Chapter 14: GM tools box

If you are a player, you don’t need this chapter, you can move to the previous one or look at the creatures next – they are quite cool to read.

We will cover all the mathematics, tables, complex arithmetics and be heavily dedicated to all the analytical aspects of charts and tables to cover most of the basic knowledge that you need to be a game master. After this chapter, you will have a degree in mathematics, logic, and writing.

Are you still here? All the math and tables didn’t scare you?

Nice! In this case, treat this whole chapter as a big “Shin Here”. There will be some quick introduction to elements common for the game master, some ideas to handle and a lot of creation of things – from NPCs to cities and maybe create your first session.

I hope you enjoy!

Who game master?

Remeber, you can always say to the players that you want them dead. But the truth is, you are here with the players to create a amazing experience to everyone.

As the Game Master (GM), you’re the creative force behind a RPG game. You craft an immersive world for your fellow players to explore, and design adventures that drive the story forward. These adventures can be as short as a single session or span multiple sessions, shaping the narrative into an epic campaign.

The GM wears many hats - architect, storyteller, actor, referee - and each one is unique. You’ll need to invent, write, improvise, act out roles, and interpret the rules in response to your players’ actions. Don’t worry if you’re not comfortable with every aspect, focus on the ones that bring you joy.

Remember,this hobby meant to be enjoyable. Feel free to use pre-made adventures or lean on your fellow players for help. The rules are there to guide you, but ultimately, it’s your game and you’re in charge.

Your goal as GM is not to defeat the adventurers, but to create a rich campaign world that responds to their choices and actions. If done well, your campaign will leave a lasting impression on your players, long after the final session concludes.

Know your percentiles

Calculating percentiles on the fly can often be challenging, especially during a game. Here’s a quick guide to help you calculate values mentally.

Know your dice

In this game, dice help decide outcomes, with different dice sizes used for various checks, attacks, and events. Standard dice are labeled by the number of sides: d4, d6, d8, d10, d12, and d20. But not always possible to use only these dice, maybe you need some very specific numbers so this is the list of how to generate each dice:

What makes an NPC?

A non-player character (NPC) is any character controlled by the Game Master. NPCs can be friends or foes, everyday citizens or notable creatures. They include the innkeeper, the old wizard in the tower on the hill, the vengeful death knight, or the dragon hoarding treasure in a deep cavern.

Designing NPCs

Nothing enriches an adventure or campaign like a well-crafted cast of NPCs. That said, NPCs in your game usually don’t need as much depth as a novel or film character. Most NPCs play supporting roles in the story, with the adventurers taking center stage.

Detailed NPCs

Quick NPCs

An NPC only needs combat stats if they’re likely to fight. Often, they just need a few defining traits to be memorable. For instance, players might remember the no-nonsense blacksmith with a black rose tattoo on his shoulder or the scruffy bard with a broken nose. Use this in your favour, make NPC’s with traits that can be remembered. And use the “Monster” stat block from other charaters to fill when needed.

Most NPCs won’t need a lot of effort to craft a compelling background and history, just make a quick NPC, attach a random name, and it’s ready to go. When preparing your campaign, you’ll need a major role to fill in, this is the moment when you need a more detailed NPC. For NPCs that play major roles in your story, spend more time developing their history and personality. Summarizing an NPC in ten sentences can be enough, with each sentence covering:

While this guidance focuses on humanoid NPCs, you can adapt these details to create memorable monster NPCs as well.

Name, species and level

Each Non-Player Character in your campaign should have a distinct name, species, and level. This information provides a foundation for understanding their background, personality, and place within the world.

The name given to an NPC can reveal a great deal about their identity, culture, and social standing. It may be a simple surname, a title of nobility, or even a mystical moniker. The name can also influence how they interact with other characters, reflecting their confidence, humility, or other traits.

The species of an NPC encompasses their physical characteristics, this could also infer curious habits, for example a Elven who only lived among Beastfolkl would be a complete unique NPC. This can include things like humanoid races (human, elf, dwarf), creatures (goblin, kobold, dragon), or even supernatural beings (vampire, werewolf, demon). Their species will often influence how they are perceived by others, as well as their own social status and place within the world. Keep in mind that the specie can also be a non-player specie, for example a Snakefolk creature from a specieie that isn’t available for players.

While any player class can be used for an NPC, this should be rare. NPCs with player classes are exceptional, representing the few who possess the same heroic capabilities as the players. Most NPCs serve as allies, mentors, or obstacles, but it’s the players who should remain at the heart of the action, taking center stage in the story.

The level assigned to an NPC is a reference point for other features and abilities. It does not reflect a direct correlation with combat prowess or magical power. Instead, it serves as a guide for determining things like NPC skills, knowledge scores. This abstract value can be used to inform how NPCs interact with each other and the world around them. Also, this class isn’t a player class, for example any name can be used as a class, like: Blacksmith, Noble, Farmer, the idea behind this class is to quick give some idea of the nature and skills of the NPC.

Npc class and level

A NPC class is a genertic class, the idea behind this class is to provide a baseline class that provides minimum amount of information for any character in the camaping to have stats, increments, skill, and if needed, how to calculate it’s HP or mana points.

Level Zero

A NPC on level 0 means that he is a child or has not developed any skills or training, this can be used to define NPCs with little to no impact in your campaign. To be honest, I have no idea why most would need it. However, it’s good to have this type of rule just in case.

LevelPBOne-thirdHalfFullFeatures
0+0---
1+21st1st1stNPC Features
2+21st1st1st
3+21st1st2nd
4+21st1st2ndImprovement
5+31st1st3rd
6+31st2nd3rd
7+31st2nd4th
8+32nd2nd4th
9+42nd2nd5thImprovement
10+42nd3rd5thNPC Feature (Heroic)
11+42nd3rd6th
12+42nd3rd6th
13+52nd3rd7thImprovement
14+52nd4th7th
15+53rd4th8th
16+53rd4th8th
17+63rd5th9th
18+63rd5th9thImprovement
19+63rd5th9th
20+63rd5th9thNPC Freature (Epic)
Class features

A NPC class has no proficiency in Armor, Weapon, Tools, Saves or Skills. Instead it needs it’s own features to receive these type of proficiencies.

Npc features

NPC Features represent specialized abilities or proficiencies that NPCs gain as they progress in level. These features allow NPCs to perform specific functions within the campaign, whether it’s combat, crafting, or social interaction. Use these features to quickly assign proficiencies or skills as needed. Every time a NPC receives a feature, you can apply one of multiple of the following effects:

Improvement (NPC)

At the listed levels, you can choose one of the following options (maximum ability score of 16):

Random name and specie

Let’s assume you’ve picked a few dice: a d12, a d4, and a d10. You rolled the following numbers: 7, 3, and 4.

With these numbers, we have “Gal” (7) in the first column. In the middle column, we have “mal”. And in the third column, we have “or”. Putting them together, we get “Galmalor”.

If you’d like, you can pick only a d20 for this table and use the whole thing.

Pick at least three dices at random, and roll on the table. Roll the then and check on the table, if you need sum some dice to get other options.

d20FirstMiddleLast
1Aldaran
2Bellenis
3Cormalia
4Davinor
5Elrasen
6Fentila
7Galdorus
8Halmirelle
9Isnoron
10Jakeluth
11Kazanir
12Lanwynel
13Morthaline
14Nelradil
15Orrenol
16Pelfyrath
17Quinbrelar
18Raveneth
19Soltharal
20Talmiros

Roll a d20 to determine the NPC’s species.

d20Species
1-4Human
5-7Elf
8-10Dwarf
11-13Smallfolk
14Aasimar or Tiefling (roll a d2)
15Beastkin
16Changeling
17Genasi or Gith (roll a d2)
18Gnoll, Goblin, Kobold, Kuo-toa, or Orc (roll a d5)
19Goliath or Minotaur (roll a d2)
20Warforged

Occupation and history

Briefly describe the NPC’s occupation and a piece of their history that suggests their background. What do they do for a living? Are they a skilled craftsman, a respected scholar, or a seasoned adventurer?

Perhaps they served in an army, honing their combat skills and earning a reputation as a fearless warrior. Maybe they were imprisoned for a crime, only to emerge from the experience with a newfound appreciation for life on the outside. Or maybe they once embarked on thrilling adventures themselves, seeking fortune, fame, or something more.

d20Occupation
1Farmer
2Blacksmith
3Merchant
4Innkeeper
5Guard
6Noble
7Scholar
8Priest
9Thief
10Bard
11Hunter
12Sailor
13Herbalist
14Soldier
15Artisan
16Mercenary
17Guide
18Beggar
19Alchemist
20Wizard

Appearance and mannerism

Unless you are a skilled artist and have a lot of time to make drawings to keep reference of all the important NPCs, your best ally will be a good description. It also helps to include some mannerisms on the NPC, this could be a way of speaking or a catchphrase that the NPC always uses. If you’re in a hurry, you can use this table to help the process.

d20Feature Description
1Distinctive jewelry: earrings, necklace, circlet, bracelets
2Piercings
3Flamboyant or outlandish clothes
4Formal, clean clothes
5Ragged, dirty clothes
6Pronounced scar
7Missing teeth
8Missing fingers
9Unusual eye color (or two different colors)
10Tattoos
11Birthmark
12Unusual skin color
13Bald
14Braided beard or hair
15Unusual hair color
16Nervous eye twitch
17Distinctive nose
18Distinctive posture (crooked or rigid)
19Exceptionally beautiful
20Exceptionally ugly
d20Mannerism
1Prone to singing, whistling, or humming quietly
2Speaks in rhyme or some other peculiar way
3Has a particularly low or high voice
4Slurs words, lisps, or stutters
5Enunciates overly clearly
6Speaks loudly
7Whispers
8Uses flowery speech or long words
9Frequently uses the wrong word
10Uses colorful oaths and exclamations
11Makes constant jokes or puns
12Prone to predictions of doom
13Fidgets
14Squints
15Stares into the distance
16Chews something
17Paces
18Taps fingers
19Bites fingernails
20Twirls hair or tugs beard

Abilities and talents

Instead of rolling full ability scores, note any traits that stand out, like remarkable strength or notable weakness. To add variety, roll a d6 for an above-average ability (for instance, a Strength score of 14 or higher), and roll again for a below-average ability. Also you can add a unique skill or talent that makes the NPC memorable. Use the NPC Talents table below for inspiration or roll for a random talent:

d20Talent Description
1Plays a musical instrument
2Speaks several languages fluently
3Unbelievably lucky
4Perfect memory
5Great with animals
6Great with children
7Great at solving puzzles
8Great at one game
9Great at impersonations
10Draws beautifully
11Paints beautifully
12Sings beautifully
13Drinks everyone under the table
14Expert carpenter
15Expert cook
16Expert dart thrower and rock skipper
17Expert juggler
18Skilled actor and master of disguise
19Skilled dancer
20Knows thieves’ cant

Interactions with others

An NPC’s behavior during interactions depends on their personality, background, and relationship with the players. Building these connections can help you portray each NPC as unique and memorable. Here’s a deeper breakdown of how to structure NPC interactions:

  1. Interaction Styles
  2. Interaction Factors
  3. Emotional Triggers
  4. Changing Attitudes Over Time
  5. Dynamic Interaction Scenarios
  6. Sample Interaction Prompts

Random relationships and interactions

Roll a d8 to determine initial attitude.

d8Attitude
1Friendly
2Indifferent
3Suspicious
4Hostile
5Curious
6Helpful
7Distracted
8Fearful

Roll a d12 to determine an interaction trait.

d12Interaction Trait
1Blustering
2Rude
3Cheerful
4Distracted
5Pessimistic
6Optimistic
7Suspicious
8Honest
9Deceitful
10Polite
11Flirtatious
12Nervous

Useful knowledge

Every NPC, regardless of importance, has knowledge they may share with the player characters. Providing each NPC with a handful of small, distinct pieces of information (3–5) can make interactions with them richer and create natural storytelling opportunities. These pieces can be factual, subjective, or even incorrect, adding depth and potential for player strategy.

Types of information to consider

Use with care the incorret information, and always give the hint that the NPC may not be aware that he is wrong.

Information-sharing scenarios

Not all NPCs will share their knowledge willingly. Consider each NPC’s motives, trust levels, or willingness to engage:

Quick table for information

Since this type of information heavily depends on the context of the adventure, it’s not easy to provide a quick reference table for this type of situation. In this case, use the following examples as a guideline for the type of information required in each category.

d6Critical ClueSuggested Context
1”A shadowy figure paid me handsomely to keep quiet, but I saw them hide something under the bridge.”The NPC witnessed suspicious activity at a local landmark.
2”The old shrine? They say a cult meets there on moonless nights. Don’t know what they’re up to.”Local rumors about secret gatherings or rituals.
3”I overheard guards talk about a ‘package’ arriving at midnight, guarded by the captain himself.”The NPC eavesdropped on a conversation between authority figures.
4”A merchant claimed he saw someone bury a chest near the abandoned mill. He was shaking with fear.”Strange tale from a merchant passing through, potentially treasure.
5”A letter arrived for that noblewoman yesterday. It had no seal, and she looked pale after reading it.”Insight into a noble’s secret correspondence, hinting at danger or plot.
6”The town’s archives hold an old map. It marks a hidden route into the castle, if you can find it.”Valuable information held in official records, perhaps forgotten.
d6Everyday FactSuggested Context
1”The river’s been flooding recently, took out the lower fields and part of the road to the south.”Recent environmental changes affecting local travel routes.
2”The inn serves the best ale in town, but it’s pricey. Try the tavern near the market for something cheap.”Local insider tips on food and drink options.
3”The old clock tower hasn’t worked in years. Some folks think it’s haunted, but it’s just rusted gears.”Local landmark with rumors attached.
4”Our town holds a market every seventh day. Merchants from all over come to sell their goods.”Regular event that players might want to attend.
5”You’ll want a cloak if you’re headed to the mountains. Weather up there turns foul without warning.”Practical advice for travelers heading to harsher areas.
6”The herbalist by the gate sells cures for common ailments. Travelers always stop by before leaving town.”Useful local service for players to take advantage of.
d6Personal BiasSuggested Context
1”That new blacksmith is all talk. His work doesn’t hold a candle to old Mirna’s craftsmanship.”Disparaging view of a newcomer, showing loyalty to a local.
2”Never trust a merchant from the east. They’re always looking to cheat you out of your last coin.”Generalized suspicion of outsiders, especially merchants.
3”Guards around here are lazy and corrupt. Wouldn’t trust them to find their own boots.”Distrust in local law enforcement.
4”The mayor only cares about lining his pockets. He’s done nothing for the common folk.”Criticism of local leadership and governance.
5”Anyone who spends too much time in the woods is hiding something. Never met an honest hunter.”Suspicion of a specific profession or lifestyle.
6”Those fancy nobles think they’re better than the rest of us. Wouldn’t know hard work if it hit them.”Resentment toward the wealthy or noble class.
d6RumorSuggested Context
1”They say there’s a hidden vault under the temple, filled with treasures from the old king’s reign.”A local tale about hidden riches or ancient relics.
2”People have been hearing strange howls at night near the old mill. Some say it’s haunted by a restless spirit.”Mysterious noises linked to a possibly haunted location.
3”A fortune-teller in the next village predicts disasters whenever she’s in town. She might be cursed.”Suspicion about a character with unsettling abilities.
4”The blacksmith’s apprentice vanished last month. Word is he was taken by bandits, or something worse.”Disappearance of a local, possibly tied to bandits or beasts.
5”A traveler claimed to see lights moving in the abandoned ruins up the hill. Some say it’s goblins.”Strange occurrences at a nearby ruin, possibly involving creatures.
6”They say the forest is enchanted. Travelers who stray from the path are never seen again.”Foreboding tale about a local wilderness with a dangerous reputation.
d6Incorrect InformationSuggested Context
1”The cursed amulet only affects its wearer. No need to worry if you just keep it in your bag.”Misinformation about a cursed item that could still cause harm.
2”The river is shallow enough to cross anywhere upstream. You won’t need a boat.”False confidence about crossing a potentially dangerous river.
3”The bandit leader has only a handful of men, barely a threat to seasoned adventurers.”Underestimation of the enemy’s strength, leading to a tough fight.
4”There’s nothing dangerous in the old mine, just some bats. It’s perfectly safe.”Dismissal of hazards that actually pose a significant threat.
5”The potion seller’s elixirs are a complete scam. I tried one, and nothing happened.”A skeptic’s view that might mislead players from helpful resources.
6”The ancient tower holds no valuable artifacts, it’s been looted for years.”Incorrect belief that a location is empty, when it holds secrets.

Ideals, bonds, flaws, and secrets

Ideals represent the core beliefs that guide the NPC’s actions. Uncovering an NPC’s ideal can influence social interactions. The table below offers suggestions for ideals that align with different values, however, any character may hold any ideal regardless of alignment.

d6Good IdealEvil Ideal
1BeautyDomination
2CharityGreed
3Greater goodMight
4LifePain
5RespectRetribution
6Self-sacrificeSlaughter
d6Lawful IdealChaotic Ideal
1CommunityChange
2FairnessCreativity
3HonorFreedom
4LogicIndependence
5ResponsibilityNo limits
6TraditionWhimsy
d6Neutral IdealOther Ideals
1BalanceAspiration
2KnowledgeDiscovery
3Live and let liveGlory
4ModerationNation
5NeutralityRedemption
6PeopleSelf-knowledge

Bonds represent people, places, or objects of significance to the NPC. Learning about an NPC’s bond can aid in social encounters. Below are broad bond suggestions:

d10Bond Description
1Dedicated to fulfilling a personal life goal
2Protective of close family members
3Protecting colleagues or compatriots
4Loyal to a benefactor, patron, or employer
5Captivated by a romantic interest
6Drawn to a special place
7Protective of a sentimental keepsake
8Protective of a valuable possession
9Out for revenge
10Roll twice, ignoring results of 10

Flaws and/or Secrets are vulnerabilities or hidden truths that could jeopardize the NPC’s goals or expose their past. Uncovering these can provide leverage in interactions. Use the table below for inspiration:

d12Flaw or Secret
1Forbidden love or susceptibility to romance
2Enjoys decadent pleasures
3Arrogance
4Envies another creature’s possessions or station
5Overpowering greed
6Prone to rage
7Has a powerful enemy
8Specific phobia
9Shameful or scandalous history
10Secret crime or misdeed
11Possession of forbidden lore
12Foolhardy bravery

Each of these elements helps add depth and uniqueness to NPCs, enhancing both their role in the story and interactions with player characters.

Example of NPCs

Isn’t perfect to just copy NPC’s from one place to another, there is always a little bit of work to move the correct parts from one side to another or to fit the theme or area of the adventure. Let’s craft a couple of NPC’s to show some examples:

Quick NPC example

I also like to add a quick table for the abilities score of each characters. And also the level of each.

For example Garla would be:

Garla “Ironhand” Stone

Female Human, Blacksmith Level 5

STRDEXCONINTWISCHA
11101391112

Garla “Ironhand” Stone (Male Human, Blacksmith Level 5)

Appearance and Mannerisms: Garla is a stocky dwarf with powerful arms, a burn scar down her right cheek, and soot-stained clothing. Her hair is tied back in a rough braid, and she sports a faded tattoo of a hammer on her forearm. She speaks in a low, gravelly voice and tends to grunt rather than say “yes” or “no.”

Occupation and History: Garla has been the village blacksmith for over two decades. Rumor has it that she lost her pinky in a fight with bandits while protecting her forge, a story she neither confirms nor denies.

Abilities and Talents:

Useful Knowledge:

Personal Bias: Dislikes “pretty-boy” merchants and craftsmen who prioritize looks over quality.

Usage in Game: Garla is a practical, memorable NPC who can provide the players with basic gear, local information, and a touch of local color without needing an elaborate backstory. She’s likely to be remembered for her gruff manner and dedication to quality, making her an easy go-to resource when players need supplies or information on recent dangers.

Detailed NPC: example

For this NPC I’ll use a creature block template to be easier to use alongisde with other creatures, in special since important NPC tend to be captured by goblins, or deal with bandits from time to time.

Medium humanoid (elf), Herbalist 5, Neutral Good

Armor Class: 12 (unarmored)

Hit Points: 15 (5d2)

Speed: 6 sqr. (9m)

Saving Throws: Wisdom +6

Skills: Nature +5, Medicine +5

Languages: Common, Elvish

Proficiency Bonus: +3

STRDEXCONINTWISCHA
10 (+0)12 (+1)10 (+0)13 (+1)14 (+2)12 (+1)

Herbalist’s Knowledge: Marlenya has advantage on checks to identify plants or craft herbal remedies.

Resilient Will: Marlenya has proficiency in Wisdom saving throws.

Spellcasting: Marlenya is a half caster, using Wisdom as her spellcasting ability (Spell Save DC 14, +6 to hit with spell attacks). She has 2 mana points and knows the following spells Goodberry, Healing Word, Cure Wounds, Detect Poison and Disease, and Guidance.

Occupation and History:

Appearance and Mannerism

Ideals, Bonds, Flaws, and Secrets

Marlenya is respected among the locals and adventurers who rely on her remedies, but she keeps her distance socially. She has a few trusted acquaintances: a ranger who helps gather rare plants, and a human merchant from whom she discreetly purchases exotic ingredients. She is wary of strangers but will warm up to those who share her reverence for nature.

Personal Bias: “Those who harm the forest for personal gain are no better than thieves. Beware lumber merchants from the south, they only see wood, not life.”

Critical Clue: “A strange sickness has affected some travelers lately. The symptoms remind me of a rare curse that lingers in the blood. I’ve heard tales of a cursed artifact buried nearby…”

Everyday Fact:

“The forest to the east is dense with wolf packs this season. Tread carefully if you venture there, and avoid disturbing their dens.”

“The mist around the forest thickens during the full moon. Animals tend to stay hidden, and you’re likely to lose your way if you’re not careful.”

“If you’re gathering herbs, avoid the bog near the eastern grove, it’s home to poisonous fungi that spread spores on contact. Not even a skilled herbalist can avoid them entirely.”

Rumor:

“They say a rare moonflower blooms deep in the woods only on nights when the mist is thick. Its petals are known to cure even deadly wounds if harvested at the right moment.”

“There’s a hidden grove deep in the forest where plants grow with magical properties under starlight alone. Only a few know the way, and those who enter are said to emerge with herbs capable of curing most illness.”

“Some say the ancient willow at the heart of the forest isn’t just a tree. Legends claim it holds the spirit of a powerful healer, and if you make an offering, it may grant you a vision, or a curse.”

Medium humanoid (half-orc), Mercenary 7, Chaotic Neutral

Armor Class: 15 (leather armor)

Hit Points: 21 (7d2)

Speed: 6 sqr. (9m)

Saving Throws: Strength +5

Skills: Athletics +6, Intimidation +4

Languages: Common, Orcish

Proficiency Bonus: +3

STRDEXCONINTWISCHA
16 (+3)12 (+1)14 (+2)10 (+0)10 (+0)12 (+1)

Intimidating Presence: Thorn has advantage on Intimidation checks when interacting with commoners.

Weapon Proficiency: Thorn is proficient with martial weapons and fights using a greataxe.

Occupation and History:

Appearance and Mannerism:

Ideals, Bonds, Flaws, and Secrets:

Thorn has little in the way of friendships, but he maintains alliances with other mercenaries and criminals who value his skill and ruthlessness. He’s known in the underground circuits and sometimes takes jobs from a guild of assassins who value his discretion. Though he’s cold toward strangers, he may warm up to those who prove their strength or offer valuable information on potential targets.

Personal Bias: “Cowards don’t deserve a second chance. If you can’t face your own fights, you’re better off dead.”

Critical Clue: “I heard some nobles are moving shipments in secret through the old trading routes, guarded by more than just men. Might be worth looking into if you can handle yourself.”

Everyday Fact:

“There’s a healer two towns over who stitches up soldiers cheap. You get hurt, head that way, but don’t mention me.”

“The tavern near the docks serves the strongest ale, but keep your wits about you, pickpockets love a drunk mark.”

“If you’re looking to lay low, there’s a rundown shack by the river just out of town. No one bothers checking there, even the guards think it’s haunted.”

“The blacksmith here overcharges strangers. Find the street vendor by the market square instead, he’ll give you a fair deal on basic gear.”

Medium humanoid (human), Noble 5, Lawful Neutral

Armor Class: 13 (fine clothing with subtle protective enchantments)

Hit Points: 16 (5d2)

Speed: 6 sqr. (9m)

Saving Throws: Charisma +4

Skills: Persuasion +6, Insight +4, History +3

Languages: Common, Elvish, Celestial

Proficiency Bonus: +3

STRDEXCONINTWISCHA
10 (+0)12 (+1)11 (+0)14 (+2)13 (+1)16 (+3)

Silver Tongue: Lord Elric has advantage on Persuasion checks when negotiating with other nobles or officials.

Insightful Presence: Elric can sense when someone is lying to him, giving him advantage on Insight checks to detect deception.

Spellcasting: Lord Elric is a one-third caster, using Charisma as his spellcasting ability (Spell Save DC 13, +4 to hit with spell attacks). He has 1 mana point and knows the following spells: Charm Person, Detect Magic and Guidance.

Occupation and History:

Appearance and Mannerism:

Ideals, Bonds, Flaws, and Secrets:

Lord Elric is well-connected among the noble families, and he has carefully cultivated alliances and favors within the court. He is particularly close to the royal advisors and is known for his influence over the lesser nobility. However, he is discreetly at odds with a rival noble family, the Arkwrights, who see him as an ambitious schemer. Elric keeps close advisors of his own, including a loyal steward who manages his household and a court mage who advises him on arcane matters.

Personal Bias: “Loyalty to the crown is not a suggestion, it is an unbreakable duty. Those who question it are hardly fit to serve.”

Critical Clue: “I’ve heard whispers of a rogue mage in the lower districts, dealing in enchanted artifacts without proper permits. Such disturbances often lead to greater trouble if left unchecked.”

Everyday Fact:

“The royal gardens are accessible only to those of noble blood, but they say the finest healers’ herbs are grown there for court use.”

“The wine at the Gilded Griffin tavern is fit for a king, the owner stocks only the rarest vintages for those with discerning tastes.”

What makes a city?

A city’s essence lies in its complexity, where culture, governance, and purpose shape its unique character. From bustling trade hubs to spiritual sanctuaries, each city reflects its people, resources, and environment. Understanding these elements helps game masters craft vibrant urban settings for adventures and memorable encounters.

Village, town, city and metropolis

These classifications reflect the population size, complexity, and influence of a community.

Villages are small, rural communities focused on agriculture or basic trade, with minimal services and population.

Towns are moderately sized areas with essential services like inns, shops, and a few specialized artisans.

Cities serve as bustling urban centers with diverse services, trade, and complex social structures, often including law enforcement and a mix of social classes.

Metropolises are vast urban hubs at the heart of a kingdom or empire, featuring advanced infrastructure, multiple power factions, and nearly any imaginable service or luxury.

d10TypePopulationCost AdjustmentEntry TollMax Spellcasting
1-4VillageUp to 300 (1d6 x 50)Reduce costs by 50%Typically noneUp to 2nd-level spells
5-8TownUp to 8.000 (4d4 x 500)Standard costs1 copper per personUp to 3rd-level spells
9CityUp to 25.000 (4d6 X 1.000)Increase costs by 50%1 silver per personUp to 5th-level spells
10Metropolis30.000+ (10d4 x 3.000)Double standard costs2 silver per personUp to 7th-level spells

City foundation and purpose

Creating a compelling city involves thoughtful consideration of several key aspects:

City Purpose and Role: Determine the city’s primary function and unique identity. Is it a bustling trade hub, a center of learning, a religious sanctuary, or a military stronghold? Understanding its role helps shape its economy, culture, and the types of adventures players might encounter. This is common suggestion for the purpose of a city:

d20City Role and Purpose
1Trade Hub
2Port City
3Military Stronghold
4Religious Sanctuary
5Academic Center
6Mining Town
7Artisan’s Haven
8Farming Village
9Political Capital
10Cultural Crossroads
11Magical Enclave
12Healing Retreat
13Pilgrimage Site
14Refuge for Exiles
15Frontier Outpost
16Sprawling Metropolis
17Merchant’s Market
18Pirate’s Cove
19Coastal Resort
20Alchemist’s Lab

Geography and Layout: Consider the city’s terrain and how it’s organized. Is it nestled in a valley, perched on a cliff, or sprawling across plains? The geography influences the city’s defenses, architecture, and daily life. For instance, a city by the sea might have a bustling port district, while a mountain city could have terraced neighborhoods. Use the following as a guide to help.

d20Geography and Layout
1River Crossing
2Cliffside Terraces
3Coastal Cliffs
4Island Chain
5Mountain Pass
6Desert Oasis
7Swampy Marshlands
8Dense Forest Clearing
9Rolling Hills
10Lake Shore
11Volcano Foothills
12Underground Caverns
13Floating Isles
14Steppe Plains
15Ruined Foundations
16Snowy Highlands
17Canyon Valley
18Jungle Canopy
19Rocky Outcrop
20Glacial Basin

History and Founding Myths: Develop the city’s origin stories, significant historical events, and local legends. These narratives add depth and can provide hooks for adventures. Perhaps the city was founded by a legendary hero, survived a great calamity, or is rumored to have hidden treasures beneath its streets. If you need ideas, on average for every 50 years a city would have one for the following historical events:

d12History and Founding Category
1–2Heroic Events
3–4Religious and Sacred Happening
5–6Conflict and Refuge
7–8Trade and Prosperity
9–10Myth and Magic
11–12Ancient Lore
d12Heroic Event
1A legendary hero defeated a powerful monster nearby.
2The city was saved from a natural disaster by a brave champion.
3A renowned warrior founded a protective order in the city.
4A heroic sacrifice by a local figure turned the tide in a crucial battle.
5A famous adventurer returned with a rare artifact that now resides in the city.
6The city hosted a tournament where a hero emerged, known throughout the land.
7A great leader established a stronghold to protect against invaders.
8A local hero single-handedly defended the city from a large-scale raid.
9An explorer charted dangerous lands, bringing prosperity and fame to the city.
10A historical alliance was formed when a hero brokered peace between rival factions.
11The city was founded by a figure who was rumored to be divinely blessed.
12A hero constructed an impregnable fortress, which still stands as a symbol of strength.
d12Religious Event
1A sacred relic was discovered and enshrined in the city.
2A pilgrimage route was established, drawing faithful visitors.
3A deity is said to have appeared and blessed the city.
4A prophet delivered a divine message that shaped local beliefs.
5An ancient temple was unearthed, sparking a new religious following.
6A miracle healed many citizens during a deadly plague.
7The city hosted a grand festival in honor of a powerful deity.
8A famous oracle set up residence, attracting seekers of wisdom.
9A cult was eradicated, and their sacred texts became forbidden.
10A holy site nearby attracts those seeking spiritual insight.
11A saintly figure lived and died in the city, becoming a local legend.
12A divine artifact granted protection to the city during a siege.
d12Conflict Event
1The city served as a sanctuary during a major war.
2A historic siege was won, marking a pivotal moment.
3Refugees from a distant land were welcomed, altering the city’s culture.
4A rival city-state attempted invasion but was repelled.
5The city was a battleground for two legendary armies.
6A fort was constructed, establishing the city’s strategic importance.
7A treaty was signed here, ending a regional conflict.
8The city’s walls were breached but rebuilt stronger.
9The city’s ruler negotiated peace, earning regional respect.
10A famous general defended the city against overwhelming odds.
11A historic rebellion reshaped the local government.
12A tyrant once ruled, but was overthrown by citizen revolt.
d12Trade Event
1A major trade route was established through the city.
2A rare resource discovery brought wealth to the city.
3A merchant guild was founded, boosting economic power.
4Annual trade fairs attracted buyers from distant lands.
5The city became known for a unique craft or product.
6Foreign traders established a district, diversifying culture.
7A major port expansion enabled international trade.
8A marketplace legend tells of a fortune made overnight.
9A guild rivalry spurred innovation and economic growth.
10The city established its own currency, increasing its influence.
11The city was chosen as a trade capital by a regional ruler.
12A renowned artisan created a masterpiece that attracted patrons worldwide.
d12Myth and Magic Event
1A powerful sorcerer cast a spell that shaped the city’s layout.
2A magical artifact lies hidden beneath the city, guarded by a curse.
3A wizard’s tower mysteriously appeared and became part of the city.
4A magical creature once protected the city but vanished without explanation.
5A leyline runs beneath the city, amplifying magical abilities.
6A mythical beast attacked the city but was defeated and buried here.
7A rare comet passed overhead, imbuing some citizens with magical gifts.
8A local river or lake is said to have healing properties.
9A famous enchanter created magical streetlights that still burn today.
10A mysterious fog occasionally blankets the city, bringing strange visions.
11The city was founded on a magical ritual that protects it from harm.
12Once every decade, a magical festival reveals hidden wonders within the city.
d12Ancient Lore Event
1Ruins beneath the city suggest an older civilization once thrived here.
2Ancient carvings were discovered, telling of an unknown language or race.
3The city was built on top of a burial ground for an ancient order.
4An old prophecy foretells a hero’s return to the city in times of need.
5Artifacts from a lost kingdom are occasionally found in the surrounding area.
6A forgotten library was uncovered, containing knowledge of ancient magic.
7The city’s name is derived from an old word meaning “sacred ground.”
8A ritual site nearby was recently rediscovered, awakening ancient powers.
9Elders pass down legends of a powerful ruler who vanished mysteriously.
10Remnants of an ancient battle are scattered around the city’s outskirts.
11The foundations of the city are thought to be indestructible by ancient magic.
12Every century, an ancient relic resurfaces in the city, believed to bring good fortune.

Population and Demographics: Detail the city’s inhabitants, including their races, cultures, and social structures. A diverse population can lead to rich cultural exchanges and potential conflicts. Consider the presence of various guilds, noble families, and marginalized groups, each with their own agendas and relationships. If you need a demographics, builds, and possible relationships between the species use the following table.

DemographicGeneral %Diverse %d10
Human1–401–301
Dwarf41–5531–452
Elf56–7046–603
Smallfolk71–8061–704
Aasimar or Tiefling81–8371–735
Beastkin84–8574–756
Changeling86–8776–777
Genasi or Gith88–8978–798
Gnoll, Goblin, Kobold, Kuo-toa, or Orc90–9280–829
Goliath or Minotaur93–10083–10010
d12Guild Type
1Trade and Commerce
2Arcane and Mysticism
3Military and Defense
4Politics and Governance
5Nature and Wildlife
6Communication and Transportation
7Arts and Culture
8Security and Border Defense
9Industry and Craftsmanship
10Scholarship and Education
11Diplomacy and Foreign Relations
12Food and Hospitality
d12Relationship
1–2Protective
3–4Mentor
5–6Rivals
7–8Enemies
9Power Struggle
10Partnership
11Uneasy Truce
12Secret Alliance
13Mutual Benefit
14Exploitation
15Cultural Exchange
16Distrustful Allies
17Collaborative Effort
18Covert Sabotage
19Hostile Takeover Attempt
20Legacy Alliance

Economy and Trade: Explore the city’s industries, markets, and trade connections. What goods are produced locally, and what is imported or exported? The economy affects the city’s wealth distribution, political power, and daily life. A city rich in resources might attract merchants and thieves alike, while a city in decline could be rife with poverty and unrest. If you need ideas for how the wealth is distributed, or what the city needs and exports, use the following tables as guide:

d12Wealth Distribution
1Wealthy Elite: A small percentage of the population holds the majority of wealth, controlling trade and resources.
2Upper Class: A significant upper class thrives, enjoying luxury while a large middle class exists.
3Affluent Middle Class: A thriving middle class with good living standards, wealth is moderately distributed.
4Balanced Distribution: Wealth is evenly distributed among classes, with opportunities for all.
5Struggling Middle Class: The middle class is shrinking, with many falling into lower economic brackets.
6Poor Majority: The majority of the population lives in poverty, while a small elite holds wealth.
7Economic Disparity: Significant gaps between rich and poor, leading to social tensions and unrest.
8Resource-Rich: Abundant natural resources are controlled by a few, leading to exploitation of the lower class.
9Declining Economy: The city struggles economically, with many residents facing hardship and joblessness.
10Booming Trade: The economy is thriving due to trade, benefiting a large portion of the population.
11Seasonal Wealth: Wealth fluctuates based on seasons or trade cycles, affecting daily life.
12Foreign Influence: Outside merchants and nobles have significant control over local wealth and resources.
d12Exported/Needs Goods and Services
1Precious metals (gold, silver, etc.)
2Fine textiles and clothing
3Magical items and potions
4Artisanal crafts and jewelry
5Rare spices and foodstuffs
6Lumber and timber products
7Agricultural products (grains, fruits)
8Tools and weapons
9Wine and spirits
10Fish and seafood
11Knowledge and scholarly texts
12Labor services (craftsmanship, etc.)

Culture and identity

Cultural Identity and Traditions: Establish the unique customs and traditions that define the community. Consider key festivals celebrated throughout the year, such as harvest festivals, religious observances, or historical commemorations. Explore cultural values that shape daily life, such as communal living, respect for elders, or the importance of trade. Highlight local cuisine, traditional clothing, and art forms, which may include music, dance, and crafts unique to the city. Include how these traditions affect the community’s relationships and interactions with outsiders, as well as the roles of various social classes within cultural practices. If you need some guide, use the following table:

d8Village TraditionTown TraditionCity TraditionMetropolis Tradition
1Harvest FestivalFounding Day CelebrationCultural ParadeGrand New Year’s Celebration
2Ancestor WorshipTrade FairCity Anniversary GalaInternational Food Festival
3Seasonal MarketsHarvest HomecomingMarket DayArts and Culture Month
4Storytelling NightsCommunity PotluckStreet Art FestivalCharity Gala
5Maypole DanceLocal Sports TournamentMusic and Dance NightScience and Innovation Expo
6Community Building DaysTown Clean-Up DayCharity FundraiserPolitical Rally
7Crafting CompetitionsHistorical ReenactmentFilm and Theatre WeekMulti-Cultural Parade
8Winter Solstice CelebrationArtisan Craft FairNeighborhood Block PartyTech and Start-Up Showcase

Architecture and Aesthetics: Define the architectural styles prevalent in the city, influenced by its culture, resources, and history. Describe materials used in construction, such as stone, wood, or magical elements, and how these materials reflect the city’s identity. Highlight notable landmarks, such as grand cathedrals, government buildings, bustling marketplaces, or ancient ruins that tell the story of the city’s past. Discuss how public spaces are designed, including parks, plazas, and monuments, as well as the presence of art in public places, such as sculptures or murals that depict significant events or figures from the city’s history. Use the following table as reference:

d12Architectural StyleConstruction MaterialsNotable Landmarks
1Arcane GothicDark stone, glowing runesSpellbound cathedrals, wizard towers
2Dwarven StonecraftCarved granite, ironDeep halls, fortified keeps, mining guilds
3Elven EleganceWhite stone, living woodSky-reaching spires, treetop sanctuaries
4Fey EnchantmentCrystal, enchanted vinesFairy groves, glistening glades
5Orcish BrutalismBone, spiked ironWar camps, beast arenas
6Draconic MajestyScales, volcanic rockDragon sanctuaries, lava forges
7Arcane InfusionMagic-imbued stones, elemental gemsFloating towers, mage guilds
8Rustic HobbitonWood, thatch, cobblestoneCozy cottages, greenhouses
9Shadowy UnderworldObsidian, dark glassThieves’ guilds, hidden alcoves
10Tribal NomadicHide, bone, woven vinesSacred totems, bone-laden tents
11Celestial OpulenceMarble, celestial metalsRadiant temples, angelic shrines
12Necromantic RuinsBlack stone, skeletal supportsHaunted crypts, eerie mausoleums
d8Public Space or Market
1Grand Town Square
2Farmers’ and Fish Market
3Artisan Bazaar
4Cultural and Performance Plaza
5Open-Air Amphitheater
6Alchemist and Herb Market
7Botanical Garden
8Festival and Tournament Grounds
d10Entertainment and Leisure Activity
1Live Music Performances
2Theater Productions
3Magical Duels and Competitions
4Storytelling Gatherings
5Art Exhibitions and Galleries
6Games of Chance (e.g., dice games)
7Dance Parties and Social Dances
8Outdoor Sports and Competitions
9Festivals Celebrating Local Culture
10Tavern Games and Contests

Notable Figures and Organizations: Introduce key NPCs who play significant roles in the city’s cultural identity, such as influential leaders, artists, or scholars who have shaped its traditions and values. Describe prominent guilds, trade organizations, or religious groups that hold power and influence within the community. Explore their goals, rivalries, and contributions to the city’s culture, economy, and politics. Discuss any historical figures who have left a lasting legacy, as well as emerging leaders or organizations that may shape the city’s future. This section should provide a rich tapestry of relationships and dynamics that drive the city’s identity and interactions among its inhabitants. Use the NPC rules for generating possible NPC’s to use in the city.

Governance and law

Government and Law: Outline the ruling structure, legal systems, and power dynamics that govern the city. This includes the form of government in place, how power is distributed among leaders, and the ways in which laws are enforced. Discuss the relationship between the rulers and the populace, and how laws reflect the city’s cultural values and societal norms. Consider the implications of the government type on daily life, economic stability, and social order. Use the following table as a guide:

d100Government FormDescription
1-20MonarchyA single ruler, usually hereditary, can be absolute or constitutional, affecting the balance of power in the city.
21-36FeudalismPower distributed hierarchically with lords pledging loyalty to higher nobles. Creates strong local governance but can lead to inequality and unrest.
36-51TheocracyDivine rule enforced through religious leaders, blending governance with faith, impacting laws and social practices.
52-58OligarchyPower concentrated in a few influential individuals or families, leading to elite control of resources and decision-making.
59-66BureaucracyRule exercised through departments, managed by chief administrators. Ensures stability and efficiency but may become mired in red tape.
67-72AutocracyA single ruler possesses absolute power, often hereditary. Can lead to swift decisions but may breed discontent.
73-76ConfederacyA union of multiple entities collaborating for mutual benefit. Allows diverse voices but may lead to conflicts over priorities.
77-80DemocracyCitizens participate directly or through elected representatives. Promotes civic engagement but may lead to factions and political strife.
81-83DictatorshipPower centralized in one leader, often through force. Allows quick decisions but at the expense of individual freedoms.
84-86RepublicElected representatives govern on behalf of citizens, encouraging participation but requiring balance to avoid corruption.
87-88GeriocracyGovernance held by the elderly, leveraging their experience but potentially excluding younger voices and innovations.
89-90GynarchyRule by women, fostering unique social structures and dynamics, often leading to matriarchal societies.
91-92MagocracyGoverned by powerful magic-users, leading to advances in arcane knowledge but may alienate non-magic users.
93-94MilitocracyMilitary holds significant power, prioritizing defense and security, potentially leading to a police state.
95HierarchyPower derived from spiritual leaders, intertwining faith with governance, potentially leading to conflicts with secular interests.
96MatriarchyGovernance by elder women, emphasizing family ties and nurturing roles, creating strong community bonds.
97PedocracyRule by the educated elite, emphasizing knowledge and wisdom but potentially disregarding the needs of the uneducated.
98PlutocracyWealthy individuals dominate governance, creating inequality but may also drive economic growth.
99SyndicracyBusiness interests dominate governance, driving economic success but potentially neglecting social welfare.
100Mixed GovernmentA combination of different forms, blending elements from multiple systems to create a unique governance structure.

Royal Titles and Nobles: Provide a table with common titles and their attributions. This can include titles such as Duke, Baron, Countess, and other noble ranks. Describe the privileges and responsibilities associated with each title, how these individuals influence governance, and their roles within the community.

Monarchy, Feudalism TitleAttribution
Monarch (King/Queen)Supreme ruler of the kingdom or realm, typically hereditary
Prince/PrincessHigh-ranking noble, often directly related to the monarch
Duke/DuchessHigh-ranking noble governing a large region or duchy
Marquess/MarchionessNoble governing a border territory, responsible for defense
Earl/Count/CountessGoverns a county, overseeing towns and lesser nobles
ViscountNoble rank below earl/count, assists in regional administration
Baron/BaronessManages a local area or barony, often ruling over villages
Lord/LadyGeneral term for nobility, often holding minor land or title
KnightVassal and warrior sworn to serve a lord or baron
SquireAttendant and trainee to a knight, learning duties and skills
FreemanFree peasant or artisan with more autonomy than serfs
SerfPeasant bound to the land, working for the local lord
Theocracy TitleAttribution
High Priest/PriestessSupreme religious leader, often seen as a direct representative of the deity
ArchbishopOversees multiple regions or cities, guiding lower-ranking clergy
BishopGoverns a specific region or diocese, often with administrative duties
Abbot/AbbessLeader of a monastic community, responsible for spiritual and daily affairs
Priest/PriestessLocal religious leader, providing spiritual guidance to a community
DeaconAssists priests in rituals and administrative tasks within a parish
Monk/NunDevoted to a life of religious service, often within a monastery
AcolyteJunior member of the clergy, often in training for a higher role
Lay Brother/SisterNon-ordained members who assist in religious duties or community work
InitiateNovice or beginner undergoing training in the faith
Oligarchy TitleAttribution
Grand CouncilorLeader of the oligarchic council, often the most influential or wealthiest member
CouncilorMember of the ruling council, sharing governance with other powerful figures
MagistrateHigh-ranking official overseeing specific areas such as law or trade
GuildmasterHead of a powerful guild, controlling specific trades or industries
AdvisorLeader of a syndicate or alliance of influential families or organizations
InfluencerWealthy or powerful individual with sway over public opinion or resources
Bureaucracy TitleAttribution
ChancellorHead of the bureaucracy, overseeing all governmental departments and policies
MinisterLeader of a specific department (e.g., Minister of Finance, Minister of Defense)
Chief AdministratorSenior official managing multiple departments or a large administrative division
CommissionerOversees a specific area or sector, such as trade, education, or infrastructure
Inspector GeneralSupervises officials to ensure compliance with laws and policies
Tax CollectorResponsible for gathering taxes and managing fiscal records
ClerkJunior official handling administrative duties and supporting higher-ranking bureaucrats
ScribeMaintains records, drafts documents, and assists in communication within departments
Autocracy TitleAttribution
Emperor/EmpressSupreme ruler with absolute power, often hereditary
Grand VizierChief advisor to the autocrat, wielding considerable influence and authority
GovernorOversees a large region or province on behalf of the ruler
GeneralHigh-ranking military leader responsible for defense and maintaining order
High MagistrateSenior judicial figure enforcing the autocrat’s laws
Court SorcererPowerful magic-user serving as the autocrat’s advisor on magical affairs
StewardManages the autocrat’s estates and oversees the palace staff

City Laws and Restrictions: Describe unique laws that govern the city, including curfews, trade regulations, and specific restrictions based on cultural or historical contexts. Highlight any significant laws that reflect the city’s values or priorities, such as laws protecting public order, commerce, or magical practices. Discuss areas of the city that may be restricted, such as temples, noble estates, or marketplaces, and the reasons behind these restrictions.

d20Restriction
1Curfew enforced after sunset
2No weapons allowed within city walls
3Restricted entry to nobles’ district
4Magic use prohibited in public spaces
5Certain races require permits to enter
6Restricted access to royal palace or castle
7Ban on certain imported goods (e.g., spices)
8Guild membership required to practice a trade
9No public gatherings without city approval
10Heavy tax on foreign merchants
11No arcane symbols or relics displayed publicly
12Religious attire required within holy sites
13Silence enforced in specific districts
14Only licensed healers allowed to practice magic
15No open flames within certain areas
16All magical items must be registered with guards
17Certain books and scrolls restricted to clergy
18Curfew lifted only for nobility and officials
19Street performers require a city permit
20Prohibition on certain types of alcohol

Defense, Security, and Crime Punishment: Detail the city’s defenses, including walls, guards, and military forces. Describe notable threats the city faces, whether from external enemies or internal unrest. Explore the legal system’s structure, including how crimes are punished, ranging from fines and imprisonment to more severe penalties. Discuss the presence of a city watch or guard, their role in maintaining order, and the relationship between law enforcement and the populace.

d8Village Wall TypeVillage Guard Force SizeVillage Gates and EntrancesVillage Guard Equipment
1Wooden fenceSmall militia (5-10 villagers)Simple wooden gateBasic weapons (spears, bows)
2Hedge or natural barrierInformal watch (3-5 volunteers)No gate, open pathHand-me-down tools
3Low stone wallLocal hunters serve as guardsRopes or small wooden barricadesClubs, slings, simple shields
4Thorny bushes or bramble barrierRotating watch of villagersSimple swing gateRusty or borrowed armor pieces
5None, open boundariesLocal farmers double as militiaFence with wooden gateSpears, pitchforks, and farm tools
6Low wooden palisadeVolunteer night watch (1-3 people)Loose stones marking entranceLeather armor scraps, wooden clubs
7Makeshift barrier with logsVillage chief and family membersGate with basic lockHomemade wooden shields, daggers
8Wooden stakes at perimeter pointsRetired soldier or veteran watchReinforced gate with latchBows, simple arrows, reinforced shields
d8Town Wall TypeTown Guard Force SizeTown Gates and EntrancesTown Guard Equipment
1Wooden palisade with towersModest town guard (20-50 guards)Wooden gates with iron reinforcementLeather armor, spears, crossbows
2Low stone wallTown militia led by a few captainsDouble wooden gatesChainmail, basic swords, longbows
3Reinforced timber wallRotating guard shifts (25 guards)Guarded gate with basic defensesShields, crossbows, helmets
4Stone wall with lookout pointsFull-time guard force (30-40)Iron-reinforced wooden gatesStandard armor, pikes, swords
5Earthwork and wooden rampartsVolunteer guards (15-30)Simple gates with guardsLeather armor, polearms, slings
6Stone wall with partial battlementsNight and day guard rotations (40)Reinforced wooden gatesChainmail, shields, spears
7Timber and stone hybrid wallCaptain-led guard unit (50 guards)Gate with iron portcullisCrossbows, chain armor, longswords
8Defensive stone wallTrained town militia (45 guards)Main gate with guard postsStudded leather armor, halberds, shortbows
d8City Wall TypeCity Guard Force SizeCity Gates and EntrancesCity Guard Equipment
1High stone wall with battlementsCity watch (100-200 guards)Iron gates with portcullisChainmail, shields, swords, longbows
2Double-layered stone wallGuard divisions by district (150)Main gate with reinforced towersPlate armor for captains, crossbows
3Reinforced stone wall with towersSpecialized guard units (120-180)Multiple gates with guardhousesStudded leather, halberds, longbows
4Stone wall with moatLarge guard presence (200)Iron-reinforced gates with portcullisChainmail, pikes, shields
5High walls with magical defensesDay and night shifts (150)Main gate, iron and wood reinforcedFull armor sets, crossbows, swords
6Fortified walls with watchtowersElite guard groups (180)Multiple guarded entriesAdvanced armor, longbows, pikes
7Stone wall with defensive turretsWard guards by district (130-170)Secured gates with drawbridgesStandard armor, crossbows, spears
8Enchanted stone wallsExperienced guard captains (200+)Fortified main gate and side gatesChainmail, enchanted shields, longswords
d8Metropolis Wall TypeMetropolis Guard Force SizeMetropolis Gates and EntrancesMetropolis Guard Equipment
1Massive fortified stone wallsLarge city guard (500+ guards)Multiple fortified gatesPlate armor, shields, enchanted swords
2High enchanted walls with wardsDistrict-based guard regiments (600)Main gates with magical barriersFull armor, enchanted pikes, longbows
3Double-walled stone defensesElite guards (700+)Guarded gates with iron portcullis and towersReinforced armor, crossbows, polearms
4Stone walls with reinforced turretsFull-time military force (800+)High-security gates with drawbridgesAdvanced armor, enchanted shields, halberds
5Walls with magical enhancementsSpecialized guard units (750)Gates with watchtowers and magical wardsPlate armor, magical shields, longswords
6Multi-layered walls with battlementsGuard and military mix (800+)Fortified main gates and checkpointsHeavy armor, war crossbows, pikes
7Enchanted walls with defensive glyphsRegional guard divisions (900+)Iron and magic-reinforced gatesFull sets of enchanted armor, longbows
8Massive walls with defensive wardsCity guard and elite soldiers (1.000+)Gates with advanced magical sealsMagical weapons, heavy armor, siege crossbows
d12Threat/Crime Type
1Organized crime syndicates
2Smuggling of illegal goods
3Bandit attacks on trade routes
4Pickpocketing and street theft
5Corruption among city officials
6Rogue magic-users causing havoc
7Black market dealing in rare items
8Assassination plots
9Cult activity and dark rituals
10Civil unrest and protests
11Poisoning or contamination of wells
12Kidnapping and ransom schemes
Crime TypeLow OffenseHigh Offense
Theft and SmugglingFines, short-term imprisonmentLong-term imprisonment, forced labor, or exile
Violence and Personal CrimesImprisonment or finesExecution, life imprisonment, or exile
Corruption and DeceptionConfiscation of assets, public shamingAsset seizure, demotion, exile
Religious and Moral OffensesPublic penance, minor finesExcommunication, heavy fines, imprisonment
Unlawful Magic and Forbidden PracticesConfiscation of magical items, imprisonmentExecution, magical restraint, or exile
Property and Resource ViolationsFines, community serviceForced labor, confiscation of property, imprisonment
Bribery and ExtortionFines, demotion, public reprimandImprisonment, asset seizure, removal from position
Kidnapping and Hostage-TakingImprisonment, community serviceLife imprisonment, execution, or exile
Public Disorder and RiotingFines, short-term imprisonmentLong-term imprisonment, forced labor, or exile
Forgery and FraudConfiscation of forged items, finesImprisonment, asset seizure, long-term community service
Trespassing and Unauthorized AccessFines, public reprimandImprisonment, forced labor, or exile
Poaching and Illegal HuntingFines, confiscation of weaponsForced labor, imprisonment, or property seizure

City structure and resources

Districts and Neighborhoods: Divide the city into distinct districts or neighborhoods, each with its own purpose, character, and atmosphere. Residential areas, markets, guild quarters, and noble districts all bring unique dynamics to the city. Describe the social and economic differences between neighborhoods, and consider the influence of cultural, religious, and trade elements that make each area feel unique.

d12Common District/NeighborhoodUnusual/Rare District
1Market SquareGolem Foundry
2Noble QuarterArcane Enclave
3Artisan’s RowShadow Market (Black Market)
4Temple DistrictNecropolis or Crypt District
5Harbor/PortElemental Forge
6Guild QuartersTinker’s Alley (Inventors)
7Residential AreaBeastkeeper’s Ward
8Military BarracksSkyship Dock
9Scholar’s QuarterFungal Cavern (Underground)
10Entertainment DistrictCrystal Gardens
11SlumsAstronomer’s Tower District
12Garden DistrictFae Quarter
SizeAmount of DistrictsStructures per District
Village1d2 districts1d2
Town1d4 districts1d4
City1d6 districts1d6
MetropolisAt least 10 districts1d8

How to create a structure

Structures are notable buildings or locations within a district that serve as points of interest for players to interact with. Each structure has a purpose, a unique character, and often a designated owner or group that maintains it. When designing structures, consider the following guidelines:

d12 RollCommon ShopUnusual/Rare ShopCriminal Shop
1BakeryArcane SuppliesBlack Market Apothecary
2BlacksmithElemental ForgeSmuggler’s Den
3TavernAlchemist’s EmporiumPoison Dealer
4HerbalistEnchanted CuriositiesFence (Stolen Goods)
5TailorGolem Parts ShopThieves’ Guild Outpost
6CarpenterAstral Artifact DealerAssassin’s Hideout
7General StoreExotic Pet TraderContraband Exchange
8ArmorerFey Relics ShopForgery and Counterfeits
9CobblerCrystal Garden BoutiqueShadow Broker
10ButcherDragon Parts DealerUnderworld Tavern
11Market StallPortal Stones VendorBlack Market Magic Items
12Fisherman’s ShopShapeshifter’s EmporiumDrug Lab

Structure special features

Some structures may have special features. For example, a temple or shrine might reduce the mana cost of a spell, or a training ground could shorten the time required to learn weapon skills. No district should have more than one structure with special features, as these are rare and can be a compelling reason for an adventuring party to travel to a specific city.

The values for these properties are relatively modest, but you can increase the reductions or benefits as “special secrets” offered by the structure’s owner. Keep in mind, however, that if a place sells plate armor for 10 gp, it would likely have a line stretching as long as the planet’s diameter to buy it in bulk. So, be reasonable.

Abundance of Resource: A specific item or set of items is 50% discounted in this structure.

Alternative Materials: This structure allows the use of uncommon materials for crafting items. For example, a plate could be made of wood instead of metal, or a sword crafted from hardened glass.

Gathering Spot: When carousing in this structure, the player receives an additional +10 on checks.

Healer’s Den: While receiving healing from spells or hit dice, treat each die as its maximum value. Additionally curses can be removed in this structure without the usage of mana points for the spell.

Magical Resource: While casting spells inside this structure, the mana cost is reduced by 1 (minimum of 1).

Mana Fountain: This structure is deeply connected with mystical energies. While inside, characters can recover 1 mana point once per hour.

Master or Teacher: This structure has a teacher who provides efficient training. Each day’s training in this structure counts as three days toward increasing a skill, tool, or gaining proficiency in a new weapon or armor.

Plane Touched: This structure is connected to other planes, removing location-based restrictions on spells or features, though it does not increase distance.

Quality Ingredients: When crafting in this structure, the cost per check is reduced by 10%.

Rare Ingredients: This structure has access to a special ingredient or resource that can be used for crafting.

Runic Warding: While inside this structure, creatures receive a +2 bonus on saving throws.

Specialized Caster: This structure has a specialized caster with spells of a higher level than typical for the city size.

Specialized Worker: While using this structure for crafting, treat any roll under 10 as a 10.

Spell Access: This structure allows certain spells to be cast within it or adds a list of spells accessible for casters to cast.

Examples of cities

Village Example: Lower River

This simple example illustrates the most basic village setup, with a small population, discounted goods, and a straightforward government structure. The first consideration is the foundation and purpose of the village. Here are the rolled outcomes:

The purpose of the village is a (3) military stronghold, located in a (8) dense forest clearing. According to history, the village was founded by a figure rumored to be divinely blessed (11).

Why a 75/25/5 split? Because it’s relatively easy to calculate.

If you’d like to use a different split between demographics, such as making your sample more diverse, or trying out a different combination, that’s also an option.

For population, the village is home to 107 people (2 from the d6 x 50, and added another 1d10 a roll of 7, to break the whole number). The demographic roll (5, on the general percentile) indicates the primary residents are Human, with a secondary roll (72, on the diverse percentile) adding Tieflings. Using the 75%, 20%, and 5% distribution model, the village has 81 Humans, 21 Tieflings, and a mix of five other inhabitants (using the d10): Dwarf (2), Elf (3), two Aasimar (5, we already have the Tiefling), and Minotaur (10, and another roll to define either option). These unique individuals can serve as notable NPCs within the village.

The village guild focuses on (7) Arts and Culture, which adds an interesting layer to the military atmosphere, especially given a (13) mutual benefit relationship between the arts guild and the government. Wealth distribution is skewed (7), with commanders holding the majority of resources. Local resources include (5) special spices from the area, adding to its distinct identity. The village tradition centers around a military celebration during the winter (8).

The “Culinary Arts and Culture Guild” prefers to collect and treat the spices from the forest as close as possible in order to keep them in a better state for transportation to nearby cities. In addition, there is also a small group of special cakes and breads. The Lower River helps fund the guild to attract more people to the city, while the guild thrives on the fresh spices.

The aesthetic of the village follows a (8) rustic hobbiton style, with a notable landmark: (4) a fairy grove. Public spaces include a (8) festival and tournament grounds, which is also the main entertainment venue for village games. For governance, an initial roll of 74 suggested democracy, but a militocracy better suits this setting, with a Commander, First Officer, and Troops Leader overseeing operations. With about half the residents involved in military service, a restriction on training grounds applies, allowing only military personnel access and encouraging more villagers to enlist.

In terms of defenses, the village has walls constructed from strong logs, covering most open areas with two main gates. The village faces a notable issue (9): a cult that conducts dark rituals in the surrounding forest. Lower River includes (2) additional structures outside the stronghold quarters: a (1) bakery and a (7) general store.

With all these elements, the village of Lower River is ready for further development into a compelling setting.

Let’s start with the commander of this village and the stronghold that he oversees:

The Ironwatch Stronghold, overseen by Commander Thorne, is the military heart of the village, positioned near the Garnisson Quarters. Built with solid stone walls and reinforced wooden gates, the stronghold serves as both a defensive outpost and a training ground for the village’s militia. Within its walls, soldiers are trained, disciplined, and prepared to defend the village from any threats that might arise from the surrounding dense forest. The stronghold also houses administrative offices where military orders and village accounts are managed with meticulous care. Commander Thorne’s strict but fair leadership has earned him respect among the soldiers, who maintain a vigilant watch over the village and support its needs. The main courtyard of the stronghold doubles as a central gathering place for village-wide celebrations and training displays, bringing a sense of unity and pride to the community.

AreaDescription
Training YardOutdoor area for combat training and physical conditioning
ArmoryStorage for weapons, armor, and maintenance tools
Command CenterOffice for strategic planning, overseeing operations, and village governance
ChapelSmall space for religious practices and moments of reflection
Blacksmith WorkshopForge and tools for repairing and maintaining equipment
JailHolding area for detaining prisoners or criminals
Administrative OfficeOffice space for clerks managing village records, taxes, and official documents
Public Audience HallArea where villagers can bring concerns or requests to the stronghold leaders
Village TreasurySecure room for storing taxes and valuable resources from the village

Medium humanoid (human), Fighter 6, Lawful Neutral

Armor Class: 16 (chain mail and shield)

Hit Points: 59 (6d10)

Speed: 6 sqr. (9m)

Saving Throws: Strength +6, Constitution +5

Skills: Athletics +5, Intimidation +4, Survival +3

Languages: Common, Infernal, Abyssal, Dwarven

Proficiency Bonus: +3

STRDEXCONINTWISCHA
16 (+3)11 (+0)14 (+2)10 (+0)13 (+1)12 (+1)

Battle-Hardened: Commander Thorne has advantage on saving throws against being frightened and can inspire his allies once per day, granting them advantage on a saving throw within the next 10 minutes.

Tactical Command: Thorne can use a bonus action to direct one ally within 6 sqr. (9m) who can see or hear him. That ally can immediately use their reaction to move up to half their speed without provoking opportunity attacks.

Occupation and History:

Appearance and Mannerism:

Ideals, Bonds, Flaws, and Secrets:

Commander Thorne is well-regarded by his soldiers and respected by most villagers, who see him as a necessary authority in their small community. He has a mutual respect with the village’s arts guild leader, finding common ground in their dedication to their respective roles. However, Thorne has a tense relationship with the local noble family, whom he views as overly concerned with status and politics.

Personal Bias: “Softness has no place in command. To protect these walls, you must be as unyielding as the iron you wield.”

Critical Clue: “There have been whispers of a cult in the forest, they operate in shadows and think they go unseen, but I am well aware of their presence.”

Everyday Fact:

“The training grounds are restricted to military personnel, but civilians can observe from a distance.”

“The nearby forest paths are patrolled regularly, only those with a permit may travel freely beyond the stronghold’s borders.”

And his first mate:

Large humanoid (minotaur), Mercenary 5, Lawful Neutral

Armor Class: 14 (hardened leather and chain)

Hit Points: 28 (6d2)

Speed: 6 sqr. (9m)

Skills: Intimidation +4, Athletics +6, Survival +3

Languages: Common, Minotaur, Infernal

Proficiency Bonus: +3

STRDEXCONINTWISCHA
18 (+4)12 (+1)16 (+3)10 (+0)12 (+1)11 (+0)

Occupation and History: Kha’Rok Ironhorn, a seasoned minotaur from the distant mountains, became First Mate in Lower River’s military stronghold through sheer determination and loyalty. After surviving a brutal skirmish with raiders in his youth, he developed a fierce sense of duty, eventually finding kinship within the stronghold’s ranks. His imposing presence and strategic mind make him both a trusted advisor and an enforcer of discipline among the troops.

Appearance and Mannerism: Standing over 2 meters tall, Kha’Rok’s build is a mix of raw muscle and scarred hide. His horns are polished and adorned with metal caps, a mark of his rank and years of service. He wears hardened leather and chainmail adorned with marks of past battles, and his deep-set, amber eyes reveal a calm yet fierce determination.

Kha’Rok is deeply respected among the stronghold’s soldiers, who look to him as a model of discipline and resilience. While he maintains a strong bond with Commander, he also shares a mutual understanding with village artisans, appreciating their contributions to morale. He is wary of strangers, especially those who display reckless behavior, often intervening to protect the village’s order.

Personal Bias: “Discipline makes soldiers, chaos makes graves. Those who ignore order will find no place here.”

Everyday Fact:

“Commander insists that each soldier pay respect at the shrine by dawn’s first light. It’s a tradition of fortitude.”

“The armory’s masterwork axes are favored here, they’re built to cut through more than just wood, should the need arise.”

“Kha’Rok insists on regular inspections of the stronghold’s defenses, often joining the patrols himself to ensure everything meets his standards.”

“Every evening, Kha’Rok can be found sharpening his weapons at the edge of the training grounds, he believes that a dull blade is a sign of a dull mind.”

“He has a soft spot for the village’s children and will sometimes carve small wooden animals for them in his free time, though he’d never admit it openly.”

And finnaly let’s make a few soliders to have as example, just in case.

Large humanoid (human or tiefling), Soldier 1, Lawful Neutral

Armor Class: 13 (leather and shield)

Hit Points: 13 (1d2)

Speed: 6 sqr. (9m)

STRDEXCONINTWISCHA
12 (+1)10 (+0)13 (+1)9 (-1)12 (+1)10 (+0)

The soldier maintains a straightforward relationship with his commanding officers, respecting their orders without question but appreciating leaders who share his values of loyalty and duty. Among fellow soldiers, he has built a camaraderie through shared hardship, and he’ll readily step in to support or defend a comrade. Civilians view him as a protector, though his disciplined demeanor often keeps interactions formal.

Everyday Fact:

“The soldier is meticulous about maintaining his equipment and will spend time each evening checking and repairing his gear, believing it reflects his commitment to duty.”

“He has a habit of whistling a low tune during patrols, which he says helps him focus and stay alert.”

“The soldier is fond of the local baker’s stew, often recommending it to newcomers as the best meal in the area after a long day’s work.”

With this out of the way, we can focus on the districts. This village have only one distrcit, the Garnisson quarters, where the military trains. The main building of the stronghold is also responsable for the administrative work, clerks and all the other needs. The solders keep a watchfull eye on the needs of this village and work for the accounting and numbers to be correct every winter when the celebration happens in the main ground on the center of the village.

Around the center of the village there is two notable buildings the Bakery which also serves as inn with a few available room, and the General Store which also server as the trading market for migrant merchants.

The Hearth’s Rest is both a bakery and a modest inn, located at the heart of the village near the Garnisson Quarters, Hartan Bartter. Its warm, inviting interior is a common gathering place for villagers, especially soldiers on leave. The building is known for its large hearth, where the finest breads and pastries are baked, and a few simple yet comfortable rooms are available for travelers or visiting merchants. Doran is often seen chatting with his patrons, sharing stories from his soldiering days, and ensuring everyone feels at home.

ItemPriceShort Description
Hearth Bread2cpHearty, crusty loaf perfect for a soldier’s meal
Warm Berry Tart6cpTart filled with fresh, local berries
Soldier’s Scones3cpDense scone, great for a quick snack
Pumpkin Spice Loaf1spSeasonal favorite, full of pumpkin and spices

Medium humanoid (elf), Baker 2, Lawful Neutral

Hartan has a warm and friendly relationship with the village’s soldiers, often offering them a place to unwind and enjoy a meal. Many consider him a confidant and advisor, given his past experience as a soldier himself. Among the villagers, Hartan is seen as a steady presence, always willing to lend a hand or listen to someone’s troubles. He also maintains a strong connection with traveling merchants, providing them with a comfortable place to stay and fostering a network of trade and news from afar.

Everyday Fact:

“Hartan rises before dawn to prepare fresh bread and pastries, often filling the air with the comforting scent of baking that draws villagers in.”

“He has a special recipe for Soldier’s Scones, which he shares only with close friends or those who have earned his trust.”

“Hartan is known to keep a stash of strong herbal tea that he swears helps with sore muscles, which he offers to soldiers and hard-working villagers alike.”

The Iron Cart, owned by Grenda Flintstrike, is the village’s primary general store and a small trading hub for visiting merchants. Located close to the Garnisson Quarters, this sturdy stone building provides a range of essentials, from provisions to simple tools. Grenda’s background as a former trader gives her insight into the goods people need most, and she stocks her store accordingly. The shop has a practical, no-nonsense atmosphere, with goods neatly arranged for easy access, and a small section dedicated to visiting traders who wish to display their wares.

Abundance of Resource: This store have a lot of spice, the prices for spices in this store is reduced by 50%.

ItemPriceShort Description
Minor Healing Potion10gpSmall vial that restores 1d4 hit points
Local Poison Antidote10gpThis is an antidote that cures poison from local creatures
Lantern, Hooded3gpAdjustable lantern that shields light as needed

Medium humanoid (dwarf), Merchant 3, Neutral Good

Grenda is well-regarded by the local soldiers, who appreciate her steady supply of provisions and practical goods. She has a keen business relationship with visiting merchants, offering them space in her store to display unique wares. With the villagers, she maintains a reputation for fairness, often giving advice on purchases and offering discounts to those in need.

Everyday Fact:

“Grenda is known to barter for goods rather than rely solely on coin, especially for hard-to-find items or when dealing with local crafters.”

“She has a keen eye for quality and can quickly assess the value of any item brought into her shop, making her a trusted figure among traders.”

“Grenda keeps a ledger detailing goods from traveling merchants, often marking items of particular interest or rarity for future reference.”

After these two structures defined, the only thing left is to create the last two unique characters in this village, the two Aasimar.

Medium humanoid (Aasimar), Priest 4, Lawful Good

Vexarion is a guiding light for the villagers, offering spiritual counsel and performing blessings before major events. He is close to the soldiers, often providing them with words of encouragement and protection charms before they embark on patrols. Vexarion’s gentle nature makes him approachable, and many villagers seek him out for advice on personal matters.

Everyday Fact:

“Vexarion is known to tend a small herb garden near the village chapel, where he grows plants for healing and rituals.”

“He frequently shares tales of ancient heroes, believing their virtues inspire strength in the villagers.”

“Vexarion’s quarters are open to those in need, and he keeps a small stock of healing herbs and minor potions for emergencies.”

Medium humanoid (Aasimar), Scout 3, Chaotic Good

Lyra maintains a watchful presence around the village’s outskirts, using her keen senses to spot threats before they approach. Though independent, she respects the military hierarchy and is known to coordinate with the soldiers on reconnaissance missions. Her quick wit and sharp instincts make her a valuable ally, and she often shares news of the surrounding wilderness with the villagers.

Everyday Fact:

“Lyra has a soft spot for local children and occasionally takes them on short ‘adventures’ near the village, teaching them survival skills.”

“She is rarely seen without her finely crafted longbow, which she treats with reverence and care.”

“Lyra often shares stories of her night patrols, describing the beauty of the stars and distant horizons to curious listeners.”

With this, we have most of the village completed, ready to serve as a setting for adventures when needed. For larger cities, you’ll simply need to create additional districts, unique structures, and expanded areas for exploration, adding layers of complexity and intrigue to engage players in richer urban adventures.

What makes a monster?

Monsters add depth to games by providing challenges, world-building opportunities, moral dilemmas, exploration drives, and character growth. They embody a setting’s lore, present nuanced villains, and foster role-playing choices. Through combat encounters, monsters test players’ skills, strategies, and values, enriching the gaming experience. This book already includes a section with some monsters that can be used in most campaings, but sometimes you need a little spice in the mosnter, for these cases you can:

Monster templates

Monster Templates are small, modular features that you can apply to a creature, transforming its abilities and creating new, unexpected encounters. Use these templates to quickly modify existing monsters, adding versatility and depth to your encounters. If a template adds a new attack option, choose an existing attack and modify it to accommodate the new attack option. If a feature requires a save, the default saving throw is 8 + Proficiency bonus + a chosen ability.

Defender

Improved AC: Increase this monster AC by +2.

Swift Protection: When a ally within 3 sqr. (4.5 m) is hit by a melee attack, you can use your reaction to move adjacent to the ally and receive the damage instead.

Beserker

Enhanced Strikes: Add one extra weapon damage die to the monster’s melee attacks.

Spellcaster

Spellcaster: This monster can cast spells from a single source. Use the following table to adjust the mana points, spells known. Choose a spellcasting ability for this feature to calculate Spell Attack (proficiency bonus + ability mod.) and Spell DC (8 + proficiency bonus + ability mod.)

Monster CRFull CasterHalf CasterOne Third Caster
1-35 MP, 1st-LEvel3 MP, 1st-Level2 MP, 1st-Level
4-69 MP, 3rd-LEvel4 MP, 2nd-Level3 MP, 1st-Level
7-1212 MP, 4th-LEvel6 MP, 3rd-Level4 MP, 2nd-Level
13-1715 MP, 6th-LEvel8 MP, 4th-Level5 MP, 2nd-Level
17+20 MP, 9th-LEvel10 MP, 5th-Level6 MP, 3rd-Level

Ranged specialist

Ranged Mastery: This monster receives +2 on ranged attacks.

Melee specialist

Aggressive Advance: The monster can move up to half its movement speed toward the closest enemy as a bonus action.

Breaker

Armor Sunder: As an action, this monster make an melee attack, if it this, deal no damage to its target if it hits. Instead, it reduces the target’s AC by 1. If the AC is reduced by 5, the target’s non-magical armor is broken.

Shattering Blow: Once per rest, as a bonus actions, this monster can empower itself, the next attack on this turn deals double the amount of weapon dice damage.

Skilled

Skill Training: This monster receives 5 skill points.

Specialist

Expersite: This monster reiceves expertise in a skill.

Elemental

Elemental Infusion: Change the damage from one attack to the chosen element: fire, cold, lightning or thunder.

Poisonous

Toxic Attacks: Pick one attack action. When this attack hit, the target must succeed a Constitution save or become poisoned for the next hour.

Fearmonger

Aura of Dread: Once per rest, as an action, all creatures within 6 sqr. (9m) must succeed on a Wisdom saving throw or become frightened. A frightened creature can repeat this save at the end of its next turn, if it succeeds, the effect ends.

Tank

Enhanced Vitality: Increase this monster maximum HP to this monster constitution score.

Custom template

Sometimes you need an even more special template. It can add flavor and help tie together various monster designs. You can use the following as example:

Undead legion

Undead legionnaire

Immunities: poison

Resistances: poison, necrotic

Necromancer

Aplly the Spellcaster and Undead Legionare template. Additionally receives the following:

Raise Dead: Once per long rest, as an action the monster can summon 1d4 skeletons or zombies to fight alongside it, these undead remains loyal to this monster until the next dawn.

Vampiric

Aplly the Undead Legionare template. Additionally receives the following:

Drain Touch: Pick one melee attack, if this attack deals damage, this monster recovers half of the damage dealt.

Shadow touched

Aplly the Undead Legionare template. Additionally receives the following:

Shadow step: As an action this creature can become partially invisible and faded until the start of the next turn. While in this form receives resistance to slashing, bludgeoning and piercing damage. Additionally if in dim light, it becomes fully invisible.

Making a monster from scratch

When re-skilling a monster doesn’t fit the need, and templates are not enough, it’s necessary to create a monster from scratch. This is very often the case when making a boss for a campaign or a special monster.

  1. Conceptualize the Monster: Begin by defining the monster’s role, appearance, behavior, and ecological niche. Consider its origin, motivations, and how it interacts with the world.
  2. Determine Challenge Rating (CR): Decide on the appropriate CR based on the desired difficulty level for your players. This will guide the monster’s overall power and abilities.
  3. Assign Ability Scores: Allocate Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores that align with the monster’s concept and intended capabilities.
  4. Calculate Hit Points (HP): Based on the monster’s size and Constitution modifier, determine its HP using the formula: HP = (number of Hit Dice) × (average die roll) + (Constitution modifier × number of Hit Dice).
  5. Set Armor Class (AC): Establish the monster’s AC by considering its natural armor, dexterity, and any protective equipment it might possess.
  6. Define Speed and Movement Types: Specify the monster’s movement speeds, including walking, flying, swimming, climbing, or burrowing, as applicable.
  7. Assign Skills and Saving Throws: Determine which skills and saving throws the monster is proficient in, reflecting its nature and abilities.
  8. Establish Damage Resistances, Immunities, and Vulnerabilities: Identify any damage types the monster resists, is immune to, or is vulnerable to, based on its physiology and lore.
  9. Determine Senses and Languages: Outline the monster’s sensory capabilities (e.g., darkvision) and the languages it understands or speaks.
  10. Create Special Traits, Abilities and Actions: Develop unique features that set the monster apart, such as innate spellcasting, regeneration, or other special abilities.
  11. Finalize the Stat Block: Compile all the information into a cohesive stat block, ensuring clarity and consistency.
  12. Playtest and Adjust: Test the monster in a controlled setting to assess its balance and make necessary adjustments based on the outcomes.

Conceptualize the monster

This is the first step. If you need a custom monster, you already have this step defended, enough to move on to the next step. However, if you haven’t, there’s a fair chance that you can use one of the previous methods to create a custom monster.

Determine challenge rating (cr)

This is the initial step. A quick way to look at it is the party level, this is the starting point. If you want to make it harder, increase by 1 or 2, if you want to have helpers and hirelings, reduce by 1 or 2.

CRProficiency Bonus
0-4+2
5-8+3
9-12+4
13-16+5
17-20+6
21-24+7
25-28+8
29++9

Assign ability scores

You can use one of the following examples for you character. Keep in mind that if you want to have 20s on all stats, this is totally ok, just increase the CR by 1 or 2 for this type of situation.

TypeStats List
Default14 , 14 , 12 , 12 , 10 , 10
Skilled16 , 14 , 14 , 10 , 10 , 10
Specialist18 , 12 , 12 , 10 , 10 , 8
Savage Brute20 , 18 , 12 , 10 , 8 , 8
God’s Chosen18 , 18 , 16 , 16 , 14 , 12

Calculate hit points (hp)

You can calculate the HP you need to define the size of the creature. Once the creature size is determined, you need to use the constitution score, apply the adjustment (one quarter for tiny, half for small…) and after that use the average (or roll) the amount of hit dice based on the CR of the creature. If you want to increase the amount of hit dice, you can increase or decrease by a couple without any change on the CR.

SizeBase Score AdjustHit DiceAverage
TinyOne-quarter.1d32
SmallHalf1d43
MediumNo change.1d64
LargeNo change.1d85
HugeIncrease by 50%.1d106
GargantuanDouble.1d127
CRAverage Hit Dice
01 die
0.1251-2 dice
0.252-4 dice
0.53-4 dice
13-5 dice
25-7 dice
36-9 dice
47-10 dice
58-11 dice
610-12 dice
711-13 dice
812-14 dice
913-15 dice
1015-17 dice
1116-18 dice
1216-19 dice
1317-20 dice
1418-20 dice
1517-20 dice
1618-21 dice
1719-22 dice
1820-23 dice
1921-24 dice
2020-25 dice
2121-26 dice
2222-27 dice
2323-28 dice
2424-28 dice
2525-28 dice
2626-29 dice
2727-30 dice
2828-31 dice
2929-32 dice
3028-33 dice

Set armor class (ac)

If the creature uses armor, just use the item armor class. If you need an average, you can use the followign table as reference.

CRAverage AC
08-12
0.12510-12
0.2510-13
0.511-13
112-13
2-513-15
6-715-17
8-1213-18
13-1717-20
18-2018-22
20+19-23

Define speed and movement types

When creating a new monster, establishing its movement speeds and types adds depth and realism to its behavior and role in encounters. Each monster should have a base walking speed, and, depending on its physiology or environment, may also include additional movement types such as flying, swimming, climbing, or burrowing. For earlier levels, avoid the usage of fly and burrowing since the player would not have a way to handle this type of creature, in these cases increase the CR of the creature by 1.

Movement Types

Speed Considerations

Assign skills and saving throws

A Challenge Rating smaller than 3 doesn’t require saving throws. Creatures with a CR between 3 and 10 are limited to one saving throw. Those with a CR above 10 may have up to two saving throws. If a creature has more than two saving throws, its CR should be adjusted by increasing it by 1 or 2. For skills, the monster will have up to it’s own CR in skill points to be used.

Establish damage resistances, immunities, and vulnerabilities

Damage resistances, immunities, and vulnerabilities add depth to monsters, creating opportunities for strategic play as players discover how to overcome these defenses. These traits reflect a monster’s physiology, magical nature, or environmental adaptations, influencing its durability in combat.

In general, monsters with a CR below 5 typically lack resistances. Monsters with a CR between 5 and 10 may have a single resistance, while those above CR 10 can have up to two resistances. If a creature has more than two resistances, consider increasing its CR by 1 or 2 to maintain balance.

Don’t overdo it when it comes to immunity and vulnerability. A couple of uses on an adventure is perfectly fine, but avoid overusing them.

Immunities are a strong feature, if a monster has an immunity, increase its CR by 1. Multiple immunities are rarer, and in such cases, increase the CR even further. Vulnerabilities, on the other hand, decrease the monster’s CR.

Determine senses and languages

Senses and languages give monsters distinct ways of perceiving and interacting with their surroundings, which can impact encounters in unique ways. These attributes reflect a monster’s nature, origin, and role within the world.

Senses

A monster’s senses define how it perceives its environment beyond ordinary sight. The most common senses include:

The range of each sense should match the monster’s environment and CR. For example, a creature native to the Underdark may have darkvision out to 24 sqr. (36m), while a surface-dwelling creature may have a shorter range.

Languages

Languages represent the monster’s ability to communicate and comprehend. Common options include:

Consider the monster’s intelligence and origin when assigning languages. A beast with low intelligence may lack any language, while a magical or ancient creature may understand multiple languages or communicate telepathically. This choice can provide players with clues about the creature’s nature and potential interactions.

Create special traits, abilities and actions

Special traits and abilities set your monster apart, giving it unique features that can surprise and challenge players. These characteristics reflect the monster’s nature, origin, and role in your campaign, providing depth and flavor to its interactions and combat tactics.

Designing special traits

When creating special traits, consider the following:

Examples of special traits
Designing special actions

A monster attack would follow as similar as a player attack. Use the proficiency bonus + ability modifier for attacks. Melee weapons use STR (or DEX for light weapons), and ranged weapons use DEX. The same ability modifier that is used for the attack is also applied as bonus damage. Additionally, after CR 5 (and for every 5 CR), increase the weapon damage by 1. A Creature with CD 13 would have +2 weapon dice (one at CR 5, and another one at CR 10).

Special actions provide the monster with unique offensive or defensive capabilities, you can use the examples below as a guideline:

Legendary and lair actions

For powerful monsters, especially those meant to be major adversaries, consider adding:

Finalize the stat block

Compile all the information into a single stat block, summing abilities and calculating modifiers to create a unique monster. As a final review, compare this monster with others of the same Challenge Rating (CR). Avoid extreme values, and ensure it fits within the intended CR range. If it doesn’t align, consider adjusting the CR or modifying its abilities, as changes to CR will affect the proficiency bonus.

Playtest it

After all the work, playtest this monster, if it’s too strong, reduce the power, it the players have it too easy, increase the power, be gentle on this changes (unless it’s way too off the grid)

Monster table

Perhaps you just need a simple, expendable hireling for a single fight, without the hassle of additional details, just the essentials. This table provides a straightforward stat block for a quick, no-fuss monster.

CRArmorHPAttack BonusDamage
0102+21d4-1
1/8114+31d4
1/4127+31d6
1/21310+31d6+1
11312+31d8
21316+31d8
31420+4(2x) 1d8+2
41425+5(2x) 1d8+2
51530+6(2x) 2d8+2
61535+6(2x) 2d8+2
71540+6(2x) 2d8+2
81645+7(2x) 2d8+3
91650+7(2x) 2d8+3
101755+7(2x) 3d8+3
111760+8(2x) 3d8+3
121765+8(2x) 3d8+3
131870+8(2x) 3d8+3
141875+8(3x) 3d8+3
151880+9(3x) 4d8+3
161885+9(3x) 4d8+3
171990+10(3x) 4d8+3
181995+10(3x) 4d8+3
1919100+10(3x) 4d8+3
2019105+10(3x) 5d8+3
2119110+11(3x) 5d8+3
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Creating adventures

There are several ways to create an adventure. This is a general set of guidelines and tools designed to provide the Game Master with the best opportunities to exercise their creativity and craft an adventure that is both compelling for the players and enjoyable to play.

A quick guide to not fumble

To create an effective one-shot , consider combining key elements:

When these components come together, you’re likely to craft a compelling and memorable experience for your players.

Seek inspiration in the twisted familiar

When crafting captivating narratives for your game, it’s often more effective to tap into the emotional resonance of familiar tales and references. Rather than starting from scratch, you can leverage the power of existing stories to create a deeper connection with your players. Drawing inspiration from classic tales, fantasy films, or beloved series is not only acceptable but also a great way to add depth and originality to your narrative.

To take it up a notch, consider adding some unexpected twists to these familiar themes:

Take familiar storytelling elements and turn them on their head to create a narrative that balances tradition with modern flair. Feel free to experiment with any aspect of your story - characters, settings, plot twists, or anything else that sparks your creativity.

Most importantly, keep a sense of fun and playfulness in mind as you breathe new life into your tale, and let the process itself be a source of inspiration.

Choose a single goal and a small conflict

Keep it simple

A defining characteristic of successful quick adventures is their simplicity. The more elaborate an adventure, the longer it tends to complete. Conversely, simpler adventures allow players to quickly complete their experience and depart with a sense of satisfaction. When designing your quick adventure, aim for clarity and straightforwardness. You don’t need intricate storytelling or complex plot twists to craft an engaging experience. Instead, consider these simple yet effective frameworks:

For an enjoyable adventure, it’s essential to strike the right balance between structure and flexibility. This means setting clear objectives and manageable obstacles for players to overcome. To achieve this, keep your adventure focused and concise, avoiding unnecessary complexity. Opt for a straightforward narrative with a single, central challenge that can be resolved within a short period of time - such as taking down a local crime lord rather than embarking on a sprawling quest to conquer an entire kingdom. By doing so, you’ll create an experience that’s easy to follow and resolve, allowing players to feel a sense of accomplishment and progress.

Basic story structure

Keep your narrative straightforward by dividing it into three main parts: an introduction that sets the stage, a body that develops the plot, and a conclusion that wraps up the story.

Design an engaging adventure tailored to your players

When crafting your adventure, make sure to incorporate elements that will resonate with your characters and draw to their unique needs.

As the Game Master, you should consider the following factors:

By taking these factors into account and incorporating themes that resonate with your players’ interests, you’ll be able to craft an immersive adventure that keeps them engaged throughout.

  1. The beginning introduces the problem the players must solve.
  2. The middle intensifies challenges to keep things interesting.
  3. The end allows the characters to resolve the conflict.

Prepare a flexible number of scenes

A scene is a distinct segment of your adventure, a self-contained encounter or interaction that advances the story and engages the players.

It’s often beneficial to design more scenes than you expect to use. This flexibility allows you to adjust the pacing, adding or removing scenes based on the players’ choices and the flow of the game. Should a scene take longer than anticipated, you can streamline by omitting a few. Conversely, if a scene concludes swiftly and there’s more to explore, an extra pocket scene can be introduced to enrich the adventure. This adaptable approach ensures a dynamic and memorable journey for the players.

Begin with a strong start

What is a Hook?

A hook is a compelling element or event at the start of your adventure that captures players’ attention and pulls them into the story. It’s the spark that ignites curiosity, provides motivation, and gives the players a reason to invest in the journey ahead. A strong hook is often urgent, mysterious, or personally relevant to the characters, making it impossible for them to ignore.

Examples of effective hooks include:

The opening of your adventure is essential, as it’s where you lay the groundwork for the players’ mission. Begin with a captivating hook to draw them into the action. In this introduction, clearly set the scene, outline the main problem, define the stakes, and present any time constraints. Strike a balance, offer enough information to guide players without delving into excessive detail. Too little can leave players uncertain, while too much can reveal surprises too soon.

Crafting a memorable villain

Maybe you need some examples?

Lady Seraphine, the Poisoned Healer

Background: Once a renowned healer known for her unmatched knowledge of herbs and potions, Lady Seraphine was driven from her village when her miraculous cures began to fail, leading to unexpected deaths. Unknown to her, a rare poison had tainted her supplies, turning her treatments deadly. Her reputation shattered, she was cast out, bitter and broken.

Flaw: Obsession with revenge and redemption.

Motives: Determined to rebuild her reputation and punish those who abandoned her, Seraphine has mastered the art of poisons and subtle magic. She manipulates an underground network of spies and apothecaries, causing illness in villages, only to return as a savior offering the only known cure, for a price. Her ultimate goal is to turn her former home into her captive kingdom of the sick, dependent on her every whim.

Plot Hook: Strange illnesses have begun plaguing nearby settlements, and rumors of a mysterious healer who can cure anything reach the players. But every cure has a cost, and those who can’t pay are left to suffer.

The Clockmaker, Kronus the Timeworn

Background: Kronus was a gifted engineer in a prosperous city known for its advanced mechanical technology. After a catastrophic accident destroyed his greatest invention, Kronus was scarred and dismissed by the city’s leaders. Obsessive and embittered, he withdrew into the wilderness, vowing to show the world the true power of his creations.

Flaw: Unyielding pride and a desire for control over time itself.

Motives: Kronus has created a network of clockwork automatons programmed to enforce his vision of a perfectly ordered society. In his mind, people are as predictable as gears, and only he can set them in harmony. He’s begun testing his new automaton enforcers on local villages, subjugating them to his rigid rules and punishing disorder with brutal precision.

Plot Hook: Villagers near Kronus’s lair speak of metal men enforcing curfews and strange clocks appearing overnight in town squares. Rumors say anyone who interferes with the clocks disappears, and now one such clock has shown up in the players’ town.

A well-designed villain can transform your adventure, adding depth, tension, and a powerful sense of purpose to the story.

To create a compelling villain:

Make it personal

One of the best ways to elevate a simple adventure is to weave the story directly into the personal lives of the player characters, giving them a reason to truly care about the outcome. Connect the plot to the character’s personal stakes, their fears, ambitions, emotional flaws, or cherished bonds.

For example, the villain might abduct someone close to a character, threaten the safety of their hometown, or reveal knowledge of a painful secret. By linking the adventure to what matters most to the players, the story becomes not just a mission, but a meaningful journey they’re invested in.

Set a deadline and sustain momentum

A strong adventure thrives on urgency and momentum. By setting a clear deadline for the player’s objective, you heighten the tension and give every action meaning. When there’s a ticking clock, players feel the weight of each decision, knowing that failure to act in time will bring serious consequences. Whether it’s the approach of a magical storm, an impending enemy raid, or a cursed artifact nearing activation, a deadline keeps the story focused and intense.

To sustain this momentum throughout the session, avoid lengthy scenes or diversions that might sidetrack the players. Keep the pace lively by:

Raise the stakes

To keep players engaged and invested, make it clear early in the adventure what’s at risk should they fail. Raising the stakes provides a powerful incentive, reminding them of the consequences that could unfold with each decision.

Consider two kinds of stakes: personal and broader stakes. Personal stakes directly affect the characters, perhaps a loved one is in jeopardy, or the party faces being stranded on a hostile island forever. Broader stakes impact the world around them, like the potential destruction of a village or a ruthless bandit king poised to raid neighboring regions.

Weaving both personal and world-focused stakes into the story adds layers of tension and meaning. Make it clear to players why these stakes matter, heightening their connection to the story. With failure looming as a real threat, the adventure becomes a gripping quest where every choice could lead to triumph, or catastrophe.

Create boundaries to drive the story forward

Creating boundaries within the adventure helps keep players focused, compelling them to take action. By designing a setting or situation they can’t escape, like a cavern system, a trapped ship, or a fortress under siege, you create a scenario where retreat isn’t an option, and players must press onward. These locked-in environments raise the stakes and intensify the urgency, pushing the group toward their goal without distractions.

In addition, setting up guardrails along the way helps guide their choices without limiting their agency. These guardrails might take the form of locked doors, impassable terrain, a ticking countdown, or NPC threats that steer them back on course. These constraints nudge players forward, preventing them from straying too far while keeping the story dynamic and engaging. Together, these boundaries and guardrails create a clear path, immersing players in the adventure and ensuring that every decision feels urgent and meaningful.

Concluding the quick guide

By weaving together clear objectives, engaging conflicts, personal stakes, and a sense of urgency, you can craft a concise, powerful adventure that keeps players immersed and invested. This guide provides the essential elements to create an adventure that’s focused, thrilling, and memorable.

From setting up strong motivations with compelling hooks and villains, to maintaining momentum with smart pacing and boundaries, each aspect plays a role in delivering a rewarding experience. Remember, the goal of a quick adventure is to offer players an engaging story that feels complete within a single session, leaving them with a sense of accomplishment and a taste for more.

As you plan, keep your adventure simple yet rich, focused yet flexible. Embrace creativity, stay responsive to your players, and above all, have fun, your enthusiasm will be the spark that brings the adventure to life.

Preparing the dungeon

Once you have the adventure prepared, it’s time to create the dungeon. A dungone doen’t need to be a underground, could be a cavern with fungus, or a catle tower, or even a forest. All the environments where the players will face the challenges can be called as the general term dungeon. There is multiple ways of doings this, the one recommended for begginers is called the five room model.

Five-room dungeon model

One thing that can make dungeons lose their appeal, for both players and Game Masters, is their length. When a dungeon crawl drags on, it can become monotonous, making players crave a shift in gameplay. Not everyone feels this way, but if you do, consider the five-room dungeon formula for a streamlined experience:

The same way that dungeon doens’t mean a figurative dungeon, a room isn’t just a room. For example, a forest with a magic that makes people turn around and leave the forest could be a Room 1, even without a single wall. Treat each room as a scene, a block in the adventure that the party must succeed.

Room 1: Entrance and Guardian Room 2: Puzzle or Roleplaying Challenge Room 3: Red Herring Room 4: Climax, Big Battle, or Conflict Room 5: Plot Twist

A 2 to 4 hour dungeon adventure can boost the pacing of a campaign or session, fitting neatly into any ongoing story. It delivers a quick success to keep players engaged, is easy to plan, lets GM add unique themes, and can integrate smoothly with most storylines.

Room 1: Entrance and guardian

To explain why your dungeon hasn’t been plundered, create a challenging entrance. For an older dungeon, make the entrance particularly difficult to discourage previous explorers. An entrance guardian also introduces early action, capturing players’ interest. Room 1 is a chance to set the mood and theme of your dungeon, so design it with care.

Room 1 ideas:

How to create a combat encounter?

Creating engaging (and possibly, balanced) combat encounters is an art in itself. This requires understanding the composition of the party, and creating interesting ways for the party to use their abilities.

Assess the number of players, their character levels, and classes. This information is crucial for tailoring encounters to the party’s capabilities.

Each monster does have a CR associated with it, it’s an guideline number for the average (and well balanced) party of 4 adventures. For example a monster with CR of 3 would fit a party of 4 level 3 characters.

When desining your encounters, consider the following archetypes or encounters:

After defining the combat, the creatures and monsters involved on the combat, you need to ajust the experience rewards (if you are using the experience points). Keep in mind the modifier will only be applied on the highest-level creature, the minions and remaning creatures will be ketp the same.

To make combat encounter more interesting for the players incorporate on the encounter with adding terrain features, hazards, or other elements that can influence tactics and strategy. Maybe worth addings the following in the combat to create a more dynamic combat.

Terrain Features

Environmental Hazards

Dynamic Elements

Interactive Objects

Strategic Challenges

Enemy Features

Magic and Environmental Effects

Story-Driven Features

Room 2: Puzzle or roleplaying challenge

After overcoming the first room, players face a challenge that can’t be solved with weapons. This engages problem-solvers in the group and provides a change of pace. Consider adding clues in Room 1 to help with Room 2’s challenge, tying the dungeon together and giving players a sense of progression.

Room 2 ideas:

How to make a puzzle

Designing engaging puzzles enhances gameplay by challenging players’ problem-solving skills and encouraging creative thinking. A well-crafted puzzle can add depth to your dungeon, offering a refreshing change from combat encounters.

Define the Purpose of the Puzzle. Determine the role of the puzzle within your adventure. Is it a barrier to progress, a means to unlock hidden treasures, or a tool to reveal crucial information? Understanding its purpose will guide its design and integration into the story.

Align with the Setting and Theme. Ensure the puzzle fits seamlessly into the game’s environment and narrative. For instance, a puzzle in an ancient temple might involve deciphering archaic scripts, while one in a wizard’s tower could require manipulating magical artifacts. This alignment enhances immersion and makes the puzzle feel like a natural part of the world.

Consider the Party’s Composition. Tailor the puzzle’s complexity to match your players’ experience levels and character abilities. A diverse party allows for puzzles that require various skills, such as intelligence for riddles or dexterity for physical challenges. This approach ensures all players can contribute to the solution.

Provide Clear Instructions and Clues. Offer sufficient information for players to understand the puzzle’s objective. Incorporate clues within the environment, such as inscriptions, symbols, or NPC hints, to guide them toward the solution. Avoid making the puzzle overly obscure, as this can lead to frustration.

Design Multiple Solution Paths. Allow for various approaches to solving the puzzle, accommodating different playstyles and encouraging creativity. For example, a locked door could be opened by finding a key, solving a riddle, or using a spell like ‘Knock’. This flexibility keeps the game dynamic and inclusive. You can also use exntended checks for the puzzle, allowing multiple forms of solution with different skill checks.

Integrate Consequences and Rewards. Decide on the outcomes of success or failure. Rewards could include access to new areas, valuable items, or vital information. Consequences might involve triggering traps, alerting enemies, or losing resources. These stakes add tension and significance to the puzzle.

Incorporate Diverse Puzzle Types. To maintain engagement, vary the types of puzzles you present. Some examples include:

How to make a roleplaying challenge

Roleplaying challenges add depth, allowing players to engage with their characters, the world, and its inhabitants in meaningful ways. A well-crafted roleplaying challenge encourages creativity, fosters character development, and often presents moral or social dilemmas that leave a lasting impression on your players.

Define the Purpose of the Challenge

Before designing the encounter, determine its narrative or mechanical goal:

Add Stakes

Roleplaying challenges are most engaging when there are meaningful consequences. These could include:

Provide Multiple Approaches

Allow players to approach the challenge in different ways, based on their characters’ skills and creativity. For example:

Incorporate a Puzzle-Like Structure

While roleplaying challenges often focus on dialogue and interaction, layering them with puzzle elements can add complexity. Examples include:

Room 3: Red herring

This room builds tension by presenting what appears to be the goal, only to mislead the players. The best red herrings offer players a choice and impose a penalty for choosing Room 3, rather than forcing them into it. Room 3 can also weaken the players in preparation for Room 4, setting up a greater challenge.

Room 3 ideas:

How to make a red herring

A good red herring should provide a sense of intrigue or reward but come with a consequence for pursuing it. This could be a resource drain, a tactical disadvantage, or a delay in reaching the true objective. Importantly, players should feel their choices matter, even if they are misled.

Purpose of the Red Herring

Designing Room 3

Enhancing the Red Herring

Tips for a great red herring

Room 4: Climax, big battle, or conflict

This is the dungeon’s main event: a significant combat or conflict encounter. Make the environment interesting and provide opportunities for tactical play to reward thoughtful players.

Designing a good boss battle

A great boss battle combines challenging gameplay, a compelling narrative, and dynamic mechanics. Consider adding these key elements:

Unique Abilities: Give the boss distinctive powers or traits that make it stand out from regular enemies. These abilities should match the boss’s lore and role in the dungeon. For example:

Multiple Phases: Introduce changes in tactics or abilities as the battle progresses. For instance:

High Stakes: Tie the boss to the dungeon’s narrative, such as protecting a magical artifact or completing a critical ritual. The players should feel the weight of the confrontation.

Dynamic Environment: Incorporate terrain features or hazards that influence the battle. Examples include:

How to modifying existing monsters to become bosses

If you’re adapting an existing monster to serve as a boss, enhance its capabilities and presence to make it feel like a unique, powerful foe.

Increase Hit Points and Damage Scale up the monster’s health to make it more durable, especially if it’s fighting a full party. Increase its damage output slightly to keep the party on edge. Alternatively you could add some resistance to damage which also effectively is similar to increase the hit points. In the case of resistance, also details to the players that the boss appears to be resistante to damage, and this could be removed.

Add Special Abilities

Introduce Unique Mechanics

Add one or more mechanics to make the boss unpredictable:

Room 5: Plot twist

The final room is the perfect opportunity to deliver a surprise that leaves a lasting impression on your players. A plot twist in this space doesn’t need to spell failure for the party, it’s more about creating a moment that feels unexpected yet satisfying. Room 5 doesn’t even have to be a physical location. It might be a revelation during the climax in Room 4, an encounter triggered by claiming the treasure, or an unforeseen consequence of the players’ choices. This is where your creativity as a Game Master can truly shine, transforming a standard dungeon crawl into an unforgettable narrative experience.

Types of Plot Twists

Plot twists in Room 5 can take many forms, each designed to subvert the players expectations and deepen the story. Reversal of expectations is a common approach, such as the treasure being cursed or the NPC they rescued revealing themselves as a traitor. Alternatively, the dungeon’s supposed villain may be revealed as a victim, with the true antagonist waiting outside. The twist could introduce a new layer to the story: the reward they worked so hard to claim may be just one piece of a larger puzzle, propelling the party toward their next adventure.

Another type of twist focuses on moral dilemmas. The treasure or artifact might be the key to saving one village but at the cost of another. The rescued royal may have a sinister agenda, forcing the players to choose between duty and conscience. These twists challenge the party’s values and add emotional weight to their decisions. Twists can also introduce complications, such as a rival adventuring party appearing at the last moment to claim the reward, setting up a confrontation that could be resolved through combat, negotiation, or a daring chase.

Lore and Worldbuilding

Room 5 provides an excellent chance to expand the campaign’s lore and deepen the players’ understanding of the world. The twist can be tied to the dungeon’s history or its creator, offering revelations that recontextualize everything the players have experienced. For example, a temple they thought was abandoned might still harbor the spirit of its guardian, who views the party as intruders. Perhaps the dungeon is part of a much larger structure hidden beneath the surface, hinting at a forgotten civilization or ancient threat.

The reward itself can serve as a narrative anchor. A map fragment or coded message might lead the players to an even greater treasure or reveal a looming danger. Alternatively, the dungeon’s treasure might be tied to a prophecy or curse, binding the party to an ongoing mystery. By incorporating these elements, Room 5 becomes not just the end of the dungeon but a gateway to new adventures and discoveries.

Creating a Lasting Impact

A great plot twist resonates beyond the dungeon, leaving ripples throughout the campaign. The events in Room 5 should feel significant, whether by altering the players’ understanding of the world, introducing new challenges, or setting up future storylines. For instance, a rival party that steals the treasure might reappear later, escalating their rivalry with the players. A cursed artifact could attract the attention of powerful factions, forcing the party into political intrigue or open conflict.

The twist should also make the players feel like their choices matter. If they decide to leave the treasure behind to prevent a calamity, the world should reflect their sacrifice, with NPCs acknowledging their heroism, or lamenting their refusal to act. Conversely, if they take the treasure and trigger an unforeseen consequence, they should have the chance to grapple with the fallout, whether through redemption or confrontation.

By tying the twist to the campaign’s ongoing narrative, you ensure that Room 5 is not just a conclusion but a catalyst for growth and change. This is the space where storytelling and mechanics intersect, allowing the players to feel the weight of their decisions while keeping them excited for what lies ahead. Room 5, when crafted thoughtfully, becomes the heartbeat of the dungeon, a moment that transforms a mere adventure into a defining chapter of your campaign.

Five room example

The Crypt of the Forgotten King

Summary: An ancient king was buried in a crypt deep beneath a desolate hill. Legends say his tomb is cursed, haunted by his loyal undead followers. The king was interred with a powerful relic, and his spirit guards it from intruders.

Room 1: A hidden stone entrance, half-buried under dirt and vines. Cold air and the smell of decay waft up from below. The entrance opens into a dark staircase descending into the earth.

Guardian: As the party descends, skeletal guardians rise from niches along the walls, silently blocking the way. These are old soldiers, loyal even in death, who bar the entrance. They will attack if approached, but if the players examine the surroundings carefully, they may notice faded inscriptions on the walls that, if read aloud, cause the skeletons to fall inert.

Clues for Room 2: The inscriptions that controlled the skeletons reference certain events in the king’s life.

Room 2: A chamber with walls covered in ancient carvings that tell the story of the forgotten king’s rise and fall. A massive iron door blocks the way forward, engraved with riddles and runes.

Puzzle: There is a massive iron door engraved with symbols and carvings depicting moments from the life of the forgotten king. The door is locked by a magical puzzle, which players must solve to proceed. A single phrase on the door hints at the solution:

Only by facing the blade of betrayal, the fire of innocence lost, the march of pride, and the weight of regret shall this door open.

This phrase alludes to the king’s greatest regrets: betrayal by his advisor, ordering a massacre, waging a costly war, and ultimately feeling deep sorrow. The door displays runic symbols for each of these events, faintly glowing, requiring players to activate them in the correct sequence.

To unlock the door, the players must touch the symbols in the order suggested by the phrase: Betrayal, Massacre, War, and Regret. If touched out of order, the door emits a ghostly moan and deals minor necrotic damage to those nearby. When activated correctly, the runes glow brighter, and the door opens, revealing the next room.

Room 3: A burial chamber lined with sarcophagi. In the center of the room, a smaller chest lies surrounded by old, scattered coins and trinkets.

Trap: The chest is actually a mimic disguised to look like a treasure container.

Room 4:: The crypt’s main burial chamber, with a grand sarcophagus at the center. Surrounding it are the skeletal remains of the king’s most loyal knights, posed as if in eternal vigil.

Conflict: When the players enter, the king’s spirit manifests as a powerful wraith, surrounded by the risen skeletons of his knights. The king demands to know why they’ve disturbed his rest, giving the party a brief chance to explain themselves or leave. If they refuse, he and his knights attack.

Room 5: After defeating the king’s spirit and his undead knights in Room 4, the players finally reach the crypt’s inner chamber, where the legendary artifact, a cursed sword, rests atop a stone pedestal. The sword pulses with a dark aura, and as the players approach, the spirit of the king reappears, this time in a more sorrowful and less hostile form.

Twist: Instead of simply guarding the treasure, the king reveals that he cannot find peace until someone completes an unfinished task: reclaiming his lost honor. He explains that a powerful necromancer betrayed him in life, leading to his kingdom’s ruin. The sword is bound to this quest, and anyone who takes it must carry on the king’s duty to defeat the necromancer or face eternal torment like the king himself.

Five-scene mystery model

The Five-Scene Mystery model developed separately from the Five-Room Dungeon but shares a similar structure: five substantial interactive scenes are ideal for a session of gameplay. The interaction between these elements also provides enough complexity to create something more meaningful than a simple, standalone encounter.

Here’s the basic outline of the scenes model:

The structure is straightforward: Scene A leads in three directions, although PCs might only find one clue. Each location connects to the others and ultimately points to the conclusion.

The five-scene format is also flexible enough to adjust as you play. Sometimes, the scenario itself will naturally dictate the clues’ pattern. PCs might move from Scene A to B directly to E, skipping C and D. In these cases, the skipped scenes may lead to new adventures , either due to unresolved dangers or new clues discovered during cleanup.

Five scene example

The haunted manor heist

Mystery: A precious artifact called the Crimson Amulet has been stolen from the mansion of a recently deceased eccentric collector. Rumor has it the manor is haunted, and some say the artifact holds dark powers.

Hook (Scene A): The players are approached by a frantic relative of the collector who wants them to retrieve the artifact before it falls into the wrong hands. Strange events are occurring in the area, with reports of eerie sightings and strange weather. These occurrences suggest the artifact’s curse is spreading, adding urgency to the mission.

Conclusion: The PCs ultimately confront the true thief, a powerful occultist using the amulet’s power to summon spirits at an ancient forest chapel. Here, a climactic showdown unfolds, with the possibility that spirits might turn on the occultist if the PCs disrupt the ritual (Scene E).

Key Locations and Characters:

Clues and Structure:

Drawing a dungeon

Once you have read the five room model or the five scene mystery model, it’s time to start drawing the map. This assumes that you already have an adventure, and need a hideout for the villain, or a crypt for the undead lord.

The five room model can be transposed into a dungeon like the following.

This dungeon looks quite simple, and very little interest is happening in this dungeon to bring life to the game. There are no options, it’s a straight line that leads to the conclusion of the adventure. A more interesting approach would be using a different map for the dungeon.

A dungeon like this already offers more opportunities for exploration. While it still has some limitations, offering more options is a definite plus. A quick rule of thumb is that options worth exploring are generally more valuable than taking a straight line to the boss. In this case, having multiple paths to choose from adds significant replay value.

Crafting the dungeon identity

Before designing your dungeon, take note of what sets it apart from others. Different creatures, such as hobgoblins or yuan-ti, each leave their unique mark on the environment. This guide provides a step-by-step approach to building a compelling dungeon that reflects its distinct character.

Dungeon purpose

For special occasions, you may want to create a larger, more complex dungeon that serves multiple purposes. This can allow players to explore various aspects of the dungeon, before returning to the city or proceeding with the adventure. As they progress through the story, players can revisit different areas of the dungeon. Alternatively, you could create a modular design where sections of the dungeon are designed to be reused in different ways. For example, one section might serve as an entrance point for the initial adventure, while another section is reserved for the final confrontation. This can help streamline your world-building process and provide more flexibility in terms of storytelling.

A dungeon is typically designed and inhabited for a particular goal that influences its layout, inhabitants, and defenses. You can select a purpose from the Dungeon Purpose table below, roll a d20, or craft a unique idea to suit your adventure.

d20Purpose
1Arena
2Armory or storage
3Burial crypt
4Deadly trap
5Den
6Excavation site
7Fortress
8Garden or Menagerie
9Labyrinth
10Library or archive
11Magic laboratory
12Observatory
13Portal hub
14Prison
15Ritual Chamber
16Sanctuary or altar
17Summoning chamber
18Throne room
19Training grounds
20Treasure hoard

Dungeon location

Why the heck just a freaking table?

Because it’s freaking useful. Don’t like? Bite me!

d100Common LocationExotic Location
01-04A building in a cityAmong the branches of a tree
05-08Catacombs or sewers beneath a cityAround a geyser
09-12Beneath a farmhouseBehind a waterfall
13-16Beneath a graveyardBuried in an avalanche
17-22Beneath a ruined castleBuried in a sandstorm
23-26Beneath a ruined cityBuried in volcanic ash
27-30Beneath a templeCastle or structure sunken in a swamp
31-34In a chasmCastle or structure at the bottom of a sinkhole
35-38In a cliff faceFloating on the sea
39-42In a desertIn a meteorite
43-46In a forestOn a demiplane or in a pocket dimension
47-50In a glacierIn an area devastated by a magical catastrophe
51-54In a gorgeOn a cloud
55-58In a jungleIn the Feywild
59-62In a mountain passIn the Shadowfell
63-66In a swampOn an island in an underground sea
67-70Beneath or on top of a mesaIn a volcano
71-74In sea cavesOn the back of a Gargantuan living creature
75-78In several connected mesasSealed inside a magical dome of force
79-82On a mountain peakInside a extradimensional plane
83-86On a promontoryInside an ancient giant’s skull
87-90On an islandIn the heart of a crystal cavern
91-95UnderwaterOn an abandoned floating fortress
96-100Roll on the Exotic Location TableAmid the ruins of a celestial temple

Dungeon creator

A dungeon reflects its creators. A lost temple of the yuan-ti, choked by overgrown jungle plants, might feature ramps instead of stairs. Caverns carved by a beholder’s disintegration eye ray have walls that are unnaturally smooth, and the beholder’s lair might include vertical shafts connecting different levels. Amphibious monsters such as kuo-toa and aboleths use water to protect the innermost reaches of their lairs from air-breathing intruders.

Details bring a dungeon setting’s personality to life. Great bearded faces might be carved on the doors of a dwarven stronghold and might be defaced by the gnolls who live there now. Spiderweb decorations, torture chambers, and slave pens might be common features in a vault built by drow, telling something about that location and its occupants.

The folloring table includes creatures that typically build dungeons. You can choose a creator from the table or roll randomly, or choose some other dungeon builder appropriate for your campaign.

d20Creator
1Ancient Wizard
2Rogue Warlock
3Vampire Lord
4Goblin Clan
5Haunted Spirit
6Desert Nomads
7Merfolk or Underwater Cult
8Exiled Noble
9Arcane Order
10Shadow Sorcerer
11Werewolf Pack
12Forgotten Civilization
13Fire Elementalists
14Frost Giants
15Celestial Outcast
16Sentient Plant Beings
17Necromancer Cult
18Druid Circle
19Time Traveler
20Pirate Alliance

The fate of a dungeon’s creators often remains unknown, but understanding what became of them can significantly impact its current form and layout. The following table provides insight into pivotal moments that have led to the transformation of a site from its original intention to an adventure-filled dungeon. In many cases, these events have accumulated over time, leaving behind a complex history that has shaped the dungeon into its present state.

d20Key Event
1-2Abandoned after disastrous ritual
3-4Claimed as holy ground by a fanatic cult
5Infected by a creeping corruption
6-8Conquered by a rival kingdom
9Creators banished to another plane
10-11Destroyed by betrayal from within
12Sealed off by creators to contain a powerful relic
13Creators mysteriously vanished overnight
14Flooded by underground waters
15Ruined by seismic activity
16Warped by chaotic magic surge
17Original purpose unknown, long shrouded in myth
18Overrun by undead, once holy ground
19Transformed by a powerful entity’s influence
20Site of an ancient prophecy waiting to unfold

Dungeon inhabitants

By crafting thoughtful inhabitants, you invite players to engage deeply, not only through combat but also by uncovering the hidden relationships and ambitions that drive the dungeon’s denizens. The dungeon can become a space where each encounter feels purposeful, where players might negotiate, outwit, or form alliances with creatures just as often as they draw their swords. In shaping these inhabitants, you open doors to dynamic storytelling, making the dungeon a place that breathes, evolves, and challenges players on multiple levels.

Dungeon factions

Dungeons are often home to a dominant group of intelligent creatures, such as a band of orcs occupying a cavern complex or a gang of trolls in a ruined fortress. In larger dungeons, however, multiple factions may inhabit and compete within the same space.

For example, orcs might reside in the mines of a fallen dwarf stronghold, engaging in constant skirmishes with hobgoblins that control the upper levels. Deep in the mine’s lowest tiers, mind flayers could manipulate key hobgoblins in a plot to exterminate the orcs. Meanwhile, a hidden drow scouting party watches from the shadows, planning to wipe out the mind flayers and enslave any survivors.

It’s tempting to see a dungeon as a series of isolated encounters, with adventurers simply breaking through doors and fighting whatever lies beyond. However, shifting power dynamics between factions offer great potential for more nuanced interactions. Dungeon inhabitants often form unexpected alliances, and savvy creatures may view adventurers as valuable assets or threats to be exploited.

Intelligent dungeon denizens have goals, from basic survival to ambitious plans of conquest. Such creatures might approach adventurers with proposals for alliances, hoping to protect their lair or gain support against their rivals. Give depth to the leaders of these factions by developing their personalities, motivations, and ideals, as discussed in Chapter 4. Use these traits to shape how they react to the adventurers’ arrival.

Dungeon ecology

An inhabited dungeon functions as its own ecosystem, with creatures that require food, water, air, and shelter, much like creatures in the wilderness. Predators seek prey, and intelligent inhabitants look for lairs that offer the best mix of resources and safety. Keeping these elements in mind adds realism and helps adventurers make logical choices within the environment.

For instance, if the adventurers discover a pool of fresh water in the dungeon, they might reasonably assume that creatures visit it frequently to drink, potentially setting up an ambush there. Similarly, locked or hand-operated doors can limit movement for certain creatures, if all doors are shut, players may question how carrion crawlers or stirges survive in such an environment.

Dungeon features

A dungeon’s atmosphere and physical traits bring it to life, immersing adventurers in the unknown. From shadowy crypts with ancient, crumbling stone to fiery lairs with magma-lit walls, each detail builds tension and character. As the Dungeon Master, you’re the architect of these elements, weaving sensory details that captivate players and give each dungeon a unique identity.

Walls, ceiling, air and general ambient sound

Dungeon walls shape its atmosphere, whether made of rough-hewn stone, ancient bricks, or polished wood. They may bear mysterious carvings, ancient murals, or torches casting long shadows, setting the tone for exploration and discovery.

The air in a dungeon can feel thick and stale, amplifying the sense of isolation. Whether tainted by sulfur or stagnant from stillness, poor air quality adds an eerie layer, reminding adventurers they’re far from the surface.

Every sound, from a whispered spell to clanging armor, can echo through the dungeon’s narrow passages. Dungeon sounds are haunting, often alerting creatures of intruders or leading adventurers unknowingly toward danger.

Darkness and light

In dungeons, darkness is not just an absence of light, it’s an ever-present danger. Light sources, whether from torches or glowing fungi, reveal clues and threats but also betray the party’s location to hidden eyes watching from afar.

Doors

Dungeon doors are more than barriers, they’re hints of what lies beyond. With intricate carvings, barred entrances, or magical seals, doors tease the unknown and hold their own secrets, whether stuck, locked, or hidden behind illusions.

Filling the blanks

With the initial draft complete, it’s time to flesh out the dungeon rooms. The next step is to define the purpose of each room, ensuring that your dungeon inhabitants feel at home. Consider their needs, whether they’re living creatures or undead beings with unique requirements. Think about the type of lighting that would be fitting for each area and bring your vision to life by tying everything together. If you need some inspiration, check the examples.

Puzzle rooms

Combat rooms

Creating a campaing

Crafting a campaign is about weaving together the adventures, locations, and characters that make your world feel dynamic and interconnected. This chapter will guide you through designing a campaign that feels cohesive and engaging for players, emphasizing themes, recurring elements, and exploration.

Establishing a Central Theme

A central theme is the heartbeat of your campaign, guiding its narrative direction and giving players a unified, immersive experience. A strong theme shapes the world, influences NPC motivations, and colors the story arcs, helping both the Game Master and players find deeper engagement and meaning in each adventure. The theme can be a singular concept, like Survival in a Harsh World, or a multifaceted one, such as Hope and Despair in an Age of Decline.

By weaving a theme into every aspect of the campaign, you create resonance that players can feel even in small details. Every quest, NPC interaction, and even setting detail can hint at or reinforce the central theme, allowing players to explore it through their choices and actions. As they progress, the theme might evolve, revealing complexities or unexpected twists that challenge their understanding of it. This thematic foundation not only ties adventures together but also makes the story richer and more memorable.

d12ThemeDescription
1Power and CorruptionCharacters face the allure and danger of power, confronting corruption in institutions or allies.
2RedemptionNPCs or players seek to overcome past mistakes, finding redemption through trials and choices.
3Chaos vs. OrderThe struggle between freedom and control, with players caught between forces of chaos and order.
4Exploration of the UnknownThe campaign focuses on uncharted lands or forgotten realms, driving players to discover secrets.
5Light in DarknessIn a world filled with despair, the players’ actions are beacons of hope or instruments of decay.
6Fate vs. Free WillCharacters face destiny and the limits of their choices, questioning their own agency.
7Rebirth and RenewalThemes of life, cycles, and growth shape a world healing from past ruin, with characters aiding renewal.
8Honor and SacrificeDecisions challenge characters’ values, where honor often demands difficult sacrifices.
9Ancient Secrets RevealedDiscovering powerful artifacts or forgotten knowledge that shifts their understanding of history.
10Nature vs. CivilizationTensions between nature and expansion, with players navigating both progress and preservation.
11Unity and DivisionA world of factionalism where players must bridge divides or choose sides in conflicts.
12Knowledge and MadnessThe pursuit of hidden knowledge carries risks, as players grapple with wisdom and its costs.

Linking Adventures Together

Instead of isolated episodes, make each adventure a building block that contributes to the larger story. Start with a series of quests or encounters that gradually reveal connections to a greater plot. These links can be:

Recurring NPCs and Cities

Recurring cities and NPCs should have layers of mystery. Gradually reveal hidden depths or secrets , perhaps a beloved NPC has a dark past, or a city hides a cult. The players’ repeated interactions and growing trust allow them to peel back these layers, building intrigue and attachment. For the developed NPC’s add secrets for the campaign.

NPCs and places that players revisit are vital to creating a campaign that feels dynamic and immersive. With NPCs, invest in developing relationships, motivations, and personalities that change alongside the players’ journey. A trusted ally may reveal hidden agendas over time, or a minor contact could become an essential companion, depending on how their personal goals evolve and how they react to the players’ actions.

For cities and towns, small changes on each return can bring a feeling of growth or decay, responding to the players’ impact on the world. New construction might reflect a city’s prosperity due to the players’ interventions, or increased crime and unrest might hint at underlying tensions, showing the darker consequences of their choices. By grounding these changes in the motivations of key NPCs and the city’s broader dynamics, you create an environment that feels responsive and alive.

NPC and City Motivations and Development

To make NPCs and cities feel real, give each one specific motivations and goals that evolve over time. An innkeeper might start out simply interested in the players’ coin but grows more invested in their well-being if they help him with a local threat. NPCs may have personal struggles, such as family conflicts, ambitions for power, or a desire for revenge, that deepen their connection to the players and influence their responses over time.

Cities, too, can have unique motivations based on the collective ambitions of their citizens, guilds, or leaders. A town on the edge of a resource-rich forest may aggressively expand its borders, impacting relationships with neighboring communities and natural forces. By grounding each location in specific goals and conflicts, every visit feels like a step into a world that is growing and evolving alongside the players.

Seasonal Changes

Introduce seasonal and environmental changes in the cities and regions that players frequently visit to underscore the passage of time and give a sense of rhythm to the world. Seasonal festivals, harvest celebrations, or winter shortages can alter a city’s atmosphere, bringing new plot hooks or opportunities for unique interactions with NPCs. An NPC who was warm and generous in summer may become more guarded in winter when resources are scarce, adding layers to their personality and deepening their connection to the players.

These seasonal shifts can also impact the players’ interactions with cities and NPCs. For example, harsh winters may make travel difficult, limit supplies, or reveal hidden threats as the populace turns inward to survive. By integrating seasonal events and changes, you create a world that feels both vibrant and responsive to the natural cycles.

d12Seasonal ChangeDescription
1Harvest FestivalTowns celebrate with feasts, games, and parades. NPCs may be more open, while merchants and innkeepers offer discounts to attract festival-goers.
2Winter ScarcitySupplies are limited, raising prices on essentials. Townsfolk might be wary of strangers, and some may beg for food or fuel to survive the cold.
3Spring FloodingRivers overflow, causing detours, flooding roads, or damaging farmland. NPCs may be focused on rebuilding or may ask for help with repairs and resources.
4Summer DroughtWater sources dry up, creating tension between cities and villages. Thirsty wildlife may be aggressive, and conflict over wells could arise among NPCs.
5Early SnowfallUnseasonal snow disrupts travel and freezes crops . Wildlife may migrate early, and townsfolk prepare for a longer winter with fewer supplies.
6Blossom FestivalCelebrations of new growth bring flowers, crafts, and dances. Merchants showcase rare goods in hopes of attracting festival crowds.
7Summer StormsIntense thunderstorms or tornadoes hit the region, causing delays, structural damage, and potential flash floods. Some NPCs may need aid in the aftermath.
8Autumn MigrationMassive migrations of birds or beasts fill the skies or forests, affecting hunting and travel. Poachers may arrive, and towns set up seasonal markets.
9Firefly SeasonNight skies light up with thousands of fireflies, creating a magical atmosphere. Night festivals emerge and good luck spread among NPCs.
10Icy FogThick fog blankets the land for days, obscuring visibility. Roads are treacherous, and people speak of strange figures moving in the mist.
11Pollen SurgeFields and forests fill with pollen, creating difficulties for travelers with allergies. Some creatures become more active and aggressive.
12Hatching SeasonWildlife or magical creatures give birth in great numbers. Protective parents may threaten travelers, and some towns have festivities to honor new life.

NPC Relationships

Developing relationships between NPCs independent of the players adds a rich layer to the campaign, creating a social web that feels organic. NPCs who are allies, rivals, or family members can interact with each other in ways that influence how they respond to the players. A merchant who competes with another shopkeeper may undercut their rival’s prices when the players arrive or might try to turn them against their competitor. Meanwhile, a guard captain might be particularly harsh if the players have allied with her rival or aided someone she distrusts.

The players’ involvement can alter these relationships, encouraging alliances, healing rivalries, or even intensifying conflicts. This interconnected web of NPC relationships allows players to see the ripple effects of their choices across the social landscape, adding depth to every interaction and increasing the stakes as they become entwined in the lives and politics of the world.

By enriching NPCs and cities with dynamic motivations, seasonal changes, and complex relationships, your world becomes more than a backdrop, it becomes an active participant in the story, providing an ever-evolving tapestry for players to explore, influence, and connect with on a deeper level.

The Endgame and Beyond

The climax is the culmination of the campaign’s story, themes, and character development. To make it truly impactful, craft a finale that ties together all the campaign’s major elements, including character arcs, plot threads, and the central theme. Reflect on the players’ journey and the choices they’ve made along the way, and create moments that test each character’s core values, abilities, and personal growth. Consider giving each character a pivotal role to play, whether that’s through a heroic feat, a critical decision, or a chance to overcome their greatest personal conflict. The climax should feel like the inevitable result of everything that’s come before, giving players a sense of accomplishment and narrative closure.

Villain’s Final Stand and Closure

From the day one of the campaign give sign of the villain, don’t show hint, maybe it’s a feeling of somewhat watching, maybe it’s a grunt who randomily attacked the party. With the progress of the adventures make his presence more visible until a final showdown.

The final confrontation with the main antagonist is a chance to bring closure to the story and provide emotional and thematic payoff for the players. Design the villain’s last stand to reflect their motivations and methods, showing how their journey has paralleled or contrasted with the players’. Give players opportunities to confront the villain not only physically but morally and emotionally, allowing for moments of reflection or dialogue before or during the battle. Let the villain’s defeat feel like a meaningful achievement, whether they’re redeemed, destroyed, or simply thwarted in their plans. This final encounter should offer players the satisfaction of overcoming a truly formidable foe, while leaving room for any lingering mysteries or moral complexities to add depth to the victory.

Personal Resolutions for Player Characters

Each player character should have a chance to find personal closure during or after the climax. This can be woven into the final confrontation or as part of an epilogue. Allow each character to address their personal goals, struggles, and any unfinished business. This might involve reuniting with an NPC, settling a score, achieving a long-held ambition, or finding peace in the aftermath of their journey. Personal resolutions give players a sense of ownership and fulfillment, allowing them to feel that their character’s story has come full circle. These resolutions also add emotional weight to the end of the campaign, making it feel like each character’s story has been uniquely honored.

World-Building the Epilogue

An epilogue is an opportunity to show how the world has changed as a result of the players’ actions. Highlight the tangible impacts of their journey, such as new alliances, laws, or cultural shifts, which can help the players feel the weight of their legacy. Show how NPCs, factions, and locations they influenced have grown or changed, and give glimpses into how their choices have shaped the world. This epilogue can be presented as a final adventure, a series of narrated scenes, or even as personal epilogues for each character. By showcasing the players’ impact, the epilogue gives them a satisfying sense of closure while leaving them with a lasting connection to the world.

Who doen’t like a DLC? Maybe an expansion? Did you pay for the extra content?

Campaigns also may have a extra content, in special if you campaigns is rich with lore and setting, in these it’s nice to have a post-campaign DLC. This can include spin-off adventures, prequels, or short epilogues that explore specific events, NPCs, or factions influenced by the players’ actions. You might create a mini-campaign where players take on new roles in the same world or host one-shot sessions that revisit key locations. Alternatively, players could play as new characters who experience the aftermath of the original campaign. This approach not only extends the life of the world but also reinforces the players’ legacy, allowing them to explore new perspectives while building upon the history they helped shape.

Legacy and Impact on Future Campaigns

The players’ choices and actions can leave a lasting legacy that influences future campaigns set in the same world. Their characters could become legends, with their deeds retold as stories or even myths in future timelines. Players might encounter NPCs who were inspired or affected by their past actions, or they may see regions shaped by policies or alliances they established. Future campaigns can also introduce unresolved mysteries, artifacts, or descendants tied to the original characters, giving players a sense of continuity and depth. By weaving the players’ legacy into the world’s ongoing history, you create a campaign world that feels rich and interconnected, inviting players to see their impact echo across generations.

Creating spells

Magic is a central element of this game, with 8 out of the 12 classes having inherent spellcasting abilities, and even the remaining classes often have subclasses that introduce magical skills. While the spells available in the big spell list cover a vast array of magical effects, they are not the final limit. Player creativity should be encouraged, and thus, creating custom spells is always an option. The guidelines below will help you manage the spell creation process.

All player-created spells are named spells, which must include the creator’s name or alias. This naming convention personalizes the spell, adding flavor to the world. For example, a custom spell might be called “Khaz’s Fiery Flames.”

To create a spell, a character must undertake an extended check and expend resources in line with the spell’s level. All custom spells require GM approval before the player begins the creation process, ensuring the spell fits within the campaign and maintains game balance.

For instance, if a player wishes to create a spell that commands all creatures around them to kneel, you could start with the existing spell Command (1st level) as a base. Then, consider increasing the level by 3 to make it a mass effect, similar to how Mass Suggestion is 4 levels higher than Suggestion, or Mass Heal is 3 levels higher than Heal. This toned-down mass command effect could reasonably be a 4th-level spell. However, because it’s a named spell, reduce its level by one, resulting in a 3rd-level spell. If the player can cast 3rd-level spells, they can begin creating it.

Characters can only create spells up to one level below the highest level they can currently cast. Named spells are generally more powerful than similar spells of their level, so when determining the level, compare it to existing spells of one level higher.

The skill used for spell creation depends on the spell’s magical source:

Once you have the spell concept and appropriate skill check, use the following table to determine the time and cost involved in creating the spell.

Spell LevelTotalTime and Cost per Check
1st Level50One day (30 gp)
2nd Level50Two days (75 gp)
3rd Level100Four days (150 gp)
4th Level150One week (300 gp)
5th Level150One week (450 gp)
6th Level200Two weeks (600 gp)
7th Level250Two weeks (900 gp)
8th Level250One month (1.200 gp)
9th Level300One month (1.500 gp)

To create a spell, players must accumulate enough success points, as indicated in the Success Total column. Each day, week, or month (depending on spell level), they make an extended skill check, adding the results of successful checks to reach the required total. By following these rules, players can add personal, powerful spells to their repertoire, creating a unique and memorable spellcasting experience in your world.

Creating magic items

Magical items are an integral part of this game, from a flaming sword to an artifact that determines the fate of the world.

For non-magical (mundane) items, use the downtime activity. For magical scrolls, a separate process exists. Magical potions can be created using the spellbound potion rules combined with the brewing potions activity. However, this section focuses on creating truly magical items, like a sword that bursts into flame or goggles that grant darkvision.

The first step in creating a magic item is determining its cost and/or magical bonus (for weapons, armor, and shields). If the item already exists, simply use its listed price. Once the price and magical bonus are established, you must complete an extended check to craft the item. Use the following guidelines to proceed:

Determining the base price

To determine the base price of a magical item, start by evaluating its effects. The maximum bonus an item can have is +5, and no single numerical value can exceed +3. Each special ability the item possesses is considered at least +1, though some abilities may require a higher value.

For example, a magical shield that provides a single use of the spell Shield would count as a +1 Shield. However, it would not grant any additional AC bonus, as the magical effect is tied to the spell rather than a direct enhancement to AC.

Item TypeBase Price
Armor (+1)Armor type + 500 gp
Armor (+2)Armor type + 4.000 gp
Armor (+3)Armor type + 13.500 gp
Armor (+4)*Armor type + 32.000 gp
Armor (+5)*Armor type + 62.500 gp
Shield (+1)Shield type + 500 gp
Shield (+2)Shield type + 4.000 gp
Shield (+3)*Shield type + 13.500 gp
Weapon (+1)Weapon type + 1.000 gp
Weapon (+2)Weapon type + 8.000 gp
Weapon (+3)Weapon type + 27.000 gp
Weapon (+4)*Weapon type + 64.000 gp
Weapon (+5)*Weapon type + 125.000 gp
RingUse the approximation tables
RodUse the approximation tables
Staff or WandUse the Staff or Want table
Wondrous ItemUse the approximation tables

* Items can’t have this magical bonus to attack, damage or AC, these values are reserved for special abilities and magical bonus

Armor and weapon base price

Armor and Shield TypeExtra Cost
Light Armor500 gp
Medium Armor1.000 gp
Heavy Armor2.000 gp
Buckler100 gp
Shield500 gp
Tower Shiled1.000 gp
Weapon TypeExtra Cost
Simple Weapon500 gp
Martial Weapon1.000 gp
Armor and Shields Special abilities
Special AbilityMagical Bonus
Absorbing+1 bonus
Arrow catching+1 bonus
Bashing+1 bonus
Blinding+1 bonus
Energy Absorption+1 bonus
Fortification (basic)+1 bonus
Glamered+1 bonus
Lifesaving+1 bonus
Magnetic+1 bonus
Shadow (+1 stealth)+1 bonus
Silent moves (light)+1 bonus
Animated+2 bonus
Mind Shielding+2 bonus
Arrow deflection+2 bonus
Elemental resistance (Fire, Acid, Cold, Thunder or Lighinint)+2 bonus
Shadow (+3 stealth)+2 bonus
Silent moves (medium)+2 bonus
Spell resistance (light)+2 bonus
Fortification (moderate)+3 bonus
Reflecting+3 bonus
Shadow (+5 stealth)+3 bonus
Silent moves (heavy)+3 bonus
Spell resistance (medium)+3 bonus
Wild+3 bonus
Etherealness+4 bonus
Spell resistance (heavy)+4 bonus
Elemental immunity (Fire, Acid, Cold, Thunder or Lighinint)+5 bonus
Fortification (high)+5 bonus

Absorbing: When you are hit by a spell, you can use your reaction to absorb the spell’s energy and regain hit points equal to the spell’s level × 2. Once used, this property can’t be used again until the next dawn.

Animated (shields only): Upon command, an animated shield floats within 50cm of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one shield can protect a character at a time. A character with an animated shield still takes any penalties associated with shield use.

Arrow Catching (shields only): A shield with this ability attracts ranged weapons to it. Additionally, any projectile or thrown weapon aimed at a target within 1 sqr. (1.5 m) of the shield’s wearer diverts from its original target and targets the shield’s bearer instead. (If the wielder has total cover relative to the attacker, the projectile or thrown weapon is not diverted). The wielder can activate or deactivate this ability with a command word.

Arrow Deflection (shields only): A shield with this ability protects the wielder from ranged attacks. When receiving an ranged attack that you can see, the wielder can use it’s reaction to make a DC 15 dexterity save. If he succeeds, the shield deflects the weapon. Exceptional ranged weapons, such as boulders hurled by giants or acid arrows, can’t be deflected.

Bashing (shields only): A shield with this special ability is designed to perform a shield bash. This shield can be used as melee weapon with the following properties:

ShieldDamageProperties
Buckler1d6Thrown (range 3/6 sqr.), Light Finese
Shield1d8
Tower Shield1d10Heavy, Two-handed

Blinding: A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Anyone within 4 sqr. (6m) except the wielder must make a DC 14 Dexterity save or be blinded for 1d4 rounds.

Energy Absorption: Once per day, when you take damage from fire, cold, acid, lightning, or thunder, the armor absorbs it, reducing the damage by 10 and granting temporary hit points equal to the amount absorbed.

Elemental Resistance: Gains resistance for the choosen damage type.

Elemental Immunity: Gains immunity for the choosen damage type.

Etherealness (armor only): On command, this ability allows the wearer of the armor to become ethereal. The character can remain ethereal for as long as desired. Once this feature is used i can’t be used again until the next dawn.

Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Fortification TypeChance for Normal DamageBase Price Modifier
Basic25%+1 bonus
Moderate75%+3 bonus
High100%+5 bonus

Glamered (armor only): A suit of armor with this ability appears normal. Upon command, the armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.

Lifesaving (armor only): Once per long rest, when you would be reduced to 0 hit points, this armor activates and heals you for 10 hit points, preventing you from falling unconscious.

Magnetic (shields only): This shield can pull metallic objects toward it. As a reaction, you can impose disadvantage on an attack roll from a metallic weapon.

Mind Shielding (armor only): This armor shields the wearer’s mind. You are immune to being charmed or frightened and have advantage on saving throws against psychic damage.

Reflecting Shield (shields only): Once per day, when targeted by a spell of 4th level or lower, you can use your reaction to reflect it back at the caster (on an 11 or higher on a d20 roll).

Shadow (armor only): This light armor is jet black and blurs the wearer whenever she tries to hide, granting a bonus on steath checks.

Silent Moves: This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. This noise property of the armor.

Fortification TypeMagical Bonus
Light+1
Medium+2
Heavy+3

Spell Resistance (armor only): This property grants the armor’s wearer advantage on saving throws agaisn’t spells.

Fortification TypeMagical Bonus
Light+1
Medium+3
Heavy+4

Wild: The wearer of a suit of armor or a shield with this ability preserves their armor bonus even when polymorphed or shapeshifted (like a druid’s Wild Shape). Armor and shields with this ability typically appear to be made covered in leaf patterns.

Weapons Special Abilities
Special AbilityMagic Bonus
Bane+1 bonus
Defending+1 bonus
Distance+1 bonus
Elemental (fire, cold or lightning)+1 bonus
Keen+1 bonus
Rancid+1 bonus
Returning+1 bonus
Seeking+1 bonus
Spell storing+1 bonus
Throwing+1 bonus
Anarchic+2 bonus
Axiomatic+2 bonus
Disruption+2 bonus
Elemental Burst (fire, cold or lightning)+2 bonus
Holy+2 bonus
Reaping+2 bonus
Unholy+2 bonus
Wounding+2 bonus
Speed+3 bonus
Unstoppable+3 bonus
Dancing+4 bonus
Vorpal+5 bonus

Anarchic: An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus it deals an extra 2d6 points of damage against all of lawful alignment. Bows, crossbows, and slings so crafted bestow the chaotic power upon their ammunition.

Axiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus it deals an extra 2d6 points of damage against all of chaotic alignment. Bows, crossbows, and slings so crafted bestow the lawful power upon their ammunition.

Bane: A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. If you need a random bane, use the following table.

d100Bane Creature
01–02Aberration
03–04Beast
05Celestial
06Construct
07Dragon
08Elemental
09Fey
10–11Fiend
12–13Giant
14–25Humanoid (dwarf)
26–37Humanoid (elf)
38–49Humanoid (goblinoid)
50–61Humanoid (human)
62–67Humanoid (kuo-toa)
68–73Humanoid (orc)
74-79Humanoid (shapechanger)
80-85Humanoid (smallfolk)
86-91Humanoid (other)
92–93Monstrosity
94Ooze
95Plant
96–100Undead

Dancing (melee Only): As a action, you can release this weapon to attack on its own for 4 rounds using your base attack bonus. While dancing, it cannot make opportunity attacks, and you are not considered armed with it. The weapon is still treated as wielded or attended by you for effects targeting items. The weapon occupies your space and attacks creatures within its reach. It follows you wherever you move, whether physically or magically. If you have a free hand, you can grab it to end its dancing early, but it cannot dance again for 4 rounds after being retrieved.

Defending: As a bonus action, you can use this weapon to gain a +2 bonus to AC until the start of your next turn.

Disruption (melee only): A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Wisdom save or be destroyed. A weapon of disruption must be a bludgeoning weapon. Undeads resistant to channel divinity or charm are immune to this effect.

Distance (ranged only): A weapon of distance has double the range increment of other weapons of its kind.

Elemental (fire, cold or lightning): Upon command, a elemental weapon is sheathed in the element (fire, cold or lightning). The elemental damage does not harm the wielder. The effect remains until another command is given. A elemental weapon deals an extra 1d6 points of element damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.

Elemental Burst (fire, cold or lightning): A elemental burst weapon functions as a elemental weapon that also explodes with elemental effect upon striking a successful critical hit. The element does not harm the wielder. In addition to the extra elemental damage from the elemental ability (see previous), a elemental burst weapon deals an extra 1d10 points of element damage on a successful critical hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.

Holy: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus it deals an extra 2d6 points of damage against all of evil alignment. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition.

Impactful (melee only): This effect can only be applied bludgeoning damage weapons. When you hit with this weapon, the target must succeed on a DC 13 Strength saving throw or be pushed 2 sqr. (3m) away from you.

Keen (melee only) : This ability improves the critical hit range of a weapon, allowing it to score a critical hit on a roll of 19 or 20. Only piercing or slashing weapons can have this property. This benefit does not stack with other effects that expand a weapon’s critical hit range.

Rancid: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder.

Reaping: Against creatures with their maximum hit points, this weapon deals an extra 3d10 necrotic damage.

Returning: This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn. Catching a returning weapon when it comes back doesn’t require a action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.

Seeking (ranged only): The weapon veers toward its target, ignoring any protection again’t three-quarter and half-cover.

Speed: When the wielder makes an attack action, if can also use it’s bonus action to make one additional attack with this weapon.

Spell Storing: A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level by expending the spell’s mana point cost (the spell must have a casting time of 1 action). When the weapon hits a creature and deals damage, the wielder can use it’s bonus action to release the spell on the target. If the spell requires attack roll, consider already hit, if the spell requires a saving throw, the target must make the save with disadvantage.

Throwing: This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 2 sqr. (3m) and can be thrown by a wielder proficient in its normal use.

Unholy: An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus it deals an extra 2d6 points of damage against all of good alignment. Bows, crossbows, and slings so crafted bestow the unholy power upon their ammunition.

Unstoppable (melee only): Attacks with this weapon ignore all resistances and immunities to slashing, piercing, or bludgeoning damage.

Vorpal: This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.)

Vorpal (melee only): This can only be applied in weapons with slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Vicious (melee only): When you roll a 20 with this magic weapon, the target takes an extra dice of damage of the weapon’s type.

Wounding: When you hit a creature with this weapon the target must succeed a DC 13 Constitution saving throw, if it fails the wound it creates cannot be healed until the creature finishes a short or long rest. The weapon also deals 1d4 necrotic damage at the start of the wounded creature’s turn until the wound is healed.

Approximation price

In rare cases, it may be possible to create an item with a bonus greater than +3 using the approximation method. However, this should be reserved for special circumstances tied to the campaign’s narrative or themes, unless it’s skill points, in this case up to +5.

Very often, there are items where their abilities also include special effects. For example, a Goblin Bane Longbow +1 that also increases movement by 4 sqr. for the character once per day will cost a total of 5.850 gp (5.000 gp from the +2 Weapon were +1 regular magical, and +1 from the bane effect, another 1.600 gp from the extra movement based on the approximation price, were it’s 4.000 gp, but divided by 5 since it only have a single use per day, since this is unsual for a weapon to provide moviment bonus, double this value, bringing to the total, and finally the 1.000 gp from the base price of a bow).

CostFrom
1.000 gpBase Price Longbo, as Martial Weapon
5.000 gp+2 Weapon. +1 Magical and Bane effect, which acts as +1 effect
1.600 gp4 sqr. extra move.
This extra moment is 1.000 per extra movement, but reduced due to single day usage
And doubled the result to unusual slot for extra movement
7.600 gpTotal

For magic items with effects that don’t fit into standard categories, use the approximation table below to determine their price. Keep in mind that no item should have a bonus exceeding +3 under normal circumstances.

In the case of an item like a sword, which also has a special effect that cannot be described by its special abilities (for example, a sword that can also cast a spell), calculate the price based on the abilitie’s modifier and add any special effects from this list to determine its final price.

EffectBase PriceExample
Ability bonusBonus squared × 10.000 gp+1 Dexterity
Attack bonusBonus cubed × 1.000 gpMagic Weapon +1
AC bonusBonus cubed × 1.000 gpMagic Armor +1
Save bonusBonus squared × 5.000 gp+1 on Wisdom Saves
Skill bonusBonus squared × 500 gp+1 on Stealth Checks
Speed bonusSqr. Speed squared × 1.000 gp4 sqr. (6m) of swimming speed.
Bonus spellSpell level squared × 5.000 gpBoots with Longstrider spell
Spell resistance10.000 gp per resistanceFire Resistance
Spell EffectBase PriceExample
Single use, spell completionSpell level squared × 25 gpSpell Scroll like items
Single use, use-activatedSpell level squared × 50 gpPotion like item
Command wordSpell level squared × 5.000 gpDriftglobe
Use-activated or continuousSpell level squared × 2.000 gpGem of seeing
SpecialBase Price AdjustmentExample
Charges per dayDivide by (5 divided by charges per day)Uses that recharge at down
Uncustomary space limitationMultiply entire cost by 2Check the body slot affinity
No space slotMultiply entire cost by 3The items doen’t need to be equiped
No attunementMultiply entire cost by 3The doen’t need attument
Multiple different abilitiesMultiply lower item cost by 3Can cast spells
Spell has material component costAdd directly into price of item per charge6-

When creating a magic item, keep in mind that specific body slots are associated with particular types of effects. These slots serve as limitations to prevent the use of multiple items with similar effects simultaneously.

Body slotAffinity
Headband, helmetMental improvement, ranged attacks
HatInteraction
PhylacteryMorale, alignment
Eye lenses, gogglesVision
Cloak, cape, mantleTransformation, protection
Amulet, brooch, necklace,
periapt, scarab
Protection, discernment
RobeMultiple effects
ShirtPhysical improvement
Vest, vestmentClass ability improvement
BracersCombat
BraceletsAllies
GlovesQuickness
GauntletsDestructive power
BeltPhysical improvement
BootsMovement

Staff and Wands Price

Crafting a staff or wand requires the creator to have the spellcaster feature and proficiency in Arcana, Religion or Nature. The creator must also know or prepare the spells to be stored in the item. The crafting cost is determined by the spell level(s), caster level, and the number of spells included. All necessary crafting materials must be gathered in advance, in the case of a spell that requires a material with the cost, add this cost to the total of the staff price. If the material is consumed when the spell is cast instead of adding on the total cost, each exteded check consumes the material.

The primary spell is always the highest-level spell included, while all other spells are considered secondary. Staves and wands are fully charged when created and regain charges daily as specified. The creator must be able to cast the spells at the required levels to craft the item. After crafting, the item’s spell attack and DC are based on the caster’s current abilities, if the caster creates a wand at it’s first level, the wand will kept the same spell attack and spell DC even when the creator already have higher values.

Crafting Wands

Wands are designed to store up to three spells and have a limited number of charges for casting them.

Charges and Recharge:

Base Price Calculation:

Staves

Staves are versatile magical items capable of storing up to five spells. They are more costly and durable than wands and offer higher recharge capabilities.

Charges and Recharge:

Base Price Calculation:

Crafting the Magic Item

Crafting a magic item is treated as a downtime activity. Once the item’s price and magical bonus are determined, you can begin the crafting process, following the cost per check outlined in the crafting table.

For armor, weapons, and shields, calculate the magical bonus by adding the values of the magical and special abilities, then use this total to determine the item’s rarity, check total, and cost per check. For other items that rely on the approximation price table, use their total price to define rarity and the crafting requirements.

If the item’s effect involves a spell, the creator must be able to cast the spell during each crafting check. If the spell requires a material component that is not consumed, its cost must be added to the total crafting price. However, if the material component is consumed by the spell, it must be provided and used for each check.

Player Level (min.)RarityMagical BonusPriceCheck TotalTime per checkCost per check
-Common-up to 500gp50One dayPrice ÷ 20
-Uncommon+1500 - 2.000gp100One dayPrice ÷ 15
5Rare+22.000 - 5.000gp150One weekPrice ÷ 15
7Rare+35.000 - 25.000gp150One weekPrice ÷ 15
10Very Rare+425.000 - 50.000gp200One monthPrice ÷ 10
15Legendary+5above 50.000gp250One monthPricw ÷ 10

Examples

Weapons Example

Magical Dagger

A +1 weapon has a base price of Weapon Type + Magical Bonus:

Looking at the check table we have an Uncommon, with the price of 1.500gp, a total of 100 and one check per day with a cost of 100gp per check.

Keen Magical Longsword

A +0 weapon with a +2 bonus special ability has a base price of Weapon Type + Magical Bonus:

Looking at the check table, we have a Rare item with the price of 9.000 gp, a total of 150, one check per week, and a cost of 600 gp per check.

+2 Fire Elemental Battleaxe

A +2 weapon with a +1 bonus special ability has a base price of Weapon Type + Magical Bonus:

Looking at the check table, we have a Rare item with the price of 28.000 gp, a total of 150, one check per week, and a cost of 1.866 gp per check.

+3 Holy Warhammer

A +3 weapon with a +2 bonus special ability has a base price of Weapon Type + Magical Bonus:

Looking at the check table, we have a Legendary item with the price of 128.000 gp, a total of 250, one check per week, and a cost of 12.800 gp per check.

Armor examples

Magical Leather Armor

A +1 armor has a base price of Armor Type + Magical Bonus:

Looking at the check table, we have an Uncommon item with the price of 1.000 gp, a total of 100, one check per day, and a cost of 66 gp per check.

Chain Shirt with Elemental Resistance (Fire)

A +0 armor with a +2 bonus special ability has a base price of Armor Type + Magical Bonus:

Looking at the check table, we have a Rare item with the price of 5.000 gp, a total of 150, one check per week, and a cost of 333 gp per check.

Magical Studded Leather with Shadow

A +1 armor with a +1 bonus special ability has a base price of Armor Type + Magical Bonus:

Looking at the check table, we have an Rare item with the price of 4.500 gp, a total of 100, one check per day, and a cost of 300 gp per check.

Magical Breastplate with Spell Resistance (Medium)

A +3 armor with a +2 bonus special ability has a base price of Armor Type + Magical Bonus:

Looking at the check table, we have a Legendary item with the price of 63.500 gp, a total of 150, one check per week, and a cost of 6.350 gp per check.

Rings

Ring of Protection

A ring that grants a +1 bonus to AC has a base price calculated as AC Bonus Squared x 5.000 gp:

Looking at the check table, we have an Rare item with the price of 5.000 gp, a total of 150, one check per day, and a cost of 333 gp per check.

Ring of Fire Resistance

A ring that grants resistance to fire damage is considered a item and has a base price of 10.000 gp:

Looking at the check table, we have a Rare item with the price of 10.000 gp, a total of 150, one check per week, and a cost of 666 gp per check.

Ring of Enhanced Intelligence

A ring that grants a +3 bonus to Intelligence has a base price calculated as Ability Bonus Squared x 5.00gp:

Looking at the check table, we have a Very Rare item with the price of 45.000 gp, a total of 200, one check per week, and a cost of 4.500 gp per check.

Wonderous Items

Helmet of Telepathy

A Helmet of Telepathy allows the wearer to cast the Detect Thoughts spell (2nd level) at will and communicate telepathically with creatures within 12 sqr. (18m). This is a rare item with the following calculations:

Looking at the check table, we have a Rare item with the price of 20.000 gp, a total of 150, one check per week, and a cost of 1.666 gp per check.

Hat of Disguise

A Hat of Disguise allows the wearer to cast the Disguise Self spell (1st level) 3 times per day. This is an uncommon item with the following calculations:

Looking at the check table, we have a Uncommon item with the price of 1.250 gp, a total of 100, one check per week, and a cost of 83 gp per check.

Google of Speed

The Google of Speed allow the wearer to receive +4 sqr. (6m) of walking speed, no attunement required.

Looking at the check table, we have a Legendary item with the price of 96.000 gp, a total of 250, one check per week, and a cost of 9.600 gp per check.

Wands examples

A wand storing Magic Missile (1st level) at caster level 5:

A wand storing Fireball (3rd level, stored as 4th level, primary), Counterspell (3rd level, secondary), and Shield (1st level, secondary, uses two charges) at caster level 10:

Example: A wand storing Plane Shift (7th level, primary), Greater Invisibility (4th level, secondary), and Mirror Image (2nd level, secondary) at caster level 18:

Staff examples

A staff holding a single 1st-level spell at caster level 5:

A staff holding Fireball (3rd level, stored as 4th level, primary), Counterspell (3rd level, secondary), Mage Armor (1st level, secondary), and Shield (1st level, secondary) at caster level 10:

A staff holding Plane Shift (7th level, primary), Greater Invisibility (4th level, secondary), Detect Thoughts (2nd level, secondary, using two charges), and Misty Step (2nd level, secondary, using two charges) at caster level 18: