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1

Introduction

Colophon Author J. Evans Payne

Character Art Ethan Slayton

Scene Art Jack Kaiser

dwindling free time in which to pursue such things, and increasing responsibilities in other realms.

Special Thanks: Kickstarter Backers Thank you for believing in me, when all I had to prove myself was an idea, a blurb, a handful of maps, and a dream. The product you hold in your hands—or store on your hard drive—is a direct result of your faith, and support. I can’t thank you enough.

Iconography

Hardened Completionists

J. Payne

• Richard Loh

Design & Concept

• Jeremy Siemon

Jason Payne

Developer Jason E. Payne

• Paul S. • Richard “Eskimo” Jones • J Levine • Please do not add my name to the credits

Producer

• Jeremy Suiter, a.k.a. Barek Firebeard

Jason Evans Payne

• Jeff “Sage” Trisoliere

Editor

• Martin St-Laurent

J. E. Payne

Layout and Graphic Design Jason E. P.

• Benjamin Bernard • Oliver Volland • Dr. Donald A. Turner • Nicholas Harvey

Cover Art and Logos

• Thalji

Enyap Nosaj

• Amadan

Cartography

• Bulldozers

J. Evans Payne

Typesetting J. Snave Enyap

• Redfuji6 • Jamie Van Lengen • Roger Haxton • H. Howell

Proofreading

• Cally Harper

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• Steve “Sammeal” Reinhart

Indexing

• Charles Marshall

Microsoft Word

Thanks To my friends from middle school, who embraced this silly nerdy hobby as a welcome escape from the pressures everyone endures in that environment. To my friends from high school, who rekindled my love of the game that was now used as the basis of philosophical discussions and dreaming about the future. To my friends from college, who stuck with all manner of nerdy obsessions of mine through the years, despite

2

• Rhel ná DecVandé • Stormraider

Hardened Historians • Kary “Realm Master K” Williams • Luca Basset • Stephen P.D, Kelley • Stefan Friedl • Tobias Widlund • Justin Whitman

Introduction

• ZoZoBop

• Sam Rosenthal

• Richard Isaak

• Kevin J O’Brien

• Paul Lukianchuk

• Nathan Blaylock

• Charles “Lukkychukky” Ulveling

• Stefan “Melwyn” Kruse

• Fettzer

• J. Michael Lanaghan

• Earl B. Bingham

• Jon R. Terry

• Archania’s Workshop, LLC

• Boberto

• J. David Porter

• Brien “CriticalFailure” Borchardt

• Kandy Dolan

• Cory Aughenbaugh

• Eggyz

• MICHAEL J BENENSKY

• V. Pesola

Citizens Mayor

• Bernie “Murkatos” McCormick

Universal Historians

• Oliver von Spreckelsen • Crispin Moakler • Jonathan Smith

• G. “Fluido” Fasano

• Marc Margelli

• Danny Wilson

• Paul Fowler

• Imban

• Doug Berigan

• Gregory McWhirter

• Jordi Rabionet Hernandez

• David Stephenson

• Simon Hunt

• Delnurfin Feadiel

• philippe Roby

Hardened Historians • Andrew Lotton

• Ryan Lynn

• A Wong

• Joe Medica

• J W Carroll

• Loren Siebold

• Scott Crandall

• Ed Kowalczewski

• Anon

• Anthony Allan

• Martin Blake

Historians • Bartholomew Jackson • Andrew Weill • Robert McNeal • Étienne De Sloover • ANton H. • AinvarG • Ben Fowler • Sam Hillaire • MarsSenex • Aaron J. Schrader • Michael Schwan • Chris Sulat

• David vun Kannon • Joshua F. Knowles

• Robert Wiesehuegel

• Lester Ward

• Uwe Nagel

• Bill Weir • Christian Klein • Ender • Kothoga • Adam Jacobsen • Terry Adams • J.Goodwins • Kohuda • Andreas Monitzer • Jasper Akhkharu • Ashran Firebrand

Passersby • J. Philip Ezrickson • Elton Robb

3

Introduction

Infinium Game Studio is: CEO

VP Marketing & Sales

J. Evans Payne

J. Evans Payne

Creative Director

CFO

J. Evans Payne

J. Evans Payne

Lead Editor

Artistic Director

J. Evans Payne

J. Evans Payne

Legal Stuff Dark Obelisk 2: The Mondarian Elective: Premium Atlas © 2017 J. Evans Payne. Reproduction without the written permission of the author is expressly forbidden. Dark Obelisk, Berinncorte, and Aquilae are trademarks of Infinium Game Studio, All rights reserved. All characters, names, places, items, art and text herein are copyrighted by J. Evans Payne. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Compatibility with the Pathfinder Roleplaying Game requires

the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo. com/pathfinderRPG/compatibility for more information on the compatibility license.

Dedication This book is hereby dedicated to the middle-school gang who was my first exposure to pen-and-paper roleplaying games: may dragons ever be terrified of the completely-rules-broken d20 eggshell grenades.

Foreward The concept of the FlexTale goes back many decades, all the way back to my early days of being a Dungeon Master in middle school. Back then, we were encouraged by the rich slew of video games that seized upon the roleplaying concept, and enjoyed them for what they all were: singleuse, run-through-and-remember-fondly distractions.

This first iteration, version 1.0, is but a small taste of the concept I have envisioned: it’s a proof of concept that shows that even with a few dozen tables that, let’s be honest, have largely been done before in other venues... even with those, there’s a great deal of versatility and utility for even the most casual GM.

Video games, while well-conceived, entertaining, and playable solo, lacked the imagination, the anything-goes spark of in-the-moment creativity and endless storytelling that pen-and-paper, face-to-face games had.

It’s also worth noting that although “generator tables” are hardly a new concept, FTEG Version 1.0 marks the first example that I’m aware of that integrates the concept of random content tightly into an adventure.

Despite massive advances in technology, the advent of the massively multiplayer online game, and other changes, however, little about that disparity has truly altered. Video games are still a set of mostly static stories, and those rare attempts to be “dynamic” usually result in a ho-hum experience.

Dark Obelisk 2: The Mondarian Elective is a massive, 840-page mega-dungeon that is powered nearly entirely by the FTEG: every trap, every treasure chest, and practically every monster is driven by the dynamic content generator FlexTables you’ll find herein.

So, FlexTale: an attempt to formalize and codify as much about what makes a pen-and-paper RPG fun, different, dynamic, and engaging. The core theory here is simple: if you can create one interesting experience, you should be able to define the elements it has that make it interesting, and then make those elements dynamic. The result should be an ability to produce more interesting experiences, maybe in the same vein as the original, but different enough that it seems a unique output.

4

Whether this is an interesting experiment, or the first draft of an engine that drives a new phenomenon in penand-paper roleplaying, we will have to see. But even in its current form, I hope you’ll agree, it’s pretty darned nifty. J. Evans Payne Malvern, Pennsylvania February 2018

Colophon Infinium Game Studio is: Legal Stuff Dedication Foreward Table of Contents About Infinium Game Studio

2 4 4 4 4 5 6

Values and Key Differences

6

FlexTables Contexts

7 7

FlexTale What is FlexTale?

Introduction What Is This Book? Notes & Conventions

Player Descriptive Text GM-Only Notes Designer’s Soapbox Quests Obstacles Skill Checks Skill Challenges Rewards Traps Items

Variable Challenge

Experience Points and Reward Nuggets “Quadded” Stat Blocks Quadded Challenge Blocks

FlexContent

What Is FlexContent? Overview

7 7

9 9 9

9 9 9 9 9 9 10 10 10 10 10

11 12 13

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15

Typical Contexts Header Tables & Table Links

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Contexts Sizes

16 16

Rations & Prepared Food

Contexts Sizes

Writing Supplies

Contexts Sizes

Books

Contexts

Clothing

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20

20 21

22

23

Contexts Sizes

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Contexts Sizes Dark Obelisk 2: New Items

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Contexts Sizes

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Contexts Sizes

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Contexts Sizes

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General Supplies

Coin Treasure

31 31

Gems: Jewels

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30

30

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34

Contexts Sizes

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Contexts Sizes

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Contexts Sizes

46 46

Contexts GM’s Lock Option

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Contexts GM’s Lock Option

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Contexts GM’s Lock Option

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Contexts GM’s Lock Option

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Contexts

60

Contexts Sizes

63 63

Weapons

Armor

Locks, Chest

Locks, Furniture

Locks, Door

Potions, Moderate

Random Encounters

Random Encounter Tables Overview

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67 67

Sanity Check: GM Override

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Contexts

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Contexts

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Contexts

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Contexts

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Contexts

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Contexts

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Contexts

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Contexts

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Contexts

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Contexts

89

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Alcohol

Contexts Sizes

Gems: High Quality

Wandering Monsters, Surface, Light

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Contexts Sizes

Glasses, Metals, and Woods

30 30

18 18

21 21

Textiles

Contexts Sizes

Gems: Medium Quality

Placing Monster Encounters Wandering Monsters, Surface, Trivial

Contexts Sizes

Fishing Supplies

30 30

Traps

15

Simple Foodstuffs

Contexts Sizes

Gems: Semi-Precious

15 15

Zero Results

Parameters

30 30

Container, Barrel or Crate

15

30

Contexts Sizes

15 15

Sanity Check: GM Override

Quick Start: How to Use Quadded Results

Gems: Low-Quality

Wandering Monsters, Surface, Average Wandering Monsters, Surface, Advanced Wandering Monsters, Surface, Elite Wandering Monsters, Mines, Trivial Wandering Monsters, Mines, Light Wandering Monsters, Mines, Average Wandering Monsters, Mines, Advanced Wandering Monsters, Mines, Elite Open Gaming License (OGL)

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5

Introduction

Table of Contents

Introduction

About Infinium Game Studio Founded in 2015, Infinium Game Studio (IGS) came about as the result of a simple mission: Make shared storytelling games easier and more fun for both players and referees alike. Our vision is that Infinium Game Studio empowers referees, players, and the industry entire with innovative gaming tools; high-quality, deeply-designed products; and creative takes on established paradigms.

Values and Key Differences Plays Well With Everyone IGS products are engineered to be usable by both novice and veteran gaming groups. As a result, they must contain everything a novice GM might need to react quickly to his/ her play group.

Comprehensive and Immersive Each IGS product should “feel real” and come with everything the referee might require to make the setting, context, environment, or other content come alive.

Everything You Need The ideal adventure should contain practically everything you need to run the game, except the core rulebook. Even the most skilled GM wastes time looking things up in multiple books. It’s so exceedingly rare that an adventure contain all of the crunch and fluff necessary to run it.

Maps: Where Are We, Again? A picture is worth a thousand words... and also, a thousand seconds of prep time. Visually appealing, easy-to-use, and extensive Maps are an essential part of any sharedstorytelling experience.

Pervasive Maps Don’t put a building on a map if I can’t go inside it.

Prepared for Anything In a gaming session, a good referee must be prepared for the PCs to explore any aspect of the content. All too often, an otherwise outstanding adventure will fail to provide for a major percentage of its content. If there are twenty buildings in a town, but maps for only two of them--well, it’s fairly apparent where the Big Bad is going to be holed up! Not every map will be riddled with secret passages, custom random encounters, and combat, but there should be something of interest in every building. Otherwise, it shouldn’t be there!

Thoroughness: But What If...? It’s possible to have a 16-page adventure that’s wonderful and exciting. It’s also possible to have a 255-page sourcebook be boring and repetitive. Striking the right balance between over-padding and under-describing is challenging, but an important part of what we do at IGS.

Flexible Each product should be usable on its own, completely out of context; as a start to a completely new campaign; as part of the “intended” Adventure Path or associated suite of IGS products; or to insert into an existing ongoing campaign.

Reusable No IGS product is “one and done” by design. FlexTale and Comprehensive Design enable this flexibility and reusability.

Production Quality Our goal is to produce world-class products with high production values.

6

Introduction

FlexTale What is FlexTale? FlexTale™ is an attempt to make roleplaying game adventure content dynamic and interesting. A module created using FlexTale is different each time it is run. Treasure, monsters, plot activities, NPC backstories and character arcs, and various actions and plot elements can all occur differently. Differences can occur using the roll of dice, or the GM can simply choose the content that s/he prefers or feels would be most engaging to the play group.

The FlexTable Difference A FlexTable is used to do the same thing a normal RPG lookup table does. What makes FlexTables different is that they have multiple columns to represent dice rolls. Each of the columns represents a different situation or set of conditions under which that column is used to reference the result. This seemingly simple change is used to make all of the following possible: • Differences in probabilities for the individual outcomes.

There are two ways that FlexTale can help make an adventure dynamic: Dynamic Content and Dynamic Plots.

• “Scalable” monsters and rewards that more appropriately match the level and power of the PCs.

Dynamic Content

• Proportional rewards, measured against the strength of a relationship or other conditions.

“Dynamic content” is a FlexTable term that refers to anything in an adventure that can be modified. Whether one NPC is in love with another, or who murdered the vagrant in the alley behind the town pub—FlexTale dynamic content makes it possible to have several explanations or paths through a story. Dynamic Content is made possible by something called a FlexTable™.

FlexTables Most roleplaying game resources have tables—lots and lots of tables, in many cases! Typically, these tables are twocolumn, or perhaps three-column: you have one column that lists the dice roll result, and you reference that row as the outcome of the randomization. This is all well and good, but it limits the scenario to that one set of probabilities and outcomes, without accounting for things that happen in the game that you might want to impact those outcomes.

A Traditional RPG Lookup Table “: Traditional Lookup Table” is a typical “what’s in the treasure chest” table that requires rolling a d100. You roll a d100, and then you look up which row your roll falls into, and then you get your single result. Interesting, to be sure, and it definitely provides for some variability… but the extent of that variability is constant.

Table 1: Traditional Lookup Table D%

Result

Description

01-30 Nothing

The treasure chest is empty.

31-40 Minor Reward

1d20 gp and a silver locket worth 5 pp.

41-80 Average Reward

3d12 gp, a gold-hilted dagger worth 10 pp, and two potions of cure light wounds.

81100

Major Reward

2d20 pp, a potion of cure moderate wounds, and a scroll of fireball (CL 12).

• Circumstantial content, restricted to certain conditions or prerequisites. “: Sample Treasure Chest Contents” is the same table we saw earlier, modified to be a FlexTable.

Contexts In the above example, there are now four columns used to indicate the range of the dice roll result. These columns are referred to as Contexts. Before you roll on a FlexTable like this one, you will have to figure out which Context you should refer to. In the above table, the leftmost column is Context “A” (D%A), the next one is “B”, and so on. Each Context also indicates the dice to be rolled—in this example, you roll the same dice (d%) in each Context, but in some FlexTables, different dice may be used. This straightforward example demonstrates the following differences in converting a standard table into a FlexTable: Different Probabilities: Context C is the most favorable, since it provides a much bigger range of rolls under which you would receive the “Major Reward”. Context B is the next best, since it, too, expands the range that Context A has. Circumstantial Results: In Context D, not only are the favorable outcomes less likely, but there is a fifth result row that is only possible under this Context: “Cursed Reward”. Determining Context: When you are called upon to roll on this FlexTable, the adventure will use some description to make it clear which Context to use. In the above example, perhaps the Context is determined by how favorable the party’s relationship is with a local wizard… but if the party has fought or slain that wizard, then Context D is used to represent the soured atmosphere. Typically, just prior to a FlexTable, adventure content will summarize which Context should be used. The GM is encouraged to use his/her common sense and judgement in overriding this guidance as she/he sees fit based on the party and how the game is going. For example, a GM could choose to reference a specific Context even though the prerequisites aren’t met. She could also choose to simply ignore the table

7

Introduction

FlexTable 1: Sample Treasure Chest Contents D%A

D%B

D%C

D%D

Result

01-30

01-20

01-10

01-30

Nothing

The treasure chest is empty.

31-40

21-50

21-30

31-40

Minor Reward

1d20 gp and a silver locket worth 5 pp.

41-80

51-60

31-50

41-45

Average Reward

3d12 gp, a gold-hilted dagger worth 10 pp, and two potions of cure light wounds.

81-100

61-100

51-100

46-50

Major Reward

2d20 pp, a potion of cure moderate wounds, and a scroll of fireball (CL 12).

n/a

n/a

n/a

51-100

Cursed Reward

6d6 cp, a rusted dagger (useless in combat), and whomever opens it is struck with a bestow curse spell (CL 8).

entirely, and force a specific result without even rolling. Experienced GMs should use this power wisely to improve gameplay if necessary; unless you have a specific reason for overruling the recommended use of a FlexTable, you should try to use it as it was intended to be used. Here’s an example for the above table, assuming the example of the contents of the treasure chest scaling to the nature of the relationship the party has with the local wizard: •

8

Description

Use Context A: If the party’s relationship to the wizard is Unfriendly or Indifferent.



Use Context B: If the party’s relationship to the wizard is Friendly.



Use Context C: If the party’s relationship to the wizard is Helpful.



Use Context D: If the party’s relationship to the wizard is Hostile, or if the party has ever attacked the wizard (or slain her).

This is an impressive-sounding title, but the goal is quite simple to describe: Let the story be different.

Introduction

Introduction What Is This Book? Simply put, this is a book that makes managing and running any roleplaying game easier. This book is intended to be any or all of the following. These are listed in no particular order. • A companion to the enormous Dark Obelisk 2: The Mondarian Elective adventure.

• A sourcebook of random, dynamically-generated content, to fuel any adventure, in any setting, in practically any pen-and-paper fantasy roleplaying game. In short, how you use this book is really dependent upon you and your needs as a GM.

Notes & Conventions As is typical in a roleplaying game adventure or module, some text herein is meant to be read or shown to players verbatim… but the majority of the content is meant to be for the Game Master’s (GM) eyes only. Below please find some visual conventions that make this differentiation clear.

presentation and key elements, as shown by the green block below.

Player Descriptive Text

Summary: Kill rats in a fantasy tavern. Fun and creative.

These sections are meant to be read aloud to players asis. You are of course free to introduce your own changes as you see fit as a Game Master. Player Descriptive Text blocks are meant to serve as informative tidbits that have been preconstructed to reflect the exact nature of the situation being encountered by the party.

GM-Only Notes Granted, nearly everything not highlighted in Player Descriptive Text is not meant to be read aloud to the players. However, some content is much more “sensitive” than others. GM-Only Notes such as this typically give away plot points, major background, or other information that the players may not normally have access to—either right now, or in some cases, ever. Make sure to conceal these sections from players unless there is a specific reason to tell them!

Designer’s Soapbox In some cases, the game designer will want to express a specific opinion about some aspect of the adventure. Typically, this takes the form of a discussion on interpreting rules, or a recommendation as to how best to play or run a particular piece of the adventure. In all cases, veteran GMs should feel comfortable ignoring these “soapbox” diatribes… but veteran and new GMs alike may find something of interest in the coalesced experience of three decades of roleplaying experience!

Quests A quest can be large, tiny, or in between. Some can be very quickly accomplished; others span days, weeks, or even years, across multiple cities and even planes of existence! In this book, all quests, big or small, have a similar

Quest: Rats in the Cellar (example)

Rewards: Rat corpses. Plus 10 gp from the bartender. Locations: Bar. Key NPCs: Bartender. Kickoff: When any PC speaks with the bartender. Description: The bartender asks the party to slay have invested his basement.

2d6 Giant Rats that

In so doing, they will benefit from his goodwill, and a reward of 10 gp.

Obstacles Doors, locks, and other obstacles that don’t necessarily incorporate a trap. You’ll find these prefaced by little brown symbols like this one:

Locked Secret Door (example) 5” thick; Hardness 5; hp 30; Perception DC 16; Break DC 15; Disable Device DC 18 5” thick; Hardness 5; hp 30; Perception DC 18; Break DC 17; Disable Device DC 20 5” thick; Hardness 5; hp 30; Perception DC 20; Break DC 19; Disable Device DC 22 5” thick; Hardness 5; hp 30; Perception DC 22; Break DC 21; Disable Device DC 24

Skill Checks Whether it’s a single, simple check, or a series of checks in escalating difficulty, skill checks may be an opportunity to either avoid disaster or discover what might otherwise remain hidden and ignored. Such chances are indicated via yellow symbols as follows:

9

Introduction

Some PCs may have insight into the Blacksmith’s wealth; DC 12 Knowledge (Profession) check. make a

chip, or an epitaph, traps of all manner are shown in a purple box like this one.

Skill Challenges

Note that the statistics for the impact of most traps scale to the four difficulty bands; select the one that is appropriate for the PCs in your game.

Skill checks are typically a single roll, often made in secret by the GM. A skill challenge is usually a bit more involved than a simple check—or there’s simply more at stake. Either way, a challenge is a more formal, and explicit, exercise, intentionally engaged in by the players. You’ll find a skill challenge in a yellow box such as this:

Falling Timbers (example) First Check: DC 18 Perception (16 if aflame) to notice the falling building; success cancels subsequent checks. Second Check: DC 15 Acrobatics to avoid the debris; failure 2d6 points of crushing damage plus a possible inflicts 1d8 points of fire damage; success cancels subsequent checks. Third Check: DC 12 Strength to dislodge one’s self from the 1d4 points of crushing damage debris; failure inflicts 1d8 points of fire damage; success quits plus a possible the challenge.

Rewards Treasure, swords, gems, keys, filthy lucre—this is the stuff your players are really gunning for, right? Well, that, plus a good time with friends. And maybe, if you’re lucky, a good, engaging session of shared storytelling that you’ll all remember for a long time.

