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NPC

CHARACTERISTICS

NPC APPEARANCE

NPC ABILITIES

d20
1

d6
1
2
3
4
5
6

High Ability
Strength - powerful, brawny, strong as an ox
Dexterity - lithe, agile, graceful
Constitution - hardy, hale, healthy
Intelligence - studious, learned, inquisitive
Wisdom - perceptive, spiritual, insightful
Charisma - persuasive, forceful, born leader

d6
1
2
3
4
5
6

Low Ability
Strength - feeble, scrawny
Dexterity - clumsy, fumbling
Constitution - sickly, pale
Intelligence - dim-witted, slow
Wisdom - oblivious, absentminded
Charisma - dull, boring

2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Feature
Distinctive jewelry: earings, necklace, circlet,
braclets
Piercings
Flamboyant or outlandish clothes
Formal, clean clothes
Ragged, dirty clothes
Pronounced scar
Missing teeth
Missing fingers
Unusual eye color (or two different colors)
Tattoos
Birthmark
Unusual skin color
Bald
Braided beard or hair
Unusual hair color
Nervous eye twitch
Distinctive nose
Distinctive posture (crooked or rigid)
Exceptionally beautiful
Exceptionally ugly

NPC TALENTS

NPC MANNERISMS

d20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

d20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Talent
Prone to singing, whistling or humming quietly
Speaks in rhyme or some other peculiar way
Particulary low or high voice
Slurs words, lisps or stutters
Enunciates overly clearly
Speaks loudly
Whispers
Uses flowery speech or long words
Frequently uses the wrong word
Uses colorful oaths and exclamations
Makes constant jokes or puns
Prone to predictions of doom
Fidgets
Squints
Stares into the distance
Chews something
Paces
Taps fingers
Bites fingernails
Twirls hair or tugs beard

d12
7
8
9
10
11
12

Trait
Honest
Hot tempered
Irritable
Ponderous
Quiet
Suspicious

Talent
Plays a musical instrument
Speaks several languages fluently
Unbelievably lucky
Perfect memory
Great with animals
Great with children
Great at solving puzzles
Great at one game
Great at impersonations
Draws beautifully
Paints beautifully
Sings beautifully
Drinks everyone under the table
Expert carpenter
Expert cook
Expert dart thrower and rock skipper
Expert juggler
Skilled actor and master of disguise
Skilled dancer
Knows thieves cant

NPC INTERACTION TRAITS


d12
1
2
3
4
5
6

Trait
Argumentative
Arrogant
Blustering
Rude
Curious
Friendly
Ivan Cannon

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NPC

CHARACTERISTICS & BACKGROUND

NPC IDEALS

NPC BONDS

d6
1
2
3
4
5
6

Good Ideal
Beauty
Charity
Greater good
Life
Respect
Self-sacrifice

Evil Ideal
Domination
Greed
Might
Pain
Retribution
Slaughter

d6
1
2
3
4
5
6

Lawful Ideal
Community
Fairness
Honor
Logic
Responsibility
Tradition

Chaotic Ideal
Change
Creativity
Freedom
Independence
No limits
Whimsy

d6
1
2
3
4
5
6

Neutral Ideal
Balance
Knowledge
Live and let live
Moderation
Neutrality
People

Other Ideals
Aspiration
Discovery
Glory
Nation
Redemption
Self-knowledge

d10
1
2
3
4
5
6
7
8
9
10

NPC FLAWS AND SECRETS


d12
1
2
3
4
5
6
7
8
9
10
11
12

DETERMINE NPC RACE


d100
0 - 38
39 - 54
55 - 70
71 - 78
79 - 86
87 - 90
91 - 94
95 - 96
97 - 98
99

Race
Human
Dwarf
Elf
Halfling
Half-elf
Gnome
Half-orc
Dragonborn
Tiefling
Other

Chance
39%
16%
16%
8%
8%
4%
4%
2%
2%
1%

Bond
Dedicated to fulfilling a personal life goal
Protective of close family members
Protective of colleagues or compatriots
Loyal to benefactor, patron or employer
Captivated by a romantic interest
Drawn to a special place
Protective of a sentimental keepsake
Protective of a valuable possession
Out for revenge
Roll twice, ignoring results of 10

Flaw or Secret
Forbidden love or susceptibility to romance
Enjoys decadent pleasures
Arrogance
Envies another creatures possessions or station
Overpowering greed
Prone to rage
Has a powerful enemy
Specific phobia
Shameful or scandalous history
Secret crime or misdeed
Possession of forbidden lore
Foolhardy bravery

DETERMINE NPC CLASS


Rarity
Very common
Common
Common
Mostly common
Mostly common
Uncommon
Uncommon
Very uncommon
Very uncommon
DM choice

d100
0 - 14
15 - 24
25 - 34
35 - 44
45 - 54
55 - 59
60 - 64
65 - 69
70 - 74
75 - 84
85 - 89
90 - 94
95 - 98
99

Class
Fighter
Ranger
Cleric
Rogue
Wizard
Bard
Monk
Sorcerer
Warlock
Barbarian
Paladin
Druid
Multiclass. Roll TWO Classes *
Multiclass. Roll THREE Classes *

* Ignore further rolls of 95 or above

DETERMINE NPC STATION

DETERMINE NPC ALIGNMENT

d100
0 - 14
15 - 39
40 - 64
65 - 79
80 - 94
95 - 99

d100
0 - 19
20 - 49
50 - 79
80 - 84
85 - 89
90 - 94
95 - 99

Station
Destitute: Beggar, homeless
Low: Laborer, farmer, servant, guard, cook
Middle: Common Trader - Smith, baker, brewer
High: Luxury Trader - Jeweller, fine taylor, banker
Adventurer: Determine Class
Noble: Determine Rank and Holdings

Ivan Cannon

Alignment
Lawful Good
Neutral Good
Chaotic Good
(True) Neutral
Lawful Evil
Neutral Evil
Chaotic Evil

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NPC

RACISM & INTERACTIONS

Reaction Of NPC

RACIAL RELATIONS (KINGDOM OF TYRIBA) - Racial Modifiers for Attitude Check Rolls
Reaction To Player Character

Human

Dwarf

Elf

Halfling

Drow

Dragon
born

Gnome

Half-orc

Half-elf

Tiefling

Human

+1

-2 (+D, F)

-1 (+D)

-1 (+D)

-1

-1 (+D)

Dwarf

+1

+2 (+R)

-1

-1

-3 (+D, A)

-1

Elf

+1

-1

+2 (+R)

-2

-1

-1

-1

Halfling

+1

+1

+1

-1

+1

Drow

-1

-2 (+D)

-2

-1

- (+D)

-1

-2

Dragonborn

+2 (+R)

+1

+1

Gnome

+1

+1

+1

-1

+1

-1

Half-orc

-1

-1

+1

+1

Half-elf

+1 (+R)

-1

+1

-1

Tiefling

-1

+1

+1

+1

Centaur

+1

+1

-1

-1

-1

-1

+1

(R)espect

(F)ear

(A)nger

(D)istrust

INITIAL NPC ATTITUDE TO PC

DETERMINE NPC PERSONALITY QUALITIES

Method
Recommended for
Racial Relations For most general, non-specific NPCs can
use above table for starting Attitude Level
and gain any Attitude Modifiers
Alignment
For special, campaign important NPCs can
use adjacent Behaviour Of NPCs table and
use Alignment for starting Attitude Level

d20
1-4
5 - 16
17 - 20

Resolve
Passive
Neutral
Assertive

d20
1-4
5 - 16
17 - 20

Compliance
Weak
Neutral
Stubborn

d20
1-4
5 - 16
17 - 20

Belief
Gullible
Neutral
Untrusting

PC SENSING NPC ATTITUDE


Insight (Wisdom) Check (Accumulative)
DC
Know
5
General Attitude (e.g. Friendly/Neutral/Hostile)
10
Specific Attitude (e.g. Great/Very good/etc)
15
Personality Qualities (e.g. Assertive/Stubborn/etc)
20
Alignment - Ethical (e.g. Lawful/Neutral/Chaotic)
25
Alignment - Moral (e.g. Good/Neutral/Evil)

ATTITUDE CHECK vs PERSONALITY QUALITIES


ATTITUDE CHECK
(PCs TRY TO INFLUENCE NPC)
Persuasion OR Intimidation OR Deception (Charisma)
Roll maybe modified by Personality Qualities (See right)
and NPC may gain or remove Attitude Modifiers to PC
Score
Effect
0 or less
Attitude Level -2
1-9
Attitude Level -1
10-19
No Effect
20-29
Attitude Level +1
30 or more
Attitude Level +2
Ivan Cannon

Resolve
Assertive
-3 to roll
and remove (D)

Compliance
Stubborn
-3 to roll
and gain (A)

Belief
Untrusting
-3 to roll
and gain (D)

Persuasion

Intimidation

Deception

and gain (R)


and remove (F)
+3 to roll
Passive

and gain (F)


+3 to roll
Weak

and remove (F)


and remove (A)
+3 to roll
Gullible

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NPC

BEHAVIOUR & INTERACTIONS

BEHAVIOUR OF NPCs
Level

Rough
Prices
Alignment Offered

Refuse
Service

Offer
Aid

Provoke
Violence

Stop
Violence

Further Attitude Rolls Specific


(No Effect on Attitude Attitude
Check expands)

+6

LG

-20%

30%

40%

+/- 5 (5-24)

-15%

25%

35%

+/- 4 (6-23)

-10%

20%

30%

+/- 3 (7-22)

-5%

15%

25%

+/- 2 (8-21)

+4

NG

+3

Great
Very good

Good

CG

10%

20%

+/- 1 (9-20)

+1

LN

7%

15%

(10-19)

+0

NN

5%

5%

10%

(10-19)

-1

CN

2%

7%

10%

(10-19)

-2

LE

10%

10%

5%

+/- 1 (9-20)

+10%

15%

15%

+/- 2 (8-21)

+20%

20%

20%

+/- 3 (7-22)

+30%

25%

25%

+/- 4 (6-23)

CE

+40%

30%

30%

+/- 5 (5-24)

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

-10%
-5%
-

-10%
-20%
+5%
-

+20%
+5%
-10%
-15%

-10%
+5%
+15%
-

+10%
-5%
-15%
-5%

+1 to further Attitude Check rolls

NE

-5
-6

Very bad
Terrible

-1 to further Attitude Check rolls


-2 to further Attitude Check rolls

Attitude
Modifiers

Prices Offered:
Refuse Service:
Offer Aid:
Provoke Violence:
Stop Violence:
Further Attitude Rolls:

Bad

Hostile

-4

Neutral

Neutral

+2

-3

Friendly

+5

General
Attitude

Traders prices will go up and down depending on their attitude to the PC


Traders may refuse to offer goods / services to the PC
NPC will go out of their way to offer advice or direct assistance to PC if they are in trouble
If the PC treats the NPC badly or gives them any excuse or cause, the NPC may resort to verbal or physical violence towards the PC
If the PCs are the target of violence (either from the NPC or another) how likely is the NPC to stop the violence if the PCs try to surrender or give in
As the NPCs attitude goes towards either extreme it gets harder to change that attitude, this effects the NO EFFECT result on the Attitude Check Roll

ATTITUDE MODIFIERS
Code
(R)
(F)
(A)
(D)

Modifier
Respect
Fear
Anger
Distrust

The NPC holds the PC in a position of respect, looking up to them & tries to earn their favour
The NPC fears the actions of the PC and attempts to avoid and/or placate them
The NPC is angry and upset with the PC and may lash out at them either verbal or physically
The NPC views the PC suspiciously and thinks they have an ulterior motive

ACTIONS OR ROLE PLAYING BY PCs THAT CAN GIVE ATTITUDE MODIFIERS TO NPCs
Modifier Gained
(R)espect
(F)ear
(A)nger
(D)istrust

Actions
Heroic, brave or very helpful & selfless acts done by the PC to the NPC
Acts of violence, damages to property done by PC to the NPC
Dangerous, stupid or very selfish (or wasteful) acts done by the PC to the NPC
NPC observes PC telling lies or breaking the general laws or committing grave breaches of
etiquette
Ivan Cannon

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NPC

MISCELLANEOUS OBJECT TABLES - NON 5th EDITION

Pathfinder

OBJECT HARDNESS

SUBSTANCE HARDNESS & HIT POINTS


Weapon or Shield
Hardness 1
HP 2,3
Light blade
10
2
Substance
Hardness
Hit Points
One-handed blade
10
5
Glass
1
1 / inch of thickness
Two-handed blade
10
10
Paper, cloth
0
2 / inch of thickness
Light metal-hafted weapon
10
10
Rope
0
2 / inch of thickness
One-handed metal-hafted weapon
10
20
Ice
0
3 / inch of thickness
Light hafted weapon
5
2
Leather, hide
2
5 / inch of thickness
One-handed hafted weapon
5
5
Wood
5
10 / inch of thickness
Two-handed hafted weapon
5
10
Stone
8
15 / inch of thickness
Projectile weapon
5
5
Iron, steel
10
30 / inch of thickness
Armor
* 4 AC bonus x 5
Mithral
15
30 / inch of thickness
Buckler
10
5
Adamantine
20
40 / inch of thickness
Light wooden shield
5
7
1 Add +2 for each +1 enhancement bonus of magic items
Heavy wooden shield
5
15
2 The hp value given is for Medium size. Divide by 2 for each size smaller
Light steel shield
10
10
than Medium, or multiply by 2 for each size greater than Medium
Heavy steel shield
10
20
3 Add 10 hp for each +1 enhancement bonus of magic items
Tower shield
5
20
4 Varies by materials - See Substance Hardness & Hit Points above
Acid
Crus
hing
blow
Nor
mal
b
l
ow
Disi
nteg
r
a
te
Fall
Fire
ball
M ag
ical
fire
Nor
mal
fire
Fros
t ma
gica
Ligh
l
tnin
g
bolt
Elec
trici
ty

AD&D 1st Ed

ITEM SAVING THROWS


Item
Bone or Ivory
Ceramic
Cloth
Crystal or Vial
Glass
Leather or Book
Liquid *
Metal, hard
Metal, soft or jewelry **
Mirror ***
Parchment or Paper
Stone (small) or Gem
Thin Wood or Rope
Thick Wood or Rope

11 16
4 18
12 6
6 19
5 20
10 4
15 0
7 6
13 14
12 20
16 11
3 17
9 13
8 10

10 20 6 17 9 3 2 8
12 19 11 5 3 2 4 2
3 20 2 20 16 13 1 18
14 20 13 10 6 3 7 15
15 20 14 11 7 4 6 17
2 20 1 13 6 4 3 13
0 20 0 15 14 13 12 18
2 17 2 6 2 1 1^ 11
9 19 4 18 13 5 1 16
15 20 13 14 9 5 6 18
6 20 0 25 21 18 2 20
7 18 4 7 3 2 1 14
6 20 2 15 11 9 1 10
3 19 1 11 7 5 1 12

1
1
1
5
1
1
15
1
1
1
1
2
1
1

Ivan Cannon

Acid: assumes a considerable amount of acid (Black Dragon breath) or a long


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

* Potions, magical oils, poisons, acids while container remains intact.


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

TRAVEL
LIGHT SOURCES

DONNING AND DOFFING ARMOR


Category
Light Armor
Medium Armor
Heavy Armor
Shield

Don
1 minute
5 minutes
10 minutes
1 action

Doff
1 minute
1 minute
5 minutes
1 action

TRAVEL PACE (Distances Traveled per...)


Pace
Fast
Normal
Slow

Minute
400 feet
300 feet
200 feet

Hour
4 miles
3 miles
2 miles

Day
30 miles
24 miles
18 miles

Effect
-5 passive Perception
Able to use Stealth

Speed
50
40
40
40
60
40
40
60

Capacity
480 lb
420 lb
1320 lb
540 lb
480 lb
195 lb
225 lb
540 lb

SPECIAL TYPES OF MOVEMENT


CLIMBING, SWIMMING AND CRAWLING
Whilst climbing or swimming - each 1 costs 1 extra foot
unless creature has Climbing or Swimming speed. Checks
may be required for difficult climbing or long swimming.
JUMPING - LONG
Long jump in feet equal to Strength score with 10 run up,
otherwise only jump half that distace. Checks may be
required for awkward conditions.
JUMPING - HIGH
Leap up in feet equal to 3 + Strength modifier with 10 run
up, otherwise only jump half that distance. Checks may be
required to gain extra purchase.

ENCOUNTER DISTANCE
Terrain
Arctic, desert, farmland or grassland
Forest, swamp or woodland
Hills or wastelands
Jungle
Mountains

Disatnce
6d6 x 10
2d8 x 10
2d10 x 10
2d6 x 10
4d10 x 10

Audible Distance
Tyring to be quiet
Normal noise level
Very loud

2d6 x 5
2d6 x 10
2d6 x 50

Visibility Outdoors
Clear day, no obstructions
Rain
Fog
From a height

Bullseye
Hooded Up
Hooded Down
Torch
Campfire
Average (2 1/2)
Large (5)

Bright Dim
5
+ 5
15
+ 30

Lasts
1 hour
6 hours

60 cone + 60
30
+ 30
+5
20
+ 20

6 hours
6 hours
1 hour

15
30

*
*

+ 15
+ 30

OBSCURED AREAS

MOUNTS AND OTHER ANIMALS


Item
Camel
Donkey or mule
Elephant
Horse, draft
Horse, riding
Mastiff
Pony
Warhorse

Source
Candle
Lamp
Lantern

2 miles
1 mile
1d3 x 100
x 20
Ivan Cannon

Level Effect
Lightly Creatures have disadvantage
on Wisdom (Perception) checks
that rely on sight
Heavy Vision is blocked; creatures are
effectively blinded

Examples
Dim light, patchy
fog, moderate
foliage
Darkness, opaque
fog, dense foliage

WATERBORNE VEHICLES
Item
Galley
Keelboat
Longship
Rowboat
Sailing ship
Warship

Speed
4 mph
1 mph
3 mph
1 1/2 mph
2 mph
2 1/2 mph

Crew
80
1
40
1
20
60

Passengers
6
150
3
20
60

Cargo
150 t
1/2 t
10 t
100 t
200 t

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

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

COMBAT

ATTACKS
Name
Simple Melee Weapons
Club
Dagger
Greatclub
Handaxe
Javelin
Light Hammer
Mace
Quarterstaff
Sickle
Spear
Unarmed Strike
Simple Ranged Weapons
Crossbow, light
Dart
Shortbow
Sling
Martial Melee Weapons
Battleaxe
Flail
Glaive
Greataxe
Greatsword
Halberd
Lance
Longsword
Maul
Morningstar
Pike
Rapier
Scimitar
Shortsword
Trident
War pick
Warhammer
Whip
Martial Ranged Weapons
Blowgun
Crossbow, hand
Crossbow, heavy
Longbow
Net

Damage

Properties

1d4 B
1d4 P
1d8 B
1d6 S
1d6 P
1d4 B
1d6 B
1d6 B
1d4 S
1d6 P
1B

Light
Finesse, light, thrown (range 20/60)
Two-handed
Light, thrown (20/60)
Thrown (range 30/120)
Light, thrown (range 20/60)
Versatile (1d8)
Light
Thrown (range 20/60), versatile (1d8)
-

1d8 P
1d4 P
1d6 P
1d4 B

Ammunition (range 80/320), loading, two-handed


Finesse, thrown (range 20/60)
Ammunition (range 30/320), two-handed
Ammunition (range 30/120)

1d8 S
1d8 B
1d10 S
1d12 S
2d6 S
1d10 S
1d12 P
1d8 S
2d6 B
1d8 P
1d10 P
1d8 P
1d6 S
1d6 P
1d6 P
1d8 P
1d8 B
1d4 S

Versatile (1d10)
Heavy, reach, two-handed
Heavy, two-handed
Heavy, two-handed
Heavy, reach, two-handed
Reach, special
Versatile (1d10)
Heavy, two-handed
Heavy, reach, two-handed
Finesse
Finesse, light
Finesse, light
Thrown (range 20/60), versatile (1d8)
Versatile (1d10)
Finesse, reach

1P
1d6 P
1d10 P
1d8 P
-

Ammunition (range 25/100), loading


Ammunition (range 30/120), light, loading
Ammunition (range 100/400), heavy, loading, two-handed
Ammunition (range 150/600), two-handed
Special, thrown (range 5/15)

B - Bludgeoning
P - Piercing
S - Slashing
Ammunition: You need access to ammunition to make a range attack. Expends one ammunition per attack.
Finesse: Choose either Strength OR Dexterity for the modifier to the Attack AND Damage rolls.
Heavy: Small creatures have Disadvantage on attack rolls using this weapon.
Light: Suitable for two weapon fighting.
Loading: Can only make ONE single attack when you use an Action, a Bonus Action or Reaction to fire it. No multiple attacks.
Range: First figure is normal range. Ranged attacks OVER the normal range are at Disadvantage. Cant fire past second figure.
Reach: Adds 5 to your normal melee range.
Special: check individual weapon for special rules.
Thrown: First figure is normal range. Ranged attacks OVER the normal range are at Disadvantage. Cant fire past second figure.
Can use the same modifer as is allowed by that weapon in melee.
Two-Handed: Must use two hands to weapon this weapon.
Versatile: Can use either one or two hands with this weapon. The damage in the brackets is to be used when two hands are used.
Ivan Cannon

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ADVENTURING

COMBAT

ARMOR

Armor
Light Armor
Padded
Leather
Studded leather
Medium Armor
Hide
Chain shirt
Scale mail
Breastplate
Half plate
Heavy Armor
Ring mail
Chain mail
Splint
Plate
Shield
Shield

Armor Class (AC)

Strength

Stealth

11 + Dex modifer
11 + Dex modifer
12 + Dex modifer

Disadvantage
-

12 + Dex modifer (max 2)


13 + Dex modifer (max 2)
14 + Dex modifer (max 2)
14 + Dex modifer (max 2)
15 + Dex modifer (max 2)

Disadvantage
Disadvantage

14
16
17
18

Str 13
Str 15
Str 15

Disadvantage
Disadvantage
Disadvantage
Disadvantage

+2

Strength: Must have Strength equal to or above listed Strength value or speed is reduced by 10
Cover gives bonus to AC and Dexterity saving throws from effects that originate from the opposite side: Half cover gives +2 and three quarters cover gives +5

CONDITIONS

Condition
Blinded
- Cant see. Fails any ability check that requires sight
- Attacks with Disadvantage
- Attack rolls against at Advantage
Charmed
- Cant attack/harm the charmer in any manner
- Charmer has Advantage on social interactions
Deafened
- Cant hear. Fails any ability check requiring hearing
Frightened
- Disadvantage on ability checks & attack rolls (source visible)
- Cant willingly move closer to source of fear
Grappled
- Speed becomes 0 (no speed benefits)
Incapacitated
- Cant take actions or reactions
Invisible
- Impossible to see (Can still be heard or leave tracks)
- Attacks with Advantage
- Attack rolls against invisible creature at Disadvantage
Paralyzed
- Incapacitated & cant move or speak
- Fails Strength & Dexterity save throws
- Attack rolls against at Advantage & if within 5 are Critical Hits
Petrified
- weight x10, unaware, Incapacitated & cant move or speak
- Attack rolls against at Advantage
- Automatically fails Strength & Dexterity saving throws
- Resistance to damage. Immune to poison/disease
Poisoned
- Disadvantage on attack & ability check rolls
Restrained
- Speed becomes 0 (no speed benefits)
- Attack rolls against have Advantage
- Disadvantage on attack & Dexterity save rolls
Ivan Cannon

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

OBJECT ARMOR CLASS


Substance
Cloth, paper, rope
Crystal, glass, ice
Wood, bone
Stone

AC
11
13
15
17

Substance
Iron, steel
Mithral
Adamantine

AC
19
21
23

OBJECT HIT POINTS


Size
Tiny (bottle, lock)
Small (chest, lute)
Medium (barrel, chandelier)
Large (cart, 10 x 10 window)
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Fragile
2 (1d4)
3 (1d6)
4 (1d8)
5 (1d10)

Resilient
5 (2d4)
10 (3d6)
18 (4d8)
27 (5d10)

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ADVENTURING
ATTACKS - GEAR

Name
Acid (vial)
Alchemists Fire (flask)

Damage
2d6 Acid
1d4 Fire / Turn

Ball bearings (Bag of )


Caltrops (Bag of )

1 Piercing *

Holy Water (flask)

2d6 Radiant *

Oil (flask)

Poison, Basic (vial)

1d4 Poison

Torch

1d4 Bludgeoning
OR 1 Fire
1d4

Improvised Weapon

COMBAT
Properties
Throw: Splash liquid within 5 or throw vial up to 20. Improvised attack.
Throw: flask up to 20. Improvised attack. Target on fire: each turn make
DC 10 Dexterity check to extinguish flames (rolling on floor).
Covers: 10. Crossing at full speed: DC 10 Dexterity check or fall prone.
Covers: 5. Crossing at full speed: DC 15 Dexterity or take damage and
reduced target speed by 10 until receives healing.
Throw: Splash liquid within 5 or throw vial up to 20. Improvised attack.
Fiend or Undead take damage.
Throw: Splash liquid within 5 or throw vial up to 20. Improvised attack. If
target takes any Fire damage before oil drys (1 minute) then takes additional
5 Fire damage. Pour on ground - covers: 5. If lit burns for two rounds dealing
5 Fire damage to any within or passing through.
Coat 1 Slashing or Piercing weapon OR upto 3 pieces of ammunition poison remains active for 1 minute. Target hit: DC 10 Consitution of take
damage.
Improvised attack. Swing it for normal damage OR thrust it for only Fire
damage.
Melee: Object held or using a Ranged weapon. Ranged: (20/60)

SPECIAL DAMAGE
Falling
Suffocating

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

TARGETS IN AREAS OF EFFECT

DAMAGE BY LEVEL AND SEVERITY


Level
1-4
5 - 10
11 - 16
17 - 20

Setback
1d10
2d10
4d10
10d10

Dangerous
2d10
4d10
10d10
18d10

Deadly
4d10
10d10
18d10
24d10

DAMAGE MODIFIERS

Area
Cone
Cube/Square
Cylinder

Targets
Size / 10
Size / 5
Radius / 5

Area
Line
Sphere/Circle

Targets
Length / 30
Radius / 5

SPECIAL ATTACKS

Attack of Opportunity (AoO)


When target moves out of reach
Resistance
=
Half damage
Two-Weapon Fighting
Vulnerability
=
Double damage
Light weapon in both hands. Bonus Action second hand with
Immunity
=
No damage
no ability modifier to damage (unless negative).
COMBAT
Grappling
Replaces 1 attack. Target no more than 1 size larger. Must have
Your Turn
1 free hand. Strength (Athletics) vs targets Strength (Athletics)
Action + Move + Minor Interaction + Possible Bonus Action
or Dexterity (Acrobatics) - target choice.
Out of Turn
Shove a Creature
Reaction: e.g. Attack of Opportunity (AoO)
Push 5 away or knock prone target. Replaces 1 attack. Target
COMBAT ACTIONS
no more than 1 size larger. Strength (Athletics) vs targets
Strength (Athletics) or Dexterity (Acrobatics) - target choice.
Action
Note
Disarm
Getting up from Prone Half Movement
Use weapon to knock a weapon/item out of grasp. Attack roll
Moving whilst Pront
Cost 1 extra per 1 moved
vs targets Strength (Athletics) or Dexterity (Acrobatics) - target
Dash
Double Move - No other action
choice. Attacker at Disadvanatge if target using 2 hands. Target
Disengage
Move without provoking AoO
Dodge
Attacks against you at Disadvantage skill checks at Advantage if larger OR at Disadvantage if smaller.
Overrun
Help
Alley gains Advantage on roll
Try to force way through - action or bonus action. Strength
Hide
Only is started Unobserved
(Athletics) vs Strength (Athletics). Forcer at Advantage if larger
Ready
Specific Trigger: Action or Move
or Disadvanatge if smaller.
Use Object
Complex or Long
Tumble
Attack
Attack (melee or ranged)
Pass through - action or bonus action. Dexterity (Acrobatics) vs
Grapple
Hold Opponent
Dexterity (Acrobatics).
Spell
Cast Spell
Ivan Cannon

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ADVENTURING
STRENGTH

SKILLS

Skills:

Athletics. Climbing, jumping, swimming

Checks:

Lift, push or pull heavy objects


Break or bend hard objects
Force through a space confined space

DEXTERITY
Skills:

Checks:

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

CONSTITUTION

TYPICAL DIFFICULTY CLASSES

Skills:

None

Checks:

Hold your breath


Forced march or labor for hours
Go without sleep
Survive without food or water
Quaff an entire stein of ale in one go

Task Difficulty
Very Easy
Easy
Medium
Hard
Very Hard
Nearly Impossible

DC
5
10
15
20
25
30

INTELLIGENCE
Skills:

Checks:

WISDOM
Skills:

Checks:

CHARISMA
Skills:

Checks:

Arcana. Recall lore about spells, magic items, eldritch symbols, magic traditions and planes
History. Recall historical events, legendary people, ancient kingdoms, past wars & disputes
Investigation. From known and observed facts deduce hidden items, functions or locations
Nature. Recall lore about plants, animals, weather and natural cycles
Religion. Recall lore about deities, rites, prayers, holy symbols, churches and cults
Communicate without words or win a game of skill
Assess value of precious item or recall lore about a craft or trade
Put together a disguise or forge a document
Animal Handling. Calm, control or know intentions of animal or mount
Insight. Know anothers intentions - truthful or intended acts
Medicine. Stabilize a dying person or diagnose an illness
Perception. Spot, hear or detect things.
Survival. Follow tracks, hunt, guide through wilderness, identify animals present & hazards
Gut feeling as to correct course
Discern whether something is dead or undead
Deception. Convincingly lie, con merchants, gambling, successfully use a disguise
Intimidation. Use of threats to influence someone for gain, control or compliance
Performance. How well you can delight an audience with music, dance, acting, story telling
Persuasion. Use of tact, social graces to influence someone for gain or compliance
Find the best person to obtain news, rumors and gossip
Blend into crowd and not stand out to overhear conversations
Ivan Cannon

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PRICES

STANDARD EXCHANGE RATE


Coin
Copper (cp)
Silver (sp)
Electrum (ep)
Gold (gp)
Platinum (pp)

cp
1
10
50
100
1000

sp
1/10
1
5
10
100

ep
1/50
1/5
1
2
20

WATERBORNE VEHICLES
gp
1/100
1/10
1/2
1
10

pp
1/1000
1/100
1/20
1/10
1

FOOD, DRINK AND LODGING


Item
Ale

Cost

Gallon
Mug
Banquet (per person)
Bread, loaf
Cheese, hunk
Inn stay (per day)
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
Meals (per day)
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
Meat, chunk
Wine
Common (pitcher)
Fine (bottle)

2 sp
4 cp
10 gp
2 cp
1 sp

Cost
30,000 gp
3,000 gp
10,000 gp
50 gp
10,000 gp
25,000 gp

Speed
4 mph
1 mph
3 mph
1 1/2 mph
2 mph
2 1/2 mph

MOUNTS AND OTHER ANIMALS


Item
Camel
Donkey or mule
Elephant
Horse, draft
Horse, riding
Mastiff
Pony
Warhorse

7 cp
1 sp
5 sp
8 sp
2 gp
4 gp

Cost
50 gp
8 gp
200 gp
50 gp
75 gp
25 gp
30 gp
400 gp

Speed
50
40
40
40
60
40
40
60

Capacity
480 lb
420 lb
1320 lb
540 lb
480 lb
195 lb
225 lb
540 lb

TACK, HARNESS AND DRAW VEHICLES


Item
Barding
Bit and bridle
Carriage
Cart
Chariot
Feed (per day)
Saddle
Exotic
Military
Pack
Riding
Saddlebags
Sled
Stabling (per day)
Wagon

3 cp
6 cp
3 sp
5 sp
8 sp
2 gp
3sp
2 sp
10gp

LIFESTYLE EXPENSES
Lifestyle
Wretched
Squalid
Poor
Modest

Item
Galley
Keelboat
Longship
Rowboat
Sailing ship
Warship

Price/Day
1 sp
2 sp
1 gp

Lifestyle
Comfortable
Wealthy
Aristocratic

Cost
x4
2 gp
100 gp
15 gp
250 gp
5 cp

Weight
x2
1 lb
600 lb
200 lb
100 lb
10 lb

60 gp
20 gp
5 gp
10 gp
4 gp
20 gp
5 sp
35 gp

40 lb
30 lb
15 lb
25 lb
8 lb
300 lb
400 lb

Price/Day
2 gp
4 gp
10 gp minimum

EQUIPMENT PACKS
Pack
Cost
Burglars Pack
16 gp
Backpack, Bag of ball bearings (1000), 10 string,
bell, 5 candles, crowbar, hammer, 10 pitons, hooded
lantern, 2 flasks oil, 5 days rations, tinderbox, waterskin, 50 hemp rope
Diplomats Pack
39 gp
chest, 2 scroll cases, fine clothes, ink bottle, ink pen,
lamp, 2 flasks oil, 5 sheets paper, perfume vial,
sealing wax, soap
Dungeoneers Pack
12gp
backpack, crowbar, hammer, 10 pitons, 10 torches,
tinderbox, 10 days rations, waterskin, 50 hemp rope
Ivan Cannon

Pack
Cost
Entertainers Pack
40 gp
backpack, bedroll, 2 costumes, 5 candles, 5 days
rations, waterskin, disguise kit
Explorers Pack
10 gp
backpack, bedroll, mess kit, tinderbox, 10 torches,
10 days rations, waterskin, 50 hemp rope
Priests Pack
19 gp
backpack, blanket, 10 candles, tinderbox, alms box,
2 blocks incense, censer, vestments, 2 days rations,
waterskin
Scholars Pack
40 gp
backpack, book of lore, ink bottle, ink pen, 10 sheets
parchment, little bag sand, small knife
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PRICES

ADVENTURING GEAR PRICING


Item
Abacus
Acid (vial)
Alchemists fire (flask)
Ammunition
Arrows (20)
Blowgun needles (50)
Crossbow bolts (20)
Sling bullets (20)
Antitoxin (vial)
Arcane focus
Crystal
Orb
Rod
Staff
Wand
Backpack
Ball bearings (bag of 1000)
Barrel
Basket
Bedroll
Bell
Blanket
Block and tackle
Book
Bottle, glass
Bucket
Caltrops (bag of 20)
Candle
Case, crossbow bolt
Case, map or scroll
Chain (10 feet)
Chalk (1 piece)
Chest
Climbers Kit
Clothes, common
Clothes, costume
Clothes, fine
Clothes, travelers
Component pouch
Crowbar
Druidic focus
Sprig of mistletoe
Totem
Wooden staff
Yew wand
Fishing tackle
Flask or tankard
Grappling hook
Hammer
Hammer, sledge
Healers kit

Cost
2 gp
25 gp
50 gp

Weight
2 lb
1 lb
1 lb

1 gp
1 gp
1 gp
4 cp
50 gp

1 lb
1 lb
1 1/2 lb
1 1/2 lb
-

10 gp
20 gp
10 gp
5 gp
10 gp
2 gp
1 gp
2 gp
4 sp
1 gp
1 gp
5 sp
1 gp
25 gp
2 gp
5 cp
1 gp
1 cp
1 gp
1 gp
5 gp
1 cp
5 gp
25 gp
5 sp
5 gp
15 gp
2 gp
25 gp
2 gp

1 lb
3 lb
2 lb
4 lb
1 lb
5 lb
2 lb
70 lb
2 lb
7 lb
3 lb
5 lb
5 lb
2 lb
2 lb
2 lb
1 lb
1 lb
10 lb
25 lb
12 lb
3 lb
4 lb
6 lb
4 lb
2 lb
5 lb

1 gp
1 gp
5 gp
10 gp
1 gp
2 cp
2 gp
1 gp
2 gp
5 gp

4 lb
1 lb
4 lb
1 lb
4 lb
3 lb
10 lb
3 lb

Item
Holy symbol
Amulet
Emblem
Reliquary
Holy water (flask)
Hourglass
Hunting trap
Ink (1 ounce bottle)
Ink pen
Jug or pitcher
Ladder (10 foot)
Lamp
Lantern, bullseye
Lantern, hooded
Lock
Magnifying glass
Manacles
Mess kit
Mirror, steel
Oil (flask)
Paper (one sheet)
Parchment (one sheet)
Perfume (vial)
Pick, miners
Piton
Poison, basic (vial)
Pole (10 foot)
Pot, iron
Potion of healing
Pouch
Quiver
Ram, portable
Rations (1 day)
Robes
Rope, hempen (50 feet)
Rope, silk (50 feet)
Sack
Scale, merchants
Sealing wax
Shovel
Signal whistle
Signet ring
Soap
Spellbook
Spikes, iron (10)
Spyglass
Tent, two-person
Tinderbox
Torch
Vial
Waterskin
Whetstone

Cost

Weight

5 gp
1 lb
5 gp
5 gp
2 lb
25 gp 1 lb
25 gp 1 lb
5 gp
25 lb
10 gp 2 cp
2 cp
4 lb
1 sp
25 lb
5 sp
1 lb
10 gp 2 lb
5 gp
2 lb
10 gp 1 lb
100 gp 2 gp
6 lb
2 sp
1 lb
5 gp
1/2 lb
1 sp
1 lb
2 sp
1 sp
5 gp
2 gp
10 lb
5 cp
1/4 lb
100 gp 5 cp
7 lb
2 gp
10 lb
50 gp 1/2 lb
5 sp
1 lb
1 gp
1 lb
4 gp
35 lb
5 sp
2 lb
1 gp
4 lb
1 gp
10 lb
10 gp 5 lb
1 cp
1/2 lb
5 gp
3 lb
5 sp
2 gp
5 lb
5 cp
5 gp
2 cp
50 gp 3 lb
1 gp
5 lb
1000 gp 1 lb
2 gp
20 lb
5 sp
1 lb
1 cp
1 lb
1 gp
2 sp
5 lb (full)
1 cp
1 lb

SPECIAL WEAPON MODIFICATION PRICING


Process
Silvered Weapon

Cost
Note
100 gp Single weapon OR ten pieces of ammunition
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PRICES

WEAPON PRICING
Name
Simple Melee Weapons
Club
Dagger
Greatclub
Handaxe
Javelin
Light Hammer
Mace
Quarterstaff
Sickle
Spear
Simple Ranged Weapons
Crossbow, light
Dart
Shortbow
Sling
Martial Melee Weapons
Battleaxe
Flail
Glaive
Greataxe
Greatsword
Halberd
Lance
Longsword
Maul
Morningstar
Pike
Rapier
Scimitar
Shortsword
Trident
War pick
Warhammer
Whip
Martial Ranged Weapons
Blowgun
Crossbow, hand
Crossbow, heavy
Longbow
Net

TOOLS PRICING
Cost

Weight

1 sp
2 gp
2 sp
5 gp
5 sp
2 gp
5 gp
2 sp
1 gp
1 gp

2 lb
1 lb
10 lb
2 lb
2 lb
2 lb
4 lb
4 lb
2 lb
3 lb

25 gp
5 cp
25 gp
1 sp

5 lb
1/4 lb
2 lb
-

10 gp
10 gp
20 gp
30 gp
50 gp
20 gp
10 gp
15 gp
10 gp
15 gp
5 gp
25 gp
25gp
10 gp
5 gp
5 gp
15 gp
2 gp

4 lb
2 lb
6 lb
7 lb
6 lb
6 lb
6 lb
3 lb
10 lb
4 lb
18 lb
2 lb
3 lb
2 lb
4 lb
2 lb
2 lb
3 lb

10 gp
75 gp
50 gp
50 gp
1 gp

1 lb
3 lb
18 lb
2 lb
3 lb

Cost

Weight

5 gp
10 gp
45 gp

8 lb
10 lb
13 lb

10 gp
50 gp
50 gp
400 gp
750 gp

12 lb
20 lb
45 lb
20 lb
40 lb

Item
Artisans tools
Alchemists supplies
Brewers supplies
Calligraphers supplies
Carpenters tools
Cobblers tools
Cooks utensils
Glassblowers tools
Jewelers tools
Leatherworkers tools
Masons tools
Painters supplies
Potters tools
Smiths tools
Tinkers tools
Weavers tools
Woodcarvers tools
Disguise kit
Forgery kit
Gaming set
Dice set
Dragonchess set
Playing card set
Three-Dragon Ante set
Herbalism kit
Musical instrument
Bagpipes
Drum
Dulcimer
Flute
Lute
Lyre
Horn
Pan flute
Shawm
Viol
Navigators tools
Poisoners kit
Thieves tools

Cost

Weight

50 gp
20 gp
10 gp
8 gp
5 gp
1 gp
30 gp
25 gp
5 gp
10 gp
10 gp
10 gp
20 gp
50 gp
1 gp
1 gp
25 gp
15 gp

8 lb
9 lb
5 lb
6 lb
5 lb
8 lb
5 lb
2 lb
5 lb
8 lb
5 lb
3 lb
8 lb
10 lb
5 lb
5 lb
3 lb
5 lb

1 sp
1 gp
5 sp
1 gp
5 gp

1/2 lb
3 lb

30 gp
6 gp
25 gp
2 gp
35 gp
30 gp
3 gp
12 gp
2 gp
30 gp
25 gp
50 gp
25 gp

6 lb
3 lb
10 lb
1 lb
2 lb
2 lb
2 lb
2 lb
1 lb
1 lb
2 lb
2 lb
1 lb

Cost

Weight

ARMOR PRICING
Armor
Light Armor
Padded
Leather
Studded leather
Medium Armor
Hide
Chain shirt
Scale mail
Breastplate
Half plate

Armor
Heavy Armor
Ring mail
Chain mail
Splint
Plate
Shield
Shield

30 gp 40 lb
75 gp 55 lb
200 gp 60 lb
1500 gp 65 lb
10 gp

6 lb

Fitting / Re-Sizing Armor (Armorer, Leather worker, etc)


1d4 x 10 % of cost of orginal armor
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MAKEUP, WORKERS & CRIME

LOCATION SIZING, SECURITY AND POLICING

Size

Minor
Outpost

Hamlet

Minor
Village

Small
Village

.04 mile
~(200)

.05 mile
~(250)

.1 mile
~(500)

.2 mile
~(1000)

8
4

20
10

Structures (+/- 15%)


Major
5
Minor
2

Major
Village
(or Town)

Small
City

City

.5 mile
~(3000)

.75 mile
~(4000)

1 mile
~(5000)

1.5 miles
~(8000)

50
25

300
150

1000
500

2000
1000

3000
1500

2000 (or 4000 if town) 10,000


+/- d100 * 10
+/- d100 * 20

20,000
+/- d100 * 30

30,000
+/1 d100 * 50

Population

50
+/- 20

75
+/- 12

200
+/- 3d20

500
+/- d100

In Charge

Warden

Elder

Elder

Mayor

GP Limit *1

200gp

Law & Order:


- Number

1 guard
+/- 1d2
- Title In Charge
Sherriff
- In Charge Level Guard
- No. Buildings
1
- Present For Crime 10%
- Time to Respond 1d3 minutes

Noble *2
Rank 1 to 2

1,000gp

3,000gp

6,000gp

12,000gp

None

2 guards
+/- 1d2
Baliff
Guard
1
10%
1d4 minutes

8 guards
+/- 1d3
Sherriff
1st Fighter
1
9%
3d2 minutes

20 guards (30 if Town)


+/- 3d4
Constable
5th Fighter
1 and 1d2 minor
8%
4d3 minutes

50 guards
+/- 3d6
Captain of the Watch
10th Fighter
2 and 3d2 minor
7%
5d6 minutes

100 guards
+/- 2d20
Captain of the Watch
15th Fighter
4 and 4d3 minor
6%
6d8 minutes

300 guards
+/- d100
Commander of the Watch
20th Fighter
6 and 6d4 minor
5%
7d10 minutes

Maybe? (20% chance)


unless Town (100%)
If any: 10 soldiers
+2d6 (if Town * 10)
100% Mounted
Commnder
5th Fighter

250 soldiers
+1d100
60% Foot
40% Mounted

500 soldiers
+2d100
70% Foot
30% Mounted

1000 soldiers
+4d100
80% Foot
20% Mounted

Lord Protector
10th Fighter

Lord Protector
15th Fighter

Lord Protector
20 Fighter

NA
NA
None
NA
NA

Keep

Fort

Size

.05 mile
~(200)

.1 mile
~(500)

*2
*3

Population *3

200
+/- 20

500
+/- 3d20

Note:

GP Limit *1

100gp

200gp

- Title In Charge
- In Charge Level

Noble *2
Rank 3 to 5

400gp

Captain
5th Fighter

+ 5d20
30% Foot
70% Mount
Lord Protector
10th Fighter

Noble *2
Rank 6 to 7

300gp

If any: 6 soldiers
+1d6
100% Mounted

Security / Military:
- Number
500 soldiers

Major OR Noble *2
(If Town Noble Rank 8 to 9)

200gp

Security / Military:
- Number
Maybe? (10% chance) -

Title In Charge
In Charge Level

Large
City
(or Capital)

*1

Refers to the maximum amount of gold a Service will give out or has access to on a weekly basis. Double
this for luxury services.
Can vary the royal rank / position / title as approriate and as needed (ie Baron, Duke, etc - See below)
Population refers to non-milatary personal. Keeps & Forts have staff / servants that take care of cleaning,
cooking, farming, repairs, etc.
For Small Castles can use Keeps and for Large Castles can use Forts as equivalents.
A Town is the same as a Major Village except slightly larger, has a Noble in charge & always has the
presence of a larger Military Force

HIERARCHY OF NOBLE TITLES

1000 soldiers
+ 3d100
50% Foot
50% Mount
Lord Protector
15th Fighter

Rank
1st
2nd
3rd
4th
5th
6th

Title
Emporer/Empress
King/Queen
Duke/Duchess
Prince/Princess
Marquess/Marquise
Earl or Count/
Countess

Rank
7th
8th
9th
10th

Title
Viscount/
Viscountess
Baron/Baroness
Baronet
Knight

POISONS
Item
Assassins blood
Burnt othur fumes
Carrion crawler mucus
Drow poison
Essence of ether
Malice
Midnight tears
Oil of taggit
Pale tincture
Purple worm poison
Serpent venom
Torpor
Truth serum
Wyvern poison

Type
Ingested
Inhaled
Contact
Injury
Inhaled
Inhaled
Ingested
Contact
Ingested
Injury
Injury
Ingested
Ingested
Injury

Price/Dose
150 gp
500 gp
200 gp
200 gp
300 gp
250 gp
1,500 gp
400 gp
250 gp
2,000 gp
200 gp
600 gp
150 gp
1,200 gp
Ivan Cannon

SERVICES
Service
Coach cab
Between towns
Within a city
Hireling
Skilled
Untrained
Messenger
Road or gate toll
Ships passage
http://www.reddit.com/user/ElfShadow/

Pay
3 cp per mile
1 cp
2 gp per day
2 sp per day
2 cp per mile
1 cp
1 sp per mile
http://darkelfshadow.tumblr.com

URBAN

SERVICES

Find Service *
DC Check - Investigation (Intelligence)

SERVICES VS LOCATION
Minor
Outpost

Hamlet

Minor
Village

Small
Village
(or Keep)^7

Major
Village
(or Town)
(or Fort)^7

Small
City

City

Large
City
(or Capital)

<5

20min

5 min

30 min

1 hr

Cant Find
(2 hr)

Cant Find
(2.5 hr)

Cant Find
(3 hr)

Cant Find
(4 hr)

10 min

4 min

10 min

30 min

1 hr

1.5 hr

2 hr

3 hr

10

5 min

2 min

5 min

10 min

30 min

45 min

1 hr

2 hr

15

2 min

1 min

2 min

5 min

15 min

20 min

30 min

40 min

20

Immediate

Immediate

Immediate

2 min

5 min

10 min

15 min

20 min

Shops:
80%
- Essential ^1
30%
- Luxury ^2
Weapon Smith: #
30%
- Simple
20%
- Martial
Armorer: #
20%
- Light ^3
15%
- Medium
10%
- Heavy
Magic Tower/Shop:
15%
- Mundane *
1%
- Low ^4
- Medium ^5
- High ^6
No. Of Premises
1
(Of each service)

* Is Service Availble?
85%
40%

90%
45%

95%
50%

100%
70%

100%
75%

100%
80%

100%
90%

20%
-

30%
20%

60%
50%

90%
80%

95%
90%

100%
100%

100%
100%

20%
150%
10%

35%
30%
25%

90%
80%
70%

95%
90%
85%

100%
100%
100%

100%
100%
100%

30%
1%
-

50%
5%
-

90%
10%
1%
-

95%
12%
2%
-

100%
15%
3%
1%

100%
20%
5%
2%

1d2

1d3

2d2

2d3

3d3

Normal
90%
3d6
1d3 days
70%

Normal
95%
6d4
1d2 days
80%

If Item available - how many, price, manufacture?


Price
In stock?
No. In Stock
Time to Make ^8
Import Chance

+20%
40%
1
2d3 days
20%

+15%
50%
1d2
1d6+1 days
20%

+15%
55%
1d3
1d5+1 days
25%

+10%
60%
1d4
1d4+1 days
30%

+5%
80%
2d4
1d4 days
50%

Normal
85%
2d5
1d3 days
60%

^1 Includes: Smith (or Black Smith), Leather Worker, General Shop, Brewer, Inn, Carpenter, Cobbler, Mason, Potter, Weaver, Stables, Baker, Temple of Worship - General,
Constable of the Watch, Seamstress, Candle Maker, Miller
^2 Includes: Library, Alchemist, Cartographer, Calligrapher, Glass Blower, Cook, Jewellery, Painter, Tinker#, Woodcarver, Musical Instruments#, Druid, Healer, Book Binder,
Fine Clothes Taylor, Artist, Guilds, Weapon Trainer, Hotel, Bank, Temple of Worship - Specific God, University, Rental Properties,
Museum, Theater, Restaurant, Book Maker, Military Post, Toy Maker, Markets, Bed & Breakfast, Butcher, Cheesemaker, Fishmonger, Wagon Yard, Locksmith#
In stock -15%
No. Stock -1 (min 1)
^3 Includes Shields
* Mundane Magic Items: from Magic Item Table A (or 3d3 items * In Stock? Percentage) - Time Make: Can not make to demand
^4 Items from Magic Item Table B (or 2d3 items * In Stock? Percentage)
In stock -40%
No. Stock -2 (min 1)
Time Make: Can not make to demand
^5 Items from Magic Item Table C (or 1d4 items * In Stock? Percentage)
In stock -60%
No. Stock -4 (min 1)
Time Make: Can not make to demand
^6 Items from Magic Item Table F (or 1d3 items * In Stock? Percentage)
In stock -80%
No. Stock -8 (min 1)
Time Make: Can not make to demand
^7 Service Available -20%
Prices +10%
Items In stock -20%
Number of Items -1 (min 1)
Make +1 days
All Forts & Keeps MUST have a Weapon Smith, Armorer (or Armor Smith), Smith, Leather Worker, Carpenter, Mason, Stables.
^8 If can not make, then each week check to see if item has come in through trade goods. If so, then roll again on No. In Stock to see how many arrived.
For Magic Items the Import Chance is halved & only 1 item comes in at a time. Start rolling from High to Mundane, vs the Availability to see what type of item arrives
# If this service is not available then, as a fall back:
- Tinker: a Smith can provide a basic and very rough equivalent but IN STOCK - 20% and PRICE +20% and NUMBER IN STOCK -2
- Musical Instruments: a General Shop can have some but IN STOCK - 20% and PRICE +20% and NUMBER IN STOCK -2 and CAN NOT MAKE.
- Mage Tower or Shop: A General Shop can have access to Magic Items but only for Mundane items and stock is half of normal. CAN NOT MAKE.
- Locksmith: A General Shop can have some but IN STOCK - 10% and PRICE +10% and NUMBER IN STOCK -1 and CAN NOT MAKE.
- Weapon Smith: A Smith can make basic rough Simple weapons only but IN STOCK - 40% and PRICE +100% and NUMBER IN STOCK -2.
A General Shop can have Dagger, Handaxe, Sickle, Light Hammer, Quarterstaff. IN STOCK - 10% and PRICE +10% and NUMBER IN STOCK -1
- Armouror: A Smith can make a Shield. IN STOCK - 50% and PRICE +50% and NUMBER IN STOCK -2.
A Seamstress can make Padded Armour. IN STOCK (NA) and PRICE +100%.
A Leather Worker can make Leather Armour. IN STOCK (NA) and PRICE +100%.
If there is NO Service and NO backup Service then the General Shop can try to arrange import of any Goods. PRICE +100%.
Ivan Cannon

http://www.reddit.com/user/ElfShadow/

http://darkelfshadow.tumblr.com

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