KING

Advancement & Reference

What each level hands you, what a month of downtime buys, and the tables you roll on between adventures.

Character Advancement

  1. 1

    Level 1

    • Choose Path (determines stats)
    • Choose Race (roll 2d6 on racial chart for first ability)
    • Choose 1 Throne (1 ability that grants +2 to its stat, 1 weakness)
    • Spend 1 martial point (talents in martial trees)
    • Spend 2 skill points (skill trees OR spellcasting contributions)
    • Vitality: 3 + Tier (4 at level 1); Vigor shield = Tier + Heart modifier (minimum 0)
  2. 2

    Level 2

    • Gain 1 martial point
    • Gain 2 skill points
    • Gain Throne ability
    • Vitality stays 3 + Tier (5 at Tier 2)
  3. 3-4

    Levels 3-4

    • Gain 1 martial point per level (BONUS: +1 extra martial point at level 3)
    • Gain 2 skill points per level
    • Vitality: 3 + Tier
  4. 5

    Level 5

    • Gain 1 martial point
    • Gain 2 skill points
    • Gain Throne ability
    • Roll 2d6 on racial chart for second ability
    • Vitality: 3 + Tier (6 at Tier 3)
  5. 6-10

    Levels 6-10

    • Gain 1 martial point per level (BONUS: +1 extra martial point at level 6)
    • Gain 2 skill points per level
    • Gain Throne ability at levels 7, 9
    • Vitality: 3 + Tier (7 at Tier 4, 8 at Tier 5)

Typical Level 5 Character

  • 6 martial points spent (could have 1 full tree + 1 more, or partial progress in multiple)
  • 10 skill points spent
  • 3 Throne abilities (levels 1, 3, 5)
  • 3 racial abilities (levels 1, 2, 5)
  • 6-7 Vitality slots behind a Vigor shield of Tier plus your Heart modifier

Leveling Up

When you have enough XP to level up:

  1. Choose Adventure as your monthly activity
  2. Pay the time and gold cost (minimum tier = the level you're reaching)
  3. Roll on an Adventure table as normal
  4. 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

  • Earn a wage: 10 gp x your Tier for the month
  • 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.

How assets pay. An ASSET does not pay a flat income and WORK does not collect from property. An asset earns a share of the region it stands in, on the month that region is drawn (the faction rules govern the amount: 100 x its tier x the region's wealth tier, businesses doubled). Your money comes from wages, from adventuring, and from your faction's draws.

How lump sums arrive. One-time gold above 2,000 gp from any Adventure table arrives as your faction's treasury, not pocket coin. Wealth at that scale is an institution's, and it is spent like one.

The generation floor. An Adventure roll cannot yield an ASSET above your faction's tier. Greater things are never rolled into being; they are seized, inherited, or taken.


Investment Table

When you choose Adventure, invest time and gold to determine your die roll. Higher investment = better dice.

TierDieTimeGold
1d41 month0 gp
2d62 months50 gp
3d83 months150 gp
4d106 months400 gp
5d1210 months1,000 gp
62d815 months2,000 gp
72d1021 months4,000 gp
82d1228 months7,000 gp
93d1036 months12,000 gp
102d2045 months20,000 gp

Fate Bonuses: Spend extra Fate to add bonuses to your roll:

FateBonus
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)

XPMilestone
3Renting a room. It's yours, with a lock on the door.
8Furnished. Your things are here. It feels lived-in.
15Upgraded. Better neighborhood, or bigger space.
25Owned property. Small cottage or apartment. yours, truly.
38Land. Garden, yard, room to breathe.
55Expanded. Workshop, stable, guest room, or cellar.
75Staff. Someone else cleans, cooks, or tends the grounds.
100Estate. Multiple buildings, significant land.
130Manor. 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)

XPMilestone
3Seen around. Faces are starting to look familiar.
7Recognized. The regulars know you're not from here originally.
12Named. "That's the one who..." People have a word for you.
20Greeted. Shopkeepers say hello. You have a usual order somewhere.
30Trusted. People assume you're good for your word. Small credit extended.
42Sought. Neighbors come to you with problems or news.
58Respected. Your opinion carries weight in local matters.
78Influential. Newcomers are told about you. You're part of the town's identity.
102Pillar. 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.

XPResult
5One child. Conceived. Nine months until birth.
12Twins. Two children conceived.
22Triplets. Three children. Rare and celebrated.
35Quadruplets. 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.

XPResult
15One child. Conceived. A blessing from the ancestors.
35Twins. Two children. The hold celebrates for a week.
60Triplets. 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.

XPResult
50One child. Conceived. A rare blessing. The community gathers to celebrate.
120Twins. 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.

XPResult
3One child. Conceived. First of many, probably.
8Twins. Two children. Common enough.
15Triplets. Three children. A full table.
25Quadruplets. Four children. Chaos and joy.
38Quintuplets. 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.

XPQuality
5Pamphlet. A few pages. One idea. Forgettable.
10Chapbook. Short, rough, gets the point across.
18Manuscript. A real book. Readable. Unremarkable.
30Solid work. Well-written. Worth keeping.
50Notable. People recommend it. Cited by others.
80Important. Shapes how people think about the subject.
120Definitive. 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.

XPQuality
4Ditty. Simple tune or verse. Pleasant enough.
9Song. Complete piece. Playable. Nothing special.
16Accomplished. Technically competent. Audiences polite.
28Moving. Something real in it. People remember it.
45Beautiful. Requested at gatherings. Copied by others.
70Masterful. Musicians study it. Audiences weep.
105Transcendent. 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.

XPQuality
5Functional. It works. Nothing more.
11Solid. Well-made. Reliable. Professional quality.
20Fine. Noticeably good. People comment.
35Excellent. Sought after. Premium price.
55Exceptional. One of the best anyone's seen.
85Masterwork. Your legacy piece. Heirloom quality.
125Legendary. 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.

XPQuality
4Hunch. You suspect something. No proof.
9Leads. Names, places, patterns. Threads to pull.
16Evidence. Proof of something. Partial picture.
28Theory. You think you know what happened.
45Solid case. Enough to convince reasonable people.
70Proven. The truth, documented and undeniable.
105Complete. 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.

XPQuality
3Noticed. They know you exist.
7Acquaintance. Regular contact. Friendly.
13Interest. They look forward to seeing you.
22Affection. Real feelings. Or convincing performance.
35Commitment. They've chosen you over alternatives.
55Devoted. A strong bond. Tested and true.
85Unshakeable. 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.

XPQuality
6Marker. A stone. A plaque. Something small.
13Structure. It stands. Basic. Functional.
24Solid construction. Well-built. Will last.
40Impressive. People stop to look.
65Landmark. Defines the area. Used for directions.
100Monument. People travel to see it.
145Wonder. 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.

XPQuality
4Complaint. Grievance stated. Nothing more.
9Filed. Paperwork done. In the system.
16Prepared. Evidence gathered. Arguments drafted.
28Strong case. Witnesses lined up. Good chance of winning.
45Airtight. Every objection anticipated. Every angle covered.
70Overwhelming. The outcome is not in doubt.
105Landmark. 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.

XPQuality
4Exposed. They've seen the basics. Barely started.
9Trainee. Learning fundamentals. Clumsy but trying.
16Competent. Can do simple work supervised.
28Capable. Handles routine tasks alone.
45Skilled. Good at the work. Professional quality.
70Expert. Exceptional ability. Ready to teach others.
105Master. 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.

XPQuality
3Buried. In the ground. Minimally marked.
7Proper rites. Ceremonies performed. Respectable.
13Well-honored. Good funeral. People attended.
22Memorial. Something lasting. A stone, a plaque.
35Celebrated. Their life remembered. Stories told.
55Honored legacy. Obligations fulfilled. Affairs settled.
85Monument. 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.

XPQuality
3Quick ceremony. Legal. Witnessed. Done.
7Simple wedding. Family present. Basic feast.
13Proper wedding. Good turnout. Nice venue.
22Fine wedding. Well-planned. Well-attended. Memorable.
35Impressive. People talk about it afterward.
55Grand. An event. Politics, spectacle, expense.
85Legendary. 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.

XPQuality
3Words. A few useful phrases. Please, thanks, help.
7Survival. Food, directions, danger. You won't starve.
13Basic. Simple conversations. Heavy accent.
22Conversational. Understood and understand. Slow but functional.
35Fluent. Comfortable speaking and reading. Accent remains.
55Proficient. Complex topics. Writing. Few mistakes.
85Native-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.

RollBenefitDescription
1Wasted EffortNothing came of your work this month. Time lost, no progress made.
2Bare SurvivalYou made it through. Food and shelter for the coming week, and 1d6x5 gp in spare coin.
3Small WindfallA minor opportunity pays off: 2d6x5 gp in coin or trade goods.
4Useful InformationYou learn something valuable: a secret, a map, a name, a weakness. Actionable intelligence you can use.
5Temporary AllySomeone capable offers assistance with a specific task or crisis. They'll help once, no strings attached.
6Local RecognitionYour deeds are known in this settlement. Free lodging, fair prices, and minor favors when you need them.
7ASSET: Tier 1, Reliable ContactGain 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.
8Found WealthDiscover or inherit valuables: 2d6x10 gp in ancient coins, gems, or trade goods.
9ASSET: Tier 1, Professional Retinue3 skilled professionals join you (2 HD each). They're reliable and committed through professional respect.
10Quality EquipmentAcquire superior gear: a masterwork weapon, fine armor, or a trained warhorse.
11ASSET: Tier 2, Small WorkshopEstablish a workspace for your trade: forge, lab, studio, or office. Produces goods or services.
12ASSET: Tier 2, Exclusive AccessGain 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.
13Significant WealthCome into real money: 2d6x20 gp in coin, gems, or valuable goods.
14ASSET: Tier 2, Loyal Companions4 capable individuals join you permanently (2 HD each). Committed through shared experience.
15ASSET: Tier 2, Influential AllyA 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.
16ASSET: Tier 2, PropertyAcquire a shop, cottage, or warehouse. A permanent base that generates modest returns.
17ASSET: Tier 2, Small Warband8 trained followers join you (2 HD each). Committed through oath or loyalty.
18ASSET: Tier 3, Productive EstateA manor house with productive farmland generating steady income.
19Prized PossessionFind a Tier 2 magic item or 2d6x50 gp in valuables.
20ASSET: Tier 3, Veteran Company12 experienced fighters (3 HD each) sworn to your service.
21ASSET: Tier 3, Fortified ManorA fortified manor house suitable as a defensible residence.
22ASSET: Tier 3, Faction BackingA powerful organization officially backs you and provides support when called upon.
23Legendary ItemFind a Tier 4 magic item or a legendary mount (5 HD).
24ASSET: Tier 4, Noble TitleGranted title of knight or baron with official recognition and privileges.
25ASSET: Tier 4, Castle KeepA small castle suitable for defense and administration.
26ASSET: Tier 4, BaronyRule a barony with tax-generating lands.
27ASSET: Tier 5, Small KingdomRule a kingdom with a capital city.
28ASSET: Tier 5, Major KingdomA prosperous kingdom with multiple major cities.
29ASSET: Tier 5, Vast EmpireAn empire spanning multiple former kingdoms.
30ASSET: Tier 5, Mythic ArtifactA Tier 5 artifact with unique legendary properties.
31ASSET: Tier 5, Planar StrongholdA fortress in another plane under your control.
32ASSET: Tier 5, Royal DynastyYour bloodline established as a ruling house.
33ASSET: Tier 5, Named InstitutionA major institution (order, academy, or guild) bearing your name.
34ASSET: Tier 5, Divine ChampionA deity has chosen you as their mortal champion.
35Beyond Mortal BoundsWork with GM: achieve something extraordinary that transcends normal limits.