Acid Arrow Chest Trap Type Magic; Trigger Touch; Reset none Perception DC 18; Disable Device DC 20 Effect spell effect (acid arrow; Atk +1 ranged touch (1d4 acid damage for 2 rounds) Perception DC 20; Disable Device DC 22 Effect spell effect (acid arrow; Atk +3 ranged touch (2d4 acid damage for 2 rounds) Perception DC 22; Disable Device DC 24 Effect spell effect (acid arrow; Atk +5 ranged touch (2d4 acid damage for 3 rounds) Perception DC 24; Disable Device DC 22 Effect spell effect (acid arrow; Atk +7 ranged touch (2d4 acid damage for 4 rounds)

Items Be they simple items, magical items, rods, staves, potions, books, or something wondrous, items share a common block of information like the following… note that this format is used for all manner of non-weapon, non-armor equipment and usable items, both magical and mundane:

Adventurer’s Chronicle (example)

At any rate, rewards are shown with blue boxes like this one. Some containers have common treasure, which applies equally to all difficulty bands; these are shown with the . badges for all four bands like this:

Value 50 gp; Weight 1 lb.; Materials paper; Nature nonmagical; Aura none; Slot usable; CL n/a

Other treasure is “scaled”; that is, the PCs receive different treasure depending on what difficulty band they are playing at. Select the band that’s appropriate for the level of the PCs; that is the treasure they receive. They do not receive all of the treasure listed across all four bands!

This book is chock full of useful information. When used as a 1d4 full rounds reference (an action that typically takes of searching the text), an adventurer’s chronicle grants a +2 competency bonus on a specific Knowledge check for which the book is designed.

Secret Closet Chest Brushgather geneology book (a small book; value 6 gp) 19 gp; opal pendant on gold chain (value 31 gp) 8 pp; 42 gp; opal pendant on gold chain (value 72 gp) 19 pp; 37 gp; opal pendant on gold chain (value 180 gp) 52 pp; 84 gp; opal pendant on gold chain (value 428 gp)

Traps Hey, blame the rogue—who in all likelihood is suffering the brunt of the trap s/he either failed to detect, and/or to disarm. Whether it becomes a bragging right, a bargaining

10

Construction Requirements means to assemble a physical book; the author must have at least 10 ranks in the skill for which you are designing the book; Cost 30 gp

Variable Challenge Dark Obelisk 2: The Mondarian Elective was designed initially as an adventure for four to six PCs of between 4th and 6th level. However, one of the things that has frustrated many GMs is that adventures are almost universally designed in this manner: for a specific level of challenge, or at most, a very narrow range of PC levels (e.g., “4th to 6th level”). There are many advantages to this approach, not least of which being the guarantee that all challenges (monsters, traps, and NPCs) are calibrated very specifically to that narrow zone of difficulty. The drawback, of course, is the narrowness of that range. GMs wishing to run a module designed for 10th-level PCs, for

and amazing, so, yeah, that’s three candies right there.

The degree to which a particular GM, or even gaming group, enjoys perusing and tweaking game statistics—“crunch”, in common parlance—varies, of course. Some GMs love crunch, and spend a majority of their prep time creating and refining their challenges to ensure the crunch is accurate and appropriately challenging. On the other end of the spectrum are “by the seat of their pants” GMs, who ignore crunch almost entirely, rarely referring to stat blocks lest it distract from the focus of storytelling.

Candy is awesome, though for one of my gaming group, who was a diabetic, it was a controlled and mindful awesomeness. But even the most free-wheeling player wants their character to level up. I get it.

This adventure, and in a broader sense, Infinium Game Studio, does not want to judge as to which approach is “better” or “worse”. What matters is that you have fun and enjoy yourselves! However, we do want to make it as easy as possible to play this adventure no matter what level your PCs happen to be.

Experience Points and Reward Nuggets There are many ways of calculating, dispersing, and accounting for experience points (XP) in a Pathfinder gaming group. What follows is a method that I have used over the decades, and it’s been a lot of fun. Although it may not be for every gaming group—your mileage may vary—it’s an interesting spin on traditional methods, and the approach may work for you.

Candy as XP

At the end of each gaming session, my players would “turn in” their candy wrappers. Each wrapper represented something gone right, a good deed done—and therefore it was converted to XP. Generally speaking, no matter what the PCs’ levels, no matter what the adventure, 10 candy wrappers meant you advanced to the next level. If you fell short—let’s say, you only got 6—then it meant you were closer for next gaming session (i.e., 4 needed in this example). As years went on, it became a bit less practical and/or healthy to urge my friends to consume at least ten pieces of candy every time we got together, and so the approach was tweaked. Instead of candy wrappers, gold stars, or spare dice in a particular color, or Warhammer 40,000 figurines. The point was, you got a token, a “nugget” of reward, which was later converted into XP. Rules lawyers hate this method, and I respect that. But even the most hardened min/maxer eventually recognizes that this approach, despite its drawbacks, keeps play flowing quite quickly, and keeps everyone focused on what I believe should be the goal of any roleplaying game session.

Whether this approach works for you or not, however, it’s worth reading through, because all of the Quests in this adventure denote XP awards using this method.

Namely: to have fun!

I Want Candy

Whether or not you appreciated the above anecdote, or the approach it describes, it’s required reading, because now we’ll get to how it applies to Dark Obelisk: Berinncorte.

In the author’s early days as a GM, I tossed out candies as rewards to the players when their characters did a good job. Candy could be distributed for defeating a kobold, picking a lock, dodging an attack, convincing the castle guard to look the other way, or any of the ordinary actions whose consequence typically involve experience points. However, I also gave out candy for good roleplaying, convincing dialogue, outstanding (or horrid) emulation of accents, meta-jokes about the circumstances of the game that were truly hilarious, suggesting things to me as the GM or other players that took the story in a new direction, or—and I have to be honest, here—helping me as a GM. My general rule was, if I forgot a rule, and you pointed it out in a way that didn’t make you seem like a jerk, then you got rewarded. This could be something as innocuous as reminding me that your elf ranger’s longbow was firing +1 arrows, or as significant as reminding me that a certain piece of equipment granted a reroll to a critically-failed outcome. Generally speaking, candy rewards were given out in my games for anything—literally, anything—that made the gaming experience more fun. Doorbell rings, and the pizza’s here, and your character is tied up in the cyclops’ cave, so you know you won’t be doing anything for a few minutes, and so you go and grab the grub, and tip the delivery guy— that’s worth a candy. Tell a funny joke—that’s worth a candy. Save the life of your comrade, only to drug him unconscious and use him as a prop, in the manner of Weekend at Bernie’s—okay, that’s a little ghoulish, but it’s in charcter,

Reward Stars: The Formalized Approach

As with everything else in this book, the GM is encouraged to completely ignore or change this approach if you feel it would make it work better for your gaming group. The following represent opportunities to gain an experience point reward in this adventure: • Defeating monsters and NPCs. • Avoiding traps, picking locks, or otherwise overcoming obstacles. • Succeeding in skill challenges or checks. • Fulfilling other objects in pursuit of a Quest. Monsters and NPCs in this adventure list the XP reward the PCs should obtain for defeating them in combat. They also list the number of “Reward Stars” players should receive for +2. success. This is denoted like this: Think of a Reward Star as a sugar-free and abstracted version of a piece of candy from the earlier anecdote: players receive one or more most times that they achieve something in the game. Locks, traps, and skill checks are typically “quadded”; each level of CR lists a suggested XP reward, but also a number of Reward Stars. Quests only list Reward Stars. This is because Quests should be fun, interesting, and above all, useful to the PCs,

11

Introduction

example, are either flat out of luck, or have to do some fairly intensive work to scale the content up or down to better align with the PCs she is playing with.

Introduction

but shouldn’t be game-breakingly powerful or ignorably impotent. A simple delivery quest, for example: what should that be worth? 500 XP? For a level one character, that can be almost halfway to levelling up; for a level 19 character, that makes for a completely worthless diversion. Using Reward Stars solves this problem, by automatically scaling the reward to be significant regardless of character level. If you follow the approach I’ve used, then at the end of each gaming session (or in between sessions, or at the start of the next session, whatever works best for your schedule), convert the Reward Stars to traditional Experience Points.

been used: • Slow advancement requires 15 Reward Stars to advance. • Advancement with the Average progression demands 10 Reward Stars per level. • Only 5 Reward Stars are needed to advance following the Fast track.

Table 2: Converting Reward Stars to XP

The GM is heavily encouraged to augment the rewards documented with additional rewards, for perhaps-lesstangible contributions: good jokes, helpful behavior, playing fair and nice, being a good sport, paying for or even just ordering dinner, that sort of thing.

Level, CR, or APL

Such “intangible rewards” should be general in nature: a good, timely joke should be rewarded with a chunk of XP that’s meaningful and helpful to the PC in question, whether they’re level 1 or level 19.

5

Slow

Avg

Fast

1

200

200

260

2

300

300

400

3

433

400

540

4

600

600

800

800

800

1,000

6

1,200

1,200

1,600

Stay In Character… Or Else

7

1,600

1,600

2,200

8

2,533

2,400

3,200

In rare cases, or with certain gaming groups, the GM should reserve the right to remove or revoke the Reward Stars a particular player, or the group entire, has earned.

9

3,000

3,000

4,200

10

5,000

5,000

6,800

11

6,333

6,500

8,000

12

9,667

9,500

13,000

Such penalties should not be applied in a discouraging manner, or against players who are genuinely trying, but whose luck is simply poor, or for whom things just aren’t working out. Indeed, successful roleplaying in the face of dire circumstances should be rewarded more! Reward Stars should only be revoked if the player is detracting from play, distracting others, making inappropriate jokes not appreciated by the rest of the group, not paying their fair share… or just generally being a jerk.

Converting Reward Stars to XP Each Reward Star represents different XP depending on what your current level is. If you’ve assigned Reward Stars to a particular PC, use the character’s current level on the table below to convert to an XP reward. On some occasions, you may instead have granted Reward Stars to the party as a whole. In this scenario, calculate the Average Party Level (APL) as you normally would, and use that on the table below to convert the reward to standard XP. If a PC has more than the minimum sufficient Reward Stars to advance in level, they may continue to advance! In such a scenario, count Stars using the PC’s current level, until they level up. Any remaining stars are converted to XP using the character’s new level. In exceptionally rare circumstances— or with exceptionally indulgent GMs!—this may involve a PC levelling up multiple times between sessions, though such power-levelling is generally discouraged. Finally, in addition to different methods of determining rewards, gaming groups tend to have different theories as to how rapidly characters should level up. Slow, average, and fast tracks are shown here, which scale to the corresponding Character Advancement experience point totals in the Pathfinder Core Rulebook. For purposes of Reward Stars, the following standard has

12

13

12,667

13,000

17,000

14

19,333

19,000

26,000

15

26,333

25,500

35,000

16

36,667

41,000

50,000

17

53,333

50,000

70,000

18

76,667

75,000

100,000

19

100,000

105,000

140,000

20

n/a

n/a

n/a

“Quadded” Stat Blocks Toward the goal of having an adventure that can be run with PCs of various levels, all NPCs and monsters in this adventure have four separate sets of statistics. These represent iterations of the creature in four distinct scales of challenge. These scales are referred to, in ascending difficulty, as Low, Moderate, Advanced, and Elite. Low-level statistics are the default, and are intended for parties of 1st to 4th level PCs. Typically, the Low CR for a creature will be in the range of fractional, up to 4. Moderate statistics present a bit more challenge, and are meant for 5th to 8th level PCs. CRs can be in the range from 4-10. Advanced creatures give even more of a fight, representing CRs in the range of 10-15, and are meant for adventurers of the same levels. Elite monsters and NPCs are the most evolved, and present formidable difficulty in the 12-20 CR range. These stat blocks are designed for PCs above 15th level.

Introduction

To avoid confusion, elsewhere in the text outside of the creature’s quadded stat block definition, the statistics referred to are the Low, or default, block. For example, the condensed, “vital stats” block that is shown in red where the NPC or monster is introduced in the adventure uses the Low values.

Quadded Challenge Blocks Skill challenges and checks, traps, poisons, and obstacles sometimes have quadded stat blocks as well. Below is an example of a door that has a quadded challenge block. The icons represent the scale of increasing difficulty; from top to bottom, they are Low, Moderate, Advanced, and Elite.

Locked Secret Wooden Door 5” thick; Hardness 5; hp 60; Perception DC 16; Break DC 20; Disable Device DC 18 5” thick; Hardness 5; hp 60; Perception DC 20; Break DC 24; Disable Device DC 22 5” thick; Hardness 5; hp 60; Perception DC 22; Break DC 26; Disable Device DC 24 5” thick; Hardness 5; hp 60; Perception DC 24; Break DC 28; Disable Device DC 26

13

FlexContent

FlexContent

14

Overview

Results that do not have any difficulty band icons apply equally to all scenarios and player levels.

To improve the flexibility, diversity, and enjoyment of all pen-and-paper roleplaying games, FlexContent may be used instead of static entries in an adventure to determine all sorts of content: monsters, treasure, traps, and more.

Results that are split out according to difficulty badges are just like normal treasure results: only consider the results that apply to your PCs’ level and difficulty band.

FlexContent is a set of FlexTables that allow for appropriate, compelling, and randomized treasure results. No run-through of any adventure that uses FlexContent will be identical; indeed, every single container in the adventure will produce a different result each time. Note that although most uses of FlexContent are simply to provide treasure outcomes, in some cases, the results lead to plot points or other informational developments.

per)

Honey (2d4 lbs; 1 gp per) Honey (3d12 lbs; 1 gp per); Chocolate (2d8 lbs; 10 gp

This means that for Low and Moderate levels, the result is only 2d4 pounds of Honey. Advanced and Elite levels receive 3d12 pounds of Honey, plus 2d8 pounds of Chocolate.

Zero Results

Sanity Check: GM Override You may of course choose to override all of these rules. FlexContent is a useful, creative, and infinitely flexible way of making things interesting and reusable, but it’s certainly not necessary for your gaming group’s enjoyment of the adventure. As the GM, use your best judgment as to how this approach might be received by your players, and adjust your use of this tool accordingly.

Some calculations apply a negative modifier, for example, “Chocolate (1d6-1 lbs)”. If the result of this calculation would produce a number of zero or less, no treasure of that type results. In the example above, if you rolled a 1, there would be no Chocolate to be found in the container you were opening.

Parameters Every time a FlexContent table is referenced, additional information is presented. This helps you understand how you should use, and interpret, the results of the table.

Quick Start: How to Use Throughout the book, and books that make explicit use of FlexContent references, you will encounter this symbol: . This indicates that the content of a container, or the results of an encounter, are randomly determined.

Fisherman’s Stash (example) Fishing Supplies (Large; 2x

Here’s an example of a FlexContent table result:

Context C)

19 gp; dagger 8 pp; 42 gp; +1 dagger 14 pp; 111 gp; +2 dagger 52 pp; 84 gp; +3 dagger The above treasure indicates that there will be some coins and a dagger, but the amount and quality will depend on the difficulty band the party is at. In addition, the Stash contains some likely-mundane fishing supplies; no matter what the level of the PCs, they will roll twice on the “Fishing Supplies” FlexContent table, and they will use Context C to interpret the results.

Quadded Results Just as a treasure block can describe multiple types of treasure depending on the difficulty band of the players, so too can the results of a FlexContent table dictate a similar difference.

Table Name This is always required, and gives you the name of the table you need to reference.

Size Optional, and only used with FlexContent tables that have Size information in their listing. Size listings are for container types that may have different scales of the quantities of their contents. For example, a single person’s home may have foodstuffs of vastly smaller scale than, say, the Mayor’s House. Size information in a FlexContent table’s listing is frequently a simple means of scaling up: for example “Small” results may simply roll once on the table, “Medium” results may roll three times, and “Large” results may roll 3 times, but multiply any numeric quantities by 5. The exact mechanics of a particular FlexContent table’s Size information is given in the introduction to that table’s listing.

Quantity Optional. If absent, assume 1x. The number of times you roll to produce results on the FlexContent table in question. Note that the number here is the total number of times you produce results. This may mean that you roll more times than the number listed!

15

FlexContent

What Is FlexContent?

FlexContent

For example, in the Fisherman’s Stash scenario described earlier, it says to produce results “2x”. However, the Size is listed as Large. Say the Fishing Supplies table shows that for Large results, you’re supposed to roll 3 times on the table. This means that you would actually roll 6 times: 2 results to produce, and each of them rolling 3 times on the table.

Although each FlexContent table has its own introduction that specifies the Contexts that apply to it, the following circumstances may be used as a default. •

Use Context A: By default, or if no other Context described applies to the circumstances.

This may sound quite complex, and it can be. But in practice, a seasoned GM can produce results very quickly and easily.



Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it.



Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level.



Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

Context Optional. If absent, assume Context A, or apply the appropriate Context to your rolls based on the description in the FlexContent table’s listing. This indicates the Context you should use in interpreting your results on the FlexContent table in question.

Typical Contexts A FlexTable allows for four interpretations of each dice roll, based on the Context that applies to that roll.

Simple Foodstuffs These treasures are hardly worth of the name... unless you’re starving! Mundane building blocks of food that can be found in pantries, storage crates, and other everyday containers. In rural circles, lacking fancier means of securing valuables, some have been known to secret their items of importance in these seemingly boring confines...

Contexts •

Use Context A: By default, or if no other Context described applies to the circumstances.



Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it.



Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their

16

typical level. •

Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

Sizes • Small: Roll once and use given numerical values. • Medium: 1d4 times, and double (2x) given numerical Roll values. • Large: 2d6 times, and quadruple (4x) given numerical Roll values.

FlexTable 2: Simple Foodstuffs FlexContent B

C

D

Result

A

B

C

D

Result

01-03

1-2

1-4

-

Allspice (1d6 lbs; 1 gp per)

51-52

49

50-52

-

Maple syrup (2d6 lbs; 1 gp per)

04-05

3

5-7

-

Basil (1d6 lbs; 1 gp per)

53-55

50-52

53-55

42

Mint (3d4 lbs; 5 sp per)

06-11

4-13

8-9

1-13

Beans (4d20 lbs; 2 cp per)

56-58

53-55

56-58

43

Mustard (1d10 lbs; 5 sp per)

12

14

10-11

-

Cardamom (1d4 lbs; 2 gp per)

59-60

56

59-61

-

Nutmeg (2d8 lbs; 1 gp per)

13-16

15-18

12-14

14-17

Cheese (3d8 lbs; 2 cp per)

61

57

62

44-45

Nuts, peanuts (2d20 lbs; 3 cp per)

17-19

19-20

15-17

18

Chicken, sliced (2d8 lbs; 2 cp per)

62

58

63

46

Nuts, cashews (2d12 lbs; 3 cp per)

20

21

18-19

-

Chilies (2d4 lbs; 2 gp per)

63

59

64

-

Nuts, hazelnuts (3d8 lbs; 6 cp per)

21

22

20-21

-

Chocolate (1d4-1 lbs; 10 gp per)

64

60

65

47

Nuts, walnuts (2d12 lbs; 4 cp per)

22-23

23

22-24

-

Cinnamon (2d6 lbs; 1 gp per)

65

61

66

48

Nuts, almonds (4d8 lbs; 5 cp per)

24-25

24-25

25-26

19

Citrus, oranges (1d8 lbs; 3 cp per)

66-68

62-64

67-69

49

Oregano (2d10 lbs; 5 sp per)

26

26

27

-

Citrus, limes (1d8 lbs; 3 cp per)

69-70

65

70-72

-

Pepper (1d20 lbs; 2 gp per)

27-28

27

28-29

-

Cloves (2d4-1 lbs; 1 gp per)

71-76

66-75

73-78

50-59

Potatoes (4d20 lbs; 2 cp per)

29-31

28-30

30-32

20

Coffee beans (3d6 lbs; 5 cp per)

77-78

76

79-81

-

Rosemary (1d6 lbs; 1 gp per)

32-33

31

33-34

-

Cumin (1d8 lbs; 2 gp per)

79

77

82-84

-

Saffron (1d6-2 lbs; 15 gp per)

34-35

32

35-36

-

Dill (1d4 lbs; 1 gp per)

80

78

85-87

-

Salt (1d10-1 lbs; 5 gp per)

36-37

33

37-38

-

Fennel (1d6 lbs; 2 gp per)

81-83

79

88-90

-

Sugar (3d12 lbs; 5 cp per)

38-43

34-46

39-40

24-40

Flour (3d20 lbs; 2 cp per)

84-86

80

91-93

-

Tobacco (2d10 lbs; 5 sp per)

44-46

44-46

41-43

41

Garlic (3d6 lbs; 5 sp per)

87-91

81-85

94-95

60-79

Turnips (5d12 lbs; 2 cp per)

47-48

47

44-46

-

Ginger (2d6 lbs; 2 gp per)

92-93

86

96-98

-

49-50

48

47-49

-

Honey (2d8 lbs; 1 gp per)

94-00

87-00

99-00

FlexContent

A

Vanilla (2d4-2 lbs; 2 gp per)

80-99 Wheat (6d12 lbs; 1 cp per)

17

Rations & Prepared Food Mundane, but essential, for even the hardiest and most wealthy adventurer.

FlexContent

Contexts •

Use Context A: By default, or if no other Context described applies to the circumstances.



Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it.



Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level.



Use Context D: In scenarios in which the party shows disinterest, haste,

Map 1

18

or otherwise is uninterested in the contents of the treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

Sizes • Small: Roll once and use given numerical values. • Medium: 1d4 times, and double (2x) given numerical Roll values. • Large: 2d6 times, and quadruple (4x) given numerical Roll values.

Writing Supplies

Contexts •





Use Context A: By default, or if no other Context described applies to the circumstances. Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it. Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level.

FlexTable 4: Writing Supplies FlexContent C

D

Result

A

B

01-04

01-06

01-02

01-11

Chalk, piece (3d12x; 1 cp per)

05-06

07

03-05

12

Charcoal, stick (2d8x; 5 sp per)

07-21

08-22

06-20

13-32

Ink (2d4-1x; 8 gp per)

22-23

23

21-25

-

Ink, glowing (1d4-1x; 5 gp per)

24-26

24

26-29

-

Ink, invisible (simple) (1d6-1x; 2 gp per)

27-28

25

30-32

-

Ink, invisible (average) (1d4-1x; 10 gp per)

29

26

33-35

-

Ink, invisible (good) (1d4-2x; 25 gp per)

30

-

36-38

-

Ink, invisible (superior) (1d4-3x; 75 gp per)

31

-

39-40

-

Ink, light fire (1d4-2x; 40 gp per)

32-51

27-50

41-50

33-57

Inkpen (2d6x; 1 sp per)

52-54

51

51-55

-

Chalkboard (1d4x; 1 gp per)

55-64

52-63

56-60

58-62

Paper, sheet (4d10x; 4 sp per)

65-69

64-73

61

63-87

Paper, rice, sheet (3d20x; 5 cp per)

70-84

74-88

62-79

88-92

Parchment, sheet (2d12x; 2 sp per)

85

69

80-83

-

Stationary, sheet (2d8x; 1 gp per)

86-88

90

84-87

-

Case, map/scroll (1d4x; 1 gp per)



Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

FlexContent

Quills, parchment, ink... it’s all necessary, though oft times rare, particularly in a dungeon environment. Though of little use to most adventurers, many of these supplies are yet quite valuable for resell purposes.

Sizes • Small: Roll once and use given numerical values. • Medium: 1d4 times, and double (2x) given numerical Roll values. • Large: 2d6 times, and quadruple (4x) given numerical Roll values.

A 89-00

B 91-00

C 88-00

D 93-00

Result Sealing wax, stick (2d4x; 1 gp per)

19

Books Rare for most, bound collections of the printed or scribed page are among the most treasured items in the collections of those fortunate enough to possess them.

FlexContent

From the mundane, to the interesting, to the magical, all manner of book may end up in a variety of interesting places.

Contexts •

Use Context A: By default, or if no other Context described applies to the circumstances.



Use Context B: If the party has just happened across the treasure, or has

defeated a challenge of low to negligible difficulty in order to win it. •

Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level.



Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

FlexTable 5: Books FlexContent A

B

C

D

Result

A

B

C

D

Result

01-02

01

01-04

-

Book, Heritage (1x; 50 gp)

21-30

12-26

35-44

11-15

03

-

05-07

-

Book, War Prayers (1x; 50 gp)

31-35

27

45-52

-

Spellbook, compact (1x; 50 gp)

04-13

02-09

08-17

01-09

Book, Holy Text (1x; 1d100 gp)

36-40

28

53-60

-

Spellbook, traveling (1x; 10 gp)

14-17

10-11

18-25

10

Book, Portrait (1x; 10 gp)

41-80

29-89

61-71

16-94

Book, mundane (3d6x; 1 gp)

18

-

26-28

-

Traveler’s Dictionary (1x; 50 gp)

81-92

90-97

72-86

95-98

19

-

29-31

-

Book of Letters (1x; 50 gp)

Writing Supplies (Small, 1d4x)

93-98

98-99

87-96

99-00

20

-

32-34

-

Book of Puzzles (1x; 50 gp)

Writing Supplies (Medium, 1d4x)

99-00

00

97-00

-

Writing Supplies (Large, 1d4x)

20

Spellbook (1x; 15 gp)

Clothing For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level.

In this category, perhaps more than any other, the GM is urged to exercise common sense regarding whether a particular result is appropriate. For example, Cleric’s Vestments probably don’t make much sense in an army barracks; similarly, a Corset or Courtesan’s Outfit would be unlikely to discover in a church closet.

Contexts •





Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

Use Context A: By default, or if no other Context described applies to the circumstances.

Sizes

Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it.

• Medium: 1d6 times. Roll

Use Context C:



C

D

• Small: Roll once and use given numerical values.

• Large: 2d6 times, and double (2x) given numerical Roll values.

A

FlexTable 6: Clothing FlexContent Result

A

B

01-02

01-02

01-04

-

Dancer’s Garb (1x; 100 gp); 15% chance Silver (200 gp)

03-05

03

05-09

-

Outfit, Artisan’s (1d4x; 1 gp)

06-07

04

10-12

-

Chausses (1d4x; 1 gp)

08

05

13-15

-

Corset (1x; 1d100 gp)

09-10

06

16-19

-

Gambeson (1d4x; 1 gp)

11-13

07

20-22

-

Headscarf (1d4x; 1d12 gp)

14

08

23-25

-

Silk Robe (1x; 150 gp)

15-16

09

26-30

-

Outfit, Burglar’s (1x; 5 gp)

17-18

10

31-35

-

Outfit, Cold-Weather (1x; 8 gp)

19

11

36-38

-

Outfit, Courtier’s (1x; 30 gp)

20-22

12

39-43

-

Outfit, Entertainer’s (1d4x; 3 gp)

23-25

13

44-48

-

Outfit, Explorer’s (1x; 10 gp)

26-28

14

49-53

-

Outfit, Hot Weather (1x; 8 gp)

29-31

15

54-58

-

Outfit, Monk’s (1d4x; 5 gp)

32

16

59-61

-

Outfit, Noble’s (1x; 75 gp)

FlexContent

Individual items of garb, or entire outfits: Clothing is a staple of many containers, particular in residential areas.

B

C

D

Result

33-49

17-54

62-66

01-46

Outfit, Peasant’s (2d6x; 1 sp)

50-52

55

67-71

-

Outfit, Pickpocket’s (1x; 5 gp)

53-57

56

72-76

-

Outfit, Scholar’s (1d4x; 5 gp)

58-62

57-59

77-81

47-57

Uniform, Soldier’s (2d4x; 1 gp)

63-70

60-63

82

58-59

Outfit, Traveler’s (3d4x; 1 gp)

71-85

64-93

83-87

60-94

Boots, Leather (2d4x; 2 sp)

86-88

94

88-89

95-96

Hat (1d4x; 1d20 gp)

89-93

95-97

90-91

97-98

Cloak (1d4x; 1d20 gp)

94-96

98

92-94

-

Furs (1x; 12 gp)

97

99

95-97

-

Adventurer’s Sash (1x; 20 gp)

98-00

00

98-00

99-00 Vestments, Cleric’s (2d4x; 5 gp)

21

Fishing Supplies Most frequently found in fishing buildings or those areas dedicated to the produciton of fish, these supplies are nevertheless common in smaller quantities throughout any region that enjoys a steady source of clean water.

FlexContent

Enterprising, creative, or desperate adventurers can make interesting use of even the most straightforward of these items.

Contexts •

Use Context A: By default, or if no other Context described applies to the circumstances.



Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it.



Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their

typical level. •

Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

Sizes • Small: Roll once and use given numerical values. • Medium: 2d6 times, and double (2x) given numerical Roll values. • Large: 3d6 times, and quadruple (4x) given numerical Roll values.

FlexTable 7: Fishing Supplies FlexContent

22

Result

A

B

C

D

Result

A

B

C

D

01-26

01-43

01-26

01-51

Fishhook (3d12x; 1 sp per)

50-59

61-68

62-65

58-59

27-34

44-49

27-36

52-53

Net, bell (1d6x; 2 gp per)

60-79

69-88

66-79

60-84 Cage, tiny (2d8x; 2 gp per)

35-42

50-55

37-46

54-55

Net, butterfly (1d4x; 5 gp per)

80-94

89-98

80-91

85-00 Cage, small / medium (2d4x; 15 gp per)

43-44

56

47-51

-

Netting, camouflage (1d4-1x; 20 gp per)

95-99

99

92-96

-

Cage, large (1d6-1x; 30 gp per)

45-49

57-60

52-61

56-57

00

00

97-00

-

Cage, huge (1d4-2x; 60 gp per)

Trap, bear (2d6x; 2 gp per)

Cage, diminutive / fine (2d6x; 10 gp per)

Textiles

Contexts •

Use Context A: By default, or if no other Context described applies to the circumstances.



Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it.



Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level.



Use Context D: In scenarios in which the party shows disinterest, haste,

or otherwise is uninterested in the contents of the treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

Sizes

FlexContent

Bulky to carry, rare to encounter, these raw materials are nevertheless some of the most potentially valuable, mundane, commonly-available items to be found in villages and cities of size and stature.

• Small: Roll once and use given numerical values. • Medium: 2d4 times, and double (2x) given numerical Roll values. • Large: 3d4 times, and triple (3x) given numerical Roll values.

FlexTable 8: Textiles FlexContent C

D

Result

A

B

01-16

01-20

01-06

01-31

Canvas, sq. yd. (4d20x; 1 sp per)

17-34

21-45

07-14

32-41

Cotton, sq. yd. (3d6x; 8 gp per)

35-54

46-70

15-19

42-76

Leather, thin, sq. yd. (4d12x; 5 sp per)

55-66

71-85

20-22

77-98

Leather, thick, sq. yd. (3d8x; 3 gp per)

67-71

86-87

23-32

-

Linen, sq. yd. (2d12x; 4 gp per)

72-74

88

33-42

-

Pelt, beaver (3d8; 2 gp per)

75-77

89

43-52

-

Pelt, ermine (3d6; 4 gp per)

78-80

90

53-62

-

Pelt, fox (3d10; 3 gp per)

81-83

91

63-72

-

Pelt, mink (3d8; 3 gp per)

84-85

92

73-80

-

Silk, sq. yd. (3d4-2; 10 gp per)

86-00

93-00

81-00

99-00 Wool, sq. yd. (3d10; 6 gp per)

23

FlexContent

Glasses, Metals, and Woods In a mine, these are some of the most common items to be found in containers, particularly packing crates, barrels, and other storage intended for use in the long-term, or as a means of conveyance from source to use.

Sizes

For most adventurers, transporting dozens or hundreds of pounds of raw ore may not be feasible, so the PCs are likely to be quite picky about what they end up carting around with them.

• Medium: 3d6 times, and double (2x) given numerical Roll values.

Contexts •

Use Context A: By default, or if no other Context described applies to the circumstances.



Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it.



Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level.



Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

FlexTable 9: Glass, Metal, & Wood FlexContent A

B

C

D

Result

• Large: 4d6 times, and quadruple (4x) given numerical Roll values.

Dark Obelisk 2: New Items In the dark mines of Mondaria, common elements in the earth have been twisted and corrupted over eons to form new, dire substances.

Obelisk-Tainted Ore Value 150 gp per lb.; Weight 1 lb; Materials various; Nature magical; Aura transmutation, enchantment, illusion [mindaffecting], Chaos, Evil; Slot none; CL n/a This is actually a catch-all category that encompasses any number of different natural materials. Iron, stone, talc, gypsum, even more valuable metals such as mithral and adamantium: the very nature of any earthborne substance may be altered over time to suit the will of the Obelisk. No matter what the original substance, Obelisk-Tainted Ore may not immediately be distinguishable from its mundane brethren. However, possessing any type of this ore will imbue even the strongest owners with a growing sense of dread, chaos, and evil. Will or Con After each hour of possession, make a DC 18 save; increase the DC by 1 for every full 5 lbs of Ore carried

01

-

01-02

-

02-10

01-09

03-11

01-09

Charcoal, 20 lbs. (3d20x; 3 cp per)

82

77

82-84

-

11-24

10-27

12-16

10-33

Coal, 20 lbs. (4d12x; 5 cp per)

Mithral, 1 lb. (1d4-2x; 500 gp per)

83

78

85-87

-

25-29

28

17-24

-

Cold Iron, 1 lbs. (2d10-3x; 50 gp per)

Platinum, 1 lb. (1d4-1x; 500 gp per)

84-88

79-80

88-95

-

30-41

29-40

25-38

34-36

Copper, 1 lb. (4d8x; 5 sp per)

Silver, 1 lb. (2d8x; 5 gp per)

89-00

81-00

96-00

71-00

42-44

41

39-43

-

Darkwood, 1 lb. (2d8x; 10 gp per)

45-54

42-51

44-53

37-46

55

52

54-56

-

56-70

53-72

57-71

47-66

Iron, 1 lb. (2d20x; 1 sp per)

71-73

73

72-76

67

Marble, 1 lb. (2d10x; 5 gp per)

74-81

74-76

77-81

68-70

24

Adamantine, 1 lb. (2d4-2x; 300 gp per)

• Small: Roll once and use given numerical values.

Glass, 1 lb. (4d8x; 1 gp per) Gold, 1 lb. (2d10x; 50 gp per)

Masonry Stone, 1 lb. (4d10x; 5 cp per)

A

B

C

D

Result

Obelisk-Tainted Ore, 1 lb. (2d4x; 150 gp per)

at the time of the check. So a half-orc carrying 23 lbs of Obelisk-Tainted Ore makes her save at DC 22. Failing the first of these saves places an aura of Obelisk Taint on the owner (see below).

Minor

FlexContent

This effect may be dispelled by a remove disease or dispel magic spell or similar effect; treat it as CL 10. Note, however, that once the effect is removed, if the former victim still carries some tainted ore, s/he will have to make checks again going forward; simply put, there is no safe way to carry Obelisk-Tainted Ore! Once the owner suffers from the minor taint, make similar save checks, once a day, starting the morning after the minor taint effect was obtained. Use the same DC as with the previous saves. Failure on any of these daily saves escalates Greater Obelisk Taint (see below), which the effect to may be removed via the same methods described above, only treated as CL 14. Freeing one’s self from owning tainted ore does not automatically relieve the symptoms gained. Once a suffering owner no longer possesses any tainted ore, make a save check once per day, with the same DC as that used to obtain the effect. Success at any such check relieves the symptoms of Minor Taint entirely, and downgrades Greater Taint to Minor Taint. Construction Requirements cannot be fabricated; Cost n/a

Minor Obelisk Taint Effect Lawful creatures within 30 ft. suffer a -1 penalty on their attack rolls, skill checks, and damage rolls if used against a creature with this aura. In addition, a creature with this aura may Take 10 on skill checks used in opposition to groups of creatures with at least one member who has the Lawful descriptor. The effects of this aura do not stack with those of Greater Obelisk Taint, though a single creature may be under the impact of both auras simultaneously. Origin All creatures with the Chaotic descriptor, who are within 50 ft. of an Obelisk, gain the benefit of this aura, which lasts for 1 hour after this proximity. In the context of this adventure, all Chaotic monsters have this aura.

Greater Obelisk Taint Effect Lawful creatures within 30 ft. suffer a -2 penalty on their attack rolls, skill checks, and damage rolls if used against a creature with this aura. In addition, a creature with this aura may Take 10 on skill checks used in opposition to groups of creatures with at least one member who has the Lawful descriptor. The effects of this aura do not stack with those of Minor Obelisk Taint, though a single creature may be under the impact of both auras simultaneously. Origin All creatures with the Chaotic descriptor, who are within 20 ft. of an Obelisk, gain the benefit of this aura, which lasts for 10 minutes after this proximity. •

25

Alcohol Oft cited as the cause of, and/or the solution to, many of life’s difficulties, it’s a common sight in any environment, though of course the caliber and value of libation tends to scale to the quality of the environs.

FlexContent

Contexts •





Use Context A: By default, or if no other Context described applies to the circumstances. Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it. Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level.



Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

Sizes • Small: Roll once and use given numerical values. • Medium: 2d6 times, and double (2x) given numerical Roll values. • Large: 3d6 times, and quadruple (4x) given numerical Roll values.

FlexTable 10: Alcohol FlexContent B

01-02

01-02

01-06

01

03-32

03-55

07-31

02-54

Ale, lb. (5d20x; 4 cp per)

33-42

56-60

32-41

55-59

43-47

61-63

42-46

48-55

64-66

56-70 71-78

26

C

D

Result

A

Absinthe, bottle (1d4x; 2d20gp per)

A

B

C

D

Result

79-81

87-88

67-71

90

Whiskey, fine, lb. (3d6x; 12 gp per)

82

89

72-76

-

Ale, Dwarven Stout, lb. (3d12x; 8 cp per)

83-90

90-94

77-81

91-95

60-62

Applejack, lb. (3d20x; 8 cp per)

Wine, poor, lb. (3d20x; 5 cp per)

91-95

95-97

82-86

96-98

47-51

63-65

Mead, lb. (3d12x; 5 sp per)

Wine, common, lb. (2d20x; 2 sp per)

96-97

98

87-91

99

67-81

52-61

66-84

Rum, lb. (3d10x; 5 sp per)

Wine, fine, lb. (2d10x; 10 gp per)

98

99

92-95

-

82-86

62-66

85-89

Whiskey, common, lb. (4d8x; 5 gp per)

99-00

00

96-00

00

Whiskey, rare, lb. (2d4x; 50+5d20 gp per)

Wine, rare, lb. (2d4x; 100+5d20 gp per) Gin, lb. (4d12x; 1+3d12 gp per)

General Supplies

Contexts •





Use Context A: By default, or if no other Context described applies to the circumstances. Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it. Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level.



Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

FlexContent

Although this is kind of a catch-all for all manner of adventuring items, that doesn’t discount the utility of these items. Many are the occasions where even a simple ten-foot pole can save the day!

Sizes • Small: Roll once and use given numerical values. • Medium: 2d6 times, and double (2x) given numerical Roll values. • Large: 3d6 times, and quadruple (4x) given numerical Roll values.

FlexTable 11: General Supplies FlexContent C

D

Result

66-68

70-74

Soap (3d6x; 1 cp per)

72-76

69-71

75-79

Tent, small (1d6x; 10 gp per)

83-75

77

72-75

-

Tent, medium (1d4x; 15 gp per)

76-77

78

76-78

-

Tent, large (1d4-1x; 30 gp per)

78

79

79

-

Tent, pavilion (1d4-3x; 100 gp per)

79-83

80-84

80-82

80-84 Pole, 10’ (1d4x; 5 sp per)

84-85

85-86

83-84

85-86

Writing Supplies

86-87

87-88

85-86

87-88

Simple Foodstuffs

88-89

89-90

87-88

89-90

90

91

89

91

91-92

92-93

90-91

92-93

93

94

92

94

Fishing Supplies

Torch (3d12x; 1 cp) per

94

95

93

95

Textiles

95-96

96-97

94-95

96-97

Torch, everburning (1d4-1x; 110 gp)

97-98

98-99

96-97

98-99

99-00

00

98-00

00

Result

A

B

D

01-04

01-02

01-06

-

Bell (1x; 1 gp)

05-06

03

07-11

-

Compass (1x; 10 gp)

07-09

04

12-16

-

Mirror, small steel (1x; 10 gp)

10-14

05-15

17-21

01-13

15-16

15

22-26

-

Rope, silk, 50’ (1x; 10 gp)

17-18

16

27-31

-

Horn, signal (1x; 1 gp)

19-21

17-21

32

14-25

22-24

22-23

33

-

25-29

24-31

34-38

26-32

Lantern, bullseye (1x; 12 gp)

30-31

32

39-43

-

Lantern, hooded (1x; 7 gp)

32-36

33-35

44-51

33-34

Lantern, miner’s (1x; 15 gp)

Rope, hemp, 50’ (1d4x; 1 gp per)

Candle (2d10x; 1 cp per) Candlestick (1d4x; 1 cp per)

37-51

36-55

52-56

35-60

52

56

57-58

-

53-57

57-61

59-61

61-65

Bedroll (1d8x; 1 sp per)

58-61

62-65

62-64

66-69

Blanket (2d6x; 5 sp per)

62

66

65

-

Hammock (1d4x; 1 sp per)

A

B

63-67

67-71

68-81

C

Rations & Prepared Food Books Clothing

Glasses, Metals, & Woods Alcohol Coin Treasure

27

Coin Treasure All that glitters may not be gold... but one hopes that it’s at least silver, not copper. Coins of all manner may be found throughout the realm... often in bizarre situations.

FlexContent

Contexts •

Use Context A: By default, or if no other Context described applies to the circumstances.



Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it.



28

Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level.



Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

Sizes • Small: Roll once and use given numerical values. • Medium: 2d4 times, and triple (2x) given numerical Roll values. • Large: 3d6 times, and quadruple (4x) given numerical Roll values.

