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CONTENTS NPC

Table of Contents The Vullaji Example... 13


Conclusion 13
Introduction 1 (Extended Version)
Ch 1. The Name 2 Secrets... 14
Ch. 2 The People 4 Ch 6. Hidden Power 15
A) Race 4 1) Magic Weapon 15
B) Occupation 5 2) Magic Item 18
C) Gender 5 3) Magic Power/Ability 21
Ch. 3 The Purpose 6 4) Magic Vehicle/Machine/Creature 23
A) Inception 6 Ch. 7 The Challenge 24
B) Isolation 6 A) Physical Challenge 24
C) Primary Resource 7 B) Mental Challenge 27
Ch. 4 The Power 9 C) Sacrificial Challenge 30
A) Morale 9 Ch. 8 The Cost 32
B) Money 9 Final Thoughts 33
C) Military 9 (End of Extended Version)
D) Capability 10 Acknowledgements 34
Ch 5. The Fate 11 Lite Bank 35
A) Disaster 11 Appendix A 36
B) Perception 11 Legal 38
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INTRODUCTION NPC

A note from your author...

We call ourselves civilized, and the ancient


warlords of history “barbarians”.

But will future generations think they’re


supreme, and call our modern ways “barbaric”
too?

Silly questions, yet a genre of question that


intrigues me.

No civilization is forever.

But will we be remembered?

Kingdoms will rise and fall, but one thing


remains...

The King of all the ages, what is his Name?

Sincerely,
Your NPC, Assassin

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C HA P T E R 1 . T H E NA M E NPC

Chapter 1. The Name 1d6 Letter Two


1 a
What was your ancient civilization called? 2 e
3 i
Simply roll two letters from the following two
tables, followed by a word from the third table 4 o
(1d100) to create a unique name for your ancient 5 u
civilization. 6 y

For example, I rolled a 7 (“j”) on the first table, a

"Vullaji"
3 (“i”) on the second table, and an 85 (“vulla”) on
the suffix table, making my ancient civilization
the “Jivulla” civilization.

Feel free to swap the letters around if you think it


sounds more mysterious. I think “Vullaji” sounds 1d100 Suffix
way cooler, so I’m swapping the letters around in
1 bart
“Jivulla” to “Vullaji”.
2 benehim
1d20 Letter One 3 bijaro
1 b 4 bolofum
2 c 5 buhumi
3 d 6 caldolon
4 f 7 cedric
5 g 8 citruvian
6 h 9 colza
7 j 10 cutterie
8 k 11 dalmateo
9 l 12 denum
10 m 13 dishou
11 n 14 dola
12 p 15 dungis
13 q 16 faligo
14 r 17 fento
15 s 18 fitz
16 t 19 fortal
17 v 20 fumant
18 w 21 galif
19 x 22 geroma
20 z 23 gibber
24 goalie

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C HA P T E R 1 . T H E NA M E NPC

25 gumett 63 qi
26 haltor 64 qollum
27 heave 65 quphesh
28 hicumerous 66 rasheed
29 holdum 67 rezumi
30 hutenero 68 rikata
31 jakal 69 rofameh
32 jerub 70 rullus
33 jillator 71 satulla
34 jorin 72 sendiferous
35 jumpa 73 sickli
36 kali 74 sobafa
37 kettu 75 surene
38 kisoka 76 talif
39 kolesh 77 tempeh
40 kuru 78 tigoro
41 lami 79 tomaiah
42 ledor 80 turnayome
43 list 81 vallis
44 lophradoccia 82 vendor
45 luherz 83 vigruth
46 maya 84 voras
47 mer 85 vulla
48 mia 86 walli
49 modus 87 wendi
50 mufa 88 wigor
51 nalia 89 wogoth
52 nephilim 90 wutan
53 nize 91 xa
54 nosma 92 xell
55 nujeri 93 xi
56 padeo 94 xodium
57 pedia 95 xuctra
58 pichorus 96 zalofor
59 pogumby 97 zedi
60 puvina 98 zina
61 qalita 99 zoctor
62 qettura 100 zubrish

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C HA P T E R 2 . T H E PE OPL E NPC