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 TableRequirement
UniversalNone (available to all)
Exploration2+ pts in Survival/Hunting/Nature Lore
Magical ResearchAny mystic abilities OR 1+ pts in Occultism
OrganizationMember of an organization (guild, order, company)
Political IntrigueSocial standing (title, court position, noble contact)
Religious ActivityFollow a faith OR have Prophet abilities
Crafting2+ pts in Crafting/Engineering OR own a workshop
Engineering/Construction1+ pts in Engineering
Trade/Commerce2+ pts in Commerce OR own a business
SpellcraftMust be Wizard
Alchemy1+ pts in Alchemy
GovernanceRule a domain
Military CommandCommand troops (followers, warband, guards)
Underworld2+ pts in Thievery/Assassination/Streetwise
Seafaring/Naval1+ pts in Sailing
Scholarship/Lore1+ pts in Scholarship/Investigation
Beast Mastery2+ pts in Hunting/Nature Lore/Beast Handling
Monster Hunting1+ pts in Hunting
Espionage/Spy Craft2+ pts in Espionage/Assassination OR intelligence org
Mercenary Work2+ martial pts OR Martial Artist
Medicine/Healing1+ pts in Healing

Exploration Adventure Table

For wilderness expeditions, dungeon delving, ancient ruins

RollBenefitDescription
1Wasted ExpeditionYour expedition found nothing of value. Weather turned, trails led nowhere, ruins were already looted. The month passes with nothing to show for it.
2Barely Worth ItYou found little, but not nothing: 1d6x5 gp in salvaged gear, foraged materials, or a rough sketch of the area.
3Salvaged SuppliesRecover useful gear: 2d6x5 gp in equipment, rations, or tools from abandoned campsites or shallow caches.
4Mapped RouteYou've charted a safe path through dangerous territory. Navigate this area without getting lost.
5Natural ResourceDiscover a useful location: fresh water source, reliable game trail, secure campsite, or harvestable materials worth 2d6x5 gp.
6Minor DiscoveryFind something interesting: strange ruins, unusual tracks, carved stones. More questions than answers, but a lead worth following.
7Useful FindRecover something practical: quality rope and intact tools, preserved supplies, or 2d6x10 gp in salvageable goods.
8Hidden CacheDiscover an abandoned stash: 2d6x10 gp in coins, gems, or trade goods someone hid and never returned for.
9ASSET: Tier 1, Safe HavenLocate a secure location: a defensible cave, abandoned watchtower, or hidden grove. A permanent wilderness base you can always return to.
10Rare MaterialFind valuable natural resources: rare herbs, mineral deposits, exotic wood, or unusual stone. Worth 2d6x20 gp or usable for crafting special items.
11Ancient ArtifactUncover something from the past: a weathered but functional weapon, a strange idol with minor power, or a tome containing lost knowledge.
12Detailed MapChart extensive territory. Accurate knowledge of a large area including resources, dangers, routes, and landmarks. Worth 2d6x20 gp to merchants or lords.
13ASSET: Tier 2, Exotic CompanionBefriend or tame an unusual creature: a dire wolf, giant eagle, or trained bear. A wilderness companion loyal through the bond you've formed.
14Lost TreasureDiscover a significant hoard: 2d6x50 gp in ancient coins, jewelry, or artifacts from a forgotten age.
15Strategic LocationFind a place of value: a defensible mountain pass, a ford across dangerous waters, a natural harbor, or a vein of precious metal.
16ASSET: Tier 2, Ruins of SignificanceUncover substantial ancient structures: a collapsed temple, buried fortress, or lost settlement. Could be claimed and restored.
17ASSET: Tier 2, Natural WonderDiscover a healing spring that removes 1 wound once per day from those who bathe in it.
18Magic ItemFind a Tier 2 magic item.
19ASSET: Tier 3, Ancient ArchiveA sealed vault containing 10 pieces of forgotten lore or spell formulas.
20ASSET: Tier 3, Legendary LocationDiscover a place from myth with significant power or importance.
21Powerful ArtifactFind a Tier 4 magic item.
22ASSET: Tier 3, Lost CityAn entire forgotten city or complex with intact structures to explore.
23ASSET: Tier 4, Planar ConvergenceA location where another plane touches this world and magic is stronger.
24ASSET: Tier 4, Sacred GroundA blessed location where resting for a full day grants +4 max Vitality for one week.
25ASSET: Tier 4, World FeatureDiscover something geographically or historically significant of major importance.
26ASSET: Tier 4, Primordial RefugeAn untouched sanctuary from ancient times, preserved and pristine.
27ASSET: Tier 4, Titan's TombThe resting place of an ancient giant with vast chambers to explore.
28ASSET: Tier 5, Planar GatewayUncover a gateway to another plane or dimension. A rare discovery of immense strategic value.
29ASSET: Tier 5, Ancient WellspringFind a place of extraordinary magical power: an ancient source of magic or a site of historical significance.
30ASSET: Tier 5, Legendary MapsChart previously unknown territories and uncover routes of immense value. Your maps are priceless to traders and explorers.
31ASSET: Tier 5, Hidden ArchiveUncover knowledge deliberately concealed by the ancients: lost histories, powerful secrets, or forgotten lore.
32ASSET: Tier 5, Mythic CreatureDiscover a creature of legend: an ancient dragon, a rare magical being, or a survivor from bygone ages.
33ASSET: Tier 5, World's EdgeFind the most remote and extraordinary location imaginable: the end of the known world, a place of wonder and danger.
34ASSET: Tier 5, Greatest DiscoveryUncover something of supreme historical and magical importance. Your find will be studied for generations.
35Mythic DiscoveryFind something legendary. Work with GM: discover a place of myth made real, uncover secrets that reshape understanding, or find what was thought forever lost.

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.

RollBenefitDescription
1Wasted ResearchYour experiments went nowhere. Components consumed, enchantments failed. No progress this month.
2Salvaged MaterialsLittle to show, but not nothing: 1d6×5 gp in salvaged reagents and magical residue.
3Enchanting NotesYou gained understanding. Notes grant +2 on your next magical research roll. Plus 2d6×5 gp in materials.
4Reference TomeYou created a treatise on enchanting techniques. Worth 2d6×10 gp to other researchers.
5Minor EnchantmentYou successfully enchanted a mundane item with a minor effect: glowing, self-cleaning, temperature-resistant, or similar.
6Magical DiscoveryYou discovered a magical property of a common material. +1 to one type of check when using items made from it.
7Enchanted TrinketYou created a minor magic trinket: compass that points north, stone that glows on command, or similar utility item.
8Refined ComponentsYou produced rare reagents worth 2d6×10 gp, or refined materials sufficient for Tier 1 item creation.
9Enchanting FormularyYou documented enchanting processes. Worth 2d6×20 gp to other researchers.
10Useful EnchantmentYou enchanted a weapon or armor with a minor bonus: +1 damage, faint glow, resistance to rust. Lasts 1 month.
11Charged ItemYou created an item with 3 charges of a minor effect (light, detect magic, mending). Recharges at dawn.
12Masterwork EnhancementYou permanently enhanced a masterwork item: it now counts as magical for overcoming resistance.
13ASSET: Tier 2, Enchanting WorkshopA dedicated workspace for magical item creation.
14Tier 1 Magic ItemYou created a Tier 1 magic item.
15Arcane FocusYou created a focus that grants +1 die to checks with one school of magic.
16Tier 2 Magic ItemYou created a Tier 2 magic item.
17Enchanting MasteryYou mastered efficient techniques. Future Tier 1-2 items take half the normal time and cost.
18ASSET: Tier 2, Bound ServantA minor elemental or spirit bound to your service.
19Tier 3 Magic ItemYou created a Tier 3 magic item.
20ASSET: Tier 3, Permanent EnchantmentYou permanently enchanted one location with a useful magical effect.
21ASSET: Tier 3, Arcane FamiliarAn intelligent magical companion that aids your work.
22Tier 4 Magic ItemYou created a Tier 4 magic item.
23ASSET: Tier 3, Enchanted StrongholdYour residence permanently warded with magical defenses.
24ASSET: Tier 4, Magical SanctumA tower or demiplane serving as your personal magical space.
25ASSET: Tier 4, Arcane AcademyA magical school with 10 apprentice mages studying under you.
26Tier 5 Magic ItemYou created a Tier 5 magic item.
27UPGRADE: Tier 5, WorkshopYou established one of the finest enchanting facilities in the world. Highly sought after by wealthy patrons.
28Artifact CreationYou created a unique artifact: a Tier 5 magic item with an additional special property (sentience, extra ability, or legendary history).
29ASSET: Tier 5, Master Enchanters15 master enchanters who study and work under you.
30ASSET: Tier 5, Legendary ReputationYour enchanting work is renowned. Royalty commissions your items.
31ASSET: Tier 5, Grand WorkshopA world-class enchanting facility setting the standard for the craft.
32ASSET: Tier 5, Exotic Materials AccessPermanent access to the rarest enchanting materials.
33UPGRADE: Tier 5, AcademyA prestigious magical academy with 40 enchanters and 80 students.
34ASSET: Tier 5, Master Craftsmen60 skilled enchanters who have trained in your methods.
35True MasteryWork with GM: create a legendary artifact, found an enchanting tradition, or achieve unmatched mastery.

Organization Adventure Table

For guilds, armies, temples, factions.

RollBenefitDescription
1Wasted MonthYour work for the organization went nowhere. Assignments fell through, efforts unrecognized.
2Stipend EarnedYou completed basic duties. The organization pays 1d6×5 gp in coin or supplies.
3Requisitioned SuppliesYou drew from organizational stores: 2d6×5 gp worth of equipment, rations, or materials.
4Contract CompletedYou handled a job the organization assigned: a client paid 2d6×10 gp for your work.
5Equipment BorrowedYou requisitioned a masterwork weapon or armor from the armory. Bring it back intact.
6ASSET: Tier 1, Safehouse KeyYou earned permanent access to an organizational safehouse: bed, lockbox, no questions.
7Professional KitYou received professional equipment: thieves' tools, military kit, or guild badge plus 2d6×10 gp supplies.
8Healing RequisitionedYou used the organization's healers: cured one disease, poison, or injury. Or took 1d6 healing potions.
9Training ManualYou obtained documentation of organization techniques: worth 2d6×20 gp or useful for teaching.
10ASSET: Tier 1, Assistants AssignedYou gained 2 organization members to help with an ongoing task. Competent professionals.
11Cache LocatedYou accessed a hidden cache: 2d6×20 gp in gear, weapons, or supplies. Yours now.
12Specialists BorrowedYou requisitioned 1d3 specialists (3 HD each) for one mission: soldiers, thieves, scholars, or priests.
13ASSET: Tier 2, Travel NetworkYou gained free passage on organizational routes: caravans, ships, or safehouses spanning 4 cities.
14ASSET: Tier 2, Quarters GrantedYou earned a room in the guildhall, barracks, or temple: permanent residence with storage and workspace.
15Masterwork RewardedThe organization rewarded you with a masterwork weapon, armor, or professional tools.
16ASSET: Tier 2, Squad CommandedYou now command 8 organization members (2 HD each). Loyal through organizational duty.
17War Chest AccessYou gained access to organizational funds: 2d6×50 gp for approved operations.
18Magic Item GrantedYou received a Tier 2 magic item from the organization.
19ASSET: Tier 3, Veterans SwornYou command 12 veteran specialists (3 HD each). Battle-tested and loyal.
20Artifact LoanedYou were entrusted with a Tier 3 magic item. Expected to return someday.
21ASSET: Tier 3, Elite CommandYou command the organization's best: 12 elite operatives (4 HD each).
22Treasury AccessYou draw from organizational wealth: 2d6×100 gp available for major operations.
23Artifact GrantedYou were permanently granted a Tier 4 magic item.
24ASSET: Tier 2, Military CompanyYou command 30 soldiers (2-3 HD) who answer to you.
25Legendary ArtifactYou were permanently granted a Tier 5 magic item.
26ASSET: Tier 4, Private ArmyYou command 50 trained warriors (2-3 HD).
27ASSET: Tier 4, Chapter HouseA fortified guildhall with quarters for 60 members, armory, and meeting halls.
28ASSET: Tier 4, Organizational Treasury4,000 gp in liquid funds under your control.
29ASSET: Tier 5, Regional HeadquartersA massive fortress-compound housing 500 members with full facilities.
30ASSET: Tier 5, Artifact VaultAccess to 4 Tier 5 magic items from the organization's secured armory.
31ASSET: Tier 5, Standing Force1,200 sworn members (2-3 HD) stationed at your command.
32ASSET: Tier 5, Grand FortressA castle-sized stronghold with walls, towers, housing for 800 members.
33ASSET: Tier 5, Elite Legion2,000 veteran members (3-4 HD) who serve as your personal force.
34ASSET: Tier 5, Organizational Army5,000 trained members (2-4 HD) organized as a military force.
35Transcendent ResourcesWork with GM: build an unprecedented fortress, command 15,000 members, or control legendary artifacts.

Political Intrigue Adventure Table

For courtly maneuvering, diplomacy, leverage.

RollBenefitDescription
1Social DisasterYou made an enemy or committed a faux pas. Lay low. No progress this month.
2Court SurvivalYou navigated court politics without incident. Gained experience, no enemies made.
3Gossip GatheredYou learned one actionable secret: an affair, a debt, a grudge, or a planned betrayal.
4Favor EarnedYou helped someone who now owes you: one introduction, one warning, or one door opened.
5Patron ImpressedA courtier gifted you: fine clothing worth 2d6×10 gp, a letter of introduction, or an exclusive invitation.
6Leverage ObtainedYou acquired documents proving wrongdoing by a minor official. One significant favor to stay quiet.
7Noble IndebtedYou put a minor noble in your debt: 2d6×10 gp, shelter from authorities once, or speak for you at court.
8Compromising EvidenceYou obtained proof of a secret about someone important. One major favor or 2d6×20 gp to the right buyer.
9Diplomatic CredentialsYou secured diplomatic immunity: sealed letters granting safe passage through 1d6 territories.
10Writ of AuthorityYou obtained official power: collect taxes, requisition supplies, or command local militia for one task.
11ASSET: Tier 2, Patron SecuredYou gained a noble patron who funds your activities: 80 gp plus lodging, horses, introductions.
12ASSET: Tier 2, Blackmail PortfolioYou compiled leverage on 4 individuals. Each worth one significant favor or 70 gp in hush money.
13Letter of MarqueYou obtained official sanction: privateering, espionage, or enforcement with legal immunity.
14ASSET: Tier 2, Manor EstateA manor house with farmland providing steady income.
15ASSET: Tier 2, Household Staff10 servants, guards, and assistants loyal to you.
16ASSET: Tier 2, Political Faction8 minor nobles and officials who support your agenda.
17ASSET: Tier 3, Royal CommissionOfficial power to judge cases and represent the crown in one region.
18Rival RuinedYou destroyed a rival and seized their assets: 2d6×50 gp and property.
19ASSET: Tier 3, Council SeatA seat on the ruling council with veto power on regional matters.
20ASSET: Tier 3, County EstateA fortified manor ruling a county with productive lands.
21ASSET: Tier 3, Spy Network15 trained intelligence agents who report to you.
22ASSET: Tier 4, Political Treasury1,200 gp in funds for bribes, favors, and political maneuvering.
23ASSET: Tier 4, Ducal CastleA castle and duchy under your rule. Seat of regional power.
24ASSET: Tier 4, Royal InfluenceDirect access to the monarch as a trusted advisor.
25ASSET: Tier 4, Noble Retinue40 sworn retainers: guards, servants, and household knights.
26ASSET: Tier 4, Small KingdomRule a kingdom with a capital city and several towns.
27ASSET: Tier 5, Royal ArmyStanding army of 300 professional soldiers under your command.
28ASSET: Tier 5, Intelligence Empire50 master spies operating across multiple nations.
29ASSET: Tier 5, Major KingdomA prosperous kingdom with multiple major cities and trade routes.
30ASSET: Tier 5, Diplomatic Corps30 skilled diplomats who negotiate on your behalf.
31ASSET: Tier 5, Imperial Treasury50,000 gp in liquid wealth for political and military purposes.
32ASSET: Tier 6, Grand EmpireRule an empire spanning multiple former kingdoms.
33ASSET: Tier 5, Imperial Legion2,000 elite soldiers loyal to you personally.
34UPGRADE: Tier 6, Spy150 spies and infiltrators operating across dozens of courts.
35Transcendent PowerWork with GM: rule a vast empire, command 500 spies, or amass 200,000 gp in political treasury.

Religious Activity Adventure Table

For temple work, pilgrimage, divine communion.

RollBenefitDescription
1Wasted DevotionYour prayers went unanswered, the faithful had no need of you. No progress this month.
2Temple ProvisionsYou served the temple. Gain 1d6×5 gp in food, shelter, and supplies.
3Alms CollectedYou ministered to the faithful. Gain 2d6×5 gp in donations and supplies.
4Prayer BookYou transcribed holy passages. Gain a prayer book worth 2d6×10 gp or useful for rituals.
5Tier 1 RelicYou earned a minor relic: Vial of Purified Water, Healer's Prayer Beads, Saint's Compass, Mending Thread, Threshold Oil, or Skull Candle.
6ASSET: Tier 1, Sanctuary TokenYou earned sanctuary rights. Any temple of your faith shelters you for 1 month, no questions asked.
7Divine OmenYour deity sent a clear omen about a current problem. Not cryptic. actionable guidance.
8Temple FundsYou were entrusted with resources: 2d6×10 gp for missions, charity, or temple business.
9Tier 2 RelicYou earned a relic: Blessed Weapon Oil, Guardian's Icon, Confessor's Stole, Pilgrim's Boots, or Consolation Shroud.
10Holy TokensYour deity granted 3 holy tokens. Each auto-succeeds one Sense check, then is consumed.
11Pilgrimage CompleteYou returned from a holy site with 2d6×20 gp in offerings, a Tier 2 relic, or a map to sacred ground.
12ASSET: Tier 2, Acolytes GainedYou attracted 4 acolytes. Loyal through devotion, competent at temple work.
13Tier 3 RelicYou earned a powerful relic: Sanctified Earth, Prophet's Eye, Martyr's Blood, Exorcist's Censer, or Preservation Salts.
14Blessed WeaponYou were granted a Tier 2 magic weapon from the temple armory.
15ASSET: Tier 2, Chapel GrantedYou were granted a small chapel or shrine. Permanent residence for you and followers.
16ASSET: Tier 2, Clergy Followers8 devoted clergy: priests, monks, or temple guards serve under you.
17Divine VisionYour god answered one major question directly. Clear guidance. You know what must be done.
18Tier 4 RelicYou earned a major relic: Breath of Life Vial, Cursebreaker's Nail, Stormcaller's Horn, Celestial Feather, or Regeneration Salve.
19Miracle TokenYou received a one-use miracle: raise the dead (within 24 hours), cure any disease/curse, or summon divine intervention.
20ASSET: Tier 3, CathedralA major temple building with worship hall, library, and living quarters for 20 people.
21Saint's BonesYou received a Tier 3 relic containing one greater miracle (mass heal, smite army, or divine protection for a city).
22Temple TreasuryYou control accumulated offerings: 2d6×100 gp in gold, gems, and sacred objects.
23Divine ArtifactYou received a Tier 4 magic item.
24ASSET: Tier 4, Ordained Clergy25 clergy members answer to your spiritual authority.
25ASSET: Tier 4, Holy GroundOne acre of consecrated land where miracles come easier, undead cannot tread.
26ASSET: Tier 4, Regional CathedralA cathedral serving an entire region with seating for 800 and 30 resident clergy.
27ASSET: Tier 4, Sacred Treasury2,000 gp in religious wealth: relics, offerings, and sacred art under your control.
28Divine ArmoryAccess to one Tier 5 magic item and 1d6 Tier 4 relics from the faith's vaults.
29ASSET: Tier 5, Grand CathedralA massive temple complex seating 1,500 worshippers with extensive facilities.
30ASSET: Tier 5, Ordained Priests100 ordained clergy stationed at your temple who serve under you.
31ASSET: Tier 5, Pilgrimage SiteA holy site that draws 2,000+ pilgrims yearly. Generates offerings.
32ASSET: Tier 5, Monastery ComplexA monastery with quarters for 200 monks, library, and training facilities.
33ASSET: Tier 6, Temple FortressA fortified temple with walls, 50 temple guards, and defensible position.
34ASSET: Tier 6, Sacred Order400 devoted followers (clergy and guards) who have sworn to serve you.
35Divine TranscendenceWork with GM: gain a legendary relic, build an unprecedented holy site, or found a new religious order.

Crafting Adventure Table

For crafting, repair work, tool making, any trade

RollBenefitDescription
1Wasted MonthYour crafting produced nothing usable. Materials spoiled, designs failed, the month passes with no finished work.
2Functional WorkYou produced serviceable items. They'll do their job. Sell for 1d6x5 gp or keep for personal use.
3Materials SalvagedYour work produced useful scraps: 2d6x5 gp in reusable materials, components, or supplies for future projects.
4Master's ToolsAcquire or create a set of superior tools for your craft. These tools grant advantage on one type of crafting work.
5Quality ItemCreate something well-made: a sturdy tool, reliable weapon (standard stats), comfortable furniture, or durable clothing worth 2d6x5 gp.
6Reputation StartedWord spreads about your competence. Locals know you do good work and will pay fair prices.
7Commission CompletedYour work pleases a patron: 2d6x10 gp payment and a satisfied customer who may return.
8Profitable SalesYour creations sell well: 2d6x10 gp from sales. You've established yourself in the local market.
9Masterwork Weapon or ArmorProduce a masterwork weapon or armor.
10ASSET: Tier 1, Workshop EstablishedSet up permanent workspace: a forge, carpenter's shop, or tailor's studio. A place to work that's yours.
11Signature PieceCreate something that showcases your skill worth 2d6x20 gp. This item becomes known and sought after.
12ASSET: Tier 2, Apprentice TrainedA skilled apprentice joins you permanently. They can handle routine work and assist on complex projects, doubling your output on simple items.
13Rare MaterialsObtain something special: ironwood, star metal, dragon bone, or spider silk. Enough for 2d6 masterwork items or one exceptional creation.
14Advanced CreationSuccessfully craft an advanced item: a suit of full plate armor (AC 16), a siege weapon, or a fine instrument worth 2d6x50 gp.
15UPGRADE: Tier 2, WorkshopA full workshop facility capable of major projects.
16Legendary MaterialAcquire mithril, adamantine, or starmetal. Enough for one Tier 3 magic item.
17Master CraftsmanRecognized as a master across the region. Create 2 Tier 2 magic items.
18ASSET: Tier 3, Guild PositionLeadership position in the local crafters' guild.
19Unique InnovationInvent something no one else can make. You possess the only formula.
20ASSET: Tier 3, FoundryA major production facility: foundry, shipyard, or mill.
21Legendary CreationCreate a Tier 3 magic item.
22Revolutionary InnovationInvent a breakthrough technique. Create 3d6 items demonstrating it.
23Enchanted WorksCreate 2 Tier 4 magic items.
24ASSET: Tier 4, Master Craftsmen25 master craftspeople trained in your methods.
25Artifact CreationCreate a Tier 5 magic item.
26ASSET: Tier 4, Legendary WorkshopA workshop facility renowned across nations.
27Impossible ConstructionBuild something extraordinary and unprecedented.
28Living CraftCreate 3 Tier 5 magic items with unique properties.
29ASSET: Tier 5, Workshop Network8 major workshop facilities in different locations.
30ASSET: Tier 5, Exotic MaterialsPermanent access to meteor iron, ancient wood, and dragon bone.
31ASSET: Tier 5, Master Artisans100 master craftspeople who have studied your techniques.
32ASSET: Tier 5, Grand ForgeThe finest crafting facility in the world.
33ASSET: Tier 5, Crafting AcademyAn academy with 150 craftspeople studying and working.
34ASSET: Tier 5, Artisan Legion250 master craftspeople across your network.
35Magnum OpusWork with GM: create a legendary weapon, build a wonder of the world, or establish a crafting tradition.

Trade/Commerce Adventure Table

For merchant activities, business ventures, and trade. Use repeatedly to build your commercial empire.

RollBenefitDescription
1Wasted VentureYour commercial venture went nowhere. Deals fell through, caravans delayed, markets closed. No profit this month.
2Broke EvenYou kept your capital intact and earned 1d6x5 gp covering basic expenses. Not a loss.
3Small ProfitModest but real gains: 2d6x5 gp from deals that actually closed.
4Market IntelligenceLearn valuable trade information: which goods are scarce, where prices are high, what opportunities exist. Actionable knowledge.
5ASSET: Tier 1, Reliable SupplierFind a steady source for goods at 10% below market price. An ongoing connection that saves money on every deal.
6ASSET: Tier 1, Customer BaseEstablish regular clientele who return to you. Steady small income from repeat business.
7Good DealNegotiate excellent terms on a major transaction. Yield 2d6x10 gp in pure profit.
8ASSET: Tier 1, Trade RouteChart and establish a profitable route between settlements. Caravans can follow your path.
9ASSET: Tier 2, Shop AcquiredGain a storefront, market stall, or trading post. A permanent place of business that's yours.
10ASSET: Tier 2, Merchant NetworkBuild connections with 4 traders across multiple settlements. They share information and opportunities.
11ASSET: Tier 2, Trade CaravanA caravan with wagons and guards for trade expeditions.
12ASSET: Tier 2, Local MonopolyExclusive control of one commodity in your local market.
13ASSET: Tier 2, Major ContractExclusive supply contract with a major institution.
14ASSET: Tier 2, WarehouseA trading warehouse for storing and managing goods.
15ASSET: Tier 3, Multiple Caravans4 trade caravans operating under your direction.
16ASSET: Tier 3, Guild LeadershipLeadership position in the merchant guild.
17ASSET: Tier 3, Exotic Goods AccessExclusive access to rare and valuable trade goods.
18ASSET: Tier 3, Merchant Employees20 merchants and traders working for you.
19ASSET: Tier 3, Trade Capital2,000 gp in liquid trading capital.
20ASSET: Tier 3, Regional MonopolyControl of a major commodity across a region.
21ASSET: Tier 4, International RoutesEstablished trade routes to foreign markets.
22ASSET: Tier 4, Merchant Fleet15 trade ships under your command.
23ASSET: Tier 4, Vast Wealth10,000 gp in liquid assets.
24ASSET: Tier 4, National MonopolyDominant control of trade in one nation.
25ASSET: Tier 4, Merchant Network30 merchant houses in your trading network.
26ASSET: Tier 5, Continental Houses50 merchant houses across a continent.
27ASSET: Tier 5, Trading Empire80 merchant houses spanning multiple nations.
28ASSET: Tier 5, Merchant Employees1,200 merchants and traders in your employ.
29ASSET: Tier 5, Trade MonopoliesExclusive control of 5 luxury goods.
30ASSET: Tier 5, Royal ContractsSupply contracts with 10 royal courts.
31ASSET: Tier 5, Massive Fleet60 trade ships operating under your banner.
32UPGRADE: Tier 5, Merchant150 merchant houses in your network.
33ASSET: Tier 5, Trade Guilds12 trade guilds under your control.
34ASSET: Tier 5, Commercial Empire250 merchant houses spanning the known world.
35Economic TranscendenceWork with GM: establish 500 merchant houses, create a banking system, or control continental trade.

Spellcraft Adventure Table

For spell development, arcane experimentation, and magical theory research

RollBenefitDescription
1Wasted ResearchYour experiments produced nothing usable. Theories disproven, formulas failed, the month passes with no magical progress.
2Unstable ResultYour experimentation produced something marginal. You created a scroll of a random tier-1 spell that works, plus 1d6x5 gp in salvaged components.
3Arcane ScrapsYour research yielded basic understanding: 2d6x5 gp worth of spell components, inks, and materials useful for future work.
4Theoretical InsightThrough study, you understood a magical principle. Gain a detailed treatise on one school of magic worth 2d6x10 gp to other researchers.
5Cantrip DiscoveredSuccessfully develop or recover a minor cantrip. You have a scroll of this cantrip and can learn to cast it reliably.
6Spell Scroll CreatedSuccessfully 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).
7Rare ComponentsYour research led to sources of valuable materials: 2d6x10 gp in rare inks, exotic components, or crystallized magic.
8Spell Variant ScrollCreate a scroll of a spell variant: changed damage type, altered range, or modified duration. One use, but you have notes to recreate it.
9Three ScrollsYour scribing work was productive: create 3 spell scrolls of spells you know (any combination up to tier 2).
10New SpellSuccessfully develop or recover a spell of your current tier or lower. You have a scroll and can learn to cast it.
11Spellbook FragmentDiscover or create a partial spellbook containing 1d3 spells (your tier or lower). Worth 2d6x5 gp to other mages.
12Spell Focus CreatedCreate 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).
13Scroll CollectionComplete a comprehensive collection: 2d6 spell scrolls of various spells (your tier or lower). Worth 2d6x50 gp.
14Two New SpellsYour research bore fruit: scrolls of 2 spells of your current tier or lower. Learn both or sell/trade them.
15Personal GrimoireCompile a spellbook containing your known spells plus 1d6 additional researched spells (your tier or lower). Worth 2d6x30 gp.
16Metamagic ScrollsCreate 3 special spell scrolls that cast at +1 effective tier (more damage, longer duration, extra targets). One-time use each.
17Combined Spell ScrollSuccessfully combine two related spells into a single casting. You gain one scroll of this combined effect and notes on recreation.
18Advanced SpellDevelop or recover a powerful spell above your current tier (+1 tier). You have a scroll and can attempt to cast it (with appropriate risk).
19Ritual MasteryCreate a powerful ritual scroll: summoning, scrying, teleportation, or warding. Detailed instructions included. Worth 2d6x50 gp or produces major effects when performed.
20Master GrimoireComplete a masterwork spellbook: contains 3d6 spells across multiple tiers. Worth 2d6x100 gp.
21Signature SpellYou 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.
22Arcane BreakthroughYour research revolutionized magical understanding. Create 2d6 scrolls of a powerful effect, and your thesis is worth 2d6x100 gp to academies.
23Legendary SpellRecover 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).
24ASSET: Tier 4, School MasteryMaster an entire school of magic. Gain a comprehensive grimoire of that school containing 15 spells from cantrip to highest tier.
25ASSET: Tier 4, Unique SpellA spell only you can teach. Others pay to learn it.
26ASSET: Tier 4, Magical AcademyA magical academy with 15 mages studying under you.
27ASSET: Tier 5, Planar Portals2 stable portals to other planes under your control.
28ASSET: Tier 5, Grand GrimoireKnow 60 spells across all tiers.
29Reality WeavingPermanently alter one magical effect in a 1-mile radius.
30ASSET: Tier 5, Spell LibraryA library containing 250 spell tomes.
31ASSET: Tier 5, Spell InnovationCreated 20 new spells unknown to others.
32ASSET: Tier 5, Great AcademyA prestigious academy with 100 mages and students.
33ASSET: Tier 5, Master SpellbookKnow 180 spells across all tiers.
34ASSET: Tier 5, Arcane Legion200 trained mages who studied under you.
35True Name of MagicWork with GM: know 300+ spells, found multiple academies, or revolutionize magical theory.

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.

RollBenefitDescription
1Wasted BrewingYour experiments failed. Ingredients spoiled, no alchemical progress this month.
2Salvaged ReagentsPartial success: 1d6x5 gp in salvaged materials for future brewing.
3Basic MaterialsYour work produced supplies: 2d6x5 gp in alchemical reagents.
4Formula NotesDiscover partial recipe. Notes grant +2 on your next attempt to create this item type.
5Tier 1 BatchBrew 3 Tier 1 alchemical items of your choice.
6Tier 1 ProductionBrew 6 Tier 1 alchemical items of your choice.
7Rare IngredientsLocate valuable materials: 2d6x10 gp in rare reagents.
8Tier 2 BatchBrew 3 Tier 2 alchemical items of your choice.
9Mixed ProductionBrew 4 Tier 1 items and 2 Tier 2 items of your choice.
10Tier 2 ProductionBrew 6 Tier 2 alchemical items of your choice.
11Tier 3 BatchBrew 3 Tier 3 alchemical items of your choice.
12Alchemical ArsenalBrew 2 Tier 1, 2 Tier 2, and 2 Tier 3 items of your choice.
13TransmutationTurn base materials into silver worth 2d6x50 gp.
14Tier 3 ProductionBrew 6 Tier 3 alchemical items of your choice.
15ASSET: Tier 2, Workshop EstablishedProper laboratory with equipment and storage. Permanent workspace.
16Tier 4 BatchBrew 3 Tier 4 alchemical items of your choice.
17ASSET: Tier 3, Formula CollectionMaster 8 formulas. Recipe book worth 400 gp to other alchemists.
18Tier 4 ProductionBrew 6 Tier 4 alchemical items of your choice.
19Alchemical StockpileBrew 3 items each of Tier 1, 2, 3, and 4.
20Tier 5 BatchBrew 3 Tier 5 alchemical items of your choice.
21ASSET: Tier 3, Lesser Philosopher's Stone4,000 gp base metal to gold or creates one Tier 4 item instantly.
22Tier 5 ProductionBrew 6 Tier 5 alchemical items of your choice.
23Grand ProductionBrew 6 items each of Tier 3, 4, and 5.
24ASSET: Tier 4, Transmutation CirclePermanent circle transforms materials. Produces 800 gp initially, reusable weekly.
25ASSET: Tier 4, Grand LaboratoryA legendary alchemical workshop facility.
26ASSET: Tier 4, Alchemical AcademyAn academy training 12 apprentice alchemists.
27ASSET: Tier 5, Philosopher's StoneA stone that transmutes 3,000 gp of base metals monthly.
28Mythic ProductionBrew 15 Tier 5 alchemical items this month.
29Alchemical MasteryKnow 120 alchemical formulas.
30UPGRADE: Tier 5, TransmutationCan transmute 5,000 gp worth of materials monthly.
31ASSET: Tier 5, Elixir of YouthFormula for elixirs that extend life by 20 years.
32ASSET: Tier 5, Master Alchemists80 master alchemists trained in your methods.
33ASSET: Tier 5, Universal SolventFormula for a solvent that dissolves any non-magical substance.
34UPGRADE: Tier 5, Laboratory15 alchemical laboratories under your control.
35Alchemical TranscendenceWork with GM: discover elemental transmutation, create immortality elixirs, or master 250+ formulas.

Governance Adventure Table

For ruling domains, managing territories, and kingdom building. Use repeatedly to expand your realm.

RollBenefitDescription
1Wasted EffortYour governance produced no results. No progress this month.
2Barely StableDomain functions. No disasters. Collected 1d6x5 gp in minimal taxes.
3Small RevenueModest income: 2d6x5 gp in taxes, tariffs, and fees.
4Community ProjectMinor improvement completed. People notice and appreciate it.
5ASSET: Tier 1, Loyal StewardCapable administrator (3 HD) joins you. Manages daily affairs.
6Productive SeasonGood harvest, steady trade. 2d6x10 gp surplus, content people.
7ASSET: Tier 1, InfrastructureUseful structure completed: bridge, mill, tower, or warehouse.
8Population GrowthSettlers arrive. Domain's tax base increases.
9Trade AgreementProfitable deal with neighbors or merchants.
10ASSET: Tier 2, FortificationsDefensive structures: walls, towers, small keep. Can withstand raids.
11ASSET: Tier 2, SpecialistA valuable professional (master smith, renowned healer, or skilled architect) establishes operations in your domain. They attract business and train 2 apprentices per year.
12Treasury SurplusExcellent governance: 2d6x20 gp surplus from efficient rule.
13Regional InfluenceNeighboring lords seek alliance. Your voice carries weight.
14ASSET: Tier 2, BureaucracyFunctioning administration: 8 clerks and officials. Domain runs without you.
15UPGRADE: Tier 3, InfrastructureCastle, cathedral, harbor, or road network. Regional center.
16Economic BoomThriving industries, busy markets. 2d6x50 gp treasury surplus.
17ASSET: Tier 1, Standing Force12 soldiers (2 HD) sworn to service with equipment and barracks.
18ASSET: Tier 3, Legal SystemFormal laws, courts, magistrates. Recognized authority.
19ASSET: Tier 3, Vassal Lords8 minor nobles pledge fealty, each bringing holdings and soldiers.
20ASSET: Tier 3, Regional CapitalA major city serving as a regional capital.
21ASSET: Tier 4, County LandsA county or barony under your governance.
22ASSET: Tier 4, Small KingdomA kingdom with a capital city and several towns.
23ASSET: Tier 4, Royal DynastyYour bloodline established as a ruling dynasty.
24ASSET: Tier 4, Crown AuthoritySovereign authority over multiple counties.
25ASSET: Tier 6, Imperial Provinces8 provinces under your imperial rule.
26ASSET: Tier 6, Vassal Kingdoms6 vassal kingdoms sworn to you.
27ASSET: Tier 6, Imperial Treasury80,000 gp in imperial treasury funds.
28ASSET: Tier 6, Legal CodeA comprehensive legal system adopted by other nations.
29ASSET: Tier 6, Regional EmpireAn empire spanning 15 provinces.
30ASSET: Tier 6, Grand PalaceAn imperial palace complex of legendary magnificence.
31ASSET: Tier 7, Continental EmpireAn empire spanning 30 provinces across a continent.
32ASSET: Tier 7, Religious EndorsementOfficial endorsement from major religious authorities.
33ASSET: Tier 7, Grand EmpireAn empire spanning 50 provinces.
34ASSET: Tier 7, Imperial Universities20 universities throughout your empire.
35Transcendent GovernanceWork with GM: rule 100+ provinces, establish laws adopted worldwide, or build enduring monuments.

Military Command Adventure Table

For leading soldiers, conducting warfare, and military operations. Use repeatedly to build your forces.

Soldier Stats by Type: soldiers are Minors; read a listed HD as the Minor's Tier (capped at 5). Regular = Tier 2 Minor, AC 14 | Elite = Tier 3 Minor, AC 15 | Champion = Tier 4 Minor, AC 16

RollBenefitDescription
1Wasted CampaignYour military operations yielded nothing. No progress this month.
2Meager PlunderModest results: 1d6x5 gp in loot or payment for service.
3Soldier's PayStandard military work: 2d6x5 gp and contacts among soldiers.
4Tactical KnowledgeLearn valuable military insights. Detailed notes on tactics and strategy.
5ASSET: Tier 1, Veteran Recruit1 capable warrior (2 HD) joins your command. Loyal through respect.
6Successful OperationMission accomplished: 2d6x10 gp in plunder, good morale.
7ASSET: Tier 1, Trained Squad4 soldiers (2 HD each) trained and equipped. Loyal to you.
8War SpoilsProfitable campaign: 2d6x20 gp in arms, armor, and ransoms.
9ASSET: Tier 2, Officer Cadre4 capable officers (3 HD each) who can lead troops independently.
10ASSET: Tier 1, Elite Unit8 elite soldiers (3 HD each). Battle-hardened specialists.
11ASSET: Tier 2, Military ContractSteady employment with a lord or kingdom providing regular pay for your services.
12ASSET: Tier 1, Company Formed12 soldiers (2 HD) under permanent command with officers and equipment.
13ASSET: Tier 2, Fortification HeldControl a keep or fort with 8 garrison soldiers (2 HD each) and surrounding territory.
14ASSET: Tier 2, Battle WonMajor victory. 350 gp in spoils. 8 veteran volunteers (2 HD each) join your forces.
15ASSET: Tier 2, Warband18 soldiers (2 HD) and 8 elite soldiers (3 HD) under your command.
16Champion DefeatedSlew enemy commander. Their arms (worth 2d6x50 gp) and legendary reputation.
17ASSET: Tier 3, Military AdvisorAppointed advisor to a lord. Command their forces during campaigns with authority over strategy.
18ASSET: Tier 3, Army Command100 soldiers under your command.
19ASSET: Tier 3, Territory ConqueredCaptured a town or region with garrison troops and tax-generating populace.
20ASSET: Tier 3, Elite Army200 troops under your command.
21ASSET: Tier 4, General's CommandMultiple armies totaling 500 troops. Shape regional military strategy.
22ASSET: Tier 4, Conquering Force1,000 troops under your banner. Conquered a kingdom or united factions.
23ASSET: Tier 4, Military EmpireCommand multiple armies and strategic fortresses. Dictate terms to kings.
24ASSET: Tier 5, Continental Army5,000 troops. Subjugate nations. Your word is military law.
25ASSET: Tier 6, Invincible Legion10,000 elite troops. Never defeated. Enemies surrender at your banners.
26ASSET: Tier 6, Continental Army15,000 troops under your command.
27ASSET: Tier 6, Military AcademyWar academy training 500 officers per year.
28ASSET: Tier 6, Fortress Network40 fortresses under your control.
29ASSET: Tier 6, Grand Army38,000 troops under your command.
30ASSET: Tier 6, Vassal Armies12 vassal armies sworn to you.
31ASSET: Tier 6, Officer Corps1,200 trained officers in your service.
32ASSET: Tier 7, Supreme Army85,000 troops under your command.
33ASSET: Tier 7, Siege Arsenal200 siege engines under your control.
34ASSET: Tier 7, Imperial Army150,000 troops under your command.
35War IncarnateWork with GM: command 250,000+ troops, conquer continents, establish military traditions studied for millennia, build fortress-cities.

Underworld Adventure Table

For thieves, criminals, and organized crime.

RollBenefitDescription
1BustedYour job went wrong. Lay low. No profit this month.
2Petty TakeYou pulled small-time jobs. Gain 1d6×5 gp in coin or fenced goods.
3Street EarningsYou worked jobs around town. Gain 2d6×5 gp and a simple hideout.
4ASSET: Tier 1, Fence FoundYou found a reliable fence. Sell stolen goods at 75% value instead of 50%.
5Crew JobYou worked with a crew. Gain 2d6×10 gp and 1d4 thugs (2 HD) available for one job.
6ASSET: Tier 1, Official CorruptedYou bribed a guard, official, or merchant. They'll look the other way or provide inside info.
7ASSET: Tier 1, Safehouse SecuredYou established a hidden location with bed, lockbox, and escape route. Shelters 4 people.
8ASSET: Tier 1, Smuggling RouteYou moved contraband successfully. Gain 140 gp and a reusable smuggling route.
9ASSET: Tier 2, Officials Bribed2 guards or clerks on your payroll. They warn you, lose paperwork, or open doors.
10ASSET: Tier 2, Thugs Retained8 thugs (2 HD each) on your payroll. Available for jobs, intimidation, or protection.
11ASSET: Tier 2, Front EstablishedYou set up a legitimate business covering criminal income: shop, tavern, or warehouse.
12ASSET: Tier 2, Guild AccessYou gained thieves' guild membership: better fences (90% value), forged papers, job leads.
13ASSET: Tier 2, Smuggling NetworkYou built routes with bribed officials across 4 borders. Move goods, people, or yourself undetected.
14ASSET: Tier 2, Assassin ContractedA skilled killer (4 HD) on retainer. Expensive, but effective and discreet.
15ASSET: Tier 3, Racket RunningYou established a racket: protection, gambling, smuggling, or fencing operation.
16ASSET: Tier 3, Officials Owned8 officials on payroll: guards, magistrates, port authorities. Significant legal protection.
17ASSET: Tier 3, Crew AssembledYou command 12 criminals (2 HD): thieves, smugglers, enforcers. Your organization.
18ASSET: Tier 3, Market CorneredYou control the black market in a major city. Acquire almost anything illegal.
19ASSET: Tier 3, Blackmail CompiledYou hold leverage on 8 powerful individuals. Each worth major favors or 140 gp.
20ASSET: Tier 3, Treasury Hidden700 gp cached across multiple hidden locations plus ongoing income from operations.
21ASSET: Tier 4, Criminal CrewYou command 18 criminals: thieves, enforcers, and smugglers.
22ASSET: Tier 4, Shadow Treasury1,400 gp cached in hidden locations.
23ASSET: Tier 4, Criminal ArmyYou command 35 criminals under your control.
24ASSET: Tier 4, Hidden Wealth3,500 gp in liquid assets.
25ASSET: Tier 4, Criminal NetworkYou command 70 operatives.
26ASSET: Tier 5, Master Treasury14,000 gp in liquid assets.
27ASSET: Tier 5, Syndicate Operatives100 operatives under your command.
28ASSET: Tier 5, Blackmail PortfolioLeverage on 40 powerful individuals.
29ASSET: Tier 5, Criminal Force200 operatives under your command.
30ASSET: Tier 5, Corrupt Officials80 corrupted officials on your payroll.
31ASSET: Tier 5, Political AssetsLeverage over 12 government officials.
32ASSET: Tier 5, Master Operatives350 operatives under your command.
33ASSET: Tier 5, Shadow Treasury60,000 gp in hidden caches.
34ASSET: Tier 5, Criminal Legion500 operatives under your command.
35Shadow TranscendenceWork with GM: build a criminal empire that endures for ages, corrupt entire governments, or become the ultimate crime lord of history.

Seafaring/Naval Adventure Table

For sailors, naval officers, maritime exploration, and sea operations. Use repeatedly to build your fleet.

RollBenefitDescription
1Wasted VoyageWeather, bad luck, or empty seas. No progress this month.
2Sailor's WagesYou worked at sea. Gain 1d6×5 gp and contacts among local sailors.
3Dock WorkYou labored at harbor. Gain 2d6×5 gp and a contact who knows ship movements.
4Crew PositionYou served on a trading vessel. Gain 2d6×10 gp and 3 sailors (2 HD) who'll crew for you.
5ASSET: Tier 1, Salvage FindYou recovered a small boat (20 ft, 8 capacity) from wreckage. Seaworthy with minor repairs.
6ASSET: Tier 1, Prize ShareYou claimed a share of captured cargo. Gain 70 gp and a larger boat (30 ft, 1 mast).
7ASSET: Tier 1, Fishing OperationYou established productive waters. Gain a fishing boat and regular catches.
8ASSET: Tier 1, Secret HarborYou discovered a hidden cove. Secure anchorage for your vessels, unknown to authorities.
9ASSET: Tier 2, Ship's OfficerYou earned command position on a vessel. Gain 140 gp and 8 trained sailors (2 HD).
10ASSET: Tier 2, Trade RouteYou established a profitable shipping route between two ports.
11ASSET: Tier 2, First CommandYou gained your own ship (40 ft, armed) with 12 loyal crew (2 HD each).
12ASSET: Tier 2, Prize VesselYou captured or salvaged a larger ship (60 ft, armed). 15 crew (2 HD each) joined through shared fortune.
13ASSET: Tier 2, Port ConnectionsYou secured exclusive docking rights and trade contacts at a major port.
14Treasure CacheYou discovered a hidden cache worth 2d6×50 gp. The map is yours alone.
15ASSET: Tier 3, Harbor FacilityYou own warehouse and dock space at a major port. Store goods, repair ships.
16ASSET: Tier 3, Small FleetYou command 3 ships (one warship, two traders).
17ASSET: Tier 3, Port ControlYou control a minor port. Collect fees, manage traffic, fortified warehouse.
18ASSET: Tier 3, Sea LegendYou achieved major maritime fame. 20 veteran sailors (3 HD) seek to join you.
19ASSET: Tier 3, Warship CommandYou command a large warship (90 ft, heavily armed).
20ASSET: Tier 3, Island BaseYou claimed an island with a fort.
21ASSET: Tier 4, Battle FleetYou command 5 warships.
22ASSET: Tier 4, Island StrongholdA fortified island base under your control.
23ASSET: Tier 4, Merchant FleetYou control 8 merchant vessels.
24ASSET: Tier 4, War FleetYou command 10 warships.
25ASSET: Tier 4, Island Chain5 islands under your rule.
26ASSET: Tier 5, Naval FleetYou command 50 vessels.
27ASSET: Tier 5, Island Bases3 major island bases under your control.
28ASSET: Tier 6, Island NationAn island nation of 15 ports under your rule.
29ASSET: Tier 6, Grand FleetYou command 150 vessels.
30ASSET: Tier 6, Maritime Crew4,000 crew in your employ.
31ASSET: Tier 6, Island Empire30 islands under your rule.
32ASSET: Tier 6, Supreme FleetYou command 350 vessels.
33ASSET: Tier 6, Master Crew10,000 crew in your employ.
34ASSET: Tier 7, Imperial FleetYou command 750 vessels.
35Ocean ApotheosisWork with GM: command 1,000+ ships, discover uncharted continents, or rule a maritime empire spanning multiple seas.

Scholarship/Lore Adventure Table

For non-magical academic research, history, archaeology, and ancient knowledge

RollBenefitDescription
1Wasted ResearchYour research went nowhere. Sources unhelpful, theories disproven. No progress this month.
2Copyist WorkYou transcribed texts for pay. Gain 2d6×5 gp and a basic text worth 10 gp.
3Fragment TranslatedYou translated a text fragment. Notes useful for future research. Gain 2d6×5 gp.
4Local HistoryYou uncovered interesting local history. Gain a basic text and 2d6×5 gp in consultation fees.
5ASSET: Tier 1, Archive AccessYou worked as copyist. Gain 70 gp and permanent access to a small archive.
6ASSET: Tier 1, Regional ExpertYour regional history research succeeded. Gain a 50 gp text and 70 gp in fees. Ongoing consultation fees.
7ASSET: Tier 1, Noble PatronageYou traced a noble lineage. Gain 140 gp and a letter of introduction to their house.
8Map DiscoveredYou found a partial map to a forgotten ruin. Worth 75 gp. Adventure hook.
9ASSET: Tier 2, Paper PublishedYour monograph appeared in a scholarly journal. Gain 140 gp and 1 scholarly contact. Ongoing citations.
10ASSET: Tier 2, Collector AccessYou authenticated artifacts for a collector. Gain 140 gp and permanent access to their collection.
11ASSET: Tier 2, Academic NetworkYou translated a baffling inscription. Gain 100 gp reward and 2 academic contacts.
12ASSET: Tier 2, Historical ProofYou proved a legendary event was real. Gain 210 gp, teaching position offer, and regional fame.
13ASSET: Tier 2, Rare TomeYou obtained a rare text worth 210 gp. Gain 2 academic contacts who consult on related topics.
14ASSET: Tier 2, University PatronageYour field research yielded 280 gp in artifacts. University offers ongoing patronage.
15ASSET: Tier 3, Master's EndorsementA renowned scholar endorsed you. Access their library, gain 210 gp in tutoring fees.
16ASSET: Tier 3, Dead LanguageYou achieved fluency in a dead language. Gain a lexicon worth 100 gp and expert reputation.
17ASSET: Tier 3, Private LibraryYou established a personal library worth 525 gp. Scholars pay access fees, students seek tutoring.
18ASSET: Tier 3, Tomb ExcavatedYou excavated an intact tomb. Gain 525 gp in treasures. Your work becomes required reading.
19ASSET: Tier 3, Atlas CompletedYou completed a comprehensive atlas worth 525 gp. Becomes a standard reference.
20ASSET: Tier 3, Endowed ChairA patron endowed your research. Gain 525 gp plus 4 research assistants.
21ASSET: Tier 4, Artifact AuthenticatedYou identified a dismissed artifact as genuine. Gain 1,050 gp and international recognition.
22ASSET: Tier 4, Academy FoundedYou established a research institute. Students pay tuition, patrons fund research.
23ASSET: Tier 4, History RewrittenYou disproved a major historical "fact." Gain 1,050 gp and permanent fame.
24ASSET: Tier 4, Royal CartographerYour definitive maps are worth 1,050 gp. Kingdoms pay premium for copies.
25ASSET: Tier 4, Grand LibraryYou oversee a library of immense value. Scholars pay access fees, kingdoms bid for your services.
26ASSET: Tier 5, Universal History3-volume definitive work published.
27ASSET: Tier 5, Ancient CityExcavation of an ancient city funded for 10 years.
28ASSET: Tier 5, Grand LibraryLibrary with 6,000 texts.
29ASSET: Tier 5, Scholar Assistants60 scholars working under you.
30ASSET: Tier 5, Rare CollectionLibrary with 18,000 texts including rare documents.
31UPGRADE: Tier 5, Scholar150 scholars working under you.
32ASSET: Tier 5, Divine ArchivesLibrary with 50,000 texts including divine archives.
33ASSET: Tier 5, Master LibraryLibrary with 85,000 texts.
34ASSET: Tier 5, Supreme LibraryLibrary with 150,000 texts.
35Apotheosis of Knowledge250,000+ texts, 1,000 scholars, libraries in every major city, your historical works define understanding for millennia.

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: beasts are Minors; read a listed HD as the beast's Tier (capped at 5). Tier 1 = AC 12 | Tier 2 = AC 13 | Tier 3 = AC 14

RollBenefitDescription
1Wasted EffortYour taming attempts failed. The beast escaped or the training didn't take. No progress this month.
2ASSET: Tier 1, Trained Animal1 loyal beast (1 HD). Guards, follows commands, carries small loads.
3ASSET: Tier 1, Working Animal1 beast (2 HD) trained for work: mount, guard, tracker, or hunter.
4ASSET: Tier 1, Pack3 loyal beasts (1 HD each). Hunt together, guard camp, haul supplies.
5ASSET: Tier 1, Hunting Pack3 beasts (2 HD each) trained to hunt. Advantage on tracking prey.
6ASSET: Tier 1, War Beast1 combat-trained beast (3 HD). Attacks on command, holds ground, causes morale checks.
7ASSET: Tier 1, Breeding Pair2 beasts (2 HD each) that produce offspring worth 100 gp each or keep.
8ASSET: Tier 1, Flying Mount1 flying beast (3 HD). Carries you and 100 lbs, scouts from the air.
9UPGRADE: Tier 2, Pack4 beasts (2 HD each) working as a coordinated unit.
10ASSET: Tier 2, Training GroundEstablish beast-training facilities. Train animals for others.
11ASSET: Tier 2, War Pack3 combat beasts (3 HD each). A formidable fighting force.
12ASSET: Tier 2, Exotic Mount1 unusual mount (4 HD) with a special ability: climbing, swimming, camouflage, or speed.
13ASSET: Tier 2, Menagerie Started6 beasts of various types (mix of 1-3 HD). Display, sell, rent, or use as needed.
14ASSET: Tier 2, Monster Tamed1 dangerous creature (5 HD) with a supernatural ability: poison, gaze attack, breath weapon, or similar.
15UPGRADE: Tier 3, Breeding6 breeding beasts producing 525 gp worth of offspring per season or keep.
16ASSET: Tier 3, Flying Cavalry4 flying mounts (3 HD each). Aerial strike force or transport service.
17ASSET: Tier 3, Apex Predator1 terrifying beast (6 HD) with multiple attacks or a devastating special ability.
18ASSET: Tier 3, Beast Herd12 beasts (2 HD each). Army scouts, caravan guards, or breeding stock.
19ASSET: Tier 3, Legendary Beast1 mythical creature (7 HD) with magical abilities. Intelligent enough to communicate.
20UPGRADE: Tier 3, Menagerie20 beasts of all types (1-5 HD). Scholars and nobles pay to view. Rent for expeditions.
21ASSET: Tier 4, War Herd8 war beasts (4 HD each). A military asset that turns battles.
22ASSET: Tier 4, Ancient Beast1 primordial creature (8 HD) from legend. Multiple devastating abilities.
23ASSET: Tier 4, Breeding EmpireFacilities producing 15 beasts per season.
24ASSET: Tier 4, Mythical Stable6 legendary creatures (5+ HD each) including flyers and magical beasts.
25ASSET: Tier 4, Beast Army30 war beasts (3-4 HD each). Command creatures that can siege castles.
26ASSET: Tier 5, War Pack40 powerful war beasts (5 HD each) trained for battle.
27ASSET: Tier 5, Dragon Flight3 adult dragons (10 HD each) allied to your cause.
28ASSET: Tier 5, Mythical Preserve100-square-mile preserve breeding rare creatures.
29ASSET: Tier 5, Beast Horde150 trained beasts (3-7 HD) under your command.
30ASSET: Tier 5, Planar Menagerie25 creatures from other planes under your control.
31ASSET: Tier 6, Dragon Alliance8 dragons (10 HD each) sworn to your service.
32ASSET: Tier 6, Preserve Network30 preserves breeding diverse species.
33ASSET: Tier 6, Hybrid Species8 new hybrid species you successfully created.
34ASSET: Tier 6, Beast Army800 trained war beasts (3-6 HD) under your command.
35Beast King ApotheosisWork with GM: bond with ancient primordial beasts, create legendary new species, or establish preserves that will endure for ages.

Monster Hunting Adventure Table

For tracking, hunting, and slaying dangerous creatures. Use repeatedly to build your reputation as a monster slayer.

RollBenefitDescription
1Failed HuntThe trail went cold. Weather turned, creature fled, or the hunt proved too dangerous. Nothing gained.
2Minor TrophiesYou killed small game or pests. Pelts, teeth, and claws worth 1d6×5 gp.
3Bounty ClaimedYou eliminated a nuisance creature. Grateful locals pay 2d6×5 gp.
4Useful HarvestYou harvested venom sacs, scales, or glands worth 2d6×10 gp to alchemists.
5Beast LoreYou learned the habits and weaknesses of a creature type. Advantage on future hunts against them.
6ASSET: Tier 1, Hunter ContactYou 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.
7Dangerous GameYou killed something that fights back. Trophy worth 2d6×10 gp and a story worth telling.
8Rare MaterialsYou harvested organs with alchemical properties. Worth 2d6×20 gp or useful for crafting 2 Tier 1 alchemical items.
9Local LegendYou killed something that terrorized the area for years. The village remembers your name.
10ASSET: Tier 2, Nest ClearedYou found and cleared a breeding ground. Salvage worth 140 gp plus 4 monster eggs (worth 70 gp each or hatchable).
11Exotic TrophyYou took an impressive head, hide, or horn. Worth 2d6×30 gp mounted, or impresses potential patrons.
12Creature StudyYou observed a rare beast without killing it. Knowledge valuable to scholars (2d6×20 gp) plus you learn its weaknesses.
13ASSET: Tier 2, Militia TrainedYou organized locals into monster hunters. They call on you when trouble returns. 8 militia (2 HD) available when needed.
14Magical ComponentsYou harvested parts with magical properties: heart, eye, or essence. Worth 2d6×50 gp or sufficient for 1 Tier 2 magic item.
15ASSET: Tier 3, Alpha SlainYou killed the pack leader. The rest scattered. Region safer, bounty 280 gp plus alpha's hide (masterwork armor material).
16ASSET: Tier 3, Hunter's ReputationWord spreads. Other hunters seek guidance. Nobles request services. Steady bounty work.
17ASSET: Tier 3, Warden's TerritoryYou cleared a region completely. You're recognized as its protector. Villagers bring news and tribute.
18ASSET: Tier 3, Masterwork TrophyYou claimed something truly impressive: dragon scales, giant's bone, demon horn. Worth 350 gp or craftable into a Tier 2 magic item.
19ASSET: Tier 3, Hunter's GuildYou founded or joined a fellowship. Share information, equipment, contracts, and a lodge.
20ASSET: Tier 3, Legendary KillYou slew something from old stories. Bards sing it. Lords want to meet you. Your name means something.
21ASSET: Tier 4, Apex HunterYou killed the top predators. Other monsters avoid your marked territories. Rare components stockpiled (3 Tier 2 items worth).
22ASSET: Tier 4, Royal HuntmasterThe crown retained your services. Title, stipend, authority to hunt anywhere, and access to royal armories.
23ASSET: Tier 4, Monster ScholarYour creature knowledge is unmatched. Wizards, kings, and temples pay premium fees for expertise. Bestiary worth 700 gp.
24ASSET: Tier 4, DragonslayerYou killed a true dragon. Everything else is easier. The title opens doors. Dragon hoard: 700 gp plus Tier 3 magic item.
25ASSET: Tier 4, Beast BaneCertain creature types flee at your scent. You're their apex predator. Stockpile of rare materials (5 Tier 2 items worth).
26ASSET: Tier 5, Trophy MuseumA museum housing your trophy collection worth 1,400 gp.
27ASSET: Tier 5, Hunter's Lodge12 hunters (3 HD) serving you.
28ASSET: Tier 5, Rare ComponentsMonster remains worth 2,100 gp.
29ASSET: Tier 5, Component Stockpile50 legendary monster components stockpiled.
30ASSET: Tier 5, Planar Trophies15 trophies from creatures on other planes.
31ASSET: Tier 5, Grand Trophy HallA grand hall housing 80 monster trophies.
32ASSET: Tier 5, Master Hunters30 master hunters (4 HD) serving you.
33ASSET: Tier 5, Legendary Trophies120 legendary creature trophies in your collection.
34ASSET: Tier 5, Supreme Trophy HallTrophy hall housing 200 trophies from legendary hunts.
35The Great HuntWork with GM: the last dragon, a divine beast, a creature whose death changes the world. Rewards beyond measure if you survive.

Espionage/Spy Craft Adventure Table

For intelligence gathering, infiltration, and covert operations.

RollBenefitDescription
1Blown CoverYour operation failed. Someone made you. Lay low. No progress this month.
2ReconnaissanceYou mapped a target: guard posts, schedules, entry points. One location fully scouted.
3ASSET: Tier 1, Dead Drop EstablishedSet up a secure exchange point. Messages, money, or small items. yours indefinitely.
4ASSET: Tier 1, Forged PapersYou created a cover identity with documents. Name, profession, travel permits. Passes casual inspection.
5Intelligence SoldYou sold patrol routes, shipping schedules, or secrets. Gain 2d6×10 gp.
6ASSET: Tier 1, Informant RecruitedYou turned someone useful: servant, guard, or clerk. They report what they see and hear.
7ASSET: Tier 1, Safehouse SecuredYou established a hidden location. Supplies, escape route, room for 4. No one knows.
8ASSET: Tier 1, Deep Cover AchievedYou built a complete false identity: documents, backstory, vouching contacts. Usable until blown.
9ASSET: Tier 2, Cipher CreatedYou developed a code system. 2 contacts share your cipher. Intercepted messages are unreadable.
10UPGRADE: Tier 2, InformantYou recruited 3 informants in different positions. Daily intelligence on a district or organization.
11ASSET: Tier 2, Agent TrainedYou trained an operative (3 HD). Weekly reports, capable of independent missions.
12ASSET: Tier 2, Blackmail AcquiredYou obtained compromising documents on 1 notable person. Worth one major favor or 140 gp in hush money.
13UPGRADE: Tier 2, SafehouseYou established 3 safehouses with supplies, escape routes, and cached funds (140 gp total).
14ASSET: Tier 2, Asset PlantedYou placed a deep cover agent in a significant organization: palace, military, or guild. High-value access.
15ASSET: Tier 3, Cell OperationalYou coordinated 5 agents (3 HD each).
16ASSET: Tier 3, Agent Network8 agents under your command.
17ASSET: Tier 3, Courier NetworkYou established couriers, dead drops, and ciphers spanning 100 miles. 24-hour message relay.
18ASSET: Tier 3, Foreign Station3 agents (3 HD) established in a foreign nation.
19ASSET: Tier 3, Identity Arsenal5 complete cover identities for different circles.
20ASSET: Tier 3, Agency Founded12 agents under your command.
21ASSET: Tier 4, Operational Funds1,050 gp in liquid operational assets.
22ASSET: Tier 4, Double AgentA rival operative you flipped to work for you.
23ASSET: Tier 4, Shadow Agency20 agents under your command.
24ASSET: Tier 4, Intelligence CacheBlackmail on 8 powerful figures.
25ASSET: Tier 4, Spymaster Network30 agents under your command.
26ASSET: Tier 5, Agent Network50 agents under your control.
27UPGRADE: Tier 5, Agent100 agents under your command.
28ASSET: Tier 5, Blackmail ArchiveLeverage on 150 powerful individuals.
29ASSET: Tier 5, Master Agents200 agents under your command.
30ASSET: Tier 5, Planar Informants25 informants from other planes reporting to you.
31ASSET: Tier 5, Intelligence Funds500,000 gp in operational funds.
32ASSET: Tier 5, Supreme Network400 agents under your command.
33ASSET: Tier 5, Celestial InformantA celestial being who reports secrets to you.
34ASSET: Tier 5, Grand Intelligence600 agents under your command.
35Transcendent IntelligenceWork with GM: perfect global network, assets beyond counting, know any secret, predict any betrayal, manipulate any nation.

Mercenary Work Adventure Table

For hired warriors, bodyguards, and sellswords. Use repeatedly to build your reputation and company.

RollBenefitDescription
1Wasted MonthYour mercenary work went nowhere. No pay or advancement this month.
2Guard DutyBasic protection work. Gain 1d6x5 gp.
3Rough WorkIntimidation or enforcement. Gain 2d6x5 gp and a reputation.
4Patrol WorkMilitia or caravan duty. Gain 2d6x10 gp and a sergeant contact.
5Retainer PositionMonth protecting a merchant. Gain 2d6x10 gp and contacts.
6Tournament PlacingTop finish in armed contest. Gain 2d6x5 gp and regional fame.
7Noble BodyguardProtecting an important person. Gain 2d6x5 gp and a favor owed.
8Caravan CaptainLead guards on expedition. Gain 2d6x20 gp and a potential retainer (2 HD).
9ASSET: Tier 2, Premium ClientSatisfied employer. Premium rates. Gain 140 gp and returning patron.
10Delve ContractRetrieve item from ruins. Gain 2d6x30 gp plus treasure.
11High-Risk ContractDangerous work with high pay. Gain 2d6x40 gp.
12Monster BountyEliminate specific monster. Gain 2d6x50 gp plus lair treasure. Regional hero.
13ASSET: Tier 1, Small Company8 soldiers (2 HD) join you. Form a mercenary unit.
14ASSET: Tier 2, Company ContractMajor contract for your unit. Gain 350 gp and company reputation.
15ASSET: Tier 1, Rival's Troops12 troops (2 HD each) absorbed from defeated rival.
16ASSET: Tier 1, Siege Company20 warriors trained for siege warfare.
17ASSET: Tier 3, Royal WritA writ of royal favor granting official authority.
18ASSET: Tier 2, Mercenary Company30 fighters under your command.
19ASSET: Tier 3, Veteran Battalion40 veteran soldiers (3 HD each) under your command.
20ASSET: Tier 2, Mercenary Force50 warriors under your command.
21ASSET: Tier 2, Elite Warriors15 elite warriors (3 HD each) under your banner.
22ASSET: Tier 3, Mercenary Battalion100 warriors under your command.
23ASSET: Tier 3, Mercenary Regiment200 warriors under your command.
24UPGRADE: Tier 4, Regiment300 elite warriors under your command.
25ASSET: Tier 4, Mercenary Army500 warriors under your command.
26ASSET: Tier 4, Grand Company1,000 warriors under your command.
27ASSET: Tier 5, Continental Army3,000 warriors under your command.
28ASSET: Tier 5, Great Army5,000 warriors under your command.
29ASSET: Tier 6, Mercenary Host10,000 warriors under your command.
30ASSET: Tier 6, Planar Warriors50 warriors from other planes under your command.
31ASSET: Tier 6, Supreme Army15,000 warriors under your command.
32ASSET: Tier 6, Legendary Host25,000 warriors under your command.
33ASSET: Tier 6, Imperial Army40,000 warriors under your command.
34ASSET: Tier 7, Grand Host60,000 warriors under your command.
35Sword of DestinyAchieve mercenary apotheosis. Work with GM: 20,000+ warriors, multiple fortresses, ruling council seats. Wars end when you speak.

Medicine/Healing Adventure Table

For non-magical healing, surgery, and medicine. Use repeatedly to build your practice.

Treatment Capability: This table builds a practice and a reputation; it does not close wounds. Whether you can treat a given lasting injury is set by your points in the Healing skill tree against that injury's "Healing N" requirement (see the Treatment Guide in Part 6).

RollBenefitDescription
1Wasted MonthYour healing practice yielded nothing. No advancement this month.
2Few PatientsSimple treatments. Gain 1d6x5 gp in fees.
3Basic PracticeMinor wounds and ailments. Gain 2d6x5 gp from patients. Unlock Medicine 3.
4Treat a PatientCure one injury or disease you're qualified to treat. The patient pays 2d6x5 gp.
5Herb SupplyGather 2d6 healing herb doses (each restores 1 Vigor, or removes 1 wound if a full dose is used during a Recovery). Unlock Medicine 5.
6ASSET: Tier 1, Steady PracticeRegular patients. Good local reputation. Unlock Medicine 6.
7Successful SurgeryComplex procedure succeeds. 2d6x10 gp, quality tools. Unlock Medicine 7.
8Poison TreatedCure poisoning. 2d6x10 gp and learn antidote formula. Unlock Medicine 8.
9Medical StudyGain valuable medical journal worth 50 gp.
10ASSET: Tier 2, Outbreak ContainedHelp contain disease. Official physician recognition. Unlock Medicine 10.
11ASSET: Tier 2, Growing FameDifficult surgeries succeed. Gain a masterwork surgical kit and 4 regular patients who pay 50 gp total per month.
12ASSET: Tier 2, Plague ResponseOrganize quarantine. Save lives. Supply requisition authority. Unlock Medicine 12.
13ASSET: Tier 2, Cure DiscoveryDiscover cure for a specific disease. You own the formula (worth 300 gp) and charge 30 gp per treatment.
14ASSET: Tier 2, Field HospitalA mobile field hospital with surgical equipment. Unlock Medicine 14.
15ASSET: Tier 3, Medical BreakthroughNew technique. Treatise worth 350 gp.
16ASSET: Tier 3, Noble PatronA noble patron who funds your practice with 200 gp annually. Unlock Medicine 16.
17ASSET: Tier 3, Medical Assistants4 medical assistants working under you.
18ASSET: Tier 3, Wealthy Patients8 wealthy patients who pay premium rates. Unlock Medicine 18.
19ASSET: Tier 3, Hospital FoundedA 10-bed hospital facility.
20ASSET: Tier 3, Elite Clientele12 noble and royal clients who pay 100 gp per consultation. Unlock Medicine 20.
21ASSET: Tier 4, Wealthy Patrons8 wealthy patrons who retain your services at 500 gp annually each.
22UPGRADE: Tier 4, HospitalA hospital funded by civic authorities with 1,000 gp endowment.
23ASSET: Tier 4, Medical SchoolA teaching hospital with 20 students.
24ASSET: Tier 4, Medical Students8 students per year who pay to learn from you.
25ASSET: Tier 4, Royal AppointmentPosition as physician to royalty with stipend.
26ASSET: Tier 5, Hospital Network6 hospitals under your direction.
27ASSET: Tier 5, Medical Staff30 trained physicians working under you.
28ASSET: Tier 5, Grand HospitalA 100-bed hospital facility.
29UPGRADE: Tier 5, MedicalMedical academy with 80 students.
30ASSET: Tier 5, Master Healers60 master healers working under you.
31ASSET: Tier 5, Hospital Empire20 hospitals under your direction.
32ASSET: Tier 5, Research InstituteMedical research institute with 150 researchers.
33ASSET: Tier 5, Continental Hospitals40 hospitals across multiple nations.
34ASSET: Tier 5, Supreme AcademyMedical academy with 300 students and faculty.
35Master of Life and DeathAchieve medical apotheosis. Work with GM: cure any disease, heal any injury, revive the dead. Your institution shapes medicine forever.

Engineering/Construction Adventure Table

For building fortifications, siege engines, bridges, structures, and major construction projects. Use repeatedly to build your engineering empire.

RollBenefitDescription
1Wasted EffortYour construction failed. Materials spoiled, designs flawed, weather destroyed progress. No results this month.
2Salvaged MaterialsPartial success: 1d6×5 gp in reusable materials from failed construction.
3ASSET: Basic ConstructionSimple structure completed: a shed, basic bridge, or reinforced wall section.
4Plan DesignWrite specialized engineering plans worth 1d6x10 gp.
5ASSET: Defensive WorksComplete basic fortifications: palisade, ditch, or earthwork. Provides minor defensive benefit.
6ASSET: Siege ToolConstruct a simple siege weapon: ladders, ram, or mantlet. Functional but basic.
7Structural RepairRepair damaged fortification or structure to full function. Worth 2d6×10 gp in labor.
8ASSET: Tier 1, Bridge BuiltConstruct a sturdy bridge (up to 30 ft span). Permanent structure, tolls possible.
9Siege EngineBuild a functional siege engine: catapult, ballista, or siege tower.
10ASSET: Tier 1, Fortified PositionComplete a defensive position: watchtower, gatehouse, or fortified camp.
11ASSET: Tier 2, Engineering CrewRecruit 4 skilled laborers (2 HD each) who work under your direction.
12Advanced Siege EngineBuild a superior siege weapon: trebuchet, covered ram, or mobile tower.
13ASSET: Tier 2, Stone FortificationComplete stone walls, tower, or keep section. Permanent defensive structure.
14ASSET: Tier 2, Engineering WorkshopPermanent engineering workshop with tools, materials, and workspace.
15ASSET: Tier 2, Siege Train3 siege engines under your control.
16ASSET: Tier 3, Castle SectionComplete a major castle component: great tower, curtain wall, or gatehouse.
17ASSET: Tier 3, Engineering Guild8 skilled builders (2 HD each) working under you.
18ASSET: Tier 3, FortressA complete fortress you constructed.
19UPGRADE: Tier 3, BridgeA major bridge (100+ ft span) you constructed.
20ASSET: Tier 3, Siege Arsenal8 siege engines under your command.
21UPGRADE: Tier 4, CastleA full castle you constructed.
22ASSET: Tier 4, Engineering AcademyEngineering academy with 8 students.
23UPGRADE: Tier 4, FortressA fortress with concentric walls you constructed.
24ASSET: Tier 4, MonumentA landmark structure you built (lighthouse, colosseum, or cathedral).
25ASSET: Tier 4, Master FortressAn impregnable fortress you constructed.
26ASSET: Tier 5, Engineering Workshops6 workshops in different cities.
27ASSET: Tier 5, Master Engineers21 master engineers (4 HD each) working under you.
28ASSET: Tier 5, World WonderA great wonder you constructed (wall section, dam, or floating fortress).
29ASSET: Tier 6, Fortress Network12 fortresses you constructed.
30ASSET: Tier 6, Planar FortressA fortress on another plane you constructed.
31ASSET: Tier 6, Grand Monuments25 major monuments you constructed.
32ASSET: Tier 6, Divine TempleA temple commissioned by a deity.
33ASSET: Tier 6, Engineering Staff150 engineers working under you.
34ASSET: Tier 6, Continental Fortresses40 fortresses across multiple nations you constructed.
35Engineering TranscendenceWork with GM: build the impossible. A sky fortress, undersea citadel, or structure that defies physics. Your works reshape civilizations.

END OF ADVENTURE TABLES