FlexTable 12: Coin Treasure FlexContent B

C

Result

D

01-21

01-31

01-06

01-36

1d4 cp

22-36

32-53

07-16

37-62

2d10 cp

37-48

54-71

17-28

63-80

1d4 sp; 1d12 cp

49-59

72-86

29-43

81-95

1d4 gp; 1d12 sp; 3d20 cp

60-69

87-91

44-55

96-97

1d12 gp; 1d20 sp; 4d20 cp

70-79

92-94

56-64

98

1d20 gp; 2d20 sp; 5d20 cp

80-84

95-96

65-72

99

2d20 gp; 3d20 sp; 5d20 cp

85-89

97

73-79

00

1d4-1 pp; 3d20 gp; 5d20 sp; 5d20 cp

90-94

98

80-85

-

A 00

B -

C 95-97

D -

1d20 x 50 pp; 5d20 x 100 gp; 5d20 x 500 sp 1d20 x 100 pp; 5d20 x 500 gp -

-

98-99

-

1d20 x 100 pp; 3d12 x 200 gp

3d20 pp; 2d12 x 50 gp; 2d12 x 100 sp

99

86-90

-

2d8 gp; 4d8 sp; 2d20 cp 4d20 gp; 2d8 x 100 sp; 3d6 x 200 cp 1d20 x 10 pp; 1d20 x 100 gp; 3d20 x 200 sp 1d20 x 20 pp; 2d20 x 500 gp

98-99

00

91-94

-

1d12 x 10 gp; 1d20 x 20 sp; 3d20 x 100 cp 3d20 pp; 4d20 x 20 gp; 2d20 x 200 sp; 1d20 x 1,000 cp

2d20 gp; 2d4 x 100 sp; 3d6 x 200 cp

95-97

3d20 gp; 1d12 x 10 sp; 1d20 x 100 cp 1d20 pp; 2d20 x 10 gp; 4d20 x 100 sp; 2d20 x 500 cp

1d6 gp; 2d8 sp; 2d20 cp

2d12 x 10 pp; 2d20 x 200 gp

Result

FlexContent

A

1d20 x 200 pp; 3d12 x 1,000 gp -

-

00

-

2d20 x 20 gp; 3d20 x 20 sp; 5d20 x 100 cp 5d20 pp; 5d20 x 50 gp; 2d20 x 500 sp 2d20 x 200 pp; 3d20 x 500 gp 5d20 x 500 pp; 5d20 x 1,000 gp

1d20 gp; 2d20 sp; 5d20 cp 1d12 x 10 gp; 1d20 x 100 sp; 1d12 x 500 cp 1d20 x 20 pp; 4d20 x 100 gp; 5d20 x 200 sp 1d20 x 50 pp; 5d20 x 500 gp

29

Gems: Low-Quality

FlexContent

Gemstones of all manner have long been prized not only for their inherent value, but also their portability: a thousand coins weighs more than most are willing to deal with, whereas a fingernail-sized topaz of sufficient quality is a much more portable (and concealable) source of wealth.



Contexts •

Use Context A: By default, or if no other Context described applies to the circumstances.



Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it.



Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level.

Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

Sizes • Small: Roll once and use given numerical values. • Medium: 2d4 times, and triple (2x) given numerical Roll values. • Large: 3d6 times, and quadruple (4x) given numerical Roll values.

Gems: Semi-Precious Any gemstone is of some degree of value, but collectors typically don’t even begin their interest until the “semiprecious” classification. It’s worth remembering that to the desperate or impoverished, any wealth is precious.

Contexts •





Use Context A: By default, or if no other Context described applies to the circumstances. Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it. Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level.



Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

Sizes • Small: Roll once and use given numerical values. • Medium: 1d6 times, and triple (3x) given numerical values. Roll • Large: 2d6 times, and quadruple (4x) given numerical Roll values.

Gems: Medium Quality Contexts •

Use Context A: By default, or if no other Context described applies to the circumstances.



Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it.





30

Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level. Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the

treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

Sizes • Small: Roll once and use given numerical values. • Medium: 1d6 times, and double (2x) given numerical Roll values. • Large: 2d4 times, and triple (3x) given numerical Roll values.

FlexTable 13: Gem, Low-Quality FlexContent B

01-18

01-31

C 01-06

Result

D 01-51

Agates: 1d4x; 2 gp per 1d8x; 5 gp per 1d12x; 10 gp per 1d20x; 15 gp per

18-32

32-51

07-14

52-81

Azurite: 1d4x; 4 gp per 1d8x; 8 gp per 1d12x; 13 gp per 1d20x; 20 gp per

33-44

52-66

15-22

82-93

Blue Quartz: 1d4x; 8 gp per 1d8x; 10 gp per 1d12x; 15 gp per 1d20x; 25 gp per

45-54

67-76

23-30

94-98

Hematite: 1d4x; 10 gp per 1d8x; 14 gp per 1d12x; 19 gp per 1d20x; 30 gp per

55-64

77-84

31-38

99

Lapis Lazuli: 1d4x; 12 gp per 1d8x; 17 gp per 1d12x; 23 gp per 1d20x; 33 gp per

A 65-72

B 85-89

C 39-53

Result

D 00

Malachite: 1d4x; 15 gp per 1d8x; 22 gp per 1d12x; 30 gp per 1d20x; 50 gp per

73-80

90-92

54-65

-

FlexContent

A

Obsidian: 1d4x; 18 gp per 1d8x; 25 gp per 1d12x; 34 gp per 1d20x; 55 gp per

81-85

93-95

66-75

-

Rhodochrosite: 1d4x; 20 gp per 1d8x; 30 gp per 1d12x; 40 gp per 1d20x; 60 gp per

86-90

96-97

76-85

-

Tigereye: 1d4x; 22 gp per 1d8x; 32 gp per 1d12x; 43 gp per 1d20x; 65 gp per

91-95

98-99

86-93

-

Turquoise: 1d4x; 25 gp per 1d8x; 35 gp per 1d12x; 45 gp per 1d20x; 70 gp per

96-00

00

94-00

-

Pearls: 1d4x; 28 gp per 1d8x; 39 gp per 1d12x; 47 gp per 1d20x; 72 gp per

Gems: High Quality Contexts •

Use Context A: By default, or if no other Context described applies to the circumstances.



Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it.





Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level. Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the

treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

Sizes • Small: Roll once and use given numerical values. • Medium: 1d4 times, and double (2x) given numerical Roll values. • Large: 2d4 times; use given numerical values. Roll

31

FlexTable 14: Gem, Semi-Precious FlexContent A

B

01-19

01-31

C 01-06

Result

D 01-39

Bloodstone:

FlexContent

1d4x; 25 gp per 1d8x; 50 gp per 1d12x; 100 gp per 1d20x; 150 gp per 20-31

32-56

07-74

40-69

Carnelian: 1d4x; 32 gp per 1d8x; 57 gp per 1d12x; 108 gp per 1d20x; 161 gp per

32-41

57-73

15-19

70-94

Chalcedony: 1d4x; 38 gp per 1d8x; 66 gp per 1d12x; 121 gp per 1d20x; 174 gp per

42-51

74-78

20-24

95-96

Chrysoprase: 1d4x; 43 gp per 1d8x; 71 gp per 1d12x; 132 gp per 1d20x; 189 gp per

52-61

79-83

25-29

97-98

Citrine: 1d4x; 48 gp per 1d8x; 79 gp per 1d12x; 140 gp per 1d20x; 201 gp per

62-69

84-86

30-37

99

Jasper: 1d4x; 53 gp per 1d8x; 86 gp per 1d12x; 147 gp per 1d20x; 209 gp per

90-77

87-89

38-45

00

Moonstone: 1d4x; 55 gp per 1d8x; 91 gp per 1d12x; 158 gp per 1d20x; 213 gp per

78-82

90-91

46-55

-

Onyx: 1d4x; 57 gp per 1d8x; 99 gp per 1d12x; 170 gp per 1d20x; 246 gp per

83-87

92-93

56-67

-

Peridot: 1d4x; 60 gp per 1d8x; 103 gp per 1d12x; 177 gp per 1d20x; 252 gp per

32

A 88-90

B 94

C 68-75

Result

D -

Clear Quartz: 1d4x; 64 gp per 1d8x; 109 gp per 1d12x; 181 gp per 1d20x; 260 gp per

91-93

95

76-83

-

Sard: 1d4x; 71 gp per 1d8x; 123 gp per 1d12x; 190 gp per 1d20x; 275 gp per

94-95

96

84-88

-

Sardonyx: 1d4x; 75 gp per 1d8x; 131 gp per 1d12x; 207 gp per 1d20x; 300 gp per

96-97

97

89-93

-

Rose Quartz: 1d4x; 69 gp per 1d8x; 169 gp per 1d12x; 269 gp per 1d20x; 369 gp per

98

98

94-96

-

Smoky Quartz: 1d4x; 80 gp per 1d8x; 175 gp per 1d12x; 275 gp per 1d20x; 375 gp per

99

99

97-98

-

Star Rose Quartz: 1d4x; 82 gp per 1d8x; 181 gp per 1d12x; 283 gp per 1d20x; 402 gp per

00

00

99-00

-

Zircon: 1d4x; 89 gp per 1d8x; 204 gp per 1d12x; 301 gp per 1d20x; 427 gp per

FlexTable 15: Gem, Medium Quality FlexContent B

C

D

01-21

01-31

01-11

01-46

Result Amber: 1d4x; 85 gp per 1d8x; 150 gp per 1d12x; 275 gp per 1d20x; 380 gp per

22-36

32+51

12-21

47-76

Amethyst: 1d4x; 88 gp per 1d8x; 158 gp per 1d12x; 291 gp per 1d20x; 402 gp per

37-48

52-66

22-31

77-86

Chrysoberyl: 1d4x; 91 gp per 1d8x; 163 gp per 1d12x; 302 gp per 1d20x; 412 gp per

49-58

67-76

32-39

87-91

Coral: 1d4x; 93 gp per 1d8x; 170 gp per 1d12x; 316 gp per 1d20x; 420 gp per

59-67

77-81

40-51

92-94

Red Garnet:

A 91-93

B 95-96

C 85-89

D -

Result Red Spinel: 1d4x; 121 gp per 1d8x; 225 gp per 1d12x; 381 gp per 1d20x; 492 gp per

94-96

97-98

90-94

-

FlexContent

A

Red-Brown Spinel: 1d4x; 125 gp per 1d8x; 234 gp per 1d12x; 397 gp per 1d20x; 500 gp per

97-98

99

95-97

-

Green Spinel: 1d4x; 129 gp per 1d8x; 240 gp per 1d12x; 402 gp per 1d20x; 511 gp per

99-00

00

98-00

-

Tourmaline: 1d4x;150 gp per 1d8x; 300 gp per 1d12x; 450 gp per 1d20x; 600 gp per

1d4x; 95 gp per 1d8x; 179 gp per 1d12x; 331 gp per 1d20x; 438 gp per 68-75

82-86

52-61

95-96

Brown-Green Garnet: 1d4x; 100 gp per 1d8x; 183 gp per 1d12x; 342 gp per 1d20x; 441 gp per

76-81

87-89

62-70

97-98

Jade: 1d4x; 104 gp per 1d8x; 190 gp per 1d12x; 350 gp per 1d20x; 450 gp per

82-86

90-92

71-78

99

Jet: 1d4x; 108 gp per 1d8x; 197 gp per 1d12x; 362 gp per 1d20x; 461 gp per

87-90

93-94

79-84

00

Pink Pearl: 1d4x; 114 gp per 1d8x; 203 gp per 1d12x; 370 gp per 1d20x; 475 gp per

33

FlexTable 16: Gem, High Quality FlexContent A

B

C

D

01-41

01-51

01-21

01-56

Result Alexandrite:

FlexContent

1d4x; 450 gp per 1d8x; 750 gp per 1d12x; 1,000 gp per 1d20x; 1,500 gp per 42-69

52-84

22-36

57-96

Aquamarine: 1d4x; 500 gp per 1d8x; 900 gp per 1d12x; 1,250 gp per 1d20x; 1,750 gp per

70-84

85-96

37-46

97-00

Violet Garnet: 1d4x; 600 gp per 1d8x; 1,050 gp per 1d12x; 1,400 gp per 1d20x; 1,900 gp per

85-92

97-98

47-71

-

Black Pearl: 1d4x; 675 gp per 1d8x; 1,200 gp per 1d12x; 1,600 gp per 1d20x; 2,000 gp per

93-97

99

72-91

-

Blue Spinel: 1d4x; 700 gp per 1d8x; 1,400 gp per 1d12x; 1,800 gp per 1d20x; 2,200 gp per

98-00

00

92-00

-

Yellow Topaz: 1d4x; 725 gp per 1d8x; 1,500 gp per 1d12x; 2,000 gp per 1d20x; 2,500 gp per

Gems: Jewels Contexts •

Use Context A: By default, or if no other Context described applies to the circumstances.



Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it.





34

Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level. Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the

treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

Sizes • Small: Roll once and use given numerical values. • Medium: 1d4-1 (min 1) times, and use given numerical Roll values. • Large: 1d4+2 times; use given numerical values. Roll

FlexTable 17: Gem, Jewel FlexContent B

C

D

01-16

01-29

01-03

01-46

Result Emerald:

A 90-94

B 98

C 80-87

-

30-51

04-08

47-76

White Opal:

95-97

99

88-92

-

52-69

09-18

77-90

Black Opal:

98-99

00

93-97

-

70-81

19-28

91-95

Fire Opal: 1d4x; 1,250 gp per 1d8x; 1,750 gp per 1d12x; 2,000 gp per 1d20x; 2,750 gp per

51-60

82-86

29-40

96-97

Ruby: 1d4x; 7,500 gp per 1d8x; 18,000 gp per 1d12x; 25,000 gp per 1d20x; 30,000 gp per

1d4x; 1,000 gp per 1d8x; 1,500 gp per 1d12x; 1,750 gp per 1d20x; 2,500 gp per 41-50

Jacinth: 1d4x; 6,000 gp per 1d8x; 12,000 gp per 1d12x; 17,500 gp per 1d20x; 23,000 gp per

1d4x; 950 gp per 1d8x; 1,400 gp per 1d12x; 1,750 gp per 1d20x; 2,400 gp per 29-40

Bright Emerald: 1d4x; 5,000 gp per 1d8x; 10,000 gp per 1d12x; 15,000 gp per 1d20x; 20,000 gp per

1d4x; 900 gp per 1d8x; 1,250 gp per 1d12x; 1,500 gp per 1d20x; 2,250 gp per 17-28

Result

D

00

-

98-00

-

Diamond: 1d4x; 10,000 gp per 1d8x; 25,000 gp per 1d12x; 40,000 gp per 1d20x; 75,000 gp per

Blue Sapphire: 1d4x; 1,400 gp per 1d8x; 1,800 gp per 1d12x; 2,250 gp per 1d20x; 3,200 gp per

61-68

87-89

41-51

98

Yellow Corundum: 1d4x; 1,500 gp per 1d8x; 2,250 gp per 1d12x; 2,500 gp per 1d20x; 3,500 gp per

69-76

90-92

52-61

99

Purple Corundum: 1d4x; 1,750 gp per 1d8x; 2,750 gp per 1d12x; 3,500 gp per 1d20x; 5,000 gp per

77-84

93-95

62-71

00

Blue Star Sapphire: 1d4x; 2,000 gp per 1d8x; 3,550 gp per 1d12x; 5,000 gp per 1d20x; 7,500 gp per

85-89

96-97

72-79

-

Black Star Sapphire: 1d4x; 3,000 gp per 1d8x; 5,000 gp per 1d12x; 8,500 gp per 1d20x; 10,000 gp per

35

FlexContent

A

Weapons For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level.

Contexts •

FlexContent





Use Context A: By default, or if no other Context described applies to the circumstances. Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it. Use Context C:

FlexTable 18: Weapons, General FlexContent



Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

A

B

C

D

Result

71

68

65-67

-

Weapons, Martial 1H (Small, 1d6+1x)

Weapons, Light (Small, 1d2x)

72-76

69-76

68-70

84-88

Weapons, Martial 2H (Small, 1d2x)

Weapons, Light (Small, 1d4-1x (min 1))

77-79

77-78

71-74

89

34

Weapons, Martial 2H (Small, 1d4-1x (min 1))

Weapons, Light (Small, 1d4x)

80-81

79

75-77

-

16-18

-

Weapons, Martial 2H (Small, 1d4x)

Weapons, Light (Small, 1d6+1x)

82

80

78-79

-

21-32

19-23

35-54

Weapons, Martial 2H (Small, 1d6+1x)

83-87

81-88

80-82

90-94

33-35

24-28

55

Weapons, Martial Ranged (Small, 1d2x)

88-90

89-90

83-86

95

91-92

91

87-89

-

Weapons, Martial Ranged (Small, 1d4x)

93

92

90-91

-

Weapons, Martial Ranged (Small, 1d6+1x)

94-96

93-97

92-93

96-00

97-98

98

94-96

-

Weapons, Exotic (Small, 1d4-1x (min 1))

A

B

C

D

01-11

01-14

01-06

01-31

12-16

15-17

07-11

32-33

17-79

18-19

12-15

20-21

20

22-31 32-36

Result

Weapons, Simple (Small, 1d2x) Weapons, Simple (Small, 1d4-1x (min 1))

Weapons, Martial Ranged (Small, 1d41x (min 1))

37-39

36-37

29-33

-

40-41

38

34-37

-

Weapons, Simple (Small, 1d6+1x)

42-50

39-50

38-41

56-67

Weapons, Ranged (Small, 1d2x)

51-55

51-53

42-46

68

56-58

54-55

47-51

-

Weapons, Ranged (Small, 1d4x)

59-60

56

52-55

-

Weapons, Ranged (Small, 1d6+1x)

99

99

97-98

-

61-65

57-64

56-58

69-82

Weapons, Martial 1H (Small, 1d2x)

Weapons, Exotic (Small, 1d4x)

00

00

99-00

-

66-68

65-66

59-61

83

Weapons, Martial 1H (Small, 1d4-1x (min 1))

Weapons, Exotic (Small, 1d6+1x)

69-70

67

62-64

-

Weapons, Martial 1H (Small, 1d4x)

36

Weapons, Simple (Small, 1d4x)

Weapons, Ranged (Small, 1d4-1x (min 1))

Weapons, Exotic (Small, 1d2x)

Sizes

Roll

• Small: Roll once and use given numerical values.

1d4 times, and use given numerical values.

• Large: 2d6 times, and double (2x) given numerical Roll values.

• Medium:

FlexTable 19: Weapons, Light FlexContent B

01-06

01-04

C 01-09

Result

D -

Battle Aspergillum: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

07-11

05-07

10-17

-

Brass Knife: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

12-16

08-10

18-25

-

Brass Knuckles: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

17-19

11

26-30

-

Cestus: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

20-49

12-51

31-52

01-71

Dagger: 1x 1x; masterwork 1x; +1d2 1x; +1d4+1

50-54

52-54

53-60

-

A 68-70

B 64

C 71-75

Result

D -

FlexContent

A

Kunai: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

71-85

65-82

76-80

76-95

Mace, Light: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

86-95

83-98

81-92

96-00 Sickle: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

96-98

99

93-97

-

Spring Blade: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

99-00

00

98-00

-

Wooden Stake: 1x 1x; masterwork 1x; +1 1x; +1d4-2 (min 1)

Dagger, Punching: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

55-64

55-62

61-65

72-75

Gauntlet, Spiked: 1x 1x; masterwork 1x; +1d2 1x; +1d4 (min 2)

65-67

63

66-70

-

Hook Hand: 1x 1x; masterwork 1x; +1d2 1x; +1d4-2 (min 1)

37

FlexTable 20: Weapons, Simple FlexContent A

B

01-16

01-28

C 01-06

Result

D 01-51

Club:

FlexContent

1x 1x; masterwork 1x; +1d2 1x; +1d4-2 (min 1) 17-24

29-33

07-21

52

Mace, Heavy: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

25-29

34-35

22-33

53

Morningstar: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

30-44

36-47

34-46

54-61

Shortspear: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

45-47

48

47-51

-

Bayonet: 1x 1x; masterwork 1x; +1d2 1x; +1d4-2 (min 1)

38

A 48-49

B 49

C 52-56

Result

D -

Boarding Pike: 1x 1x; masterwork 1x; +1d2 1x; +1d4-2 (min 1)

50

50

57-59

-

Kumade: 1x 1x; masterwork 1x; +1d2 1x; +1d4-2 (min 1)

51-60

51-55

60-75

-

Longspear: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

61-85

56-90

76-90

62-96

Quarterstaff: 1x 1x; mwk/mwk 1x; +1/+1 1x; +1d4/+1d4

86-00

91-00

91-00

97-00

Spear: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

A

B

C

01-04

01-02

01-10

Result

D -

Blowgun: 1x 1x; masterwork 1x; +1d2 1x; +1d4-2 (min 1)

05-09

03-04

11-25

-

Crossbow, Heavy: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

10-29

30-44

05-16

17-41

26+45

01-11

46-50

12-46

Crossbow, Light: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1 Dart: 2d6x 2d8x; masterwork 2d6x; +1d4-1 (min 1) 2d6x; +1d4+1

45-59

42-53

51-60

47-61

A 60-79

B 54-83

C

D

61-70

62-85

Result Sling: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

80-89

84-94

71-90

86-95

FlexContent

FlexTable 21: Weapons, Ranged FlexContent

Bolts, Crossbow: 1d8x10 1d8x10; masterwork 1d6x10; +1d4-1 (min 1) 1d6x10; +1d4+1

90-98

95-99

91-95

96-00 Bullets, Sling 2d8x10 2d8x10; masterwork 2d6x10; +1d4-1 (min 1) 2d6x10; +1d4+1

99-00

00

96-00

-

Darts, Blowgun 2d8x10 2d8x10; masterwork 2d6x10; +1d4-1 (min 1) 2d6x10; +1d4+1

Javelin: 2d4x 2d6x; masterwork 2d4x; +1d4-1 (min 1) 2d4x; +1d4+1

39

FlexContent

FlexTable 22: Weapons, Martial 1H FlexContent A

B

C

D

Result

A

B

01-03

01-02

01-03

01-02

Axe, Boarding:

32-43

43-77

1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1) 04-07

03-12

04-07

03-28

Axe, Throwing: 2d6x 2d8x; masterwork 2d8x; +1d2 2d6x; +1d4-1 (min 1)

08-09

13

08-09

29-56

Dogslicer: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

10-14

14-31

10-11

57-84

Hammer, Light: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

15-17

32

12-13

-

Gladius: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

18-22

33-37

14-21

85-89

Handaxe: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

23

38

22-26

-

Kukri: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

24-26

39

27-28

-

Machete: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

27-31

40-42

29-36

90

Pick, Light: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

40

C 37-38

Result

D 91-95

Shortsword: 1d4x 1d4x; masterwork 1d2x; +1d4-1 (min 1) 1x; +1d4+1

44-46

78

39-41

-

War Razor: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

47-56

79-83

42-45

96

Battleaxe: 1d4x 1d2x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

57-64

84-86

46-55

97

Flail: 1d2x 1d2x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

65-77

87-91

56-71

98

Longsword: 1d2x 1d2x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

78-79

92

72-76

99

Pick, Heavy: 1d2x 1d2x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

80-84

93-94

77-84

-

Rapier: 1d2x 1d2x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

85-89

95-96

85-92

-

Scimitar: 1d2x 1d2x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

90-92

97

93-97

-

Trident: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

93-00

B 98-00

C 98-00

D 00

Result Warhammer: 1d2x 1d2x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

FlexContent

A

41

FlexContent

FlexTable 23: Weapons, Martial 2H FlexContent A

B

01-04

01-02

C 01-08

Result

D -

Bardiche: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

05-07

03

09-13

-

Bec de Corbin: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

08-10

04

14-18

-

Bill: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

11-15

05-06

19-26

-

Earthbreaker: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

16-25

07-36

27-31

01-44

Falchion: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

26-37

37-56

32-39

45-71

Flail, Heavy: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

38-45

57-62

40-42

72-73

Glaive: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

46-47

63

43-47

-

Glaive-Guisarme: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

48-62

64-81

48-52

74-98

Greataxe: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

42

A 63-70

B 82-84

C 53-57

Result

D -

Halberd: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

71-78

85-87

58-62

-

Lucerne Hammer: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

79-80

88

63-65

-

Horsechopper: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

81-88

89-93

66-77

99-00 Lance: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

89-93

94-96

78-87

-

Pickaxe: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

94-95

97

88-92

-

Ranseur: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

96-00

98-00

93-00

-

Scythe: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

FlexTable 24: Weapons, Martial Ranged FlexContent B

01-06

01-02

C 01-09

Result

D 01-02

Chakram: 1d6x 1d4x; masterwork 1d4x; +1d2 1d4x; +1d4-1 (min 1)

07-26

03-18

10-29

03-12

Longbow: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

27-34

19-23

30-41

13-17

Longbow, Composite (+0): 1d6x 1d4x; masterwork 1d4x; +1d2 1d4x; +1d4-1 (min 1)

35-39

24-26

42-48

18-20

A 53-72

B 34-68

C

D

72-76

24-57

Result Shortbow: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

73-80

69-70

77-88

58-60

FlexContent

A

Shortbow, Composite: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

81-00

71-00

89-00

61-00

Arrows: 4d20x 3d20x; masterwork 2d20x; +1d4-1 (min 1) 2d20x; +1d4+1

Longbow, Composite (+1): 1d6x 1d4x; masterwork 1d4x; +1d2 1d4x; +1d4-1 (min 1)

40-42

27

49-53

21

Longbow, Composite (+2): 1d6x 1d4x; masterwork 1d4x; +1d2 1d4x; +1d4-1 (min 1)

43-44

28

54-58

-

Longbow, Composite (+3): 1d6x 1d4x; masterwork 1d4x; +1d2 1d4x; +1d4-1 (min 1)

45-46

29

59-63

-

Longbow, Composite (+4): 1d6x 1d4x; masterwork 1d4x; +1d2 1d4x; +1d4-1 (min 1)

47

30

64-66

-

Longbow, Composite (+5): 1d6x 1d4x; masterwork 1d4x; +1d2 1d4x; +1d4-1 (min 1)

48-52

31-33

67-71

-

Pilum: 2d6x 2d6x; masterwork 2d4x; +1d2 2d4x; +1d4-1 (min 1)

43

FlexContent

FlexTable 25: Weapons, Exotic FlexContent A

B

01-03

01-02

C 01-02

Result

D -

Dagger, Swordbreaker: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

04-07

03-04

03

01-03

Kama: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

08-11

05-10

04

04-18

Knife, Butterfly: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

12-15

11-12

05

-

Nunchaku: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

16-19

13-14

06

-

Sai

A

B

C

D

37-45

37-41

14-28

38-39

15-16

07

-

Siangham: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

24-26

17-19

08

-

Axe, Hooked: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

27-31

20-24

09-11

19

Estoc: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

32-36

25-36

12-13

20-37

Khopesh: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

44

Sword, Bastard: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

46-48

42-46

29-33

40-41

Tongi 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

49-56

47-61

34

42-73

Whip: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

57-61

62-63

35-42

-

Waraxe, Dwarven: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

62-66

64-65

43-50

-

1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1) 20-23

Result

Waraxe, Dwarven Double: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

67-69

66

51-55

-

Axe, Orc Double: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

7074

67-69

56-63

74

Chain, Spiked: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

74-79

70-72

64-68

75

Flail, Dire: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

80-82

73

69-73

-

Flambard: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

A 83

B 74-78

C 74

Result

D 76-80

Garrote: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

79

75-82

-

Hammer, Gnome Hooked:

FlexContent

84-88

1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1 89

80-82

83

81-85

Harpoon: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

90-92

83-84

84-88

-

Longaxe, Dwarven: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

93-95

85-86

89-93

-

Longhammer, Dwarven: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

96

87-98

94

86-00 Mancatcher: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

97-99

99

95-99

-

Urgosh, Dwarven: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

00

00

00

-

Sword, Two-Bladed: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

45

Armor

FlexContent

Contexts •

Use Context A: By default, or if no other Context described applies to the circumstances.



Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it.





Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level. Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the

FlexTable 26: Armor, General FlexContent A

B

01-16

01-26

17-26

27-41

C 01-06 07-14

D 01-31 32-46

Result Armor, Light (Small, 1d2x) Armor, Light (Small, 1d4-1x (min 1))

27-33

42-43

15-23

-

Armor, Light (Small, 1d4x)

34-35

44

24-28

-

Armor, Light (Small, 1d6+1x)

36-47

45-59

29-33

47-66

Armor, Medium (Small, 1d2x)

48-52

60-67

34-41

67-74

Armor, Medium (Small, 1d4-1x (min 1))

53-55

68

42-46

-

Armor, Medium (Small, 1d4x)

56-57

69

47-51

-

Armor, Medium (Small, 1d6+1x)

58-67

70-84

52-56

75-86

68-70

85

57-64

-

Armor, Heavy (Small, 1d4-1x (min 1))

71-72

86

65-69

-

Armor, Heavy (Small, 1d4x)

73

87

70-72

-

Armor, Heavy (Small, 1d6+1x)

74-85

88-95

73-77

87-00

Armor, Shields (Small, 1d2x)

46

Armor, Heavy (Small, 1d2x)

treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

Sizes • Small: Roll once and use given numerical values. • Medium: 1d4 times, and use given numerical values. Roll • Large: 2d4 times, and double (2x) given numerical Roll values.

A

B

C

D

Result

86-93

96-98

78-87

-

Armor, Shields (Small, 1d4-1x (min 1))

94-98

99

88-95

-

Armor, Shields (Small, 1d4x)

99-00

00

96-00

-

Armor, Shields (Small, 1d6+1x)

FlexTable 27: Armor, Light FlexContent B

01-11

01-27

C 01-04

Result

D 01-36

Padded:

A 57-61

B 76

C 33-40

-

28-32

05-09

37

Quilted Cloth:

62-71

77-79

41-55

-

33-62

10-19

38-52

Leather:

72-82

80-84

56-75

76-80

63

20-29

-

Rosewood:

83-92

85-99

76-80

81-00

64-75

30-32

53-75

Hide Shirt: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

Wooden: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1) 49-56

Studded Leather: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1 44-48

Parade: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1) 24-43

Leaf: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1 12-23

Result

D

FlexContent

A

93-00

00

81-00

-

Chain Shirt: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

47

FlexTable 28: Armor, Medium FlexContent A

B

C

D

01-11

01-16

01-11

01-06

Result Armored Coat:

FlexTable 29: Armor, Heavy FlexContent A

B

C

D

01-25

01-36

01-11

01-60

FlexContent

1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1 12-16

17

12-16

-

Chain Coat:

18-52

17

07-72

Hide:

26-55

37-71

12-31

61-85

53

18-25

-

Ice Coat:

56-80

72-95

32-57

86-00 Splint Mail: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

81-85

96

58-65

-

1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1) 36-45

54-73

26-30

73-92

Scale Mail:

74-83

31-55

93-97

Breastplate: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

66-75

84-88

56-70

-

Breastplate, Agile: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

76-00

89-00

71-00

98-00 Chainmail: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

48

Fortress Plate: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

86-95

97-99

66-90

-

1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1 46-65

Field Plate: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1 32-35

Banded Mail: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1) 17-31

Result

Half-Plate: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

96-00

00

91-00

-

Full Plate: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

FlexTable 30: Armor, Shields FlexContent A

B

01-16

01-26

C 01-06

Result

D 01-28

Buckler:

17-38

27-51

07-18

29-56

FlexContent

1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1) Light Steel: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1 39-63

52-81

19-33

57-89

Light Wooden: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

64-75

82-87

34-61

90-92

Heavy Steel: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

76-93

88-97

62-85

93-00

Heavy Wooden: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

94-98

98-99

86-95

-

Tower: 1x 1x; masterwork 1x; +1d4-1 (min 1) 1x; +1d4+1

99-00

00

96-00

-

Dwarven War-Shield: 1x 1x; masterwork 1x; +1d2 1x; +1d4-1 (min 1)

49

Locks, Chest

FlexContent

Contexts •

Use Context A: By default, or if no other Context described applies to the circumstances.



Use Context B: If the party has just happened across the obstacle, the obstacle guards a goal or treasure of low value, or the obstacle is a “side quest” that’s not necessary to the central plot of the PC’s activities.



Use Context C: For circumstances of great challenge, or if the obstacle guards a goal or treasure of great value.



Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in resolving the obstacle

at all. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

GM’s Lock Option The tables below use the same formula for both the Break and the Disable Device attributes of a given chest. Although the randomization for these properties should be rolled separately, GMs wishing to impact even more variability can roll twice on the table: once to determine the Break DC, and a second time to determine the separate Disable Device DC.

FlexTable 31: Locks, Chest, Simple FlexContent A

B

01-19

01-26

C 01-06

Result

D 01-41

3” thick; Hardness 5; hp 20 Break DC 8+1d4; Disable Device DC 8+1d4 Break DC 10+1d4; Disable Device DC 10+1d4 Break DC 12+1d4; Disable Device DC 12+1d4 Break DC 14+1d4; Disable Device DC 14+1d4

20-39

27-51

07-16

42-71

3” thick; Hardness 5; hp 20 Break DC 8+1d6; Disable Device DC 8+1d6 Break DC 10+1d6; Disable Device DC 10+1d6 Break DC 12+1d6; Disable Device DC 12+1d6 Break DC 14+1d6; Disable Device DC 14+1d6

40-64

52-81

17-31

72-96

3” thick; Hardness 5; hp 20 Break DC 10+1d6; Disable Device DC 10+1d6 Break DC 12+1d6; Disable Device DC 12+1d6 Break DC 14+1d6; Disable Device DC 14+1d6 Break DC 16+1d6; Disable Device DC 16+1d6

65-84

82-96

32-59

97-00

3” thick; Hardness 5; hp 20 Break DC 10+1d8; Disable Device DC 10+1d8 Break DC 12+1d8; Disable Device DC 12+1d8 Break DC 14+1d8; Disable Device DC 14+1d8 Break DC 16+1d8; Disable Device DC 16+1d8

85-94

97-99

60-82

-

3” thick; Hardness 5; hp 20 Break DC 12+1d4; Disable Device DC 12+1d4 Break DC 14+1d4; Disable Device DC 14+1d4 Break DC 16+1d4; Disable Device DC 16+1d4 Break DC 18+1d4; Disable Device DC 18+1d4

95-00

00

83-00

-

3” thick; Hardness 5; hp 20 Break DC 12+1d6; Disable Device DC 12+1d6 Break DC 14+1d6; Disable Device DC 14+1d6 Break DC 16+1d6; Disable Device DC 16+1d6 Break DC 18+1d6; Disable Device DC 18+1d6

50

FlexTable 32: Locks, Chest, Strongbox FlexContent A

B

01-19

01-26

C 01-06

Result

D 01-41

5” thick; Hardness 5+1d6; hp 40

20-39

27-51

07-16

42-71

FlexContent

Break DC 15+1d4; Disable Device DC 15+1d4 Break DC 17+1d4; Disable Device DC 17+1d4 Break DC 19+1d4; Disable Device DC 19+1d4 Break DC 21+1d4; Disable Device DC 21+1d4 5” thick; Hardness 5+1d6; hp 40 Break DC 15+1d6; Disable Device DC 15+1d6 Break DC 17+1d6; Disable Device DC 17+1d6 Break DC 19+1d6; Disable Device DC 19+1d6 Break DC 21+1d6; Disable Device DC 21+1d6 40-64

52-81

17-31

72-96

5” thick; Hardness 5+1d8; hp 50 Break DC 17+1d4; Disable Device DC 17+1d4 Break DC 19+1d4; Disable Device DC 19+1d4 Break DC 21+1d4; Disable Device DC 21+1d4 Break DC 23+1d4; Disable Device DC 23+1d4

65-84

82-96

32-59

97-00

5” thick; Hardness 5+1d8; hp 50 Break DC 18+1d6; Disable Device DC 18+1d6 Break DC 20+1d6; Disable Device DC 20+1d6 Break DC 22+1d6; Disable Device DC 22+1d6 Break DC 24+1d6; Disable Device DC 24+1d6

85-94

97-99

60-82

-

5” thick; Hardness 5+1d8; hp 50 Break DC 20+1d4; Disable Device DC 20+1d4 Break DC 22+1d4; Disable Device DC 22+1d4 Break DC 24+1d4; Disable Device DC 24+1d4 Break DC 26+1d4; Disable Device DC 26+1d4

95-00

00

83-00

-

5” thick; Hardness 5+1d8; hp 50 Break DC 20+1d6; Disable Device DC 20+1d6 Break DC 22+1d6; Disable Device DC 22+1d6 Break DC 24+1d6; Disable Device DC 24+1d6 Break DC 26+1d6; Disable Device DC 26+1d6

51

Locks, Furniture

FlexContent

Contexts •

Use Context A: By default, or if no other Context described applies to the circumstances.



Use Context B: If the party has just happened across the obstacle, the obstacle guards a goal or treasure of low value, or the obstacle is a “side quest” that’s not necessary to the central plot of the PC’s activities.



Use Context C: For circumstances of great challenge, or if the obstacle guards a goal or treasure of great value.



Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in resolving the obstacle

at all. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

GM’s Lock Option GMs wishing to impact even more variability can roll twice on the table: once to determine the Break DC, and a second time to determine the separate Disable Device DC.

FlexTable 33: Locks, Furniture, Simple FlexContent A

B

C

D

01-30

01-36

01-07

01-54

Result 2” thick; Hardness 2+1d4; hp 20 Break DC 10+1d4; Disable Device DC 8+1d4 Break DC 12+1d4; Disable Device DC 10+1d4 Break DC 14+1d6; Disable Device DC 12+1d4 Break DC 16+1d6; Disable Device DC 14+1d4

31-70

37-87

08-25

55-94

2” thick; Hardness 2+1d4; hp 20 Break DC 10+1d6; Disable Device DC 8+1d6 Break DC 12+1d6; Disable Device DC 10+1d6 Break DC 14+1d8; Disable Device DC 12+1d6 Break DC 16+1d8; Disable Device DC 14+1d6

71-85

88-94

26-50

95-99

3” thick; Hardness 2+1d6; hp 25 Break DC 12+1d4; Disable Device DC 10+1d4 Break DC 14+1d4; Disable Device DC 12+1d4 Break DC 16+1d6; Disable Device DC 14+1d4 Break DC 18+1d6; Disable Device DC 16+1d4

86-96

95-97

51-75

00

3” thick; Hardness 2+1d6; hp 25 Break DC 12+1d6; Disable Device DC 10+1d6 Break DC 14+1d6; Disable Device DC 12+1d6 Break DC 16+1d8; Disable Device DC 14+1d6 Break DC 18+1d8; Disable Device DC 16+1d6

94-98

98-99

76-90

-

4” thick; Hardness 4+1d4; hp 30 Break DC 14+1d4; Disable Device DC 12+1d4 Break DC 16+1d4; Disable Device DC 14+1d4 Break DC 18+1d4; Disable Device DC 16+1d4 Break DC 20+1d4; Disable Device DC 18+1d4

99-00

00

91-00

-

4” thick; Hardness 4+1d4; hp 30 Break DC 14+1d6; Disable Device DC 12+1d6 Break DC 16+1d6; Disable Device DC 14+1d6 Break DC 18+1d6; Disable Device DC 16+1d6 Break DC 20+1d6; Disable Device DC 18+1d6

52

FlexTable 34: Locks, Furniture, Strong FlexContent A

B

C

D

01-30

01-36

01-07

01-54

Result 4” thick; Hardness 3+1d4; hp 30

31-70

37-87

08-25

55-94

FlexContent

Break DC 14+1d4; Disable Device DC 12+1d4 Break DC 16+1d4; Disable Device DC 14+1d4 Break DC 18+1d6; Disable Device DC 16+1d4 Break DC 20+1d6; Disable Device DC 18+1d4 4” thick; Hardness 3+1d4; hp 30 Break DC 14+1d6; Disable Device DC 12+1d6 Break DC 16+1d6; Disable Device DC 14+1d6 Break DC 18+1d8; Disable Device DC 16+1d6 Break DC 20+1d8; Disable Device DC 18+1d6 71-85

88-94

26-50

95-99

5” thick; Hardness 4+1d6; hp 35 Break DC 16+1d4; Disable Device DC 14+1d4 Break DC 18+1d4; Disable Device DC 16+1d4 Break DC 20+1d6; Disable Device DC 18+1d4 Break DC 22+1d6; Disable Device DC 20+1d4

86-96

95-97

51-75

00

5” thick; Hardness 4+1d6; hp 35 Break DC 16+1d6; Disable Device DC 14+1d6 Break DC 18+1d6; Disable Device DC 16+1d6 Break DC 20+1d8; Disable Device DC 18+1d6 Break DC 22+1d8; Disable Device DC 20+1d6

94-98

98-99

76-90

-

5” thick; Hardness 5+1d4; hp 40 Break DC 18+1d4; Disable Device DC 18+1d4 Break DC 20+1d4; Disable Device DC 20+1d4 Break DC 22+1d4; Disable Device DC 22+1d4 Break DC 24+1d4; Disable Device DC 24+1d4

99-00

00

91-00

-

5” thick; Hardness 5+1d4; hp 40 Break DC 18+1d6; Disable Device DC 18+1d6 Break DC 20+1d6; Disable Device DC 20+1d6 Break DC 22+1d6; Disable Device DC 22+1d6 Break DC 24+1d6; Disable Device DC 24+1d6

53

Locks, Door

FlexContent

Contexts •

Use Context A: By default, or if no other Context described applies to the circumstances.



Use Context B: If the party has just happened across the obstacle, the obstacle guards a goal or treasure of low value, or the obstacle is a “side quest” that’s not necessary to the central plot of the PC’s activities.



Use Context C: For circumstances of great challenge, or if the obstacle guards a goal or treasure of great value.



Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in resolving the obstacle

at all. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

GM’s Lock Option GMs wishing to impact even more variability can roll twice on the table: once to determine the Break DC, and a second time to determine the separate Disable Device DC.

