Here is a d100 random encounter table specifically formatted for Troll Lord Games’ Amazing Adventures RPG (Siege Engine system), calibrated for Edgar Rice Burroughs-inspired Pellucidar & Prehistoric Inner Earth expeditions. This blog post picks right up from
Troll Lord Games Amazing Adventures Rpg Random D100 Pellucidar & Pres-historic Inner Earth Encounters Tables
This table blends classic OSR/Siege Engine monster threats, pulp tropes, lost civilization factions, and lost-world environmental hazards under a perpetual central noon sun.
d100 Pellucidar & Inner Earth Encounter Table
| d100 | Encounter / Threat Type | Description & Siege Engine Hooks |
| 01–03 | Mahar Patrol | 1d4 psychic pterosaur overlords flying low, accompanied by 2d6 Sagoth gorilla-slave guards armed with spears. (Charisma Check vs. mental dominance). |
| 04–06 | Sagoth Slave Raid | 2d10 Sagoth shock troops hunting for fresh human stock for Mahar arena games or food pits. |
| 07–09 | Gilak Tribal Hunters | 1d8 Stone Age humans armed with obsidian-tipped spears and stone knives; skittish, hostile to surface gear. |
| 10–12 | Korsar Sea-Raiders | 1d6 displaced surface-style pirates using muzzle-loading muskets and cutlasses, far from their subterranean fleets. |
| 13–15 | Gorzob Pack (Gorgonopsid) | 1d4 saber-toothed mammal-like reptiles stalking through dense spore-ferns. (Wisdom / Survival check to spot ambush). |
| 16–18 | Tarag (Saber-Tooth Tiger) | A solitary alpha predator hunting in tall, bioluminescent plains grass. Stealthy pounce (+2 surprise). |
| 19–21 | Ryt (Giant Cave Bear) | Massive primeval bear defending a territorial carcass or cavern mouth. Tremendous grappling power. |
| 22–24 | Thag (Prehistoric Aurochs) | Herd of 2d20 giant armored oxen stampeding due to a nearby predator. (Dexterity / Athletics check to clear path). |
| 25–27 | Dyryth (Megatherium) | Giant ground sloth, peaceful unless cornered; skin acts as natural leather armor (+4 AC equivalent). |
| 28–30 | Zith (Giant Antlion) | Funnel-trap pit in volcanic ash sand. (Dexterity check to avoid sliding into the mandibles). |
| 31–33 | Maj (Subterranean Viper) | 1d2 massive constrictor/venomous serpents hanging from giant cycad branches. Poison requires Constitution Check. |
| 34–36 | Sith (Giant Dragonfly-Hornet) | 1d6 carnivorous insects with 6-foot wingspans, attracted to bright metals or exposed blood. |
| 37–39 | Orza (Plesiosaur) | Lurking near the shores of an inland freshwater sea or wide jungle river. Sweeps riverbanks for prey. |
| 40–42 | Tandor (Mammoth / Mastodon) | Solitary bull mammoth in musth. Highly aggressive; smashes through jungle foliage without warning. |
| 43–45 | Jalok (Hyaenodon) | Pack of 2d6 pack-hunting bone-crushers circling the party’s flanks. |
| 46–48 | Ta-ho (Titanis / Terror Bird) | 1d4 flightless predatory birds sprinting at breakneck speed (60ft movement rate). |
| 49–51 | Aznath (Basilosaurus / Sea Serpent) | Coastal marine behemoth capsizing canoes or small steam-launches. |
| 52–54 | Gorgosaurus / Tyrannosaur Apex | Single massive apex predator. Apex encounter requiring heavy weapons or clever distraction to survive. |
| 55–57 | Pteranodon Flock | 2d8 swooping flyers targeting shining metal equipment or small companions. |
| 58–60 | Drip-Cave Carnivorous Fungi | Spore field. Breathing spores causes respiratory paralysis (Constitution SIEGE check or lose 1d4 Strength per round). |
| 61–63 | Tar Pits / Bitumen Traps | Deceptive ground covering bones of primeval beasts. (Wisdom / Survival check to notice before stepping in). |
| 64–66 | Volcanic Gas Fissure | Sudden eruption of sulfur/choking gas. Reduces visibility and inflicts 1d6 poison damage per turn. |
| 67–69 | Geothermal Geyser Field | Superheated water spouts triggering on a d6 roll of 1–2 per turn in a 50-foot radius. |
| 70–72 | Abandoned Mahar Temple | Sun-bleached stone ruins with telepathic inscriptions. Contains ancient secrets or latent psychic traps. |
| 73–75 | Iron Mole / Prospector Drill Site | Caved-in surface drilling rig from a previous 19th or 20th-century expedition. Salvageable brass/steel parts. |
| 76–78 | Korsar Coastal Outpost | Stockade fort guarded by pirate deserters or renegades armed with primitive swivel guns. |
| 79–81 | Lost Surface Explorer Expedition | Stranded Victorian or 1930s pulp expedition (1d6 survivors) suffering from no-night delusion/madness. |