Chapter 2. The People 39-40 Half-Elf


41-42 Halfling
Who were the people who founded your ancient 43-44 Harengon
civilization? We’ll start off with race before
45-46 Human
moving on to occupation, and then determine
whether it was a patriarchal or matriarchal 47-48 Kalashtar
society. 49-50 Kenku
51-52 Leonin
A) Race 53-54 Loxodon
55-56 Owlin
First, let’s determine if your ancient civilization
57-58 Satyr
was founded by more than one race.
59-60 Tabaxi
1d4 Race Quantity 61-62 Thri-Kreen
1-2 Mixed Race (1d4) 63-64 Tortle
3-4 Single Race 65-66 Triton
67-68 Vedalken
If you rolled “mixed race,” roll 1d4 races from 69-70 Warforged
the race table below. If you rolled a “single race,” 71-72 Bugbear
roll one race from the race table below.
73-74 Dragonborn
75-76 Duergar
1d100 Race
77-78 Shadar-Kai
1-2 Aarakocra
79-80 Goblin
3-4 Aasimar
81-82 Half-Orc
5-6 Centaur
83-84 Hobgoblin
7-8 Dwarf
85-86 Kobold
9-10 Elf
87-88 Lizardfolk
11-12 Astral Elf
89-90 MInotaur
13-14 Eladrin
91-92 Orc
15-16 Sea Elf
93-94 Plasmoid
17-18 Fairy
95-96 Shifter
19-20 Firbolg
97-98 Tiefling
21-22 Air Genasi
99-100 Yuan-Ti
23-24 Earth Genasi
25-26 Fire Genasi
27-28 Water Genasi Pro Tip: If you rolled “Mixed race,” then let’s add
29-30 Giff a power hierarchy to your races to spice things
31-32 Gith up! The first race you rolled is the one in charge,
followed by the second, and so forth, with the
33-34 Gnome
last race having been the most oppressed in your
35-36 Deep Gnome ancient civilization!
37-38 Goliath
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C HA P T E R 2 . T H E PE OPL E NPC

B) Occupation For the Vullaji, I rolled a 2 (mixed race)


civilization with 4 major races. These races
What was the primary occupation of the are (from most powerful to least powerful)
founding members in your ancient civilization? Thri-kreen, Earth Genasi, Halflings, and Owlin.
Roll from the table below to find out! The founding members were warriors from a
patriarchal society that had a balanced number
Keep in mind that not everyone had to have this of women and men.
occupation, but many likely would have.

1d12 Occupation
1 Inventors
2 Designers
3 Architects
4 Laborers
5 Farmers
6 Teachers
7 Researchers
8 Musicians
9 Actors
10 Bankers
11 Warriors
12 Bartenders

C) Gender
Were there more women, or men in your ancient
civilization?

1d4 Gender Proportion


1 More Women
2 More Men
3-4 Similar Amount

Was your ancient civilization dominated more


by women or by men?

1d4 Society
1-2 Matriarchal (Female Dominated)
3-4 Patriarchal (Male Dominated)

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C HA P T E R 3 . T H E P U R P O SE NPC

Chapter 3. The Purpose 4. Religious Pilgrims who decided to settle


down
Now let’s discover the cause (or inception) and
A group of radicals sought the truth, and claimed
interaction (or isolation) level of your ancient
to have found it. Many believed them, for power
civilization!
appeared to follow their words. Before long, the
whole region bowed down to their authority, for
A) Inception who is more trustworthy than a messenger from
the gods? A civilization emerged, one which
“Why was your ancient civilization created?” struck the seeker’s heart with awe and wonder.

To make this really easy, I’ve compiled four of


the most common reasons for you into a 1d4 roll
table.

Reasons (roll 1d4)...

1. A rest stop along a major passageway


B) Isolation
A highway once ran through here, and weary
travelers would stop by this area to spend some How isolated a civilization was determines
coin at the local stores. Before long, this rest stop whether the surrounding lands still know of its
grew into a thriving city, then a kingdom, and existence. Did it see visitors often, or did new
eventually, a civilization of its own. people stick out like a sore thumb?
2. Commissioned by a higher power to collect The level of isolation in your civilization is
resources directly related to its inception. The “Inception”
you rolled earlier has been sorted into varying
A higher power commissioned an expedition levels of isolation ranging from 1 to 4, with one
team to establish a camp to gather resources being the least isolated, and 4 being the most
and bring them back. As the decades went by, isolated.
the camp turned into a thriving city, outgrowing
its commissioners, and centuries later emerged Low level of isolation (Levels 1 through 4)
into the influential civilization it was destined to Level 1: A rest stop along a major passageway
be. Level 2: Commissioned by a higher power
Level 3: Rural Farmers
3.Rural farmers who decided to work Level 4: Religious Pilgrims
together High level of isolation
A group of people began pooling their resources If your civilization had a high level of isolation,
together in order to survive. They survived chances are none of the locals in the surrounding
surprisingly well for what resources they had, region have seen it. Perhaps it’s nothing more
and grew into a thriving city. As their economy than a myth! If your civilization had a low level
soared, so did their influence, and it wasn’t long of isolation, perhaps everyone remembers them,
before they dominated the region, becoming the and are still somehow affected by the shadow
civilization we now know and remember. they left behind.
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C HA P T E R 3 . T H E P U R P O SE NPC