FlexTable 35: Locks, Door, Weak FlexContent A

B

C

D

01-25

01-31

01-11

01-41

Result 2” thick; Hardness 2+1d4; hp 15 Break DC 6+1d4; Disable Device DC 4+1d4 Break DC 8+1d4; Disable Device DC 6+1d4 Break DC 10+1d6; Disable Device DC 8+1d4 Break DC 12+1d6; Disable Device DC 10+1d4

26-50

32-66

12-26

42-90

2” thick; Hardness 2+1d4; hp 15 Break DC 6+1d6; Disable Device DC 4+1d6 Break DC 8+1d6; Disable Device DC 6+1d6 Break DC 10+1d8; Disable Device DC 8+1d6 Break DC 12+1d8; Disable Device DC 10+1d6

51-70

67-91

27-53

91-00

3” thick; Hardness 2+1d6; hp 20 Break DC 8+1d4; Disable Device DC 6+1d4 Break DC 10+1d4; Disable Device DC 8+1d4 Break DC 12+1d6; Disable Device DC 10+1d4 Break DC 14+1d6; Disable Device DC 12+1d4

71-85

72-96

54-75

-

3” thick; Hardness 2+1d6; hp 20 Break DC 8+1d6; Disable Device DC 6+1d6 Break DC 10+1d6; Disable Device DC 8+1d6 Break DC 12+1d8; Disable Device DC 10+1d6 Break DC 14+1d8; Disable Device DC 12+1d6

86-95

97-99

76-90

-

3” thick; Hardness 3+1d6; hp 22 Break DC 10+1d4; Disable Device DC 8+1d4 Break DC 12+1d4; Disable Device DC 10+1d4 Break DC 14+1d6; Disable Device DC 12+1d4 Break DC 16+1d6; Disable Device DC 14+1d4

96-00

00

91-00

-

3” thick; Hardness 3+1d6; hp 22 Break DC 10+1d6; Disable Device DC 8+1d6 Break DC 12+1d6; Disable Device DC 10+1d6 Break DC 14+1d8; Disable Device DC 12+1d8 Break DC 16+1d8; Disable Device DC 14+1d8

54

FlexTable 36: Locks, Door, Simple FlexContent A

B

C

D

01-25

01-31

01-11

01-41

Result 2” thick; Hardness 2+1d6; hp 18

26-50

32-66

12-26

42-90

FlexContent

Break DC 8+1d4; Disable Device DC 8+1d4 Break DC 10+1d4; Disable Device DC 10+1d4 Break DC 12+1d6; Disable Device DC 12+1d4 Break DC 14+1d6; Disable Device DC 14+1d4 2” thick; Hardness 2+1d6; hp 18 Break DC 8+1d6; Disable Device DC 8+1d6 Break DC 10+1d6; Disable Device DC 10+1d6 Break DC 12+1d8; Disable Device DC 12+1d6 Break DC 14+1d8; Disable Device DC 14+1d6 51-70

67-91

27-53

91-00

3” thick; Hardness 2+1d6; hp 24 Break DC 10+1d4; Disable Device DC 10+1d4 Break DC 12+1d4; Disable Device DC 12+1d4 Break DC 14+1d6; Disable Device DC 14+1d4 Break DC 16+1d6; Disable Device DC 16+1d4

71-85

72-96

54-75

-

3” thick; Hardness 2+1d6; hp 24 Break DC 10+1d6; Disable Device DC 10+1d6 Break DC 12+1d6; Disable Device DC 12+1d6 Break DC 14+1d8; Disable Device DC 14+1d6 Break DC 16+1d8; Disable Device DC 16+1d6

86-95

97-99

76-90

-

3” thick; Hardness 3+1d6; hp 26 Break DC 12+1d4; Disable Device DC 12+1d4 Break DC 14+1d4; Disable Device DC 14+1d4 Break DC 16+1d6; Disable Device DC 16+1d4 Break DC 18+1d6; Disable Device DC 18+1d4

96-00

00

91-00

-

3” thick; Hardness 3+1d6; hp 26 Break DC 12+1d6; Disable Device DC 12+1d6 Break DC 14+1d6; Disable Device DC 14+1d6 Break DC 16+1d8; Disable Device DC 16+1d8 Break DC 18+1d8; Disable Device DC 18+1d8

55

FlexContent

FlexTable 37: Locks, Door, Reinforced FlexContent A

B

C

D

01-25

01-31

01-11

01-41

Result 4” thick; Hardness 4+1d6; hp 25 Break DC 14+1d4; Disable Device DC 12+1d4 Break DC 16+1d4; Disable Device DC 14+1d4 Break DC 18+1d6; Disable Device DC 16+1d4 Break DC 20+1d6; Disable Device DC 18+1d4

26-50

32-66

12-26

42-90

4” thick; Hardness 4+1d6; hp 25 Break DC 14+1d6; Disable Device DC 12+1d6 Break DC 16+1d6; Disable Device DC 14+1d6 Break DC 18+1d8; Disable Device DC 12+1d6 Break DC 20+1d8; Disable Device DC 18+1d6

51-70

67-91

27-53

91-00

5” thick; Hardness 5+1d6; hp 30 Break DC 16+1d4; Disable Device DC 14+1d4 Break DC 18+1d4; Disable Device DC 16+1d4 Break DC 20+1d6; Disable Device DC 18+1d4 Break DC 22+1d6; Disable Device DC 20+1d4

71-85

72-96

54-75

-

5” thick; Hardness 5+1d6; hp 30 Break DC 16+1d6; Disable Device DC 14+1d6 Break DC 18+1d6; Disable Device DC 16+1d6 Break DC 20+1d8; Disable Device DC 18+1d6 Break DC 22+1d8; Disable Device DC 20+1d6

86-95

97-99

76-90

-

6” thick; Hardness 5+1d6; hp 35 Break DC 18+1d4; Disable Device DC 16+1d4 Break DC 20+1d4; Disable Device DC 18+1d4 Break DC 22+1d6; Disable Device DC 20+1d4 Break DC 24+1d6; Disable Device DC 22+1d4

96-00

00

91-00

-

6” thick; Hardness 5+1d6; hp 35 Break DC 18+1d6; Disable Device DC 16+1d6 Break DC 20+1d6; Disable Device DC 18+1d6 Break DC 22+1d8; Disable Device DC 20+1d8 Break DC 24+1d8; Disable Device DC 22+1d8

56

FlexTable 38: Locks, Door, Stronghold FlexContent A

B

C

D

01-25

01-31

01-11

01-41

Result 5” thick; Hardness 6+1d6; hp 40

26-50

32-66

12-26

42-90

FlexContent

Break DC 18+1d4; Disable Device DC 17+1d4 Break DC 20+1d4; Disable Device DC 19+1d4 Break DC 22+1d6; Disable Device DC 21+1d4 Break DC 24+1d6; Disable Device DC 23+1d4 5” thick; Hardness 6+1d6; hp 40 Break DC 18+1d6; Disable Device DC 17+1d6 Break DC 20+1d6; Disable Device DC 19+1d6 Break DC 22+1d8; Disable Device DC 21+1d6 Break DC 24+1d8; Disable Device DC 23+1d6 51-70

67-91

27-53

91-00

6” thick; Hardness 8+1d6; hp 50 Break DC 20+1d4; Disable Device DC 19+1d4 Break DC 22+1d4; Disable Device DC 21+1d4 Break DC 24+1d6; Disable Device DC 23+1d4 Break DC 26+1d6; Disable Device DC 25+1d4

71-85

72-96

54-75

-

6” thick; Hardness 8+1d6; hp 50 Break DC 20+1d6; Disable Device DC 19+1d6 Break DC 22+1d6; Disable Device DC 21+1d6 Break DC 24+1d8; Disable Device DC 23+1d6 Break DC 26+1d8; Disable Device DC 25+1d6

86-95

97-99

76-90

-

8” thick; Hardness 10+1d6; hp 60 Break DC 22+1d4; Disable Device DC 21+1d4 Break DC 24+1d4; Disable Device DC 13+1d4 Break DC 26+1d6; Disable Device DC 25+1d4 Break DC 28+1d6; Disable Device DC 27+1d4

96-00

00

91-00

-

8” thick; Hardness 10+1d6; hp 60 Break DC 24+1d6; Disable Device DC 23+1d6 Break DC 26+1d6; Disable Device DC 25+1d6 Break DC 28+1d8; Disable Device DC 27+1d8 Break DC 30+1d8; Disable Device DC 29+1d8

57

FlexTable 39: Locks, Door, Secret FlexContent

01-11

01-21

01-06

01-38

Perception DC 8+1d4 Perception DC 10+1d4 Perception DC 12+1d4 Perception DC 14+1d4

12-26

22-51

07-16

39-83

Perception DC 10+1d6 Perception DC 12+1d6 Perception DC 14+1d6 Perception DC 16+1d6

27-60

52-91

17-31

84-98

Perception DC 12+1d6 Perception DC 14+1d6 Perception DC 16+1d6 Perception DC 18+1d6

61-80

92-96

32-61

99-00

Perception DC 14+1d6 Perception DC 16+1d6 Perception DC 18+1d6 Perception DC 20+1d6

81-95

97-99

62-84

-

Perception DC 16+1d6 Perception DC 18+1d6 Perception DC 20+1d6 Perception DC 22+1d6

96-00

00

85-00

-

Perception DC 18+1d6 Perception DC 20+1d6 Perception DC 22+1d6 Perception DC 24+1d6

FlexContent

B

58

C

Result

A

D

Containers tend to be significantly less complicated to prize open than their intentionally-locked chest and door counterparts. At the GM’s discretion, “Disable Device” checks may not apply to sealed containers.

Contexts •

Use Context A: By default, or if no other Context described applies to the circumstances.



Use Context B: If the party has just happened across the obstacle, the obstacle guards a goal or treasure of low value, or the obstacle is a “side quest” that’s not necessary to the central plot of the PC’s activities.



Use Context C: For circumstances of great challenge, or if the obstacle guards a goal or treasure of great value.



Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in resolving the obstacle at all. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

FlexContent

Container, Barrel or Crate

GM’s Lock Option GMs wishing to impact even more variability can roll twice on the table: once to determine the Break DC, and a second time to determine the separate Disable Device DC.

FlexTable 40: Container, Barrel or Crate FlexContent A

B

01-21

01-30

C 01-06

Result

D 01-41

2” thick; Hardness 2+1d4; hp 15 Break DC 8+1d4; Disable Device DC 6+1d4 Break DC 10+1d4; Disable Device DC 8+1d4 Break DC 12+1d4; Disable Device DC 10+1d4 Break DC 14+1d4; Disable Device DC 12+1d4

22-46

31-70

07-16

42-89

2” thick; Hardness 2+1d4; hp 15 Break DC 10+1d4; Disable Device DC 8+1d4 Break DC 12+1d4; Disable Device DC 10+1d4 Break DC 14+1d4; Disable Device DC 12+1d4 Break DC 16+1d4; Disable Device DC 14+1d4

47-71

71-85

17-32

90-97

3” thick; Hardness 3+1d4; hp 20 Break DC 12+1d4; Disable Device DC 10+1d4 Break DC 14+1d4; Disable Device DC 12+1d4 Break DC 16+1d4; Disable Device DC 14+1d4 Break DC 18+1d4; Disable Device DC 16+1d4

72-86

86-93

33-60

98-99

3” thick; Hardness 3+1d4; hp 20 Break DC 14+1d4; Disable Device DC 12+1d4 Break DC 16+1d4; Disable Device DC 14+1d4 Break DC 18+1d4; Disable Device DC 16+1d4 Break DC 20+1d4; Disable Device DC 18+1d4

87-96

94-98

61-85

00

4” thick; Hardness 4+1d4; hp 25 Break DC 16+1d4; Disable Device DC 14+1d4 Break DC 18+1d4; Disable Device DC 16+1d4 Break DC 20+1d4; Disable Device DC 18+1d4 Break DC 22+1d4; Disable Device DC 20+1d4

97-00

99-00

86-00

-

4” thick; Hardness 4+1d4; hp 25 Break DC 18+1d4; Disable Device DC 16+1d4 Break DC 20+1d4; Disable Device DC 18+1d4 Break DC 22+1d4; Disable Device DC 20+1d4 Break DC 24+1d4; Disable Device DC 22+1d4

59

Traps

FlexContent

Contexts





Use Context A: By default, or if no other Context described applies to the circumstances.



Use Context B: If the party has just happened across the obstacle, the obstacle guards a goal or treasure of low value, or the obstacle is a “side quest” that’s not necessary to the central plot of the PC’s activities.



Use Context C: For circumstances of great challenge, or if the obstacle guards a goal or treasure of great value.

Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in resolving the obstacle at all. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as feasible.

FlexTable 41: Trap FlexContent A

B

C

D

01-21

01-23

01-11

01-31

Result Razor Trap: Type Mechanical; Trigger Touch; Reset Repair Perception DC 10+1d4; Disable Device DC 12+1d4 Effect Atk +1d4 melee (1d6 slashing) Perception DC 12+1d4; Disable Device DC 14+1d4 Effect Atk +2d4 melee (2d6 slashing) Perception DC 14+1d6; Disable Device DC 15+1d6 Effect Atk 6+1d6 melee (2d6 slashing) Perception DC 15+1d8; Disable Device DC 16+1d8 Effect Atk 8+1d8 melee (2d10 slashing)

22-41

24-45

12-21

32-61

Dagger Trap: Type Mechanical; Trigger Touch; Reset Repair Perception DC 12+1d4; Disable Device DC 12+1d6 Effect Atk +1d6 melee (2d4 piercing) Perception DC 14+1d4; Disable Device DC 14+1d6 Effect Atk 4+1d6 melee (2d6 piercing) Perception DC 16+1d4; Disable Device DC 16+1d6 Effect Atk 6+1d6 melee (3d8 piercing) Perception DC 18+1d4; Disable Device DC 18+1d6 Effect Atk 8+1d6 melee (3d10 piercing)

42-61

46-67

22-36

62-91

Crushing Trap: Type Mechanical; Trigger Touch; Reset Repair Perception DC 12+1d6; Disable Device DC 14+1d6 Effect Atk 2+1d6 melee (2d6 bludgeoning) Perception DC 14+1d6; Disable Device DC 16+1d6 Effect Atk 4+1d6 melee (3d8 bludgeoning) Perception DC 16+1d6; Disable Device DC 18+1d6 Effect Atk 6+1d8 melee (3d10 bludgeoning) Perception DC 18+1d6; Disable Device DC 20+1d6 Effect Atk 8+1d8 melee (4d10 bludgeoning)

60

A 62-73

B 68-82

C

D

37-56

92-96

Result Acid Needle Trap: Type Mechanical; Trigger Touch; Reset Repair Perception DC 10+1d4; Disable Device DC 12+1d4 Effect Atk +1d4 melee and melee touch (1d2 plus 1d8 acid) Perception DC 10+1d6; Disable Device DC 12+1d8 Effect Atk 2+1d6 melee and melee touch (1d4+1 plus 2d6 acid)

FlexContent

Perception DC 12+1d6; Disable Device DC 14+1d6 Effect Atk 5+1d4 melee and melee touch (2d6 plus 2d8 acid) Perception DC 14+1d8; Disable Device DC 16+1d6 Effect Atk 8+1d8 melee and melee touch (2d12 plus 3d8 acid) 74-83

83-90

57-71

97-99

Arsenic Needle Trap: Type Mechanical; Trigger Touch; Reset Repair Perception DC 10+1d6; Disable Device DC 12+1d8 Effect Atk +1d6 melee and melee touch (1d4 plus arsenic) Arsenic: Injury; Save Fort DC 13; Frequency 1/min for 4 min; Effect 1d2 Con; Cure 1 save Perception DC 12+1d6; Disable Device DC 14+1d8 Effect Atk 2+1d6 melee and melee touch (1d6 plus arsenic) Arsenic: Injury; Save Fort DC 12+1d4; Frequency 1/min for 4 min; Effect 1d2 Con; Cure 1 save Perception DC 14+1d6; Disable Device DC 14+1d8 Effect Atk 5+1d8 melee and melee touch (2d4 plus arsenic) Arsenic: Injury; Save Fort DC 13+1d6; Frequency 1/min for 4 min; Effect 1d2 Con; Cure 1 save Perception DC 16+1d8; Disable Device DC 16+1d8 Effect Atk 10+1d8 melee and melee touch (2d6 plus arsenic) Arsenic: Injury; Save Fort DC 14+1d8; Frequency 1/min for 4 min; Effect 1d2 Con; Cure 1 save

61

A

B

84-91

91-95

C 72-83

D 00

Result Centipede Poison Needle Trap: Type Mechanical; Trigger Touch; Reset Repair Perception DC 10+1d6; Disable Device DC 12+1d6 Effect Atk +1d4 melee and melee touch (1d4 plus small centipede poison) Small Centipede Poison: Injury; Save Fort DC 11; Frequency 1/round for 4 rounds; Effect 1d2 Dex; Cure 1 save

FlexContent

Perception DC 12+1d8; Disable Device DC 14+1d8 Effect Atk 2+1d8 melee and melee touch (1d8 plus small centipede poison) Small Centipede Poison: Injury; Save Fort DC 11; Frequency 1/round for 4 rounds; Effect 1d2 Dex; Cure 1 save Perception DC 14+1d10; Disable Device DC 16+1d10 Effect Atk 4+1d10 melee and melee touch (1d8 plus large scorpion venom) Large Scorpion Venom: Injury; Save Fort DC 17; Frequency 1/round for 6 rounds; Effect 1d2 Str; Cure 1 save Perception DC 16+1d12; Disable Device DC 18+1d12 Effect Atk 6+1d12 melee and melee touch (2d6 plus large scorpion venom) Large Scorpion Venom: Injury; Save Fort DC 17; Frequency 1/round for 6 rounds; Effect 1d2 Str; Cure 1 save 92-96

96-98

84-91

-

Acid Arrow Trap: Type Magic; Trigger Touch; Reset none Perception DC 16+1d6; Disable Device DC 18+1d6 Effect spell effect (acid arrow; Atk +1d6 ranged touch (1d4 acid damage for 2 rounds) Perception DC 18+1d8; Disable Device DC 20+1d6 Effect spell effect (acid arrow; Atk +1d10 ranged touch (3d4 acid damage for 2 rounds) Perception DC 20+1d10; Disable Device DC 22+1d6 Effect spell effect (acid arrow; Atk 5+1d8 ranged touch (5d4 acid damage for 3 rounds) Perception DC 22+1d8; Disable Device DC 24+1d6 Effect spell effect (acid arrow; Atk 7+1d10 ranged touch (8d4 acid damage for 4 rounds)

97-99

99

92-97

-

Fire Shield Trap: Type Magic; Trigger Touch; Reset none Perception DC 16+1d6; Disable Device DC 20+1d4 Effect automatic 1d6+4 fire damage to triggering PC (Reflex save at DC 10+1d6 to avoid) Perception DC 18+1d6; Disable Device DC 22+1d4 Effect automatic 2d8+4 fire damage to triggering PC (Reflex save at DC 12+1d8 to avoid) Perception DC 20+1d6 Disable Device DC 24+1d4 Effect automatic 3d10+6 fire damage to triggering PC (Reflex save at DC 14+1d10 to avoid) Perception DC 22+1d6; Disable Device DC 26+1d4 Effect automatic 5d12+8 fire damage to triggering PC (Reflex save at DC 16+1d12 to avoid)

62

Potions, Moderate feasible.





Use Context A: By default, or if no other Context described applies to the circumstances. Use Context B: If the party has just happened across the treasure, or has defeated a challenge of low to negligible difficulty in order to win it.



Use Context C: For circumstances of great challenge, or if the party has won the treasure as a result of a difficulty beyond their typical level.



Use Context D: In scenarios in which the party shows disinterest, haste, or otherwise is uninterested in the contents of the treasure. Can also be used in situations where the GM or other players are under a time constraint, and you wish to simply produce a representative result as quickly as

Sizes • Small: Roll once and use given numerical values. • Medium: 1d4 times, and double (2x) given numerical Roll values.

FlexContent

Contexts

• Large: 2d6 times, and quadruple (4x) given numerical Roll values.

FlexTable 42: Potions FlexContent A

B

C

D

01-09

01-16

01-03

01-04

10-14

17-19

04-11

05-06

Result Potion of Cure Wounds:

A 17

B 22

C 17-19

D -

2d4+1x; cure light wounds

1d4-1x (min 1); cure moderate wounds

2d4+1x; cure moderate wounds

1d4-1x (min 1); cure serious wounds

2d4+1x; cure serious wounds

1d4-1x (min 1); cure critical wounds

2d4+1x; cure critical wounds

Potion of Cure Wounds:

18-19

23-24

20

07-16

1d4+1x; cure serious wounds

20-21

25-32

21

17-26

1d4+1x; cure critical wounds 12-16

-

1d6x; cure moderate wounds 1d6x; cure serious wounds

Potion of Hide from Animals: 1x 1d4x 1d6+1x 2d4+2x

Potion of Cure Wounds: 1d6x; cure light wounds

Potion of Endure Elements: 1x 1d4x 1d6+1x 2d4+2x

1d4+1x; cure moderate wounds

20-21

Potion of Cure Wounds:

1d4-1x (min 1); cure light wounds

1d4+1x; cure light wounds

15-16

Result

22-23

33-40

22

27-36

Potion of Hide from Undead: 1x; 1d4x 1d6+1x 2d4+2x

1d6x; cure critical wounds

63

A 24-26

B 41-45

C 23

D

Result

A

B

37-46

Potion of Jump:

52-56

72-73

C 50-52

D 81

1x 1d4x 1d6+1x 2d4+2x

FlexContent

27

46-51

24

47-56

Potion of Magic Stone:

52-56

25

57-66

Potion of Pass Without Trace: 1x 1d4x 1d6+1x 2d4+2x

29-33

57-59

26-31

67-75

Potion of Remove Fear: 1x 1d4x 1d6+1x 2d4+2x

34-38

60-61

32-39

76

Potion of Aid:

57-59

74

53-57

-

62-63

40

77

Potion of Bear’s Endurance:

60-64

75-76

58-62

82

64-66

41

78

Potion of Delay Poison:

65-69

77-78

63-65

83

67-69

42-44

79

Potion of Remove Paralysis:

70-74

79-80

66-68

84

70-71

45-49

80

Potion of Spider Climb: 1x 1d4x 1d6+1x 2d4+2x

64

Potion of Neutralize Poison: 1x 1d4x 1d6+1x 2d4+2x

75-76

81-84

69

85-89

Potion of Bull’s Strength: 1x 1d4x 1d6+1x 2d4+2x

77-78

85-88

70

90-94

Potion of Eagle’s Splendor: 1x 1d4x 1d6+1x 2d4+2x

79-80

89-92

71

95-99

1x 1d4x 1d6+1x 2d4+2x 47-51

Potion of Haste: 1x 1d4x 1d6+1x 2d4+2x

1x 1d4x 1d6+1x 2d4+2x 44-46

Potion of Gaseous Form: 1x; 1d4x 1d6+1x 2d4+2x

1x 1d4x 1d6+1x 2d4+2x 41-43

Potion of Barkskin +5: 1x 1d4x 1d6+1x 2d4+2x

1x 1d4x 1d6+1x 2d4+2x 39-40

Potion of Barkskin +3: 1x 1d4x 1d6+1x 2d4+2x

1x 1d4x 1d6+1x 2d4+2x 28

Result

Potion of Fox’s Cunning: 1x 1d4x 1d6+1x 2d4+2x

81-85

93

72-77

-

Potion of Invisibility: 1x 1d4-1 (min 1)x 1d6x 2d4x

A 86-88

B 94

C 78-81

Result

D -

Potion of Lesser Restoration: 1x 1d4x 1d6x 1d8x

95-96

82-89

-

Potion of Fly:

FlexContent

89-93

1x 1d4x 1d6x 1d6+1x 94-96

97-98

90-94

-

Potion of Remove Curse: 1x 1d4x 2d4-1x 2d4+1x

97-00

99-00

95-00

00

Potion of Water Breathing: 1x 1d4x 1d8+1x 2d4+2x

65

FlexContent

Random Encounters

66

Random Encounter Tables These tables can be used to generate dynamic, interesting challenges in the form of monsters.

