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Resumen Hechizos D&D 5
Resumen Hechizos D&D 5
Resumen Hechizos D&D 5
Pathfinder - modified
AGING EFFECTS LANGUAGES
Race Middle 1 Old 2 Venerable 3 STANDARD LANGUAGES
Human 35 yrs 53 yrs 70 yrs Language Typical Speakers Script
Dwarf 125 yrs 188 yrs 250 yrs Common Humans Common
Elf 175 yrs 363 yrs 550 yrs Dwarvish Dwarves Dwarvish
Gnome 100 yrs 200 yrs 300 yrs Elvish Elves Elvish
Half-elf 62 yrs 101 yrs 140 yrs Giant Ogres, giants Dwarvish
Half-orc 30 yrs 45 yrs 60 yrs Gnomish Gnomes Dwarvish
Halfing 50 yrs 75 yrs 100 yrs Goblin Goblinoids Dwarvish
Dragonborn 30 yrs 50 yrs 70 yrs Halfling Halflings Common
Tiefling 35 yrs 58 yrs 80 yrs Orc Orcs Dwarvish
* These effects are cumulative
1 At Middle Age -1 Str, Dex, Con +1 int, Wis, Cha
EXOTIC LANGUAGES
2 At Old Age -2 Str, Dex, Con +1 int, Wis, Cha
3 At Venerable Age -3 Str, Dex, Con +1 int, Wis, Cha Language Typical Speakers Script
Abyssal Demons Infernal
Celestial Celestials Celestial
STARTING WEALTH Draconic Dragons, dragonborn Draconic
Class Funds Class Funds Deep Speech Mind flyers, beholders -
Barbarian 2d4 x 10gp Paladin 5d4 x 10gp Infernal Devils Infernal
Bard 5d4 x 10gp Ranger 5d4 x 10gp Primordial Elementals Dwarvish
Cleric 5d4 x 10gp Rogue 4d4 x 10gp Sylvan Fey creatures Elvish
Druid 2d4 x 10gp Sorcerer 3d4 x 10gp Undercommon Underdark traders, eg Elvish
Fighter 5d4 x 10gp Warlock 4d4 x 10gp Drow, Deep Gnomes,
Monk 5d4 gp Wizard 4d4 x 10gp Grey Dwarves
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
PC CREATION RACES
DWARF ELF
Trait Effect Trait Effect
Ability Score Constitution +2 Ability Score Dexterity +2
Speed 25’ (Not reduced in Heavy armor) Speed 30’
Size Medium Size Medium
Darkvision 60’ Darkvision 60’
Dwarven Resilence Advantage Saving Throws - Poison Keen Senses Proficiency: Perception skill
Resistance - Poison Damage Fey Ancestry Advantage Saving Throws -
Dwarven Combat Trained Proficiency: battleaxe, handaxe, Charmed & not effected by Magic
light hammer, warhammer Sleep
Tool Proficiency Choose (1): smith‘s tools, brewer’s Trance Don’t need to sleep. Meditate
supplies, mason’s tools deeply (semiconscious) 4 hours
Stonecunning Considered Proficient with any Languages Speak, read & write: Common &
Intelligence (History) checks Elvish
relating to origin of stonework & Subrace Choose one subrace
double your proficiency bonus
Languages Speak, read & write: Common & SUBRACES
Dwarvish
Subrace Choose one subrace
HIGH ELF
Trait Effect
SUBRACES Ability Score Intelligence +1
Elf Weapon Train Proficiency: longsword,
HILL DWARF shortsword, shortbow & longbow
Trait Effect Cantrip Know (1) cantrip from Wizard Spell
Ability Score Wisdom +1 list. Intelligence is ability used.
Dwarven Toughness HP Maximum +1 per Level Extra Language Speak, read & write (1) extra
language of your choice
STOUT
Trait Effect
Ability Score Constitution +1
Stout Resilience Advantage Saving Throws - Poison
Resistance - Poison Damage
HALF-ORC
Trait Effect
Ability Score Strength +2 and Constitution +1
Speed 30’
Size Medium
Darkvision 60’
Manacing Gain Proficiency in Intimidation
skill
Relentless Endurance When dropped to 0 HP but not
killed outright you can drop to 1
HP instead. Can’t use this feature
again until finish a long rest
Savage Attacks When scoring a Critical Hit in
melee roll 1 additonal dice
Languages Speak, read & write: Common &
Orc
Charlatan Scam Deception Disguise Kit Fine clothes, disguise kit, False Identity (false
(p128) Sleight of Hand Forgery Kit pick (1) tool of scam (weighted papers/items to prove
dice, marked cards, 10 bottles of second identity. Can
coloured liquid, signet ring fake forge offical papers)
heraldry emblem), belt pouch
with 15gp
Criminal Speciality Deception Thieve’s Tools Crowbar, dark common clothes Criminal Contact
(p129) Stealth (1) gaming set (including hood), belt pouch with (have a reliable
15gp contact in underworld)
Criminal Varient: Spy
(You were an officially sanctioned spy for a group/noble/etc)
Entertainer Routines Acrobatics Disguise Kit (1) musical instrument, favor of By Popular Demand
(p130) Performance (1) musical admirer (love letter, lock of hair (Always find a place to
instrument or trinket), custome, belt pouch perform, with free
with 15gp lodging & food. Liked)
Entertainer Variant: Gladiator
(Find combat places to perform instead as acrobat or actor. Replace instrument with unusual weapon, eg net, trident)
Folk Hero Defining Animal Handling (1) artisan’s tool (1) Artisan’s tool, shovel, iron pot, Rustic Hospitality
Event (p131) Survival Vehicles (land) common clothes, belt pouch (Always find a place
with 15gp to rest/hide with the
common folk unless
you have threatened
them)
Guild Business Insight (1) artisan’s tool (1) Artisan’s tool, guild letter, Guild Membership
Artisan (p132) Persuasion (1) language traveler’s clothes, belt pouch (lodging & food,
with 15gp funeral costs, legal
support. 5gp monthly
fee)
Guild Artisan Variant: Guild Merchant
(Instead of artisan your guild is traders and sellers. Replace Proficieny Artisan tools with Navigation tools or Language.
Replace Equipment Artisan tools with mule & cart)
Hermit Seclusion Medicine Herbalism Kit Scroll case with notes about Discovery
(p134) Religion (1) language Seclusion, winter blanket, (Unique and powerful
common clothes, herbalism kit, discovery; ask DM)
5gp
Noble N/A History (1) gaming set Fine clothes, a signet ring, Position of Privilege
Persuasion (1) language scroll of pedigree, purse with (Welcome in High
25gp Society & commoners
try to please you)
or Retainers
(3 commoner retainers
to service you)
Noble Variant: Knight
(You have Knighthood. Must select Retainers Feature and one retainer is a Squire of noble birth, one is groom and one is a
servant. Additional Equipment: Banner or token from a noble love or inspiration)
Sage Speciality Arcana (2) languages black ink, quill, small knife, Researcher
(p137) History research/quest papers (letter (If you fail a knowledge
from a dead source), common test you know where
clothes, belt pouch with 15gp to find the information)
Sailor N/A Athletics Navigator’s Tools Belaying pin (club), 50’ silk rope, Ship’s Passage
Perception Vehicles (water) lucky charm, common clothes, (Free passage for you
belt pouch with 10gp & companions on ships
for sail work)
or Bad Reputation
(Commoners are afraid
of you. Get away with
minor offences)
Sailor Variant: Pirate
(You are a dread pirate, you indulged in larceny on the seas. Select Bad Reputation Feature rather than Ship’s Passage)
Soldier Speciality Athletics (1) gaming set Insignia of rank, trophy from Military Rank
(p140) Intimidation Vehicles (land) fallen enemy (dagger, broken (Soldiers will recognize
blade, piece of banner), set of your authority/influence
bone dice or deck of cards, appropriate to your
common clothes, belt pouch rank. Gain use this to
with 10gp gain help/supplies/
lodging at military
encampments)
Urchin N/A Sleight of Hand Disguise Kit Small knife, city map (place of City Secrets
Stealth Thieve’s Tools birth), pet mouse, token of (Know secret patterns,
parents, common clothes, passages, sewers,
belt pouch with 10gp alleys, etc. City travel
and find services
twice as fast)
Custom Custom
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
Custom Custom
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
Elf +1 -1 +2 (+R) - -2 - - -1 -1 -1
Halfling +1 - +1 +1 -1 - - - +1 -
Reaction Of NPC
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
Custom
INITIAL NPC ATTITUDE TO PC DETERMINE NPC PERSONALITY QUALITIES Custom
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
Custom 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)
Custom
ATTITUDE CHECK vs PERSONALITY QUALITIES
Custom
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
Friendly
Very good
+4 LG -10% - 20% - 30% +/- 3 (7-22)
+1 LN - - 7% - 15% - (10-19)
Neutral
+0 NN - - 5% 5% 10% - (10-19) Neutral
-1 CN - - 2% 7% 10% - (10-19)
Hostile
-4 CE +20% 20% - 20% - +/- 3 (7-22)
Very bad
-5 +30% 25% - 25% - +/- 4 (6-23)
(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
Custom
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
Custom
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
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
* Half the time if someone assists you Hooded Up 30’ + 30’ 6 hours
TRAVEL PACE (Distances Traveled per...) Hooded Down - +5‘ -
Pace Minute Hour Day Effect Torch 20’ + 20’ 1 hour
Fast 400 feet 4 miles 30 miles -5 passive Perception Campfire
Normal 300 feet 3 miles 24 miles - Average (2 1/2’) 15’ + 15‘ *
Slow 200 feet 2 miles 18 miles Able to use Stealth Large (5’) 30’ + 30’ *
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.
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 MONSTER LORE Pathfinder - modified
enemies, or sneak up behind enemies Skill Creatures
Checks: Control vehicle in hard situation Arcana Aberrations, Constructs, Dragons,
Pick a lock or disable a trap Elementals
Tie rope or wriggle free of bonds History Giants, Humanoids
Play instrument or craft a small/detailed object Nature Beasts, Fey, Monstosities, Oozes,
Plants
Religion Celestials, Fiends, Undead
CONSTITUTION
Skills: None MONSTER LORE CHECK Custom
DC Know (If Common roll with Advantage, if Very Rare roll with Disadvantage)
Checks: Hold your breath 10 Name & type
* 15 Basic Details: Senses, Languages, Challenge Rating,
Forced march or labor for hours
Alignment, Ecology, Rarity, Organization, Diet (From AD&D)
Go without sleep 20 Great Details: All listed Bold Abilities (in Stat Block) & first
Survive without food or water paragraph of description text
Quaff an entire stein of ale in one 25 Eveything: All listed Bold features (in text) & all available
actions / attacks. Highest & lowest Ability Score. HD & HP.
INTELLIGENCE * Minimum Knowledge for Ranger on Favoured Enemy
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
ADVENTURING OBJECT & SEVERE DAMAGE
bolt
l
ow
gica
te
ty
l
g
r
b
hing
Crushing blow: assumes struck by weighty falling object or blow from a large
t ma
tnin
nteg
Difficulty Check
trici
ical
ball
mal
mal
Mag
Ligh
Fros
Elec
Disi
Fire
Nor
Nor
Fall
ENVIRONMENT WEATHER
d20 Temperature
Extreme Cold: At or below 0 degrees*, each hour DC 10
1-14 Normal for the season
Constitution saving throw, failure gains 1 level of exhaustion.
15-17 1d4 x 10 degrees* colder than normal
Resistance or Immunity to cold, wearing cold weather gear or
18-20 1d4 x 10 degrees* hotter than normal
creatures naturally adapted to cold need not roll.
Extreme Heat: At or above 100 degrees*, and with no access to
d20 Wind
drinking water, each hour DC 5 Constitution saving throw,
1-12 None
failure gains 1 level of exhaustion. The DC goes up by 1 for each
13-17 Light
additional hour. Wearing medium or heavy armor or clad in
18-20 Strong
heavy clothing roll at Disadvantage. Resistance or Immunity
to fire or creatures naturally adapted to heat need not roll.
d20 Precipitation
Strong Wind: Disadvantage on ranged attack rolls and Wisdom
1-12 None
(Perception) checks that rely on hearing. Distinguishes open
13-17 Light rain or light snowfall
flames, disperses fog, and flying by non-magical means is
18-20 heavy rain or heavy snowfall
impossible. Flying creatures must land or will fall. If in a desert
can create a sand storm that imposses Disadvantage on
Wisdom (Perception) checks that rely on sight.
High Altitude: At 10,000’ or higher, for air breathing creatures,
each hour of travel counts as 2 hours. Spending 30 days at
FORAGING FOR FOOD
this height can be become accustomed but not above 20,000’ Food and Water Availability DC
Desecrated Ground *3: Evil presence. Detect Evil and Good Abundant food and water sources 10
spell identifies presence. Undead have Advantage on saving Limited food and water sources 15
throws. Hallow spell purifies area within spell effect. Holy water Very little, if any, food and water sources 20
purifies 10’ area.
Frigid Water *1: can be immersed for number of minutes equal
to Constitution safely. Beyond that, each minute DC 10
Consitution saving throw, failure gains 1 level of exhaustion.
FOOD & WATER NEEDS
Resistance or Immunity to cold, or creatures naturally adapted Creature Food per Day Water per Day*
to cold need not roll. Tiny 1/4 pound 1/4 gallon
Quicksand *1: Sink 1d4+1’ and become restrained. Each turn, Small 1 pound 1 gallon
sinks 1d4’. If not completely submerged, Strength check of Medium 1 pound 1 gallon
DC 10 + number of feet sunk, creature can pull itself out. Can Large 4 pounds 4 gallons
be pulled out by another by Strength check of DC 5 + number Huge 16 pounds 16 gallons
of feet sunk. Once fully submerged - can not breath. Gargantuan 64 pounds 64 pounds
Razorvine *2: 10’ x 10’ x 5’ area or hedge has AC 11, HP 25, with * Double water requirements if weather is hot
immunity to bludgeoning, piercing and psychic damage. When
in contact, DC 10 Dexterity saving throw, failure 1d10 slashing
damage.
Slippery Ice *2: Entering, DC 10 Dexterity (Acrobatics), failure WILDERNESS NAVIGATION
fall prone. Terrain DC*
Thin Ice *1: weight tolerance of 3d10 x 10 per 10’ square. If Forest, jungle, swamp, mountains, or open sea 15
total weight exceeds that limit the ice breaks and all items / with overcast skies and no land in sight
creatures fall through. Artic, desert, hills, or open sea with clear skies 10
* All degrees are in Fahrenheit and no land in sight
*1 Intelligence (Nature) check to identify threat Grasslands, meadow, farmland 5
*2 Can be easily spotted - no roll
* If moving at slow pace +5 bonus to roll, or if moving at fast pace -5 penalty
*3 Can not be spotted
* If have access to a map or can see the sun or stars roll at Advantage
If party does become lost, can try check again after wandering around in
wrong direction for 1d6 hours.
* DC determined by Dungeon Master ** Must be proficient with Thieves Tools to make this check
*** DC is the same as the Spell Caster DC for Spells. **** Which ever value is higher
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
USING EARLIER Modules designed for eariler editions for
ADVENTURING
certain Levels equate to 5th Ed Levels + 3.
MAGIC ITEMS - BONUS* * Remember that there needs to be a lot less Magic Items handed out MAGIC ITEMS - MODULE
in 5th Edition than in previous editions, especially 3rd, 4th or Pathfinder. d% Magic Weapon/Armor
5th Edition Older Editions Consider replacing most magic items with expensive equivalents. eg. a
Ring Of Protection +1 becomes a gold ring + gem worth gp. A Helm of 1-20 Jewelled Version
+3 +5 or more Teleportation becomes a gold and jeweled crown worth gp. For weapons 21-40 Masterwork
+2 +3 or +4 and armour, consider replacing a lot of these with either Masterwork items
or non-magical jewelled versions worth extra gp or made of exotic materials 41-60 Exotic Material
+1 +1 or +2 (Adamantine 10%, Mithral 10%, Cold Iron 20%, Darkwood 20%, Silver 40%).
For Magic Items 30% chance it is magical otherwise it’s just expensive
61-70 Masterwork + Exotic
jewellery. For Magic Weapons/Armor use the table to the right. 71-100 Magic Item
Older Edition Module D&D 5th Edition Usage
AD&D 1st ed - Pick Lock, with a modifier of -5% (% roll) Dexterity (Thieve’s Tools) check DC 21 (closest highest DC)
AD&D 2nd ed - Survival check, with a modifier of +2 (d20 roll) Wisdom (Survival) check DC 16
AD&D 2nd ed - find Secret Door, with +1 modifer (d6 roll) Wisdom (Perception) check DC 16
AD&D 2nd ed - NPC has a Save vs Spell of 15 Wisdom Save bonus +2 (2.5 rounded down)
AD&D 2nd ed - Save versus Poison check, with a modifer of -4 (d20 roll) Constitution Save DC 24
D&D 3.5th ed - Spot check DC 25 (d20 roll) Wisdom (Perception) check DC 20
D&D 3.5th ed - Fortitude Save DC 15 (d20 roll) Constitution Save DC 10
D&D 3.5th ed - NPC has Reflex Save +8 Dexterity Save bonus +4
D&D 4th ed - Make a +7 Attack vs target’s Will Defence Target makes a Wisdom Save DC 17
D&D 4th ed - creature Will Defence 17 Wisdom Save bonus +3 (3.5 rounded down)
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 Example 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 External (Barn/Shed) Pony 30 gp 40’ 225 lb
Poor 1 sp Main room on Floor (near hearth) Warhorse 400 gp 60’ 540 lb
Modest 5 sp Common room (bed/planket) TACK, HARNESS AND DRAW VEHICLES
Comfortable 8 sp Single Room (Bed & chamber pot)
Item Cost Weight
Wealthy 2 gp Bedroom & Living Room
Barding x4 x2
Aristocratic 4 gp Bedroom, Living and Bath Room
Bit and bridle 2 gp 1 lb
Meals (per day)
Carriage 100 gp 600 lb
Squalid 3 cp Low Market *
Cart 15 gp 200 lb
Poor 6 cp Low Market *
Chariot 250 gp 100 lb
Modest 3 sp Average *
Feed (per day) 5 cp 10 lb
Comfortable 5 sp Average *
Saddle
Wealthy 8 sp High Market *
Exotic 60 gp 40 lb
Aristocratic 2 gp High Market *
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
* Refer Seperate Menu Example Supplement (roll 1d8 and use appropiate prices)
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
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com
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 -
Clothes, cold-weather 8gp 7 lb Shovel 2 gp 5 lb
Component pouch 25 gp 2 lb Signal whistle 5 cp -
Crowbar 2 gp 5 lb Signet ring 5 gp -
Druidic focus Soap 2 cp -
Sprig of mistletoe 1 gp - Spellbook 50 gp 3 lb
Totem 1 gp - Spikes, iron (10) 1 gp 5 lb
Wooden staff 5 gp 4 lb Spyglass 1000 gp 1 lb
Yew wand 10 gp 1 lb Tent, two-person 2 gp 20 lb
Fishing tackle 1 gp 4 lb Tent, eight-person 10gp 50 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
* Clothes can be varied styles (your choice): artisan, clerical, courtier, entertainer, monk, scholar, etc.
* Is Service Availble? (If Service is illegal roll above check with Disadvantage)
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 1d2 1d4 3d4 (+2 ^9) 5d6 8d6 10d6
(Each service) ^9 1 1 1 1 1d3 (+1 ^9) 3d3 4d3 4d4
1 1 1 1 1d2 1d2 1d3 1d3
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
(For Magic Shops - start roll from High to Mundane to determine max level of Magic Items present)
* Mundane Magic Items: from Magic Item Table A (or 3d3 items x In Stock? Percentage) - Time Make: Can not make to demand
^4 Items from Magic Item Table B (or 2d3 items x 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 x 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 x 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
^9 For Essential services (Top Line), Luxury Services (Middle Line) and Magic Shops (Bottom Line). If Town add extra to roll as specified.
If there is NO Service and NO backup Service then the General Shop can try to arrange import of any Goods. PRICE +100%.
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 10) 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
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:
- Number 500 soldiers 1000 soldiers HIERARCHY OF NOBLE TITLES
+ 5d20 + 3d100
30% Foot 50% Foot Rank Title Rank Title
- Title In Charge
70% Mount 50% Mount 1st Emporer/Empress 7th Viscount/
Lord Protector Lord Protector
- In Charge Level 10th Fighter 15th Fighter 2nd King/Queen Viscountess
3rd Duke/Duchess 8th Baron/Baroness
4th Prince/Princess 9th Baronet
5th Marquess/Marquise 10th Knight
6th Earl or Count/
Countess
SERVICES POISONS *
Service Pay Item Type Price/Dose
Coach cab Assassin’s blood Ingested 150 gp
Between towns 3 cp per mile Burnt othur fumes Inhaled 500 gp
Within a city 1 cp Carrion crawler mucus Contact 200 gp
Hireling Drow poison Injury 200 gp
Skilled 2 gp per day Essence of ether Inhaled 300 gp
Untrained 2 sp per day Malice Inhaled 250 gp
Messenger 2 cp per mile Midnight tears Ingested 1,500 gp
Road or gate toll 1 cp Oil of taggit Contact 400 gp
Ship’s passage 1 sp per mile Pale tincture Ingested 250 gp
Other Services Pathfinder Purple worm poison Injury 2,000 gp
Bath (cold / hot / public) 2 cp / 6 cp / 2 sp to 1 gp Serpent venom Injury 200 gp
Companion (lady of the night) 5 cp to 10 gp (plus room) Torpor Ingested 600 gp
Healer 1 gp (per day) + expensives Truth serum Ingested 150 gp
Laundry (normal / magic gear) 1 sp / 1 gp Wyvern poison Injury 1,200 gp
Valet 1 gp * Laws prohibited sale, possession and use of these poisons. Only obtainable
from black market, unscrupulous sellers. Criminal contacts may assist.
AD&D
BLACK MARKET
Name Cost Weight Legality* Notes
Black Bodysuit 10 gp 1 lb Shady AC 10 + Dex Mod; Advantage Stealth
Nightsuit (Armor) 35 gp 10 lb Shady AC 12 + Dex Mod; Advantage Stealth
Silenced Leather 25 gp 20 lb Shady AC 11 + Dex Mod; Advantage Stealth
Brass Knuckles 1 gp 2 lb Illegal Unarmed Strikes become 1d4 B
Climbing Dagger (Dagger) 5 gp 1 lb Shady 1d4 P; Finesse; light; Advantage Strength (Athletics) for climbing
Folding Bow (Shortbow) 45 gp 2 lb Shady 1d6 P; Ammunition; Range (30/200); Able to fit through small spaces
Garrote (Cord/Wire) 3 sp 1 lb Illegal Special Attack (Grapple) then subsequent turns Death Save Throws
until garrote removed. Do not stop when three successes achieved
Needle (Syringe) 5 gp - Shady Special Attack (Grapple) then subsequent adminster poison with
target getting Disadvantage on any saving throw due to poison
Sap 1 gp - Shady Special Attack (normal attack only if target unaware of attacker) then
target Constitution Save DC 10, failure Incapacitated (1d4 minutes)
Slagknuckle Gloves 7 gp 2 lb Shady Unarmed Strikes become 1d3 B; Gloves look normal - must be closely
examined to reveal nature
Sword Stick / Cane 15 gp 4 lb Shady 1d6 P; Finesse; light; (Proficiency as Rapier); Sword is hidden - must
be closely examined to reveal presence
Glass Cutter 120 gp 1 lb Illegal Cut small hole (variable 1 to 2 foot in size) in glass with no noise
Grappling Ladder 40 gp 8 lb Shady Advantage on Strength (Athletics) for climbing
Housebreaker’s Harness 25 gp 2 lb Illegal Allows checks made on Dexterity (Thieve’s Tools) to be made whilst
climbing / hanging with no Disadvantage
Keymaking Tools 60 gp 6 lb Illegal Copies keys. Requires a Detexerity (Keymaking Tools) check
Loaded Dice 5 sp - Illegal Advantage on checks whilst using
Marked Cards 3 cp - Illegal Advantage on checks whilst using
Skeleton Key 175 gp - Shady Advantage on Dexterity (Thieve’s Tools) check whilst using
Belt (Hidden pouch) 10 gp 1 lb Shady Can hide a very small item
Hollow Boots 15 gp 3 lb Shady Can hide a small item
Hollow Ring 3 gp - Shady Can contain and hide a small portion of liquid or item (eg poison, pill)
* Shady - not against the law. May be carried / worn freely in public. NPCs seeing characters with this item gain Distrust Attitude Modifier to PC
Illegal - items which are obviously used for criminal activities, thus against most laws. NPCs seeing characters with this item gain Distrust and Fear Attitude Modifier to
PC. Characters seen with this item by City Watch / Guards etc will be immediately stopped and dealt with
Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com