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Players:

World Name:

Campaign Builder
Campaign Length:

Key Themes:

Create worlds, adventures and maps with this handy and easy-to-use Campaign Builder! Use it alongside your Roll & Play book to quickly
generate thrilling storylines and adventures that you and your players will love. All page numbers refer to Roll & Play: The Game Master’s
Fantasy Toolkit. There is a bonus random table at the back of the Campaign Builder to inspire names for your villages, towns and cities.

1
Locations 5
The Threat
The starting region is called: The key threat is (p17):

The town the players start in is called: The nefarious villain is called (p6-7 or 52):

and is known for (p20): and they want to:

The town’s economy is based on (p20): because (p11):

The town is run by (p21): A key part of their plan is:

The person in charge is called (p6-7): Another key part of their plan is:

The tavern is named (p30): A further objective of theirs is:

and is run by someone called (p6-7):

6
The Party
2
People The players start on: Level

The townsfolk’s lifestyles are Poor / Modest / Comfortable / Wealthy. The party meet when (p16):

In their spare time, the townsfolk: They unite as a group because:

The people in this area worry about: The party’s first goal is to:

An ally on this quest is (p6-7):

3
Divinity and they will help because (p10):

The god of love and family is (p6-7 or 52):

The god of nature and weather is (p6-7 or 52):


Other Notes
The god of knowledge and secrets is (p6-7 or 52):

The god of fire and warfare is (p6-7 or 52):

4
Organisations
The nearby university of magic is called (p14):

and is run by a mage called (p6-7):

The influential religious group is called (p15):

and their high priest is (p6-7):

There is a criminal network called (p15):

their leader goes by (p25):

www.rollandplaypress.com © Roll & Play Ltd. 2020


Rodrigo Nascimento – graphic.rn@gmail.com

Players:

World Name:

Campaign Builder
Campaign Length:

Key Themes:

7
Map Making
To the north of the starting town there is a [1d4]: To the east of the starting town there is a [1d4]:
1. Affluent village 2. Snow-capped mountain 1. Cultural village 2. Deep canyon
3. Calm river 4. Overgrown forest 3. Sandy beach 4. Dormant volcano
and it is called: and it is called:

To the south of the starting town there is a [1d4]: To the west of the starting town there is a [1d4]:
1. Poor village 2. Muggy swamp 1. Coastal village 2. Luscious field
3. Scenic lake 4. Wizard’s Tower 3. Dead woodland 4. Submerged cave
and it is called: and it is called:

A point of interest nearby is (p22): The major city in the region is called:

The closest village is: The townsfolk enjoy visiting:

www.rollandplaypress.com © Roll & Play Ltd. 2020


Rodrigo Nascimento – graphic.rn@gmail.com

Settlement Names
Nothing brings a town to life more than a name bursting with
personality. Roll on the tables below to come up with names for the
villages, towns and cities within your world – from the humble farming
village of Oastheim to the sprawling, stone spires of Speartower.

Village names: Town and city names:


1. D
 usk 1. -bury 1. W
 inter 1. - borough
2. S
 tone 2. -ford 2. V
 erd 2. - furt
3. W
 ald 3. -ham 3. A
 zul 3. - berg
4. W
 ater 4. - stadt 4. O
 aken 4. - tower
5. M
 aus 5. - field 5. O
 pal 5. - castle
6. A
 pple 6. - dorf 6. S
 teed 6. - hill
7. G
 reen 7. - river 7. S
 pear 7. - ovia
8. B
 eech 8. - stead 8. F
 lag 8. - charter
9. C
 rop 9. - worth 9. R
 ook 9. - burgh
10. B
 ranch 10. - shire 10. G
 lass 10. - ania
11. Oast 11. -dale 11. Kalt 11. -spire
12. Sheaf 12. -don 12. Ocean 12. -stone
13. B
 irn 13. - heim 13. T
 rist 13. - port
14. Coal 14. -firth 14. Pike 14. -mount
15. S
 and 15. - gate 15. W
 olfen 15. - slav
16. B
 adger 16. - lee 16. B
 racken 16. - nara
17. D
 awn 17. - valley 17. R
 uhm 17. - weald
18. C
 otton 18. - weiler 18. S
 word 18. - heart
19. O
 tter 19. - moss 19. R
 at 19. - rest
20. H
 art 20. - pen 20. S
 odden 20. - crown

2d20 2d20

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Rodrigo Nascimento – graphic.rn@gmail.com

Villainous Strategies
The antagonist has their eyes set on some truly evil goals, now they just need
to create a plan to get them there... Roll on this table two or three times to
come up with a strategy for your nefarious villain.

A step towards their dreadful goals


1. C
 onvince the party to travel 11. Harness air, earth, fire and
to a dangerous area, hopefully water elementals.
never to return.
12. Convince the locals to pray
2. R
 eplace a crucial member of to a new, powerful deity.
the town’s council, gaining
13. H
 ead to the site of a great
decision making power.
battle and summon a small
3. P
 ay some bandits to cause army of ghouls and undead.
a distraction, drawing guards
14. Find three relic keys from
away from something valuable.
across the kingdom, study
4. F
 ind a hidden archway leading them and unlock their power.
to the celestial realm.
15. A
 waken the four gargoyles
5. C
 reate hidden headquarters that sit upon the ruins of a
in the sewers, out of sight. great, long-forgotten shrine.
6. Infiltrate the city guard to gain 16. Become a more powerful
access to otherwise restricted being by forcing a wizard to
areas of the library. perform ancient magic.
7. P
 ay labourers to begin digging 17. G
 ain the friendship of the
at the site of a once great city. frost giants in the North.
8. P
 oison the town’s food supply, 18. Make a deal with a wicked
causing its people to become hag to arrange a meeting
weak and vulnerable. with an otherworldly entity.
9. S
 eek the advice of a powerful 19. D
 efeat a well-known menace
fortune teller, to gain foresight to gain the trust of the town’s
into future events. inhabitants and council.
10. G
 ain access to a nearby 20. R
 elease the once imprisoned
dragon’s hoard, and all the ‘Solnixu, The Blue-Eyed One’
fortune and magic it holds. from their spellbound cage.

1d20

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