FlexTable 43: Encounter Introduction Result

A

B

C

D

Typically, an IGS book (such as Dark Obelisk 2) will explicitly tell you which table to refer to in order to generate the threat.

01-20

01-10

01-30

01-05

Opposite Map Side, No Surprise

21-40

11-20

31-60

06-10

Opposite Map Side, Creatures Surprise PCs

Sanity Check: GM Override

41-60

21-30

61-90

11-15

Opposite Map Side, PCs Surprise Creatures

61-70

30-50

91-92

16-35

Adjacent Map Side (Randomize Which), No Surprise

71-80

51-70

93-94

36-55

Adjacent Map Side (Randomize Which), Creatures Surprise PCs

81-90

71-90

95-96

56-75

Adjacent Map Side (Randomize Which), PCs Surprise Creatures

Placing Monster Encounters

91-93

91-93

97

76-85

Same Map Side, No Surprise

Generally speaking, you should “place” monster encounters on the side of the map opposite the PCs’ current location. This allows for some ability to react.

94-97

94-97

98

86-95

Same Map Side, Creatures Surprise PCs

98-00

98-00

99-00

As with every other table, reference, and recommendation in this adventure, no amount of meticulously-designed mechanics will be better than the intuition of a good GM. At every turn, you are encouraged to overrule dice results if it suits your interests, your whim, or the motivations of your gaming group!

That said, it is up to you as the GM to determine what makes the most sense. Veteran GMs will already have an intuitive sense of what is appropriate, but for those needing a reminder or recommended guidance, here are some basic factors to consider when introducing a threat to the PCs: • Current Condition: If the PCs are already in a near-death state, give them plenty of advance warning and notice, give them at least one surprise round of combat, or simply cancel the encounter altogether. • Story Factors: Sometimes, time is of the essence, and the party is already on their way to rescue the shackled prince, free the slaves, fight the necromancer, deliver the wedding vows, etc. Depending on your goals as a GM, this could mean making a random encounter harder, or easier! Keep in mind that introducing creatures right next to the party may increase the challenge, but it also has a tendency to resolve things more quickly. • Game Timing Factors: Combat takes time—real-world time. If you’re wrapping up your session of play, one of the players has to leave in ten minutes, or some other real-world ticking clock is present, you may wish to scale things accordingly. Present an easy challenge, right on top of the party, for them to mop up quickly, for example. • Environment & Terrain: There are two factors to consider here. First is, what terrain can be used to affect difficulty? If there is a lot of rubble, or a lot of buildings, for example, monsters can hide right around the corner and surprise the party. Similarly, if the PCs are exploring a wide-open plateau, it’s going to be difficult to surprise them. Second consideration is, what makes sense and is realistic? Are dracoliches common in small farming villages? Maybe reroll that encounter!

FlexContent

Overview

96-00 Same Map Side, PCs Surprise Creatures

FlexTable 44: Encounter Source Direction Result

A

B

C

D

01-12

01-11

01-13

01-11

North

13-24

12-23

14-25

12-21

Northeast

25-37

24-35

26-37

22-31

East

38-49

36-46

38-49

32-41

Southeast

50-61

47-57

50-61

42-51

South

62-74

58-70

62-73

52-61

Southwest

75-88

71-82

74-85

62-71

West

89-97

83-94

86-00

72-81

Northwest

98-00

95-00

-

82-00 Multiple Encounters: If the encounter consists of a single creature, roll again on the FlexTable that identified that creature; then roll again on this table separately to determine the source direction for the already-identified and for the newly-identified creature. If the encounter already consists of multiple creatures, split them into two groups, then roll separately on this table for each group.

67

Wandering Monsters, Surface, Trivial concepts of day and night are somewhat irrelevant underground in the Mines of Mondaria, below-ground you may interpret this Context as simply one of greater difficulty than the PCs might normally encounter.

These encounters are not meant to serve as much of a challenge, even for low-level PCs.

FlexContent

Contexts •

Use Context A: By default, or if no other set of prerequisites described below applies.



Use Context B: Use during the nighttime. Note that although the



Use Context C: If the party is currently engaged in a Quest, or other focus, from which you would prefer they not be distracted.



Use Context D: If the PCs are actively flaunting the danger posed by the environment, or to encourage storytelling momentum.

FlexTable 45: Wandering Monsters, Surface, Trivial FlexContent A

B

C

01-03

01-05

01-21

Result

D 01

Bat, Common: 1d8x 2d6+2x 4d8x 2d20x

14-18

06-07

22-31

-

Lizard: 1d8x 2d6x 3d8x 3d20x

19-23

08-09

32-41

-

Fox: 1d6x 2d6+2x 2d8x 3d10x

24-33

10-11

42-56

-

Rat: 1d8x 2d8x 3d10x 3d20x

34-36

12-14

57

02-06

Scorpion, Greensting: 1d8x 2d8x 3d8x 2d12x

37-39

15-17

58

07-11

Spider, Scarlet: 1d8x 2d8x 3d8x 2d12x

40-42

18-20

59

12-16

Scorpion, Greensting: 1d8x 2d8x 3d8x 2d12x

68

A

B

43-47

21-25

C 60-61

Result

D 17-24

Beetle, Fire: 1d8x 2d8x 3d8x 2d12x

48-55

26-33

62-76

-

Dog: 1d8x 2d8x 3d8x 2d12x

56-63

34-41

77-79

25-29

Goblin: 1d6x 2d6x 2d8x 2d10x

64-68

42-46

80-81

30-34

Orc, Common: 1d6x 2d6x 3d6x 2d10x

69-73

47-54

82-83

35-46

Rat, Dire: 2d4x 2d8x 3d8x 2d12x

74-76

55-57

84-86

-

Baboon: 1d6x 2d6x 3d6x 2d10x

77-79

58-60

87-91

-

Badger: 1d6x 2d6x 3d6x 2d10x

A 80-81

B 61-65

C -

Result

D 47-53

Centipede, Giant: 1d4x 2d4x 2d6x 2d8x

66-68

-

54-61

Frog, Poisonous:

FlexContent

82

1d4x 2d4x 2d6x 2d8x 83-87

69-78

92-96

62-71

Hobgoblin: 2d6x 3d6x 3d8x 2d12x

88-90

79-83

-

72-74

Owl, Great Horned: 1d6x 2d6x 3d6x 2d10x

91-93

84-88

-

75-85

Spider, Giant Crab: 1d6x 2d6x 3d6x 2d10x

94-95

89-90

97-00

-

Weasel: 1d6x 2d6x 3d6x 2d10x

96-00

91-00

-

83-00 Zombie: 1d4x 2d4x 2d6x 2d8x

69

Wandering Monsters, Surface, Light Use during the nighttime. Note that although the concepts of day and night are somewhat irrelevant underground in the Mines of Mondaria, below-ground you may interpret this Context as simply one of greater difficulty than the PCs might normally encounter.

“Light” as in, presenting a nontrivial challenge for most parties. These encounters are intended to consume both time and resources in the context of the party’s spells, weapons, rod charges, hit points, and so on.

FlexContent

Contexts Use Context A: By default, or if no other set of prerequisites described below applies.



Use Context B:





Use Context C: If the party is currently engaged in a Quest, or other focus, from which you would prefer they not be distracted.



Use Context D: If the PCs are actively flaunting the danger posed by the environment, or to encourage storytelling momentum.

FlexTable 46: Wandering Monsters, Surface, Light FlexContent A

B

01-09

01-06

C 01-09

Result

D 01-04

Frog, Giant:

A 31

B 23-24

C -

D

Result

20-21

Pseudodragon: 1d4 2d4 2d6x 3d8x

1d6x 2d4x 2d6x 2d10x 10-14

07-16

-

05-19

Ghoul:

32-33

25-28

-

22-25

1d4x 2d4x 2d6x 3d6x

1d4x 2d4x 2d6x 2d10x 15-22

17-19

10-21

-

Gnoll:

34-39

29-36

44-48

26-35

20

22-29

-

Hyena:

40-43

37-41

-

36-43

21

30-41

-

Horse:

44-55

42-46

49-63

44-45

22

42-43

-

Orangutan: 2d4x 2d6x 3d8x 3d10x

70

Wolf: 2d4x 2d6x 3d6x 3d8x

2d4x 2d6x 3d8x 3d10x 30

Spider Swarm: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

2d4x 2d6x 3d8x 3d10x 25-29

Spider, Giant: 1d4x 2d4x 2d6x 3d8x

2d6x 2d10x 3d12x 2d20x 23-24

Snake, Venomous:

56-63

47-51

64-75

46-50

Ant, Giant: 2d4x 2d6x 3d8x 3d10x

64-67

B 52

C 76-80

Result

D -

Aurochs:

A 90-92

B 86

C 97-00

-

1d4x 2d4x 2d6x 3d8x 68-71

53-60

81-82

51-57

Bat, Dire:

61-66

-

58-65

Bat Swarm:

93-97

87-94

-

81-90

67-71

-

66-70

Blink Dog: 1d4x 2d4x 2d6x 3d8x

76-80

72-73

83-87

-

Rat Swarm: 1d4x 1d4+1x 2d4x 3d6x

98-99

95-97

-

1d4x 2d4x 2d6x 2d8x 74-75

Leopard: 1d4x 2d4x 2d6x 3d8x

2d4x 2d6x 3d8x 3d10x 72-73

Result

D

FlexContent

A

91-95

Wolverine: 1d4x 2d4x 2d6x 3d8x

00

98-00

-

96-00 Yellow Musk Creeper: 1d4x 2d4x 2d6x 3d8x

Boar: 1d4x 2d4x 2d6x 3d8x

81-82

74-77

88-92

-

Bugbear: 1d4x 2d4x 2d6x 3d8x

83-85

78-81

93-94

71-75

Crab, Giant: 1d4x 2d4x 2d6x 3d8x

86-88

82

95-96

-

Gorilla: 1d4x 2d4x 2d6x 3d8x

89

83-85

-

76-80

Imp: 1d4x 2d4x 2d6x 3d8x

71

Wandering Monsters, Surface, Average

FlexContent

“Average” is precisely what it implies: most encounters should probably be of this level of difficulty, presenting a significant challenge for most balanced parties, but easily overcome so long as the players do not take their victory for granted.

concepts of day and night are somewhat irrelevant underground in the Mines of Mondaria, below-ground you may interpret this Context as simply one of greater difficulty than the PCs might normally encounter. •

Use Context C: If the party is currently engaged in a Quest, or other focus, from which you would prefer they not be distracted.



Use Context D: If the PCs are actively flaunting the danger posed by the environment, or to encourage storytelling momentum.

Contexts •

Use Context A: By default, or if no other set of prerequisites described below applies.



Use Context B: Use during the nighttime. Note that although the

FlexTable 47: Wandering Monsters, Surface, Average FlexContent A

B

01-09

01-06

C 01-09

Result

D 01-04

Ankheg: 1d4x 2d4x 2d6x 2d8x

10-17

07-11

10-17

05-07

Ape, Dire: 1d4x 2d4x 2d6x 2d8x

18

12-14

-

08-15

Cockatrice: 1x 1d4-1x 1d6x 2d6x

19-21

15-19

18

16-25

Ettercap: 1d4x 2d4x 2d6x 2d8x

22-24

20-24

19

26-33

Hell Hound: 1d4x 2d4x 2d6x 2d8x

25-29

25-29

20-24

34-38

Howler: 1d4x 2d4x 2d6x 2d8x

72

A 30-37

B 30-34

C 25-34

Result

D 39-40

Mantis, Giant: 1d4x 2d4x 2d6x 2d8x

38-45

35-39

35-42

41-48

Ogre: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

46

40-41

-

49-56

Rust Monster: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

47-51

42-44

43-44

57-58

Scorpion, Giant: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

52

45-46

-

59-63

Shadow: 1d4-1x (min 1) 1d4x 1d4+1x 2d4x

53-54

47-51

-

64-68

Spriggan: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

55-58

B 52

C 45-46

Result

D -

Wasp, Giant: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

59-67

53-60

47-55

69-74

A 96-00

B 91-00

C 99-00

D

Result

96-00 Wolverine, Dire: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

Wolf, Dire:

FlexContent

A

1d4x 2d4x 2d6x 3d6x 68-70

61-62

56-57

-

Beetle, Giant Stag: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

71-75

63-67

58-67

-

Boar, Dire: 1d4x 2d4x 2d6x 3d6x

76-77

68-71

68

75-79

Crab Swarm: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

78

72-75

-

80-85 Dark Stalker: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

79-80

76-77

69-73

-

Mimic: 1d4-1x (min 1) 1d4+x 2d4x1 2d6x

81-85

78-82

74-83

86-90 Minotaur: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

86-95

83-90

84-98

91-95

Vulture, Giant: 1d4 1d6+2x 2d6x 3d8x

73

Wandering Monsters, Surface, Advanced

FlexContent

At this level of difficulty, PCs may consider fleeing, particularly if they are somewhat low on resources, fresh from another fight, or otherwise not at their best. Prime and prepared parties can still achieve a mostly assured victory, but the players must focus, and use their skills to advantage in order to win the day.

Use during the nighttime. Note that although the concepts of day and night are somewhat irrelevant underground in the Mines of Mondaria, below-ground you may interpret this Context as simply one of greater difficulty than the PCs might normally encounter. •

Use Context C: If the party is currently engaged in a Quest, or other focus, from which you would prefer they not be distracted.



Use Context D: If the PCs are actively flaunting the danger posed by the environment, or to encourage storytelling momentum.

Contexts •



Use Context A: By default, or if no other set of prerequisites described below applies. Use Context B:

FlexTable 48: Wandering Monsters, Surface, Advanced FlexContent A

B

C

01-13

01-09

01-21

Result

D -

Achaierai:

A 48-49

B 42-46

C -

32-41

10-17

22-30

-

Ant, Giant Queen:

50-59

47-51

55-69

-

18-22

31-32

01-11

Army Ant Swarm:

60-64

52-59

70-71

42-51

23-27

-

12-21

Basilisk:

65-69

60-67

72-73

52-58

28-36

33-52

-

Cyclops:

70-74

68-75

-

59-68

37-41

53-54

22-31

Devil, Bearded: 1d4-2x (min 1) 1d4-1x (min 1) 1d4x 1d4+1x

74

Troll: 1d4-2x (min 1) 1d4-1x (min 1) 1d4x 1d4+1x

1d4-1x (min 1) 1d4x 2d4x 2d6x 46-47

Shadow Mastiff: 1d4-1x (min 1) 1d4x 2d4x 2d6x

1d4-2x (min 1) 1d4-1x (min 1) 1d4x 1d4+1x 31-45

Manticore: 1d4-1x (min 1) 1d4x 2d4x 2d6x

1d4-1x (min 1) 1d4x 2d4x 2d6x 29-30

Lion, Dire: 1d4-1x (min 1) 1d4x 2d4x 2d6x

1d4-1x (min 1) 1d4x 2d4x 2d6x 24-28

Hag, Green: 1x 1d4-1x (min 1) 1d4x 2d4x

1d4-1x (min 1) 1d4x 2d4x 2d6x 14-23

Result

D

75-76

76-80

-

69-78

Wraith: 1d4-2x (min 1) 1d4-1x (min 1) 1d4x 1d4+1x

A 77-88

B 81-88

C 74-88

Result

D 79-80

Ettin: 1d4-2x (min 1) 1d4-1x (min 1) 1d4x 1d4+1x

89-93

-

81-90

Revenant:

FlexContent

89-90

1d4-2x (min 1) 1d4-1x (min 1) 1d4x 1d4+1x 91-98

94-95

89-00

-

Rhinoceros, Woolly: 1d4-2x (min 1) 1d4-1x (min 1) 1d4x 1d4+1x

99-00

96-00

-

91-00

Wyvern: 1d4-2x (min 1) 1d4-1x (min 1) 1d4x 1d4+1x

75

Wandering Monsters, Surface, Elite

FlexContent

Only well-balanced parties whose resources are at high levels should engage with these challenges. As wandering encounters, they are intended as deterrents, obstacles that mainly ferry the party in a different direction. As intentionally placed encounters, these foes are intended as set pieces, battles to be orchestrated by the GM, not merely placed in front of the PCs’ paths as yet another sure slaughter.

Contexts Use Context A: By default, or if no other set of prerequisites described below applies.





Use Context B: Use during the nighttime. Note that although the concepts of day and night are somewhat irrelevant underground in the Mines of Mondaria, below-ground you may interpret this Context as simply one of greater difficulty than the PCs might normally encounter.



Use Context C: If the party is currently engaged in a Quest, or other focus, from which you would prefer they not be distracted.



Use Context D: If the PCs are actively flaunting the danger posed by the environment, or to encourage storytelling momentum.

FlexTable 49: Wandering Monsters, Surface, Elite FlexContent A 01-17

B 01-08

C

D

01-21

01-03

Result Bear, Dire:

A 45-47

B 49-58

C -

51-63

09-16

22-31

04-08 Bulette:

48-59

59-63

49-63

64-65

17-28

32-36

09-23

Chaos Beast:

60-61

64-69

-

66-73

2*-36

-

24-35

Chimera:

62-66

70-81

64-65

74-88

37-38

37-48

36-37

Stegasaurus:

67-78

82-86

66-80

89-90 Triceratops: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

1d4-2x (min 1) 1d4-1x (min 1) 1d4+1x 2d4x 42-44

39-48

-

38-50

Dullahan: 1d4-2x (min 1) 1d4-1x (min 1) 1d4+1x 2d4x

76

Bodak: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

1d4-2x (min 1) 1d4-1x (min 1) 1d4+1x 2d4x 34-41

Invisible Stalker: 1d4-2x (min 1) 1d4-1x (min 1) 1d4+1x 2d4x

1d4-2x (min 1) 1d4-1x (min 1) 1d4+1x 2d4x 31-33

Giant, Hill: 1d4-2x (min 1) 1d4-1x (min 1) 1d4+1x 2d4x

1d4-2x (min 1) 1d4-1x (min 1) 1d4+1x 2d4x 26-30

Ghost: 1d4-2x (min 1) 1d4-1x (min 1) 1d4+1x 2d4x

1d4-2x (min 1) 1d4-1x (min 1) 1d4+1x 2d4x 18-25

Result

D

79-92

87-92

81-98

91-92

Giant, Stone: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

93-00

B 93-00

C 99-00

Result

D 93-00

Treant: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

FlexContent

A

77

Wandering Monsters, Mines, Trivial concepts of day and night are somewhat irrelevant underground in the Mines of Mondaria, below-ground you may interpret this Context as simply one of greater difficulty than the PCs might normally encounter.

These encounters are not meant to serve as much of a challenge, even for low-level PCs.

FlexContent

Contexts •

Use Context A: By default, or if no other set of prerequisites described below applies.



Use Context B: Use during the nighttime. Note that although the



Use Context C: If the party is currently engaged in a Quest, or other focus, from which you would prefer they not be distracted.



Use Context D: If the PCs are actively flaunting the danger posed by the environment, or to encourage storytelling momentum.

FlexTable 50: Wandering Monsters, Mines, Trivial FlexContent A

B

C

01-09

01-03

01-16

Result

D -

Bat, Common:

A

B

32-36

18-25

C 42

14-18

1d8x 2d6+2x 4d8x 2d20x 10-12

04-05

17-21

-

Lizard:

06-07

22-26

-

Raven:

37-39

26-29

43

19-23

08-09

27-41

-

Rat:

40-47

30-33

44-48

-

10-13

-

01-07

Scorpion, Greensting:

48-57

34-35

49-63

-

14-17

-

08-13

Spider, Scarlet: 1d8x 2d8x 3d8x 2d12x

78

Goblin: 1d6x 2d6x 2d8x 2d10x

58-65

36-37

64-73

-

1d8x 2d8x 3d8x 2d12x 30-31

Kobold: 2d6 2d12x 3d12x 4d20x

1d8x 2d8x 3d10x 3d20x 28-29

Beetle, Fire: 1d8x 2d8x 3d8x 2d12x

1d8x 2d6x 3d8x 3d20x 18-27

Stirge: 1d6x 2d6x 2d8x 2d12x

1d8x 2d6x 3d8x 3d20x 13-17

Result

D

Orc, Common: 1d6x 2d6x 3d6x 2d10x

66-67

38-42

-

24-28

Rat, Dire: 2d4x 2d8x 3d8x 2d12x

68-69

B 43-47

C -

Result

D 29-34

Drow: 1d4x 2d4x 2d8x 2d20x

70-71

48-52

-

35-41

A 93-00

B 91-00

C 90-00

D 91-00

Result Skeleton: 1d6x 2d6x 2d10x 3d12x

Animated Object, Tiny:

FlexContent

A

1d4x 1d6x 1d8x 1d10x 72-73

53-57

-

42-47

Centipede, Giant: 1d4x 2d4x 2d6x 2d8x

74-75

58-62

-

48-54

Frog, Poisonous: 1d4x 2d4x 2d6x 2d8x

76-80

63-67

74-81

55-60

Hobgoblin: 2d6x 3d6x 3d8x 2d12x

81-82

68-72

-

61-67

Crawling Hand: 2d4x 2d8x 2d12x 2d20x

83-84

73-77

-

68-73

Spider, Giant Crab: 1d6x 2d6x 3d6x 2d10x

85-86

78-82

-

74-80

Viper: 1d4x 2d4x 2d8x 2d20x

87-92

83-90

82-89

81-90

Zombie: 1d4x 2d4x 2d6x 2d8x

79

Wandering Monsters, Mines, Light Use during the nighttime. Note that although the concepts of day and night are somewhat irrelevant underground in the Mines of Mondaria, below-ground you may interpret this Context as simply one of greater difficulty than the PCs might normally encounter.

“Light” as in, presenting a nontrivial challenge for most parties. These encounters are intended to consume both time and resources in the context of the party’s spells, weapons, rod charges, hit points, and so on.

FlexContent

Contexts •

Use Context A: By default, or if no other set of prerequisites described below applies. Use Context B:





Use Context C: If the party is currently engaged in a Quest, or other focus, from which you would prefer they not be distracted.



Use Context D: If the PCs are actively flaunting the danger posed by the environment, or to encourage storytelling momentum.

FlexTable 51: Wandering Monsters, Surface, Light FlexContent A

B

C

01-07

01-07

01-21

Result

D -

Frog, Giant:

A 18

B 23

D

Result

20-21

Pseudodragon:

C -

1d6x 2d4x 2d6x 2d10x 08-09

08-13

22-23

01-07

Ghoul:

1d4 2d4 2d6x 3d8x 19-21

24-27

29

22-29

1d4x 2d4x 2d6x 2d10x 1014

14-19

24-28

08-13

Darkmantle:

1d4x 2d4x 2d6x 3d6x 22-29

28-32

30-44

30-34

1d4-1x (min 1) 1d4x 1d6x 2d8x 15

20

-

14-15

Elemental, Air (Small):

21

-

16-17

Elemental, Earth (Small):

30

33

-

35-39

22

-

18-19

Elemental, Fire (Small): 1d4-1x (min 1) 1d4x 1d6x 2d8x

80

Spider Swarm: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

31

34

-

40-41

1d4-1x (min 1) 1d4x 1d6x 2d8x 17

Spider, Giant: 1d4x 2d4x 2d6x 3d8x

1d4-1x (min 1) 1d4x 1d6x 2d8x 16

Snake, Venomous:

Elemental, Water (Small): 1d4-1x (min 1) 1d4x 1d6x 2d8x

32-36

35-38

45-55

-

Ant, Giant: 2d4x 2d6x 3d8x 3d10x

37-39

B 39-42

C 56-59

Result

D -

Lizardfolk:

A 68-71

B 62-63

C 85-88

56

1d4 1d6x 2d6x 2d10x 40-43

43-48

60-63

-

Bat, Dire:

49-52

64-65

42-45

Bat Swarm:

72-74

64-65

89

57-58

53-54

-

46-48

Blink Dog:

75

66

-

-

55-56

66-74

-

Scorpion, Cave:

76

67

-

59-61

57

75-78

-

Bugbear: 1d4x 2d4x 2d6x 3d8x

60-65

58-59

79-84

-

Crab, Giant: 1d4x 2d4x 2d6x 3d8x

66

60

-

50-52

Skulk: 1d4-1x (min 1) 1d4x 1d6x 2d8x

67

61

-

53-55

Imp: 1d4x 2d4x 2d6x 3d8x

Yellow Musk Creeper: 1d4x 2d4x 2d6x 3d8x

77

68

-

-

1d4-1x (min 1) 1d4x 1d6x 2d8x 56-59

Wolverine: 1d4x 2d4x 2d6x 3d8x

1d4x 2d4x 2d6x 3d8x 47-55

Rat Swarm: 1d4x 1d4+1x 2d4x 3d6x

1d4x 2d4x 2d6x 2d8x 46

Troglodyte: 1d4-1x (min 1) 1d4x 1d6x 2d8x

2d4x 2d6x 3d8x 3d10x 44-45

Result

D

FlexContent

A

Animated Object (Small): 1d4-1x (min 1) 1d4x 1d6x 2d8x

78-81

69-73

90-91

62-66

Choker: 1d4-1x (min 1) 1d4x 1d6x 2d8x

82-85

74-78

92-93

67-71

Dark Creeper: 1d4-1x (min 1) 1d4x 1d6x 2d8x

86-87

79-81

94

72-76

Demon, Dretch: 1x 1d4-1x (min 1) 1d4x 2d4x

88

82

-

77-79

Dragon, White, Wyrmling: 1x 1d4-1x (min 1) 1d4x 2d4x

81

A 89

B 83-85

C -

Result

D

80-84 Morlock: 1x 1d4-1x (min 1) 1d4x 2d4x

FlexContent

90-91

86-89

95

85-89

Ooze, Garden: 1x 1d4-1x (min 1) 1d4x 2d4x

92

90-92

-

90-95

Skum: 1x 1d4-1x (min 1) 1d4x 2d4x

93-00

93-00

96-00

96-00 Slime Mold: 1x 1d4-1x (min 1) 1d4x 2d4x

82

Wandering Monsters, Mines, Average concepts of day and night are somewhat irrelevant underground in the Mines of Mondaria, below-ground you may interpret this Context as simply one of greater difficulty than the PCs might normally encounter. •

Use Context C: If the party is currently engaged in a Quest, or other focus, from which you would prefer they not be distracted.



Use Context D: If the PCs are actively flaunting the danger posed by the environment, or to encourage storytelling momentum.

Contexts •

Use Context A: By default, or if no other set of prerequisites described below applies.



Use Context B: Use during the nighttime. Note that although the

FlexTable 52: Wandering Monsters, Mines, Average FlexContent A

B

01-04

01-02

C 01-09

Result

D -

Ankheg:

A

B

15-18

12-13

C 23-30

-

03

-

01-03

Doppelganger:

19-23

14-15

31-38

-

04-05

-

04-07

Cockatrice:

24

16-17

-

14-18

06-07

10-17

-

Ettercap:

25-28

18-19

39-43

-

08-09

-

08-10

Hell Hound:

29

20-21

-

19-23

10-11

18-22

11-13

Howler: 1d4x 2d4x 2d6x 2d8x

Shadow: 1d4-1x (min 1) 1d4x 1d4+1x 2d4x

1d4x 2d4x 2d6x 2d8x 12-14

Scorpion, Giant: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

1d4x 2d4x 2d6x 2d8x 11

Rust Monster: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

1x 1d4-1x 1d6x 2d6x 07-10

Ogre: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

1x 1d4-1x (min 1) 1d4+1 2d4x 06

Mantis, Giant: 1d4x 2d4x 2d6x 2d8x

1d4x 2d4x 2d6x 2d8x 05

Result

D

30-33

22-24

44-49

24

Spriggan: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

83

FlexContent

“Average” is precisely what it implies: most encounters should probably be of this level of difficulty, presenting a significant challenge for most balanced parties, but easily overcome so long as the players do not take their victory for granted.

A 34-35

B 25

C 50-52

Result

D -

Wasp, Giant:

A 56

B 46-47

C -

38-39

1d4-1x (min 1) 1d4+1x 2d4x 2d6x

FlexContent

36-37

26

53-55

-

Wolf, Dire:

27-28

56-63

-

Beetle, Giant Stag: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

43-44

29-32

64-65

25-27

57

48

-

40-41

45

33

-

-

46

34-37

-

28-33

38-39

-

-

40-42

66-71

34-35

43-45

72-76

36-37

Elemental, Earth (Medium) 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

59

50

-

44-45

Elemental, Fire (Medium) 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

60

51

-

46-47

Elemental, Water (Medium) 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

61-63

52-57

78

48-52

Gelatinous Cube: 1x 1d4-1x (min 1) 2d4x 2d6x

64

58

-

-

Hyena, Dire: 1d4x 2d4x 2d6x 2d8x

65

59

-

53

Mephit, Air: 1x 1d4-1x (min 1) 2d4x 2d6x

Vulture, Giant: 1d4 1d6+2x 2d6x 3d8x

84

42-43

Minotaur: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

52-55

77

Mimic: 1d4-1x (min 1) 1d4+x 2d4x1 2d6x

48-51

49

Dark Stalker: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

47

58

Crab Swarm: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

Elemental, Air (Medium) 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

Fungal Crawler: 1d4x 2d4x 2d6x 2d8x

Wolverine, Dire: 1d4-1x (min 1) 1d4+1x 2d4x 2d6x

1d4x 2d4x 2d6x 3d6x 38-42

Result

D

66

60

-

54

Mephit, Earth: 1x 1d4-1x (min 1) 2d4x 2d6x

67

B 61

C -

Result

D 55

Mephit, Fire:

A 84-86

B 82-84

C 89-90

82-83

1x 1d4-1x (min 1) 2d4x 2d6x 68

62

-

56

Mephit, Water:

63-65

79-83

57-58

Otyugh:

87-89

85

91-92

84

66-71

84-87

59-66

Slime Mold: 1x 1d4-1x (min 1) 2d4x 2d6x

78

72-74

-

67-71

90

86

-

85-86

79

75-76

-

72-76

80-81

77-78

88

77

79

-

78

80-81

-

79-81

-

87-88

92-95

88-91

93-98

89-91

Gargoyle: 1d4-1x (min 1) 1d4x 1d6x 2d4x

96

92

-

92

Hag, Sea: 1x 1d4-2x (min 1) 1d4x 2d4x

97

93-94

-

93-94

Harpy: 1d4-1x (min 1) 1d4x 1d6x 2d4x

98

95

-

95

Hydra: 1x 1d4-2x (min 1) 1d4x 2d4x

Demon, Schir: 1x 1d4-1x (min 1) 2d4x 2d6x

Dragon, Chromatic (White, Very Young): 1x 1d4-2x (min 1) 1d4x 2d4x

Barghest: 1x 1d4-1x (min 1) 2d4x 2d6x

83

87

Yeth Hound: 1x 1d4-1x (min 1) 2d4x 2d6x

82

91

Wight: 1x 1d4-1x (min 1) 2d4x 2d6x

Dragon, Chromatic (Green, Wyrmling): 1x 1d4-2x (min 1) 1d4x 2d4x

Violet Fungus: 1x 1d4-1x (min 1) 2d4x 2d6x

Centipede Swarm: 1x 1d4-1x (min 1) 2d4x 2d6x

1x 1d4-2x (min 1) 1d4x 2d4x 74-77

Boggart: 1x 1d4-1x (min 1) 2d4x 2d6x

1x 1d4-1x (min 1) 2d4x 2d6x 69-73

Result

D

FlexContent

A

99-00

96-00

99-00

96-00 Ooze, Gray: 1x 1d4-2x (min 1) 1d4x 2d4x

85

Wandering Monsters, Mines, Advanced

FlexContent

At this level of difficulty, PCs may consider fleeing, particularly if they are somewhat low on resources, fresh from another fight, or otherwise not at their best. Prime and prepared parties can still achieve a mostly assured victory, but the players must focus, and use their skills to advantage in order to win the day.

Contexts •

Use Context A: By default, or if no other set of prerequisites described below applies.



Use Context B: Use during the nighttime. Note that although the concepts of day and night are somewhat irrelevant underground in the Mines of Mondaria, below-ground you may interpret this Context as simply one of greater difficulty than the PCs might normally encounter.



Use Context C: If the party is currently engaged in a Quest, or other focus, from which you would prefer they not be distracted.



Use Context D: If the PCs are actively flaunting the danger posed by the environment, or to encourage storytelling momentum.

FlexTable 53: Wandering Monsters, Mines, Advanced FlexContent A

B

C

D

01-07

01-05

01-13

01-03

Result Animated Object (Large): 1d4-1x (min 1) 1d4x 2d4x 2d6x

08-13

06-09

14-21

04-05

Ant, Giant Queen: 1d4-1x (min 1) 1d4x 2d4x 2d6x

14-16

10-13

22-24

06-08 Army Ant Swarm: 1d4-1x (min 1) 1d4x 2d4x 2d6x

17-18

14-17

25-26

09-14

Basilisk: 1d4-2x (min 1) 1d4-1x (min 1) 1d4x 1d4+1x

19-28

18-22

27-41

15-16

Cyclops: 1d4-1x (min 1) 1d4x 2d4x 2d6x

29

23-24

-

17-20

Devil, Bearded: 1d4-2x (min 1) 1d4-1x (min 1) 1d4x 1d4+1x

86

A 30

B 25-26

C -

Result

D 21-24

Hag, Green: 1x 1d4-1x (min 1) 1d4x 2d4x

31-38

27-30

42-53

25-26

Cloaker: 1d4-1x (min 1) 1d4x 2d4x 2d6x

39-44

31-34

54-59

27-28

Manticore: 1d4-1x (min 1) 1d4x 2d4x 2d6x

45-49

35-37

60-67

29-30

Shadow Mastiff: 1d4-1x (min 1) 1d4x 2d4x 2d6x

50-55

38-41

68-75

31-32

Troll: 1d4-2x (min 1) 1d4-1x (min 1) 1d4x 1d4+1x

56

42-45

-

33-38

Wraith: 1d4-2x (min 1) 1d4-1x (min 1) 1d4x 1d4+1x

57-64

B 46-50

C 76-85

Result

D 39-40

Ettin:

A 76

B 67

C -

63-64

1d4-2x (min 1) 1d4-1x (min 1) 1d4x 1d4+1x 65

51-53

-

41-46

Revenant: 1d4-2x (min 1) 1d4-1x (min 1) 1d4x 1d4+1x

66

54-56

-

47-49

Xorn: 1x 1d4-1x (min 1) 1d4x 2d4x

67-70

57-61

86-87

50-52

Wyvern: 1d4-2x (min 1) 1d4-1x (min 1) 1d4x 1d4+1x

71

62

-

53-54

Dragon, Black, Very Young:

63

-

55-56

Dragon, Blue, Wyrmling: 1x 1d4-1x (min 1) 1d4x 2d4x

73

64

-

57-58

Elemental, Air (Large): 1x 1d4-1x (min 1) 1d4x 2d4x

74

65

-

59-60

Elemental, Earth (Large): 1x 1d4-1x (min 1) 1d4x 2d4x

75

66

-

61-62

Elemental, Fire (Large): 1x 1d4-1x (min 1) 1d4x 2d4x

Elemental, Water (Large): 1x 1d4-1x (min 1) 1d4x 2d4x

77-79

68-71

88

65-66

Shambling Mound: 1x 1d4-1x (min 1) 1d4x 2d4x

80

72-73

-

67-69

Nightmare: 1x 1d4-1x (min 1) 1d4x 2d4x

81-83

74-78

89

70-74

Ochre Jelly: 1x 1d4-1x (min 1) 1d4x 2d4x

84-88

79-81

90-94

75-76

1x 1d4-1x (min 1) 1d4x 2d4x 72

Result

D

FlexContent

A

Phase Spider: 1x 1d4-1x (min 1) 1d4x 2d4x

89-91

82-84

95-97

77-79

Rast: 1x 1d4-1x (min 1) 1d4x 2d4x

92-93

85-89

98

80-84 Will-O’-Wisp: 1x 1d4-1x (min 1) 1d4x 2d4x

94

90-92

-

85-89

Demon, Babau: 1x 1d4-1x (min 1) 1d4x 2d4x

95

93

-

90-91

Dragon, Green, Very Young: 1x 1d4-1x (min 1) 1d4x 2d4x

87

A 96

B 94

C -

D 92-93

Result Dragon, Red, Wyrmling: 1x 1d4-1x (min 1) 1d4x 2d4x

FlexContent

97

95

-

94-95

Dragon, White, Young: 1x 1d4-1x (min 1) 1d4x 2d4x

98-00

96-00

99-00

96-00 Salamander: 1x 1d4-1x (min 1) 1d4x 2d4x

88

Only well-balanced parties whose resources are at high levels should engage with these challenges. As wandering encounters, they are intended as deterrents, obstacles that mainly ferry the party in a different direction. As intentionally placed encounters, these foes are intended as set pieces, battles to be orchestrated by the GM, not merely placed in front of the PCs’ paths as yet another sure slaughter.

Contexts •

Use Context A: By default, or if no other set of prerequisites described below applies.



Use Context B: Use during the nighttime. Note that although the concepts of day and night are somewhat irrelevant underground in the Mines of Mondaria, below-ground you may interpret this Context as simply one of greater difficulty than the PCs might normally encounter.



Use Context C: If the party is currently engaged in a Quest, or other focus, from which you would prefer they not be distracted.



Use Context D: If the PCs are actively flaunting the danger posed by the environment, or to encourage storytelling momentum.

FlexTable 54: Wandering Monsters, Mines, Elite FlexContent A

B

C

01-09

01-05

01-21

Result

D -

Bear, Dire:

A 30

B 25-26

C -

15-19

06-08

22-36

-

Bulette:

31

27-28

-

20-24

09-14

37-39

01-03

Chaos Beast:

32-3

29-33

-

25-30

15-17

-

04-08 Chimera:

34-35

34-36

-

31-35

18-19

40-47

-

Animated Object (Huge): 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

28-29

20-24

-

09-14

Dullahan: 1d4-2x (min 1) 1d4-1x (min 1) 1d4+1x 2d4x

Bodak: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

1d4-2x (min 1) 1d4-1x (min 1) 1d4+1x 2d4x 23-27

Invisible Stalker: 1d4-2x (min 1) 1d4-1x (min 1) 1d4+1x 2d4x

1d4-2x (min 1) 1d4-1x (min 1) 1d4+1x 2d4x 21-22

Barghest, Greater: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

1d4-2x (min 1) 1d4-1x (min 1) 1d4+1x 2d4x 16-20

Ghost: 1d4-2x (min 1) 1d4-1x (min 1) 1d4+1x 2d4x

1d4-2x (min 1) 1d4-1x (min 1) 1d4+1x 2d4x 10-15

Result

D

36

37-38

-

36-39

Black Pudding: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

37-50

39-43

48-62

40

Giant, Stone: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

89

FlexContent

Wandering Monsters, Mines, Elite

A 51

B 44

C -

Result

D 41-42

Demon, Nabasu:

A 63

B 63-64

C -

59-60

1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

FlexContent

52

45

-

43-44

Demon, Succubus:

46

-

45-46

Dracolisk: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

54

47-48

-

47-48

Dragon, Black, Young: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

55

49-50

-

49-50

Dragon, Blue, Very Young:

64

65-66

-

61-62

51-52

-

51-52

Dragon, White, Juvenile: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

57-60

53-58

63-64

53-54

Drider: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

61

59-60

-

55-56

Elemental, Air, Huge: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

62

61-62

-

57-58

Elemental, Earth, Huge: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

90

Elemental, Water, Huge: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

65-68

67-71

65-69

63-64

Golem, Flesh: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

69-71

72-73

70-71

65-66

Medusa: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

72-75

74-75

72-79

67-68

1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x 56

Elemental, Fire, Huge: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x 53

Result

D

Remorhaz: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

76

76-77

-

69-71

Spectre: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

77

78-79

-

72-74

Devil, Erinyes: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

78

80

-

75-76

Dragon, Black, Juvenile: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

79

81

-

77-78

Dragon, Green, Young: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

A 80

B 82

C -

Result

D 79-80

Dragon, Red, Very Young: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

83-85

80

81-83

Gorgon:

FlexContent

81-82

1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x 83

86-87

-

84-85

Intellect Devourer: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

84-85

88-91

-

86-90 Mohrg: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

86-87

92

-

-

Octopus, Giant: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

88-91

93-96

81-82

91-95

Pyrohydra: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

92

97-98

-

96-00 Shadow, Greater: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

93-00

99-00

83-00

-

Slug, Giant: 1x 1d4-2x (min 1) 1d4-1x (min 1) 1d4x

91

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(h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/ or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

Appendices

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE

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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor. Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff. Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor. Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen RadneyMacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese. Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Occult Adventures. © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend. Pathfinder Roleplaying Game Pathfinder Unchained. © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Byers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend. Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.