Thursday, October 1, 2026

A Comprehensive d100 Hex-Crawl Lost City & Lost Peoples Generator formatted for Troll Lord Games’ Amazing Adventures RPG (Siege Engine system)

 Here is a comprehensive d100 Hex-Crawl Lost City & Lost Peoples Generator formatted for Troll Lord Games’ Amazing Adventures RPG (Siege Engine system), set in Edgar Rice Burroughs' prehistoric inner world of Pellucidar. This blog post picks right up from A Deeper Troll Lord Games Amazing Adventures Rpg Random D100 Pellucidar & Pres-historic Inner Earth Encounters Tables



Because the central, eternal noon-day sun leaves the inner shell devoid of shadow-based directional cues, lost civilizations in Pellucidar often develop unique cultural quirks, architectures, and defense mechanisms to survive Mahar oppression and megafauna invasions.

Generator Overview

When generating a lost settlement or city in a hex, roll d100 on each of the four tables below to establish:

  1. City Origin & Architecture

  2. Current Rulers / Primary Inhabitants

  3. Cultural Quirk / Social Condition

  4. Immediate Crisis / Adventure Hook

Table 1: City Origin & Architecture (d100)

d100Origin & ArchitectureSIEGE Engine Terrain / Tactical Notes
01–05Basalt Mahar Spire CityMonolithic black towers with open-air roosts. Wings required or long winding stairs.
06–10Cliffside Hive DwellingsCarved into sheer canyon walls. Reachable only by rope ladders, counterweight elevators, or trained flyers.
11–15Petrified Tree CitadelBuilt inside and around a miles-wide fossilized mega-sequoia. High defensibility against stampedes.
16–20Floating Magnetic MesaSuspended 500 feet in the air by geothermal-magnetic forces. Tethered by giant vine cables.
21–25Sunk-Cavern AmphitheaterBuilt within a massive sinkhole crater. Shielded from the endless glare of the central sun.
26–30Korsar Ironclad StockadeOvergrown timber-and-iron fort built from the salvaged hulls of 18th-century pirate vessels.
31–35Obsidian Ziggurat ComplexStepped pyramids surrounding vast sacrifice plazas, built from jet-black volcanic glass.
36–40Bioluminescent Fungal HoldHollowed giant puffballs and glowing mushroom forests converted into damp, walled hamlets.
41–45Steampunk Prospector OutpostRusted iron domes and brass steam-pipes surrounding a ruined 19th-century Surface Iron Mole rig.
46–50Sun-Drenched Coral MegastructureExposed prehistoric reef formations turned into multi-tiered, bone-white limestone towers.
51–55Pteranodon Roost TowersWoven wicker-and-bone spires built atop mountain peaks, designed for aerial mount landings.
56–60Subterranean Lake Pile-DwellingsStilt-city built entirely over black, tideless waters to deter land-based predators.
61–65Cyclopean Megalith RingsStanding stone circles large enough to hold whole villages, humming with residual magnetic energy.
66–70Tar-Pit FortressNaturally Moated city surrounded by bubbling asphalt lakes; accessible only via narrow stone drawbridges.
71–75Sithic Flora HiveHollowed-out carnivorous plant pods and giant gourds hardened into organic defensive walls.
76–80Sub-Glacial Thermal GrottoHidden inside a polar ice-cap fissure, warmed by volcanic geothermal vents.
81–85Pre-Human Serpent-FoldSinuous, curving jade-stone corridors built for limbless or sliding reptilian bodies.
86–90Ruined Victorian Replica TownConstructed by "Noon-Mad" surface defectors trying to recreate 1890s London out of mud and bone.
91–95Abyssal Chasm Span-BridgeA city built directly onto a colossal natural arch bridging a bottomless planetary fissure.
96–00Martian-Tech OutpostGlass-and-bronze spires built around a crashed Barsoomian ether-vessel or ancient portal device.

Table 2: Primary Inhabitants / Lost Peoples (d100)

d100InhabitantsDefault Disposition & Siege Engine Hooks
01–05Pure-Blood Mahar ColonyHostile. Psychic pterosaur overlords using hypnotized human thralls.
06–10Sagoth Garrison & Slave EnclaveHostile. Gorilla-like shock troops ruling over human Gilak working parties.
11–15Red Gilak (Saber-Tooth Clan)Cautious. Cave-dwellers who wear saber-tooth pelts and wield obsidian weapons.
16–20Bronze-Skinned SuviansFriendly. Advanced stone-age civilization with woven textiles and bronze tools.
21–25Korsar Pirate DescendantsHostile. Renegade buccaneers armed with black-powder weapons, cutlasses, and muskets.
26–30Albino Cave ThrallsSkittish. Blind, subterranean humanoids who shun the light of the central sun.
31–35The Serpent-Men of Lul-KharSecretive. Ancient scaleskins holding the secrets of pre-human alchemy and mind control.
36–40Golden-Haired MezopeansNeutral. Seafaring islanders proficient in outrigger canoes and harpoon warfare.
41–45Stranded Surface ExpeditionCautious. 1920s/30s explorers, scientists, and mercenaries clinging to remaining surface gear.
46–50Gorzob-Riders (Gorgonopsid Nomads)Hostile. Martial tribe that breeds and rides heavy mammal-like predatory reptiles.
51–55Aznath-WorshippersFanatical. Cultists who sacrifice captives to a giant marine basilisk/sea serpent.
56–60Iron Mole Mining SyndicateNeutral. Descendants of 19th-century miners who operate crude steam-powered machinery.
61–65Feathered Pteranodon KnightsProud. Human warriors who have mastered aerial combat riding tame pterosaurs.
66–70Silent Ones (Mutated Gilaks)Hostile. Mutated humans who communicate solely through telepathy due to Mahar experiments.
71–75Amazonian Beast-MistressesCautious. Matriarchal society that uses trained Jalok (Hyaenodons) as war-hounds.
76–80Troglodyte Shadow-WalkersHostile. Primitive subterranean stalkers proficient in blowguns and nerve toxins.
81–85Clockwork-Automaton CultSecretive. Primitive humans who worship a still-functioning 19th-century surface brass engine.
86–90Rebel Sagoth RenegadesNeutral. Free Sagoths who broke mental conditioning and now fight both Mahar and Humans.
91–95Lost LegionnairesCautious. Descendants of an ancient Roman or Greek legion pulled into Inner Earth via anomaly.
96–00High-Tech Barsoomian ExilesSecretive. Green/Red Martians stranded in Pellucidar who guard radium-ray technology.

Table 3: Cultural Quirk / Social Condition (d100)

d100Cultural Quirk / Social ConditionSIEGE Engine Mechanical Impact
01–05Absolute "Noon-Madness"Inhabitants have lost all sense of time; hyper-erratic behavior (CHA SIEGE Check to negotiate).
06–10Strict Anti-Surface TabooAll manufactured metal/clothing from the surface is considered cursed and must be burned.
11–15Sacred Megafauna BondHarming a mammoth or dinosaur within city limits results in immediate death penalty.
16–20Psychic ConditioningCitizens are subject to latent Mahar mental control (disadvantage on Mental SIEGE Saves).
21–25Ritual Blood-SteepingArmor and skin are dyed red with dinosaur blood to intimidate rival tribes (+1 Intimidation).
26–30Strict Caste SystemPopulation is divided strictly by hair color, tattoo pattern, or physical stature.
31–35Linguistic ShiftSpeak an obscure dialect of Primitive Human mixed with Mahar click-consonants.
36–40Venerate the Central SunStaring directly into the central sun for hours is a sacred rite; high blindness rate.
41–45Obsessive Trade CultureWill trade anything—including relatives—for steel knives, glass beads, or surface matches.
46–50Total Anarchy / Clan WarNo central authority; city is divided into quarter-block warzones between rival warlords.
51–55Ritual SilenceNoise above a whisper is forbidden to prevent drawing the attention of predatory flyers.
56–60Substance-Induced TranceEntire population is permanently under the influence of narcotic fungal spores.
61–65Acrobat / Aerial SocietyInhabitants live off the ground and receive a +2 bonus to DEX (Athletics/Balance) checks.
66–70Geothermal Steam WorshipSacred order of priests maintains geothermal boilers believed to power the world.
71–75Cannibalistic Funeral RitesAncestors are eaten to preserve their strength within the tribe.
76–80Chivalric Code of CombatAll disputes are settled via single combat in a sandy pit using obsidian daggers.
81–85Blindness CultCitizens intentionally blind themselves to "see" using acoustic echoing in pitch-black ruins.
86–90Eugenics / Selective BreedingTribe breeds specifically for brute strength; weak newborns are left for the Jaloks.
91–95Matriarchal TelepathsQueen rules via mind-speech; surface males are treated as property or consorts.
96–00Time-Keeper ObsessionAnyone carrying a ticking surface watch is treated as a divine deity capable of measuring time.

Table 4: Immediate Crisis / Adventure Hook (d100)

d100Immediate CrisisAdventure Hook / Quest
01–05Imminent Mahar Slave RaidA Mahar flight with Sagoth guards is arriving within hours to harvest 50 human sacrifices.
06–10Rampaging Tyrannosaur / ApexA massive Gorgosaurus broke through the perimeter wall and is nesting in the main market.
11–15Geothermal EruptionGeysers and lava fissures are opening beneath the settlement; city must evacuate immediately.
16–20Water Supply ContaminationToxic fungal spores poisoned the main well; party must find an antidote in a deep swamp.
21–25Korsar SiegePirate gunboats are bombarding the harbor/walls with swivel guns, demanding tribute.
26–30Lost Surface Relic stolenA vital piece of surface tech (e.g., machine gun, radio, engine) was stolen by a rival tribe.
31–35Civil War / Succession CrisisThe Chief was assassinated by a Mahar agent; two rival heirs are rallying their warriors.
36–40Megafauna Migration StampedeA herd of 100+ Thag (Aurochs) or Tandor (Mammoths) is heading straight for the city gates.
41–45Mysterious Sleeping SicknessHalf the populace won't wake up due to a psychic Mahar broadcast from a nearby spire.
46–50Stolen Chief's Daughter/SonPteranodon knights kidnapped a noble for sacrifice at the Monolith of the Outer Gods.
51–55Tar-Pit Level RisingThe asphalt lake is overflowing, threatening to swallow the lower districts within 24 hours.
56–60Infiltration by Serpent-MenShape-shifting Serpent-Men have replaced key council members to spark a war.
61–65Famine / Crop BlightThe local edible cycad crops have rotted; hunters need brave escorts into apex predator territory.
66–70Escaped Mahar SubjectA rogue human scientist/slave escaped a Mahar laboratory with a powerful psychic artifact.
71–75Dimensional Fissure InstabilityA portal to the Surface is opening and closing, throwing dangerous surface anomalies into town.
76–80Rebellion in the MinesSlave workers took over the obsidian/iron mines and are threatening to blow up the mountain.
81–85Pestilence of Sithic InsectsSwarms of 3-foot giant hornets (Sith) are attacking anyone who steps outside.
86–90Religious SchismA new prophet claims the Central Sun demands the execution of all foreigners (including PCs).
91–95Sinking Mesa / Structural FailureThe floating mesa's tether-vines are snapping under the weight of an overgrown fungal bloom.
96–00Awakened Pre-Human BehemothAn ancient kaiju-sized aquatic leviathan has emerged off the coast, demanding live tribute.