13 Coffee
For the ancient Vullaji civilization, I rolled a 3
14 Corn
(Rural farmers who decided to work together),
making my civilization’s isolation level 15 Cotton
"moderately high." 16 Grapefruit
17 Kelp
C) Primary Resource 18 Lemons
19 Lettuce
Each civilization has a strategic resource it is
20 Limes
famous for, like the maple syrup in Canada, or
the oil of the Middle East. I’ve crafted a list of 21 Mangos
100 strategic resources you can choose from 22 Maple Syrup
when building your ancient civilizations. Each 23 Nuts
strategic resource has been split into four major 24 Olives
categories, with each category having magical
25 Oranges
resources, for a total of 8 magic resources (in
italics), and 92 non-magical resources. If you are 26 Rice
playing in a low-fantasy setting and you don’t 27 Rubber Tree
want a magical resource for your civilization, 28 Pineapples
simply reroll on a magical resource.
29 Poppies
Once you’ve selected your strategic resource, 30 Potatoes
consider how this strategic resource might 31 Pumpkins
change the way your civilization looks. Are there 32 Strawberries
a lot of tall trees in your civilization, or open 33 Sugarcane
fields for farming? Are there sturdy walls, or
34 Tea
massive-deep holes in the ground for mining
ores? 35 Tobacco
36 Truffles
Produce 37 Watercress
1d100 Resource 38 Wheat
1 Apples 39 Wine
2 Bananas 40 Goodberries
3 Beans Livestock
4 Beets 41 Bears
5 Black Pepper 42 Boar
6 Blueberries 43 Buffalo
7 Carrots 44 Camels
8 Cherries 45 Cattle
9 Chili 46 Chickens
10 Cloves 47 Crocodiles
11 Cinnamon 48 Donkeys
12 Cocoa 49 Ducks
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C HA P T E R 3 . T H E P U R P O SE NPC

50 Elephants 87 Stone
51 Geese/swans 88 Tin
52 Goats 89 Adamantine
53 Honeybees 90 Mithral
54 Horses Scavenging
55 Llamas 91 Furs
56 Mastiffs 92 Ivory
57 Mules 93 Lumber
58 Ostriches 94 Mushrooms
59 Pigs 95 Pearls
60 Rabbits 96 Seafood
61 Scorpions 97 Turtle Eggs
62 Sheep 98 Whales
63 Silk Worms 99 Old Carcass
64 Turkeys 100 Mana Ley Lines
65 Yaks
If you rolled a 99, roll 1d6 to find your village’s old
66 Zebu carcass, or select one from the list below.
67 Dragons
68 Griffons 1d6 Old Carcass
69 Mimics 1 Ancient Dragon
70 Will-o-Wisp 2 Dragon Turtle
Mining 3 Iron Golem
71 Amber 4 Kraken
72 Coal 5 Purple Worm
73 Copper 6 Tarrasque
74 Diamonds
75 Gold
76 Gypsum For the Vullaji’s strategic resource, I rolled (6)
chickens. Now, to let our imaginations run wild...
77 Iron
78 Jade
79 Lead
80 Marble
81 Mercury
82 Nickel
83 Platinum
84 Quartz
85 Salt
86 Silver
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C HA P T E R 4 . T H E P OW E R NPC

Chapter 4. The Power B) Money

Next, what was your ancient civilization’s power Next, how strong was the economy of your
level? Were they capable? ancient civilization?

