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!
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.
Calculating percentiles on the fly can often be challenging, especially during a game. Here’s a quick guide to help you calculate values mentally.
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:
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.
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.
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.
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.
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.
| Level | PB | One-third | Half | Full | Features |
|---|---|---|---|---|---|
| 0 | +0 | - | - | - | |
| 1 | +2 | 1st | 1st | 1st | NPC Features |
| 2 | +2 | 1st | 1st | 1st | |
| 3 | +2 | 1st | 1st | 2nd | |
| 4 | +2 | 1st | 1st | 2nd | Improvement |
| 5 | +3 | 1st | 1st | 3rd | |
| 6 | +3 | 1st | 2nd | 3rd | |
| 7 | +3 | 1st | 2nd | 4th | |
| 8 | +3 | 2nd | 2nd | 4th | |
| 9 | +4 | 2nd | 2nd | 5th | Improvement |
| 10 | +4 | 2nd | 3rd | 5th | NPC Feature (Heroic) |
| 11 | +4 | 2nd | 3rd | 6th | |
| 12 | +4 | 2nd | 3rd | 6th | |
| 13 | +5 | 2nd | 3rd | 7th | Improvement |
| 14 | +5 | 2nd | 4th | 7th | |
| 15 | +5 | 3rd | 4th | 8th | |
| 16 | +5 | 3rd | 4th | 8th | |
| 17 | +6 | 3rd | 5th | 9th | |
| 18 | +6 | 3rd | 5th | 9th | Improvement |
| 19 | +6 | 3rd | 5th | 9th | |
| 20 | +6 | 3rd | 5th | 9th | NPC Freature (Epic) |
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 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:
At the listed levels, you can choose one of the following options (maximum ability score of 16):
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.
| d20 | First | Middle | Last |
|---|---|---|---|
| 1 | Al | dar | an |
| 2 | Bel | len | is |
| 3 | Cor | mal | ia |
| 4 | Da | vin | or |
| 5 | El | ras | en |
| 6 | Fen | til | a |
| 7 | Gal | dor | us |
| 8 | Hal | mir | elle |
| 9 | Is | nor | on |
| 10 | Ja | kel | uth |
| 11 | Ka | zan | ir |
| 12 | Lan | wyn | el |
| 13 | Mor | thal | ine |
| 14 | Nel | rad | il |
| 15 | Or | ren | ol |
| 16 | Pel | fyr | ath |
| 17 | Quin | brel | ar |
| 18 | Ra | ven | eth |
| 19 | Sol | thar | al |
| 20 | Tal | mir | os |
Roll a d20 to determine the NPC’s species.
| d20 | Species |
|---|---|
| 1-4 | Human |
| 5-7 | Elf |
| 8-10 | Dwarf |
| 11-13 | Smallfolk |
| 14 | Aasimar or Tiefling (roll a d2) |
| 15 | Beastkin |
| 16 | Changeling |
| 17 | Genasi or Gith (roll a d2) |
| 18 | Gnoll, Goblin, Kobold, Kuo-toa, or Orc (roll a d5) |
| 19 | Goliath or Minotaur (roll a d2) |
| 20 | Warforged |
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.
| d20 | Occupation |
|---|---|
| 1 | Farmer |
| 2 | Blacksmith |
| 3 | Merchant |
| 4 | Innkeeper |
| 5 | Guard |
| 6 | Noble |
| 7 | Scholar |
| 8 | Priest |
| 9 | Thief |
| 10 | Bard |
| 11 | Hunter |
| 12 | Sailor |
| 13 | Herbalist |
| 14 | Soldier |
| 15 | Artisan |
| 16 | Mercenary |
| 17 | Guide |
| 18 | Beggar |
| 19 | Alchemist |
| 20 | Wizard |
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.
| d20 | Feature Description |
|---|---|
| 1 | Distinctive jewelry: earrings, necklace, circlet, bracelets |
| 2 | Piercings |
| 3 | Flamboyant or outlandish clothes |
| 4 | Formal, clean clothes |
| 5 | Ragged, dirty clothes |
| 6 | Pronounced scar |
| 7 | Missing teeth |
| 8 | Missing fingers |
| 9 | Unusual eye color (or two different colors) |
| 10 | Tattoos |
| 11 | Birthmark |
| 12 | Unusual skin color |
| 13 | Bald |
| 14 | Braided beard or hair |
| 15 | Unusual hair color |
| 16 | Nervous eye twitch |
| 17 | Distinctive nose |
| 18 | Distinctive posture (crooked or rigid) |
| 19 | Exceptionally beautiful |
| 20 | Exceptionally ugly |
| d20 | Mannerism |
|---|---|
| 1 | Prone to singing, whistling, or humming quietly |
| 2 | Speaks in rhyme or some other peculiar way |
| 3 | Has a particularly low or high voice |
| 4 | Slurs words, lisps, or stutters |
| 5 | Enunciates overly clearly |
| 6 | Speaks loudly |
| 7 | Whispers |
| 8 | Uses flowery speech or long words |
| 9 | Frequently uses the wrong word |
| 10 | Uses colorful oaths and exclamations |
| 11 | Makes constant jokes or puns |
| 12 | Prone to predictions of doom |
| 13 | Fidgets |
| 14 | Squints |
| 15 | Stares into the distance |
| 16 | Chews something |
| 17 | Paces |
| 18 | Taps fingers |
| 19 | Bites fingernails |
| 20 | Twirls hair or tugs beard |
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:
| d20 | Talent Description |
|---|---|
| 1 | Plays a musical instrument |
| 2 | Speaks several languages fluently |
| 3 | Unbelievably lucky |
| 4 | Perfect memory |
| 5 | Great with animals |
| 6 | Great with children |
| 7 | Great at solving puzzles |
| 8 | Great at one game |
| 9 | Great at impersonations |
| 10 | Draws beautifully |
| 11 | Paints beautifully |
| 12 | Sings beautifully |
| 13 | Drinks everyone under the table |
| 14 | Expert carpenter |
| 15 | Expert cook |
| 16 | Expert dart thrower and rock skipper |
| 17 | Expert juggler |
| 18 | Skilled actor and master of disguise |
| 19 | Skilled dancer |
| 20 | Knows thieves’ cant |
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:
Roll a d8 to determine initial attitude.
| d8 | Attitude |
|---|---|
| 1 | Friendly |
| 2 | Indifferent |
| 3 | Suspicious |
| 4 | Hostile |
| 5 | Curious |
| 6 | Helpful |
| 7 | Distracted |
| 8 | Fearful |
Roll a d12 to determine an interaction trait.
| d12 | Interaction Trait |
|---|---|
| 1 | Blustering |
| 2 | Rude |
| 3 | Cheerful |
| 4 | Distracted |
| 5 | Pessimistic |
| 6 | Optimistic |
| 7 | Suspicious |
| 8 | Honest |
| 9 | Deceitful |
| 10 | Polite |
| 11 | Flirtatious |
| 12 | Nervous |
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.
Not all NPCs will share their knowledge willingly. Consider each NPC’s motives, trust levels, or willingness to engage:
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.
| d6 | Critical Clue | Suggested 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. |
| d6 | Everyday Fact | Suggested 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. |
| d6 | Personal Bias | Suggested 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. |
| d6 | Rumor | Suggested 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. |
| d6 | Incorrect Information | Suggested 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 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.
| d6 | Good Ideal | Evil Ideal |
|---|---|---|
| 1 | Beauty | Domination |
| 2 | Charity | Greed |
| 3 | Greater good | Might |
| 4 | Life | Pain |
| 5 | Respect | Retribution |
| 6 | Self-sacrifice | Slaughter |
| d6 | Lawful Ideal | Chaotic Ideal |
|---|---|---|
| 1 | Community | Change |
| 2 | Fairness | Creativity |
| 3 | Honor | Freedom |
| 4 | Logic | Independence |
| 5 | Responsibility | No limits |
| 6 | Tradition | Whimsy |
| d6 | Neutral Ideal | Other Ideals |
|---|---|---|
| 1 | Balance | Aspiration |
| 2 | Knowledge | Discovery |
| 3 | Live and let live | Glory |
| 4 | Moderation | Nation |
| 5 | Neutrality | Redemption |
| 6 | People | Self-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:
| d10 | Bond Description |
|---|---|
| 1 | Dedicated to fulfilling a personal life goal |
| 2 | Protective of close family members |
| 3 | Protecting colleagues or compatriots |
| 4 | Loyal to a benefactor, patron, or employer |
| 5 | Captivated by a romantic interest |
| 6 | Drawn to a special place |
| 7 | Protective of a sentimental keepsake |
| 8 | Protective of a valuable possession |
| 9 | Out for revenge |
| 10 | Roll 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:
| d12 | Flaw or Secret |
|---|---|
| 1 | Forbidden love or susceptibility to romance |
| 2 | Enjoys decadent pleasures |
| 3 | Arrogance |
| 4 | Envies another creature’s possessions or station |
| 5 | Overpowering greed |
| 6 | Prone to rage |
| 7 | Has a powerful enemy |
| 8 | Specific phobia |
| 9 | Shameful or scandalous history |
| 10 | Secret crime or misdeed |
| 11 | Possession of forbidden lore |
| 12 | Foolhardy bravery |
Each of these elements helps add depth and uniqueness to NPCs, enhancing both their role in the story and interactions with player characters.
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:
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
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 | 10 | 13 | 9 | 11 | 12 |
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.
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
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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.”
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.
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.
| d10 | Type | Population | Cost Adjustment | Entry Toll | Max Spellcasting |
|---|---|---|---|---|---|
| 1-4 | Village | Up to 300 (1d6 x 50) | Reduce costs by 50% | Typically none | Up to 2nd-level spells |
| 5-8 | Town | Up to 8.000 (4d4 x 500) | Standard costs | 1 copper per person | Up to 3rd-level spells |
| 9 | City | Up to 25.000 (4d6 X 1.000) | Increase costs by 50% | 1 silver per person | Up to 5th-level spells |
| 10 | Metropolis | 30.000+ (10d4 x 3.000) | Double standard costs | 2 silver per person | Up to 7th-level spells |
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:
| d20 | City Role and Purpose |
|---|---|
| 1 | Trade Hub |
| 2 | Port City |
| 3 | Military Stronghold |
| 4 | Religious Sanctuary |
| 5 | Academic Center |
| 6 | Mining Town |
| 7 | Artisan’s Haven |
| 8 | Farming Village |
| 9 | Political Capital |
| 10 | Cultural Crossroads |
| 11 | Magical Enclave |
| 12 | Healing Retreat |
| 13 | Pilgrimage Site |
| 14 | Refuge for Exiles |
| 15 | Frontier Outpost |
| 16 | Sprawling Metropolis |
| 17 | Merchant’s Market |
| 18 | Pirate’s Cove |
| 19 | Coastal Resort |
| 20 | Alchemist’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.
| d20 | Geography and Layout |
|---|---|
| 1 | River Crossing |
| 2 | Cliffside Terraces |
| 3 | Coastal Cliffs |
| 4 | Island Chain |
| 5 | Mountain Pass |
| 6 | Desert Oasis |
| 7 | Swampy Marshlands |
| 8 | Dense Forest Clearing |
| 9 | Rolling Hills |
| 10 | Lake Shore |
| 11 | Volcano Foothills |
| 12 | Underground Caverns |
| 13 | Floating Isles |
| 14 | Steppe Plains |
| 15 | Ruined Foundations |
| 16 | Snowy Highlands |
| 17 | Canyon Valley |
| 18 | Jungle Canopy |
| 19 | Rocky Outcrop |
| 20 | Glacial 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:
| d12 | History and Founding Category |
|---|---|
| 1–2 | Heroic Events |
| 3–4 | Religious and Sacred Happening |
| 5–6 | Conflict and Refuge |
| 7–8 | Trade and Prosperity |
| 9–10 | Myth and Magic |
| 11–12 | Ancient Lore |
| d12 | Heroic Event |
|---|---|
| 1 | A legendary hero defeated a powerful monster nearby. |
| 2 | The city was saved from a natural disaster by a brave champion. |
| 3 | A renowned warrior founded a protective order in the city. |
| 4 | A heroic sacrifice by a local figure turned the tide in a crucial battle. |
| 5 | A famous adventurer returned with a rare artifact that now resides in the city. |
| 6 | The city hosted a tournament where a hero emerged, known throughout the land. |
| 7 | A great leader established a stronghold to protect against invaders. |
| 8 | A local hero single-handedly defended the city from a large-scale raid. |
| 9 | An explorer charted dangerous lands, bringing prosperity and fame to the city. |
| 10 | A historical alliance was formed when a hero brokered peace between rival factions. |
| 11 | The city was founded by a figure who was rumored to be divinely blessed. |
| 12 | A hero constructed an impregnable fortress, which still stands as a symbol of strength. |
| d12 | Religious Event |
|---|---|
| 1 | A sacred relic was discovered and enshrined in the city. |
| 2 | A pilgrimage route was established, drawing faithful visitors. |
| 3 | A deity is said to have appeared and blessed the city. |
| 4 | A prophet delivered a divine message that shaped local beliefs. |
| 5 | An ancient temple was unearthed, sparking a new religious following. |
| 6 | A miracle healed many citizens during a deadly plague. |
| 7 | The city hosted a grand festival in honor of a powerful deity. |
| 8 | A famous oracle set up residence, attracting seekers of wisdom. |
| 9 | A cult was eradicated, and their sacred texts became forbidden. |
| 10 | A holy site nearby attracts those seeking spiritual insight. |
| 11 | A saintly figure lived and died in the city, becoming a local legend. |
| 12 | A divine artifact granted protection to the city during a siege. |
| d12 | Conflict Event |
|---|---|
| 1 | The city served as a sanctuary during a major war. |
| 2 | A historic siege was won, marking a pivotal moment. |
| 3 | Refugees from a distant land were welcomed, altering the city’s culture. |
| 4 | A rival city-state attempted invasion but was repelled. |
| 5 | The city was a battleground for two legendary armies. |
| 6 | A fort was constructed, establishing the city’s strategic importance. |
| 7 | A treaty was signed here, ending a regional conflict. |
| 8 | The city’s walls were breached but rebuilt stronger. |
| 9 | The city’s ruler negotiated peace, earning regional respect. |
| 10 | A famous general defended the city against overwhelming odds. |
| 11 | A historic rebellion reshaped the local government. |
| 12 | A tyrant once ruled, but was overthrown by citizen revolt. |
| d12 | Trade Event |
|---|---|
| 1 | A major trade route was established through the city. |
| 2 | A rare resource discovery brought wealth to the city. |
| 3 | A merchant guild was founded, boosting economic power. |
| 4 | Annual trade fairs attracted buyers from distant lands. |
| 5 | The city became known for a unique craft or product. |
| 6 | Foreign traders established a district, diversifying culture. |
| 7 | A major port expansion enabled international trade. |
| 8 | A marketplace legend tells of a fortune made overnight. |
| 9 | A guild rivalry spurred innovation and economic growth. |
| 10 | The city established its own currency, increasing its influence. |
| 11 | The city was chosen as a trade capital by a regional ruler. |
| 12 | A renowned artisan created a masterpiece that attracted patrons worldwide. |
| d12 | Myth and Magic Event |
|---|---|
| 1 | A powerful sorcerer cast a spell that shaped the city’s layout. |
| 2 | A magical artifact lies hidden beneath the city, guarded by a curse. |
| 3 | A wizard’s tower mysteriously appeared and became part of the city. |
| 4 | A magical creature once protected the city but vanished without explanation. |
| 5 | A leyline runs beneath the city, amplifying magical abilities. |
| 6 | A mythical beast attacked the city but was defeated and buried here. |
| 7 | A rare comet passed overhead, imbuing some citizens with magical gifts. |
| 8 | A local river or lake is said to have healing properties. |
| 9 | A famous enchanter created magical streetlights that still burn today. |
| 10 | A mysterious fog occasionally blankets the city, bringing strange visions. |
| 11 | The city was founded on a magical ritual that protects it from harm. |
| 12 | Once every decade, a magical festival reveals hidden wonders within the city. |
| d12 | Ancient Lore Event |
|---|---|
| 1 | Ruins beneath the city suggest an older civilization once thrived here. |
| 2 | Ancient carvings were discovered, telling of an unknown language or race. |
| 3 | The city was built on top of a burial ground for an ancient order. |
| 4 | An old prophecy foretells a hero’s return to the city in times of need. |
| 5 | Artifacts from a lost kingdom are occasionally found in the surrounding area. |
| 6 | A forgotten library was uncovered, containing knowledge of ancient magic. |
| 7 | The city’s name is derived from an old word meaning “sacred ground.” |
| 8 | A ritual site nearby was recently rediscovered, awakening ancient powers. |
| 9 | Elders pass down legends of a powerful ruler who vanished mysteriously. |
| 10 | Remnants of an ancient battle are scattered around the city’s outskirts. |
| 11 | The foundations of the city are thought to be indestructible by ancient magic. |
| 12 | Every 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.
| Demographic | General % | Diverse % | d10 |
|---|---|---|---|
| Human | 1–40 | 1–30 | 1 |
| Dwarf | 41–55 | 31–45 | 2 |
| Elf | 56–70 | 46–60 | 3 |
| Smallfolk | 71–80 | 61–70 | 4 |
| Aasimar or Tiefling | 81–83 | 71–73 | 5 |
| Beastkin | 84–85 | 74–75 | 6 |
| Changeling | 86–87 | 76–77 | 7 |
| Genasi or Gith | 88–89 | 78–79 | 8 |
| Gnoll, Goblin, Kobold, Kuo-toa, or Orc | 90–92 | 80–82 | 9 |
| Goliath or Minotaur | 93–100 | 83–100 | 10 |
| d12 | Guild Type |
|---|---|
| 1 | Trade and Commerce |
| 2 | Arcane and Mysticism |
| 3 | Military and Defense |
| 4 | Politics and Governance |
| 5 | Nature and Wildlife |
| 6 | Communication and Transportation |
| 7 | Arts and Culture |
| 8 | Security and Border Defense |
| 9 | Industry and Craftsmanship |
| 10 | Scholarship and Education |
| 11 | Diplomacy and Foreign Relations |
| 12 | Food and Hospitality |
| d12 | Relationship |
|---|---|
| 1–2 | Protective |
| 3–4 | Mentor |
| 5–6 | Rivals |
| 7–8 | Enemies |
| 9 | Power Struggle |
| 10 | Partnership |
| 11 | Uneasy Truce |
| 12 | Secret Alliance |
| 13 | Mutual Benefit |
| 14 | Exploitation |
| 15 | Cultural Exchange |
| 16 | Distrustful Allies |
| 17 | Collaborative Effort |
| 18 | Covert Sabotage |
| 19 | Hostile Takeover Attempt |
| 20 | Legacy 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:
| d12 | Wealth Distribution |
|---|---|
| 1 | Wealthy Elite: A small percentage of the population holds the majority of wealth, controlling trade and resources. |
| 2 | Upper Class: A significant upper class thrives, enjoying luxury while a large middle class exists. |
| 3 | Affluent Middle Class: A thriving middle class with good living standards, wealth is moderately distributed. |
| 4 | Balanced Distribution: Wealth is evenly distributed among classes, with opportunities for all. |
| 5 | Struggling Middle Class: The middle class is shrinking, with many falling into lower economic brackets. |
| 6 | Poor Majority: The majority of the population lives in poverty, while a small elite holds wealth. |
| 7 | Economic Disparity: Significant gaps between rich and poor, leading to social tensions and unrest. |
| 8 | Resource-Rich: Abundant natural resources are controlled by a few, leading to exploitation of the lower class. |
| 9 | Declining Economy: The city struggles economically, with many residents facing hardship and joblessness. |
| 10 | Booming Trade: The economy is thriving due to trade, benefiting a large portion of the population. |
| 11 | Seasonal Wealth: Wealth fluctuates based on seasons or trade cycles, affecting daily life. |
| 12 | Foreign Influence: Outside merchants and nobles have significant control over local wealth and resources. |
| d12 | Exported/Needs Goods and Services |
|---|---|
| 1 | Precious metals (gold, silver, etc.) |
| 2 | Fine textiles and clothing |
| 3 | Magical items and potions |
| 4 | Artisanal crafts and jewelry |
| 5 | Rare spices and foodstuffs |
| 6 | Lumber and timber products |
| 7 | Agricultural products (grains, fruits) |
| 8 | Tools and weapons |
| 9 | Wine and spirits |
| 10 | Fish and seafood |
| 11 | Knowledge and scholarly texts |
| 12 | Labor services (craftsmanship, etc.) |
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:
| d8 | Village Tradition | Town Tradition | City Tradition | Metropolis Tradition |
|---|---|---|---|---|
| 1 | Harvest Festival | Founding Day Celebration | Cultural Parade | Grand New Year’s Celebration |
| 2 | Ancestor Worship | Trade Fair | City Anniversary Gala | International Food Festival |
| 3 | Seasonal Markets | Harvest Homecoming | Market Day | Arts and Culture Month |
| 4 | Storytelling Nights | Community Potluck | Street Art Festival | Charity Gala |
| 5 | Maypole Dance | Local Sports Tournament | Music and Dance Night | Science and Innovation Expo |
| 6 | Community Building Days | Town Clean-Up Day | Charity Fundraiser | Political Rally |
| 7 | Crafting Competitions | Historical Reenactment | Film and Theatre Week | Multi-Cultural Parade |
| 8 | Winter Solstice Celebration | Artisan Craft Fair | Neighborhood Block Party | Tech 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:
| d12 | Architectural Style | Construction Materials | Notable Landmarks |
|---|---|---|---|
| 1 | Arcane Gothic | Dark stone, glowing runes | Spellbound cathedrals, wizard towers |
| 2 | Dwarven Stonecraft | Carved granite, iron | Deep halls, fortified keeps, mining guilds |
| 3 | Elven Elegance | White stone, living wood | Sky-reaching spires, treetop sanctuaries |
| 4 | Fey Enchantment | Crystal, enchanted vines | Fairy groves, glistening glades |
| 5 | Orcish Brutalism | Bone, spiked iron | War camps, beast arenas |
| 6 | Draconic Majesty | Scales, volcanic rock | Dragon sanctuaries, lava forges |
| 7 | Arcane Infusion | Magic-imbued stones, elemental gems | Floating towers, mage guilds |
| 8 | Rustic Hobbiton | Wood, thatch, cobblestone | Cozy cottages, greenhouses |
| 9 | Shadowy Underworld | Obsidian, dark glass | Thieves’ guilds, hidden alcoves |
| 10 | Tribal Nomadic | Hide, bone, woven vines | Sacred totems, bone-laden tents |
| 11 | Celestial Opulence | Marble, celestial metals | Radiant temples, angelic shrines |
| 12 | Necromantic Ruins | Black stone, skeletal supports | Haunted crypts, eerie mausoleums |
| d8 | Public Space or Market |
|---|---|
| 1 | Grand Town Square |
| 2 | Farmers’ and Fish Market |
| 3 | Artisan Bazaar |
| 4 | Cultural and Performance Plaza |
| 5 | Open-Air Amphitheater |
| 6 | Alchemist and Herb Market |
| 7 | Botanical Garden |
| 8 | Festival and Tournament Grounds |
| d10 | Entertainment and Leisure Activity |
|---|---|
| 1 | Live Music Performances |
| 2 | Theater Productions |
| 3 | Magical Duels and Competitions |
| 4 | Storytelling Gatherings |
| 5 | Art Exhibitions and Galleries |
| 6 | Games of Chance (e.g., dice games) |
| 7 | Dance Parties and Social Dances |
| 8 | Outdoor Sports and Competitions |
| 9 | Festivals Celebrating Local Culture |
| 10 | Tavern 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.
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:
| d100 | Government Form | Description |
|---|---|---|
| 1-20 | Monarchy | A single ruler, usually hereditary, can be absolute or constitutional, affecting the balance of power in the city. |
| 21-36 | Feudalism | Power distributed hierarchically with lords pledging loyalty to higher nobles. Creates strong local governance but can lead to inequality and unrest. |
| 36-51 | Theocracy | Divine rule enforced through religious leaders, blending governance with faith, impacting laws and social practices. |
| 52-58 | Oligarchy | Power concentrated in a few influential individuals or families, leading to elite control of resources and decision-making. |
| 59-66 | Bureaucracy | Rule exercised through departments, managed by chief administrators. Ensures stability and efficiency but may become mired in red tape. |
| 67-72 | Autocracy | A single ruler possesses absolute power, often hereditary. Can lead to swift decisions but may breed discontent. |
| 73-76 | Confederacy | A union of multiple entities collaborating for mutual benefit. Allows diverse voices but may lead to conflicts over priorities. |
| 77-80 | Democracy | Citizens participate directly or through elected representatives. Promotes civic engagement but may lead to factions and political strife. |
| 81-83 | Dictatorship | Power centralized in one leader, often through force. Allows quick decisions but at the expense of individual freedoms. |
| 84-86 | Republic | Elected representatives govern on behalf of citizens, encouraging participation but requiring balance to avoid corruption. |
| 87-88 | Geriocracy | Governance held by the elderly, leveraging their experience but potentially excluding younger voices and innovations. |
| 89-90 | Gynarchy | Rule by women, fostering unique social structures and dynamics, often leading to matriarchal societies. |
| 91-92 | Magocracy | Governed by powerful magic-users, leading to advances in arcane knowledge but may alienate non-magic users. |
| 93-94 | Militocracy | Military holds significant power, prioritizing defense and security, potentially leading to a police state. |
| 95 | Hierarchy | Power derived from spiritual leaders, intertwining faith with governance, potentially leading to conflicts with secular interests. |
| 96 | Matriarchy | Governance by elder women, emphasizing family ties and nurturing roles, creating strong community bonds. |
| 97 | Pedocracy | Rule by the educated elite, emphasizing knowledge and wisdom but potentially disregarding the needs of the uneducated. |
| 98 | Plutocracy | Wealthy individuals dominate governance, creating inequality but may also drive economic growth. |
| 99 | Syndicracy | Business interests dominate governance, driving economic success but potentially neglecting social welfare. |
| 100 | Mixed Government | A 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 Title | Attribution |
|---|---|
| Monarch (King/Queen) | Supreme ruler of the kingdom or realm, typically hereditary |
| Prince/Princess | High-ranking noble, often directly related to the monarch |
| Duke/Duchess | High-ranking noble governing a large region or duchy |
| Marquess/Marchioness | Noble governing a border territory, responsible for defense |
| Earl/Count/Countess | Governs a county, overseeing towns and lesser nobles |
| Viscount | Noble rank below earl/count, assists in regional administration |
| Baron/Baroness | Manages a local area or barony, often ruling over villages |
| Lord/Lady | General term for nobility, often holding minor land or title |
| Knight | Vassal and warrior sworn to serve a lord or baron |
| Squire | Attendant and trainee to a knight, learning duties and skills |
| Freeman | Free peasant or artisan with more autonomy than serfs |
| Serf | Peasant bound to the land, working for the local lord |
| Theocracy Title | Attribution |
|---|---|
| High Priest/Priestess | Supreme religious leader, often seen as a direct representative of the deity |
| Archbishop | Oversees multiple regions or cities, guiding lower-ranking clergy |
| Bishop | Governs a specific region or diocese, often with administrative duties |
| Abbot/Abbess | Leader of a monastic community, responsible for spiritual and daily affairs |
| Priest/Priestess | Local religious leader, providing spiritual guidance to a community |
| Deacon | Assists priests in rituals and administrative tasks within a parish |
| Monk/Nun | Devoted to a life of religious service, often within a monastery |
| Acolyte | Junior member of the clergy, often in training for a higher role |
| Lay Brother/Sister | Non-ordained members who assist in religious duties or community work |
| Initiate | Novice or beginner undergoing training in the faith |
| Oligarchy Title | Attribution |
|---|---|
| Grand Councilor | Leader of the oligarchic council, often the most influential or wealthiest member |
| Councilor | Member of the ruling council, sharing governance with other powerful figures |
| Magistrate | High-ranking official overseeing specific areas such as law or trade |
| Guildmaster | Head of a powerful guild, controlling specific trades or industries |
| Advisor | Leader of a syndicate or alliance of influential families or organizations |
| Influencer | Wealthy or powerful individual with sway over public opinion or resources |
| Bureaucracy Title | Attribution |
|---|---|
| Chancellor | Head of the bureaucracy, overseeing all governmental departments and policies |
| Minister | Leader of a specific department (e.g., Minister of Finance, Minister of Defense) |
| Chief Administrator | Senior official managing multiple departments or a large administrative division |
| Commissioner | Oversees a specific area or sector, such as trade, education, or infrastructure |
| Inspector General | Supervises officials to ensure compliance with laws and policies |
| Tax Collector | Responsible for gathering taxes and managing fiscal records |
| Clerk | Junior official handling administrative duties and supporting higher-ranking bureaucrats |
| Scribe | Maintains records, drafts documents, and assists in communication within departments |
| Autocracy Title | Attribution |
|---|---|
| Emperor/Empress | Supreme ruler with absolute power, often hereditary |
| Grand Vizier | Chief advisor to the autocrat, wielding considerable influence and authority |
| Governor | Oversees a large region or province on behalf of the ruler |
| General | High-ranking military leader responsible for defense and maintaining order |
| High Magistrate | Senior judicial figure enforcing the autocrat’s laws |
| Court Sorcerer | Powerful magic-user serving as the autocrat’s advisor on magical affairs |
| Steward | Manages 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.
| d20 | Restriction |
|---|---|
| 1 | Curfew enforced after sunset |
| 2 | No weapons allowed within city walls |
| 3 | Restricted entry to nobles’ district |
| 4 | Magic use prohibited in public spaces |
| 5 | Certain races require permits to enter |
| 6 | Restricted access to royal palace or castle |
| 7 | Ban on certain imported goods (e.g., spices) |
| 8 | Guild membership required to practice a trade |
| 9 | No public gatherings without city approval |
| 10 | Heavy tax on foreign merchants |
| 11 | No arcane symbols or relics displayed publicly |
| 12 | Religious attire required within holy sites |
| 13 | Silence enforced in specific districts |
| 14 | Only licensed healers allowed to practice magic |
| 15 | No open flames within certain areas |
| 16 | All magical items must be registered with guards |
| 17 | Certain books and scrolls restricted to clergy |
| 18 | Curfew lifted only for nobility and officials |
| 19 | Street performers require a city permit |
| 20 | Prohibition 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.
