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NPC Ivan Cannon http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com NPC APPEARANCE d20 Feature 1 Distinctive jewelry: earings, necklace, circlet, braclets 2 Piercings 3 Flamboyant or outlandish clothes 4 Formal, clean clothes 5 Ragged, dirty clothes 6 Pronounced scar 7 Missing teeth 8 Missing fingers 9 Unusual eye color (or two different colors) 10 Tattoos 11 Birthmark 12 Unusual skin color 13 Bald 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 ABILITIES d6 High Ability 1 Strength - powerful, brawny, strong as an ox 2 Dexterity - lithe, agile, graceful 3 Constitution - hardy, hale, healthy 4 Intelligence - studious, learned, inquisitive 5 Wisdom - perceptive, spiritual, insightful 6 Charisma - persuasive, forceful, born leader d6 Low Ability 1 Strength - feeble, scrawny 2 Dexterity - clumsy, fumbling 3 Constitution - sickly, pale 4 Intelligence - dim-witted, slow 5 Wisdom - oblivious, absentminded 6 Charisma - dull, boring NPC TALENTS d20 Talent 1 Plays a musical instrument 2 Speaks several languages fluently 3 Unbelievably lucky 4 Perfect memory 5 Great with animals 6 Great with children 7 Great at solving puzzles 8 Great at one game 9 Great at impersonations 10 Draws beautifully 11 Paints beautifully 12 Sings beautifully 13 Drinks everyone under the table 14 Expert carpenter 15 Expert cook 16 Expert dart thrower and rock skipper 17 Expert juggler 18 Skilled actor and master of disguise 19 Skilled dancer 20 Knows thieves’ cant NPC MANNERISMS d20 Talent 1 Prone to singing, whistling or humming quietly 2 Speaks in rhyme or some other peculiar way 3 Particulary low or high voice 4 Slurs words, lisps or stutters 5 Enunciates overly clearly 6 Speaks loudly 7 Whispers 8 Uses flowery speech or long words 9 Frequently uses the wrong word 10 Uses colorful oaths and exclamations 11 Makes constant jokes or puns 12 Prone to predictions of doom 13 Fidgets 14 Squints 15 Stares into the distance 16 Chews something 17 Paces 18 Taps fingers 19 Bites fingernails 20 Twirls hair or tugs beard NPC INTERACTION TRAITS d12 Trait 1 Argumentative 2 Arrogant 3 Blustering 4 Rude 5 Curious 6 Friendly d12 Trait 7 Honest 8 Hot tempered 9 Irritable 10 Ponderous 11 Quiet 12 Suspicious CHARACTERISTICS

D&D 5th Ed DM Screens

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These are the DM screens that I use for Dungeons & Dragons 5th Edition. There are three - each one being 5 panels. When you play, all three are in front of you, and you just put the appropriate DM screen to the front as you need it.URBAN has everything a DM would want whilst the players are in a settlement and are getting goods and services. Note that there are a couple of custom tables I have a created and use in my campaign for things like goods and services availability and settlement composition.ADVENTURING has the core stuff that you will use mostly as a DM. Combat, damages, conditions, skill checks, etc etc.NPC has all the tables from the DMG regarding NPC creation and there are also custom tables that I use in my campaign that relate to how I track NPC attitudes, personalities and behaviours to my players and how the players can effect those attitudes. I also have setup custom attitudes between various races in my campaign - for the main area / Kingdom the players are in, which also includes a presence the Centaurs.

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  • NPC

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

    NPC APPEARANCEd20 Feature1 Distinctive jewelry: earings, necklace, circlet, braclets2 Piercings3 Flamboyant or outlandish clothes4 Formal, clean clothes5 Ragged, dirty clothes6 Pronounced scar7 Missing teeth8 Missing ngers9 Unusual eye color (or two dierent colors)10 Tattoos11 Birthmark12 Unusual skin color13 Bald14 Braided beard or hair15 Unusual hair color16 Nervous eye twitch17 Distinctive nose18 Distinctive posture (crooked or rigid)19 Exceptionally beautiful20 Exceptionally ugly

    NPC ABILITIESd6 High Ability1 Strength - powerful, brawny, strong as an ox2 Dexterity - lithe, agile, graceful3 Constitution - hardy, hale, healthy4 Intelligence - studious, learned, inquisitive5 Wisdom - perceptive, spiritual, insightful6 Charisma - persuasive, forceful, born leader

    d6 Low Ability1 Strength - feeble, scrawny2 Dexterity - clumsy, fumbling3 Constitution - sickly, pale4 Intelligence - dim-witted, slow5 Wisdom - oblivious, absentminded6 Charisma - dull, boring

    NPC TALENTSd20 Talent1 Plays a musical instrument2 Speaks several languages uently3 Unbelievably lucky4 Perfect memory5 Great with animals6 Great with children7 Great at solving puzzles8 Great at one game9 Great at impersonations10 Draws beautifully11 Paints beautifully12 Sings beautifully13 Drinks everyone under the table14 Expert carpenter15 Expert cook16 Expert dart thrower and rock skipper17 Expert juggler18 Skilled actor and master of disguise19 Skilled dancer20 Knows thieves cant

    NPC MANNERISMSd20 Talent1 Prone to singing, whistling or humming quietly2 Speaks in rhyme or some other peculiar way3 Particulary low or high voice4 Slurs words, lisps or stutters5 Enunciates overly clearly6 Speaks loudly7 Whispers8 Uses owery speech or long words9 Frequently uses the wrong word10 Uses colorful oaths and exclamations11 Makes constant jokes or puns12 Prone to predictions of doom13 Fidgets14 Squints15 Stares into the distance16 Chews something17 Paces18 Taps ngers19 Bites ngernails20 Twirls hair or tugs beard

    NPC INTERACTION TRAITSd12 Trait1 Argumentative2 Arrogant3 Blustering4 Rude5 Curious6 Friendly

    d12 Trait7 Honest8 Hot tempered9 Irritable10 Ponderous11 Quiet12 Suspicious

    CHARACTERISTICS

  • NPC

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

    NPC IDEALSd6 Good Ideal Evil Ideal1 Beauty Domination2 Charity Greed3 Greater good Might4 Life Pain5 Respect Retribution6 Self-sacrice Slaughter

    d6 Lawful Ideal Chaotic Ideal1 Community Change2 Fairness Creativity3 Honor Freedom4 Logic Independence5 Responsibility No limits6 Tradition Whimsy

    d6 Neutral Ideal Other Ideals1 Balance Aspiration2 Knowledge Discovery3 Live and let live Glory4 Moderation Nation5 Neutrality Redemption6 People Self-knowledge

    NPC BONDSd10 Bond1 Dedicated to fullling a personal life goal2 Protective of close family members3 Protective of colleagues or compatriots4 Loyal to benefactor, patron or employer5 Captivated by a romantic interest6 Drawn to a special place7 Protective of a sentimental keepsake8 Protective of a valuable possession9 Out for revenge10 Roll twice, ignoring results of 10

    NPC FLAWS AND SECRETSd12 Flaw or Secret1 Forbidden love or susceptibility to romance2 Enjoys decadent pleasures3 Arrogance4 Envies another creatures possessions or station5 Overpowering greed6 Prone to rage7 Has a powerful enemy8 Specic phobia9 Shameful or scandalous history10 Secret crime or misdeed11 Possession of forbidden lore12 Foolhardy bravery

    DETERMINE NPC RACEd100 Race Chance Rarity0 - 38 Human 39% Very common39 - 54 Dwarf 16% Common55 - 70 Elf 16% Common71 - 78 Haling 8% Mostly common79 - 86 Half-elf 8% Mostly common87 - 90 Gnome 4% Uncommon91 - 94 Half-orc 4% Uncommon95 - 96 Dragonborn 2% Very uncommon97 - 98 Tieing 2% Very uncommon99 Other 1% DM choice

    DETERMINE NPC CLASSd100 Class 0 - 14 Fighter15 - 24 Ranger25 - 34 Cleric35 - 44 Rogue45 - 54 Wizard55 - 59 Bard60 - 64 Monk65 - 69 Sorcerer70 - 74 Warlock75 - 84 Barbarian85 - 89 Paladin90 - 94 Druid95 - 98 Multiclass. Roll TWO Classes *99 Multiclass. Roll THREE Classes *

    DETERMINE NPC ALIGNMENTd100 Alignment 0 - 19 Lawful Good20 - 49 Neutral Good50 - 79 Chaotic Good80 - 84 (True) Neutral85 - 89 Lawful Evil90 - 94 Neutral Evil95 - 99 Chaotic Evil

    DETERMINE NPC STATIONd100 Station 0 - 14 Destitute: Beggar, homeless15 - 39 Low: Laborer, farmer, servant, guard, cook40 - 64 Middle: Common Trader - Smith, baker, brewer65 - 79 High: Luxury Trader - Jeweller, ne taylor, banker80 - 94 Adventurer: Determine Class95 - 99 Noble: Determine Rank and Holdings

    CHARACTERISTICS & BACKGROUND

    * Ignore further rolls of 95 or above

  • NPC

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

    RACIAL RELATIONS (KINGDOM OF TYRIBA) - Racial Modiers for Attitude Check Rolls

    Human Dwarf Elf Haling Drow Dragon Gnome Half-orc Half-elf Tieing born

    Human

    Dwarf

    Elf

    Haling

    Drow

    Dragonborn

    Gnome

    Half-orc

    Half-elf

    Tieing

    Centaur

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

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

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

    +1 - +1 +1 -1 - - - +1 -

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

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

    - +1 +1 +1 -1 - +1 -1 - -

    - -1 -1 - - - - +1 - +1

    - - +1 (+R) - -1 - - - +1 -1

    -1 - - - - +1 - +1 - +1

    +1 - +1 -1 -1 - -1 -1 +1 -

    Reaction To Player Character

    Reac

    tion

    Of

    NPC

    INITIAL NPC ATTITUDE TO PCMethod Recommended forRacial Relations For most general, non-specic NPCs can use above table for starting Attitude Level and gain any Attitude Modiers Alignment For special, campaign important NPCs can use adjacent Behaviour Of NPCs table and use Alignment for starting Attitude Level

    PC SENSING NPC ATTITUDEInsight (Wisdom) Check (Accumulative)DC Know5 General Attitude (e.g. Friendly/Neutral/Hostile)10 Specic Attitude (e.g. Great/Very good/etc)15 Personality Qualities (e.g. Assertive/Stubborn/etc)20 Alignment - Ethical (e.g. Lawful/Neutral/Chaotic)25 Alignment - Moral (e.g. Good/Neutral/Evil)

    DETERMINE NPC PERSONALITY QUALITIESd20 Resolve1 - 4 Passive5 - 16 Neutral17 - 20 Assertive

    d20 Compliance1 - 4 Weak5 - 16 Neutral17 - 20 Stubborn

    d20 Belief1 - 4 Gullible5 - 16 Neutral17 - 20 Untrusting

    ATTITUDE CHECK (PCs TRY TO INFLUENCE NPC)Persuasion OR Intimidation OR Deception (Charisma)Roll maybe modied by Personality Qualities (See right)and NPC may gain or remove Attitude Modiers to PCScore Eect0 or less Attitude Level -21-9 Attitude Level -110-19 No Eect20-29 Attitude Level +130 or more Attitude Level +2

    ATTITUDE CHECK vs PERSONALITY QUALITIESResolve Compliance BeliefAssertive Stubborn Untrusting-3 to roll -3 to roll -3 to rolland remove (D) and gain (A) and gain (D)

    Persuasion Intimidation Deception

    and gain (R) and remove (F)and remove (F) and gain (F) and remove (A)+3 to roll +3 to roll +3 to rollPassive Weak Gullible

    (R)espect (F)ear (A)nger (D)istrust

    RACISM & INTERACTIONS

  • NPC

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

    BEHAVIOUR OF NPCsLevel Rough Prices Refuse Oer Provoke Stop Further Attitude Rolls Specic General Alignment Oered Service Aid Violence Violence (No Eect on Attitude Attitude Attitude Check expands)

    +6 LG -20% - 30% - 40% +/- 5 (5-24)

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

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

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

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

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

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

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

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

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

    -4 NE +20% 20% - 20% - +/- 3 (7-22)

    -5 +30% 25% - 25% - +/- 4 (6-23)

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

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

    Great

    Terrible

    Very good

    Good

    Neutral

    Bad

    Very bad

    Neutral

    FriendlyH

    ostileAttitude

    Modiers

    ATTITUDE MODIFIERSCode Modier (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 NPCsModier Gained Actions(R)espect Heroic, brave or very helpful & seless 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 selsh (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

    Prices Oered: Traders prices will go up and down depending on their attitude to the PCRefuse Service: Traders may refuse to oer goods / services to the PCOer Aid: NPC will go out of their way to oer advice or direct assistance to PC if they are in troubleProvoke 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 PCStop 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 inFurther Attitude Rolls: As the NPCs attitude goes towards either extreme it gets harder to change that attitude, this eects the NO EFFECT result on the Attitude Check Roll

    BEHAVIOUR & INTERACTIONS

  • NPC

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

    MISCELLANEOUS OBJECT TABLES - NON 5th EDITION

    OBJECT HARDNESSWeapon or Shield Hardness 1 HP 2,3Light blade 10 2One-handed blade 10 5Two-handed blade 10 10Light metal-hafted weapon 10 10One-handed metal-hafted weapon 10 20Light hafted weapon 5 2One-handed hafted weapon 5 5Two-handed hafted weapon 5 10Projectile weapon 5 5Armor * 4 AC bonus x 5Buckler 10 5Light wooden shield 5 7Heavy wooden shield 5 15Light steel shield 10 10Heavy steel shield 10 20Tower shield 5 20

    SUBSTANCE HARDNESS & HIT POINTSSubstance Hardness Hit PointsGlass 1 1 / inch of thicknessPaper, cloth 0 2 / inch of thicknessRope 0 2 / inch of thicknessIce 0 3 / inch of thicknessLeather, hide 2 5 / inch of thicknessWood 5 10 / inch of thicknessStone 8 15 / inch of thicknessIron, steel 10 30 / inch of thicknessMithral 15 30 / inch of thicknessAdamantine 20 40 / inch of thickness

    1 Add +2 for each +1 enhancement bonus of magic items2 The hp value given is for Medium size. Divide by 2 for each size smaller than Medium, or multiply by 2 for each size greater than Medium3 Add 10 hp for each +1 enhancement bonus of magic items4 Varies by materials - See Substance Hardness & Hit Points above

    ITEM SAVING THROWS

    Acid

    Crus

    hing

    blo

    wN

    orm

    al b

    low

    Dis

    inte

    grat

    eFa

    llFi

    reba

    llM

    agic

    al

    reN

    orm

    al

    reFr

    ost m

    agic

    alLi

    ghtn

    ing

    bolt

    Elec

    tric

    ity

    ItemBone or Ivory 11 16 10 20 6 17 9 3 2 8 1Ceramic 4 18 12 19 11 5 3 2 4 2 1Cloth 12 6 3 20 2 20 16 13 1 18 1Crystal or Vial 6 19 14 20 13 10 6 3 7 15 5 Glass 5 20 15 20 14 11 7 4 6 17 1Leather or Book 10 4 2 20 1 13 6 4 3 13 1Liquid * 15 0 0 20 0 15 14 13 12 18 15Metal, hard 7 6 2 17 2 6 2 1 1^ 11 1Metal, 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 1Parchment or Paper 16 11 6 20 0 25 21 18 2 20 1Stone (small) or Gem 3 17 7 18 4 7 3 2 1 14 2Thin Wood or Rope 9 13 6 20 2 15 11 9 1 10 1Thick Wood or Rope 8 10 3 19 1 11 7 5 1 12 1

    Pathnder

    AD&D 1st Ed

    * Potions, magical oils, poisons, acids while container remains intact.** Includes pearls of any sort.*** Silvered glass. Treat silver mirror as Metal, Soft or steel mirror as Metal, Hard^ If exposed to extreme cold then struck against a very hard surface with force saving throw is -10 on die.

    Acid: assumes a considerable amount of acid (Black Dragon breath) or a long period of immersion.Crushing blow: assumes struck by weighty falling object or blow from a large creatures bludgeoning weapon.Normal blow: assumes struck by normal size normal weapons.Disintegrate: Spell eect.Fall: assumes fall at least 5 and hits a hard surface. Soft surface gives +1 and eshy surfaces gives +5 to roll. Each extra 5 fallen gives -1 to roll.Fireball: Spell eect (Fireball, Meteor Swarm, etc) or Red Dragon breath.Magical re: Spell eect (Wall of Fire, Fire Storm, Flame Strike, etc)Normal re: Assumes a normal but very hot re, eg blazing wood re, aming oil AND the item would need to be exposed for a length of time.Frost magical: Spell eect (Cone of Cold, Ice Storm, etc) or White Dragon breath.Lightning bolt: Spell eect (Lightning, Lightning Bolt, etc) or Blue Dragon breath.Electrical: discharge or current, eg shock of electric eel, magical items, traps, etc.

  • DONNING AND DOFFING ARMORCategory Don DoLight Armor 1 minute 1 minuteMedium Armor 5 minutes 1 minuteHeavy Armor 10 minutes 5 minutesShield 1 action 1 action

    ADVENTURING

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

    TRAVEL PACE (Distances Traveled per...)Pace Minute Hour Day EectFast 400 feet 4 miles 30 miles -5 passive PerceptionNormal 300 feet 3 miles 24 miles -Slow 200 feet 2 miles 18 miles Able to use Stealth

    LIGHT SOURCESSource Bright Dim LastsCandle 5 + 5 1 hourLamp 15 + 30 6 hoursLantern Bullseye 60 cone + 60 6 hours Hooded Up 30 + 30 6 hours Hooded Down - +5 -Torch 20 + 20 1 hourCampre Average (2 1/2) 15 + 15 * Large (5) 30 + 30 *

    MOUNTS AND OTHER ANIMALSItem Speed CapacityCamel 50 480 lbDonkey or mule 40 420 lbElephant 40 1320 lbHorse, draft 40 540 lbHorse, riding 60 480 lbMasti 40 195 lbPony 40 225 lbWarhorse 60 540 lb WATERBORNE VEHICLES

    Item Speed Crew Passengers Cargo Galley 4 mph 80 - 150 tKeelboat 1 mph 1 6 1/2 tLongship 3 mph 40 150 10 tRowboat 1 1/2 mph 1 3 -Sailing ship 2 mph 20 20 100 tWarship 2 1/2 mph 60 60 200 t

    SPECIAL TYPES OF MOVEMENTCLIMBING, SWIMMING AND CRAWLINGWhilst climbing or swimming - each 1 costs 1 extra foot unless creature has Climbing or Swimming speed. Checks may be required for dicult climbing or long swimming.JUMPING - LONGLong jump in feet equal to Strength score with 10 run up,otherwise only jump half that distace. Checks may be required for awkward conditions.JUMPING - HIGHLeap up in feet equal to 3 + Strength modier with 10 runup, otherwise only jump half that distance. Checks may be required to gain extra purchase.

    ENCOUNTER DISTANCETerrain Disatnce Arctic, desert, farmland or grassland 6d6 x 10Forest, swamp or woodland 2d8 x 10Hills or wastelands 2d10 x 10Jungle 2d6 x 10Mountains 4d10 x 10

    Audible DistanceTyring to be quiet 2d6 x 5Normal noise level 2d6 x 10Very loud 2d6 x 50

    Visibility OutdoorsClear day, no obstructions 2 milesRain 1 mileFog 1d3 x 100 From a height x 20

    OBSCURED AREASLevel Eect ExamplesLightly Creatures have disadvantage Dim light, patchy on Wisdom (Perception) checks fog, moderate that rely on sight foliageHeavy Vision is blocked; creatures are Darkness, opaque eectively blinded fog, dense foliage

    RESTINGSHORT REST1 hour. No strenuous activities. Can do: eating, resting, tendingwounds, repair gear, collect wood/herbs, reading, etc. At end of short rest, gain:- Regain use of class/race abilities as dened- Can expend Hit Dice + Constitution Mod to regain Hit PointsLONG REST8 hours but can only do once every 24 hours. Can do lightactivities only. Can do: eating, watch, tending wounds, repairgear, collect wood/herbs, reading, etc upto 2 hours during.Rest of the time must be spent resting / sleeping / meditating.At end of long rest, gain:- Regain use of class/race abilities as dened- Regain ALL lost Hit Points- Regain a number of spent Hit Dice = to half your total level

    Underwater DistanceClear water, bright light 60Clear water, dim light 30Murky water or no light 10

    TRAVEL

  • ATTACKSName Damage PropertiesSimple 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 - Quartersta 1d6 B Versatile (1d8) Sickle 1d4 S Light Spear 1d6 P Thrown (range 20/60), versatile (1d8) Unarmed Strike 1 B -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, reachMartial Ranged Weapons Blowgun 1 P 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)

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

    B - Bludgeoning P - Piercing S - SlashingAmmunition: You need access to ammunition to make a range attack. Expends one ammunition per attack.Finesse: Choose either Strength OR Dexterity for the modier to the Attack AND Damage rolls.Heavy: Small creatures have Disadvantage on attack rolls using this weapon.Light: Suitable for two weapon ghting.Loading: Can only make ONE single attack when you use an Action, a Bonus Action or Reaction to re it. No multiple attacks.Range: First gure is normal range. Ranged attacks OVER the normal range are at Disadvantage. Cant re past second gure.Reach: Adds 5 to your normal melee range.Special: check individual weapon for special rules.Thrown: First gure is normal range. Ranged attacks OVER the normal range are at Disadvantage. Cant re past second gure. 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.

    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) - DisadvantageHeavy Armor Ring mail 14 - Disadvantage Chain mail 16 Str 13 Disadvantage Splint 17 Str 15 Disadvantage Plate 18 Str 15 DisadvantageShield Shield +2 - -

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

    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 eects that originate from the opposite side: Half cover gives +2 and three quarters cover gives +5

    CONDITIONSConditionBlinded- Cant see. Fails any ability check that requires sight- Attacks with Disadvantage- Attack rolls against at AdvantageCharmed- Cant attack/harm the charmer in any manner- Charmer has Advantage on social interactionsDeafened- Cant hear. Fails any ability check requiring hearingFrightened- Disadvantage on ability checks & attack rolls (source visible)- Cant willingly move closer to source of fearGrappled- Speed becomes 0 (no speed benets)Incapacitated- Cant take actions or reactionsInvisible- Impossible to see (Can still be heard or leave tracks)- Attacks with Advantage- Attack rolls against invisible creature at DisadvantageParalyzed- Incapacitated & cant move or speak- Fails Strength & Dexterity save throws- Attack rolls against at Advantage & if within 5 are Critical HitsPetried- weight x10, unaware, Incapacitated & cant move or speak- Attack rolls against at Advantage- Automatically fails Strength & Dexterity saving throws- Resistance to damage. Immune to poison/diseasePoisoned- Disadvantage on attack & ability check rollsRestrained- Speed becomes 0 (no speed benets)- Attack rolls against have Advantage- Disadvantage on attack & Dexterity save rolls

    ConditionExhaustion- Lvl 1: Disadvantage ability checks- Lvl 2: Speed Halved- Lvl 3: Disadvanatge attack & saving throws- Lvl 4: HP Maximum halved- Lvl 5: Speed 0- Lvl 6: DeathProne- Crawl (costs 1 exta) & getting up halves speed- Disadvantage on attack rolls- Attacked within 5 - attacker has Advantage otherwise attacker has DisadvantageStunned- Incapacitated - Automatically fails Strength & Dexterity save throws- Attacks against stunned creature AdvantageUnconscious- Incapacitated & cant move or speak- Prone, drops carried items & unaware of surroundings- Automatically fails Strength & Dexterity save throws- Attack rolls against at Advantage & if within 5 are Critical Hits

    ADVENTURING

    OBJECT ARMOR CLASSSubstance ACCloth, paper, rope 11Crystal, glass, ice 13Wood, bone 15Stone 17

    Substance ACIron, steel 19Mithral 21Adamantine 23

    OBJECT HIT POINTSSize Fragile ResilientTiny (bottle, lock) 2 (1d4) 5 (2d4)Small (chest, lute) 3 (1d6) 10 (3d6)Medium (barrel, chandelier) 4 (1d8) 18 (4d8)Large (cart, 10 x 10 window) 5 (1d10) 27 (5d10)

    COMBAT

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

    ATTACKS - GEARName Damage PropertiesAcid (vial) 2d6 Acid Throw: Splash liquid within 5 or throw vial up to 20. Improvised attack.Alchemists Fire (ask) 1d4 Fire / Turn Throw: ask up to 20. Improvised attack. Target on re: each turn make DC 10 Dexterity check to extinguish ames (rolling on oor).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 (ask) 2d6 Radiant * Throw: Splash liquid within 5 or throw vial up to 20. Improvised attack. Fiend or Undead take damage.Oil (ask) * 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)

    ADVENTURING

    COMBAT ACTIONSAction NoteGetting up from Prone Half MovementMoving whilst Pront Cost 1 extra per 1 movedDash Double Move - No other actionDisengage Move without provoking AoODodge Attacks against you at DisadvantageHelp Alley gains Advantage on rollHide Only is started UnobservedReady Specic Trigger: Action or MoveUse Object Complex or LongAttack Attack (melee or ranged)Grapple Hold OpponentSpell Cast Spell

    COMBATYour TurnAction + Move + Minor Interaction + Possible Bonus ActionOut of TurnReaction: e.g. Attack of Opportunity (AoO)

    SPECIAL ATTACKSAttack of Opportunity (AoO)When target moves out of reachTwo-Weapon FightingLight weapon in both hands. Bonus Action second hand withno ability modier to damage (unless negative).GrapplingReplaces 1 attack. Target no more than 1 size larger. Must have1 free hand. Strength (Athletics) vs targets Strength (Athletics)or Dexterity (Acrobatics) - target choice.Shove a CreaturePush 5 away or knock prone target. Replaces 1 attack. Target no more than 1 size larger. Strength (Athletics) vs targets Strength (Athletics) or Dexterity (Acrobatics) - target choice.DisarmUse weapon to knock a weapon/item out of grasp. Attack roll vs targets Strength (Athletics) or Dexterity (Acrobatics) - target choice. Attacker at Disadvanatge if target using 2 hands. Target skill checks at Advantage if larger OR at Disadvantage if smaller.OverrunTry to force way through - action or bonus action. Strength(Athletics) vs Strength (Athletics). Forcer at Advantage if largeror Disadvanatge if smaller.TumblePass through - action or bonus action. Dexterity (Acrobatics) vsDexterity (Acrobatics).

    DAMAGE BY LEVEL AND SEVERITYLevel Setback Dangerous Deadly1 - 4 1d10 2d10 4d105 - 10 2d10 4d10 10d1011 - 16 4d10 10d10 18d1017 - 20 10d10 18d10 24d10

    SPECIAL DAMAGEFalling Take 1d6 bluderoning damage for every 10 fell (max 20d6). Victim lands prone unless no damage takenSuocating 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 MODIFIERSResistance = Half damageVulnerability = Double damageImmunity = No damage

    TARGETS IN AREAS OF EFFECTArea TargetsCone Size / 10Cube/Square Size / 5Cylinder Radius / 5

    Area TargetsLine Length / 30Sphere/Circle Radius / 5

    COMBAT

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

    ADVENTURING

    TYPICAL DIFFICULTY CLASSESTask Diculty DCVery Easy 5Easy 10Medium 15Hard 20Very Hard 25Nearly Impossible 30

    STRENGTH

    DEXTERITY

    CONSTITUTION

    INTELLIGENCE

    WISDOM

    CHARISMA

    Skills: Athletics. Climbing, jumping, swimming

    Checks: Lift, push or pull heavy objects Break or bend hard objects Force through a space conned space

    Skills: Acrobatics. Stay on your feet. Perform stunts like dives, rolls, somersaults, ips Sleight of Hand. Manual trickery, conceal/plant/pick pocket objects Stealth. Conceal yourself from enemies, slip past enemies, or sneak up behind enemiesChecks: 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

    Skills: None

    Checks: Hold your breath Forced march or labor for hours Go without sleep Survive without food or water Qua an entire stein of ale in one go

    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 cultsChecks: 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

    Skills: Animal Handling. Calm, control or know intentions of animal or mount Insight. Know anothers 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 & hazardsChecks: Gut feeling as to correct course Discern whether something is dead or undead

    Skills: Deception. Convincingly lie, con merchants, gambling, successfully use a disguise Intimidation. Use of threats to inuence 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 inuence someone for gain or complianceChecks: Find the best person to obtain news, rumors and gossip Blend into crowd and not stand out to overhear conversations

    SKILLS

  • STANDARD EXCHANGE RATECoin cp sp ep gp ppCopper (cp) 1 1/10 1/50 1/100 1/1000Silver (sp) 10 1 1/5 1/10 1/100Electrum (ep) 50 5 1 1/2 1/20Gold (gp) 100 10 2 1 1/10Platinum (pp) 1000 100 20 10 1

    URBAN

    FOOD, DRINK AND LODGINGItem CostAle Gallon 2 sp Mug 4 cpBanquet (per person) 10 gpBread, loaf 2 cpCheese, hunk 1 spInn stay (per day) Squalid 7 cp Poor 1 sp Modest 5 sp Comfortable 8 sp Wealthy 2 gp Aristocratic 4 gpMeals (per day) Squalid 3 cp Poor 6 cp Modest 3 sp Comfortable 5 sp Wealthy 8 sp Aristocratic 2 gpMeat, chunk 3spWine Common (pitcher) 2 sp Fine (bottle) 10gp

    MOUNTS AND OTHER ANIMALSItem Cost Speed CapacityCamel 50 gp 50 480 lbDonkey or mule 8 gp 40 420 lbElephant 200 gp 40 1320 lbHorse, draft 50 gp 40 540 lbHorse, riding 75 gp 60 480 lbMasti 25 gp 40 195 lbPony 30 gp 40 225 lbWarhorse 400 gp 60 540 lb

    WATERBORNE VEHICLESItem Cost Speed Galley 30,000 gp 4 mphKeelboat 3,000 gp 1 mphLongship 10,000 gp 3 mphRowboat 50 gp 1 1/2 mphSailing ship 10,000 gp 2 mphWarship 25,000 gp 2 1/2 mph

    TACK, HARNESS AND DRAW VEHICLESItem Cost Weight Barding x4 x2Bit and bridle 2 gp 1 lbCarriage 100 gp 600 lbCart 15 gp 200 lbChariot 250 gp 100 lbFeed (per day) 5 cp 10 lbSaddle Exotic 60 gp 40 lb Military 20 gp 30 lb Pack 5 gp 15 lb Riding 10 gp 25 lbSaddlebags 4 gp 8 lbSled 20 gp 300 lbStabling (per day) 5 sp -Wagon 35 gp 400 lb

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

    EQUIPMENT PACKSPack CostBurglars Pack 16 gp Backpack, Bag of ball bearings (1000), 10 string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 asks oil, 5 days rations, tinderbox, water- skin, 50 hemp ropeDiplomats Pack 39 gp chest, 2 scroll cases, ne clothes, ink bottle, ink pen, lamp, 2 asks oil, 5 sheets paper, perfume vial, sealing wax, soapDungeoneers Pack 12gp backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50 hemp rope

    Pack CostEntertainers Pack 40 gp backpack, bedroll, 2 costumes, 5 candles, 5 days rations, waterskin, disguise kitExplorers Pack 10 gp backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 hemp ropePriests Pack 19 gp backpack, blanket, 10 candles, tinderbox, alms box, 2 blocks incense, censer, vestments, 2 days rations, waterskinScholars Pack 40 gp backpack, book of lore, ink bottle, ink pen, 10 sheets parchment, little bag sand, small knife

    LIFESTYLE EXPENSESLifestyle Price/DayWretched -Squalid 1 spPoor 2 spModest 1 gp

    Lifestyle Price/DayComfortable 2 gpWealthy 4 gpAristocratic 10 gp minimum

    PRICES

  • ADVENTURING GEAR PRICING

    Item Cost WeightAbacus 2 gp 2 lbAcid (vial) 25 gp 1 lbAlchemists re (ask) 50 gp 1 lbAmmunition Arrows (20) 1 gp 1 lb Blowgun needles (50) 1 gp 1 lb Crossbow bolts (20) 1 gp 1 1/2 lb Sling bullets (20) 4 cp 1 1/2 lbAntitoxin (vial) 50 gp -Arcane focus Crystal 10 gp 1 lb Orb 20 gp 3 lb Rod 10 gp 2 lb Sta 5 gp 4 lb Wand 10 gp 1 lbBackpack 2 gp 5 lbBall bearings (bag of 1000) 1 gp 2 lbBarrel 2 gp 70 lbBasket 4 sp 2 lbBedroll 1 gp 7 lbBell 1 gp -Blanket 5 sp 3 lbBlock and tackle 1 gp 5 lbBook 25 gp 5 lbBottle, glass 2 gp 2 lbBucket 5 cp 2 lbCaltrops (bag of 20) 1 gp 2 lbCandle 1 cp -Case, crossbow bolt 1 gp 1 lbCase, map or scroll 1 gp 1 lbChain (10 feet) 5 gp 10 lbChalk (1 piece) 1 cp -Chest 5 gp 25 lbClimbers Kit 25 gp 12 lbClothes, common 5 sp 3 lbClothes, costume 5 gp 4 lbClothes, ne 15 gp 6 lbClothes, travelers 2 gp 4 lbComponent pouch 25 gp 2 lbCrowbar 2 gp 5 lbDruidic focus Sprig of mistletoe 1 gp - Totem 1 gp - Wooden sta 5 gp 4 lb Yew wand 10 gp 1 lbFishing tackle 1 gp 4 lbFlask or tankard 2 cp 1 lbGrappling hook 2 gp 4 lbHammer 1 gp 3 lbHammer, sledge 2 gp 10 lbHealers kit 5 gp 3 lb

    URBANItem Cost WeightHoly symbol Amulet 5 gp 1 lb Emblem 5 gp - Reliquary 5 gp 2 lbHoly water (ask) 25 gp 1 lbHourglass 25 gp 1 lbHunting trap 5 gp 25 lbInk (1 ounce bottle) 10 gp -Ink pen 2 cp -Jug or pitcher 2 cp 4 lbLadder (10 foot) 1 sp 25 lbLamp 5 sp 1 lbLantern, bullseye 10 gp 2 lbLantern, hooded 5 gp 2 lbLock 10 gp 1 lbMagnifying glass 100 gp -Manacles 2 gp 6 lbMess kit 2 sp 1 lbMirror, steel 5 gp 1/2 lbOil (ask) 1 sp 1 lbPaper (one sheet) 2 sp -Parchment (one sheet) 1 sp -Perfume (vial) 5 gp -Pick, miners 2 gp 10 lbPiton 5 cp 1/4 lbPoison, basic (vial) 100 gp -Pole (10 foot) 5 cp 7 lbPot, iron 2 gp 10 lbPotion of healing 50 gp 1/2 lbPouch 5 sp 1 lbQuiver 1 gp 1 lbRam, portable 4 gp 35 lbRations (1 day) 5 sp 2 lbRobes 1 gp 4 lbRope, hempen (50 feet) 1 gp 10 lbRope, silk (50 feet) 10 gp 5 lbSack 1 cp 1/2 lbScale, merchants 5 gp 3 lbSealing wax 5 sp -Shovel 2 gp 5 lbSignal whistle 5 cp -Signet ring 5 gp -Soap 2 cp -Spellbook 50 gp 3 lbSpikes, iron (10) 1 gp 5 lbSpyglass 1000 gp 1 lbTent, two-person 2 gp 20 lbTinderbox 5 sp 1 lbTorch 1 cp 1 lbVial 1 gp -Waterskin 2 sp 5 lb (full)Whetstone 1 cp 1 lb

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

    SPECIAL WEAPON MODIFICATION PRICINGProcess Cost NoteSilvered Weapon 100 gp Single weapon OR ten pieces of ammunition

    PRICES

  • WEAPON PRICINGName Cost WeightSimple Melee Weapons Club 1 sp 2 lb Dagger 2 gp 1 lb Greatclub 2 sp 10 lb Handaxe 5 gp 2 lb Javelin 5 sp 2 lb Light Hammer 2 gp 2 lb Mace 5 gp 4 lb Quartersta 2 sp 4 lb Sickle 1 gp 2 lb Spear 1 gp 3 lbSimple Ranged Weapons Crossbow, light 25 gp 5 lb Dart 5 cp 1/4 lb Shortbow 25 gp 2 lb Sling 1 sp -Martial Melee Weapons Battleaxe 10 gp 4 lb Flail 10 gp 2 lb Glaive 20 gp 6 lb Greataxe 30 gp 7 lb Greatsword 50 gp 6 lb Halberd 20 gp 6 lb Lance 10 gp 6 lb Longsword 15 gp 3 lb Maul 10 gp 10 lb Morningstar 15 gp 4 lb Pike 5 gp 18 lb Rapier 25 gp 2 lb Scimitar 25gp 3 lb Shortsword 10 gp 2 lb Trident 5 gp 4 lb War pick 5 gp 2 lb Warhammer 15 gp 2 lb Whip 2 gp 3 lbMartial Ranged Weapons Blowgun 10 gp 1 lb Crossbow, hand 75 gp 3 lb Crossbow, heavy 50 gp 18 lb Longbow 50 gp 2 lb Net 1 gp 3 lb

    URBANTOOLS PRICINGItem Cost WeightArtisans tools Alchemists supplies 50 gp 8 lb Brewers supplies 20 gp 9 lb Calligraphers supplies 10 gp 5 lb Carpenters tools 8 gp 6 lb Cobblers tools 5 gp 5 lb Cooks utensils 1 gp 8 lb Glassblowers tools 30 gp 5 lb Jewelers tools 25 gp 2 lb Leatherworkers tools 5 gp 5 lb Masons tools 10 gp 8 lb Painters supplies 10 gp 5 lb Potters tools 10 gp 3 lb Smiths tools 20 gp 8 lb Tinkers tools 50 gp 10 lb Weavers tools 1 gp 5 lb Woodcarvers tools 1 gp 5 lbDisguise kit 25 gp 3 lbForgery kit 15 gp 5 lbGaming set Dice set 1 sp - Dragonchess set 1 gp 1/2 lb Playing card set 5 sp - Three-Dragon Ante set 1 gp -Herbalism kit 5 gp 3 lbMusical instrument Bagpipes 30 gp 6 lb Drum 6 gp 3 lb Dulcimer 25 gp 10 lb Flute 2 gp 1 lb Lute 35 gp 2 lb Lyre 30 gp 2 lb Horn 3 gp 2 lb Pan ute 12 gp 2 lb Shawm 2 gp 1 lb Viol 30 gp 1 lbNavigators tools 25 gp 2 lbPoisoners kit 50 gp 2 lbThieves tools 25 gp 1 lb

    ARMOR PRICINGArmor Cost WeightLight Armor Padded 5 gp 8 lb Leather 10 gp 10 lb Studded leather 45 gp 13 lbMedium Armor Hide 10 gp 12 lb Chain shirt 50 gp 20 lb Scale mail 50 gp 45 lb Breastplate 400 gp 20 lb Half plate 750 gp 40 lb

    Armor Cost WeightHeavy Armor Ring mail 30 gp 40 lb Chain mail 75 gp 55 lb Splint 200 gp 60 lb Plate 1500 gp 65 lbShield Shield 10 gp 6 lb

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

    PRICES

    Fitting / Re-Sizing Armor (Armorer, Leather worker, etc)1d4 x 10 % of cost of orginal armor

  • URBAN

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

    LOCATION SIZING, SECURITY AND POLICING

    Minor Hamlet Minor Small Major Small City LargeOutpost Village Village Village City City (or Town) (or Capital)

    Size

    Structures (+/- 15%) Major Minor

    Population

    In Charge

    GP Limit *1

    Law & Order:- Number

    - Title In Charge- In Charge Level- No. Buildings- Present For Crime- Time to Respond

    Security / Military:- Number

    Title In ChargeIn Charge Level

    .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)

    5 8 20 50 300 1000 2000 30002 4 10 25 150 500 1000 1500

    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

    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 2200gp 200gp 300gp 400gp 1,000gp 3,000gp 6,000gp 12,000gp

    1 guard None 2 guards 8 guards 20 guards (30 if Town) 50 guards 100 guards 300 guards+/- 1d2 +/- 1d2 +/- 1d3 +/- 3d4 +/- 3d6 +/- 2d20 +/- d100Sherri NA Bali Sherri Constable Captain of the Watch Captain of the Watch Commander of the WatchGuard NA Guard 1st Fighter 5th Fighter 10th Fighter 15th Fighter 20th Fighter1 None 1 1 1 and 1d2 minor 2 and 3d2 minor 4 and 4d3 minor 6 and 6d4 minor10% NA 10% 9% 8% 7% 6% 5%1d3 minutes NA 1d4 minutes 3d2 minutes 4d3 minutes 5d6 minutes 6d8 minutes 7d10 minutes

    Maybe? (10% chance) - - - Maybe? (20% chance) 250 soldiers 500 soldiers 1000 soldiersIf any: 6 soldiers unless Town (100%) +1d100 +2d100 +4d100+1d6 If any: 10 soldiers 60% Foot 70% Foot 80% Foot100% Mounted +2d6 (if Town * 10) 40% Mounted 30% Mounted 20% Mounted 100% MountedCaptain Commnder Lord Protector Lord Protector Lord Protector5th Fighter 5th Fighter 10th Fighter 15th Fighter 20 Fighter

    Keep Fort

    Size

    Population *3

    GP Limit *1

    Security / Military:- Number

    - Title In Charge- In Charge Level

    .05 mile .1 mile~(200) ~(500)

    200 500+/- 20 +/- 3d20

    100gp 200gp

    500 soldiers 1000 soldiers+ 5d20 + 3d10030% Foot 50% Foot70% Mount 50% MountLord Protector Lord Protector10th Fighter 15th Fighter

    *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.*2 Can vary the royal rank / position / title as approriate and as needed (ie Baron, Duke, etc - See below)*3 Population refers to non-milatary personal. Keeps & Forts have sta / servants that take care of cleaning, cooking, farming, repairs, etc.Note: For Small Castles can use Keeps and for Large Castles can use Forts as equivalents. 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

    POISONSItem Type Price/DoseAssassins blood Ingested 150 gpBurnt othur fumes Inhaled 500 gpCarrion crawler mucus Contact 200 gpDrow poison Injury 200 gpEssence of ether Inhaled 300 gpMalice Inhaled 250 gpMidnight tears Ingested 1,500 gpOil of taggit Contact 400 gpPale tincture Ingested 250 gpPurple worm poison Injury 2,000 gpSerpent venom Injury 200 gpTorpor Ingested 600 gpTruth serum Ingested 150 gpWyvern poison Injury 1,200 gp

    HIERARCHY OF NOBLE TITLESRank Title Rank Title1st Emporer/Empress 7th Viscount/2nd King/Queen Viscountess3rd Duke/Duchess 8th Baron/Baroness4th Prince/Princess 9th Baronet5th Marquess/Marquise 10th Knight6th Earl or Count/ Countess

    SERVICESService PayCoach cab Between towns 3 cp per mile Within a city 1 cpHireling Skilled 2 gp per day Untrained 2 sp per dayMessenger 2 cp per mileRoad or gate toll 1 cpShips passage 1 sp per mile

    MAKEUP, WORKERS & CRIME

  • URBAN

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

    SERVICES VS LOCATION

    Minor Hamlet Minor Small Major Small City LargeOutpost Village Village Village City City (or Town) (or Capital) (or Keep)^7 (or Fort)^7