D D 5th Ed DM Screens PDF

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NPC CHARACTERISTICS

NPC APPEARANCE NPC ABILITIES


d20 Feature d6 High Ability
1 Distinctive jewelry: earings, necklace, circlet, 1 Strength - powerful, brawny, strong as an ox
braclets 2 Dexterity - lithe, agile, graceful
2 Piercings 3 Constitution - hardy, hale, healthy
3 Flamboyant or outlandish clothes 4 Intelligence - studious, learned, inquisitive
4 Formal, clean clothes 5 Wisdom - perceptive, spiritual, insightful
5 Ragged, dirty clothes 6 Charisma - persuasive, forceful, born leader
6 Pronounced scar
7 Missing teeth d6 Low Ability
8 Missing fingers 1 Strength - feeble, scrawny
9 Unusual eye color (or two different colors) 2 Dexterity - clumsy, fumbling
10 Tattoos 3 Constitution - sickly, pale
11 Birthmark 4 Intelligence - dim-witted, slow
12 Unusual skin color 5 Wisdom - oblivious, absentminded
13 Bald 6 Charisma - dull, boring
14 Braided beard or hair
15 Unusual hair color
16 Nervous eye twitch
17 Distinctive nose
18 Distinctive posture (crooked or rigid)
19 Exceptionally beautiful
20 Exceptionally ugly

NPC TALENTS NPC MANNERISMS


d20 Talent d20 Talent
1 Plays a musical instrument 1 Prone to singing, whistling or humming quietly
2 Speaks several languages fluently 2 Speaks in rhyme or some other peculiar way
3 Unbelievably lucky 3 Particulary low or high voice
4 Perfect memory 4 Slurs words, lisps or stutters
5 Great with animals 5 Enunciates overly clearly
6 Great with children 6 Speaks loudly
7 Great at solving puzzles 7 Whispers
8 Great at one game 8 Uses flowery speech or long words
9 Great at impersonations 9 Frequently uses the wrong word
10 Draws beautifully 10 Uses colorful oaths and exclamations
11 Paints beautifully 11 Makes constant jokes or puns
12 Sings beautifully 12 Prone to predictions of doom
13 Drinks everyone under the table 13 Fidgets
14 Expert carpenter 14 Squints
15 Expert cook 15 Stares into the distance
16 Expert dart thrower and rock skipper 16 Chews something
17 Expert juggler 17 Paces
18 Skilled actor and master of disguise 18 Taps fingers
19 Skilled dancer 19 Bites fingernails
20 Knows thieves’ cant 20 Twirls hair or tugs beard

NPC INTERACTION TRAITS


d12 Trait d12 Trait
1 Argumentative 7 Honest
2 Arrogant 8 Hot tempered
3 Blustering 9 Irritable
4 Rude 10 Ponderous
5 Curious 11 Quiet
6 Friendly 12 Suspicious
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
NPC CHARACTERISTICS & BACKGROUND
NPC IDEALS NPC BONDS
d6 Good Ideal Evil Ideal d10 Bond
1 Beauty Domination 1 Dedicated to fulfilling a personal life goal
2 Charity Greed 2 Protective of close family members
3 Greater good Might 3 Protective of colleagues or compatriots
4 Life Pain 4 Loyal to benefactor, patron or employer
5 Respect Retribution 5 Captivated by a romantic interest
6 Self-sacrifice Slaughter 6 Drawn to a special place
7 Protective of a sentimental keepsake
8 Protective of a valuable possession
d6 Lawful Ideal Chaotic Ideal 9 Out for revenge
1 Community Change 10 Roll twice, ignoring results of 10
2 Fairness Creativity
3 Honor Freedom NPC FLAWS AND SECRETS
4 Logic Independence d12 Flaw or Secret
5 Responsibility No limits 1 Forbidden love or susceptibility to romance
6 Tradition Whimsy 2 Enjoys decadent pleasures
3 Arrogance
4 Envies another creature’s possessions or station
d6 Neutral Ideal Other Ideals 5 Overpowering greed
1 Balance Aspiration 6 Prone to rage
2 Knowledge Discovery 7 Has a powerful enemy
3 Live and let live Glory 8 Specific phobia
4 Moderation Nation 9 Shameful or scandalous history
5 Neutrality Redemption 10 Secret crime or misdeed
6 People Self-knowledge 11 Possession of forbidden lore
12 Foolhardy bravery

DETERMINE NPC RACE DETERMINE NPC CLASS


d100 Race Chance Rarity d100 Class
0 - 38 Human 39% Very common 0 - 14 Fighter
39 - 54 Dwarf 16% Common 15 - 24 Ranger
55 - 70 Elf 16% Common 25 - 34 Cleric
71 - 78 Halfling 8% Mostly common 35 - 44 Rogue
79 - 86 Half-elf 8% Mostly common 45 - 54 Wizard
87 - 90 Gnome 4% Uncommon 55 - 59 Bard
91 - 94 Half-orc 4% Uncommon 60 - 64 Monk
95 - 96 Dragonborn 2% Very uncommon 65 - 69 Sorcerer
97 - 98 Tiefling 2% Very uncommon 70 - 74 Warlock
99 Other 1% DM choice 75 - 84 Barbarian
85 - 89 Paladin
90 - 94 Druid
95 - 98 Multiclass. Roll TWO Classes *
99 Multiclass. Roll THREE Classes *
* Ignore further rolls of 95 or above

DETERMINE NPC STATION DETERMINE NPC ALIGNMENT


d100 Station d100 Alignment
0 - 14 Destitute: Beggar, homeless 0 - 19 Lawful Good
15 - 39 Low: Laborer, farmer, servant, guard, cook 20 - 49 Neutral Good
40 - 64 Middle: Common Trader - Smith, baker, brewer 50 - 79 Chaotic Good
65 - 79 High: Luxury Trader - Jeweller, fine taylor, banker 80 - 84 (True) Neutral
80 - 94 Adventurer: Determine Class 85 - 89 Lawful Evil
95 - 99 Noble: Determine Rank and Holdings 90 - 94 Neutral Evil
95 - 99 Chaotic Evil

Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com


NPC RACISM & INTERACTIONS
RACIAL RELATIONS (KINGDOM OF TYRIBA) - Racial Modifiers for Attitude Check Rolls
Reaction To Player Character
Human Dwarf Elf Halfling Drow Dragon Gnome Half-orc Half-elf Tiefling
born

Human +1 - - - -2 (+D, F) -1 (+D) - -1 (+D) -1 -1 (+D)

Dwarf +1 +2 (+R) -1 -1 -3 (+D, A) - - -1 - -

Elf +1 -1 +2 (+R) - -2 - - -1 -1 -1

Halfling +1 - +1 +1 -1 - - - +1 -
Reaction Of NPC

Drow -1 -2 (+D) -2 -1 - (+D) - -1 - -2 -

Dragonborn - - - - - +2 (+R) - +1 - +1

Gnome - +1 +1 +1 -1 - +1 -1 - -

Half-orc - -1 -1 - - - - +1 - +1

Half-elf - - +1 (+R) - -1 - - - +1 -1

Tiefling -1 - - - - +1 - +1 - +1

Centaur +1 - +1 -1 -1 - -1 -1 +1 -
(R)espect (F)ear (A)nger (D)istrust

INITIAL NPC ATTITUDE TO PC DETERMINE NPC PERSONALITY QUALITIES


Method Recommended for d20 Resolve
Racial Relations For most general, non-specific NPCs can 1-4 Passive
use above table for starting Attitude Level 5 - 16 Neutral
and gain any Attitude Modifiers 17 - 20 Assertive
Alignment For special, campaign important NPCs can
use adjacent Behaviour Of NPCs table and d20 Compliance
use Alignment for starting Attitude Level 1-4 Weak
5 - 16 Neutral
17 - 20 Stubborn
PC SENSING NPC ATTITUDE
Insight (Wisdom) Check (Accumulative) d20 Belief
DC Know 1-4 Gullible
5 General Attitude (e.g. Friendly/Neutral/Hostile) 5 - 16 Neutral
10 Specific Attitude (e.g. Great/Very good/etc) 17 - 20 Untrusting
15 Personality Qualities (e.g. Assertive/Stubborn/etc)
20 Alignment - Ethical (e.g. Lawful/Neutral/Chaotic)
25 Alignment - Moral (e.g. Good/Neutral/Evil)
ATTITUDE CHECK vs PERSONALITY QUALITIES
ATTITUDE CHECK Resolve Compliance Belief
(PCs TRY TO INFLUENCE NPC) Assertive Stubborn Untrusting
Persuasion OR Intimidation OR Deception (Charisma) -3 to roll -3 to roll -3 to roll
Roll maybe modified by Personality Qualities (See right) and remove (D) and gain (A) and gain (D)
and NPC may gain or remove Attitude Modifiers to PC
Score Effect Persuasion Intimidation Deception
0 or less Attitude Level -2
1-9 Attitude Level -1 and gain (R) and remove (F)
10-19 No Effect and remove (F) and gain (F) and remove (A)
20-29 Attitude Level +1 +3 to roll +3 to roll +3 to roll
30 or more Attitude Level +2 Passive Weak Gullible

Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com


NPC BEHAVIOUR & INTERACTIONS
BEHAVIOUR OF NPCs
Level Rough Prices Refuse Offer Provoke Stop Further Attitude Rolls Specific General
Alignment Offered Service Aid Violence Violence (No Effect on Attitude Attitude Attitude
Check expands)
+6 LG -20% - 30% - 40% +/- 5 (5-24) Great

+5 -15% - 25% - 35% +/- 4 (6-23)

Friendly
Very good
+4 NG -10% - 20% - 30% +/- 3 (7-22)

+3 -5% - 15% - 25% +/- 2 (8-21)


Good
+2 CG - - 10% - 20% +/- 1 (9-20)

+1 LN - - 7% - 15% - (10-19)

Neutral
+0 NN - - 5% 5% 10% - (10-19) Neutral

-1 CN - - 2% 7% 10% - (10-19)

-2 LE - 10% - 10% 5% +/- 1 (9-20)


Bad
-3 +10% 15% - 15% - +/- 2 (8-21)

Hostile
-4 NE +20% 20% - 20% - +/- 3 (7-22)
Very bad
-5 +30% 25% - 25% - +/- 4 (6-23)

-6 CE +40% 30% - 30% - +/- 5 (5-24) Terrible

(R)espect -10% -10% +20% -10% +10% +1 to further Attitude Check rolls

Modifiers
Attitude
(F)ear -5% -20% +5% +5% -5%
(A)nger - +5% -10% +15% -15% -1 to further Attitude Check rolls
(D)istrust - - -15% - -5% -2 to further Attitude Check rolls
Prices Offered: Traders prices will go up and down depending on their attitude to the PC
Refuse Service: Traders may refuse to offer goods / services to the PC
Offer Aid: NPC will go out of their way to offer advice or direct assistance to PC if they are in trouble
Provoke Violence: If the PC treats the NPC badly or gives them any excuse or cause, the NPC may resort to verbal or physical violence towards the PC
Stop Violence: If the PCs are the target of violence (either from the NPC or another) how likely is the NPC to stop the violence if the PCs try to surrender or give in
Further Attitude Rolls: As the NPCs attitude goes towards either extreme it gets harder to change that attitude, this effects the NO EFFECT result on the Attitude Check Roll

ATTITUDE MODIFIERS
Code Modifier
(R) Respect The NPC holds the PC in a position of respect, looking up to them & tries to earn their favour
(F) Fear The NPC fears the actions of the PC and attempts to avoid and/or placate them
(A) Anger The NPC is angry and upset with the PC and may lash out at them either verbal or physically
(D) Distrust The NPC views the PC suspiciously and thinks they have an ulterior motive

ACTIONS OR ROLE PLAYING BY PCs THAT CAN GIVE ATTITUDE MODIFIERS TO NPCs
Modifier Gained Actions
(R)espect Heroic, brave or very helpful & selfless acts done by the PC to the NPC
(F)ear Acts of violence, damages to property done by PC to the NPC
(A)nger Dangerous, stupid or very selfish (or wasteful) acts done by the PC to the NPC
(D)istrust NPC observes PC telling lies or breaking the general laws or committing grave breaches of
etiquette
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
NPC MISCELLANEOUS OBJECT TABLES - NON 5th EDITION

Pathfinder
OBJECT HARDNESS
Weapon or Shield Hardness 1 HP 2,3 SUBSTANCE HARDNESS & HIT POINTS
Light blade 10 2 Substance Hardness Hit Points
One-handed blade 10 5 Glass 1 1 / inch of thickness
Two-handed blade 10 10 Paper, cloth 0 2 / inch of thickness
Light metal-hafted weapon 10 10 Rope 0 2 / inch of thickness
One-handed metal-hafted weapon 10 20 Ice 0 3 / inch of thickness
Light hafted weapon 5 2 Leather, hide 2 5 / inch of thickness
One-handed hafted weapon 5 5 Wood 5 10 / inch of thickness
Two-handed hafted weapon 5 10 Stone 8 15 / inch of thickness
Projectile weapon 5 5 Iron, steel 10 30 / inch of thickness
Armor * 4 AC bonus x 5 Mithral 15 30 / inch of thickness
Buckler 10 5 Adamantine 20 40 / inch of thickness
Light wooden shield 5 7
Heavy wooden shield 5 15 1 Add +2 for each +1 enhancement bonus of magic items
2 The hp value given is for Medium size. Divide by 2 for each size smaller
Light steel shield 10 10
than Medium, or multiply by 2 for each size greater than Medium
Heavy steel shield 10 20 3 Add 10 hp for each +1 enhancement bonus of magic items
Tower shield 5 20 4 Varies by materials - See Substance Hardness & Hit Points above

AD&D 1st Ed
Acid: assumes a considerable amount of acid (Black Dragon breath) or a long
blow

bolt
l
ow

gica
te

period of immersion.
fire
fire
a

ty
l

ITEM SAVING THROWS


r
b
hing

Crushing blow: assumes struck by weighty falling object or blow from a large
t ma
tnin
nteg

trici
ical
ball
mal

mal

creature’s bludgeoning weapon.


Crus
Acid

M ag

Ligh
Fros

Elec
Disi

Fire
Nor

Nor
Fall

Item Normal blow: assumes struck by normal size normal weapons.


Bone or Ivory 11 16 10 20 6 17 9 3 2 8 1 Disintegrate: Spell effect.
Fall: assumes fall at least 5’ and hits a hard surface. Soft surface gives +1 and
Ceramic 4 18 12 19 11 5 3 2 4 2 1 fleshy surfaces gives +5 to roll. Each extra 5’ fallen gives -1 to roll.
Cloth 12 6 3 20 2 20 16 13 1 18 1 Fireball: Spell effect (Fireball, Meteor Swarm, etc) or Red Dragon breath.
Crystal or Vial 6 19 14 20 13 10 6 3 7 15 5 Magical fire: Spell effect (Wall of Fire, Fire Storm, Flame Strike, etc)
Glass 5 20 15 20 14 11 7 4 6 17 1 Normal fire: Assumes a normal but very hot fire, eg blazing wood fire, flaming
oil AND the item would need to be exposed for a length of time.
Leather or Book 10 4 2 20 1 13 6 4 3 13 1
Frost magical: Spell effect (Cone of Cold, Ice Storm, etc) or White Dragon breath.
Liquid * 15 0 0 20 0 15 14 13 12 18 15 Lightning bolt: Spell effect (Lightning, Lightning Bolt, etc) or Blue Dragon breath.
Metal, hard 7 6 2 17 2 6 2 1 1^ 11 1 Electrical: discharge or current, eg shock of electric eel, magical items, traps, etc.
Metal, soft or jewelry ** 13 14 9 19 4 18 13 5 1 16 1
Mirror *** 12 20 15 20 13 14 9 5 6 18 1
Parchment or Paper 16 11 6 20 0 25 21 18 2 20 1 * Potions, magical oils, poisons, acids while container remains intact.
** Includes pearls of any sort.
Stone (small) or Gem 3 17 7 18 4 7 3 2 1 14 2 *** Silvered glass. Treat silver mirror as Metal, Soft or steel mirror as Metal, Hard
Thin Wood or Rope 9 13 6 20 2 15 11 9 1 10 1 ^ If exposed to extreme cold then struck against a very hard surface with force
Thick Wood or Rope 8 10 3 19 1 11 7 5 1 12 1 saving throw is -10 on die.
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
ADVENTURING TRAVEL
DONNING AND DOFFING ARMOR LIGHT SOURCES
Category Don Doff Source Bright Dim Lasts
Light Armor 1 minute 1 minute Candle 5’ + 5’ 1 hour
Medium Armor 5 minutes 1 minute Lamp 15’ + 30’ 6 hours
Heavy Armor 10 minutes 5 minutes Lantern
Shield 1 action 1 action Bullseye 60’ cone + 60’ 6 hours
Hooded Up 30’ + 30’ 6 hours
Hooded Down - +5‘ -
TRAVEL PACE (Distances Traveled per...)
Torch 20’ + 20’ 1 hour
Pace Minute Hour Day Effect Campfire
Fast 400 feet 4 miles 30 miles -5 passive Perception Average (2 1/2’) 15’ + 15‘ *
Normal 300 feet 3 miles 24 miles - Large (5’) 30’ + 30’ *
Slow 200 feet 2 miles 18 miles Able to use Stealth

MOUNTS AND OTHER ANIMALS OBSCURED AREAS


Item Speed Capacity Level Effect Examples
Camel 50’ 480 lb Lightly Creatures have disadvantage Dim light, patchy
Donkey or mule 40’ 420 lb on Wisdom (Perception) checks fog, moderate
Elephant 40’ 1320 lb that rely on sight foliage
Horse, draft 40’ 540 lb Heavy Vision is blocked; creatures are Darkness, opaque
Horse, riding 60’ 480 lb effectively blinded fog, dense foliage
Mastiff 40’ 195 lb
Pony 40’ 225 lb
Warhorse 60’ 540 lb WATERBORNE VEHICLES
Item Speed Crew Passengers Cargo
SPECIAL TYPES OF MOVEMENT Galley 4 mph 80 - 150 t
Keelboat 1 mph 1 6 1/2 t
CLIMBING, SWIMMING AND CRAWLING
Longship 3 mph 40 150 10 t
Whilst climbing or swimming - each 1’ costs 1 extra foot
Rowboat 1 1/2 mph 1 3 -
unless creature has Climbing or Swimming speed. Checks
Sailing ship 2 mph 20 20 100 t
may be required for difficult climbing or long swimming.
Warship 2 1/2 mph 60 60 200 t
JUMPING - LONG
Long jump in feet equal to Strength score with 10’ run up,
otherwise only jump half that distace. Checks may be
required for awkward conditions.
RESTING
JUMPING - HIGH
SHORT REST
Leap up in feet equal to 3 + Strength modifier with 10’ run
1 hour. No strenuous activities. Can do: eating, resting, tending
up, otherwise only jump half that distance. Checks may be
wounds, repair gear, collect wood/herbs, reading, etc.
required to gain extra purchase.
At end of short rest, gain:
- Regain use of class/race abilities as defined
ENCOUNTER DISTANCE - Can expend Hit Dice + Constitution Mod to regain Hit Points
Terrain Disatnce LONG REST
Arctic, desert, farmland or grassland 6d6 x 10’ 8 hours but can only do once every 24 hours. Can do light
Forest, swamp or woodland 2d8 x 10’ activities only. Can do: eating, watch, tending wounds, repair
Hills or wastelands 2d10 x 10’ gear, collect wood/herbs, reading, etc upto 2 hours during.
Jungle 2d6 x 10’ Rest of the time must be spent resting / sleeping / meditating.
Mountains 4d10 x 10’ At end of long rest, gain:
- Regain use of class/race abilities as defined
Audible Distance - Regain ALL lost Hit Points
Tyring to be quiet 2d6 x 5’ - Regain a number of spent Hit Dice = to half your total level
Normal noise level 2d6 x 10’
Very loud 2d6 x 50’

Visibility Outdoors Underwater Distance


Clear day, no obstructions 2 miles Clear water, bright light 60’
Rain 1 mile Clear water, dim light 30’
Fog 1d3 x 100 ‘ Murky water or no light 10’
From a height x 20
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
ADVENTURING COMBAT
ATTACKS
Name Damage Properties
Simple Melee Weapons
Club 1d4 B Light
Dagger 1d4 P Finesse, light, thrown (range 20/60)
Greatclub 1d8 B Two-handed
Handaxe 1d6 S Light, thrown (20/60)
Javelin 1d6 P Thrown (range 30/120)
Light Hammer 1d4 B Light, thrown (range 20/60)
Mace 1d6 B -
Quarterstaff 1d6 B Versatile (1d8)
Sickle 1d4 S Light
Spear 1d6 P Thrown (range 20/60), versatile (1d8)
Unarmed Strike 1B -
Simple Ranged Weapons
Crossbow, light 1d8 P Ammunition (range 80/320), loading, two-handed
Dart 1d4 P Finesse, thrown (range 20/60)
Shortbow 1d6 P Ammunition (range 30/320), two-handed
Sling 1d4 B Ammunition (range 30/120)
Martial Melee Weapons
Battleaxe 1d8 S Versatile (1d10)
Flail 1d8 B -
Glaive 1d10 S Heavy, reach, two-handed
Greataxe 1d12 S Heavy, two-handed
Greatsword 2d6 S Heavy, two-handed
Halberd 1d10 S Heavy, reach, two-handed
Lance 1d12 P Reach, special
Longsword 1d8 S Versatile (1d10)
Maul 2d6 B Heavy, two-handed
Morningstar 1d8 P -
Pike 1d10 P Heavy, reach, two-handed
Rapier 1d8 P Finesse
Scimitar 1d6 S Finesse, light
Shortsword 1d6 P Finesse, light
Trident 1d6 P Thrown (range 20/60), versatile (1d8)
War pick 1d8 P -
Warhammer 1d8 B Versatile (1d10)
Whip 1d4 S Finesse, reach
Martial Ranged Weapons
Blowgun 1P Ammunition (range 25/100), loading
Crossbow, hand 1d6 P Ammunition (range 30/120), light, loading
Crossbow, heavy 1d10 P Ammunition (range 100/400), heavy, loading, two-handed
Longbow 1d8 P Ammunition (range 150/600), two-handed
Net - Special, thrown (range 5/15)

B - Bludgeoning P - Piercing S - Slashing


Ammunition: You need access to ammunition to make a range attack. Expends one ammunition per attack.
Finesse: Choose either Strength OR Dexterity for the modifier to the Attack AND Damage rolls.
Heavy: Small creatures have Disadvantage on attack rolls using this weapon.
Light: Suitable for two weapon fighting.
Loading: Can only make ONE single attack when you use an Action, a Bonus Action or Reaction to fire it. No multiple attacks.
Range: First figure is normal range. Ranged attacks OVER the normal range are at Disadvantage. Can’t fire past second figure.
Reach: Adds 5’ to your normal melee range.
Special: check individual weapon for special rules.
Thrown: First figure is normal range. Ranged attacks OVER the normal range are at Disadvantage. Can’t fire past second figure.
Can use the same modifer as is allowed by that weapon in melee.
Two-Handed: Must use two hands to weapon this weapon.
Versatile: Can use either one or two hands with this weapon. The damage in the brackets is to be used when two hands are used.

Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com


ADVENTURING COMBAT
ARMOR
Armor Armor Class (AC) Strength Stealth
Light Armor
Padded 11 + Dex modifer - Disadvantage
Leather 11 + Dex modifer - -
Studded leather 12 + Dex modifer - -
Medium Armor
Hide 12 + Dex modifer (max 2) - -
Chain shirt 13 + Dex modifer (max 2) - -
Scale mail 14 + Dex modifer (max 2) - Disadvantage
Breastplate 14 + Dex modifer (max 2) - -
Half plate 15 + Dex modifer (max 2) - Disadvantage
Heavy Armor
Ring mail 14 - Disadvantage
Chain mail 16 Str 13 Disadvantage
Splint 17 Str 15 Disadvantage
Plate 18 Str 15 Disadvantage
Shield
Shield +2 - -
Strength: Must have Strength equal to or above listed Strength value or speed is reduced by 10’
Cover gives bonus to AC and Dexterity saving throws from effects that originate from the opposite side: Half cover gives +2 and three quarters cover gives +5

CONDITIONS
Condition Condition
Blinded Exhaustion
- Can’t see. Fails any ability check that requires sight - Lvl 1: Disadvantage ability checks
- Attacks with Disadvantage - Lvl 2: Speed Halved
- Attack rolls against at Advantage - Lvl 3: Disadvanatge attack & saving throws
Charmed - Lvl 4: HP Maximum halved
- Can’t attack/harm the charmer in any manner - Lvl 5: Speed 0’
- Charmer has Advantage on social interactions - Lvl 6: Death
Deafened Prone
- Can’t hear. Fails any ability check requiring hearing - Crawl (costs 1’ exta) & getting up halves speed
Frightened - Disadvantage on attack rolls
- Disadvantage on ability checks & attack rolls (source visible) - Attacked within 5’ - attacker has Advantage otherwise
- Can’t willingly move closer to source of fear attacker has Disadvantage
Grappled Stunned
- Speed becomes 0’ (no speed benefits) - Incapacitated
Incapacitated - Automatically fails Strength & Dexterity save throws
- Can’t take actions or reactions - Attacks against stunned creature Advantage
Invisible Unconscious
- Impossible to see (Can still be heard or leave tracks) - Incapacitated & can’t move or speak
- Attacks with Advantage - Prone, drops carried items & unaware of surroundings
- Attack rolls against invisible creature at Disadvantage - Automatically fails Strength & Dexterity save throws
Paralyzed - Attack rolls against at Advantage & if within 5’ are Critical Hits
- Incapacitated & can‘t move or speak
- Fails Strength & Dexterity save throws
- Attack rolls against at Advantage & if within 5’ are Critical Hits OBJECT ARMOR CLASS
Petrified Substance AC Substance AC
- weight x10, unaware, Incapacitated & can’t move or speak Cloth, paper, rope 11 Iron, steel 19
- Attack rolls against at Advantage Crystal, glass, ice 13 Mithral 21
- Automatically fails Strength & Dexterity saving throws Wood, bone 15 Adamantine 23
- Resistance to damage. Immune to poison/disease Stone 17
Poisoned OBJECT HIT POINTS
- Disadvantage on attack & ability check rolls Size Fragile Resilient
Restrained Tiny (bottle, lock) 2 (1d4) 5 (2d4)
- Speed becomes 0’ (no speed benefits) Small (chest, lute) 3 (1d6) 10 (3d6)
- Attack rolls against have Advantage Medium (barrel, chandelier) 4 (1d8) 18 (4d8)
- Disadvantage on attack & Dexterity save rolls Large (cart, 10’ x 10’ window) 5 (1d10) 27 (5d10)
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
ADVENTURING COMBAT
ATTACKS - GEAR
Name Damage Properties
Acid (vial) 2d6 Acid Throw: Splash liquid within 5’ or throw vial up to 20’. Improvised attack.
Alchemist’s Fire (flask) 1d4 Fire / Turn Throw: flask up to 20’. Improvised attack. Target on fire: each turn make
DC 10 Dexterity check to extinguish flames (rolling on floor).
Ball bearings (Bag of ) - Covers: 10’. Crossing at full speed: DC 10 Dexterity check or fall prone.
Caltrops (Bag of ) 1 Piercing * Covers: 5’. Crossing at full speed: DC 15 Dexterity or take damage and
reduced target speed by 10’ until receives healing.
Holy Water (flask) 2d6 Radiant * Throw: Splash liquid within 5’ or throw vial up to 20’. Improvised attack.
Fiend or Undead take damage.
Oil (flask) * Throw: Splash liquid within 5’ or throw vial up to 20’. Improvised attack. If
target takes any Fire damage before oil drys (1 minute) then takes additional
5 Fire damage. Pour on ground - covers: 5’. If lit burns for two rounds dealing
5 Fire damage to any within or passing through.
Poison, Basic (vial) 1d4 Poison Coat 1 Slashing or Piercing weapon OR upto 3 pieces of ammunition -
poison remains active for 1 minute. Target hit: DC 10 Consitution of take
damage.
Torch 1d4 Bludgeoning Improvised attack. Swing it for normal damage OR thrust it for only Fire
OR 1 Fire damage.
Improvised Weapon 1d4 Melee: Object held or using a Ranged weapon. Ranged: (20’/60’)

SPECIAL DAMAGE
Falling Take 1d6 bluderoning damage for every 10’ fell (max 20d6). Victim lands prone unless no damage taken
Suffocating Can hold breath in minutes equal to 1 + Constitution mod (min 30 seconds). When run out of breath, can
survive for number of rounds equal to Constitution mod (1 round). At start of next round, drops to 0 HP.

DAMAGE BY LEVEL AND SEVERITY TARGETS IN AREAS OF EFFECT


Level Setback Dangerous Deadly Area Targets Area Targets
1-4 1d10 2d10 4d10 Cone Size / 10 Line Length / 30
5 - 10 2d10 4d10 10d10 Cube/Square Size / 5 Sphere/Circle Radius / 5
11 - 16 4d10 10d10 18d10 Cylinder Radius / 5
17 - 20 10d10 18d10 24d10
SPECIAL ATTACKS
DAMAGE MODIFIERS Attack of Opportunity (AoO)
Resistance = Half damage When target moves out of reach
Vulnerability = Double damage Two-Weapon Fighting
Immunity = No damage Light weapon in both hands. Bonus Action second hand with
no ability modifier to damage (unless negative).
COMBAT Grappling
Your Turn Replaces 1 attack. Target no more than 1 size larger. Must have
Action + Move + Minor Interaction + Possible Bonus Action 1 free hand. Strength (Athletics) vs target’s Strength (Athletics)
Out of Turn or Dexterity (Acrobatics) - target choice.
Reaction: e.g. Attack of Opportunity (AoO) Shove a Creature
Push 5’ away or knock prone target. Replaces 1 attack. Target
COMBAT ACTIONS no more than 1 size larger. Strength (Athletics) vs target’s
Action Note Strength (Athletics) or Dexterity (Acrobatics) - target choice.
Getting up from Prone Half Movement Disarm
Moving whilst Pront Cost 1’ extra per 1’ moved Use weapon to knock a weapon/item out of grasp. Attack roll
Dash Double Move - No other action vs target’s Strength (Athletics) or Dexterity (Acrobatics) - target
Disengage Move without provoking AoO choice. Attacker at Disadvanatge if target using 2 hands. Target
Dodge Attacks against you at Disadvantage skill checks at Advantage if larger OR at Disadvantage if smaller.
Help Alley gains Advantage on roll Overrun
Hide Only is started Unobserved Try to force way through - action or bonus action. Strength
Ready Specific Trigger: Action or Move (Athletics) vs Strength (Athletics). Forcer at Advantage if larger
Use Object Complex or Long or Disadvanatge if smaller.
Attack Attack (melee or ranged) Tumble
Grapple Hold Opponent Pass through - action or bonus action. Dexterity (Acrobatics) vs
Spell Cast Spell Dexterity (Acrobatics).
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
ADVENTURING SKILLS
STRENGTH
Skills: Athletics. Climbing, jumping, swimming

Checks: Lift, push or pull heavy objects


Break or bend hard objects
Force through a space confined space

DEXTERITY
Skills: Acrobatics. Stay on your feet. Perform “stunts” like dives, rolls, somersaults, flips
Sleight of Hand. Manual trickery, conceal/plant/pick pocket objects
Stealth. Conceal yourself from enemies, slip past enemies, or sneak up behind enemies
Checks: Control vehicle in hard situation
Pick a lock or disable a trap
Tie rope or wriggle free of bonds
Play instrument or craft a small/detailed object

CONSTITUTION
TYPICAL DIFFICULTY CLASSES
Skills: None
Task Difficulty DC
Very Easy 5
Checks: Hold your breath Easy 10
Forced march or labor for hours Medium 15
Go without sleep Hard 20
Survive without food or water Very Hard 25
Quaff an entire stein of ale in one go Nearly Impossible 30

INTELLIGENCE
Skills: Arcana. Recall lore about spells, magic items, eldritch symbols, magic traditions and planes
History. Recall historical events, legendary people, ancient kingdoms, past wars & disputes
Investigation. From known and observed facts deduce hidden items, functions or locations
Nature. Recall lore about plants, animals, weather and natural cycles
Religion. Recall lore about deities, rites, prayers, holy symbols, churches and cults
Checks: Communicate without words or win a game of skill
Assess value of precious item or recall lore about a craft or trade
Put together a disguise or forge a document
WISDOM
Skills: Animal Handling. Calm, control or know intentions of animal or mount
Insight. Know another’s intentions - truthful or intended acts
Medicine. Stabilize a dying person or diagnose an illness
Perception. Spot, hear or detect things.
Survival. Follow tracks, hunt, guide through wilderness, identify animals present & hazards
Checks: Gut feeling as to correct course
Discern whether something is dead or undead

CHARISMA
Skills: Deception. Convincingly lie, con merchants, gambling, successfully use a disguise
Intimidation. Use of threats to influence someone for gain, control or compliance
Performance. How well you can delight an audience with music, dance, acting, story telling
Persuasion. Use of tact, social graces to influence someone for gain or compliance
Checks: Find the best person to obtain news, rumors and gossip
Blend into crowd and not stand out to overhear conversations

Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com


URBAN PRICES
STANDARD EXCHANGE RATE WATERBORNE VEHICLES
Coin cp sp ep gp pp Item Cost Speed
Copper (cp) 1 1/10 1/50 1/100 1/1000 Galley 30,000 gp 4 mph
Silver (sp) 10 1 1/5 1/10 1/100 Keelboat 3,000 gp 1 mph
Electrum (ep) 50 5 1 1/2 1/20 Longship 10,000 gp 3 mph
Gold (gp) 100 10 2 1 1/10 Rowboat 50 gp 1 1/2 mph
Platinum (pp) 1000 100 20 10 1 Sailing ship 10,000 gp 2 mph
Warship 25,000 gp 2 1/2 mph
FOOD, DRINK AND LODGING
Item Cost MOUNTS AND OTHER ANIMALS
Ale Item Cost Speed Capacity
Gallon 2 sp Camel 50 gp 50’ 480 lb
Mug 4 cp Donkey or mule 8 gp 40’ 420 lb
Banquet (per person) 10 gp Elephant 200 gp 40’ 1320 lb
Bread, loaf 2 cp Horse, draft 50 gp 40’ 540 lb
Cheese, hunk 1 sp Horse, riding 75 gp 60’ 480 lb
Inn stay (per day) Mastiff 25 gp 40’ 195 lb
Squalid 7 cp Pony 30 gp 40’ 225 lb
Poor 1 sp Warhorse 400 gp 60’ 540 lb
Modest 5 sp TACK, HARNESS AND DRAW VEHICLES
Comfortable 8 sp
Item Cost Weight
Wealthy 2 gp
Barding x4 x2
Aristocratic 4 gp
Bit and bridle 2 gp 1 lb
Meals (per day)
Carriage 100 gp 600 lb
Squalid 3 cp
Cart 15 gp 200 lb
Poor 6 cp
Chariot 250 gp 100 lb
Modest 3 sp
Feed (per day) 5 cp 10 lb
Comfortable 5 sp
Saddle
Wealthy 8 sp
Exotic 60 gp 40 lb
Aristocratic 2 gp
Military 20 gp 30 lb
Meat, chunk 3sp
Pack 5 gp 15 lb
Wine
Riding 10 gp 25 lb
Common (pitcher) 2 sp
Saddlebags 4 gp 8 lb
Fine (bottle) 10gp
Sled 20 gp 300 lb
Stabling (per day) 5 sp -
Wagon 35 gp 400 lb
LIFESTYLE EXPENSES
Lifestyle Price/Day Lifestyle Price/Day
Wretched - Comfortable 2 gp
Squalid 1 sp Wealthy 4 gp
Poor 2 sp Aristocratic 10 gp minimum
Modest 1 gp

EQUIPMENT PACKS
Pack Cost Pack Cost
Burglar’s Pack 16 gp Entertainer’s Pack 40 gp
Backpack, Bag of ball bearings (1000), 10’ string, backpack, bedroll, 2 costumes, 5 candles, 5 days
bell, 5 candles, crowbar, hammer, 10 pitons, hooded rations, waterskin, disguise kit
lantern, 2 flasks oil, 5 days rations, tinderbox, water- Explorer’s Pack 10 gp
skin, 50’ hemp rope backpack, bedroll, mess kit, tinderbox, 10 torches,
Diplomat’s Pack 39 gp 10 days rations, waterskin, 50’ hemp rope
chest, 2 scroll cases, fine clothes, ink bottle, ink pen, Priest’s Pack 19 gp
lamp, 2 flasks oil, 5 sheets paper, perfume vial, backpack, blanket, 10 candles, tinderbox, alms box,
sealing wax, soap 2 blocks incense, censer, vestments, 2 days rations,
Dungeoneer’s Pack 12gp waterskin
backpack, crowbar, hammer, 10 pitons, 10 torches, Scholar’s Pack 40 gp
tinderbox, 10 days rations, waterskin, 50’ hemp rope backpack, book of lore, ink bottle, ink pen, 10 sheets
parchment, little bag sand, small knife
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URBAN PRICES
ADVENTURING GEAR PRICING
Item Cost Weight
Item Cost Weight Holy symbol
Abacus 2 gp 2 lb Amulet 5 gp 1 lb
Acid (vial) 25 gp 1 lb Emblem 5 gp -
Alchemist’s fire (flask) 50 gp 1 lb Reliquary 5 gp 2 lb
Ammunition Holy water (flask) 25 gp 1 lb
Arrows (20) 1 gp 1 lb Hourglass 25 gp 1 lb
Blowgun needles (50) 1 gp 1 lb Hunting trap 5 gp 25 lb
Crossbow bolts (20) 1 gp 1 1/2 lb Ink (1 ounce bottle) 10 gp -
Sling bullets (20) 4 cp 1 1/2 lb Ink pen 2 cp -
Antitoxin (vial) 50 gp - Jug or pitcher 2 cp 4 lb
Arcane focus Ladder (10 foot) 1 sp 25 lb
Crystal 10 gp 1 lb Lamp 5 sp 1 lb
Orb 20 gp 3 lb Lantern, bullseye 10 gp 2 lb
Rod 10 gp 2 lb Lantern, hooded 5 gp 2 lb
Staff 5 gp 4 lb Lock 10 gp 1 lb
Wand 10 gp 1 lb Magnifying glass 100 gp -
Backpack 2 gp 5 lb Manacles 2 gp 6 lb
Ball bearings (bag of 1000) 1 gp 2 lb Mess kit 2 sp 1 lb
Barrel 2 gp 70 lb Mirror, steel 5 gp 1/2 lb
Basket 4 sp 2 lb Oil (flask) 1 sp 1 lb
Bedroll 1 gp 7 lb Paper (one sheet) 2 sp -
Bell 1 gp - Parchment (one sheet) 1 sp -
Blanket 5 sp 3 lb Perfume (vial) 5 gp -
Block and tackle 1 gp 5 lb Pick, miner’s 2 gp 10 lb
Book 25 gp 5 lb Piton 5 cp 1/4 lb
Bottle, glass 2 gp 2 lb Poison, basic (vial) 100 gp -
Bucket 5 cp 2 lb Pole (10 foot) 5 cp 7 lb
Caltrops (bag of 20) 1 gp 2 lb Pot, iron 2 gp 10 lb
Candle 1 cp - Potion of healing 50 gp 1/2 lb
Case, crossbow bolt 1 gp 1 lb Pouch 5 sp 1 lb
Case, map or scroll 1 gp 1 lb Quiver 1 gp 1 lb
Chain (10 feet) 5 gp 10 lb Ram, portable 4 gp 35 lb
Chalk (1 piece) 1 cp - Rations (1 day) 5 sp 2 lb
Chest 5 gp 25 lb Robes 1 gp 4 lb
Climber’s Kit 25 gp 12 lb Rope, hempen (50 feet) 1 gp 10 lb
Clothes, common 5 sp 3 lb Rope, silk (50 feet) 10 gp 5 lb
Clothes, costume 5 gp 4 lb Sack 1 cp 1/2 lb
Clothes, fine 15 gp 6 lb Scale, merchant’s 5 gp 3 lb
Clothes, traveler’s 2 gp 4 lb Sealing wax 5 sp -
Component pouch 25 gp 2 lb Shovel 2 gp 5 lb
Crowbar 2 gp 5 lb Signal whistle 5 cp -
Druidic focus Signet ring 5 gp -
Sprig of mistletoe 1 gp - Soap 2 cp -
Totem 1 gp - Spellbook 50 gp 3 lb
Wooden staff 5 gp 4 lb Spikes, iron (10) 1 gp 5 lb
Yew wand 10 gp 1 lb Spyglass 1000 gp 1 lb
Fishing tackle 1 gp 4 lb Tent, two-person 2 gp 20 lb
Flask or tankard 2 cp 1 lb Tinderbox 5 sp 1 lb
Grappling hook 2 gp 4 lb Torch 1 cp 1 lb
Hammer 1 gp 3 lb Vial 1 gp -
Hammer, sledge 2 gp 10 lb Waterskin 2 sp 5 lb (full)
Healer’s kit 5 gp 3 lb Whetstone 1 cp 1 lb

SPECIAL WEAPON MODIFICATION PRICING


Process Cost Note
Silvered Weapon 100 gp Single weapon OR ten pieces of ammunition
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URBAN PRICES
WEAPON PRICING TOOLS PRICING
Name Cost Weight Item Cost Weight
Simple Melee Weapons Artisan’s tools
Club 1 sp 2 lb Alchemist’s supplies 50 gp 8 lb
Dagger 2 gp 1 lb Brewer’s supplies 20 gp 9 lb
Greatclub 2 sp 10 lb Calligrapher’s supplies 10 gp 5 lb
Handaxe 5 gp 2 lb Carpenter’s tools 8 gp 6 lb
Javelin 5 sp 2 lb Cobbler’s tools 5 gp 5 lb
Light Hammer 2 gp 2 lb Cook’s utensils 1 gp 8 lb
Mace 5 gp 4 lb Glassblower’s tools 30 gp 5 lb
Quarterstaff 2 sp 4 lb Jeweler’s tools 25 gp 2 lb
Sickle 1 gp 2 lb Leatherworker’s tools 5 gp 5 lb
Spear 1 gp 3 lb Mason’s tools 10 gp 8 lb
Simple Ranged Weapons Painter’s supplies 10 gp 5 lb
Crossbow, light 25 gp 5 lb Potter’s tools 10 gp 3 lb
Dart 5 cp 1/4 lb Smith’s tools 20 gp 8 lb
Shortbow 25 gp 2 lb Tinker’s tools 50 gp 10 lb
Sling 1 sp - Weaver’s tools 1 gp 5 lb
Martial Melee Weapons Woodcarver’s tools 1 gp 5 lb
Battleaxe 10 gp 4 lb Disguise kit 25 gp 3 lb
Flail 10 gp 2 lb Forgery kit 15 gp 5 lb
Glaive 20 gp 6 lb Gaming set
Greataxe 30 gp 7 lb Dice set 1 sp -
Greatsword 50 gp 6 lb Dragonchess set 1 gp 1/2 lb
Halberd 20 gp 6 lb Playing card set 5 sp -
Lance 10 gp 6 lb Three-Dragon Ante set 1 gp -
Longsword 15 gp 3 lb Herbalism kit 5 gp 3 lb
Maul 10 gp 10 lb Musical instrument
Morningstar 15 gp 4 lb Bagpipes 30 gp 6 lb
Pike 5 gp 18 lb Drum 6 gp 3 lb
Rapier 25 gp 2 lb Dulcimer 25 gp 10 lb
Scimitar 25gp 3 lb Flute 2 gp 1 lb
Shortsword 10 gp 2 lb Lute 35 gp 2 lb
Trident 5 gp 4 lb Lyre 30 gp 2 lb
War pick 5 gp 2 lb Horn 3 gp 2 lb
Warhammer 15 gp 2 lb Pan flute 12 gp 2 lb
Whip 2 gp 3 lb Shawm 2 gp 1 lb
Martial Ranged Weapons Viol 30 gp 1 lb
Blowgun 10 gp 1 lb Navigator’s tools 25 gp 2 lb
Crossbow, hand 75 gp 3 lb Poisoner’s kit 50 gp 2 lb
Crossbow, heavy 50 gp 18 lb Thieves’ tools 25 gp 1 lb
Longbow 50 gp 2 lb
Net 1 gp 3 lb

ARMOR PRICING
Armor Cost Weight Armor Cost Weight
Light Armor Heavy Armor
Padded 5 gp 8 lb Ring mail 30 gp 40 lb
Leather 10 gp 10 lb Chain mail 75 gp 55 lb
Studded leather 45 gp 13 lb Splint 200 gp 60 lb
Medium Armor Plate 1500 gp 65 lb
Hide 10 gp 12 lb Shield
Chain shirt 50 gp 20 lb Shield 10 gp 6 lb
Scale mail 50 gp 45 lb
Breastplate 400 gp 20 lb
Half plate 750 gp 40 lb Fitting / Re-Sizing Armor (Armorer, Leather worker, etc)
1d4 x 10 % of cost of orginal armor
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
URBAN MAKEUP, WORKERS & CRIME
LOCATION SIZING, SECURITY AND POLICING
Minor Hamlet Minor Small Major Small City Large
Outpost Village Village Village City City
(or Town) (or Capital)
Size .04 mile .05 mile .1 mile .2 mile .5 mile .75 mile 1 mile 1.5 miles
~(200’) ~(250’) ~(500’) ~(1000’) ~(3000’) ~(4000’) ~(5000’) ~(8000’)

Structures (+/- 15%)


Major 5 8 20 50 300 1000 2000 3000
Minor 2 4 10 25 150 500 1000 1500

Population 50 75 200 500 2000 (or 4000 if town) 10,000 20,000 30,000
+/- 20 +/- 12 +/- 3d20 +/- d100 +/- d100 * 10 +/- d100 * 20 +/- d100 * 30 +/1 d100 * 50

In Charge Warden Elder Elder Mayor Major OR Noble *2 Noble *2 Noble *2 Noble *2
(If Town Noble Rank 8 to 9) Rank 6 to 7 Rank 3 to 5 Rank 1 to 2
GP Limit *1 200gp 200gp 300gp 400gp 1,000gp 3,000gp 6,000gp 12,000gp

Law & Order:


- Number 1 guard None 2 guards 8 guards 20 guards (30 if Town) 50 guards 100 guards 300 guards
+/- 1d2 +/- 1d2 +/- 1d3 +/- 3d4 +/- 3d6 +/- 2d20 +/- d100
- Title In Charge Sherriff NA Baliff Sherriff Constable Captain of the Watch Captain of the Watch Commander of the Watch
- In Charge Level Guard NA Guard 1st Fighter 5th Fighter 10th Fighter 15th Fighter 20th Fighter
- No. Buildings 1 None 1 1 1 and 1d2 minor 2 and 3d2 minor 4 and 4d3 minor 6 and 6d4 minor
- Present For Crime 10% NA 10% 9% 8% 7% 6% 5%
- Time to Respond 1d3 minutes NA 1d4 minutes 3d2 minutes 4d3 minutes 5d6 minutes 6d8 minutes 7d10 minutes

Security / Military:
- Number Maybe? (10% chance) - - - Maybe? (20% chance) 250 soldiers 500 soldiers 1000 soldiers
If any: 6 soldiers unless Town (100%) +1d100 +2d100 +4d100
+1d6 If any: 10 soldiers 60% Foot 70% Foot 80% Foot
100% Mounted +2d6 (if Town * 10) 40% Mounted 30% Mounted 20% Mounted
100% Mounted
Title In Charge Captain Commnder Lord Protector Lord Protector Lord Protector
In Charge Level 5th Fighter 5th Fighter 10th Fighter 15th Fighter 20 Fighter
Keep Fort
*1 Refers to the maximum amount of gold a Service will give out or has access to on a weekly basis. Double
this for luxury services.
Size .05 mile .1 mile *2 Can vary the royal rank / position / title as approriate and as needed (ie Baron, Duke, etc - See below)
~(200’) ~(500’) *3 Population refers to non-milatary personal. Keeps & Forts have staff / servants that take care of cleaning,
cooking, farming, repairs, etc.
Population *3 200 500 Note: For Small Castles can use Keeps and for Large Castles can use Forts as equivalents.
+/- 20 +/- 3d20 A Town is the same as a Major Village except slightly larger, has a Noble in charge & always has the
presence of a larger Military Force
GP Limit *1 100gp 200gp

Security / Military: HIERARCHY OF NOBLE TITLES


- Number 500 soldiers 1000 soldiers
+ 5d20 + 3d100 Rank Title Rank Title
30% Foot 50% Foot
70% Mount 50% Mount
1st Emporer/Empress 7th Viscount/
- Title In Charge Lord Protector Lord Protector 2nd King/Queen Viscountess
- In Charge Level 10th Fighter 15th Fighter
3rd Duke/Duchess 8th Baron/Baroness
4th Prince/Princess 9th Baronet
5th Marquess/Marquise 10th Knight
6th Earl or Count/
Countess

POISONS
Item Type Price/Dose
Assassin’s blood Ingested 150 gp
Burnt othur fumes Inhaled 500 gp
Carrion crawler mucus Contact 200 gp
Drow poison Injury 200 gp SERVICES
Essence of ether Inhaled 300 gp Service Pay
Malice Inhaled 250 gp Coach cab
Midnight tears Ingested 1,500 gp Between towns 3 cp per mile
Oil of taggit Contact 400 gp Within a city 1 cp
Pale tincture Ingested 250 gp Hireling
Purple worm poison Injury 2,000 gp Skilled 2 gp per day
Serpent venom Injury 200 gp Untrained 2 sp per day
Torpor Ingested 600 gp Messenger 2 cp per mile
Truth serum Ingested 150 gp Road or gate toll 1 cp
Wyvern poison Injury 1,200 gp Ship’s passage 1 sp per mile
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
URBAN SERVICES
SERVICES VS LOCATION
Minor Hamlet Minor Small Major Small City Large
Outpost Village Village Village City City
DC Check - Investigation (Intelligence)

(or Town) (or Capital)


(or Keep)^7 (or Fort)^7
<5 20min 5 min 30 min 1 hr Can’t Find Can’t Find Can’t Find Can’t Find
Find Service *

(2 hr) (2.5 hr) (3 hr) (4 hr)

5 10 min 4 min 10 min 30 min 1 hr 1.5 hr 2 hr 3 hr

10 5 min 2 min 5 min 10 min 30 min 45 min 1 hr 2 hr

15 2 min 1 min 2 min 5 min 15 min 20 min 30 min 40 min

20 Immediate Immediate Immediate 2 min 5 min 10 min 15 min 20 min

* Is Service Availble?
Shops:
- Essential ^1 80% 85% 90% 95% 100% 100% 100% 100%
- Luxury ^2 30% 40% 45% 50% 70% 75% 80% 90%
Weapon Smith: #
- Simple 30% 20% 30% 60% 90% 95% 100% 100%
- Martial 20% - 20% 50% 80% 90% 100% 100%
Armorer: #
- Light ^3 20% - 20% 35% 90% 95% 100% 100%
- Medium 15% - 150% 30% 80% 90% 100% 100%
- Heavy 10% - 10% 25% 70% 85% 100% 100%
Magic Tower/Shop:
- Mundane * 15% - 30% 50% 90% 95% 100% 100%
- Low ^4 1% - 1% 5% 10% 12% 15% 20%
- Medium ^5 - - - - 1% 2% 3% 5%
- High ^6 - - - - - - 1% 2%
No. Of Premises
1 1 1 1d2 1d3 2d2 2d3 3d3
(Of each service)
If Item available - how many, price, manufacture?
Price +20% +15% +15% +10% +5% Normal Normal Normal
In stock? 40% 50% 55% 60% 80% 85% 90% 95%
No. In Stock 1 1d2 1d3 1d4 2d4 2d5 3d6 6d4
Time to Make ^8 2d3 days 1d6+1 days 1d5+1 days 1d4+1 days 1d4 days 1d3 days 1d3 days 1d2 days
Import Chance 20% 20% 25% 30% 50% 60% 70% 80%

^1 Includes: Smith (or Black Smith), Leather Worker, General Shop, Brewer, Inn, Carpenter, Cobbler, Mason, Potter, Weaver, Stables, Baker, Temple of Worship - General,
Constable of the Watch, Seamstress, Candle Maker, Miller
^2 Includes: Library, Alchemist, Cartographer, Calligrapher, Glass Blower, Cook, Jewellery, Painter, Tinker#, Woodcarver, Musical Instruments#, Druid, Healer, Book Binder,
Fine Clothes Taylor, Artist, Guilds, Weapon Trainer, Hotel, Bank, Temple of Worship - Specific God, University, Rental Properties,
Museum, Theater, Restaurant, Book Maker, Military Post, Toy Maker, Markets, Bed & Breakfast, Butcher, Cheesemaker, Fishmonger, Wagon Yard, Locksmith#
In stock -15% No. Stock -1 (min 1)
^3 Includes Shields
* Mundane Magic Items: from Magic Item Table A (or 3d3 items * In Stock? Percentage) - Time Make: Can not make to demand
^4 Items from Magic Item Table B (or 2d3 items * In Stock? Percentage)
In stock -40% No. Stock -2 (min 1) Time Make: Can not make to demand
^5 Items from Magic Item Table C (or 1d4 items * In Stock? Percentage)
In stock -60% No. Stock -4 (min 1) Time Make: Can not make to demand
^6 Items from Magic Item Table F (or 1d3 items * In Stock? Percentage)
In stock -80% No. Stock -8 (min 1) Time Make: Can not make to demand
^7 Service Available -20% Prices +10% Items In stock -20% Number of Items -1 (min 1) Make +1 days
All Forts & Keeps MUST have a Weapon Smith, Armorer (or Armor Smith), Smith, Leather Worker, Carpenter, Mason, Stables.
^8 If can not make, then each week check to see if item has come in through trade goods. If so, then roll again on No. In Stock to see how many arrived.
For Magic Items the Import Chance is halved & only 1 item comes in at a time. Start rolling from High to Mundane, vs the Availability to see what type of item arrives

# If this service is not available then, as a fall back:


- Tinker: a Smith can provide a basic and very rough equivalent but IN STOCK - 20% and PRICE +20% and NUMBER IN STOCK -2
- Musical Instruments: a General Shop can have some but IN STOCK - 20% and PRICE +20% and NUMBER IN STOCK -2 and CAN NOT MAKE.
- Mage Tower or Shop: A General Shop can have access to Magic Items but only for Mundane items and stock is half of normal. CAN NOT MAKE.
- Locksmith: A General Shop can have some but IN STOCK - 10% and PRICE +10% and NUMBER IN STOCK -1 and CAN NOT MAKE.
- Weapon Smith: A Smith can make basic rough Simple weapons only but IN STOCK - 40% and PRICE +100% and NUMBER IN STOCK -2.
A General Shop can have Dagger, Handaxe, Sickle, Light Hammer, Quarterstaff. IN STOCK - 10% and PRICE +10% and NUMBER IN STOCK -1
- Armouror: A Smith can make a Shield. IN STOCK - 50% and PRICE +50% and NUMBER IN STOCK -2.
A Seamstress can make Padded Armour. IN STOCK (NA) and PRICE +100%.
A Leather Worker can make Leather Armour. IN STOCK (NA) and PRICE +100%.

If there is NO Service and NO backup Service then the General Shop can try to arrange import of any Goods. PRICE +100%.

Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com

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