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:
City Origin & Architecture
Current Rulers / Primary Inhabitants
Cultural Quirk / Social Condition
Immediate Crisis / Adventure Hook
Table 1: City Origin & Architecture (d100)
| d100 | Origin & Architecture | SIEGE Engine Terrain / Tactical Notes |
| 01–05 | Basalt Mahar Spire City | Monolithic black towers with open-air roosts. Wings required or long winding stairs. |
| 06–10 | Cliffside Hive Dwellings | Carved into sheer canyon walls. Reachable only by rope ladders, counterweight elevators, or trained flyers. |
| 11–15 | Petrified Tree Citadel | Built inside and around a miles-wide fossilized mega-sequoia. High defensibility against stampedes. |
| 16–20 | Floating Magnetic Mesa | Suspended 500 feet in the air by geothermal-magnetic forces. Tethered by giant vine cables. |
| 21–25 | Sunk-Cavern Amphitheater | Built within a massive sinkhole crater. Shielded from the endless glare of the central sun. |
| 26–30 | Korsar Ironclad Stockade | Overgrown timber-and-iron fort built from the salvaged hulls of 18th-century pirate vessels. |
| 31–35 | Obsidian Ziggurat Complex | Stepped pyramids surrounding vast sacrifice plazas, built from jet-black volcanic glass. |
| 36–40 | Bioluminescent Fungal Hold | Hollowed giant puffballs and glowing mushroom forests converted into damp, walled hamlets. |
| 41–45 | Steampunk Prospector Outpost | Rusted iron domes and brass steam-pipes surrounding a ruined 19th-century Surface Iron Mole rig. |
| 46–50 | Sun-Drenched Coral Megastructure | Exposed prehistoric reef formations turned into multi-tiered, bone-white limestone towers. |
| 51–55 | Pteranodon Roost Towers | Woven wicker-and-bone spires built atop mountain peaks, designed for aerial mount landings. |
| 56–60 | Subterranean Lake Pile-Dwellings | Stilt-city built entirely over black, tideless waters to deter land-based predators. |
| 61–65 | Cyclopean Megalith Rings | Standing stone circles large enough to hold whole villages, humming with residual magnetic energy. |
| 66–70 | Tar-Pit Fortress | Naturally Moated city surrounded by bubbling asphalt lakes; accessible only via narrow stone drawbridges. |
| 71–75 | Sithic Flora Hive | Hollowed-out carnivorous plant pods and giant gourds hardened into organic defensive walls. |
| 76–80 | Sub-Glacial Thermal Grotto | Hidden inside a polar ice-cap fissure, warmed by volcanic geothermal vents. |
| 81–85 | Pre-Human Serpent-Fold | Sinuous, curving jade-stone corridors built for limbless or sliding reptilian bodies. |
| 86–90 | Ruined Victorian Replica Town | Constructed by "Noon-Mad" surface defectors trying to recreate 1890s London out of mud and bone. |
| 91–95 | Abyssal Chasm Span-Bridge | A city built directly onto a colossal natural arch bridging a bottomless planetary fissure. |
| 96–00 | Martian-Tech Outpost | Glass-and-bronze spires built around a crashed Barsoomian ether-vessel or ancient portal device. |
Table 2: Primary Inhabitants / Lost Peoples (d100)
| d100 | Inhabitants | Default Disposition & Siege Engine Hooks |
| 01–05 | Pure-Blood Mahar Colony | Hostile. Psychic pterosaur overlords using hypnotized human thralls. |
| 06–10 | Sagoth Garrison & Slave Enclave | Hostile. Gorilla-like shock troops ruling over human Gilak working parties. |
| 11–15 | Red Gilak (Saber-Tooth Clan) | Cautious. Cave-dwellers who wear saber-tooth pelts and wield obsidian weapons. |
| 16–20 | Bronze-Skinned Suvians | Friendly. Advanced stone-age civilization with woven textiles and bronze tools. |
| 21–25 | Korsar Pirate Descendants | Hostile. Renegade buccaneers armed with black-powder weapons, cutlasses, and muskets. |
| 26–30 | Albino Cave Thralls | Skittish. Blind, subterranean humanoids who shun the light of the central sun. |
| 31–35 | The Serpent-Men of Lul-Khar | Secretive. Ancient scaleskins holding the secrets of pre-human alchemy and mind control. |
| 36–40 | Golden-Haired Mezopeans | Neutral. Seafaring islanders proficient in outrigger canoes and harpoon warfare. |
| 41–45 | Stranded Surface Expedition | Cautious. 1920s/30s explorers, scientists, and mercenaries clinging to remaining surface gear. |
| 46–50 | Gorzob-Riders (Gorgonopsid Nomads) | Hostile. Martial tribe that breeds and rides heavy mammal-like predatory reptiles. |
| 51–55 | Aznath-Worshippers | Fanatical. Cultists who sacrifice captives to a giant marine basilisk/sea serpent. |
| 56–60 | Iron Mole Mining Syndicate | Neutral. Descendants of 19th-century miners who operate crude steam-powered machinery. |
| 61–65 | Feathered Pteranodon Knights | Proud. Human warriors who have mastered aerial combat riding tame pterosaurs. |
| 66–70 | Silent Ones (Mutated Gilaks) | Hostile. Mutated humans who communicate solely through telepathy due to Mahar experiments. |
| 71–75 | Amazonian Beast-Mistresses | Cautious. Matriarchal society that uses trained Jalok (Hyaenodons) as war-hounds. |
| 76–80 | Troglodyte Shadow-Walkers | Hostile. Primitive subterranean stalkers proficient in blowguns and nerve toxins. |
| 81–85 | Clockwork-Automaton Cult | Secretive. Primitive humans who worship a still-functioning 19th-century surface brass engine. |
| 86–90 | Rebel Sagoth Renegades | Neutral. Free Sagoths who broke mental conditioning and now fight both Mahar and Humans. |
| 91–95 | Lost Legionnaires | Cautious. Descendants of an ancient Roman or Greek legion pulled into Inner Earth via anomaly. |
| 96–00 | High-Tech Barsoomian Exiles | Secretive. Green/Red Martians stranded in Pellucidar who guard radium-ray technology. |
Table 3: Cultural Quirk / Social Condition (d100)
| d100 | Cultural Quirk / Social Condition | SIEGE Engine Mechanical Impact |
| 01–05 | Absolute "Noon-Madness" | Inhabitants have lost all sense of time; hyper-erratic behavior (CHA SIEGE Check to negotiate). |
| 06–10 | Strict Anti-Surface Taboo | All manufactured metal/clothing from the surface is considered cursed and must be burned. |
| 11–15 | Sacred Megafauna Bond | Harming a mammoth or dinosaur within city limits results in immediate death penalty. |
| 16–20 | Psychic Conditioning | Citizens are subject to latent Mahar mental control (disadvantage on Mental SIEGE Saves). |
| 21–25 | Ritual Blood-Steeping | Armor and skin are dyed red with dinosaur blood to intimidate rival tribes (+1 Intimidation). |
| 26–30 | Strict Caste System | Population is divided strictly by hair color, tattoo pattern, or physical stature. |
| 31–35 | Linguistic Shift | Speak an obscure dialect of Primitive Human mixed with Mahar click-consonants. |
| 36–40 | Venerate the Central Sun | Staring directly into the central sun for hours is a sacred rite; high blindness rate. |
| 41–45 | Obsessive Trade Culture | Will trade anything—including relatives—for steel knives, glass beads, or surface matches. |
| 46–50 | Total Anarchy / Clan War | No central authority; city is divided into quarter-block warzones between rival warlords. |
| 51–55 | Ritual Silence | Noise above a whisper is forbidden to prevent drawing the attention of predatory flyers. |
| 56–60 | Substance-Induced Trance | Entire population is permanently under the influence of narcotic fungal spores. |
