A fortified manor ruling a county with productive lands. | +100 |
| 21 | ASSET: Tier 3, Spy Network | 15 trained intelligence agents who report to you. | +75 |
| 22 | ASSET: Tier 4, Political Treasury | 1,200 gp in funds for bribes, favors, and political maneuvering. | +200 |
| 23 | ASSET: Tier 4, Ducal Castle | A castle and duchy under your rule. Seat of regional power. | +400 |
| 24 | ASSET: Tier 4, Royal Influence | Direct access to the monarch as a trusted advisor. | +600 |
| 25 | ASSET: Tier 4, Noble Retinue | 40 sworn retainers: guards, servants, and household knights. | +1,000 |
| 26 | ASSET: Tier 4, Small Kingdom | Rule a kingdom with a capital city and several towns. | +1,500 |
| 27 | ASSET: Tier 5, Royal Army | Standing army of 300 professional soldiers under your command. | +1,900 |
| 28 | ASSET: Tier 5, Intelligence Empire | 50 master spies operating across multiple nations. | +2,400 |
| 29 | ASSET: Tier 5, Major Kingdom | A prosperous kingdom with multiple major cities and trade routes. | +3,000 |
| 30 | ASSET: Tier 5, Diplomatic Corps | 30 skilled diplomats who negotiate on your behalf. | +3,700 |
| 31 | ASSET: Tier 5, Imperial Treasury | 50,000 gp in liquid wealth for political and military purposes. | +4,500 |
| 32 | ASSET: Tier 5, Grand Empire | Rule an empire spanning multiple former kingdoms. | +5,500 |
| 33 | ASSET: Tier 5, Imperial Legion | 2,000 elite soldiers loyal to you personally. | +6,700 |
| 34 | ASSET: Tier 5, Master Spy Network | 150 spies and infiltrators operating across dozens of courts. | +8,000 |
| 35 | Transcendent Power | Work with GM: rule a vast empire, command 500 spies, or amass 200,000 gp in political treasury. | Varies |
Religious Activity Adventure Table
For temple work, pilgrimage, divine communion.
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Wasted Devotion | Your prayers went unanswered, the faithful had no need of you. No progress this month. | . |
| 2 | Temple Provisions | You served the temple. Gain 1d6×5 gp in food, shelter, and supplies. | . |
| 3 | Alms Collected | You ministered to the faithful. Gain 2d6×5 gp in donations and supplies. | . |
| 4 | Prayer Book | You transcribed holy passages. Gain a prayer book worth 2d6×10 gp or useful for rituals. | . |
| 5 | Tier 1 Relic | You earned a minor relic: Vial of Purified Water, Healer's Prayer Beads, Saint's Compass, Mending Thread, Threshold Oil, or Skull Candle. | . |
| 6 | ASSET: Tier 1, Sanctuary Token | You earned sanctuary rights. Any temple of your faith shelters you for 1 month, no questions asked. | . |
| 7 | Divine Omen | Your deity sent a clear omen about a current problem. Not cryptic. actionable guidance. | . |
| 8 | Temple Funds | You were entrusted with resources: 2d6×10 gp for missions, charity, or temple business. | . |
| 9 | Tier 2 Relic | You earned a relic: Blessed Weapon Oil, Guardian's Icon, Confessor's Stole, Pilgrim's Boots, or Consolation Shroud. | . |
| 10 | Holy Tokens | Your deity granted 3 holy tokens. Each auto-succeeds one Sense check, then is consumed. | . |
| 11 | Pilgrimage Complete | You returned from a holy site with 2d6×20 gp in offerings, a Tier 2 relic, or a map to sacred ground. | . |
| 12 | ASSET: Tier 2, Acolytes Gained | You attracted 4 acolytes. Loyal through devotion, competent at temple work. | . |
| 13 | Tier 3 Relic | You earned a powerful relic: Sanctified Earth, Prophet's Eye, Martyr's Blood, Exorcist's Censer, or Preservation Salts. | . |
| 14 | Blessed Weapon | You were granted a Tier 2 magic weapon from the temple armory. | . |
| 15 | ASSET: Tier 2, Chapel Granted | You were granted a small chapel or shrine. Permanent residence for you and followers. | +10 |
| 16 | ASSET: Tier 2, Clergy Followers | 8 devoted clergy: priests, monks, or temple guards serve under you. | +20 |
| 17 | Divine Vision | Your god answered one major question directly. Clear guidance. You know what must be done. | . |
| 18 | Tier 4 Relic | You earned a major relic: Breath of Life Vial, Cursebreaker's Nail, Stormcaller's Horn, Celestial Feather, or Regeneration Salve. | . |
| 19 | Miracle Token | You received a one-use miracle: raise the dead (within 24 hours), cure any disease/curse, or summon divine intervention. | . |
| 20 | ASSET: Tier 3, Cathedral | A major temple building with worship hall, library, and living quarters for 20 people. | +50 |
| 21 | Saint's Bones | You received a Tier 3 relic containing one greater miracle (mass heal, smite army, or divine protection for a city). | . |
| 22 | Temple Treasury | You control accumulated offerings: 2d6×100 gp in gold, gems, and sacred objects. | . |
| 23 | Divine Artifact | You received a Tier 4 magic item. | . |
| 24 | ASSET: Tier 4, Ordained Clergy | 25 clergy members answer to your spiritual authority. | +200 |
| 25 | ASSET: Tier 4, Holy Ground | One acre of consecrated land where miracles come easier, undead cannot tread. | +300 |
| 26 | ASSET: Tier 4, Regional Cathedral | A cathedral serving an entire region with seating for 800 and 30 resident clergy. | +600 |
| 27 | ASSET: Tier 4, Sacred Treasury | 2,000 gp in religious wealth: relics, offerings, and sacred art under your control. | +700 |
| 28 | Divine Armory | Access to one Tier 5 magic item and 1d6 Tier 4 relics from the faith's vaults. | . |
| 29 | ASSET: Tier 5, Grand Cathedral | A massive temple complex seating 1,500 worshippers with extensive facilities. | +900 |
| 30 | ASSET: Tier 5, Ordained Priests | 100 ordained clergy stationed at your temple who serve under you. | +1,200 |
| 31 | ASSET: Tier 5, Pilgrimage Site | A holy site that draws 2,000+ pilgrims yearly. Generates offerings. | +1,600 |
| 32 | ASSET: Tier 5, Monastery Complex | A monastery with quarters for 200 monks, library, and training facilities. | +2,200 |
| 33 | ASSET: Tier 5, Temple Fortress | A fortified temple with walls, 50 temple guards, and defensible position. | +3,000 |
| 34 | ASSET: Tier 5, Sacred Order | 400 devoted followers (clergy and guards) who have sworn to serve you. | +4,000 |
| 35 | Divine Transcendence | Work with GM: gain a legendary relic, build an unprecedented holy site, or found a new religious order. | Varies |
Crafting Adventure Table
For crafting, repair work, tool making, any trade
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Wasted Month | Your crafting produced nothing usable. Materials spoiled, designs failed, the month passes with no finished work. | . |
| 2 | Functional Work | You produced serviceable items. They'll do their job. Sell for 1d6x5 gp or keep for personal use. | . |
| 3 | Materials Salvaged | Your work produced useful scraps: 2d6x5 gp in reusable materials, components, or supplies for future projects. | . |
| 4 | Master's Tools | Acquire or create a set of superior tools for your craft. These tools grant advantage on one type of crafting work. | . |
| 5 | Quality Item | Create something well-made: a sturdy tool, reliable weapon (standard stats), comfortable furniture, or durable clothing worth 2d6x5 gp. | . |
| 6 | Reputation Started | Word spreads about your competence. Locals know you do good work and will pay fair prices. | . |
| 7 | Commission Completed | Your work pleases a patron: 2d6x10 gp payment and a satisfied customer who may return. | . |
| 8 | Profitable Sales | Your creations sell well: 2d6x10 gp from sales. You've established yourself in the local market. | . |
| 9 | Masterwork Weapon or Armor | Produce a masterwork weapon or armor. | . |
| 10 | ASSET: Tier 1, Workshop Established | Set up permanent workspace: a forge, carpenter's shop, or tailor's studio. A place to work that's yours. | . |
| 11 | Signature Piece | Create something that showcases your skill worth 2d6x20 gp. This item becomes known and sought after. | . |
| 12 | ASSET: Tier 2, Apprentice Trained | A skilled apprentice joins you permanently. They can handle routine work and assist on complex projects, doubling your output on simple items. | . |
| 13 | Rare Materials | Obtain something special: ironwood, star metal, dragon bone, or spider silk. Enough for 2d6 masterwork items or one exceptional creation. | . |
| 14 | Advanced Creation | Successfully craft an advanced item: a suit of full plate armor (AC 16), a siege weapon, or a fine instrument worth 2d6x50 gp. | . |
| 15 | ASSET: Tier 2, Expanded Workshop | A full workshop facility capable of major projects. | . |
| 16 | Legendary Material | Acquire mithril, adamantine, or starmetal. Enough for one Tier 3 magic item. | . |
| 17 | Master Craftsman | Recognized as a master across the region. Create 2 Tier 2 magic items. | . |
| 18 | ASSET: Tier 3, Guild Position | Leadership position in the local crafters' guild. | +40 |
| 19 | Unique Innovation | Invent something no one else can make. You possess the only formula. | . |
| 20 | ASSET: Tier 3, Foundry | A major production facility: foundry, shipyard, or mill. | +75 |
| 21 | Legendary Creation | Create a Tier 3 magic item. | . |
| 22 | Revolutionary Innovation | Invent a breakthrough technique. Create 3d6 items demonstrating it. | . |
| 23 | Enchanted Works | Create 2 Tier 4 magic items. | . |
| 24 | ASSET: Tier 4, Master Craftsmen | 25 master craftspeople trained in your methods. | +300 |
| 25 | Artifact Creation | Create a Tier 5 magic item. | . |
| 26 | ASSET: Tier 4, Legendary Workshop | A workshop facility renowned across nations. | +600 |
| 27 | Impossible Construction | Build something extraordinary and unprecedented. | . |
| 28 | Living Craft | Create 3 Tier 5 magic items with unique properties. | . |
| 29 | ASSET: Tier 5, Workshop Network | 8 major workshop facilities in different locations. | +700 |
| 30 | ASSET: Tier 5, Exotic Materials | Permanent access to meteor iron, ancient wood, and dragon bone. | +850 |
| 31 | ASSET: Tier 5, Master Artisans | 100 master craftspeople who have studied your techniques. | +1,000 |
| 32 | ASSET: Tier 5, Grand Forge | The finest crafting facility in the world. | +1,200 |
| 33 | ASSET: Tier 5, Crafting Academy | An academy with 150 craftspeople studying and working. | +1,450 |
| 34 | ASSET: Tier 5, Artisan Legion | 250 master craftspeople across your network. | +1,750 |
| 35 | Magnum Opus | Work with GM: create a legendary weapon, build a wonder of the world, or establish a crafting tradition. | Varies |
Trade/Commerce Adventure Table
For merchant activities, business ventures, and trade. Use repeatedly to build your commercial empire.
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Wasted Venture | Your commercial venture went nowhere. Deals fell through, caravans delayed, markets closed. No profit this month. | . |
| 2 | Broke Even | You kept your capital intact and earned 1d6x5 gp covering basic expenses. Not a loss. | . |
| 3 | Small Profit | Modest but real gains: 2d6x5 gp from deals that actually closed. | . |
| 4 | Market Intelligence | Learn valuable trade information: which goods are scarce, where prices are high, what opportunities exist. Actionable knowledge. | . |
| 5 | ASSET: Tier 1, Reliable Supplier | Find a steady source for goods at 10% below market price. An ongoing connection that saves money on every deal. | +5 |
| 6 | ASSET: Tier 1, Customer Base | Establish regular clientele who return to you. Steady small income from repeat business. | +10 |
| 7 | Good Deal | Negotiate excellent terms on a major transaction. Yield 2d6x10 gp in pure profit. | . |
| 8 | ASSET: Tier 1, Trade Route | Chart and establish a profitable route between settlements. Caravans can follow your path. | +15 |
| 9 | ASSET: Tier 2, Shop Acquired | Gain a storefront, market stall, or trading post. A permanent place of business that's yours. | +20 |
| 10 | ASSET: Tier 2, Merchant Network | Build connections with 4 traders across multiple settlements. They share information and opportunities. | +15 |
| 11 | ASSET: Tier 2, Trade Caravan | A caravan with wagons and guards for trade expeditions. | +25 |
| 12 | ASSET: Tier 2, Local Monopoly | Exclusive control of one commodity in your local market. | +30 |
| 13 | ASSET: Tier 2, Major Contract | Exclusive supply contract with a major institution. | +40 |
| 14 | ASSET: Tier 2, Warehouse | A trading warehouse for storing and managing goods. | +50 |
| 15 | ASSET: Tier 3, Multiple Caravans | 4 trade caravans operating under your direction. | +75 |
| 16 | ASSET: Tier 3, Guild Leadership | Leadership position in the merchant guild. | +100 |
| 17 | ASSET: Tier 3, Exotic Goods Access | Exclusive access to rare and valuable trade goods. | +120 |
| 18 | ASSET: Tier 3, Merchant Employees | 20 merchants and traders working for you. | +150 |
| 19 | ASSET: Tier 3, Trade Capital | 2,000 gp in liquid trading capital. | +250 |
| 20 | ASSET: Tier 3, Regional Monopoly | Control of a major commodity across a region. | +400 |
| 21 | ASSET: Tier 4, International Routes | Established trade routes to foreign markets. | +600 |
| 22 | ASSET: Tier 4, Merchant Fleet | 15 trade ships under your command. | +1,000 |
| 23 | ASSET: Tier 4, Vast Wealth | 10,000 gp in liquid assets. | +1,500 |
| 24 | ASSET: Tier 4, National Monopoly | Dominant control of trade in one nation. | +2,500 |
| 25 | ASSET: Tier 4, Merchant Network | 30 merchant houses in your trading network. | +5,000 |
| 26 | ASSET: Tier 5, Continental Houses | 50 merchant houses across a continent. | +6,000 |
| 27 | ASSET: Tier 5, Trading Empire | 80 merchant houses spanning multiple nations. | +7,200 |
| 28 | ASSET: Tier 5, Merchant Employees | 1,200 merchants and traders in your employ. | +8,500 |
| 29 | ASSET: Tier 5, Trade Monopolies | Exclusive control of 5 luxury goods. | +10,000 |
| 30 | ASSET: Tier 5, Royal Contracts | Supply contracts with 10 royal courts. | +11,700 |
| 31 | ASSET: Tier 5, Massive Fleet | 60 trade ships operating under your banner. | +13,500 |
| 32 | ASSET: Tier 5, Grand Network | 150 merchant houses in your network. | +15,500 |
| 33 | ASSET: Tier 5, Trade Guilds | 12 trade guilds under your control. | +17,700 |
| 34 | ASSET: Tier 5, Commercial Empire | 250 merchant houses spanning the known world. | +20,000 |
| 35 | Economic Transcendence | Work with GM: establish 500 merchant houses, create a banking system, or control continental trade. | Varies |
Spellcraft Adventure Table
For spell development, arcane experimentation, and magical theory research
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Wasted Research | Your experiments produced nothing usable. Theories disproven, formulas failed, the month passes with no magical progress. | . |
| 2 | Unstable Result | Your experimentation produced something marginal. You created a scroll of a random tier-1 spell that works, plus 1d6x5 gp in salvaged components. | . |
| 3 | Arcane Scraps | Your research yielded basic understanding: 2d6x5 gp worth of spell components, inks, and materials useful for future work. | . |
| 4 | Theoretical Insight | Through study, you understood a magical principle. Gain a detailed treatise on one school of magic worth 2d6x10 gp to other researchers. | . |
| 5 | Cantrip Discovered | Successfully develop or recover a minor cantrip. You have a scroll of this cantrip and can learn to cast it reliably. | . |
| 6 | Spell Scroll Created | Successfully scribe a scroll of a spell you know (up to tier 2). The scroll is stable and can be used or sold (worth 2d6x10 gp). | . |
| 7 | Rare Components | Your research led to sources of valuable materials: 2d6x10 gp in rare inks, exotic components, or crystallized magic. | . |
| 8 | Spell Variant Scroll | Create a scroll of a spell variant: changed damage type, altered range, or modified duration. One use, but you have notes to recreate it. | . |
| 9 | Three Scrolls | Your scribing work was productive: create 3 spell scrolls of spells you know (any combination up to tier 2). | . |
| 10 | New Spell | Successfully develop or recover a spell of your current tier or lower. You have a scroll and can learn to cast it. | . |
| 11 | Spellbook Fragment | Discover or create a partial spellbook containing 1d3 spells (your tier or lower). Worth 2d6x5 gp to other mages. | . |
| 12 | Spell Focus Created | Create a magical focus for one school of magic: a carved wand or enchanted crystal. When casting spells of that school, you may reroll one damage die (keep either result). | . |
| 13 | Scroll Collection | Complete a comprehensive collection: 2d6 spell scrolls of various spells (your tier or lower). Worth 2d6x50 gp. | . |
| 14 | Two New Spells | Your research bore fruit: scrolls of 2 spells of your current tier or lower. Learn both or sell/trade them. | . |
| 15 | Personal Grimoire | Compile a spellbook containing your known spells plus 1d6 additional researched spells (your tier or lower). Worth 2d6x30 gp. | . |
| 16 | Metamagic Scrolls | Create 3 special spell scrolls that cast at +1 effective tier (more damage, longer duration, extra targets). One-time use each. | . |
| 17 | Combined Spell Scroll | Successfully combine two related spells into a single casting. You gain one scroll of this combined effect and notes on recreation. | . |
| 18 | Advanced Spell | Develop or recover a powerful spell above your current tier (+1 tier). You have a scroll and can attempt to cast it (with appropriate risk). | . |
| 19 | Ritual Mastery | Create a powerful ritual scroll: summoning, scrying, teleportation, or warding. Detailed instructions included. Worth 2d6x50 gp or produces major effects when performed. | . |
| 20 | Master Grimoire | Complete a masterwork spellbook: contains 3d6 spells across multiple tiers. Worth 2d6x100 gp. | . |
| 21 | Signature Spell | You developed a unique spell bearing your name. Describe the effect you want. The GM sets the tier and any limitations. You have the only scroll and documentation. | . |
| 22 | Arcane Breakthrough | Your research revolutionized magical understanding. Create 2d6 scrolls of a powerful effect, and your thesis is worth 2d6x100 gp to academies. | . |
| 23 | Legendary Spell | Recover or create a legendary spell lost to time. You have one scroll and the knowledge to create more (requires 500 gp in materials and one week per scroll). | . |
| 24 | ASSET: Tier 4, School Mastery | Master an entire school of magic. Gain a comprehensive grimoire of that school containing 15 spells from cantrip to highest tier. | . |
| 25 | ASSET: Tier 4, Unique Spell | A spell only you can teach. Others pay to learn it. | +300 |
| 26 | ASSET: Tier 4, Magical Academy | A magical academy with 15 mages studying under you. | +600 |
| 27 | ASSET: Tier 5, Planar Portals | 2 stable portals to other planes under your control. | +700 |
| 28 | ASSET: Tier 5, Grand Grimoire | Know 60 spells across all tiers. | +850 |
| 29 | Reality Weaving | Permanently alter one magical effect in a 1-mile radius. | . |
| 30 | ASSET: Tier 5, Spell Library | A library containing 250 spell tomes. | +1,000 |
| 31 | ASSET: Tier 5, Spell Innovation | Created 20 new spells unknown to others. | +1,200 |
| 32 | ASSET: Tier 5, Great Academy | A prestigious academy with 100 mages and students. | +1,450 |
| 33 | ASSET: Tier 5, Master Spellbook | Know 180 spells across all tiers. | +1,750 |
| 34 | ASSET: Tier 5, Arcane Legion | 200 trained mages who studied under you. | +2,100 |
| 35 | True Name of Magic | Work with GM: know 300+ spells, found multiple academies, or revolutionize magical theory. | Varies |
Alchemy Adventure Table
For potion brewing, transmutation, and alchemical mastery. Use repeatedly to stock your supplies.
Alchemical Tiers: T1 = 10 gp value | T2 = 25 gp | T3 = 75 gp | T4 = 200 gp | T5 = 500 gp. Choose specific items from your game's alchemy list at the appropriate tier.
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Wasted Brewing | Your experiments failed. Ingredients spoiled, no alchemical progress this month. | . |
| 2 | Salvaged Reagents | Partial success: 1d6x5 gp in salvaged materials for future brewing. | . |
| 3 | Basic Materials | Your work produced supplies: 2d6x5 gp in alchemical reagents. | . |
| 4 | Formula Notes | Discover partial recipe. Notes grant +2 on your next attempt to create this item type. | . |
| 5 | Tier 1 Batch | Brew 3 Tier 1 alchemical items of your choice. | . |
| 6 | Tier 1 Production | Brew 6 Tier 1 alchemical items of your choice. | . |
| 7 | Rare Ingredients | Locate valuable materials: 2d6x10 gp in rare reagents. | . |
| 8 | Tier 2 Batch | Brew 3 Tier 2 alchemical items of your choice. | . |
| 9 | Mixed Production | Brew 4 Tier 1 items and 2 Tier 2 items of your choice. | . |
| 10 | Tier 2 Production | Brew 6 Tier 2 alchemical items of your choice. | . |
| 11 | Tier 3 Batch | Brew 3 Tier 3 alchemical items of your choice. | . |
| 12 | Alchemical Arsenal | Brew 2 Tier 1, 2 Tier 2, and 2 Tier 3 items of your choice. | . |
| 13 | Transmutation | Turn base materials into silver worth 2d6x50 gp. | . |
| 14 | Tier 3 Production | Brew 6 Tier 3 alchemical items of your choice. | . |
| 15 | ASSET: Tier 2, Workshop Established | Proper laboratory with equipment and storage. Permanent workspace. | +15 |
| 16 | Tier 4 Batch | Brew 3 Tier 4 alchemical items of your choice. | . |
| 17 | ASSET: Tier 3, Formula Collection | Master 8 formulas. Recipe book worth 400 gp to other alchemists. | +30 |
| 18 | Tier 4 Production | Brew 6 Tier 4 alchemical items of your choice. | . |
| 19 | Alchemical Stockpile | Brew 3 items each of Tier 1, 2, 3, and 4. | . |
| 20 | Tier 5 Batch | Brew 3 Tier 5 alchemical items of your choice. | . |
| 21 | ASSET: Tier 3, Lesser Philosopher's Stone | 4,000 gp base metal to gold or creates one Tier 4 item instantly. | +60 |
| 22 | Tier 5 Production | Brew 6 Tier 5 alchemical items of your choice. | . |
| 23 | Grand Production | Brew 6 items each of Tier 3, 4, and 5. | . |
| 24 | ASSET: Tier 4, Transmutation Circle | Permanent circle transforms materials. Produces 800 gp initially, reusable weekly. | +200 |
| 25 | ASSET: Tier 4, Grand Laboratory | A legendary alchemical workshop facility. | +350 |
| 26 | ASSET: Tier 4, Alchemical Academy | An academy training 12 apprentice alchemists. | +600 |
| 27 | ASSET: Tier 5, Philosopher's Stone | A stone that transmutes 3,000 gp of base metals monthly. | +750 |
| 28 | Mythic Production | Brew 15 Tier 5 alchemical items this month. | . |
| 29 | Alchemical Mastery | Know 120 alchemical formulas. | +900 |
| 30 | ASSET: Tier 5, Transmutation Mastery | Can transmute 5,000 gp worth of materials monthly. | +1,100 |
| 31 | ASSET: Tier 5, Elixir of Youth | Formula for elixirs that extend life by 20 years. | +1,300 |
| 32 | ASSET: Tier 5, Master Alchemists | 80 master alchemists trained in your methods. | +1,550 |
| 33 | ASSET: Tier 5, Universal Solvent | Formula for a solvent that dissolves any non-magical substance. | +1,850 |
| 34 | ASSET: Tier 5, Laboratory Network | 15 alchemical laboratories under your control. | +2,200 |
| 35 | Alchemical Transcendence | Work with GM: discover elemental transmutation, create immortality elixirs, or master 250+ formulas. | Varies |
Governance Adventure Table
For ruling domains, managing territories, and kingdom building. Use repeatedly to expand your realm.
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Wasted Effort | Your governance produced no results. No progress this month. | . |
| 2 | Barely Stable | Domain functions. No disasters. Collected 1d6x5 gp in minimal taxes. | . |
| 3 | Small Revenue | Modest income: 2d6x5 gp in taxes, tariffs, and fees. | . |
| 4 | Community Project | Minor improvement completed. People notice and appreciate it. | . |
| 5 | ASSET: Tier 1, Loyal Steward | Capable administrator (3 HD) joins you. Manages daily affairs. | . |
| 6 | Productive Season | Good harvest, steady trade. 2d6x10 gp surplus, content people. | . |
| 7 | ASSET: Tier 1, Infrastructure | Useful structure completed: bridge, mill, tower, or warehouse. | +10 |
| 8 | Population Growth | Settlers arrive. Domain's tax base increases. | +10 |
| 9 | Trade Agreement | Profitable deal with neighbors or merchants. | +20 |
| 10 | ASSET: Tier 2, Fortifications | Defensive structures: walls, towers, small keep. Can withstand raids. | +15 |
| 11 | ASSET: Tier 2, Specialist | A valuable professional (master smith, renowned healer, or skilled architect) establishes operations in your domain. They attract business and train 2 apprentices per year. | +15 |
| 12 | Treasury Surplus | Excellent governance: 2d6x20 gp surplus from efficient rule. | . |
| 13 | Regional Influence | Neighboring lords seek alliance. Your voice carries weight. | . |
| 14 | ASSET: Tier 2, Bureaucracy | Functioning administration: 8 clerks and officials. Domain runs without you. | +30 |
| 15 | ASSET: Tier 3, Major Infrastructure | Castle, cathedral, harbor, or road network. Regional center. | +50 |
| 16 | Economic Boom | Thriving industries, busy markets. 2d6x50 gp treasury surplus. | +75 |
| 17 | ASSET: Tier 3, Standing Force | 12 soldiers (2 HD) sworn to service with equipment and barracks. | +40 |
| 18 | ASSET: Tier 3, Legal System | Formal laws, courts, magistrates. Recognized authority. | +60 |
| 19 | ASSET: Tier 3, Vassal Lords | 8 minor nobles pledge fealty, each bringing holdings and soldiers. | +100 |
| 20 | ASSET: Tier 3, Regional Capital | A major city serving as a regional capital. | +150 |
| 21 | ASSET: Tier 4, County Lands | A county or barony under your governance. | +250 |
| 22 | ASSET: Tier 4, Small Kingdom | A kingdom with a capital city and several towns. | +500 |
| 23 | ASSET: Tier 4, Royal Dynasty | Your bloodline established as a ruling dynasty. | +750 |
| 24 | ASSET: Tier 4, Crown Authority | Sovereign authority over multiple counties. | +1,500 |
| 25 | ASSET: Tier 5, Imperial Provinces | 8 provinces under your imperial rule. | +3,000 |
| 26 | ASSET: Tier 5, Vassal Kingdoms | 6 vassal kingdoms sworn to you. | +3,800 |
| 27 | ASSET: Tier 5, Imperial Treasury | 80,000 gp in imperial treasury funds. | +4,700 |
| 28 | ASSET: Tier 5, Legal Code | A comprehensive legal system adopted by other nations. | +5,700 |
| 29 | ASSET: Tier 5, Regional Empire | An empire spanning 15 provinces. | +6,900 |
| 30 | ASSET: Tier 5, Grand Palace | An imperial palace complex of legendary magnificence. | +8,200 |
| 31 | ASSET: Tier 5, Continental Empire | An empire spanning 30 provinces across a continent. | +9,700 |
| 32 | ASSET: Tier 5, Religious Endorsement | Official endorsement from major religious authorities. | +11,400 |
| 33 | ASSET: Tier 5, Grand Empire | An empire spanning 50 provinces. | +13,300 |
| 34 | ASSET: Tier 5, Imperial Universities | 20 universities throughout your empire. | +15,500 |
| 35 | Transcendent Governance | Work with GM: rule 100+ provinces, establish laws adopted worldwide, or build enduring monuments. | Varies |
Military Command Adventure Table
For leading soldiers, conducting warfare, and military operations. Use repeatedly to build your forces.
Soldier Stats by Type: Regular (2 HD) = AC 14, 2 wounds | Elite (3 HD) = AC 15, 3 wounds | Champion (4 HD) = AC 16, 4 wounds
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Wasted Campaign | Your military operations yielded nothing. No progress this month. | . |
| 2 | Meager Plunder | Modest results: 1d6x5 gp in loot or payment for service. | . |
| 3 | Soldier's Pay | Standard military work: 2d6x5 gp and contacts among soldiers. | . |
| 4 | Tactical Knowledge | Learn valuable military insights. Detailed notes on tactics and strategy. | . |
| 5 | ASSET: Tier 1, Veteran Recruit | 1 capable warrior (2 HD) joins your command. Loyal through respect. | . |
| 6 | Successful Operation | Mission accomplished: 2d6x10 gp in plunder, good morale. | . |
| 7 | ASSET: Tier 1, Trained Squad | 4 soldiers (2 HD each) trained and equipped. Loyal to you. | . |
| 8 | War Spoils | Profitable campaign: 2d6x20 gp in arms, armor, and ransoms. | . |
| 9 | ASSET: Tier 2, Officer Cadre | 4 capable officers (3 HD each) who can lead troops independently. | . |
| 10 | ASSET: Tier 2, Elite Unit | 8 elite soldiers (3 HD each). Battle-hardened specialists. | . |
| 11 | ASSET: Tier 2, Military Contract | Steady employment with a lord or kingdom providing regular pay for your services. | +20 |
| 12 | ASSET: Tier 2, Company Formed | 12 soldiers (2 HD) under permanent command with officers and equipment. | +15 |
| 13 | ASSET: Tier 2, Fortification Held | Control a keep or fort with 8 garrison soldiers (2 HD each) and surrounding territory. | +30 |
| 14 | ASSET: Tier 2, Battle Won | Major victory. 350 gp in spoils. 8 veteran volunteers (2 HD each) join your forces. | . |
| 15 | ASSET: Tier 3, Warband | 18 soldiers (2 HD) and 8 elite soldiers (3 HD) under your command. | +40 |
| 16 | Champion Defeated | Slew enemy commander. Their arms (worth 2d6x50 gp) and legendary reputation. | . |
| 17 | ASSET: Tier 3, Military Advisor | Appointed advisor to a lord. Command their forces during campaigns with authority over strategy. | +60 |
| 18 | ASSET: Tier 3, Army Command | 100 soldiers under your command. | +100 |
| 19 | ASSET: Tier 3, Territory Conquered | Captured a town or region with garrison troops and tax-generating populace. | +150 |
| 20 | ASSET: Tier 3, Elite Army | 200 troops under your command. | +200 |
| 21 | ASSET: Tier 4, General's Command | Multiple armies totaling 500 troops. Shape regional military strategy. | +400 |
| 22 | ASSET: Tier 4, Conquering Force | 1,000 troops under your banner. Conquered a kingdom or united factions. | +750 |
| 23 | ASSET: Tier 4, Military Empire | Command multiple armies and strategic fortresses. Dictate terms to kings. | +1,500 |
| 24 | ASSET: Tier 4, Continental Army | 5,000 troops. Subjugate nations. Your word is military law. | +3,000 |
| 25 | ASSET: Tier 4, Invincible Legion | 10,000 elite troops. Never defeated. Enemies surrender at your banners. | +6,000 |
| 26 | ASSET: Tier 5, Continental Army | 15,000 troops under your command. | +7,200 |
| 27 | ASSET: Tier 5, Military Academy | War academy training 500 officers per year. | +8,600 |
| 28 | ASSET: Tier 5, Fortress Network | 40 fortresses under your control. | +10,200 |
| 29 | ASSET: Tier 5, Grand Army | 38,000 troops under your command. | +12,000 |
| 30 | ASSET: Tier 5, Vassal Armies | 12 vassal armies sworn to you. | +14,000 |
| 31 | ASSET: Tier 5, Officer Corps | 1,200 trained officers in your service. | +16,300 |
| 32 | ASSET: Tier 5, Supreme Army | 85,000 troops under your command. | +18,800 |
| 33 | ASSET: Tier 5, Siege Arsenal | 200 siege engines under your control. | +21,600 |
| 34 | ASSET: Tier 5, Imperial Army | 150,000 troops under your command. | +24,700 |
| 35 | War Incarnate | Work with GM: command 250,000+ troops, conquer continents, establish military traditions studied for millennia, build fortress-cities. | Varies |
Underworld Adventure Table
For thieves, criminals, and organized crime.
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Busted | Your job went wrong. Lay low. No profit this month. | . |
| 2 | Petty Take | You pulled small-time jobs. Gain 1d6×5 gp in coin or fenced goods. | . |
| 3 | Street Earnings | You worked jobs around town. Gain 2d6×5 gp and a simple hideout. | . |
| 4 | ASSET: Tier 1, Fence Found | You found a reliable fence. Sell stolen goods at 75% value instead of 50%. | . |
| 5 | Crew Job | You worked with a crew. Gain 2d6×10 gp and 1d4 thugs (2 HD) available for one job. | . |
| 6 | ASSET: Tier 1, Official Corrupted | You bribed a guard, official, or merchant. They'll look the other way or provide inside info. | . |
| 7 | ASSET: Tier 1, Safehouse Secured | You established a hidden location with bed, lockbox, and escape route. Shelters 4 people. | . |
| 8 | ASSET: Tier 1, Smuggling Route | You moved contraband successfully. Gain 140 gp and a reusable smuggling route. | +10 |
| 9 | ASSET: Tier 2, Officials Bribed | 2 guards or clerks on your payroll. They warn you, lose paperwork, or open doors. | . |
| 10 | ASSET: Tier 2, Thugs Retained | 8 thugs (2 HD each) on your payroll. Available for jobs, intimidation, or protection. | +15 |
| 11 | ASSET: Tier 2, Front Established | You set up a legitimate business covering criminal income: shop, tavern, or warehouse. | +20 |
| 12 | ASSET: Tier 2, Guild Access | You gained thieves' guild membership: better fences (90% value), forged papers, job leads. | +25 |
| 13 | ASSET: Tier 2, Smuggling Network | You built routes with bribed officials across 4 borders. Move goods, people, or yourself undetected. | +30 |
| 14 | ASSET: Tier 2, Assassin Contracted | A skilled killer (4 HD) on retainer. Expensive, but effective and discreet. | . |
| 15 | ASSET: Tier 3, Racket Running | You established a racket: protection, gambling, smuggling, or fencing operation. | +40 |
| 16 | ASSET: Tier 3, Officials Owned | 8 officials on payroll: guards, magistrates, port authorities. Significant legal protection. | +50 |
| 17 | ASSET: Tier 3, Crew Assembled | You command 12 criminals (2 HD): thieves, smugglers, enforcers. Your organization. | +60 |
| 18 | ASSET: Tier 3, Market Cornered | You control the black market in a major city. Acquire almost anything illegal. | +80 |
| 19 | ASSET: Tier 3, Blackmail Compiled | You hold leverage on 8 powerful individuals. Each worth major favors or 140 gp. | . |
| 20 | ASSET: Tier 3, Treasury Hidden | 700 gp cached across multiple hidden locations plus ongoing income from operations. | +100 |
| 21 | ASSET: Tier 4, Criminal Crew | You command 18 criminals: thieves, enforcers, and smugglers. | +150 |
| 22 | ASSET: Tier 4, Shadow Treasury | 1,400 gp cached in hidden locations. | +200 |
| 23 | ASSET: Tier 4, Criminal Army | You command 35 criminals under your control. | +300 |
| 24 | ASSET: Tier 4, Hidden Wealth | 3,500 gp in liquid assets. | +500 |
| 25 | ASSET: Tier 4, Criminal Network | You command 70 operatives. | +750 |
| 26 | ASSET: Tier 5, Master Treasury | 14,000 gp in liquid assets. | +1,000 |
| 27 | ASSET: Tier 5, Syndicate Operatives | 100 operatives under your command. | +1,200 |
| 28 | ASSET: Tier 5, Blackmail Portfolio | Leverage on 40 powerful individuals. | +1,450 |
| 29 | ASSET: Tier 5, Criminal Force | 200 operatives under your command. | +1,750 |
| 30 | ASSET: Tier 5, Corrupt Officials | 80 corrupted officials on your payroll. | +2,100 |
| 31 | ASSET: Tier 5, Political Assets | Leverage over 12 government officials. | +2,500 |
| 32 | ASSET: Tier 5, Master Operatives | 350 operatives under your command. | +3,000 |
| 33 | ASSET: Tier 5, Shadow Treasury | 60,000 gp in hidden caches. | +3,600 |
| 34 | ASSET: Tier 5, Criminal Legion | 500 operatives under your command. | +4,300 |
| 35 | Shadow Transcendence | Work with GM: build a criminal empire that endures for ages, corrupt entire governments, or become the ultimate crime lord of history. | Varies |
Seafaring/Naval Adventure Table
For sailors, naval officers, maritime exploration, and sea operations. Use repeatedly to build your fleet.
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Wasted Voyage | Weather, bad luck, or empty seas. No progress this month. | . |
| 2 | Sailor's Wages | You worked at sea. Gain 1d6×5 gp and contacts among local sailors. | . |
| 3 | Dock Work | You labored at harbor. Gain 2d6×5 gp and a contact who knows ship movements. | . |
| 4 | Crew Position | You served on a trading vessel. Gain 2d6×10 gp and 3 sailors (2 HD) who'll crew for you. | . |
| 5 | ASSET: Tier 1, Salvage Find | You recovered a small boat (20 ft, 8 capacity) from wreckage. Seaworthy with minor repairs. | . |
| 6 | ASSET: Tier 1, Prize Share | You claimed a share of captured cargo. Gain 70 gp and a larger boat (30 ft, 1 mast). | . |
| 7 | ASSET: Tier 1, Fishing Operation | You established productive waters. Gain a fishing boat and regular catches. | +15 |
| 8 | ASSET: Tier 1, Secret Harbor | You discovered a hidden cove. Secure anchorage for your vessels, unknown to authorities. | . |
| 9 | ASSET: Tier 2, Ship's Officer | You earned command position on a vessel. Gain 140 gp and 8 trained sailors (2 HD). | . |
| 10 | ASSET: Tier 2, Trade Route | You established a profitable shipping route between two ports. | +25 |
| 11 | ASSET: Tier 2, First Command | You gained your own ship (40 ft, armed) with 12 loyal crew (2 HD each). | +20 |
| 12 | ASSET: Tier 2, Prize Vessel | You captured or salvaged a larger ship (60 ft, armed). 15 crew (2 HD each) joined through shared fortune. | . |
| 13 | ASSET: Tier 2, Port Connections | You secured exclusive docking rights and trade contacts at a major port. | +30 |
| 14 | Treasure Cache | You discovered a hidden cache worth 2d6×50 gp. The map is yours alone. | . |
| 15 | ASSET: Tier 3, Harbor Facility | You own warehouse and dock space at a major port. Store goods, repair ships. | +40 |
| 16 | ASSET: Tier 3, Small Fleet | You command 3 ships (one warship, two traders). | +60 |
| 17 | ASSET: Tier 3, Port Control | You control a minor port. Collect fees, manage traffic, fortified warehouse. | +80 |
| 18 | ASSET: Tier 3, Sea Legend | You achieved major maritime fame. 20 veteran sailors (3 HD) seek to join you. | . |
| 19 | ASSET: Tier 3, Warship Command | You command a large warship (90 ft, heavily armed). | +75 |
| 20 | ASSET: Tier 3, Island Base | You claimed an island with a fort. | +120 |
| 21 | ASSET: Tier 4, Battle Fleet | You command 5 warships. | +200 |
| 22 | ASSET: Tier 4, Island Stronghold | A fortified island base under your control. | +250 |
| 23 | ASSET: Tier 4, Merchant Fleet | You control 8 merchant vessels. | +400 |
| 24 | ASSET: Tier 4, War Fleet | You command 10 warships. | +500 |
| 25 | ASSET: Tier 4, Island Chain | 5 islands under your rule. | +750 |
| 26 | ASSET: Tier 5, Naval Fleet | You command 50 vessels. | +1,500 |
| 27 | ASSET: Tier 5, Island Bases | 3 major island bases under your control. | +1,800 |
| 28 | ASSET: Tier 5, Island Nation | An island nation of 15 ports under your rule. | +2,200 |
| 29 | ASSET: Tier 5, Grand Fleet | You command 150 vessels. | +2,700 |
| 30 | ASSET: Tier 5, Maritime Crew | 4,000 crew in your employ. | +3,300 |
| 31 | ASSET: Tier 5, Island Empire | 30 islands under your rule. | +4,000 |
| 32 | ASSET: Tier 5, Supreme Fleet | You command 350 vessels. | +4,800 |
| 33 | ASSET: Tier 5, Master Crew | 10,000 crew in your employ. | +5,800 |
| 34 | ASSET: Tier 5, Imperial Fleet | You command 750 vessels. | +7,000 |
| 35 | Ocean Apotheosis | Work with GM: command 1,000+ ships, discover uncharted continents, or rule a maritime empire spanning multiple seas. | Varies |
Scholarship/Lore Adventure Table
For non-magical academic research, history, archaeology, and ancient knowledge
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Wasted Research | Your research went nowhere. Sources unhelpful, theories disproven. No progress this month. | . |
| 2 | Copyist Work | You transcribed texts for pay. Gain 2d6×5 gp and a basic text worth 10 gp. | . |
| 3 | Fragment Translated | You translated a text fragment. Notes useful for future research. Gain 2d6×5 gp. | . |
| 4 | Local History | You uncovered interesting local history. Gain a basic text and 2d6×5 gp in consultation fees. | . |
| 5 | ASSET: Tier 1, Archive Access | You worked as copyist. Gain 70 gp and permanent access to a small archive. | . |
| 6 | ASSET: Tier 1, Regional Expert | Your regional history research succeeded. Gain a 50 gp text and 70 gp in fees. Ongoing consultation fees. | +5 |
| 7 | ASSET: Tier 1, Noble Patronage | You traced a noble lineage. Gain 140 gp and a letter of introduction to their house. | . |
| 8 | Map Discovered | You found a partial map to a forgotten ruin. Worth 75 gp. Adventure hook. | . |
| 9 | ASSET: Tier 2, Paper Published | Your monograph appeared in a scholarly journal. Gain 140 gp and 1 scholarly contact. Ongoing citations. | +10 |
| 10 | ASSET: Tier 2, Collector Access | You authenticated artifacts for a collector. Gain 140 gp and permanent access to their collection. | . |
| 11 | ASSET: Tier 2, Academic Network | You translated a baffling inscription. Gain 100 gp reward and 2 academic contacts. | . |
| 12 | ASSET: Tier 2, Historical Proof | You proved a legendary event was real. Gain 210 gp, teaching position offer, and regional fame. | +15 |
| 13 | ASSET: Tier 2, Rare Tome | You obtained a rare text worth 210 gp. Gain 2 academic contacts who consult on related topics. | . |
| 14 | ASSET: Tier 2, University Patronage | Your field research yielded 280 gp in artifacts. University offers ongoing patronage. | . |
| 15 | ASSET: Tier 3, Master's Endorsement | A renowned scholar endorsed you. Access their library, gain 210 gp in tutoring fees. | +20 |
| 16 | ASSET: Tier 3, Dead Language | You achieved fluency in a dead language. Gain a lexicon worth 100 gp and expert reputation. | +30 |
| 17 | ASSET: Tier 3, Private Library | You established a personal library worth 525 gp. Scholars pay access fees, students seek tutoring. | +40 |
| 18 | ASSET: Tier 3, Tomb Excavated | You excavated an intact tomb. Gain 525 gp in treasures. Your work becomes required reading. | +25 |
| 19 | ASSET: Tier 3, Atlas Completed | You completed a comprehensive atlas worth 525 gp. Becomes a standard reference. | +50 |
| 20 | ASSET: Tier 3, Endowed Chair | A patron endowed your research. Gain 525 gp plus 4 research assistants. | +75 |
| 21 | ASSET: Tier 4, Artifact Authenticated | You identified a dismissed artifact as genuine. Gain 1,050 gp and international recognition. | +60 |
| 22 | ASSET: Tier 4, Academy Founded | You established a research institute. Students pay tuition, patrons fund research. | +100 |
| 23 | ASSET: Tier 4, History Rewritten | You disproved a major historical "fact." Gain 1,050 gp and permanent fame. | +75 |
| 24 | ASSET: Tier 4, Royal Cartographer | Your definitive maps are worth 1,050 gp. Kingdoms pay premium for copies. | +125 |
| 25 | ASSET: Tier 4, Grand Library | You oversee a library of immense value. Scholars pay access fees, kingdoms bid for your services. | +175 |
| 26 | ASSET: Tier 5, Universal History | 3-volume definitive work published. | +250 |
| 27 | ASSET: Tier 5, Ancient City | Excavation of an ancient city funded for 10 years. | +400 |
| 28 | ASSET: Tier 5, Grand Library | Library with 6,000 texts. | +600 |
| 29 | ASSET: Tier 5, Scholar Assistants | 60 scholars working under you. | +1,000 |
| 30 | ASSET: Tier 5, Rare Collection | Library with 18,000 texts including rare documents. | +2,000 |
| 31 | ASSET: Tier 5, Scholar Network | 150 scholars working under you. | +4,000 |
| 32 | ASSET: Tier 5, Divine Archives | Library with 50,000 texts including divine archives. | +8,000 |
| 33 | ASSET: Tier 5, Master Library | Library with 85,000 texts. | +15,000 |
| 34 | ASSET: Tier 5, Supreme Library | Library with 150,000 texts. | +30,000 |
| 35 | Apotheosis of Knowledge | 250,000+ texts, 1,000 scholars, libraries in every major city, your historical works define understanding for millennia. | Varies |
Beast Mastery Adventure Table
For taming, training, and breeding animals and monsters. Use repeatedly to build your menagerie.
All beasts acquired through this table come fully trained for their listed purpose (guard, mount, war, hunt, etc.). The month of downtime represents the full process of finding, taming, bonding with, and training the creature. Higher results represent rarer creatures that require more skill to acquire and train.
Beast Stats by HD: 1 HD = AC 12, 1 wound | 2 HD = AC 13, 2 wounds | 3 HD = AC 14, 3 wounds
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Wasted Effort | Your taming attempts failed. The beast escaped or the training didn't take. No progress this month. | . |
| 2 | ASSET: Tier 1, Trained Animal | 1 loyal beast (1 HD). Guards, follows commands, carries small loads. | . |
| 3 | ASSET: Tier 1, Working Animal | 1 beast (2 HD) trained for work: mount, guard, tracker, or hunter. | . |
| 4 | ASSET: Tier 1, Pack | 3 loyal beasts (1 HD each). Hunt together, guard camp, haul supplies. | . |
| 5 | ASSET: Tier 1, Hunting Pack | 3 beasts (2 HD each) trained to hunt. Advantage on tracking prey. | . |
| 6 | ASSET: Tier 1, War Beast | 1 combat-trained beast (3 HD). Attacks on command, holds ground, causes morale checks. | . |
| 7 | ASSET: Tier 1, Breeding Pair | 2 beasts (2 HD each) that produce offspring worth 100 gp each or keep. | +10 |
| 8 | ASSET: Tier 1, Flying Mount | 1 flying beast (3 HD). Carries you and 100 lbs, scouts from the air. | . |
| 9 | ASSET: Tier 2, Elite Pack | 4 beasts (2 HD each) working as a coordinated unit. | . |
| 10 | ASSET: Tier 2, Training Ground | Establish beast-training facilities. Train animals for others. | +20 |
| 11 | ASSET: Tier 2, War Pack | 3 combat beasts (3 HD each). A formidable fighting force. | . |
| 12 | ASSET: Tier 2, Exotic Mount | 1 unusual mount (4 HD) with a special ability: climbing, swimming, camouflage, or speed. | . |
| 13 | ASSET: Tier 2, Menagerie Started | 6 beasts of various types (mix of 1-3 HD). Display, sell, rent, or use as needed. | +25 |
| 14 | ASSET: Tier 2, Monster Tamed | 1 dangerous creature (5 HD) with a supernatural ability: poison, gaze attack, breath weapon, or similar. | . |
| 15 | ASSET: Tier 3, Breeding Operation | 6 breeding beasts producing 525 gp worth of offspring per season or keep. | +40 |
| 16 | ASSET: Tier 3, Flying Cavalry | 4 flying mounts (3 HD each). Aerial strike force or transport service. | +30 |
| 17 | ASSET: Tier 3, Apex Predator | 1 terrifying beast (6 HD) with multiple attacks or a devastating special ability. | . |
| 18 | ASSET: Tier 3, Beast Herd | 12 beasts (2 HD each). Army scouts, caravan guards, or breeding stock. | +50 |
| 19 | ASSET: Tier 3, Legendary Beast | 1 mythical creature (7 HD) with magical abilities. Intelligent enough to communicate. | . |
| 20 | ASSET: Tier 3, Menagerie Complete | 20 beasts of all types (1-5 HD). Scholars and nobles pay to view. Rent for expeditions. | +100 |
| 21 | ASSET: Tier 4, War Herd | 8 war beasts (4 HD each). A military asset that turns battles. | +75 |
| 22 | ASSET: Tier 4, Ancient Beast | 1 primordial creature (8 HD) from legend. Multiple devastating abilities. | . |
| 23 | ASSET: Tier 4, Breeding Empire | Facilities producing 15 beasts per season. | +200 |
| 24 | ASSET: Tier 4, Mythical Stable | 6 legendary creatures (5+ HD each) including flyers and magical beasts. | +150 |
| 25 | ASSET: Tier 4, Beast Army | 30 war beasts (3-4 HD each). Command creatures that can siege castles. | +250 |
| 26 | ASSET: Tier 5, War Pack | 40 powerful war beasts (5 HD each) trained for battle. | +400 |
| 27 | ASSET: Tier 5, Dragon Flight | 3 adult dragons (10 HD each) allied to your cause. | +1,000 |
| 28 | ASSET: Tier 5, Mythical Preserve | 100-square-mile preserve breeding rare creatures. | +2,000 |
| 29 | ASSET: Tier 5, Beast Horde | 150 trained beasts (3-7 HD) under your command. | +5,000 |
| 30 | ASSET: Tier 5, Planar Menagerie | 25 creatures from other planes under your control. | +10,000 |
| 31 | ASSET: Tier 5, Dragon Alliance | 8 dragons (10 HD each) sworn to your service. | +20,000 |
| 32 | ASSET: Tier 5, Preserve Network | 30 preserves breeding diverse species. | +40,000 |
| 33 | ASSET: Tier 5, Hybrid Species | 8 new hybrid species you successfully created. | +75,000 |
| 34 | ASSET: Tier 5, Beast Army | 800 trained war beasts (3-6 HD) under your command. | +125,000 |
| 35 | Beast King Apotheosis | Work with GM: bond with ancient primordial beasts, create legendary new species, or establish preserves that will endure for ages. | Varies |
Monster Hunting Adventure Table
For tracking, hunting, and slaying dangerous creatures. Use repeatedly to build your reputation as a monster slayer.
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Failed Hunt | The trail went cold. Weather turned, creature fled, or the hunt proved too dangerous. Nothing gained. | . |
| 2 | Minor Trophies | You killed small game or pests. Pelts, teeth, and claws worth 1d6×5 gp. | . |
| 3 | Bounty Claimed | You eliminated a nuisance creature. Grateful locals pay 2d6×5 gp. | . |
| 4 | Useful Harvest | You harvested venom sacs, scales, or glands worth 2d6×10 gp to alchemists. | . |
| 5 | Beast Lore | You learned the habits and weaknesses of a creature type. Advantage on future hunts against them. | . |
| 6 | ASSET: Tier 1, Hunter Contact | You met an experienced hunter (3 HD) who shares information about local monster populations, their weaknesses, and known lairs. They'll join a hunt once per month. | . |
| 7 | Dangerous Game | You killed something that fights back. Trophy worth 2d6×10 gp and a story worth telling. | . |
| 8 | Rare Materials | You harvested organs with alchemical properties. Worth 2d6×20 gp or useful for crafting 2 Tier 1 alchemical items. | . |
| 9 | Local Legend | You killed something that terrorized the area for years. The village remembers your name. | . |
| 10 | ASSET: Tier 2, Nest Cleared | You found and cleared a breeding ground. Salvage worth 140 gp plus 4 monster eggs (worth 70 gp each or hatchable). | . |
| 11 | Exotic Trophy | You took an impressive head, hide, or horn. Worth 2d6×30 gp mounted, or impresses potential patrons. | . |
| 12 | Creature Study | You observed a rare beast without killing it. Knowledge valuable to scholars (2d6×20 gp) plus you learn its weaknesses. | . |
| 13 | ASSET: Tier 2, Militia Trained | You organized locals into monster hunters. They call on you when trouble returns. 8 militia (2 HD) available when needed. | . |
| 14 | Magical Components | You harvested parts with magical properties: heart, eye, or essence. Worth 2d6×50 gp or sufficient for 1 Tier 2 magic item. | . |
| 15 | ASSET: Tier 3, Alpha Slain | You killed the pack leader. The rest scattered. Region safer, bounty 280 gp plus alpha's hide (masterwork armor material). | . |
| 16 | ASSET: Tier 3, Hunter's Reputation | Word spreads. Other hunters seek guidance. Nobles request services. Steady bounty work. | +20 |
| 17 | ASSET: Tier 3, Warden's Territory | You cleared a region completely. You're recognized as its protector. Villagers bring news and tribute. | +30 |
| 18 | ASSET: Tier 3, Masterwork Trophy | You claimed something truly impressive: dragon scales, giant's bone, demon horn. Worth 350 gp or craftable into a Tier 2 magic item. | . |
| 19 | ASSET: Tier 3, Hunter's Guild | You founded or joined a fellowship. Share information, equipment, contracts, and a lodge. | +50 |
| 20 | ASSET: Tier 3, Legendary Kill | You slew something from old stories. Bards sing it. Lords want to meet you. Your name means something. | . |
| 21 | ASSET: Tier 4, Apex Hunter | You killed the top predators. Other monsters avoid your marked territories. Rare components stockpiled (3 Tier 2 items worth). | . |
| 22 | ASSET: Tier 4, Royal Huntmaster | The crown retained your services. Title, stipend, authority to hunt anywhere, and access to royal armories. | +100 |
| 23 | ASSET: Tier 4, Monster Scholar | Your creature knowledge is unmatched. Wizards, kings, and temples pay premium fees for expertise. Bestiary worth 700 gp. | +75 |
| 24 | ASSET: Tier 4, Dragonslayer | You killed a true dragon. Everything else is easier. The title opens doors. Dragon hoard: 700 gp plus Tier 3 magic item. | . |
| 25 | ASSET: Tier 4, Beast Bane | Certain creature types flee at your scent. You're their apex predator. Stockpile of rare materials (5 Tier 2 items worth). | . |
| 26 | ASSET: Tier 5, Trophy Museum | A museum housing your trophy collection worth 1,400 gp. | . |
| 27 | ASSET: Tier 5, Hunter's Lodge | 12 hunters (3 HD) serving you. | +200 |
| 28 | ASSET: Tier 5, Rare Components | Monster remains worth 2,100 gp. | . |
| 29 | ASSET: Tier 5, Component Stockpile | 50 legendary monster components stockpiled. | . |
| 30 | ASSET: Tier 5, Planar Trophies | 15 trophies from creatures on other planes. | +500 |
| 31 | ASSET: Tier 5, Grand Trophy Hall | A grand hall housing 80 monster trophies. | +1,000 |
| 32 | ASSET: Tier 5, Master Hunters | 30 master hunters (4 HD) serving you. | +2,500 |
| 33 | ASSET: Tier 5, Legendary Trophies | 120 legendary creature trophies in your collection. | +5,000 |
| 34 | ASSET: Tier 5, Supreme Trophy Hall | Trophy hall housing 200 trophies from legendary hunts. | +10,000 |
| 35 | The Great Hunt | Work with GM: the last dragon, a divine beast, a creature whose death changes the world. Rewards beyond measure if you survive. | Varies |
Espionage/Spy Craft Adventure Table
For intelligence gathering, infiltration, and covert operations.
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Blown Cover | Your operation failed. Someone made you. Lay low. No progress this month. | . |
| 2 | Reconnaissance | You mapped a target: guard posts, schedules, entry points. One location fully scouted. | . |
| 3 | ASSET: Tier 1, Dead Drop Established | Set up a secure exchange point. Messages, money, or small items. yours indefinitely. | . |
| 4 | ASSET: Tier 1, Forged Papers | You created a cover identity with documents. Name, profession, travel permits. Passes casual inspection. | . |
| 5 | Intelligence Sold | You sold patrol routes, shipping schedules, or secrets. Gain 2d6×10 gp. | . |
| 6 | ASSET: Tier 1, Informant Recruited | You turned someone useful: servant, guard, or clerk. They report what they see and hear. | +5 |
| 7 | ASSET: Tier 1, Safehouse Secured | You established a hidden location. Supplies, escape route, room for 4. No one knows. | . |
| 8 | ASSET: Tier 1, Deep Cover Achieved | You built a complete false identity: documents, backstory, vouching contacts. Usable until blown. | . |
| 9 | ASSET: Tier 2, Cipher Created | You developed a code system. 2 contacts share your cipher. Intercepted messages are unreadable. | . |
| 10 | ASSET: Tier 2, Informant Network | You recruited 3 informants in different positions. Daily intelligence on a district or organization. | +10 |
| 11 | ASSET: Tier 2, Agent Trained | You trained an operative (3 HD). Weekly reports, capable of independent missions. | +15 |
| 12 | ASSET: Tier 2, Blackmail Acquired | You obtained compromising documents on 1 notable person. Worth one major favor or 140 gp in hush money. | . |
| 13 | ASSET: Tier 2, Safehouse Network | You established 3 safehouses with supplies, escape routes, and cached funds (140 gp total). | +20 |
| 14 | ASSET: Tier 2, Asset Planted | You placed a deep cover agent in a significant organization: palace, military, or guild. High-value access. | +25 |
| 15 | ASSET: Tier 3, Cell Operational | You coordinated 5 agents (3 HD each). | +40 |
| 16 | ASSET: Tier 3, Agent Network | 8 agents under your command. | +60 |
| 17 | ASSET: Tier 3, Courier Network | You established couriers, dead drops, and ciphers spanning 100 miles. 24-hour message relay. | +50 |
| 18 | ASSET: Tier 3, Foreign Station | 3 agents (3 HD) established in a foreign nation. | +80 |
| 19 | ASSET: Tier 3, Identity Arsenal | 5 complete cover identities for different circles. | . |
| 20 | ASSET: Tier 3, Agency Founded | 12 agents under your command. | +120 |
| 21 | ASSET: Tier 4, Operational Funds | 1,050 gp in liquid operational assets. | +200 |
| 22 | ASSET: Tier 4, Double Agent | A rival operative you flipped to work for you. | +250 |
| 23 | ASSET: Tier 4, Shadow Agency | 20 agents under your command. | +300 |
| 24 | ASSET: Tier 4, Intelligence Cache | Blackmail on 8 powerful figures. | +400 |
| 25 | ASSET: Tier 4, Spymaster Network | 30 agents under your command. | +500 |
| 26 | ASSET: Tier 5, Agent Network | 50 agents under your control. | +750 |
| 27 | ASSET: Tier 5, Agent Corps | 100 agents under your command. | +1,500 |
| 28 | ASSET: Tier 5, Blackmail Archive | Leverage on 150 powerful individuals. | +3,000 |
| 29 | ASSET: Tier 5, Master Agents | 200 agents under your command. | +7,500 |
| 30 | ASSET: Tier 5, Planar Informants | 25 informants from other planes reporting to you. | +15,000 |
| 31 | ASSET: Tier 5, Intelligence Funds | 500,000 gp in operational funds. | +30,000 |
| 32 | ASSET: Tier 5, Supreme Network | 400 agents under your command. | +60,000 |
| 33 | ASSET: Tier 5, Celestial Informant | A celestial being who reports secrets to you. | +100,000 |
| 34 | ASSET: Tier 5, Grand Intelligence | 600 agents under your command. | +175,000 |
| 35 | Transcendent Intelligence | Work with GM: perfect global network, assets beyond counting, know any secret, predict any betrayal, manipulate any nation. | Varies |
Mercenary Work Adventure Table
For hired warriors, bodyguards, and sellswords. Use repeatedly to build your reputation and company.
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Wasted Month | Your mercenary work went nowhere. No pay or advancement this month. | . |
| 2 | Guard Duty | Basic protection work. Gain 1d6x5 gp. | . |
| 3 | Rough Work | Intimidation or enforcement. Gain 2d6x5 gp and a reputation. | . |
| 4 | Patrol Work | Militia or caravan duty. Gain 2d6x10 gp and a sergeant contact. | . |
| 5 | Retainer Position | Month protecting a merchant. Gain 2d6x10 gp and contacts. | . |
| 6 | Tournament Placing | Top finish in armed contest. Gain 2d6x5 gp and regional fame. | . |
| 7 | Noble Bodyguard | Protecting an important person. Gain 2d6x5 gp and a favor owed. | . |
| 8 | Caravan Captain | Lead guards on expedition. Gain 2d6x20 gp and a potential retainer (2 HD). | . |
| 9 | ASSET: Tier 2, Premium Client | Satisfied employer. Premium rates. Gain 140 gp and returning patron. | +10 |
| 10 | Delve Contract | Retrieve item from ruins. Gain 2d6x30 gp plus treasure. | . |
| 11 | High-Risk Contract | Dangerous work with high pay. Gain 2d6x40 gp. | . |
| 12 | Monster Bounty | Eliminate specific monster. Gain 2d6x50 gp plus lair treasure. Regional hero. | . |
| 13 | ASSET: Tier 2, Small Company | 8 soldiers (2 HD) join you. Form a mercenary unit. | +20 |
| 14 | ASSET: Tier 2, Company Contract | Major contract for your unit. Gain 350 gp and company reputation. | +25 |
| 15 | ASSET: Tier 3, Rival's Troops | 12 troops (2 HD each) absorbed from defeated rival. | +30 |
| 16 | ASSET: Tier 3, Siege Company | 20 warriors trained for siege warfare. | +40 |
| 17 | ASSET: Tier 3, Royal Writ | A writ of royal favor granting official authority. | +50 |
| 18 | ASSET: Tier 3, Mercenary Company | 30 fighters under your command. | +75 |
| 19 | ASSET: Tier 3, Veteran Battalion | 40 veteran soldiers (3 HD each) under your command. | +100 |
| 20 | ASSET: Tier 3, Mercenary Force | 50 warriors under your command. | +150 |
| 21 | ASSET: Tier 4, Elite Warriors | 15 elite warriors (3 HD each) under your banner. | +200 |
| 22 | ASSET: Tier 4, Mercenary Battalion | 100 warriors under your command. | +300 |
| 23 | ASSET: Tier 4, Mercenary Regiment | 200 warriors under your command. | +500 |
| 24 | ASSET: Tier 4, Elite Regiment | 300 elite warriors under your command. | +750 |
| 25 | ASSET: Tier 4, Mercenary Army | 500 warriors under your command. | +1,200 |
| 26 | ASSET: Tier 5, Grand Company | 1,000 warriors under your command. | +2,500 |
| 27 | ASSET: Tier 5, Continental Army | 3,000 warriors under your command. | +5,000 |
| 28 | ASSET: Tier 5, Great Army | 5,000 warriors under your command. | +10,000 |
| 29 | ASSET: Tier 5, Mercenary Host | 10,000 warriors under your command. | +25,000 |
| 30 | ASSET: Tier 5, Planar Warriors | 50 warriors from other planes under your command. | +50,000 |
| 31 | ASSET: Tier 5, Supreme Army | 15,000 warriors under your command. | +100,000 |
| 32 | ASSET: Tier 5, Legendary Host | 25,000 warriors under your command. | +175,000 |
| 33 | ASSET: Tier 5, Imperial Army | 40,000 warriors under your command. | +300,000 |
| 34 | ASSET: Tier 5, Grand Host | 60,000 warriors under your command. | +500,000 |
| 35 | Sword of Destiny | Achieve mercenary apotheosis. Work with GM: 20,000+ warriors, multiple fortresses, ruling council seats. Wars end when you speak. | Varies |
Medicine/Healing Adventure Table
For non-magical healing, surgery, and medicine. Use repeatedly to build your practice.
Treatment Capability: Injury and disease tables list treatment requirements like "Medicine 6+" or "Medicine 14+". You can only treat conditions at or below your highest unlocked Medicine threshold. Results below unlock new thresholds.
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Wasted Month | Your healing practice yielded nothing. No advancement this month. | . |
| 2 | Few Patients | Simple treatments. Gain 1d6x5 gp in fees. | . |
| 3 | Basic Practice | Minor wounds and ailments. Gain 2d6x5 gp from patients. Unlock Medicine 3. | . |
| 4 | Treat a Patient | Cure one injury or disease you're qualified to treat. The patient pays 2d6x5 gp. | . |
| 5 | Herb Supply | Gather 2d6 healing herb doses (each restores 1 Vigor, or removes 1 wound if a full dose is used during a Recovery). Unlock Medicine 5. | . |
| 6 | ASSET: Tier 1, Steady Practice | Regular patients. Good local reputation. Unlock Medicine 6. | +5 |
| 7 | Successful Surgery | Complex procedure succeeds. 2d6x10 gp, quality tools. Unlock Medicine 7. | . |
| 8 | Poison Treated | Cure poisoning. 2d6x10 gp and learn antidote formula. Unlock Medicine 8. | . |
| 9 | Medical Study | Gain valuable medical journal worth 50 gp. | . |
| 10 | ASSET: Tier 2, Outbreak Contained | Help contain disease. Official physician recognition. Unlock Medicine 10. | +10 |
| 11 | ASSET: Tier 2, Growing Fame | Difficult surgeries succeed. Gain a masterwork surgical kit and 4 regular patients who pay 50 gp total per month. | +15 |
| 12 | ASSET: Tier 2, Plague Response | Organize quarantine. Save lives. Supply requisition authority. Unlock Medicine 12. | +20 |
| 13 | ASSET: Tier 2, Cure Discovery | Discover cure for a specific disease. You own the formula (worth 300 gp) and charge 30 gp per treatment. | +25 |
| 14 | ASSET: Tier 2, Field Hospital | A mobile field hospital with surgical equipment. Unlock Medicine 14. | +30 |
| 15 | ASSET: Tier 3, Medical Breakthrough | New technique. Treatise worth 350 gp. | +35 |
| 16 | ASSET: Tier 3, Noble Patron | A noble patron who funds your practice with 200 gp annually. Unlock Medicine 16. | +50 |
| 17 | ASSET: Tier 3, Medical Assistants | 4 medical assistants working under you. | +75 |
| 18 | ASSET: Tier 3, Wealthy Patients | 8 wealthy patients who pay premium rates. Unlock Medicine 18. | +60 |
| 19 | ASSET: Tier 3, Hospital Founded | A 10-bed hospital facility. | +100 |
| 20 | ASSET: Tier 3, Elite Clientele | 12 noble and royal clients who pay 100 gp per consultation. Unlock Medicine 20. | +150 |
| 21 | ASSET: Tier 4, Wealthy Patrons | 8 wealthy patrons who retain your services at 500 gp annually each. | +200 |
| 22 | ASSET: Tier 4, Civic Hospital | A hospital funded by civic authorities with 1,000 gp endowment. | +300 |
| 23 | ASSET: Tier 4, Medical School | A teaching hospital with 20 students. | +500 |
| 24 | ASSET: Tier 4, Medical Students | 8 students per year who pay to learn from you. | +750 |
| 25 | ASSET: Tier 4, Royal Appointment | Position as physician to royalty with stipend. | +1,000 |
| 26 | ASSET: Tier 5, Hospital Network | 6 hospitals under your direction. | +2,000 |
| 27 | ASSET: Tier 5, Medical Staff | 30 trained physicians working under you. | +3,000 |
| 28 | ASSET: Tier 5, Grand Hospital | A 100-bed hospital facility. | +5,000 |
| 29 | ASSET: Tier 5, Medical Academy | Medical academy with 80 students. | +10,000 |
| 30 | ASSET: Tier 5, Master Healers | 60 master healers working under you. | +20,000 |
| 31 | ASSET: Tier 5, Hospital Empire | 20 hospitals under your direction. | +40,000 |
| 32 | ASSET: Tier 5, Research Institute | Medical research institute with 150 researchers. | +75,000 |
| 33 | ASSET: Tier 5, Continental Hospitals | 40 hospitals across multiple nations. | +125,000 |
| 34 | ASSET: Tier 5, Supreme Academy | Medical academy with 300 students and faculty. | +200,000 |
| 35 | Master of Life and Death | Achieve medical apotheosis. Work with GM: cure any disease, heal any injury, revive the dead. Your institution shapes medicine forever. | Varies |
Engineering/Construction Adventure Table
For building fortifications, siege engines, bridges, structures, and major construction projects. Use repeatedly to build your engineering empire.
| Roll | Benefit | Description | Income |
|---|---|---|---|
| 1 | Wasted Effort | Your construction failed. Materials spoiled, designs flawed, weather destroyed progress. No results this month. | . |
| 2 | Salvaged Materials | Partial success: 1d6×5 gp in reusable materials from failed construction. | . |
| 3 | ASSET: Basic Construction | Simple structure completed: a shed, basic bridge, or reinforced wall section. | . |
| 4 | Plan Design | Write specialized engineering plans worth 1d6x10 gp. | . |
| 5 | ASSET: Defensive Works | Complete basic fortifications: palisade, ditch, or earthwork. Provides minor defensive benefit. | . |
| 6 | ASSET: Siege Tool | Construct a simple siege weapon: ladders, ram, or mantlet. Functional but basic. | . |
| 7 | Structural Repair | Repair damaged fortification or structure to full function. Worth 2d6×10 gp in labor. | . |
| 8 | ASSET: Tier 1, Bridge Built | Construct a sturdy bridge (up to 30 ft span). Permanent structure, tolls possible. | +10 |
| 9 | Siege Engine | Build a functional siege engine: catapult, ballista, or siege tower. | . |
| 10 | ASSET: Tier 1, Fortified Position | Complete a defensive position: watchtower, gatehouse, or fortified camp. | +15 |
| 11 | ASSET: Tier 2, Engineering Crew | Recruit 4 skilled laborers (2 HD each) who work under your direction. | . |
| 12 | Advanced Siege Engine | Build a superior siege weapon: trebuchet, covered ram, or mobile tower. | . |
| 13 | ASSET: Tier 2, Stone Fortification | Complete stone walls, tower, or keep section. Permanent defensive structure. | +20 |
| 14 | ASSET: Tier 2, Engineering Workshop | Permanent engineering workshop with tools, materials, and workspace. | +25 |
| 15 | ASSET: Tier 2, Siege Train | 3 siege engines under your control. | . |
| 16 | ASSET: Tier 3, Castle Section | Complete a major castle component: great tower, curtain wall, or gatehouse. | +30 |
| 17 | ASSET: Tier 3, Engineering Guild | 8 skilled builders (2 HD each) working under you. | +40 |
| 18 | ASSET: Tier 3, Fortress | A complete fortress you constructed. | +60 |
| 19 | ASSET: Tier 3, Grand Bridge | A major bridge (100+ ft span) you constructed. | +75 |
| 20 | ASSET: Tier 3, Siege Arsenal | 8 siege engines under your command. | +100 |
| 21 | ASSET: Tier 4, Castle | A full castle you constructed. | +150 |
| 22 | ASSET: Tier 4, Engineering Academy | Engineering academy with 8 students. | +200 |
| 23 | ASSET: Tier 4, Grand Fortress | A fortress with concentric walls you constructed. | +300 |
| 24 | ASSET: Tier 4, Monument | A landmark structure you built (lighthouse, colosseum, or cathedral). | +500 |
| 25 | ASSET: Tier 4, Master Fortress | An impregnable fortress you constructed. | +750 |
| 26 | ASSET: Tier 5, Engineering Workshops | 6 workshops in different cities. | +1,000 |
| 27 | ASSET: Tier 5, Master Engineers | 21 master engineers (4 HD each) working under you. | +1,500 |
| 28 | ASSET: Tier 5, World Wonder | A great wonder you constructed (wall section, dam, or floating fortress). | +2,500 |
| 29 | ASSET: Tier 5, Fortress Network | 12 fortresses you constructed. | +5,000 |
| 30 | ASSET: Tier 5, Planar Fortress | A fortress on another plane you constructed. | +10,000 |
| 31 | ASSET: Tier 5, Grand Monuments | 25 major monuments you constructed. | +20,000 |
| 32 | ASSET: Tier 5, Divine Temple | A temple commissioned by a deity. | +40,000 |
| 33 | ASSET: Tier 5, Engineering Staff | 150 engineers working under you. | +75,000 |
| 34 | ASSET: Tier 5, Continental Fortresses | 40 fortresses across multiple nations you constructed. | +150,000 |
| 35 | Engineering Transcendence | Work with GM: build the impossible. A sky fortress, undersea citadel, or structure that defies physics. Your works reshape civilizations. | Varies |
END OF ADVENTURE TABLES