BLINDED • Incapacitated, can’t move, and can SQUEEZING
• Fails checks that require sight barely speak You can squeeze through a space one size • Attack rolls against target have Creature automatically fails Str and Dex • smaller than you. This counts as difficult advantage saves. terrain, and you have disadvantage on • Disadvantage on attack rolls • Attack rolls against target have attacks and Dexterity saving throws. advantage Attackers have advantage to hit. CHARMED • Can’t target the charmer U NCONSCIOUS • Charmer has advantage on ability • Incapacitated, can’t move, speak, or SURPRISE checks to interact with the target sense Contest stealth by passive perception. DEAFENED • Drops whatever it’s holding Those who fail spend first round being • Fails Str and Dex saves surprised. If multiple creatures make • Fails checks that require hearing • Attack rolls against the creature have stealth check and some fail, those FRIGHTENED advantage • Creature has disadvantage on ability • Adjacent attackers automatically creatures are surprised for the first round checks and attack rolls when source of of combat as well. fear is within line of sight • Creature can’t willingly move closer to EXHAUSTION ACTIONS IN COMBAT source of fear 1: Disadvantage on ability checks NORMAL ACTIONS 2: Speed halved GRAPPLED • Attack 3: Disadvantage attacks and saves • Not actually a “condition” 4: Half HP • Cast a spell • Speed = 0 5: Speed reduced to 0 • Dash • Ends if creature is removed from reach, 6: Death • Disengage or if grappler is incapacitated • Dodge INCAPACITATED • Help • Can’t take actions or reactions DYING • Hide INVISIBLE When you drop to 0 HP you gain 1 level • Ready • Impossible to see of fatigue*. You are not unconscious, just • Improvise • Unseen attacker, unseen target rules expending all effort and focus on • Search apply remaining so. Can scream/gasp out words • Use an object/item (1 free) PARALYZED etc. On death, you may perform a miracle SPECIAL ACTIONS • Incapacitated, can’t move or talk of sorts (e.g. curse the monster, free • Aim* (requires concentration) • Fails Str and Dex saves critical hit, or channel your soul into your • Disarm (size matters) • Attack rolls against creature have weapon to make it forever magical)*. • Distract (disadvantage on save) advantage • Goad* (performance or must attack) • Any attack from within 5 feet is a FALLING • Grapple critical hit 1d6/10 ft fallen, land prone. Can make • Grapple Climb (for small creatures) PETRIFIED acrobatics check Contested by distance • Overrun (or BA) fallen to land upright and okay*. • Shove (size matters) • Turned into an inanimate substance • Throw* (ranged attack) • Incapacitated, can’t move, speak, or sense anything • Tumble (or BA) CONCENTRATION • Stunt* • Resistance to all damage DC 10 or half of the damage taken, or • Fails Str and Dex saves incapacitated, or distracted. • Attack rolls against the creature have OVEREXERTION* advantage Can take an extra non-attack, non-spell SUFFOCATING action at the cost of one level of • Immune to new poisons and diseases You can hold your breath for a number of • Weight increases by factor of 10 temporary exhaustion whenever you wish. rounds equal to your Constitution Remove one level of temporary POISONED modifier, minimum one*. If you run out • Disadvantage on attack rolls and ability of breath or are being choked, you can exhaustion per Short Rest, and all on checks Long Rest. When you roll a critical hit, survive a number of rounds equal to your you may exert for free. PRONE Constitution modifier, minimum one. At • Can crawl at half speed the start of your next turn, you are dying, • Disadvantage on attacks drop to 0 HP, and can’t be stabilized or STUNTS* • Adjacent enemies have advantage on regain HP until breath. Players can attempt to bend the rules by attacks, otherwise have disadvantage doing a ‘stunt’. DC = 10 + 5 per rule that RESTRAINED is broken, using whatever skill relevant. COVER On failure, they fail their stunt, their turn • Speed = 0 Draw a line from attacker to all corners of • Attack rolls against creature have target. If 1–2 lines are blocked, target has ends, and… advantage, creature has disadvantage on 1/2 cover, +2 AC and Dex saves. If 3–4 - Op. attack against them and/or attacks - Fall prone are blocked, then target has 3/4 cover, +5 • Disadvantage on Dex saves AC and Dex saves. SURVIVAL STATS* Add or subtract for the following Hunger, thirst, and fatigue must all be conditions managed to avoid becoming exhausted. Conditions Bonus Each day, they tick up unless they are Mattress +5 counteracted by food, water, and rest. Indoors +5 Dawn: +1 hunger and thirst Tent +0 Noon: +1 fatigue Sleeping Pad +0 Dusk: +1 hunger, thirst, and fatigue No Roof -5 If your stats ever go to 5 or 6, you gain a No Sleeping Pad -5 level of exhaustion. You can go to 0, giving -1 exhaustion, though it requires INITIATIVE* twice the rations/sleep to go from 1 to 0. Whoever acted first goes first. If unclear, roll initiative. Add Dex and Int. They may OVERLAND TRAVEL* pass turn to whoever they wish, though if While traveling, their is a chance players you take damage you may ‘interrupt’ to might get lost if not on a road or near a steal initiative. Everyone must go in a river. At end of day, roll Int check. On round before next round. failure, you are lost, on success, you are on the right path, or if lost, find out you SKILLS & SAVES* are lost. If lost, roll d6 at end of day. On 1 Use passive scores for passive actions, or 2, lose ground, on 6 go in right and active rolls for active actions. If a direction. player needs to make a non-combat save, FAST PACE have a chance to respond. 30 m/d, 4 m/h, 400 ft/min Can’t forage, -5 to passive perception, DC HELP & GROUP CHECKS* 15 Int or lost. Requires proficiency to take aid action. In NORMAL PACE group checks, the best or worst player 24 m/d, 3 m/h, 300 ft/min makes the roll, no one else. Finding door, Can forage, normal perception, DC 10 or the best player. Avoiding notice, the worst lost. player. SLOW PACE 18 m/d, 2 m/h, 200 ft/min ENCUMBRANCE* Can forage, can be stealthy, Navigation Your regular carrying capacity equals 5 check made with advantage. times your Str score. You can carry up to 10 times your Str score, though half speed HUNGER AND THIRST* and DC 20 Con (Athletics) check every RATIONS hour or one level of exhaustion. Can push/ You require two rations of food and water drag up to 15 times your Str. Ignore armor each day. Both food and water rations a n d y o u r p r i m a r y w e a p o n w h e n each weigh 2 lbs. A waterskin can carry 2 calculating. rations of water. (4 lbs/day) FORAGING MISC HOMEBREW* Can forage while traveling. DC 10 • Goodberry heals for 1 hp per berry, survival check, gain 1d4 rations on nothing else success. If everyone fails, no water. • Regular dark-vision becomes dim- Conditions Bonus vision, superior dark-vision becomes Abundant/Scarce +/- 5 regular dark-vision Plethora/Desert +/- 10 • Being blind gives half-speed
REST* MOB ATTACKS
When you sleep, make a sleep check to AC - Atk. Bonus Min Attackers remove levels of exhaustion and fatigue, 1–5 1 and then half of your spent Hit Dice. 6–12 2 Roll Fatigue Exhaustion 13–14 3 20 3 2 15–16 4 15–19 3 1 17–18 5 10–14 2 1 19 10 5–9 1 1 20 20 0–5 1 0 LYING/PERSUASION* MAGIC ITEMS • The guards are both called away to deal with rowdy prisoners LIE: INSIGHT - DECEPTION MAGIC ITEM LEVELS AND COSTS -10: The truth Rarity Lvl Bonus Value • Find a source of free healing -5: Probably true C >0 - 50–100g gp DOWNBEATS 0: Don’t know UC >0 - 101–500 gp • Villain shows up 5: Probably lying R >4 +1 501–5,000 gp • Lone guard shows up to go to privy 10: A lie VR >10 +2 5,001–50,000 gp • Terrible storm hits the night of the heist TRUTH: INSIGHT + PERSUASION L >16 +3 50,000+ gp • Sewers overflow 10: A lie • The inn catches fire 15: Probably lying • The suspect wakes up 20: Not sure WEAPON UPGRADES* • The interrogated victim dies Re-balance the weapon • The key falls down the well 25: Probably true +1 AB 100x cost U • The burgled merchant is close friends 30: The truth +2 AB 500x cost R with the thieves guild +3 AB 1000x cost VR • An ally turns on them IMPROVISED DAMAGE Hone the blade Campfire, Campfire 1d10 +1 DMG 100x cost U ALL RACES Lightning 2d10 +2 DMG 500x cost R COMMON Falling rubble, Vat of acid 4d10 +3 DMG 1000x cost VR • Dwarves, Stone*, Hill, Sun*, Fiero*, Heavy rocks, Wade thru Lava 10d10 ARMOR Winter*, Duergar Crashing fort, Lava 18d10 +1 AC 100x cost R • Dragonborn, Chromatic, Metallic +2 AC 500x cost VR • Elves, Valerian, Sun*, Moon*, Gocai, PRICES +3 AC 1000x cost L Sea, Drow, Eladrin $1 = 1 cp = .1 sp = .01 gp • Gnomes, Brighteye, Wildfoot, Sverf- SERVICES MAGIC ITEMS & LOOT neblin, Efneblin* Taxi 3 cp/mile WHEN • Half-Elves Unskilled Labor 2 cp/day • In the hands of enemies • Halflings, Stout, Lightfoot, Ghostwise, Skilled Labor 2 gp/day • Story element Darkling* Messenger 2 cp/mile • Vehicles for secrets and clues • Half-Orcs Ship’s Passage 1 cp/mile • Character specific • Humans, Common, Synthia* GOODS • Random locations RARE Ale 4 cp TYPES • Aarakokra, Eagle*, Falcon*, Macaw*, Wine 4 sp • Currency, Art (not just paintings), Owl*, Condor* Terrible Inn 7 cp Jewelry, Trinkets • Aasimar, Protector, Scourge, Fallen Typical Inn 5 sp • Amulets, armor, cloaks, oils, potions, • Bugbears Expensive Inn 3 gp rings, rods, scrolls, staffs, wands, and • Centaur Terrible Meal 3 cp weapons. • Cogmen*, Vedalken Design, Gnomish Typical Meal 1 sp • Affects: HP, AC, damage, ability score, Design Expensive Meal 1 gp resistances, skills, spells, summons, • Fairies*, Mosswing, Snapdragon, Lily- WEAPONS* conditions, mind Small, Simple .5–2 gp • Cursed/Drawback Items • Firbolgs Small, Complex 10–25 gp • Genasi Large, Simple .2–5 gp TRAPS, HAZARDS & TERRAIN • Goblins Large, Complex 10–75 gp • Goliaths • Presence: Pressure plate, tripwire, ARMOR* entrance, removal of an item. • Grung Simple 5–30 gp • Hobgoblins • Effect: Damage, exhaustion, condition, Medium 45–200 gp curse, movement/teleportation, illusion, • Kalashtar Complex 400–1,500 gp charms, ability modifiers, monsters, HP, • Kenku AC, AB • Kobolds • Lizardfolk MAGIC ITEM RARITY* • Loxodon PURCHASE CHART UP AND DOWN BEATS* • Minotaur Roll a different die depending on UPBEATS • Ratfolk* settlement size. Metropolis: d20, City: • Stumble upon secret • Simic Hybrid d10, Town: d8, Village: d6, Hamlet: d4. • Find treasure • Tabaxi On above minimum, desired item present. • Adversary mistakes them for ally • Tieflings Rarity Min. Roll • Enemy of characters switches sides • Tortles Common 1 • Environment only negatively effects • Triton Uncommon 5 monsters, not players • Vedalken Rare 8 • Minions flee • Warforged, Juggernaut, Skirmisher, Very Rare 15 • Monster’s weapon shatters Envoy Legendary 20 • Leader messes up summoning • Yuan-ti, Painted Hood*, Silver Fang QUICK MONSTER MAKER UNDEAD CR Prof. AC HP AB DPR DC Drain levels, immune to mind effects, poison, or disease, 0 2 13 6 3 1 13 vulnerable to holy attacks. 1/8 2 13 35 3 3 13 PARAGON* 1/4 2 13 49 3 5 13 Double HP, extra turn in initiative per health-bar, abilities/style/ 1/2 2 13 70 3 8 13 equipment might change on first death, two-turn setups, player 1 2 13 85 3 14 13 2 2 13 100 3 20 13 triggers, auras. 3 2 13 115 4 26 13 4 2 14 130 5 32 14 EXPERIENCE AWARDS* 5 3 15 145 6 38 15 Award half XP for incomplete achievement, and 50% more or 6 3 15 160 6 44 15 less XP for an easier or more difficult encounter. 7 3 15 175 6 50 15 Type Level of Challenge 8 3 16 190 7 56 16 1 2 3-5 6-8 9 9 4 16 205 7 62 16 10 4 17 220 7 68 16 Encounter 50 100 250 750 1200 11 4 17 235 8 74 17 Random Fight 5 10 25 75 120 12 4 17 250 8 80 17 Discovery 25 50 125 375 600 13 5 18 265 8 86 18 14 5 18 280 8 92 18 QUICK QUEST & RUMOR BUILDER 15 5 18 195 8 98 18 NPC Job What Condition 16 5 18 310 9 104 18 Bureaucrat Protect Assassins Leave no trace 17 6 19 325 10 110 19 Diplomat Thwart Plan BBEG 18 6 19 340 10 116 19 19 6 19 355 10 122 19 Alchemist Hide Antidote Plague 20 6 19 400 10 128 19 Bounty hunter Discover Fate Lost Priest Expose Corrupt prince Now evil ally Cryptic figure Destroy Evil artifact Old enemy MONSTER TYPES Mage Investigate Phenomenon First ABERRANT Smuggler Rescue Pirates Sanctioned Bizarre anatomy, inflict madness, telekinesis, telepathy, Merchant Recover Exotic goods Burning tentacles that cast spells, saves against magic. Baron Escort Food & water Parasites ANIMAL Ex-adventurer Explore Ruins Vampires Additional movement type, charge, increased sense, overrun, Elf Kill Master Full moon trample. Noblewoman Capture Slaves Faulty info CELESTIAL Duchess Steal Good artifact Shift blame Blinding, healing, magic resistance, support spells, light. Farmer’s wife Investigate Mystery Trap CONSTRUCT Monster slayer Prevent Religion figure Disaster It can’t be bargained with. It can’t be reasoned with. It doesn’t Astrologer Decipher Militia W/ apprentice feel pity, or remorse, or fear. And it absolutely will not stop. Councilor Burn Heirloom Capital DRAGON Guard Hunt down Robber Deadline Breath a damage type, fly, immunity to a damage type, inflict Druid Slander Competition Publicly fear, saves against magic, shape change. Prostitute Incriminate Nobleman Imposter Leatherworker Get rid of Ancient tome Awake evil ELEMENTAL Carpenter Drive off Wilderness Moral dilemma Body shape modification, damaging aura, fly or burrow, Shoe Maker Rile Dragon Start war vulnerability to opposite element, summon minor elementals. FEY Amphibious, cast charm and dancing lights, create illusions, NPC DISCRIPTORS increased senses, invisibility, read minds, shape-change. PERSONALITY Haughty, determined, cryptic, cunning, guarded, wary, angry, FIENDS arrogant, charming, frightened, terrifying, stuffy, shady, Banishment, fly, immunity to fire, summon minor devils, miserable, confused, excited, hateful, simpering, weary, sweet telepathy, teleportation. COMMON FEATURES GIANTS Eye patch, missing tooth, beer-belly, heavy beard, wispy Damage resistance, massive damage, innate spellcasting. mustache, water eyes, balding, grizzled, tattooed, huge earring, HUMANOID muscled, overweight, underweight, spectacled, sick, hairy, Bull rush, cleave, disarm, dodge, flank, grapple, inspire, shield bulbous nose, deep scar, food-filled teeth. bash, two-weapon fighting, whirlwind attack. RARE FEATURES OOZE Missing both little fingers, nervous twitch, massive jewelry, Acid damage, acid resistance, envelop characters, body shape burned hand, branded, missing ear, bruised, no teeth, pet bird, modification, immune to magic, reach, split when hit. filthy, demented, always sketching PLANT VERY RARE/MEMORABLE FEATURES Cast entangle and wall of thorns, dominate minds with spores, Possessed, disguised, plagued, swirling stone in eye, iron arm, envelop characters, immobilize with vines, poison damage. iron jaw, sharpened teeth, blood filled eye, broken limbs DUNGEON LOCATIONS NAME COMBINATOR Temple Wizard’s Vault Ritual ancient sacrifice HUMAN STARTS Prison Volcano Source of evil As Has Khe Zash Gl Ig Iv Kos Dwarven dam Chambers War machines Miv Pav Ser Dar Even Gor Rand Sto Twisted castle Noble society Devoured inhabitants Tam Barer Keth Mum Mar Burg Al Hel Decaying hills Catacombs Blighted Wrayt S Eag Eath Joan Answ L Ot Laboratory Caverns Collapsing Ced At Tal Ham Jasm Mail Yash Row Floating island Elemental Lords Home to wyvern HUMAN MALE ENDS Meteorite Ancient dead aliens Overgrown Eir Eid Eed El Ar An Or Ef Giant machine Always moving Devours cities Al Vin Orn Dur Stag Elm Ur Us Tombs Ice sheet Undead inhabitants HUMAN FEMALE ENDS Giant orb Sanctuary in Astral Sea Deceased lich Er Ey A E Il Elia Ya Ed Celestial castle Mountaintop Unreachable Eue Ild Oane Yne Orna Ie Ala Erri Pyramid Twisted king’s legacy Eternal damnation Library Endless maze Forbidden knowledge DWARF STARTS Theatre Random location Plays leak into reality Adr Alber Ba Bar Gar Kildr Kath Dies Natural caves Beneath old tree Blood filled Eld Gurd Har Morg Or Rur Mar Vis Basement Below inn Long forgotten Jen Torg Tak Thor End Ris Em Gunn Wizards vault Beneath city rubble Sentient DWARF MALE ENDS Crashed airship Deep in the woods Illusional Ik Ich Ern End Tor Nor In Rak Gen Sik Gran Linn Vok Brek Dal Gar RANDOM ROOM DWARF FEMALE ENDS Armory Water supply Ber Tin Hild Dryn A Eth Runn Ellen Barracks Statues Loda Dis Ja Lin Ra Tyrd De Rasa Kitchen Teleports ELF STARTS Pantry Elevator Ad All Aram Berri Car Enial Gann Im Laboratory Stairs Per Sorvi Var Adr An Beth Bir Jelen Crypt Ladder Key Lesh Mer Mia Naiv Quel Sar Shan Guardroom Machinery ELF MALE ENDS Kennel Pillars An Ar Il Rian Ric Is Dan Arai Menagerie Pedestals Meral Cian En Rion Ialis Ior Nan Kas Library Pillars ELF FEMALE ENDS Living quarters Pools Rie Aea Striana Inua Rynna Ilia Na Neth Museum Fall-ins Leth Iel Lee Qui Astra Ia Ania Ynn Prison Chutes HALFLING STARTS Privy Chimneys Al An C Cor Eld Er Finn Gar Throne room Steam vents Lin Mer Os Per Ros An Cal Cor Temple Corpse Kith Lav Ned Pae Seraph T V Chen Torture room Tools HALFLING MALE ENDS Treasury Maps/Map-art Ton Der Ade Rin Don Rich Nan Ret Waste room Fountains Al Born Coe By Fire Yas Dal Yle Workshop Books Altar Tapestries HALFLING FEMALE ENDS Summoning chamber Monsters Dry Ree Lie Ora Emia Ian Ri Inia Ina Aena Ani Erna Lyse La Da Aela DRAGONBORN STARTS ROOM EFFECTS Are Bala Bhar Don Gh Hesk Med Meh Unholy circle Steals life Dripping acid Nad Pand Patr Sham Shed Ak Bir Farid Skull glyph Aura of rage Thick fog Fla Ka Ko Mish Thav Uad Eder Hener Summoning circle Constant minions Earthquake DRAGONBORN MALE ENDS Obelisk Radiates arcane power Hallucinogens Han Asar Ash Aar Esch An Rash En Flaming cauldron Spurts fire On fire Arr Jed Rin Gar Zar Dinn Hun Rek Gargoyle Spits poison Bloodlust DRAGONBORN FEMALE ENDS Stone Basilisk Petrifies viewers Uneven time Ra Ir Eh Ann Ilar Rinn Ann La Warrior statue Swings axe No healing Ra A Ina Va Hit Ederei Ere Eila Dragon head Breathes fire Magic wards Bloody stone lips Psychic damage aura Icy floors MISC STARTS Sunbeam Deal extra damage Freezing mist Alu Stos Fa Ravay Leo Stok Vic El Delicate urns Poison gas Lots of oil Yeng Car Ric Ar Guir Es My Pey Steel rods High static electricity Weather MISC ENDS Orel Aadi Ina Ceryn Vyn Ahn Aver Eiros Kain Retor Ella Lannan Aella Vyre Pet Ikos