We will be measuring the capability of your 1d6 Money


ancient civilization by determining its morale, its 1 Abysmal - Mothers eat their own
money, and its military. children, and people spill their own
blood over moldy crusts of bread.
2 Low - Resources are scarce, and the
"If a kingdom is divided majority of the population goes to
against itself, that kingdom bed hungry.
3 Medium - Basic needs are generally
cannot stand."- Iēsous met across the population, but 99%
of the wealth is hoarded by the top
1%
A) Morale 4 High - There is a strong middle class,
and anyone can become wealthy if
What was the morale within your ancient they work hard enough!
civilization? 5 Superb - No one is without, and all
labor jobs are covered by foreign
Did the locals love their civilization, or did they workers.
feel oppressed and demoralized? 6 Off the charts - Silver, which is now
considered worthless, is stacked
1d6 Morale in the streets, and everyone has an
overabundance of gold, spices, and
1 Abysmal - The people are scheming
precious jewels.
to overthrow their leaders.
2 Low - The people are miserable, and
many are leaving the land.
C) Military
3 Medium - The people don’t care for
their rulers, but do what must be Next, how strong was the military of your
done. ancient civilization?
4 High - The people see value in
their work, and prefer being in this 1d6 Military
civilization.
5 Superb - The people are super 1 Abysmal - What army?
proud of their role in this civilization, 2 Low - There for show, but incapable
and boast about their cause! of anything.
6 Off the charts - The people are 3 Medium - Gets the job done as best
fanatics who will gladly die for their as they can, but no one really takes
land! them seriously.

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C HA P T E R 4 . T H E P OW E R NPC

4 High - Fills the hearts of the people


they protect with security, knowing
they are in strong hands.
5 Superb - Strikes terror into the
hearts of their enemies.
6 Off the charts - No one remembers
them, because all their enemies are
utterly destroyed.

D) Capability
Now let’s add the numbers you rolled in this
chapter to determine the capability score of your
ancient civilization!

Score Description
3-6 Your civilization was a barking dog
with no bite
7-10 Your civilization was merely For example, for my “Vullaji” civilization, I rolled
scraping by a 4 (high) for morale, a 2 (low) for resources,
11-14 Your civilization was able to do the and a 1 (abysmal) for military. This puts my
lofty things they boasted of civilization’s capability score in the “7-10” range,
15-18 Your civilization was indomitable so the “Vullaji” people were “merely scraping by.”

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C H A P T E R 5 . T H E FAT E NPC

Chapter 5. The Fate 9 They found amusement in


withholding justice
What fabled fate caused the demise of your 10 They eagerly abused the bodies of
ancient civilization? vulnerable people
11 They dealt treacherously with
A) Disaster helpless animals
12 They did not heed the guidance of
Every ancient civilization has its demise, the older generations
whether it’s as drastic as the flooding of Atlantis,
or the asteroid that wiped out the “civilization” The Vullaji’s demise was a 6 (drought) from the
of dinosaurs. natural disaster table, and their rumored reason
for destruction was a 3 (they betrayed their god)
Let’s uncover what caused your civilization’s from the rumor table.
demise!
B) Perception
1d8 Catastrophic Disaster
1 Flood Now for public perception! In this section, we
2 Meteor Shower will determine how well known your ancient
3 Volcanic Eruption civilization is today, and what the modern
people think of them.
4 Viral Outbreak
5 Insect Swarms
6 Drought
7 Earthquake
8 Ice Age

Now that we know what fate befell your ancient


civilization, let’s determine why. What is the
rumored reason for your civilization’s demise?

1d12 Rumored Reason for Destruction


1 They offended a god
2 They made a god jealous
3 They betrayed their god
4 They mistakenly believed they were
gods
5 They betrayed a neighboring
civilization
6 They uncovered forbidden
knowledge
7 They treated their land very poorly
8 They shed too much innocent blood

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C H A P T E R 5 . T H E FAT E NPC

I) Unknown-Known 1d4 Mocked-Feared


1 Mocked
How well known was your ancient civilization?
2 Ignored
Roll from the table below!
3 Respected
Popularity level is ranked from least known to 4 Feared
most known in descending order.
III) Hated-Loved
1d4 Uknown-Known
1 Unknown - The public has never How much was your ancient civilization
heard of them cherished? Roll from the table below! Cherished
level is ranked from least cherished to most
2 Hidden - The locale has heard of
cherished in descending order.
them
3 Popular - The greater region has
1d4 Hated-Loved
heard of them
1 Hated
4 Famous - The world has heard of
them 2 Tolerated
3 Appreciated
4 Loved
II) Mocked-Feared
For example, I rolled a 2 (hidden) on the first
How much was your ancient civilization feared? table, a 1 (mocked) on the second table, and a
Roll from the following table! 2 (tolerated) on the third table. So the ancient
“Vullaji” civilization is known only by locals in
Level of fear is ranked from least feared, to most the region, who mock this ancient civilization
feared in descending order. which they tolerate, but despise in their hearts.

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THE VULLAJI EX AMPLE... NPC

The Vullaji Example... Conclusion


With that, I now present to you the ancient Now you have the pieces of the puzzle you need
Vullaji Civilization! to create an ancient civilization! If you want to
access the EXTENDED version, which includes
The ancient Vullaji people were a mixed-race 19 more pages of secrets, powers, treasures,
civilization comprised of thri-kreen, earth curses, and so much more for your players, then
genasi, halflings, and owlin people. The owlin consider joining my patreon where you get
were treated poorly, while the thri-kreen were access to the extended version, and hundreds
held in the highest regard, making up the ruling of my other resources too :)
class.
I hope you enjoy it, and until next time, I wish
The civilization began when a group of you all the best, and I hope you have an
patriarchal thri-kreen warriors decided to pool amazing life!
their resources together to guarantee their
survival in the fertile lands they had recently Sincerely,
settled as farmers. Your NPC
Assassin
The Vullaji people lived in moderate isolation,
predominantly known for their rearing of
chickens, producing chicken delicacies, and
other chicken related products ranging from
chicken-feathered clothes, to egg-shell powders.

The Vullaji civilization had a high morale in


spite of their dwindling resources and their
non-existent military, but even so, were merely
scraping by at the time of their demise.

A drought was all it took to topple the already


teetering civilization, a blow from which the
Vullaji could never recover.

Rumor has it, the Vullaji betrayed their own god,


bringing this catastrophic fate upon themselves.
Only the locals remember their existence, and
the Vullaji are mocked with disdain by those
who recall their ways.

What secrets lie within the confines of this thri-


kreen civilization who betrayed their own god?
And why do the locals think so poorly of them
today?

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E X T. V E R S I O N NPC

EXTENDED VERSION!
Well met Adventurer! You've made the right
choice.

Secrets...
Let’s go deeper still, and talk about the secrets
your players can uncover in your ancient
civilization!

Players are addicted to progression and growth,


so the secrets in your civilization will be for the
purpose to either aid, or setback your players.
This will show up in the form of ancient magic
they can draw power from, or evil curses which
can hinder their progress.

To begin, we will start by discussing the power


hidden deep within your ancient civilization.
This could be a weapon, an item, a magical
ability, or an arcane machination.

Then we will discuss the challenge to acquire


such power!

Will your players have to solve a complex


puzzle? Perhaps they must use their strength
to overcome rolling boulders and flying spears?
Or maybe they will need to sacrifice something
precious to them, such as their right hand, or the
party's pet, Boblin the goblin…

And once they receive this ancient power, what


are the side effects? What curses will creep up
on them? Keep reading to find out!
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E X T. C H A P T E R 6 : H I D D E N P O W E R NPC

Chapter 6. Hidden Power 1) Magic Weapon

What magic power lies hidden within your Every ancient civilization has its demise,
ancient civilization?
Let’s give your ancient civilization a magic
I recommend you give each civilization only weapon to hide and defend.
one hidden power for your players to acquire,
because this keeps your games more balanced. Below is a roll table of magic weapons provided
by the 5E wikidot library. In the event you want
For a random hidden power, roll 1d4 from the to offer your players a specific rarity of magic
table below, then locate the subsequent section item, the item rarities are labled in the table
where the result you rolled is discussed in below. Simply roll 1d100, then search the item
further detail on the following pages. on your browser (followed by, “5e”) for an in-
depth explanation.
1d4 Hidden Power
1d100 Magic Weapon
1 Magic Weapon
2 Magic Item Rare Magic Weapons
3 Magic Power/Ability 1 Acheron Blade
4 Magic Vehicle/Machine/Creature 2 Berserker Axe
3 Bonecutter
For the Vullaji civilization, I rolled a 4 (Magic 4 Corpse Slayer
Vehicle/Machine/Creature). 5 Crystal Blade
6 Dagger of Blindsight
7 Dagger of Venom
8 Devotee’s Censer
9 Dragon Slayer
10 Dragon Wing Bow
11 Dragon’s Wrath Weapon
12 Dragontooth Dagger
13 Flame Tongue
14 Gabler’s Blade
15 Giant Slayer
16 Mace of Disruption
17 Mace of Smiting
18 Mace of Terror
19 Mind Blade
20 Mind Lash
21 Moon Sickle
22 Needle of Mending
23 Saint Markovia’s thighbone
24 Serpent’s Fang
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E X T. C H A P T E R 6 : H I D D E N P O W E R NPC

25 Sun Blade
26 Sunforger
27 Sword of Life Stealing
28 Sword of Wounding
29 Two-Birds Sling
30 Vicious Weapon
31 Weapon of Certain Death
32 Woodcutter’s Axe
Very-Rare Magic Weapons
33 Arrow of Slaying
34 Blade of the Medusa
35 Bloodaxe
36 Dancing Sword
37 Dragon’s Wrath Weapon
38 Duskcrusher
39 Dwarven Thrower
40 Dyrrn’s Tentacle Whip
41 Frost Brand
42 Moon Sickle
43 Nine Lives Stealer
44 Oathbow
45 Polymorph Blade
46 Ruidium Weapon
47 Scimitar of Speed
48 Sling Bullets of Althemone
49 Spear of Backbiting
50 Steel
51 Sword of Sharpness
52 Sword of the Paruns
Legendary Magic Weapons
53 Azureedge
54 Blackrazor
55 Bookmark
56 Dawnbringer
57 Defender
58 Dragonlance
59 Dragon’s Wrath Weapon
60 Drown
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E X T. C H A P T E R 6 : H I D D E N P O W E R NPC

61 Fane-Eater 96 Silken Spite


62 Flail of Tiamat 97 Sword of Kas
63 Gurt’s Greataxe 98 Sword of Zariel
64 Hammer of Thunderbolts 99 The Bloody End
65 Hazirawn 100 Will of the Talon
66 Holy Avenger
67 Ironfang
68 Luck Blade
69 Matalotok
70 Moonblade
71 Nepenthe
72 Orcsplitter
73 Rakdos Riteknife
74 Ruinblade
75 Snicker-Snack
76 Sunsword
77 Sword of Answering
78 Tinderstrike
79 Topaz Annihilator
80 Vorpal Sword
81 Wave
82 Waythe
83 Whelm
84 Windvane
Artifact Magic Weapons
85 Akmon, Hammer of Purphoros
86 Axe of the Dwarvish Lords
87 Blade of Broken Mirrors
88 Dekella, Bident of Thassa
89 Ephixis, Bow of Nyela
90 Grovelthrash
91 Khrusor, Spear of Heliod
92 Lash of Shadows
93 Mace of the Black Crown
94 Mastix Whip of Erebos
95 Ruin’s Wake
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E X T. C H A P T E R 6 : H I D D E N P O W E R NPC

2) Magic Item
24 Brazier of Commanding Fire
Perhaps your ancient civilization hides a magical Elementals
item! Sorted below are magical items you 25 Bridle of Capturing
can roll into your civilization sorted into the
26 Butcher’s Bib
following categories: Normal Items (100), Sticks
(10), Rings (10), and Defense/AC items (10). 27 Cape of the Mountebank
28 Cauldron of Plenty
For the sake of simplicity (and to avoid breaking 29 Censer of Controlling Air Elementals
your games), all of these magic items are “rare” 30 Charm of Plant Command
rarity only. Each item can be found on the 5E
31 Chime of Opening
wikidot for an explanation, as all items here are
published there. A simple Google search will give 32 Chromatic Rose
you in depth stats (make sure to end your search 33 Claw of the Wyrm Rune
terms with, “5e”). 34 Claws of the Umber Hulk
35 Cloak of Displacement
1d100 Rare Item 36 Cloak of the Bat
1 Alchemical Compendium 37 Crystal Blade
2 All-Purpose Tool 38 Cube of Force
3 Amulet of Health 39 Dimensional Shackles
4 Amulet of Protection from Turning 40 Docent
5 Amulet of the Devout 41 Dragon Vessel
6 Arcane Grimoire 42 Dragonhide Belt
7 Astromancy Archive 43 Dragon-Touched Focus
8 Atlas of Endless Horizons 44 Duplicitous Manuscript
9 Badge of the Watch 45 Eagle Whistle
10 Bag of Beans 46 Elven Chain
11 Banner of the Krig Rune 47 Figurine of Wondrous Power
12 Barrier Tattoo 48 Flying Chariot
13 Bead of Force 49 Folding Boat
14 Bell Branch 50 Fulminating Treatise
15 Belt of Dwarvenkind 51 Galder’s Bubble Pipe
16 Belt of Giant Strength 52 Gantlets of Flaming Fury
17 Blood Stone 53 Gavel of the Venn Rune
18 Bloodwell Vial 54 Gem of Seeing
19 Boots of Levitation
20 Boots of Speed
21 Bowl of Command Water Elementals
22 Bracer of Flying Daggers
23 Bracer of Defence
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77 Necklace of Fireballs
78 Necklace of Prayer Beads
79 Oil of Etherealness
80 Opal of the lid Rune
81 Orb of the Stein Rune
82 Planecaller’s Codex
83 Portable Hole
84 Protective Verses
85 Reveler’s Concertina
86 Rhythm Maker’s Drum
87 Robe of Eyes
88 Robe of Summer
89 Rope of Entanglement
90 Scaled Ornament
91 Scissors of Shadow Snipping
92 Siren Song Lyre
55 Ghost Lantern 93 Spell Gem
56 Glamoured Studded Leather 94 Spelljamming Helm
57 Heart Weaver’s Primer 95 Stone of Controlling Earth
58 Hell Hound Cloak Elementals
59 Helm of Teleportation 96 Stonespeaker Crystal
60 Helm of the Gods 97 Teleportation Tablet
61 Heward’s Handy Haversack 98 Ventilating Lungs
62 Hook of Fisher’s Delight 99 Weird Tank
63 Horn of Blasting 100 Wings of Flying
64 Horn of Valhalla
65 Horseshoes of Speed Rare Sticks
66 Instrument of the Bards 1d10 Item
67 Ioun Stone 1 Rod of Rulership
68 Kagonesti Forest Shroud 2 Rod of the Vonindod
69 Knave’s Eye Patch 3 Staff of Charming
70 Libram of Souls and Flesh 4 Staff of Defense
71 Loadstone 5 Staff of Healing
72 Lyre of Building 6 Staff of Swarming Insects
73 Mantle of Spell Resistance 7 Staff of the Ivory Claw
74 Mirror of the Past 8 Staff of the Woodlands
75 Mizzium Mortar 9 Staff of Withering
76 Molten Bronze Skin 10 Tentacle Rod
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Rare Rings
1d10 Item
1 Ring of Animal Influence
2 Ring of Evasion
3 Ring of Feather Falling
4 Ring of Free Action
5 Ring of Protection
6 Ring of Resistance
7 Ring of Spell Storing
8 Ring of Temporal Salvation
9 Ring of the Ram
10 Ring of X-Ray Vision