| d8 | Village Wall Type | Village Guard Force Size | Village Gates and Entrances | Village Guard Equipment |
|---|---|---|---|---|
| 1 | Wooden fence | Small militia (5-10 villagers) | Simple wooden gate | Basic weapons (spears, bows) |
| 2 | Hedge or natural barrier | Informal watch (3-5 volunteers) | No gate, open path | Hand-me-down tools |
| 3 | Low stone wall | Local hunters serve as guards | Ropes or small wooden barricades | Clubs, slings, simple shields |
| 4 | Thorny bushes or bramble barrier | Rotating watch of villagers | Simple swing gate | Rusty or borrowed armor pieces |
| 5 | None, open boundaries | Local farmers double as militia | Fence with wooden gate | Spears, pitchforks, and farm tools |
| 6 | Low wooden palisade | Volunteer night watch (1-3 people) | Loose stones marking entrance | Leather armor scraps, wooden clubs |
| 7 | Makeshift barrier with logs | Village chief and family members | Gate with basic lock | Homemade wooden shields, daggers |
| 8 | Wooden stakes at perimeter points | Retired soldier or veteran watch | Reinforced gate with latch | Bows, simple arrows, reinforced shields |
| d8 | Town Wall Type | Town Guard Force Size | Town Gates and Entrances | Town Guard Equipment |
|---|---|---|---|---|
| 1 | Wooden palisade with towers | Modest town guard (20-50 guards) | Wooden gates with iron reinforcement | Leather armor, spears, crossbows |
| 2 | Low stone wall | Town militia led by a few captains | Double wooden gates | Chainmail, basic swords, longbows |
| 3 | Reinforced timber wall | Rotating guard shifts (25 guards) | Guarded gate with basic defenses | Shields, crossbows, helmets |
| 4 | Stone wall with lookout points | Full-time guard force (30-40) | Iron-reinforced wooden gates | Standard armor, pikes, swords |
| 5 | Earthwork and wooden ramparts | Volunteer guards (15-30) | Simple gates with guards | Leather armor, polearms, slings |
| 6 | Stone wall with partial battlements | Night and day guard rotations (40) | Reinforced wooden gates | Chainmail, shields, spears |
| 7 | Timber and stone hybrid wall | Captain-led guard unit (50 guards) | Gate with iron portcullis | Crossbows, chain armor, longswords |
| 8 | Defensive stone wall | Trained town militia (45 guards) | Main gate with guard posts | Studded leather armor, halberds, shortbows |
| d8 | City Wall Type | City Guard Force Size | City Gates and Entrances | City Guard Equipment |
|---|---|---|---|---|
| 1 | High stone wall with battlements | City watch (100-200 guards) | Iron gates with portcullis | Chainmail, shields, swords, longbows |
| 2 | Double-layered stone wall | Guard divisions by district (150) | Main gate with reinforced towers | Plate armor for captains, crossbows |
| 3 | Reinforced stone wall with towers | Specialized guard units (120-180) | Multiple gates with guardhouses | Studded leather, halberds, longbows |
| 4 | Stone wall with moat | Large guard presence (200) | Iron-reinforced gates with portcullis | Chainmail, pikes, shields |
| 5 | High walls with magical defenses | Day and night shifts (150) | Main gate, iron and wood reinforced | Full armor sets, crossbows, swords |
| 6 | Fortified walls with watchtowers | Elite guard groups (180) | Multiple guarded entries | Advanced armor, longbows, pikes |
| 7 | Stone wall with defensive turrets | Ward guards by district (130-170) | Secured gates with drawbridges | Standard armor, crossbows, spears |
| 8 | Enchanted stone walls | Experienced guard captains (200+) | Fortified main gate and side gates | Chainmail, enchanted shields, longswords |
| d8 | Metropolis Wall Type | Metropolis Guard Force Size | Metropolis Gates and Entrances | Metropolis Guard Equipment |
|---|---|---|---|---|
| 1 | Massive fortified stone walls | Large city guard (500+ guards) | Multiple fortified gates | Plate armor, shields, enchanted swords |
| 2 | High enchanted walls with wards | District-based guard regiments (600) | Main gates with magical barriers | Full armor, enchanted pikes, longbows |
| 3 | Double-walled stone defenses | Elite guards (700+) | Guarded gates with iron portcullis and towers | Reinforced armor, crossbows, polearms |
| 4 | Stone walls with reinforced turrets | Full-time military force (800+) | High-security gates with drawbridges | Advanced armor, enchanted shields, halberds |
| 5 | Walls with magical enhancements | Specialized guard units (750) | Gates with watchtowers and magical wards | Plate armor, magical shields, longswords |
| 6 | Multi-layered walls with battlements | Guard and military mix (800+) | Fortified main gates and checkpoints | Heavy armor, war crossbows, pikes |
| 7 | Enchanted walls with defensive glyphs | Regional guard divisions (900+) | Iron and magic-reinforced gates | Full sets of enchanted armor, longbows |
| 8 | Massive walls with defensive wards | City guard and elite soldiers (1.000+) | Gates with advanced magical seals | Magical weapons, heavy armor, siege crossbows |
| d12 | Threat/Crime Type |
|---|---|
| 1 | Organized crime syndicates |
| 2 | Smuggling of illegal goods |
| 3 | Bandit attacks on trade routes |
| 4 | Pickpocketing and street theft |
| 5 | Corruption among city officials |
| 6 | Rogue magic-users causing havoc |
| 7 | Black market dealing in rare items |
| 8 | Assassination plots |
| 9 | Cult activity and dark rituals |
| 10 | Civil unrest and protests |
| 11 | Poisoning or contamination of wells |
| 12 | Kidnapping and ransom schemes |
| Crime Type | Low Offense | High Offense |
|---|---|---|
| Theft and Smuggling | Fines, short-term imprisonment | Long-term imprisonment, forced labor, or exile |
| Violence and Personal Crimes | Imprisonment or fines | Execution, life imprisonment, or exile |
| Corruption and Deception | Confiscation of assets, public shaming | Asset seizure, demotion, exile |
| Religious and Moral Offenses | Public penance, minor fines | Excommunication, heavy fines, imprisonment |
| Unlawful Magic and Forbidden Practices | Confiscation of magical items, imprisonment | Execution, magical restraint, or exile |
| Property and Resource Violations | Fines, community service | Forced labor, confiscation of property, imprisonment |
| Bribery and Extortion | Fines, demotion, public reprimand | Imprisonment, asset seizure, removal from position |
| Kidnapping and Hostage-Taking | Imprisonment, community service | Life imprisonment, execution, or exile |
| Public Disorder and Rioting | Fines, short-term imprisonment | Long-term imprisonment, forced labor, or exile |
| Forgery and Fraud | Confiscation of forged items, fines | Imprisonment, asset seizure, long-term community service |
| Trespassing and Unauthorized Access | Fines, public reprimand | Imprisonment, forced labor, or exile |
| Poaching and Illegal Hunting | Fines, confiscation of weapons | Forced labor, imprisonment, or property seizure |
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.
| d12 | Common District/Neighborhood | Unusual/Rare District |
|---|---|---|
| 1 | Market Square | Golem Foundry |
| 2 | Noble Quarter | Arcane Enclave |
| 3 | Artisan’s Row | Shadow Market (Black Market) |
| 4 | Temple District | Necropolis or Crypt District |
| 5 | Harbor/Port | Elemental Forge |
| 6 | Guild Quarters | Tinker’s Alley (Inventors) |
| 7 | Residential Area | Beastkeeper’s Ward |
| 8 | Military Barracks | Skyship Dock |
| 9 | Scholar’s Quarter | Fungal Cavern (Underground) |
| 10 | Entertainment District | Crystal Gardens |
| 11 | Slums | Astronomer’s Tower District |
| 12 | Garden District | Fae Quarter |
| Size | Amount of Districts | Structures per District |
|---|---|---|
| Village | 1d2 districts | 1d2 |
| Town | 1d4 districts | 1d4 |
| City | 1d6 districts | 1d6 |
| Metropolis | At least 10 districts | 1d8 |
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 Roll | Common Shop | Unusual/Rare Shop | Criminal Shop |
|---|---|---|---|
| 1 | Bakery | Arcane Supplies | Black Market Apothecary |
| 2 | Blacksmith | Elemental Forge | Smuggler’s Den |
| 3 | Tavern | Alchemist’s Emporium | Poison Dealer |
| 4 | Herbalist | Enchanted Curiosities | Fence (Stolen Goods) |
| 5 | Tailor | Golem Parts Shop | Thieves’ Guild Outpost |
| 6 | Carpenter | Astral Artifact Dealer | Assassin’s Hideout |
| 7 | General Store | Exotic Pet Trader | Contraband Exchange |
| 8 | Armorer | Fey Relics Shop | Forgery and Counterfeits |
| 9 | Cobbler | Crystal Garden Boutique | Shadow Broker |
| 10 | Butcher | Dragon Parts Dealer | Underworld Tavern |
| 11 | Market Stall | Portal Stones Vendor | Black Market Magic Items |
| 12 | Fisherman’s Shop | Shapeshifter’s Emporium | Drug Lab |
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.
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.
| Area | Description |
|---|---|
| Training Yard | Outdoor area for combat training and physical conditioning |
| Armory | Storage for weapons, armor, and maintenance tools |
| Command Center | Office for strategic planning, overseeing operations, and village governance |
| Chapel | Small space for religious practices and moments of reflection |
| Blacksmith Workshop | Forge and tools for repairing and maintaining equipment |
| Jail | Holding area for detaining prisoners or criminals |
| Administrative Office | Office space for clerks managing village records, taxes, and official documents |
| Public Audience Hall | Area where villagers can bring concerns or requests to the stronghold leaders |
| Village Treasury | Secure 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
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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.
| Item | Price | Short Description |
|---|---|---|
| Hearth Bread | 2cp | Hearty, crusty loaf perfect for a soldier’s meal |
| Warm Berry Tart | 6cp | Tart filled with fresh, local berries |
| Soldier’s Scones | 3cp | Dense scone, great for a quick snack |
| Pumpkin Spice Loaf | 1sp | Seasonal 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%.
| Item | Price | Short Description |
|---|---|---|
| Minor Healing Potion | 10gp | Small vial that restores 1d4 hit points |
| Local Poison Antidote | 10gp | This is an antidote that cures poison from local creatures |
| Lantern, Hooded | 3gp | Adjustable 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.
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 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.
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.
Enhanced Strikes: Add one extra weapon damage die to the monster’s melee attacks.
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 CR | Full Caster | Half Caster | One Third Caster |
|---|---|---|---|
| 1-3 | 5 MP, 1st-LEvel | 3 MP, 1st-Level | 2 MP, 1st-Level |
| 4-6 | 9 MP, 3rd-LEvel | 4 MP, 2nd-Level | 3 MP, 1st-Level |
| 7-12 | 12 MP, 4th-LEvel | 6 MP, 3rd-Level | 4 MP, 2nd-Level |
| 13-17 | 15 MP, 6th-LEvel | 8 MP, 4th-Level | 5 MP, 2nd-Level |
| 17+ | 20 MP, 9th-LEvel | 10 MP, 5th-Level | 6 MP, 3rd-Level |
Ranged Mastery: This monster receives +2 on ranged attacks.
Aggressive Advance: The monster can move up to half its movement speed toward the closest enemy as a bonus action.
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.
Skill Training: This monster receives 5 skill points.
Expersite: This monster reiceves expertise in a skill.
Elemental Infusion: Change the damage from one attack to the chosen element: fire, cold, lightning or thunder.
Toxic Attacks: Pick one attack action. When this attack hit, the target must succeed a Constitution save or become poisoned for the next hour.
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.
Enhanced Vitality: Increase this monster maximum HP to this monster constitution score.
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:
Immunities: poison
Resistances: poison, necrotic
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.
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.
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.
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.
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.
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.
| CR | Proficiency Bonus |
|---|---|
| 0-4 | +2 |
| 5-8 | +3 |
| 9-12 | +4 |
| 13-16 | +5 |
| 17-20 | +6 |
| 21-24 | +7 |
| 25-28 | +8 |
| 29+ | +9 |
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.
| Type | Stats List |
|---|---|
| Default | 14 , 14 , 12 , 12 , 10 , 10 |
| Skilled | 16 , 14 , 14 , 10 , 10 , 10 |
| Specialist | 18 , 12 , 12 , 10 , 10 , 8 |
| Savage Brute | 20 , 18 , 12 , 10 , 8 , 8 |
| God’s Chosen | 18 , 18 , 16 , 16 , 14 , 12 |
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.
| Size | Base Score Adjust | Hit Dice | Average |
|---|---|---|---|
| Tiny | One-quarter. | 1d3 | 2 |
| Small | Half | 1d4 | 3 |
| Medium | No change. | 1d6 | 4 |
| Large | No change. | 1d8 | 5 |
| Huge | Increase by 50%. | 1d10 | 6 |
| Gargantuan | Double. | 1d12 | 7 |
| CR | Average Hit Dice |
|---|---|
| 0 | 1 die |
| 0.125 | 1-2 dice |
| 0.25 | 2-4 dice |
| 0.5 | 3-4 dice |
| 1 | 3-5 dice |
| 2 | 5-7 dice |
| 3 | 6-9 dice |
| 4 | 7-10 dice |
| 5 | 8-11 dice |
| 6 | 10-12 dice |
| 7 | 11-13 dice |
| 8 | 12-14 dice |
| 9 | 13-15 dice |
| 10 | 15-17 dice |
| 11 | 16-18 dice |
| 12 | 16-19 dice |
| 13 | 17-20 dice |
| 14 | 18-20 dice |
| 15 | 17-20 dice |
| 16 | 18-21 dice |
| 17 | 19-22 dice |
| 18 | 20-23 dice |
| 19 | 21-24 dice |
| 20 | 20-25 dice |
| 21 | 21-26 dice |
| 22 | 22-27 dice |
| 23 | 23-28 dice |
| 24 | 24-28 dice |
| 25 | 25-28 dice |
| 26 | 26-29 dice |
| 27 | 27-30 dice |
| 28 | 28-31 dice |
| 29 | 29-32 dice |
| 30 | 28-33 dice |
If the creature uses armor, just use the item armor class. If you need an average, you can use the followign table as reference.
| CR | Average AC |
|---|---|
| 0 | 8-12 |
| 0.125 | 10-12 |
| 0.25 | 10-13 |
| 0.5 | 11-13 |
| 1 | 12-13 |
| 2-5 | 13-15 |
| 6-7 | 15-17 |
| 8-12 | 13-18 |
| 13-17 | 17-20 |
| 18-20 | 18-22 |
| 20+ | 19-23 |
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
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.
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.
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.
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.
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.
When creating special traits, consider the following:
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:
For powerful monsters, especially those meant to be major adversaries, consider adding:
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.
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)
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.
| CR | Armor | HP | Attack Bonus | Damage |
|---|---|---|---|---|
| 0 | 10 | 2 | +2 | 1d4-1 |
| 1/8 | 11 | 4 | +3 | 1d4 |
| 1/4 | 12 | 7 | +3 | 1d6 |
| 1/2 | 13 | 10 | +3 | 1d6+1 |
| 1 | 13 | 12 | +3 | 1d8 |
| 2 | 13 | 16 | +3 | 1d8 |
| 3 | 14 | 20 | +4 | (2x) 1d8+2 |
| 4 | 14 | 25 | +5 | (2x) 1d8+2 |
| 5 | 15 | 30 | +6 | (2x) 2d8+2 |
| 6 | 15 | 35 | +6 | (2x) 2d8+2 |
| 7 | 15 | 40 | +6 | (2x) 2d8+2 |
| 8 | 16 | 45 | +7 | (2x) 2d8+3 |
| 9 | 16 | 50 | +7 | (2x) 2d8+3 |
| 10 | 17 | 55 | +7 | (2x) 3d8+3 |
| 11 | 17 | 60 | +8 | (2x) 3d8+3 |
| 12 | 17 | 65 | +8 | (2x) 3d8+3 |
| 13 | 18 | 70 | +8 | (2x) 3d8+3 |
| 14 | 18 | 75 | +8 | (3x) 3d8+3 |
| 15 | 18 | 80 | +9 | (3x) 4d8+3 |
| 16 | 18 | 85 | +9 | (3x) 4d8+3 |
| 17 | 19 | 90 | +10 | (3x) 4d8+3 |
| 18 | 19 | 95 | +10 | (3x) 4d8+3 |
| 19 | 19 | 100 | +10 | (3x) 4d8+3 |
| 20 | 19 | 105 | +10 | (3x) 5d8+3 |
| 21 | 19 | 110 | +11 | (3x) 5d8+3 |
| 22 | 20 | 115 | +11 | (3x) 5d8+3 |
| 23 | 20 | 120 | +11 | (3x) 5d8+3 |
| 24 | 20 | 125 | +11 | (3x) 5d8+3 |
| 25 | 20 | 130 | +12 | (3x) 6d8+3 |
| 26 | 21 | 135 | +12 | (3x) 6d8+3 |
| 27 | 21 | 140 | +12 | (3x) 6d8+3 |
| 28 | 21 | 145 | +12 | (3x) 6d8+3 |
| 29 | 21 | 148 | +13 | (3x) 6d8+3 |
| 30 | 22 | 150 | +13 | (3x) 6d8+3 |
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.
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.
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.
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.
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.
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.
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:
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.
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:
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.
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.
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.
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.
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.
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:
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
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:
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:
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:
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:
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
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.
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:
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:
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.
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.
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.
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.
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.
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.
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:
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.
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.
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.
| d20 | Purpose |
|---|---|
| 1 | Arena |
| 2 | Armory or storage |
| 3 | Burial crypt |
| 4 | Deadly trap |
| 5 | Den |
| 6 | Excavation site |
| 7 | Fortress |
| 8 | Garden or Menagerie |
| 9 | Labyrinth |
| 10 | Library or archive |
| 11 | Magic laboratory |
| 12 | Observatory |
| 13 | Portal hub |
| 14 | Prison |
| 15 | Ritual Chamber |
| 16 | Sanctuary or altar |
| 17 | Summoning chamber |
| 18 | Throne room |
| 19 | Training grounds |
| 20 | Treasure hoard |
Why the heck just a freaking table?
Because it’s freaking useful. Don’t like? Bite me!
| d100 | Common Location | Exotic Location |
|---|---|---|
| 01-04 | A building in a city | Among the branches of a tree |
| 05-08 | Catacombs or sewers beneath a city | Around a geyser |
| 09-12 | Beneath a farmhouse | Behind a waterfall |
| 13-16 | Beneath a graveyard | Buried in an avalanche |
| 17-22 | Beneath a ruined castle | Buried in a sandstorm |
| 23-26 | Beneath a ruined city | Buried in volcanic ash |
| 27-30 | Beneath a temple | Castle or structure sunken in a swamp |
| 31-34 | In a chasm | Castle or structure at the bottom of a sinkhole |
| 35-38 | In a cliff face | Floating on the sea |
| 39-42 | In a desert | In a meteorite |
| 43-46 | In a forest | On a demiplane or in a pocket dimension |
| 47-50 | In a glacier | In an area devastated by a magical catastrophe |
| 51-54 | In a gorge | On a cloud |
| 55-58 | In a jungle | In the Feywild |
| 59-62 | In a mountain pass | In the Shadowfell |
| 63-66 | In a swamp | On an island in an underground sea |
| 67-70 | Beneath or on top of a mesa | In a volcano |
| 71-74 | In sea caves | On the back of a Gargantuan living creature |
| 75-78 | In several connected mesas | Sealed inside a magical dome of force |
| 79-82 | On a mountain peak | Inside a extradimensional plane |
| 83-86 | On a promontory | Inside an ancient giant’s skull |
| 87-90 | On an island | In the heart of a crystal cavern |
| 91-95 | Underwater | On an abandoned floating fortress |
| 96-100 | Roll on the Exotic Location Table | Amid the ruins of a celestial temple |
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.
| d20 | Creator |
|---|---|
| 1 | Ancient Wizard |
| 2 | Rogue Warlock |
| 3 | Vampire Lord |
| 4 | Goblin Clan |
| 5 | Haunted Spirit |
| 6 | Desert Nomads |
| 7 | Merfolk or Underwater Cult |
| 8 | Exiled Noble |
| 9 | Arcane Order |
| 10 | Shadow Sorcerer |
| 11 | Werewolf Pack |
| 12 | Forgotten Civilization |
| 13 | Fire Elementalists |
| 14 | Frost Giants |
| 15 | Celestial Outcast |
| 16 | Sentient Plant Beings |
| 17 | Necromancer Cult |
| 18 | Druid Circle |
| 19 | Time Traveler |
| 20 | Pirate 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.
| d20 | Key Event |
|---|---|
| 1-2 | Abandoned after disastrous ritual |
| 3-4 | Claimed as holy ground by a fanatic cult |
| 5 | Infected by a creeping corruption |
| 6-8 | Conquered by a rival kingdom |
| 9 | Creators banished to another plane |
| 10-11 | Destroyed by betrayal from within |
| 12 | Sealed off by creators to contain a powerful relic |
| 13 | Creators mysteriously vanished overnight |
| 14 | Flooded by underground waters |
| 15 | Ruined by seismic activity |
| 16 | Warped by chaotic magic surge |
| 17 | Original purpose unknown, long shrouded in myth |
| 18 | Overrun by undead, once holy ground |
| 19 | Transformed by a powerful entity’s influence |
| 20 | Site of an ancient prophecy waiting to unfold |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
| d12 | Theme | Description |
|---|---|---|
| 1 | Power and Corruption | Characters face the allure and danger of power, confronting corruption in institutions or allies. |
| 2 | Redemption | NPCs or players seek to overcome past mistakes, finding redemption through trials and choices. |
| 3 | Chaos vs. Order | The struggle between freedom and control, with players caught between forces of chaos and order. |
| 4 | Exploration of the Unknown | The campaign focuses on uncharted lands or forgotten realms, driving players to discover secrets. |
| 5 | Light in Darkness | In a world filled with despair, the players’ actions are beacons of hope or instruments of decay. |
| 6 | Fate vs. Free Will | Characters face destiny and the limits of their choices, questioning their own agency. |
| 7 | Rebirth and Renewal | Themes of life, cycles, and growth shape a world healing from past ruin, with characters aiding renewal. |
| 8 | Honor and Sacrifice | Decisions challenge characters’ values, where honor often demands difficult sacrifices. |
| 9 | Ancient Secrets Revealed | Discovering powerful artifacts or forgotten knowledge that shifts their understanding of history. |
| 10 | Nature vs. Civilization | Tensions between nature and expansion, with players navigating both progress and preservation. |
| 11 | Unity and Division | A world of factionalism where players must bridge divides or choose sides in conflicts. |
| 12 | Knowledge and Madness | The pursuit of hidden knowledge carries risks, as players grapple with wisdom and its costs. |
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:
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.
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.
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.
| d12 | Seasonal Change | Description |
|---|---|---|
| 1 | Harvest Festival | Towns celebrate with feasts, games, and parades. NPCs may be more open, while merchants and innkeepers offer discounts to attract festival-goers. |
| 2 | Winter Scarcity | Supplies are limited, raising prices on essentials. Townsfolk might be wary of strangers, and some may beg for food or fuel to survive the cold. |
| 3 | Spring Flooding | Rivers overflow, causing detours, flooding roads, or damaging farmland. NPCs may be focused on rebuilding or may ask for help with repairs and resources. |
| 4 | Summer Drought | Water sources dry up, creating tension between cities and villages. Thirsty wildlife may be aggressive, and conflict over wells could arise among NPCs. |
| 5 | Early Snowfall | Unseasonal snow disrupts travel and freezes crops . Wildlife may migrate early, and townsfolk prepare for a longer winter with fewer supplies. |
| 6 | Blossom Festival | Celebrations of new growth bring flowers, crafts, and dances. Merchants showcase rare goods in hopes of attracting festival crowds. |
| 7 | Summer Storms | Intense thunderstorms or tornadoes hit the region, causing delays, structural damage, and potential flash floods. Some NPCs may need aid in the aftermath. |
| 8 | Autumn Migration | Massive migrations of birds or beasts fill the skies or forests, affecting hunting and travel. Poachers may arrive, and towns set up seasonal markets. |
| 9 | Firefly Season | Night skies light up with thousands of fireflies, creating a magical atmosphere. Night festivals emerge and good luck spread among NPCs. |
| 10 | Icy Fog | Thick fog blankets the land for days, obscuring visibility. Roads are treacherous, and people speak of strange figures moving in the mist. |
| 11 | Pollen Surge | Fields and forests fill with pollen, creating difficulties for travelers with allergies. Some creatures become more active and aggressive. |
| 12 | Hatching Season | Wildlife or magical creatures give birth in great numbers. Protective parents may threaten travelers, and some towns have festivities to honor new life. |
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 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.
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.
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.
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.
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.
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 Level | Total | Time and Cost per Check |
|---|---|---|
| 1st Level | 50 | One day (30 gp) |
| 2nd Level | 50 | Two days (75 gp) |
| 3rd Level | 100 | Four days (150 gp) |
| 4th Level | 150 | One week (300 gp) |
| 5th Level | 150 | One week (450 gp) |
| 6th Level | 200 | Two weeks (600 gp) |
| 7th Level | 250 | Two weeks (900 gp) |
| 8th Level | 250 | One month (1.200 gp) |
| 9th Level | 300 | One 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.
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:
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 Type | Base 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 |
| Ring | Use the approximation tables |
| Rod | Use the approximation tables |
| Staff or Wand | Use the Staff or Want table |
| Wondrous Item | Use 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 Shield Type | Extra Cost |
|---|---|
| Light Armor | 500 gp |
| Medium Armor | 1.000 gp |
| Heavy Armor | 2.000 gp |
| Buckler | 100 gp |
| Shield | 500 gp |
| Tower Shiled | 1.000 gp |
| Weapon Type | Extra Cost |
|---|---|
| Simple Weapon | 500 gp |
| Martial Weapon | 1.000 gp |
| Special Ability | Magical 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:
| Shield | Damage | Properties |
|---|---|---|
| Buckler | 1d6 | Thrown (range 3/6 sqr.), Light Finese |
| Shield | 1d8 | |
| Tower Shield | 1d10 | Heavy, 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 Type | Chance for Normal Damage | Base Price Modifier |
|---|---|---|
| Basic | 25% | +1 bonus |
| Moderate | 75% | +3 bonus |
| High | 100% | +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 Type | Magical 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 Type | Magical 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.
| Special Ability | Magic 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.
| d100 | Bane Creature |
|---|---|
| 01–02 | Aberration |
| 03–04 | Beast |
| 05 | Celestial |
| 06 | Construct |
| 07 | Dragon |
| 08 | Elemental |
| 09 | Fey |
| 10–11 | Fiend |
| 12–13 | Giant |
| 14–25 | Humanoid (dwarf) |
| 26–37 | Humanoid (elf) |
| 38–49 | Humanoid (goblinoid) |
| 50–61 | Humanoid (human) |
| 62–67 | Humanoid (kuo-toa) |
| 68–73 | Humanoid (orc) |
| 74-79 | Humanoid (shapechanger) |
| 80-85 | Humanoid (smallfolk) |
| 86-91 | Humanoid (other) |
| 92–93 | Monstrosity |
| 94 | Ooze |
| 95 | Plant |
| 96–100 | Undead |
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.
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).
| Cost | From |
|---|---|
| 1.000 gp | Base Price Longbo, as Martial Weapon |
| 5.000 gp | +2 Weapon. +1 Magical and Bane effect, which acts as +1 effect |
| 1.600 gp | 4 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 gp | Total |
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.
| Effect | Base Price | Example |
|---|---|---|
| Ability bonus | Bonus squared × 10.000 gp | +1 Dexterity |
| Attack bonus | Bonus cubed × 1.000 gp | Magic Weapon +1 |
| AC bonus | Bonus cubed × 1.000 gp | Magic Armor +1 |
| Save bonus | Bonus squared × 5.000 gp | +1 on Wisdom Saves |
| Skill bonus | Bonus squared × 500 gp | +1 on Stealth Checks |
| Speed bonus | Sqr. Speed squared × 1.000 gp | 4 sqr. (6m) of swimming speed. |
| Bonus spell | Spell level squared × 5.000 gp | Boots with Longstrider spell |
| Spell resistance | 10.000 gp per resistance | Fire Resistance |
| Spell Effect | Base Price | Example |
|---|---|---|
| Single use, spell completion | Spell level squared × 25 gp | Spell Scroll like items |
| Single use, use-activated | Spell level squared × 50 gp | Potion like item |
| Command word | Spell level squared × 5.000 gp | Driftglobe |
| Use-activated or continuous | Spell level squared × 2.000 gp | Gem of seeing |
| Special | Base Price Adjustment | Example |
|---|---|---|
| Charges per day | Divide by (5 divided by charges per day) | Uses that recharge at down |
| Uncustomary space limitation | Multiply entire cost by 2 | Check the body slot affinity |
| No space slot | Multiply entire cost by 3 | The items doen’t need to be equiped |
| No attunement | Multiply entire cost by 3 | The doen’t need attument |
| Multiple different abilities | Multiply lower item cost by 3 | Can cast spells |
| Spell has material component cost | Add 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 slot | Affinity |
|---|---|
| Headband, helmet | Mental improvement, ranged attacks |
| Hat | Interaction |
| Phylactery | Morale, alignment |
| Eye lenses, goggles | Vision |
| Cloak, cape, mantle | Transformation, protection |
| Amulet, brooch, necklace, periapt, scarab | Protection, discernment |
| Robe | Multiple effects |
| Shirt | Physical improvement |
| Vest, vestment | Class ability improvement |
| Bracers | Combat |
| Bracelets | Allies |
| Gloves | Quickness |
| Gauntlets | Destructive power |
| Belt | Physical improvement |
| Boots | Movement |
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.
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 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 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.) | Rarity | Magical Bonus | Price | Check Total | Time per check | Cost per check |
|---|---|---|---|---|---|---|
| - | Common | - | up to 500gp | 50 | One day | Price ÷ 20 |
| - | Uncommon | +1 | 500 - 2.000gp | 100 | One day | Price ÷ 15 |
| 5 | Rare | +2 | 2.000 - 5.000gp | 150 | One week | Price ÷ 15 |
| 7 | Rare | +3 | 5.000 - 25.000gp | 150 | One week | Price ÷ 15 |
| 10 | Very Rare | +4 | 25.000 - 50.000gp | 200 | One month | Price ÷ 10 |
| 15 | Legendary | +5 | above 50.000gp | 250 | One month | Pricw ÷ 10 |
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.
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.
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.
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.
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:
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: