KING

A Classless RPG System

PART 8: ADVANCEMENT & REFERENCE

CHARACTER ADVANCEMENT

Comprehensive Advancement Table

Level Tier Stamina Martial Points Skill Points Racial Abilities Throne Abilities Path Changes Vitality
1 1 7 2 3 Racial Tactic + 1st ability (2d6) 2 New Title 5 HP
2 1 10 3 5 2nd ability (2d6) 2 — 10 HP
3 2 14 4 7 — 3 New Title 15 HP
4 2 17 5 9 — 3 — 20 HP
5 3 21 6 11 3rd ability (2d6) 4 New Title 25 HP
6 3 24 8 13 — 4 — 30 HP
7 4 28 9 15 — 5 New Title 35 HP
8 4 31 10 17 — 5 — 40 HP
9 5 35 11 19 — 6 New Title 45 HP
10 5 38 12 21 — 6 — 50 HP


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

REST

ADVENTURE

No Fate = No Adventure. If you're out of Fate, you must Work or Rest until you regain it through play.


INVESTMENT TABLE

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

Tier Die Time Gold
1 d4 1 month 0 gp
2 d6 2 months 50 gp
3 d8 3 months 150 gp
4 d10 6 months 400 gp
5 d12 10 months 1,000 gp
6 2d8 15 months 2,000 gp
7 2d10 21 months 4,000 gp
8 2d12 28 months 7,000 gp
9 3d10 36 months 12,000 gp
10 2d20 45 months 20,000 gp

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

Fate Bonus
1 +1
3 +2
6 +3
10 +4
15 +5
21 +6

REST TABLES

Rest tables track the slow, steady progress of life between adventures. When you Work or Rest, you make progress on something personal. A relationship, a home, a craft project, a language.

How It Works: Choose a chart and roll d4 (exploding). Add the result to that chart's XP. When you hit a threshold, gain that milestone.

Chart Types:

Note: Children growing up happens in real time, not rest time.


UNIVERSAL CHARTS

Homestead (Pursuit)

XP Milestone
3 Renting a room. It's yours, with a lock on the door.
8 Furnished. Your things are here. It feels lived-in.
15 Upgraded. Better neighborhood, or bigger space.
25 Owned property. Small cottage or apartment. yours, truly.
38 Land. Garden, yard, room to breathe.
55 Expanded. Workshop, stable, guest room, or cellar.
75 Staff. Someone else cleans, cooks, or tends the grounds.
100 Estate. Multiple buildings, significant land.
130 Manor. A proper seat, your name is associated with this place.
170+ Landmark. Travelers use your home as a reference point. Maps include it.

Reputation (Pursuit . specific to one location)

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

CHILDREN

Human Children (Special Project . completes at first threshold, can't start again for 9 months)

Humans breed easy. Reach the first threshold and the child is conceived. Higher thresholds mean twins, triplets, etc.

XP Result
5 One child. Conceived. Nine months until birth.
12 Twins. Two children conceived.
22 Triplets. Three children. Rare and celebrated.
35 Quadruplets. Four children. A miracle.
50+ More. Five or more. Legends are told.

Dwarf Children (Special Project . completes at first threshold, can't start again for 2 years)

Dwarves breed slow. Children are rare and precious. Reach the first threshold and the child is conceived.

XP Result
15 One child. Conceived. A blessing from the ancestors.
35 Twins. Two children. The hold celebrates for a week.
60 Triplets. Three children. Once in a generation.
90+ More. Four or more. The stuff of legend. Songs composed.

Elf Children (Special Project . completes at first threshold, can't start again for 10 years)

Elves rarely conceive. It may take decades. Reach the first threshold and the child is conceived.

XP Result
50 One child. Conceived. A rare blessing. The community gathers to celebrate.
120 Twins. Two children. Happens perhaps once a century.
200+ Triplets. Three children. Unheard of. Prophecies written.

Halfling Children (Special Project . completes at first threshold, can't start again for 6 months)

Halflings breed like rabbits. Big families are the goal. Reach the first threshold and the child is conceived.

XP Result
3 One child. Conceived. First of many, probably.
8 Twins. Two children. Common enough.
15 Triplets. Three children. A full table.
25 Quadruplets. Four children. Chaos and joy.
38 Quintuplets. Five children. The whole village helps.
55+ More. Six or more. You'll need a bigger burrow.

PROJECTS

You choose when to finish. Your project completes at the quality of your last milestone. Reset to 0 and start a new one.

Tome (Project)

Writing a book. History, philosophy, memoir, manual, fiction. When complete, your book is published and circulates. The quality determines its reach and impact.

XP Quality
5 Pamphlet. A few pages. One idea. Forgettable.
10 Chapbook. Short, rough, gets the point across.
18 Manuscript. A real book. Readable. Unremarkable.
30 Solid work. Well-written. Worth keeping.
50 Notable. People recommend it. Cited by others.
80 Important. Shapes how people think about the subject.
120 Definitive. The book on this topic. Others are compared to it.
170+ Immortal. Read for centuries. Your name attached to the ideas forever.

Composition (Project)

Creating a musical or poetic work. Symphony, opera, epic poem, song cycle. When complete, your work is performed publicly. The quality determines how widely it spreads and how long it's remembered.

XP Quality
4 Ditty. Simple tune or verse. Pleasant enough.
9 Song. Complete piece. Playable. Nothing special.
16 Accomplished. Technically competent. Audiences polite.
28 Moving. Something real in it. People remember it.
45 Beautiful. Requested at gatherings. Copied by others.
70 Masterful. Musicians study it. Audiences weep.
105 Transcendent. Defines the form. Others aspire to match it.
150+ Eternal. Performed for centuries. Your name lives in every rendition.

Masterwork (Project)

Creating one exceptional item. Weapon, armor, jewelry, furniture, art. When complete, you possess the finished item. The quality determines its value and renown.

XP Quality
5 Functional. It works. Nothing more.
11 Solid. Well-made. Reliable. Professional quality.
20 Fine. Noticeably good. People comment.
35 Excellent. Sought after. Premium price.
55 Exceptional. One of the best anyone's seen.
85 Masterwork. Your legacy piece. Heirloom quality.
125 Legendary. Museums want it. Collectors fight over it.
175+ Priceless. One of the great works. Your name immortal.

Investigation (Project)

Solving one mystery. Cold case, conspiracy, hidden truth. You gain the benefits of your current milestone immediately. You know that much now. When you finish, you've solved it.the quality determines how much proof you have.

XP Quality
4 Hunch. You suspect something. No proof.
9 Leads. Names, places, patterns. Threads to pull.
16 Evidence. Proof of something. Partial picture.
28 Theory. You think you know what happened.
45 Solid case. Enough to convince reasonable people.
70 Proven. The truth, documented and undeniable.
105 Complete. Every question answered. Every loose end tied.
150+ Legendary. The investigation others study. Textbook case.

Courtship (Project)

Winning one person. Romance, alliance, or both. Your relationship is at your current milestone now. This project only ends if you marry (use Wedding project), they die, or you break up. Otherwise it continues indefinitely. You can keep deepening the bond.

XP Quality
3 Noticed. They know you exist.
7 Acquaintance. Regular contact. Friendly.
13 Interest. They look forward to seeing you.
22 Affection. Real feelings. Or convincing performance.
35 Commitment. They've chosen you over alternatives.
55 Devoted. A strong bond. Tested and true.
85 Unshakeable. A partnership others envy.
125+ Legendary love. Songs written about you two.

Monument (Project)

Building something permanent. Statue, bridge, tower, tomb. When complete, your structure stands. The quality determines its grandeur and how long it will be remembered.

XP Quality
6 Marker. A stone. A plaque. Something small.
13 Structure. It stands. Basic. Functional.
24 Solid construction. Well-built. Will last.
40 Impressive. People stop to look.
65 Landmark. Defines the area. Used for directions.
100 Monument. People travel to see it.
145 Wonder. One of the great constructions. Architects study it.
200+ Eternal. Will stand for millennia. Your name carved in history.

Case (Project)

Building a legal case. Evidence, witnesses, arguments. When complete, you present your case. The quality determines your chances of winning and the precedent it sets.

XP Quality
4 Complaint. Grievance stated. Nothing more.
9 Filed. Paperwork done. In the system.
16 Prepared. Evidence gathered. Arguments drafted.
28 Strong case. Witnesses lined up. Good chance of winning.
45 Airtight. Every objection anticipated. Every angle covered.
70 Overwhelming. The outcome is not in doubt.
105 Landmark. Sets precedent. Changes how law is interpreted.
150+ Historic. Studied in law schools. Your name on the case forever.

Apprentice (Project)

Training one person. Passing on what you know. Your apprentice is at their current milestone now. They can help at that level. When you finish, their training is complete. The quality determines their final skill.

XP Quality
4 Exposed. They've seen the basics. Barely started.
9 Trainee. Learning fundamentals. Clumsy but trying.
16 Competent. Can do simple work supervised.
28 Capable. Handles routine tasks alone.
45 Skilled. Good at the work. Professional quality.
70 Expert. Exceptional ability. Ready to teach others.
105 Master. Your equal. Everything passed on.
150+ Surpassed. Better than you. Your legacy exceeds you.

Memorial (Project)

Planning how to honor the dead. Rites, tomb, lasting tribute. When complete, the memorial is established. The quality determines how they are remembered and honored.

XP Quality
3 Buried. In the ground. Minimally marked.
7 Proper rites. Ceremonies performed. Respectable.
13 Well-honored. Good funeral. People attended.
22 Memorial. Something lasting. A stone, a plaque.
35 Celebrated. Their life remembered. Stories told.
55 Honored legacy. Obligations fulfilled. Affairs settled.
85 Monument. A tomb or memorial people visit.
125+ Immortalized. Their name lives on. Shrines, foundations, legends.

Wedding (Project)

Planning a wedding ceremony. Yours or someone else's. When complete, the wedding occurs. The quality determines how memorable and socially significant the event is.

XP Quality
3 Quick ceremony. Legal. Witnessed. Done.
7 Simple wedding. Family present. Basic feast.
13 Proper wedding. Good turnout. Nice venue.
22 Fine wedding. Well-planned. Well-attended. Memorable.
35 Impressive. People talk about it afterward.
55 Grand. An event. Politics, spectacle, expense.
85 Legendary. The wedding of the decade. Stories told for years.
125+ Historic. Changes alliances. Shapes politics. Remembered for generations.

Language (Project)

Learning one tongue. From nothing to fluency. You gain the benefits of your current milestone immediately. You don't need to "finish" to use the language. Higher milestones just mean better fluency.

XP Quality
3 Words. A few useful phrases. Please, thanks, help.
7 Survival. Food, directions, danger. You won't starve.
13 Basic. Simple conversations. Heavy accent.
22 Conversational. Understood and understand. Slow but functional.
35 Fluent. Comfortable speaking and reading. Accent remains.
55 Proficient. Complex topics. Writing. Few mistakes.
85 Native-level. Idioms, humor, nuance. Pass for local.
125+ Mastery. Poetry, rhetoric, ancient dialects. Scholar-level.

ADVENTURE TABLES

NOTE: You can always choose a lower result on any Adventure table, but never a higher one.

UNIVERSAL ADVENTURE TABLE

For general advancement when no specialized table fits. Roll based on your investment tier.


Roll Benefit Description Income
1 Wasted Effort Nothing came of your work this month. Time lost, no progress made. .
2 Bare Survival You made it through. Food and shelter for the coming week, and 1d6x5 gp in spare coin. .
3 Small Windfall A minor opportunity pays off: 2d6x5 gp in coin or trade goods. .
4 Useful Information You learn something valuable: a secret, a map, a name, a weakness. Actionable intelligence you can use. .
5 Temporary Ally Someone capable offers assistance with a specific task or crisis. They'll help once, no strings attached. .
6 Local Recognition Your deeds are known in this settlement. Free lodging, fair prices, and minor favors when you need them. .
7 ASSET: Tier 1, Reliable Contact Gain a recurring contact (merchant, official, or specialist) who deals with you fairly. They provide one service type at fair rates: goods, information, or professional expertise. +5
8 Found Wealth Discover or inherit valuables: 2d6x10 gp in ancient coins, gems, or trade goods. .
9 ASSET: Tier 1, Professional Retinue 3 skilled professionals join you (2 HD each). They're reliable and committed through professional respect. .
10 Quality Equipment Acquire superior gear: a masterwork weapon, fine armor, or a trained warhorse. .
11 ASSET: Tier 2, Small Workshop Establish a workspace for your trade: forge, lab, studio, or office. Produces goods or services. +10
12 ASSET: Tier 2, Exclusive Access Gain membership in an exclusive group (guild chapter, gentlemen's club, or professional society). 50 gp annual stipend, access to their facilities, and 4 professional contacts. +10
13 Significant Wealth Come into real money: 2d6x20 gp in coin, gems, or valuable goods. .
14 ASSET: Tier 2, Loyal Companions 4 capable individuals join you permanently (2 HD each). Committed through shared experience. .
15 ASSET: Tier 2, Influential Ally A wealthy merchant or minor noble becomes your ally. They'll invest up to 200 gp in your ventures and provide introductions to their social circle. +15
16 ASSET: Tier 2, Property Acquire a shop, cottage, or warehouse. A permanent base that generates modest returns. +20
17 ASSET: Tier 2, Small Warband 8 trained followers join you (2 HD each). Committed through oath or loyalty. .
18 ASSET: Tier 3, Productive Estate A manor house with productive farmland generating steady income. +50
19 Prized Possession Find a Tier 2 magic item or 2d6x50 gp in valuables. .
20 ASSET: Tier 3, Veteran Company 12 experienced fighters (3 HD each) sworn to your service. .
21 ASSET: Tier 3, Fortified Manor A fortified manor house suitable as a defensible residence. +100
22 ASSET: Tier 3, Faction Backing A powerful organization officially backs you and provides support when called upon. +125
23 Legendary Item Find a Tier 4 magic item or a legendary mount (5 HD). .
24 ASSET: Tier 4, Noble Title Granted title of knight or baron with official recognition and privileges. +200
25 ASSET: Tier 4, Castle Keep A small castle suitable for defense and administration. +300
26 ASSET: Tier 4, Barony Rule a barony with tax-generating lands. +500
27 ASSET: Tier 5, Small Kingdom Rule a kingdom with a capital city. +2,000
28 ASSET: Tier 5, Major Kingdom A prosperous kingdom with multiple major cities. +10,000
29 ASSET: Tier 5, Vast Empire An empire spanning multiple former kingdoms. +25,000
30 ASSET: Tier 5, Mythic Artifact A Tier 5 artifact with unique legendary properties. .
31 ASSET: Tier 5, Planar Stronghold A fortress in another plane under your control. +40,000
32 ASSET: Tier 5, Royal Dynasty Your bloodline established as a ruling house. +60,000
33 ASSET: Tier 5, Named Institution A major institution (order, academy, or guild) bearing your name. +100,000
34 ASSET: Tier 5, Divine Champion A deity has chosen you as their mortal champion. +150,000
35 Beyond Mortal Bounds Work with GM: achieve something extraordinary that transcends normal limits. Varies

SPECIALIZED ADVENTURE TABLES

Special Access Tables

Each adventure table has specific requirements. If you need points in skill trees, you only need that total amount of points distributed in any combination between the skill trees listed. The GM is always allowed to make exceptions.

Adventure Table Requirement
Universal None (available to all)
Exploration 2+ pts in Survival/Hunting/Nature Lore
Magical Research Any mystic abilities OR 1+ pts in Occultism
Organization Member of an organization (guild, order, company)
Political Intrigue Social standing (title, court position, noble contact)
Religious Activity Follow a faith OR have Prophet abilities
Crafting 2+ pts in Crafting/Engineering OR own a workshop
Engineering/Construction 1+ pts in Engineering
Trade/Commerce 2+ pts in Commerce OR own a business
Spellcraft Must be Wizard
Alchemy 1+ pts in Alchemy
Governance Rule a domain
Military Command Command troops (followers, warband, guards)
Underworld 2+ pts in Thievery/Assassination/Streetwise
Seafaring/Naval 1+ pts in Sailing
Scholarship/Lore 1+ pts in Scholarship/Investigation
Beast Mastery 2+ pts in Hunting/Nature Lore/Beast Handling
Monster Hunting 1+ pts in Hunting
Espionage/Spy Craft 2+ pts in Espionage/Assassination OR intelligence org
Mercenary Work 2+ martial pts OR Martial Artist
Medicine/Healing 1+ pts in Healing
Performance/Entertainment 1+ pts in Performance
Dungeon Delving 1+ pts in Dungeon Delving
Athletic Challenges 1+ pts in Athletics

Exploration Adventure Table

For wilderness expeditions, dungeon delving, ancient ruins


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

Magical Research Adventure Table

For enchanting items, creating magical artifacts, and broad arcane experimentation

Use this table when: You want to create magic items, enchant equipment, or experiment with raw magical energy. For spell development, use Spellcraft. For potions and transmutation, use Alchemy.


Roll Benefit Description Income
1 Wasted Research Your experiments went nowhere. Components consumed, enchantments failed. No progress this month. .
2 Salvaged Materials Little to show, but not nothing: 1d6×5 gp in salvaged reagents and magical residue. .
3 Enchanting Notes You gained understanding. Notes grant +2 on your next magical research roll. Plus 2d6×5 gp in materials. .
4 Reference Tome You created a treatise on enchanting techniques. Worth 2d6×10 gp to other researchers. .
5 Minor Enchantment You successfully enchanted a mundane item with a minor effect: glowing, self-cleaning, temperature-resistant, or similar. .
6 Magical Discovery You discovered a magical property of a common material. +1 to one type of check when using items made from it. .
7 Enchanted Trinket You created a minor magic trinket: compass that points north, stone that glows on command, or similar utility item. .
8 Refined Components You produced rare reagents worth 2d6×10 gp, or refined materials sufficient for Tier 1 item creation. .
9 Enchanting Formulary You documented enchanting processes. Worth 2d6×20 gp to other researchers. .
10 Useful Enchantment You enchanted a weapon or armor with a minor bonus: +1 damage, faint glow, resistance to rust. Lasts 1 month. .
11 Charged Item You created an item with 3 charges of a minor effect (light, detect magic, mending). Recharges at dawn. .
12 Masterwork Enhancement You permanently enhanced a masterwork item: it now counts as magical for overcoming resistance. .
13 ASSET: Tier 2, Enchanting Workshop A dedicated workspace for magical item creation. .
14 Tier 1 Magic Item You created a Tier 1 magic item. .
15 Arcane Focus You created a focus that grants +1 die to checks with one school of magic. .
16 Tier 2 Magic Item You created a Tier 2 magic item. .
17 Enchanting Mastery You mastered efficient techniques. Future Tier 1-2 items take half the normal time and cost. .
18 ASSET: Tier 2, Bound Servant A minor elemental or spirit bound to your service. .
19 Tier 3 Magic Item You created a Tier 3 magic item. .
20 ASSET: Tier 3, Permanent Enchantment You permanently enchanted one location with a useful magical effect. .
21 ASSET: Tier 3, Arcane Familiar An intelligent magical companion that aids your work. .
22 Tier 4 Magic Item You created a Tier 4 magic item. .
23 ASSET: Tier 3, Enchanted Stronghold Your residence permanently warded with magical defenses. .
24 ASSET: Tier 4, Magical Sanctum A tower or demiplane serving as your personal magical space. .
25 ASSET: Tier 4, Arcane Academy A magical school with 10 apprentice mages studying under you. +300
26 Tier 5 Magic Item You created a Tier 5 magic item. .
27 ASSET: Tier 5, Exceptional Workshop You established one of the finest enchanting facilities in the world. Highly sought after by wealthy patrons. +1,800
28 Artifact Creation You created a unique artifact: a Tier 5 magic item with an additional special property (sentience, extra ability, or legendary history). .
29 ASSET: Tier 5, Master Enchanters 15 master enchanters who study and work under you. +2,200
30 ASSET: Tier 5, Legendary Reputation Your enchanting work is renowned. Royalty commissions your items. +2,700
31 ASSET: Tier 5, Grand Workshop A world-class enchanting facility setting the standard for the craft. +3,300
32 ASSET: Tier 5, Exotic Materials Access Permanent access to the rarest enchanting materials. +4,000
33 ASSET: Tier 5, Great Academy A prestigious magical academy with 40 enchanters and 80 students. +4,800
34 ASSET: Tier 5, Master Craftsmen 60 skilled enchanters who have trained in your methods. +5,700
35 True Mastery Work with GM: create a legendary artifact, found an enchanting tradition, or achieve unmatched mastery. Varies

Organization Adventure Table

For guilds, armies, temples, factions.


Roll Benefit Description Income
1 Wasted Month Your work for the organization went nowhere. Assignments fell through, efforts unrecognized. .
2 Stipend Earned You completed basic duties. The organization pays 1d6×5 gp in coin or supplies. .
3 Requisitioned Supplies You drew from organizational stores: 2d6×5 gp worth of equipment, rations, or materials. .
4 Contract Completed You handled a job the organization assigned: a client paid 2d6×10 gp for your work. .
5 Equipment Borrowed You requisitioned a masterwork weapon or armor from the armory. Bring it back intact. .
6 ASSET: Tier 1, Safehouse Key You earned permanent access to an organizational safehouse: bed, lockbox, no questions. .
7 Professional Kit You received professional equipment: thieves' tools, military kit, or guild badge plus 2d6×10 gp supplies. .
8 Healing Requisitioned You used the organization's healers: cured one disease, poison, or injury. Or took 1d6 healing potions. .
9 Training Manual You obtained documentation of organization techniques: worth 2d6×20 gp or useful for teaching. .
10 ASSET: Tier 1, Assistants Assigned You gained 2 organization members to help with an ongoing task. Competent professionals. .
11 Cache Located You accessed a hidden cache: 2d6×20 gp in gear, weapons, or supplies. Yours now. .
12 Specialists Borrowed You requisitioned 1d3 specialists (3 HD each) for one mission: soldiers, thieves, scholars, or priests. .
13 ASSET: Tier 2, Travel Network You gained free passage on organizational routes: caravans, ships, or safehouses spanning 4 cities. .
14 ASSET: Tier 2, Quarters Granted You earned a room in the guildhall, barracks, or temple: permanent residence with storage and workspace. .
15 Masterwork Rewarded The organization rewarded you with a masterwork weapon, armor, or professional tools. .
16 ASSET: Tier 2, Squad Commanded You now command 8 organization members (2 HD each). Loyal through organizational duty. +15
17 War Chest Access You gained access to organizational funds: 2d6×50 gp for approved operations. .
18 Magic Item Granted You received a Tier 2 magic item from the organization. .
19 ASSET: Tier 3, Veterans Sworn You command 12 veteran specialists (3 HD each). Battle-tested and loyal. +40
20 Artifact Loaned You were entrusted with a Tier 3 magic item. Expected to return someday. .
21 ASSET: Tier 3, Elite Command You command the organization's best: 12 elite operatives (4 HD each). +60
22 Treasury Access You draw from organizational wealth: 2d6×100 gp available for major operations. +75
23 Artifact Granted You were permanently granted a Tier 4 magic item. .
24 ASSET: Tier 4, Military Company You command 30 soldiers (2-3 HD) who answer to you. +200
25 Legendary Artifact You were permanently granted a Tier 5 magic item. .
26 ASSET: Tier 4, Private Army You command 50 trained warriors (2-3 HD). +400
27 ASSET: Tier 4, Chapter House A fortified guildhall with quarters for 60 members, armory, and meeting halls. +600
28 ASSET: Tier 4, Organizational Treasury 4,000 gp in liquid funds under your control. +800
29 ASSET: Tier 5, Regional Headquarters A massive fortress-compound housing 500 members with full facilities. +1,000
30 ASSET: Tier 5, Artifact Vault Access to 4 Tier 5 magic items from the organization's secured armory. +1,300
31 ASSET: Tier 5, Standing Force 1,200 sworn members (2-3 HD) stationed at your command. +1,700
32 ASSET: Tier 5, Grand Fortress A castle-sized stronghold with walls, towers, housing for 800 members. +2,300
33 ASSET: Tier 5, Elite Legion 2,000 veteran members (3-4 HD) who serve as your personal force. +3,000
34 ASSET: Tier 5, Organizational Army 5,000 trained members (2-4 HD) organized as a military force. +4,000
35 Transcendent Resources Work with GM: build an unprecedented fortress, command 15,000 members, or control legendary artifacts. Varies

Political Intrigue Adventure Table

For courtly maneuvering, diplomacy, leverage.


Roll Benefit Description Income
1 Social Disaster You made an enemy or committed a faux pas. Lay low. No progress this month. .
2 Court Survival You navigated court politics without incident. Gained experience, no enemies made. .
3 Gossip Gathered You learned one actionable secret: an affair, a debt, a grudge, or a planned betrayal. .
4 Favor Earned You helped someone who now owes you: one introduction, one warning, or one door opened. .
5 Patron Impressed A courtier gifted you: fine clothing worth 2d6×10 gp, a letter of introduction, or an exclusive invitation. .
6 Leverage Obtained You acquired documents proving wrongdoing by a minor official. One significant favor to stay quiet. .
7 Noble Indebted You put a minor noble in your debt: 2d6×10 gp, shelter from authorities once, or speak for you at court. .
8 Compromising Evidence You obtained proof of a secret about someone important. One major favor or 2d6×20 gp to the right buyer. .
9 Diplomatic Credentials You secured diplomatic immunity: sealed letters granting safe passage through 1d6 territories. .
10 Writ of Authority You obtained official power: collect taxes, requisition supplies, or command local militia for one task. .
11 ASSET: Tier 2, Patron Secured You gained a noble patron who funds your activities: 80 gp plus lodging, horses, introductions. +10
12 ASSET: Tier 2, Blackmail Portfolio You compiled leverage on 4 individuals. Each worth one significant favor or 70 gp in hush money. .
13 Letter of Marque You obtained official sanction: privateering, espionage, or enforcement with legal immunity. .
14 ASSET: Tier 2, Manor Estate A manor house with farmland providing steady income. +15
15 ASSET: Tier 2, Household Staff 10 servants, guards, and assistants loyal to you. .
16 ASSET: Tier 2, Political Faction 8 minor nobles and officials who support your agenda. +20
17 ASSET: Tier 3, Royal Commission Official power to judge cases and represent the crown in one region. +40
18 Rival Ruined You destroyed a rival and seized their assets: 2d6×50 gp and property. .
19 ASSET: Tier 3, Council Seat A seat on the ruling council with veto power on regional matters. +60
20 ASSET: Tier 3, County Estate A fortified manor ruling a county with productive lands. +100
21 ASSET: Tier 3, Spy Network 15 trained intelligence agents who report to you. +75
22 ASSET: Tier 4, Political Treasury 1,200 gp in funds for bribes, favors, and political maneuvering. +200
23 ASSET: Tier 4, Ducal Castle A castle and duchy under your rule. Seat of regional power. +400
24 ASSET: Tier 4, Royal Influence Direct access to the monarch as a trusted advisor. +600
25 ASSET: Tier 4, Noble Retinue 40 sworn retainers: guards, servants, and household knights. +1,000
26 ASSET: Tier 4, Small Kingdom Rule a kingdom with a capital city and several towns. +1,500
27 ASSET: Tier 5, Royal Army Standing army of 300 professional soldiers under your command. +1,900
28 ASSET: Tier 5, Intelligence Empire 50 master spies operating across multiple nations. +2,400
29 ASSET: Tier 5, Major Kingdom A prosperous kingdom with multiple major cities and trade routes. +3,000
30 ASSET: Tier 5, Diplomatic Corps 30 skilled diplomats who negotiate on your behalf. +3,700
31 ASSET: Tier 5, Imperial Treasury 50,000 gp in liquid wealth for political and military purposes. +4,500
32 ASSET: Tier 5, Grand Empire Rule an empire spanning multiple former kingdoms. +5,500
33 ASSET: Tier 5, Imperial Legion 2,000 elite soldiers loyal to you personally. +6,700
34 ASSET: Tier 5, Master Spy Network 150 spies and infiltrators operating across dozens of courts. +8,000
35 Transcendent Power Work with GM: rule a vast empire, command 500 spies, or amass 200,000 gp in political treasury. Varies

Religious Activity Adventure Table

For temple work, pilgrimage, divine communion.


Roll Benefit Description Income
1 Wasted Devotion Your prayers went unanswered, the faithful had no need of you. No progress this month. .
2 Temple Provisions You served the temple. Gain 1d6×5 gp in food, shelter, and supplies. .
3 Alms Collected You ministered to the faithful. Gain 2d6×5 gp in donations and supplies. .
4 Prayer Book You transcribed holy passages. Gain a prayer book worth 2d6×10 gp or useful for rituals. .
5 Tier 1 Relic You earned a minor relic: Vial of Purified Water, Healer's Prayer Beads, Saint's Compass, Mending Thread, Threshold Oil, or Skull Candle. .
6 ASSET: Tier 1, Sanctuary Token You earned sanctuary rights. Any temple of your faith shelters you for 1 month, no questions asked. .
7 Divine Omen Your deity sent a clear omen about a current problem. Not cryptic. actionable guidance. .
8 Temple Funds You were entrusted with resources: 2d6×10 gp for missions, charity, or temple business. .
9 Tier 2 Relic You earned a relic: Blessed Weapon Oil, Guardian's Icon, Confessor's Stole, Pilgrim's Boots, or Consolation Shroud. .
10 Holy Tokens Your deity granted 3 holy tokens. Each auto-succeeds one Sense check, then is consumed. .
11 Pilgrimage Complete You returned from a holy site with 2d6×20 gp in offerings, a Tier 2 relic, or a map to sacred ground. .
12 ASSET: Tier 2, Acolytes Gained You attracted 4 acolytes. Loyal through devotion, competent at temple work. .
13 Tier 3 Relic You earned a powerful relic: Sanctified Earth, Prophet's Eye, Martyr's Blood, Exorcist's Censer, or Preservation Salts. .
14 Blessed Weapon You were granted a Tier 2 magic weapon from the temple armory. .
15 ASSET: Tier 2, Chapel Granted You were granted a small chapel or shrine. Permanent residence for you and followers. +10
16 ASSET: Tier 2, Clergy Followers 8 devoted clergy: priests, monks, or temple guards serve under you. +20
17 Divine Vision Your god answered one major question directly. Clear guidance. You know what must be done. .
18 Tier 4 Relic You earned a major relic: Breath of Life Vial, Cursebreaker's Nail, Stormcaller's Horn, Celestial Feather, or Regeneration Salve. .
19 Miracle Token You received a one-use miracle: raise the dead (within 24 hours), cure any disease/curse, or summon divine intervention. .
20 ASSET: Tier 3, Cathedral A major temple building with worship hall, library, and living quarters for 20 people. +50
21 Saint's Bones You received a Tier 3 relic containing one greater miracle (mass heal, smite army, or divine protection for a city). .
22 Temple Treasury You control accumulated offerings: 2d6×100 gp in gold, gems, and sacred objects. .
23 Divine Artifact You received a Tier 4 magic item. .
24 ASSET: Tier 4, Ordained Clergy 25 clergy members answer to your spiritual authority. +200
25 ASSET: Tier 4, Holy Ground One acre of consecrated land where miracles come easier, undead cannot tread. +300
26 ASSET: Tier 4, Regional Cathedral A cathedral serving an entire region with seating for 800 and 30 resident clergy. +600
27 ASSET: Tier 4, Sacred Treasury 2,000 gp in religious wealth: relics, offerings, and sacred art under your control. +700
28 Divine Armory Access to one Tier 5 magic item and 1d6 Tier 4 relics from the faith's vaults. .
29 ASSET: Tier 5, Grand Cathedral A massive temple complex seating 1,500 worshippers with extensive facilities. +900
30 ASSET: Tier 5, Ordained Priests 100 ordained clergy stationed at your temple who serve under you. +1,200
31 ASSET: Tier 5, Pilgrimage Site A holy site that draws 2,000+ pilgrims yearly. Generates offerings. +1,600
32 ASSET: Tier 5, Monastery Complex A monastery with quarters for 200 monks, library, and training facilities. +2,200
33 ASSET: Tier 5, Temple Fortress A fortified temple with walls, 50 temple guards, and defensible position. +3,000
34 ASSET: Tier 5, Sacred Order 400 devoted followers (clergy and guards) who have sworn to serve you. +4,000
35 Divine Transcendence Work with GM: gain a legendary relic, build an unprecedented holy site, or found a new religious order. Varies

Crafting Adventure Table

For crafting, repair work, tool making, any trade


Roll Benefit Description Income
1 Wasted Month Your crafting produced nothing usable. Materials spoiled, designs failed, the month passes with no finished work. .
2 Functional Work You produced serviceable items. They'll do their job. Sell for 1d6x5 gp or keep for personal use. .
3 Materials Salvaged Your work produced useful scraps: 2d6x5 gp in reusable materials, components, or supplies for future projects. .
4 Master's Tools Acquire or create a set of superior tools for your craft. These tools grant advantage on one type of crafting work. .
5 Quality Item Create something well-made: a sturdy tool, reliable weapon (standard stats), comfortable furniture, or durable clothing worth 2d6x5 gp. .
6 Reputation Started Word spreads about your competence. Locals know you do good work and will pay fair prices. .
7 Commission Completed Your work pleases a patron: 2d6x10 gp payment and a satisfied customer who may return. .
8 Profitable Sales Your creations sell well: 2d6x10 gp from sales. You've established yourself in the local market. .
9 Masterwork Weapon or Armor Produce a masterwork weapon or armor. .
10 ASSET: Tier 1, Workshop Established Set up permanent workspace: a forge, carpenter's shop, or tailor's studio. A place to work that's yours. .
11 Signature Piece Create something that showcases your skill worth 2d6x20 gp. This item becomes known and sought after. .
12 ASSET: Tier 2, Apprentice Trained A skilled apprentice joins you permanently. They can handle routine work and assist on complex projects, doubling your output on simple items. .
13 Rare Materials Obtain something special: ironwood, star metal, dragon bone, or spider silk. Enough for 2d6 masterwork items or one exceptional creation. .
14 Advanced Creation Successfully craft an advanced item: a suit of full plate armor (AC 16), a siege weapon, or a fine instrument worth 2d6x50 gp. .
15 ASSET: Tier 2, Expanded Workshop A full workshop facility capable of major projects. .
16 Legendary Material Acquire mithril, adamantine, or starmetal. Enough for one Tier 3 magic item. .
17 Master Craftsman Recognized as a master across the region. Create 2 Tier 2 magic items. .
18 ASSET: Tier 3, Guild Position Leadership position in the local crafters' guild. +40
19 Unique Innovation Invent something no one else can make. You possess the only formula. .
20 ASSET: Tier 3, Foundry A major production facility: foundry, shipyard, or mill. +75
21 Legendary Creation Create a Tier 3 magic item. .
22 Revolutionary Innovation Invent a breakthrough technique. Create 3d6 items demonstrating it. .
23 Enchanted Works Create 2 Tier 4 magic items. .
24 ASSET: Tier 4, Master Craftsmen 25 master craftspeople trained in your methods. +300
25 Artifact Creation Create a Tier 5 magic item. .
26 ASSET: Tier 4, Legendary Workshop A workshop facility renowned across nations. +600
27 Impossible Construction Build something extraordinary and unprecedented. .
28 Living Craft Create 3 Tier 5 magic items with unique properties. .
29 ASSET: Tier 5, Workshop Network 8 major workshop facilities in different locations. +700
30 ASSET: Tier 5, Exotic Materials Permanent access to meteor iron, ancient wood, and dragon bone. +850
31 ASSET: Tier 5, Master Artisans 100 master craftspeople who have studied your techniques. +1,000
32 ASSET: Tier 5, Grand Forge The finest crafting facility in the world. +1,200
33 ASSET: Tier 5, Crafting Academy An academy with 150 craftspeople studying and working. +1,450
34 ASSET: Tier 5, Artisan Legion 250 master craftspeople across your network. +1,750
35 Magnum Opus Work with GM: create a legendary weapon, build a wonder of the world, or establish a crafting tradition. Varies

Trade/Commerce Adventure Table

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


Roll Benefit Description Income
1 Wasted Venture Your commercial venture went nowhere. Deals fell through, caravans delayed, markets closed. No profit this month. .
2 Broke Even You kept your capital intact and earned 1d6x5 gp covering basic expenses. Not a loss. .
3 Small Profit Modest but real gains: 2d6x5 gp from deals that actually closed. .
4 Market Intelligence Learn valuable trade information: which goods are scarce, where prices are high, what opportunities exist. Actionable knowledge. .
5 ASSET: Tier 1, Reliable Supplier Find a steady source for goods at 10% below market price. An ongoing connection that saves money on every deal. +5
6 ASSET: Tier 1, Customer Base Establish regular clientele who return to you. Steady small income from repeat business. +10
7 Good Deal Negotiate excellent terms on a major transaction. Yield 2d6x10 gp in pure profit. .
8 ASSET: Tier 1, Trade Route Chart and establish a profitable route between settlements. Caravans can follow your path. +15
9 ASSET: Tier 2, Shop Acquired Gain a storefront, market stall, or trading post. A permanent place of business that's yours. +20
10 ASSET: Tier 2, Merchant Network Build connections with 4 traders across multiple settlements. They share information and opportunities. +15
11 ASSET: Tier 2, Trade Caravan A caravan with wagons and guards for trade expeditions. +25
12 ASSET: Tier 2, Local Monopoly Exclusive control of one commodity in your local market. +30
13 ASSET: Tier 2, Major Contract Exclusive supply contract with a major institution. +40
14 ASSET: Tier 2, Warehouse A trading warehouse for storing and managing goods. +50
15 ASSET: Tier 3, Multiple Caravans 4 trade caravans operating under your direction. +75
16 ASSET: Tier 3, Guild Leadership Leadership position in the merchant guild. +100
17 ASSET: Tier 3, Exotic Goods Access Exclusive access to rare and valuable trade goods. +120
18 ASSET: Tier 3, Merchant Employees 20 merchants and traders working for you. +150
19 ASSET: Tier 3, Trade Capital 2,000 gp in liquid trading capital. +250
20 ASSET: Tier 3, Regional Monopoly Control of a major commodity across a region. +400
21 ASSET: Tier 4, International Routes Established trade routes to foreign markets. +600
22 ASSET: Tier 4, Merchant Fleet 15 trade ships under your command. +1,000
23 ASSET: Tier 4, Vast Wealth 10,000 gp in liquid assets. +1,500
24 ASSET: Tier 4, National Monopoly Dominant control of trade in one nation. +2,500
25 ASSET: Tier 4, Merchant Network 30 merchant houses in your trading network. +5,000
26 ASSET: Tier 5, Continental Houses 50 merchant houses across a continent. +6,000
27 ASSET: Tier 5, Trading Empire 80 merchant houses spanning multiple nations. +7,200
28 ASSET: Tier 5, Merchant Employees 1,200 merchants and traders in your employ. +8,500
29 ASSET: Tier 5, Trade Monopolies Exclusive control of 5 luxury goods. +10,000
30 ASSET: Tier 5, Royal Contracts Supply contracts with 10 royal courts. +11,700
31 ASSET: Tier 5, Massive Fleet 60 trade ships operating under your banner. +13,500
32 ASSET: Tier 5, Grand Network 150 merchant houses in your network. +15,500
33 ASSET: Tier 5, Trade Guilds 12 trade guilds under your control. +17,700
34 ASSET: Tier 5, Commercial Empire 250 merchant houses spanning the known world. +20,000
35 Economic Transcendence Work with GM: establish 500 merchant houses, create a banking system, or control continental trade. Varies

Spellcraft Adventure Table

For spell development, arcane experimentation, and magical theory research

Roll Benefit Description Income
1 Wasted Research Your experiments produced nothing usable. Theories disproven, formulas failed, the month passes with no magical progress. .
2 Unstable Result Your experimentation produced something marginal. You created a scroll of a random tier-1 spell that works, plus 1d6x5 gp in salvaged components. .
3 Arcane Scraps Your research yielded basic understanding: 2d6x5 gp worth of spell components, inks, and materials useful for future work. .
4 Theoretical Insight Through study, you understood a magical principle. Gain a detailed treatise on one school of magic worth 2d6x10 gp to other researchers. .
5 Cantrip Discovered Successfully develop or recover a minor cantrip. You have a scroll of this cantrip and can learn to cast it reliably. .
6 Spell Scroll Created Successfully scribe a scroll of a spell you know (up to tier 2). The scroll is stable and can be used or sold (worth 2d6x10 gp). .
7 Rare Components Your research led to sources of valuable materials: 2d6x10 gp in rare inks, exotic components, or crystallized magic. .
8 Spell Variant Scroll Create a scroll of a spell variant: changed damage type, altered range, or modified duration. One use, but you have notes to recreate it. .
9 Three Scrolls Your scribing work was productive: create 3 spell scrolls of spells you know (any combination up to tier 2). .
10 New Spell Successfully develop or recover a spell of your current tier or lower. You have a scroll and can learn to cast it. .
11 Spellbook Fragment Discover or create a partial spellbook containing 1d3 spells (your tier or lower). Worth 2d6x5 gp to other mages. .
12 Spell Focus Created Create a magical focus for one school of magic: a carved wand or enchanted crystal. When casting spells of that school, you may reroll one damage die (keep either result). .
13 Scroll Collection Complete a comprehensive collection: 2d6 spell scrolls of various spells (your tier or lower). Worth 2d6x50 gp. .
14 Two New Spells Your research bore fruit: scrolls of 2 spells of your current tier or lower. Learn both or sell/trade them. .
15 Personal Grimoire Compile a spellbook containing your known spells plus 1d6 additional researched spells (your tier or lower). Worth 2d6x30 gp. .
16 Metamagic Scrolls Create 3 special spell scrolls that cast at +1 effective tier (more damage, longer duration, extra targets). One-time use each. .
17 Combined Spell Scroll Successfully combine two related spells into a single casting. You gain one scroll of this combined effect and notes on recreation. .
18 Advanced Spell Develop or recover a powerful spell above your current tier (+1 tier). You have a scroll and can attempt to cast it (with appropriate risk). .
19 Ritual Mastery Create a powerful ritual scroll: summoning, scrying, teleportation, or warding. Detailed instructions included. Worth 2d6x50 gp or produces major effects when performed. .
20 Master Grimoire Complete a masterwork spellbook: contains 3d6 spells across multiple tiers. Worth 2d6x100 gp. .
21 Signature Spell You developed a unique spell bearing your name. Describe the effect you want. The GM sets the tier and any limitations. You have the only scroll and documentation. .
22 Arcane Breakthrough Your research revolutionized magical understanding. Create 2d6 scrolls of a powerful effect, and your thesis is worth 2d6x100 gp to academies. .
23 Legendary Spell Recover or create a legendary spell lost to time. You have one scroll and the knowledge to create more (requires 500 gp in materials and one week per scroll). .
24 ASSET: Tier 4, School Mastery Master an entire school of magic. Gain a comprehensive grimoire of that school containing 15 spells from cantrip to highest tier. .
25 ASSET: Tier 4, Unique Spell A spell only you can teach. Others pay to learn it. +300
26 ASSET: Tier 4, Magical Academy A magical academy with 15 mages studying under you. +600
27 ASSET: Tier 5, Planar Portals 2 stable portals to other planes under your control. +700
28 ASSET: Tier 5, Grand Grimoire Know 60 spells across all tiers. +850
29 Reality Weaving Permanently alter one magical effect in a 1-mile radius. .
30 ASSET: Tier 5, Spell Library A library containing 250 spell tomes. +1,000
31 ASSET: Tier 5, Spell Innovation Created 20 new spells unknown to others. +1,200
32 ASSET: Tier 5, Great Academy A prestigious academy with 100 mages and students. +1,450
33 ASSET: Tier 5, Master Spellbook Know 180 spells across all tiers. +1,750
34 ASSET: Tier 5, Arcane Legion 200 trained mages who studied under you. +2,100
35 True Name of Magic Work with GM: know 300+ spells, found multiple academies, or revolutionize magical theory. Varies

Alchemy Adventure Table

For potion brewing, transmutation, and alchemical mastery. Use repeatedly to stock your supplies.

Alchemical Tiers: T1 = 10 gp value | T2 = 25 gp | T3 = 75 gp | T4 = 200 gp | T5 = 500 gp. Choose specific items from your game's alchemy list at the appropriate tier.

Roll Benefit Description Income
1 Wasted Brewing Your experiments failed. Ingredients spoiled, no alchemical progress this month. .
2 Salvaged Reagents Partial success: 1d6x5 gp in salvaged materials for future brewing. .
3 Basic Materials Your work produced supplies: 2d6x5 gp in alchemical reagents. .
4 Formula Notes Discover partial recipe. Notes grant +2 on your next attempt to create this item type. .
5 Tier 1 Batch Brew 3 Tier 1 alchemical items of your choice. .
6 Tier 1 Production Brew 6 Tier 1 alchemical items of your choice. .
7 Rare Ingredients Locate valuable materials: 2d6x10 gp in rare reagents. .
8 Tier 2 Batch Brew 3 Tier 2 alchemical items of your choice. .
9 Mixed Production Brew 4 Tier 1 items and 2 Tier 2 items of your choice. .
10 Tier 2 Production Brew 6 Tier 2 alchemical items of your choice. .
11 Tier 3 Batch Brew 3 Tier 3 alchemical items of your choice. .
12 Alchemical Arsenal Brew 2 Tier 1, 2 Tier 2, and 2 Tier 3 items of your choice. .
13 Transmutation Turn base materials into silver worth 2d6x50 gp. .
14 Tier 3 Production Brew 6 Tier 3 alchemical items of your choice. .
15 ASSET: Tier 2, Workshop Established Proper laboratory with equipment and storage. Permanent workspace. +15
16 Tier 4 Batch Brew 3 Tier 4 alchemical items of your choice. .
17 ASSET: Tier 3, Formula Collection Master 8 formulas. Recipe book worth 400 gp to other alchemists. +30
18 Tier 4 Production Brew 6 Tier 4 alchemical items of your choice. .
19 Alchemical Stockpile Brew 3 items each of Tier 1, 2, 3, and 4. .
20 Tier 5 Batch Brew 3 Tier 5 alchemical items of your choice. .
21 ASSET: Tier 3, Lesser Philosopher's Stone 4,000 gp base metal to gold or creates one Tier 4 item instantly. +60
22 Tier 5 Production Brew 6 Tier 5 alchemical items of your choice. .
23 Grand Production Brew 6 items each of Tier 3, 4, and 5. .
24 ASSET: Tier 4, Transmutation Circle Permanent circle transforms materials. Produces 800 gp initially, reusable weekly. +200
25 ASSET: Tier 4, Grand Laboratory A legendary alchemical workshop facility. +350
26 ASSET: Tier 4, Alchemical Academy An academy training 12 apprentice alchemists. +600
27 ASSET: Tier 5, Philosopher's Stone A stone that transmutes 3,000 gp of base metals monthly. +750
28 Mythic Production Brew 15 Tier 5 alchemical items this month. .
29 Alchemical Mastery Know 120 alchemical formulas. +900
30 ASSET: Tier 5, Transmutation Mastery Can transmute 5,000 gp worth of materials monthly. +1,100
31 ASSET: Tier 5, Elixir of Youth Formula for elixirs that extend life by 20 years. +1,300
32 ASSET: Tier 5, Master Alchemists 80 master alchemists trained in your methods. +1,550
33 ASSET: Tier 5, Universal Solvent Formula for a solvent that dissolves any non-magical substance. +1,850
34 ASSET: Tier 5, Laboratory Network 15 alchemical laboratories under your control. +2,200
35 Alchemical Transcendence Work with GM: discover elemental transmutation, create immortality elixirs, or master 250+ formulas. Varies

Governance Adventure Table

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

Roll Benefit Description Income
1 Wasted Effort Your governance produced no results. No progress this month. .
2 Barely Stable Domain functions. No disasters. Collected 1d6x5 gp in minimal taxes. .
3 Small Revenue Modest income: 2d6x5 gp in taxes, tariffs, and fees. .
4 Community Project Minor improvement completed. People notice and appreciate it. .
5 ASSET: Tier 1, Loyal Steward Capable administrator (3 HD) joins you. Manages daily affairs. .
6 Productive Season Good harvest, steady trade. 2d6x10 gp surplus, content people. .
7 ASSET: Tier 1, Infrastructure Useful structure completed: bridge, mill, tower, or warehouse. +10
8 Population Growth Settlers arrive. Domain's tax base increases. +10
9 Trade Agreement Profitable deal with neighbors or merchants. +20
10 ASSET: Tier 2, Fortifications Defensive structures: walls, towers, small keep. Can withstand raids. +15
11 ASSET: Tier 2, Specialist A valuable professional (master smith, renowned healer, or skilled architect) establishes operations in your domain. They attract business and train 2 apprentices per year. +15
12 Treasury Surplus Excellent governance: 2d6x20 gp surplus from efficient rule. .
13 Regional Influence Neighboring lords seek alliance. Your voice carries weight. .
14 ASSET: Tier 2, Bureaucracy Functioning administration: 8 clerks and officials. Domain runs without you. +30
15 ASSET: Tier 3, Major Infrastructure Castle, cathedral, harbor, or road network. Regional center. +50
16 Economic Boom Thriving industries, busy markets. 2d6x50 gp treasury surplus. +75
17 ASSET: Tier 3, Standing Force 12 soldiers (2 HD) sworn to service with equipment and barracks. +40
18 ASSET: Tier 3, Legal System Formal laws, courts, magistrates. Recognized authority. +60
19 ASSET: Tier 3, Vassal Lords 8 minor nobles pledge fealty, each bringing holdings and soldiers. +100
20 ASSET: Tier 3, Regional Capital A major city serving as a regional capital. +150
21 ASSET: Tier 4, County Lands A county or barony under your governance. +250
22 ASSET: Tier 4, Small Kingdom A kingdom with a capital city and several towns. +500
23 ASSET: Tier 4, Royal Dynasty Your bloodline established as a ruling dynasty. +750
24 ASSET: Tier 4, Crown Authority Sovereign authority over multiple counties. +1,500
25 ASSET: Tier 5, Imperial Provinces 8 provinces under your imperial rule. +3,000
26 ASSET: Tier 5, Vassal Kingdoms 6 vassal kingdoms sworn to you. +3,800
27 ASSET: Tier 5, Imperial Treasury 80,000 gp in imperial treasury funds. +4,700
28 ASSET: Tier 5, Legal Code A comprehensive legal system adopted by other nations. +5,700
29 ASSET: Tier 5, Regional Empire An empire spanning 15 provinces. +6,900
30 ASSET: Tier 5, Grand Palace An imperial palace complex of legendary magnificence. +8,200
31 ASSET: Tier 5, Continental Empire An empire spanning 30 provinces across a continent. +9,700
32 ASSET: Tier 5, Religious Endorsement Official endorsement from major religious authorities. +11,400
33 ASSET: Tier 5, Grand Empire An empire spanning 50 provinces. +13,300
34 ASSET: Tier 5, Imperial Universities 20 universities throughout your empire. +15,500
35 Transcendent Governance Work with GM: rule 100+ provinces, establish laws adopted worldwide, or build enduring monuments. Varies

Military Command Adventure Table

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

Soldier Stats by Type: Regular (2 HD) = AC 14, 2 wounds | Elite (3 HD) = AC 15, 3 wounds | Champion (4 HD) = AC 16, 4 wounds

Roll Benefit Description Income
1 Wasted Campaign Your military operations yielded nothing. No progress this month. .
2 Meager Plunder Modest results: 1d6x5 gp in loot or payment for service. .
3 Soldier's Pay Standard military work: 2d6x5 gp and contacts among soldiers. .
4 Tactical Knowledge Learn valuable military insights. Detailed notes on tactics and strategy. .
5 ASSET: Tier 1, Veteran Recruit 1 capable warrior (2 HD) joins your command. Loyal through respect. .
6 Successful Operation Mission accomplished: 2d6x10 gp in plunder, good morale. .
7 ASSET: Tier 1, Trained Squad 4 soldiers (2 HD each) trained and equipped. Loyal to you. .
8 War Spoils Profitable campaign: 2d6x20 gp in arms, armor, and ransoms. .
9 ASSET: Tier 2, Officer Cadre 4 capable officers (3 HD each) who can lead troops independently. .
10 ASSET: Tier 2, Elite Unit 8 elite soldiers (3 HD each). Battle-hardened specialists. .
11 ASSET: Tier 2, Military Contract Steady employment with a lord or kingdom providing regular pay for your services. +20
12 ASSET: Tier 2, Company Formed 12 soldiers (2 HD) under permanent command with officers and equipment. +15
13 ASSET: Tier 2, Fortification Held Control a keep or fort with 8 garrison soldiers (2 HD each) and surrounding territory. +30
14 ASSET: Tier 2, Battle Won Major victory. 350 gp in spoils. 8 veteran volunteers (2 HD each) join your forces. .
15 ASSET: Tier 3, Warband 18 soldiers (2 HD) and 8 elite soldiers (3 HD) under your command. +40
16 Champion Defeated Slew enemy commander. Their arms (worth 2d6x50 gp) and legendary reputation. .
17 ASSET: Tier 3, Military Advisor Appointed advisor to a lord. Command their forces during campaigns with authority over strategy. +60
18 ASSET: Tier 3, Army Command 100 soldiers under your command. +100
19 ASSET: Tier 3, Territory Conquered Captured a town or region with garrison troops and tax-generating populace. +150
20 ASSET: Tier 3, Elite Army 200 troops under your command. +200
21 ASSET: Tier 4, General's Command Multiple armies totaling 500 troops. Shape regional military strategy. +400
22 ASSET: Tier 4, Conquering Force 1,000 troops under your banner. Conquered a kingdom or united factions. +750
23 ASSET: Tier 4, Military Empire Command multiple armies and strategic fortresses. Dictate terms to kings. +1,500
24 ASSET: Tier 4, Continental Army 5,000 troops. Subjugate nations. Your word is military law. +3,000
25 ASSET: Tier 4, Invincible Legion 10,000 elite troops. Never defeated. Enemies surrender at your banners. +6,000
26 ASSET: Tier 5, Continental Army 15,000 troops under your command. +7,200
27 ASSET: Tier 5, Military Academy War academy training 500 officers per year. +8,600
28 ASSET: Tier 5, Fortress Network 40 fortresses under your control. +10,200
29 ASSET: Tier 5, Grand Army 38,000 troops under your command. +12,000
30 ASSET: Tier 5, Vassal Armies 12 vassal armies sworn to you. +14,000
31 ASSET: Tier 5, Officer Corps 1,200 trained officers in your service. +16,300
32 ASSET: Tier 5, Supreme Army 85,000 troops under your command. +18,800
33 ASSET: Tier 5, Siege Arsenal 200 siege engines under your control. +21,600
34 ASSET: Tier 5, Imperial Army 150,000 troops under your command. +24,700
35 War Incarnate Work with GM: command 250,000+ troops, conquer continents, establish military traditions studied for millennia, build fortress-cities. Varies

Underworld Adventure Table

For thieves, criminals, and organized crime.


Roll Benefit Description Income
1 Busted Your job went wrong. Lay low. No profit this month. .
2 Petty Take You pulled small-time jobs. Gain 1d6×5 gp in coin or fenced goods. .
3 Street Earnings You worked jobs around town. Gain 2d6×5 gp and a simple hideout. .
4 ASSET: Tier 1, Fence Found You found a reliable fence. Sell stolen goods at 75% value instead of 50%. .
5 Crew Job You worked with a crew. Gain 2d6×10 gp and 1d4 thugs (2 HD) available for one job. .
6 ASSET: Tier 1, Official Corrupted You bribed a guard, official, or merchant. They'll look the other way or provide inside info. .
7 ASSET: Tier 1, Safehouse Secured You established a hidden location with bed, lockbox, and escape route. Shelters 4 people. .
8 ASSET: Tier 1, Smuggling Route You moved contraband successfully. Gain 140 gp and a reusable smuggling route. +10
9 ASSET: Tier 2, Officials Bribed 2 guards or clerks on your payroll. They warn you, lose paperwork, or open doors. .
10 ASSET: Tier 2, Thugs Retained 8 thugs (2 HD each) on your payroll. Available for jobs, intimidation, or protection. +15
11 ASSET: Tier 2, Front Established You set up a legitimate business covering criminal income: shop, tavern, or warehouse. +20
12 ASSET: Tier 2, Guild Access You gained thieves' guild membership: better fences (90% value), forged papers, job leads. +25
13 ASSET: Tier 2, Smuggling Network You built routes with bribed officials across 4 borders. Move goods, people, or yourself undetected. +30
14 ASSET: Tier 2, Assassin Contracted A skilled killer (4 HD) on retainer. Expensive, but effective and discreet. .
15 ASSET: Tier 3, Racket Running You established a racket: protection, gambling, smuggling, or fencing operation. +40
16 ASSET: Tier 3, Officials Owned 8 officials on payroll: guards, magistrates, port authorities. Significant legal protection. +50
17 ASSET: Tier 3, Crew Assembled You command 12 criminals (2 HD): thieves, smugglers, enforcers. Your organization. +60
18 ASSET: Tier 3, Market Cornered You control the black market in a major city. Acquire almost anything illegal. +80
19 ASSET: Tier 3, Blackmail Compiled You hold leverage on 8 powerful individuals. Each worth major favors or 140 gp. .
20 ASSET: Tier 3, Treasury Hidden 700 gp cached across multiple hidden locations plus ongoing income from operations. +100
21 ASSET: Tier 4, Criminal Crew You command 18 criminals: thieves, enforcers, and smugglers. +150
22 ASSET: Tier 4, Shadow Treasury 1,400 gp cached in hidden locations. +200
23 ASSET: Tier 4, Criminal Army You command 35 criminals under your control. +300
24 ASSET: Tier 4, Hidden Wealth 3,500 gp in liquid assets. +500
25 ASSET: Tier 4, Criminal Network You command 70 operatives. +750
26 ASSET: Tier 5, Master Treasury 14,000 gp in liquid assets. +1,000
27 ASSET: Tier 5, Syndicate Operatives 100 operatives under your command. +1,200
28 ASSET: Tier 5, Blackmail Portfolio Leverage on 40 powerful individuals. +1,450
29 ASSET: Tier 5, Criminal Force 200 operatives under your command. +1,750
30 ASSET: Tier 5, Corrupt Officials 80 corrupted officials on your payroll. +2,100
31 ASSET: Tier 5, Political Assets Leverage over 12 government officials. +2,500
32 ASSET: Tier 5, Master Operatives 350 operatives under your command. +3,000
33 ASSET: Tier 5, Shadow Treasury 60,000 gp in hidden caches. +3,600
34 ASSET: Tier 5, Criminal Legion 500 operatives under your command. +4,300
35 Shadow Transcendence Work with GM: build a criminal empire that endures for ages, corrupt entire governments, or become the ultimate crime lord of history. Varies

Seafaring/Naval Adventure Table

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

Roll Benefit Description Income
1 Wasted Voyage Weather, bad luck, or empty seas. No progress this month. .
2 Sailor's Wages You worked at sea. Gain 1d6×5 gp and contacts among local sailors. .
3 Dock Work You labored at harbor. Gain 2d6×5 gp and a contact who knows ship movements. .
4 Crew Position You served on a trading vessel. Gain 2d6×10 gp and 3 sailors (2 HD) who'll crew for you. .
5 ASSET: Tier 1, Salvage Find You recovered a small boat (20 ft, 8 capacity) from wreckage. Seaworthy with minor repairs. .
6 ASSET: Tier 1, Prize Share You claimed a share of captured cargo. Gain 70 gp and a larger boat (30 ft, 1 mast). .
7 ASSET: Tier 1, Fishing Operation You established productive waters. Gain a fishing boat and regular catches. +15
8 ASSET: Tier 1, Secret Harbor You discovered a hidden cove. Secure anchorage for your vessels, unknown to authorities. .
9 ASSET: Tier 2, Ship's Officer You earned command position on a vessel. Gain 140 gp and 8 trained sailors (2 HD). .
10 ASSET: Tier 2, Trade Route You established a profitable shipping route between two ports. +25
11 ASSET: Tier 2, First Command You gained your own ship (40 ft, armed) with 12 loyal crew (2 HD each). +20
12 ASSET: Tier 2, Prize Vessel You captured or salvaged a larger ship (60 ft, armed). 15 crew (2 HD each) joined through shared fortune. .
13 ASSET: Tier 2, Port Connections You secured exclusive docking rights and trade contacts at a major port. +30
14 Treasure Cache You discovered a hidden cache worth 2d6×50 gp. The map is yours alone. .
15 ASSET: Tier 3, Harbor Facility You own warehouse and dock space at a major port. Store goods, repair ships. +40
16 ASSET: Tier 3, Small Fleet You command 3 ships (one warship, two traders). +60
17 ASSET: Tier 3, Port Control You control a minor port. Collect fees, manage traffic, fortified warehouse. +80
18 ASSET: Tier 3, Sea Legend You achieved major maritime fame. 20 veteran sailors (3 HD) seek to join you. .
19 ASSET: Tier 3, Warship Command You command a large warship (90 ft, heavily armed). +75
20 ASSET: Tier 3, Island Base You claimed an island with a fort. +120
21 ASSET: Tier 4, Battle Fleet You command 5 warships. +200
22 ASSET: Tier 4, Island Stronghold A fortified island base under your control. +250
23 ASSET: Tier 4, Merchant Fleet You control 8 merchant vessels. +400
24 ASSET: Tier 4, War Fleet You command 10 warships. +500
25 ASSET: Tier 4, Island Chain 5 islands under your rule. +750
26 ASSET: Tier 5, Naval Fleet You command 50 vessels. +1,500
27 ASSET: Tier 5, Island Bases 3 major island bases under your control. +1,800
28 ASSET: Tier 5, Island Nation An island nation of 15 ports under your rule. +2,200
29 ASSET: Tier 5, Grand Fleet You command 150 vessels. +2,700
30 ASSET: Tier 5, Maritime Crew 4,000 crew in your employ. +3,300
31 ASSET: Tier 5, Island Empire 30 islands under your rule. +4,000
32 ASSET: Tier 5, Supreme Fleet You command 350 vessels. +4,800
33 ASSET: Tier 5, Master Crew 10,000 crew in your employ. +5,800
34 ASSET: Tier 5, Imperial Fleet You command 750 vessels. +7,000
35 Ocean Apotheosis Work with GM: command 1,000+ ships, discover uncharted continents, or rule a maritime empire spanning multiple seas. Varies

Scholarship/Lore Adventure Table

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

Roll Benefit Description Income
1 Wasted Research Your research went nowhere. Sources unhelpful, theories disproven. No progress this month. .
2 Copyist Work You transcribed texts for pay. Gain 2d6×5 gp and a basic text worth 10 gp. .
3 Fragment Translated You translated a text fragment. Notes useful for future research. Gain 2d6×5 gp. .
4 Local History You uncovered interesting local history. Gain a basic text and 2d6×5 gp in consultation fees. .
5 ASSET: Tier 1, Archive Access You worked as copyist. Gain 70 gp and permanent access to a small archive. .
6 ASSET: Tier 1, Regional Expert Your regional history research succeeded. Gain a 50 gp text and 70 gp in fees. Ongoing consultation fees. +5
7 ASSET: Tier 1, Noble Patronage You traced a noble lineage. Gain 140 gp and a letter of introduction to their house. .
8 Map Discovered You found a partial map to a forgotten ruin. Worth 75 gp. Adventure hook. .
9 ASSET: Tier 2, Paper Published Your monograph appeared in a scholarly journal. Gain 140 gp and 1 scholarly contact. Ongoing citations. +10
10 ASSET: Tier 2, Collector Access You authenticated artifacts for a collector. Gain 140 gp and permanent access to their collection. .
11 ASSET: Tier 2, Academic Network You translated a baffling inscription. Gain 100 gp reward and 2 academic contacts. .
12 ASSET: Tier 2, Historical Proof You proved a legendary event was real. Gain 210 gp, teaching position offer, and regional fame. +15
13 ASSET: Tier 2, Rare Tome You obtained a rare text worth 210 gp. Gain 2 academic contacts who consult on related topics. .
14 ASSET: Tier 2, University Patronage Your field research yielded 280 gp in artifacts. University offers ongoing patronage. .
15 ASSET: Tier 3, Master's Endorsement A renowned scholar endorsed you. Access their library, gain 210 gp in tutoring fees. +20
16 ASSET: Tier 3, Dead Language You achieved fluency in a dead language. Gain a lexicon worth 100 gp and expert reputation. +30
17 ASSET: Tier 3, Private Library You established a personal library worth 525 gp. Scholars pay access fees, students seek tutoring. +40
18 ASSET: Tier 3, Tomb Excavated You excavated an intact tomb. Gain 525 gp in treasures. Your work becomes required reading. +25
19 ASSET: Tier 3, Atlas Completed You completed a comprehensive atlas worth 525 gp. Becomes a standard reference. +50
20 ASSET: Tier 3, Endowed Chair A patron endowed your research. Gain 525 gp plus 4 research assistants. +75
21 ASSET: Tier 4, Artifact Authenticated You identified a dismissed artifact as genuine. Gain 1,050 gp and international recognition. +60
22 ASSET: Tier 4, Academy Founded You established a research institute. Students pay tuition, patrons fund research. +100
23 ASSET: Tier 4, History Rewritten You disproved a major historical "fact." Gain 1,050 gp and permanent fame. +75
24 ASSET: Tier 4, Royal Cartographer Your definitive maps are worth 1,050 gp. Kingdoms pay premium for copies. +125
25 ASSET: Tier 4, Grand Library You oversee a library of immense value. Scholars pay access fees, kingdoms bid for your services. +175
26 ASSET: Tier 5, Universal History 3-volume definitive work published. +250
27 ASSET: Tier 5, Ancient City Excavation of an ancient city funded for 10 years. +400
28 ASSET: Tier 5, Grand Library Library with 6,000 texts. +600
29 ASSET: Tier 5, Scholar Assistants 60 scholars working under you. +1,000
30 ASSET: Tier 5, Rare Collection Library with 18,000 texts including rare documents. +2,000
31 ASSET: Tier 5, Scholar Network 150 scholars working under you. +4,000
32 ASSET: Tier 5, Divine Archives Library with 50,000 texts including divine archives. +8,000
33 ASSET: Tier 5, Master Library Library with 85,000 texts. +15,000
34 ASSET: Tier 5, Supreme Library Library with 150,000 texts. +30,000
35 Apotheosis of Knowledge 250,000+ texts, 1,000 scholars, libraries in every major city, your historical works define understanding for millennia. Varies

Beast Mastery Adventure Table

For taming, training, and breeding animals and monsters. Use repeatedly to build your menagerie.

All beasts acquired through this table come fully trained for their listed purpose (guard, mount, war, hunt, etc.). The month of downtime represents the full process of finding, taming, bonding with, and training the creature. Higher results represent rarer creatures that require more skill to acquire and train.

Beast Stats by HD: 1 HD = AC 12, 1 wound | 2 HD = AC 13, 2 wounds | 3 HD = AC 14, 3 wounds

Roll Benefit Description Income
1 Wasted Effort Your taming attempts failed. The beast escaped or the training didn't take. No progress this month. .
2 ASSET: Tier 1, Trained Animal 1 loyal beast (1 HD). Guards, follows commands, carries small loads. .
3 ASSET: Tier 1, Working Animal 1 beast (2 HD) trained for work: mount, guard, tracker, or hunter. .
4 ASSET: Tier 1, Pack 3 loyal beasts (1 HD each). Hunt together, guard camp, haul supplies. .
5 ASSET: Tier 1, Hunting Pack 3 beasts (2 HD each) trained to hunt. Advantage on tracking prey. .
6 ASSET: Tier 1, War Beast 1 combat-trained beast (3 HD). Attacks on command, holds ground, causes morale checks. .
7 ASSET: Tier 1, Breeding Pair 2 beasts (2 HD each) that produce offspring worth 100 gp each or keep. +10
8 ASSET: Tier 1, Flying Mount 1 flying beast (3 HD). Carries you and 100 lbs, scouts from the air. .
9 ASSET: Tier 2, Elite Pack 4 beasts (2 HD each) working as a coordinated unit. .
10 ASSET: Tier 2, Training Ground Establish beast-training facilities. Train animals for others. +20
11 ASSET: Tier 2, War Pack 3 combat beasts (3 HD each). A formidable fighting force. .
12 ASSET: Tier 2, Exotic Mount 1 unusual mount (4 HD) with a special ability: climbing, swimming, camouflage, or speed. .
13 ASSET: Tier 2, Menagerie Started 6 beasts of various types (mix of 1-3 HD). Display, sell, rent, or use as needed. +25
14 ASSET: Tier 2, Monster Tamed 1 dangerous creature (5 HD) with a supernatural ability: poison, gaze attack, breath weapon, or similar. .
15 ASSET: Tier 3, Breeding Operation 6 breeding beasts producing 525 gp worth of offspring per season or keep. +40
16 ASSET: Tier 3, Flying Cavalry 4 flying mounts (3 HD each). Aerial strike force or transport service. +30
17 ASSET: Tier 3, Apex Predator 1 terrifying beast (6 HD) with multiple attacks or a devastating special ability. .
18 ASSET: Tier 3, Beast Herd 12 beasts (2 HD each). Army scouts, caravan guards, or breeding stock. +50
19 ASSET: Tier 3, Legendary Beast 1 mythical creature (7 HD) with magical abilities. Intelligent enough to communicate. .
20 ASSET: Tier 3, Menagerie Complete 20 beasts of all types (1-5 HD). Scholars and nobles pay to view. Rent for expeditions. +100
21 ASSET: Tier 4, War Herd 8 war beasts (4 HD each). A military asset that turns battles. +75
22 ASSET: Tier 4, Ancient Beast 1 primordial creature (8 HD) from legend. Multiple devastating abilities. .
23 ASSET: Tier 4, Breeding Empire Facilities producing 15 beasts per season. +200
24 ASSET: Tier 4, Mythical Stable 6 legendary creatures (5+ HD each) including flyers and magical beasts. +150
25 ASSET: Tier 4, Beast Army 30 war beasts (3-4 HD each). Command creatures that can siege castles. +250
26 ASSET: Tier 5, War Pack 40 powerful war beasts (5 HD each) trained for battle. +400
27 ASSET: Tier 5, Dragon Flight 3 adult dragons (10 HD each) allied to your cause. +1,000
28 ASSET: Tier 5, Mythical Preserve 100-square-mile preserve breeding rare creatures. +2,000
29 ASSET: Tier 5, Beast Horde 150 trained beasts (3-7 HD) under your command. +5,000
30 ASSET: Tier 5, Planar Menagerie 25 creatures from other planes under your control. +10,000
31 ASSET: Tier 5, Dragon Alliance 8 dragons (10 HD each) sworn to your service. +20,000
32 ASSET: Tier 5, Preserve Network 30 preserves breeding diverse species. +40,000
33 ASSET: Tier 5, Hybrid Species 8 new hybrid species you successfully created. +75,000
34 ASSET: Tier 5, Beast Army 800 trained war beasts (3-6 HD) under your command. +125,000
35 Beast King Apotheosis Work with GM: bond with ancient primordial beasts, create legendary new species, or establish preserves that will endure for ages. Varies

Monster Hunting Adventure Table

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

Roll Benefit Description Income
1 Failed Hunt The trail went cold. Weather turned, creature fled, or the hunt proved too dangerous. Nothing gained. .
2 Minor Trophies You killed small game or pests. Pelts, teeth, and claws worth 1d6×5 gp. .
3 Bounty Claimed You eliminated a nuisance creature. Grateful locals pay 2d6×5 gp. .
4 Useful Harvest You harvested venom sacs, scales, or glands worth 2d6×10 gp to alchemists. .
5 Beast Lore You learned the habits and weaknesses of a creature type. Advantage on future hunts against them. .
6 ASSET: Tier 1, Hunter Contact You met an experienced hunter (3 HD) who shares information about local monster populations, their weaknesses, and known lairs. They'll join a hunt once per month. .
7 Dangerous Game You killed something that fights back. Trophy worth 2d6×10 gp and a story worth telling. .
8 Rare Materials You harvested organs with alchemical properties. Worth 2d6×20 gp or useful for crafting 2 Tier 1 alchemical items. .
9 Local Legend You killed something that terrorized the area for years. The village remembers your name. .
10 ASSET: Tier 2, Nest Cleared You found and cleared a breeding ground. Salvage worth 140 gp plus 4 monster eggs (worth 70 gp each or hatchable). .
11 Exotic Trophy You took an impressive head, hide, or horn. Worth 2d6×30 gp mounted, or impresses potential patrons. .
12 Creature Study You observed a rare beast without killing it. Knowledge valuable to scholars (2d6×20 gp) plus you learn its weaknesses. .
13 ASSET: Tier 2, Militia Trained You organized locals into monster hunters. They call on you when trouble returns. 8 militia (2 HD) available when needed. .
14 Magical Components You harvested parts with magical properties: heart, eye, or essence. Worth 2d6×50 gp or sufficient for 1 Tier 2 magic item. .
15 ASSET: Tier 3, Alpha Slain You killed the pack leader. The rest scattered. Region safer, bounty 280 gp plus alpha's hide (masterwork armor material). .
16 ASSET: Tier 3, Hunter's Reputation Word spreads. Other hunters seek guidance. Nobles request services. Steady bounty work. +20
17 ASSET: Tier 3, Warden's Territory You cleared a region completely. You're recognized as its protector. Villagers bring news and tribute. +30
18 ASSET: Tier 3, Masterwork Trophy You claimed something truly impressive: dragon scales, giant's bone, demon horn. Worth 350 gp or craftable into a Tier 2 magic item. .
19 ASSET: Tier 3, Hunter's Guild You founded or joined a fellowship. Share information, equipment, contracts, and a lodge. +50
20 ASSET: Tier 3, Legendary Kill You slew something from old stories. Bards sing it. Lords want to meet you. Your name means something. .
21 ASSET: Tier 4, Apex Hunter You killed the top predators. Other monsters avoid your marked territories. Rare components stockpiled (3 Tier 2 items worth). .
22 ASSET: Tier 4, Royal Huntmaster The crown retained your services. Title, stipend, authority to hunt anywhere, and access to royal armories. +100
23 ASSET: Tier 4, Monster Scholar Your creature knowledge is unmatched. Wizards, kings, and temples pay premium fees for expertise. Bestiary worth 700 gp. +75
24 ASSET: Tier 4, Dragonslayer You killed a true dragon. Everything else is easier. The title opens doors. Dragon hoard: 700 gp plus Tier 3 magic item. .
25 ASSET: Tier 4, Beast Bane Certain creature types flee at your scent. You're their apex predator. Stockpile of rare materials (5 Tier 2 items worth). .
26 ASSET: Tier 5, Trophy Museum A museum housing your trophy collection worth 1,400 gp. .
27 ASSET: Tier 5, Hunter's Lodge 12 hunters (3 HD) serving you. +200
28 ASSET: Tier 5, Rare Components Monster remains worth 2,100 gp. .
29 ASSET: Tier 5, Component Stockpile 50 legendary monster components stockpiled. .
30 ASSET: Tier 5, Planar Trophies 15 trophies from creatures on other planes. +500
31 ASSET: Tier 5, Grand Trophy Hall A grand hall housing 80 monster trophies. +1,000
32 ASSET: Tier 5, Master Hunters 30 master hunters (4 HD) serving you. +2,500
33 ASSET: Tier 5, Legendary Trophies 120 legendary creature trophies in your collection. +5,000
34 ASSET: Tier 5, Supreme Trophy Hall Trophy hall housing 200 trophies from legendary hunts. +10,000
35 The Great Hunt Work with GM: the last dragon, a divine beast, a creature whose death changes the world. Rewards beyond measure if you survive. Varies

Espionage/Spy Craft Adventure Table

For intelligence gathering, infiltration, and covert operations.

Roll Benefit Description Income
1 Blown Cover Your operation failed. Someone made you. Lay low. No progress this month. .
2 Reconnaissance You mapped a target: guard posts, schedules, entry points. One location fully scouted. .
3 ASSET: Tier 1, Dead Drop Established Set up a secure exchange point. Messages, money, or small items. yours indefinitely. .
4 ASSET: Tier 1, Forged Papers You created a cover identity with documents. Name, profession, travel permits. Passes casual inspection. .
5 Intelligence Sold You sold patrol routes, shipping schedules, or secrets. Gain 2d6×10 gp. .
6 ASSET: Tier 1, Informant Recruited You turned someone useful: servant, guard, or clerk. They report what they see and hear. +5
7 ASSET: Tier 1, Safehouse Secured You established a hidden location. Supplies, escape route, room for 4. No one knows. .
8 ASSET: Tier 1, Deep Cover Achieved You built a complete false identity: documents, backstory, vouching contacts. Usable until blown. .
9 ASSET: Tier 2, Cipher Created You developed a code system. 2 contacts share your cipher. Intercepted messages are unreadable. .
10 ASSET: Tier 2, Informant Network You recruited 3 informants in different positions. Daily intelligence on a district or organization. +10
11 ASSET: Tier 2, Agent Trained You trained an operative (3 HD). Weekly reports, capable of independent missions. +15
12 ASSET: Tier 2, Blackmail Acquired You obtained compromising documents on 1 notable person. Worth one major favor or 140 gp in hush money. .
13 ASSET: Tier 2, Safehouse Network You established 3 safehouses with supplies, escape routes, and cached funds (140 gp total). +20
14 ASSET: Tier 2, Asset Planted You placed a deep cover agent in a significant organization: palace, military, or guild. High-value access. +25
15 ASSET: Tier 3, Cell Operational You coordinated 5 agents (3 HD each). +40
16 ASSET: Tier 3, Agent Network 8 agents under your command. +60
17 ASSET: Tier 3, Courier Network You established couriers, dead drops, and ciphers spanning 100 miles. 24-hour message relay. +50
18 ASSET: Tier 3, Foreign Station 3 agents (3 HD) established in a foreign nation. +80
19 ASSET: Tier 3, Identity Arsenal 5 complete cover identities for different circles. .
20 ASSET: Tier 3, Agency Founded 12 agents under your command. +120
21 ASSET: Tier 4, Operational Funds 1,050 gp in liquid operational assets. +200
22 ASSET: Tier 4, Double Agent A rival operative you flipped to work for you. +250
23 ASSET: Tier 4, Shadow Agency 20 agents under your command. +300
24 ASSET: Tier 4, Intelligence Cache Blackmail on 8 powerful figures. +400
25 ASSET: Tier 4, Spymaster Network 30 agents under your command. +500
26 ASSET: Tier 5, Agent Network 50 agents under your control. +750
27 ASSET: Tier 5, Agent Corps 100 agents under your command. +1,500
28 ASSET: Tier 5, Blackmail Archive Leverage on 150 powerful individuals. +3,000
29 ASSET: Tier 5, Master Agents 200 agents under your command. +7,500
30 ASSET: Tier 5, Planar Informants 25 informants from other planes reporting to you. +15,000
31 ASSET: Tier 5, Intelligence Funds 500,000 gp in operational funds. +30,000
32 ASSET: Tier 5, Supreme Network 400 agents under your command. +60,000
33 ASSET: Tier 5, Celestial Informant A celestial being who reports secrets to you. +100,000
34 ASSET: Tier 5, Grand Intelligence 600 agents under your command. +175,000
35 Transcendent Intelligence Work with GM: perfect global network, assets beyond counting, know any secret, predict any betrayal, manipulate any nation. Varies

Mercenary Work Adventure Table

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

Roll Benefit Description Income
1 Wasted Month Your mercenary work went nowhere. No pay or advancement this month. .
2 Guard Duty Basic protection work. Gain 1d6x5 gp. .
3 Rough Work Intimidation or enforcement. Gain 2d6x5 gp and a reputation. .
4 Patrol Work Militia or caravan duty. Gain 2d6x10 gp and a sergeant contact. .
5 Retainer Position Month protecting a merchant. Gain 2d6x10 gp and contacts. .
6 Tournament Placing Top finish in armed contest. Gain 2d6x5 gp and regional fame. .
7 Noble Bodyguard Protecting an important person. Gain 2d6x5 gp and a favor owed. .
8 Caravan Captain Lead guards on expedition. Gain 2d6x20 gp and a potential retainer (2 HD). .
9 ASSET: Tier 2, Premium Client Satisfied employer. Premium rates. Gain 140 gp and returning patron. +10
10 Delve Contract Retrieve item from ruins. Gain 2d6x30 gp plus treasure. .
11 High-Risk Contract Dangerous work with high pay. Gain 2d6x40 gp. .
12 Monster Bounty Eliminate specific monster. Gain 2d6x50 gp plus lair treasure. Regional hero. .
13 ASSET: Tier 2, Small Company 8 soldiers (2 HD) join you. Form a mercenary unit. +20
14 ASSET: Tier 2, Company Contract Major contract for your unit. Gain 350 gp and company reputation. +25
15 ASSET: Tier 3, Rival's Troops 12 troops (2 HD each) absorbed from defeated rival. +30
16 ASSET: Tier 3, Siege Company 20 warriors trained for siege warfare. +40
17 ASSET: Tier 3, Royal Writ A writ of royal favor granting official authority. +50
18 ASSET: Tier 3, Mercenary Company 30 fighters under your command. +75
19 ASSET: Tier 3, Veteran Battalion 40 veteran soldiers (3 HD each) under your command. +100
20 ASSET: Tier 3, Mercenary Force 50 warriors under your command. +150
21 ASSET: Tier 4, Elite Warriors 15 elite warriors (3 HD each) under your banner. +200
22 ASSET: Tier 4, Mercenary Battalion 100 warriors under your command. +300
23 ASSET: Tier 4, Mercenary Regiment 200 warriors under your command. +500
24 ASSET: Tier 4, Elite Regiment 300 elite warriors under your command. +750
25 ASSET: Tier 4, Mercenary Army 500 warriors under your command. +1,200
26 ASSET: Tier 5, Grand Company 1,000 warriors under your command. +2,500
27 ASSET: Tier 5, Continental Army 3,000 warriors under your command. +5,000
28 ASSET: Tier 5, Great Army 5,000 warriors under your command. +10,000
29 ASSET: Tier 5, Mercenary Host 10,000 warriors under your command. +25,000
30 ASSET: Tier 5, Planar Warriors 50 warriors from other planes under your command. +50,000
31 ASSET: Tier 5, Supreme Army 15,000 warriors under your command. +100,000
32 ASSET: Tier 5, Legendary Host 25,000 warriors under your command. +175,000
33 ASSET: Tier 5, Imperial Army 40,000 warriors under your command. +300,000
34 ASSET: Tier 5, Grand Host 60,000 warriors under your command. +500,000
35 Sword of Destiny Achieve mercenary apotheosis. Work with GM: 20,000+ warriors, multiple fortresses, ruling council seats. Wars end when you speak. Varies

Medicine/Healing Adventure Table

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

Treatment Capability: Injury and disease tables list treatment requirements like "Medicine 6+" or "Medicine 14+". You can only treat conditions at or below your highest unlocked Medicine threshold. Results below unlock new thresholds.

Roll Benefit Description Income
1 Wasted Month Your healing practice yielded nothing. No advancement this month. .
2 Few Patients Simple treatments. Gain 1d6x5 gp in fees. .
3 Basic Practice Minor wounds and ailments. Gain 2d6x5 gp from patients. Unlock Medicine 3. .
4 Treat a Patient Cure one injury or disease you're qualified to treat. The patient pays 2d6x5 gp. .
5 Herb Supply Gather 2d6 healing herb doses (each restores 1 Vigor, or removes 1 wound if a full dose is used during a Recovery). Unlock Medicine 5. .
6 ASSET: Tier 1, Steady Practice Regular patients. Good local reputation. Unlock Medicine 6. +5
7 Successful Surgery Complex procedure succeeds. 2d6x10 gp, quality tools. Unlock Medicine 7. .
8 Poison Treated Cure poisoning. 2d6x10 gp and learn antidote formula. Unlock Medicine 8. .
9 Medical Study Gain valuable medical journal worth 50 gp. .
10 ASSET: Tier 2, Outbreak Contained Help contain disease. Official physician recognition. Unlock Medicine 10. +10
11 ASSET: Tier 2, Growing Fame Difficult surgeries succeed. Gain a masterwork surgical kit and 4 regular patients who pay 50 gp total per month. +15
12 ASSET: Tier 2, Plague Response Organize quarantine. Save lives. Supply requisition authority. Unlock Medicine 12. +20
13 ASSET: Tier 2, Cure Discovery Discover cure for a specific disease. You own the formula (worth 300 gp) and charge 30 gp per treatment. +25
14 ASSET: Tier 2, Field Hospital A mobile field hospital with surgical equipment. Unlock Medicine 14. +30
15 ASSET: Tier 3, Medical Breakthrough New technique. Treatise worth 350 gp. +35
16 ASSET: Tier 3, Noble Patron A noble patron who funds your practice with 200 gp annually. Unlock Medicine 16. +50
17 ASSET: Tier 3, Medical Assistants 4 medical assistants working under you. +75
18 ASSET: Tier 3, Wealthy Patients 8 wealthy patients who pay premium rates. Unlock Medicine 18. +60
19 ASSET: Tier 3, Hospital Founded A 10-bed hospital facility. +100
20 ASSET: Tier 3, Elite Clientele 12 noble and royal clients who pay 100 gp per consultation. Unlock Medicine 20. +150
21 ASSET: Tier 4, Wealthy Patrons 8 wealthy patrons who retain your services at 500 gp annually each. +200
22 ASSET: Tier 4, Civic Hospital A hospital funded by civic authorities with 1,000 gp endowment. +300
23 ASSET: Tier 4, Medical School A teaching hospital with 20 students. +500
24 ASSET: Tier 4, Medical Students 8 students per year who pay to learn from you. +750
25 ASSET: Tier 4, Royal Appointment Position as physician to royalty with stipend. +1,000
26 ASSET: Tier 5, Hospital Network 6 hospitals under your direction. +2,000
27 ASSET: Tier 5, Medical Staff 30 trained physicians working under you. +3,000
28 ASSET: Tier 5, Grand Hospital A 100-bed hospital facility. +5,000
29 ASSET: Tier 5, Medical Academy Medical academy with 80 students. +10,000
30 ASSET: Tier 5, Master Healers 60 master healers working under you. +20,000
31 ASSET: Tier 5, Hospital Empire 20 hospitals under your direction. +40,000
32 ASSET: Tier 5, Research Institute Medical research institute with 150 researchers. +75,000
33 ASSET: Tier 5, Continental Hospitals 40 hospitals across multiple nations. +125,000
34 ASSET: Tier 5, Supreme Academy Medical academy with 300 students and faculty. +200,000
35 Master of Life and Death Achieve medical apotheosis. Work with GM: cure any disease, heal any injury, revive the dead. Your institution shapes medicine forever. Varies

Engineering/Construction Adventure Table

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

Roll Benefit Description Income
1 Wasted Effort Your construction failed. Materials spoiled, designs flawed, weather destroyed progress. No results this month. .
2 Salvaged Materials Partial success: 1d6×5 gp in reusable materials from failed construction. .
3 ASSET: Basic Construction Simple structure completed: a shed, basic bridge, or reinforced wall section. .
4 Plan Design Write specialized engineering plans worth 1d6x10 gp. .
5 ASSET: Defensive Works Complete basic fortifications: palisade, ditch, or earthwork. Provides minor defensive benefit. .
6 ASSET: Siege Tool Construct a simple siege weapon: ladders, ram, or mantlet. Functional but basic. .
7 Structural Repair Repair damaged fortification or structure to full function. Worth 2d6×10 gp in labor. .
8 ASSET: Tier 1, Bridge Built Construct a sturdy bridge (up to 30 ft span). Permanent structure, tolls possible. +10
9 Siege Engine Build a functional siege engine: catapult, ballista, or siege tower. .
10 ASSET: Tier 1, Fortified Position Complete a defensive position: watchtower, gatehouse, or fortified camp. +15
11 ASSET: Tier 2, Engineering Crew Recruit 4 skilled laborers (2 HD each) who work under your direction. .
12 Advanced Siege Engine Build a superior siege weapon: trebuchet, covered ram, or mobile tower. .
13 ASSET: Tier 2, Stone Fortification Complete stone walls, tower, or keep section. Permanent defensive structure. +20
14 ASSET: Tier 2, Engineering Workshop Permanent engineering workshop with tools, materials, and workspace. +25
15 ASSET: Tier 2, Siege Train 3 siege engines under your control. .
16 ASSET: Tier 3, Castle Section Complete a major castle component: great tower, curtain wall, or gatehouse. +30
17 ASSET: Tier 3, Engineering Guild 8 skilled builders (2 HD each) working under you. +40
18 ASSET: Tier 3, Fortress A complete fortress you constructed. +60
19 ASSET: Tier 3, Grand Bridge A major bridge (100+ ft span) you constructed. +75
20 ASSET: Tier 3, Siege Arsenal 8 siege engines under your command. +100
21 ASSET: Tier 4, Castle A full castle you constructed. +150
22 ASSET: Tier 4, Engineering Academy Engineering academy with 8 students. +200
23 ASSET: Tier 4, Grand Fortress A fortress with concentric walls you constructed. +300
24 ASSET: Tier 4, Monument A landmark structure you built (lighthouse, colosseum, or cathedral). +500
25 ASSET: Tier 4, Master Fortress An impregnable fortress you constructed. +750
26 ASSET: Tier 5, Engineering Workshops 6 workshops in different cities. +1,000
27 ASSET: Tier 5, Master Engineers 21 master engineers (4 HD each) working under you. +1,500
28 ASSET: Tier 5, World Wonder A great wonder you constructed (wall section, dam, or floating fortress). +2,500
29 ASSET: Tier 5, Fortress Network 12 fortresses you constructed. +5,000
30 ASSET: Tier 5, Planar Fortress A fortress on another plane you constructed. +10,000
31 ASSET: Tier 5, Grand Monuments 25 major monuments you constructed. +20,000
32 ASSET: Tier 5, Divine Temple A temple commissioned by a deity. +40,000
33 ASSET: Tier 5, Engineering Staff 150 engineers working under you. +75,000
34 ASSET: Tier 5, Continental Fortresses 40 fortresses across multiple nations you constructed. +150,000
35 Engineering Transcendence Work with GM: build the impossible. A sky fortress, undersea citadel, or structure that defies physics. Your works reshape civilizations. Varies

END OF ADVENTURE TABLES