| 61–65 | Acrobat / Aerial Society | Inhabitants live off the ground and receive a +2 bonus to DEX (Athletics/Balance) checks. |
| 66–70 | Geothermal Steam Worship | Sacred order of priests maintains geothermal boilers believed to power the world. |
| 71–75 | Cannibalistic Funeral Rites | Ancestors are eaten to preserve their strength within the tribe. |
| 76–80 | Chivalric Code of Combat | All disputes are settled via single combat in a sandy pit using obsidian daggers. |
| 81–85 | Blindness Cult | Citizens intentionally blind themselves to "see" using acoustic echoing in pitch-black ruins. |
| 86–90 | Eugenics / Selective Breeding | Tribe breeds specifically for brute strength; weak newborns are left for the Jaloks. |
| 91–95 | Matriarchal Telepaths | Queen rules via mind-speech; surface males are treated as property or consorts. |
| 96–00 | Time-Keeper Obsession | Anyone carrying a ticking surface watch is treated as a divine deity capable of measuring time. |
Table 4: Immediate Crisis / Adventure Hook (d100)
| d100 | Immediate Crisis | Adventure Hook / Quest |
| 01–05 | Imminent Mahar Slave Raid | A Mahar flight with Sagoth guards is arriving within hours to harvest 50 human sacrifices. |
| 06–10 | Rampaging Tyrannosaur / Apex | A massive Gorgosaurus broke through the perimeter wall and is nesting in the main market. |
| 11–15 | Geothermal Eruption | Geysers and lava fissures are opening beneath the settlement; city must evacuate immediately. |
| 16–20 | Water Supply Contamination | Toxic fungal spores poisoned the main well; party must find an antidote in a deep swamp. |
| 21–25 | Korsar Siege | Pirate gunboats are bombarding the harbor/walls with swivel guns, demanding tribute. |
| 26–30 | Lost Surface Relic stolen | A vital piece of surface tech (e.g., machine gun, radio, engine) was stolen by a rival tribe. |
| 31–35 | Civil War / Succession Crisis | The Chief was assassinated by a Mahar agent; two rival heirs are rallying their warriors. |
| 36–40 | Megafauna Migration Stampede | A herd of 100+ Thag (Aurochs) or Tandor (Mammoths) is heading straight for the city gates. |
| 41–45 | Mysterious Sleeping Sickness | Half the populace won't wake up due to a psychic Mahar broadcast from a nearby spire. |
| 46–50 | Stolen Chief's Daughter/Son | Pteranodon knights kidnapped a noble for sacrifice at the Monolith of the Outer Gods. |
| 51–55 | Tar-Pit Level Rising | The asphalt lake is overflowing, threatening to swallow the lower districts within 24 hours. |
| 56–60 | Infiltration by Serpent-Men | Shape-shifting Serpent-Men have replaced key council members to spark a war. |
| 61–65 | Famine / Crop Blight | The local edible cycad crops have rotted; hunters need brave escorts into apex predator territory. |
| 66–70 | Escaped Mahar Subject | A rogue human scientist/slave escaped a Mahar laboratory with a powerful psychic artifact. |
| 71–75 | Dimensional Fissure Instability | A portal to the Surface is opening and closing, throwing dangerous surface anomalies into town. |
| 76–80 | Rebellion in the Mines | Slave workers took over the obsidian/iron mines and are threatening to blow up the mountain. |
| 81–85 | Pestilence of Sithic Insects | Swarms of 3-foot giant hornets (Sith) are attacking anyone who steps outside. |
| 86–90 | Religious Schism | A new prophet claims the Central Sun demands the execution of all foreigners (including PCs). |
| 91–95 | Sinking Mesa / Structural Failure | The floating mesa's tether-vines are snapping under the weight of an overgrown fungal bloom. |
| 96–00 | Awakened Pre-Human Behemoth | An ancient kaiju-sized aquatic leviathan has emerged off the coast, demanding live tribute. |