Friday, September 25, 2026

A Deeper Troll Lord Games Amazing Adventures Rpg Random D100 Pellucidar & Pres-historic Inner Earth Encounters Tables

 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

d100Encounter / Threat TypeDescription & Siege Engine Hooks
01–03Mahar Patrol1d4 psychic pterosaur overlords flying low, accompanied by 2d6 Sagoth gorilla-slave guards armed with spears. (Charisma Check vs. mental dominance).
04–06Sagoth Slave Raid2d10 Sagoth shock troops hunting for fresh human stock for Mahar arena games or food pits.
07–09Gilak Tribal Hunters1d8 Stone Age humans armed with obsidian-tipped spears and stone knives; skittish, hostile to surface gear.
10–12Korsar Sea-Raiders1d6 displaced surface-style pirates using muzzle-loading muskets and cutlasses, far from their subterranean fleets.
13–15Gorzob Pack (Gorgonopsid)1d4 saber-toothed mammal-like reptiles stalking through dense spore-ferns. (Wisdom / Survival check to spot ambush).
16–18Tarag (Saber-Tooth Tiger)A solitary alpha predator hunting in tall, bioluminescent plains grass. Stealthy pounce (+2 surprise).
19–21Ryt (Giant Cave Bear)Massive primeval bear defending a territorial carcass or cavern mouth. Tremendous grappling power.
22–24Thag (Prehistoric Aurochs)Herd of 2d20 giant armored oxen stampeding due to a nearby predator. (Dexterity / Athletics check to clear path).
25–27Dyryth (Megatherium)Giant ground sloth, peaceful unless cornered; skin acts as natural leather armor (+4 AC equivalent).
28–30Zith (Giant Antlion)Funnel-trap pit in volcanic ash sand. (Dexterity check to avoid sliding into the mandibles).
31–33Maj (Subterranean Viper)1d2 massive constrictor/venomous serpents hanging from giant cycad branches. Poison requires Constitution Check.
34–36Sith (Giant Dragonfly-Hornet)1d6 carnivorous insects with 6-foot wingspans, attracted to bright metals or exposed blood.
37–39Orza (Plesiosaur)Lurking near the shores of an inland freshwater sea or wide jungle river. Sweeps riverbanks for prey.
40–42Tandor (Mammoth / Mastodon)Solitary bull mammoth in musth. Highly aggressive; smashes through jungle foliage without warning.
43–45Jalok (Hyaenodon)Pack of 2d6 pack-hunting bone-crushers circling the party’s flanks.
46–48Ta-ho (Titanis / Terror Bird)1d4 flightless predatory birds sprinting at breakneck speed (60ft movement rate).
49–51Aznath (Basilosaurus / Sea Serpent)Coastal marine behemoth capsizing canoes or small steam-launches.
52–54Gorgosaurus / Tyrannosaur ApexSingle massive apex predator. Apex encounter requiring heavy weapons or clever distraction to survive.
55–57Pteranodon Flock2d8 swooping flyers targeting shining metal equipment or small companions.
58–60Drip-Cave Carnivorous FungiSpore field. Breathing spores causes respiratory paralysis (Constitution SIEGE check or lose 1d4 Strength per round).
61–63Tar Pits / Bitumen TrapsDeceptive ground covering bones of primeval beasts. (Wisdom / Survival check to notice before stepping in).
64–66Volcanic Gas FissureSudden eruption of sulfur/choking gas. Reduces visibility and inflicts 1d6 poison damage per turn.
67–69Geothermal Geyser FieldSuperheated water spouts triggering on a d6 roll of 1–2 per turn in a 50-foot radius.
70–72Abandoned Mahar TempleSun-bleached stone ruins with telepathic inscriptions. Contains ancient secrets or latent psychic traps.
73–75Iron Mole / Prospector Drill SiteCaved-in surface drilling rig from a previous 19th or 20th-century expedition. Salvageable brass/steel parts.
76–78Korsar Coastal OutpostStockade fort guarded by pirate deserters or renegades armed with primitive swivel guns.
79–81Lost Surface Explorer ExpeditionStranded Victorian or 1930s pulp expedition (1d6 survivors) suffering from no-night delusion/madness.
82–84Noon-Sun Mirage / Direction LossWithout stars or a day/night cycle, party loses orientation completely. (Wisdom / Navigation check needed).
85–87Great Floating Mountain / UpheavalGravity anomaly or inverted peak suspended by geothermal magnetic currents.
88–90Sithic Horrors (Troglodyte Horde)2d8 blind, albino cave-dwelling humanoids climbing out of deep abyssal fissures.
91–93Labyrinthine Bone GraveyardMiles-wide elephant/dinosaur graveyard. High chance of scavengers and rare primitive ivory trade goods.
94–96Renegade Gilak WarlordBand of 2d10 tribal warriors equipped with captured Mahar iron weapons or Korsar firearms.
97–98Mahar Flying CitadelA giant floating stone platform or vessel powered by hypnotic organ-music and psychic resonance.
99Inner Earth EarthquakeThe shell of the world shifts. Falling stalactites, opening chasms, and panicked wildlife stampedes.
100Anomalous Portal / NexusA 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.