| 82–84 | Noon-Sun Mirage / Direction Loss | Without stars or a day/night cycle, party loses orientation completely. (Wisdom / Navigation check needed). |
| 85–87 | Great Floating Mountain / Upheaval | Gravity anomaly or inverted peak suspended by geothermal magnetic currents. |
| 88–90 | Sithic Horrors (Troglodyte Horde) | 2d8 blind, albino cave-dwelling humanoids climbing out of deep abyssal fissures. |
| 91–93 | Labyrinthine Bone Graveyard | Miles-wide elephant/dinosaur graveyard. High chance of scavengers and rare primitive ivory trade goods. |
| 94–96 | Renegade Gilak Warlord | Band of 2d10 tribal warriors equipped with captured Mahar iron weapons or Korsar firearms. |
| 97–98 | Mahar Flying Citadel | A giant floating stone platform or vessel powered by hypnotic organ-music and psychic resonance. |
| 99 | Inner Earth Earthquake | The shell of the world shifts. Falling stalactites, opening chasms, and panicked wildlife stampedes. |
| 100 | Anomalous Portal / Nexus | A crack in subterranean space leading directly to the Surface World, Mars (Barsoom), or another time period. |
Here is a d20 Hex-Crawl Terrain & Discovery Generator designed for running lost-world exploration campaigns in Pellucidar and the Prehistoric Inner Earth using Troll Lord Games’ Amazing Adventures RPG (SIEGE Engine).
Because Pellucidar features a perpetual noon-day sun suspended in the center of a hollow Earth, traditional navigation methods (like tracking solar movement or star positions) fail entirely. Use these tables to generate hex terrain, local environmental twists, primary features, and survival hazards on the fly.
1. Primary Terrain Type (d20)
When moving into an unmapped hex, roll a d20 to determine the dominant landscape.
| d20 | Terrain Type | Travel Pace | Key Feature / Aesthetic |
| 1–3 | Cycad Forest & Fern Jungle | Normal | Looming giant tree ferns, scale trees, dense undergrowth; high humidity. |
| 4–6 | Bioluminescent Fungal Marsh | Slow ($\frac{1}{2}$) | Spore-choked wetlands lit by giant glowing fungi and toxic bogs. |
| 7–9 | Volcanic Ash Plains | Fast | Crisscrossed by lava channels and active fumaroles; low cover. |
| 10–12 | Primeval Savanna & High Grass | Normal | 10-foot-tall golden grass shielding megafauna and stalking predators. |
| 13–14 | Subterranean Shoreline / Inland Sea | Varies | Black sand beaches meeting tideless, sunlit oceans. |
| 15–16 | Petrified Forest & Crystal Uplands | Slow ($\frac{1}{2}$) | Ancient fossilized timber groves and jagged quartz ridges reflecting noon light. |
| 17–18 | Deep Abyss & Canyon Maze | Very Slow ($\frac{1}{4}$) | Massive tectonic chasms dropping down into pitch-black lower caverns. |
| 19 | Gravity-Defying Floating Peaks | Very Slow ($\frac{1}{4}$) | Upward magnetic anomalies causing suspended landmasses and waterfalls. |
| 20 | Inner World Desert (Red Dust Wastes) | Normal | Dry, baked clay plains exposed to the relentless central sun. |
2. Inner Earth Environmental Modifier (d20)
Due to the lack of a day/night cycle, atmospheric conditions in the hollow Earth can shift rapidly based on subterranean vents and constant solar heat.
| d20 | Environmental Condition | SIEGE Engine Effect / Hazard |
| 1–4 | Stationary Noon Heat | Clear visibility. High risk of heat exhaustion (CON SIEGE Check daily or gain 1 level of Fatigue). |
| 5–7 | Heavy Spore Fog | Visually obscured beyond 30 feet. Ranged attacks suffer a -2 penalty; WIS SIEGE Check required to maintain direction. |
| 8–10 | Sudden Volcanic Ashfall | Choking dust clouds. Characters without cloth masks suffer 1d4 damage/hour from inhaled ash. |
| 11–13 | Geothermal Steam Venting | Scalding mist bursts across the hex. Spottable with a WIS (Survival) check, otherwise 1d6 fire damage. |
| 14–16 | Electro-Magnetic Storm | Charged particles from the central sun produce atmospheric lightning. Brass compasses and radio gear fail completely. |
| 17–18 | Subterranean Tremor | The inner shell shifts. Falling rock hazard in canyons or mudslides in jungle terrain (DEX SIEGE Check or 2d6 damage). |
| 19 | Toxic Sulfuric Updraft | Choking gas fills low-lying areas. CON SIEGE Check required every 4 hours or suffer -2 to all Attribute Checks. |
| 20 | Bioluminescent Night-Simulation | Heavy dense clouds block the central sun, casting the hex into eerie, dim blue bioluminescence for 1d6 hours. |
3. Major Hex Discovery / Feature (d20)
Roll once per hex to discover points of interest, lost ruins, or faction strongholds.
| d20 | Hex Discovery | Description & Exploration Hook |
| 1 | Mahar Sun-Temple | A massive basalt structure dedicated to Mahar psychic research. Contains ancient reptilian scrolls and telepathic machinery. |
| 2 | Sagoth Slave Camp | A fortified timber stockade where Sagoth guards pen captured human (Gilak) tribesfolk before transport to Mahar cities. |
| 3 | Gilak Cliff Village | Primitive human settlement built high into cliff walls, accessible only by rope ladders. Suspicious of surface technology. |
| 4 | Korsar Pirate Haven | A palisade fort built on an inland sea cove by descendants of surface buccaneers. Equipped with old iron cannons and swivel guns. |
| 5 | Wrecked Surface Iron Mole | The rusted, steam-powered drilling machine of a previous surface expedition, buried half-way in a cliffside. Salvageable parts or logs. |
| 6 | Megafauna Nesting Grounds | Breeding territory for Ta-ho (Terror Birds) or Tarag (Saber-tooths). Rich in ivory/pelts, but highly dangerous. |
| 7 | Tar Pit & Bone Graveyard | Bubbling asphalt lake holding thousands of prehistoric skeletons. Valuable for rare materials and preserved fossils, but a sinkhole hazard. |
| 8 | Bioluminescent Cave System | Entrance leading to cool subterranean caverns beneath the inner surface, bypassing the relentless heat of the central sun. |
| 9 | Abandoned Prospector Outpost | Built by a 19th-century explorer who succumbed to "Noon Madness." Contains a partially completed map of the surrounding hexes. |
| 10 | Petrified Titan Tree | A hollowed-out fossilized giant tree serving as a neutral trading post between rival Gilak tribes. |
| 11 | Active Geyser Field | Mineral-rich hot springs capable of curing disease or fatigue, guarded by territorial Tandor (Mammoths). |
| 12 | Obsidian Quarry | Controlled by a militaristic human tribe crafting high-quality weapons. High trade value for steel or iron tools from the surface. |
| 13 | Monolith of the Outer Gods | An ancient, pre-human stone spire etched with non-Euclidean runes that hums with psychic energy (CHA SIEGE Check or temporary insanity). |
| 14 | Subterranean Waterfalls | A massive river plummeting into an bottomless abyss. A potential river-barge travel route or severe navigation hazard. |
| 15 | Carnivorous Plant Grove | Dense patch of sprawling tendril-vines (Sithic flora) that attempt to grapple and drag explorers into digestive pods. |
| 16 | Floating Island Anchor Point | Thick, petrified vine ropes anchoring a floating mesa to the ground. A tribe of primitive humans lives on the floating island above. |
| 17 | Fossilized Mahar Citadel | Ruined city of the reptilian overlords, now overrun by wild beasts and scavengers. High risk, high reward for ancient tech. |
| 18 | Downed Surface Aircraft / Balloon | The wreckage of an early 20th-century aviator or airship expedition. Holds surviving rations, firearms, or nautical equipment. |
| 19 | Natural Magnetic Nexus | Metal objects are pulled toward a central iron-rich mountain spire, making heavy steel armor or weapons unwieldy (-2 to hit). |
| 20 | Dimensional Anomaly / Gate | A shimmering spatial fissure that periodically opens to the surface world (e.g., Sahara Desert) or Mars (Barsoom). |
4. Inner Earth Navigation Rules (Amazing Adventures)
When exploring unmapped terrain without a fixed day/night cycle, use the following rules to keep track of party fatigue and direction:
Noon Madness & Time Tracking: Without a night sky, characters must track time using mechanical watches or internal rhythm. Every 24 hours of travel without rest requires a CON Check (CL equal to days awake). Failure inflicts 1 level of Exhaustion and a -2 penalty to WIS Checks.
Getting Lost (WIS Check): The Party Leader/Guide must make a WIS (Survival/Navigation) Check when entering a new hex.
Base CL: 0 for Savanna/Plains, +2 for Cycad Jungle/Marshes, +4 for Canyons/Floating Peaks.
Failure: The party strays into an adjacent, unintended hex and loses 1d4 hours of travel time.
Random Encounters: Roll a d6 once per hex entered or every 8 hours spent resting:
1: Wild Prehistoric Beast (e.g., Tarag, Gorgosaurus, Tandor)
2: Faction Patrol (Mahar/Sagoth raiders, Korsar pirates, or Gilak hunters)
3: Hazard / Environmental Hazard
4–6: No Encounter