d20Terrain TypeTravel PaceKey Feature / Aesthetic
1–3Cycad Forest & Fern JungleNormalLooming giant tree ferns, scale trees, dense undergrowth; high humidity.
4–6Bioluminescent Fungal MarshSlow ($\frac{1}{2}$)Spore-choked wetlands lit by giant glowing fungi and toxic bogs.
7–9Volcanic Ash PlainsFastCrisscrossed by lava channels and active fumaroles; low cover.
10–12Primeval Savanna & High GrassNormal10-foot-tall golden grass shielding megafauna and stalking predators.
13–14Subterranean Shoreline / Inland SeaVariesBlack sand beaches meeting tideless, sunlit oceans.
15–16Petrified Forest & Crystal UplandsSlow ($\frac{1}{2}$)Ancient fossilized timber groves and jagged quartz ridges reflecting noon light.
17–18Deep Abyss & Canyon MazeVery Slow ($\frac{1}{4}$)Massive tectonic chasms dropping down into pitch-black lower caverns.
19Gravity-Defying Floating PeaksVery Slow ($\frac{1}{4}$)Upward magnetic anomalies causing suspended landmasses and waterfalls.
20Inner World Desert (Red Dust Wastes)NormalDry, 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.

d20Environmental ConditionSIEGE Engine Effect / Hazard
1–4Stationary Noon HeatClear visibility. High risk of heat exhaustion (CON SIEGE Check daily or gain 1 level of Fatigue).
5–7Heavy Spore FogVisually obscured beyond 30 feet. Ranged attacks suffer a -2 penalty; WIS SIEGE Check required to maintain direction.
8–10Sudden Volcanic AshfallChoking dust clouds. Characters without cloth masks suffer 1d4 damage/hour from inhaled ash.
11–13Geothermal Steam VentingScalding mist bursts across the hex. Spottable with a WIS (Survival) check, otherwise 1d6 fire damage.
14–16Electro-Magnetic StormCharged particles from the central sun produce atmospheric lightning. Brass compasses and radio gear fail completely.
17–18Subterranean TremorThe inner shell shifts. Falling rock hazard in canyons or mudslides in jungle terrain (DEX SIEGE Check or 2d6 damage).
19Toxic Sulfuric UpdraftChoking gas fills low-lying areas. CON SIEGE Check required every 4 hours or suffer -2 to all Attribute Checks.
20Bioluminescent Night-SimulationHeavy 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.

d20Hex DiscoveryDescription & Exploration Hook
1Mahar Sun-TempleA massive basalt structure dedicated to Mahar psychic research. Contains ancient reptilian scrolls and telepathic machinery.
2Sagoth Slave CampA fortified timber stockade where Sagoth guards pen captured human (Gilak) tribesfolk before transport to Mahar cities.
3Gilak Cliff VillagePrimitive human settlement built high into cliff walls, accessible only by rope ladders. Suspicious of surface technology.
4Korsar Pirate HavenA palisade fort built on an inland sea cove by descendants of surface buccaneers. Equipped with old iron cannons and swivel guns.
5Wrecked Surface Iron MoleThe rusted, steam-powered drilling machine of a previous surface expedition, buried half-way in a cliffside. Salvageable parts or logs.
6Megafauna Nesting GroundsBreeding territory for Ta-ho (Terror Birds) or Tarag (Saber-tooths). Rich in ivory/pelts, but highly dangerous.
7Tar Pit & Bone GraveyardBubbling asphalt lake holding thousands of prehistoric skeletons. Valuable for rare materials and preserved fossils, but a sinkhole hazard.
8Bioluminescent Cave SystemEntrance leading to cool subterranean caverns beneath the inner surface, bypassing the relentless heat of the central sun.
9Abandoned Prospector OutpostBuilt by a 19th-century explorer who succumbed to "Noon Madness." Contains a partially completed map of the surrounding hexes.
10Petrified Titan TreeA hollowed-out fossilized giant tree serving as a neutral trading post between rival Gilak tribes.
11Active Geyser FieldMineral-rich hot springs capable of curing disease or fatigue, guarded by territorial Tandor (Mammoths).
12Obsidian QuarryControlled by a militaristic human tribe crafting high-quality weapons. High trade value for steel or iron tools from the surface.
13Monolith of the Outer GodsAn ancient, pre-human stone spire etched with non-Euclidean runes that hums with psychic energy (CHA SIEGE Check or temporary insanity).
14Subterranean WaterfallsA massive river plummeting into an bottomless abyss. A potential river-barge travel route or severe navigation hazard.
15Carnivorous Plant GroveDense patch of sprawling tendril-vines (Sithic flora) that attempt to grapple and drag explorers into digestive pods.
16Floating Island Anchor PointThick, petrified vine ropes anchoring a floating mesa to the ground. A tribe of primitive humans lives on the floating island above.
17Fossilized Mahar CitadelRuined city of the reptilian overlords, now overrun by wild beasts and scavengers. High risk, high reward for ancient tech.
18Downed Surface Aircraft / BalloonThe wreckage of an early 20th-century aviator or airship expedition. Holds surviving rations, firearms, or nautical equipment.
19Natural Magnetic NexusMetal objects are pulled toward a central iron-rich mountain spire, making heavy steel armor or weapons unwieldy (-2 to hit).
20Dimensional Anomaly / GateA 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:

  1. 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.

  2. 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.

  3. 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