Rare Wands
1d10 Item
1 Wand of Binding
2 Wand of Enemy Detection
3 Wand of Fear
4 Wand of Fireballs
5 Wand of Lightning Bolts
6 Wand of Paralysis
7 Wand of the War Mage
8 Wand of Viscid Globs
9 Wand of Winter
10 Wand of Wonder

Rare Defense (AC)


1d10 Item
1 Arrow-Catching Shield
2 Battering Shield
3 Pariah’s Shield
4 Shield of Farsight
5 Shield of Missile Attraction
6 Armor of Resistance
7 Armor of Vulnerability
8 Leather Golem Armor
9 Mizzium Armor
10 Scorpion Armor
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3) Magic Power or Ability II. Power Type

Perhaps the hidden power of your civilization is Now let’s give your ancient civilization a
a legitimate superhuman ability that one of your superhuman ability waiting to be discovered!
players can receive!
Roll an ability from the list below! Ability
I. Power Delivery descriptions are written on the following pages.

Is this hidden power received from a pill they 1d6 Ability


swallow? A magic line they chant? A goblet they 1 Floater
drink from? Or a ball of energy they absorb? Roll 2 Jumper
from the table below to find out!
3 Tanker
1d6 Method of power delivery 4 Seer
1 Ball of Energy 5 Slitherer
2 Bed or Chair of Electricity 6 Walker
3 Drinkable Liquid
4 Inhalable Vapor
5 Magical Limerick
6 Swallowable Pill

Feel free to use your own ideas of power delivery


that aren’t on this list!
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1) Floater
Your falling speed never exceeds 60 ft. per 4.2) Seer (Variant)
round, unless you are being pushed by an Once per day as a bonus action, the individual
external force, such as a falling boulder, moving can see 1d4 minutes into their future. Once
aircraft, flying creature (such as a dragon or they’ve seen their future, their actions may have
griffon), etc. If the external force departs from the ability to change the outcome. This ability
you during your descent, your falling speed recharges daily at dawn.
returns back to 60 ft. per round after one round Pros: Players are responsible for when this
of falling at your higher speed. If you land on the ability is used, giving the GM one less thing to
ground while falling 60 ft. per round, you take no keep track of.
fall damage and can land on your feet. Cons: GM can’t control when this ability is used.

2) Jumper 5) Slither
Once per day, you may teleport yourself from Once per day, you can transform into a pool
your current location to any other spot within of water as a bonus action. You return to
500 ft. of your current location. You arrive at your true form after 10 minutes, or if you are
exactly the spot desired. It can be a place you incapacitated or die. While in this form, you
can see, one you can visualize, or one you can have a swimming speed of 30 ft. You can move
describe by stating distance and direction, such over or through other liquids. You can enter and
as “200 feet straight downward” or “upward to occupy the space of another creature. You can
the northwest at a 45-degree angle, 300 ft.” You rise up to your normal height, and you can pass
can bring along objects as long as their weight through even Tiny openings. You extinguish
doesn’t exceed what you can carry. You can nonmagical flames in any space you enter. You
also bring one willing creature of your size or have resistance to nonmagical damage. You
smaller who is carrying gear up to their carrying also have advantage on Strength, Dexterity,
capacity. The creature must be within 5 ft. of you and Constitution saving throws. You can't talk,
when you cast this spell. If you arrive in a place attack, cast spells, or activate magic items. Any
already occupied by an object or a creature, objects you were carrying or wearing meld into
you and any creature traveling with you each your new form and are inaccessible, though
take 4d6 force damage, and the ability fails you continue to be affected by anything you're
to teleport you. This ability recharges daily at wearing, such as armor. This ability recharges
dawn. daily at dawn.

3) Tanker 6) Walker
Once per day, you may choose to become Once per day, you can phase partially into the
invulnerable to all damage types as a bonus realm of the dead, becoming like a ghost. As a
action till the beginning of your next turn. This bonus action, you assume a spectral form. While
ability recharges daily at dawn. in this form, you have a flying speed of 10 ft., you
can hover, and attack rolls have disadvantage
4.1) Seer against you. You can also move through
Once per day, at random, the individual will be creatures and objects as if they were difficult
able to see up to 5 minutes into their future. terrain, but you take 1d10 force damage if you
Once they’ve seen their future, their actions may end your turn inside a creature or an object. You
have the ability to change the outcome. stay in this form for 1 minute or until you end it
Pros: GM can control when this ability is used. as a bonus action. This ability recharges daily at
Cons: Requires the GM to remember this ability dawn.
each in-game day.
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4) Magic Vehicle, Machine, or Creature


Perhaps the hidden power of your civilization
isn’t a weapon, an item, or a superhuman ability,
but a living tank that can transport your players
through the thick of battle!

Or maybe it’s a tiny robot which specializes in


rigging probabilities!

Or perhaps it’s a super-intelligent, sentient


creature, bred to obey its master, and trained to
be fearless in all circumstances?

Feel free to let your imagination run wild! There


are no limits to what the hidden power of your
ancient civilization may be.

For the Vullaji civilization, I rolled a 4 (Magic


Vehicle/Machine/Creature).

I’m going to make my hidden power an 8-ft.


tall, robotic thri-kreen warrior which will bond
to one master, and operate like an artificer’s
homunculus servant, only with slightly better
stats. I'll give it a C-3PO attitude, too!
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Chapter 7. The Challenge If you rolled “river,” what is flowing through your
river?
But what must your players do to obtain your
ancient civilization’s hidden power? There 1d8 "Liquid..."
are no free rides at our tables, so let’s make 1 Acid/Chemicals
it a challenge! There are three main types of 2 Insects/Critters
challenges for your players to overcome which 3 Lava
we will be looking at in this section. First,
physical challenges, then mental challenges, and 4 Oil
finally, sacrificial challenges. 5 Sand
6 Sewage
You may choose one, or a combination of 7 Slime
challenges for your players to overcome in your 8 Water
ancient civilization, depending on how long
you want your players to spend obtaining your
hidden power.
II. Traps

Perhaps your hidden power is guarded by a trap


A) Physical Challenge (or two, or three, or four…)

First, physical challenges! What stands between a) Everyday Traps


your players' bodies, and the treasure?
These are the traps you see everyday, only with a
I. Obstacles twist!

Let’s start with obstacles. Roll below for a This segment contains the following concepts:
physical obstacle your players must overcome. i. Pit Traps, ii. Projectile Traps, iii. Dirty Traps,
iv. Magic Traps, and v. Balancing Your Traps.
1d4 Obstacle
1 Wall to climb over Pro Tip: As always, steal borrow inspiration
when planning your traps from your favourite
2 Chasm to jump over
books, games, and movies (such as the “rolling
3 Pit to descend into boulder” trap from Indiana Jones).
4 River to swim across
i. Pit Traps

These traps consist of a false floor that gives way


from underneath a creature once stepped on.

Pit traps can be empty, but the most exciting pit


traps are full of surprises inside!

Here is a table of surprises you can store in the


bottom of your pit traps.

What is waiting at the bottom of your pit trap?


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1d10 Pit Trap Surprise 1. Back to Back


1 Acid
Plan two traps back-to-back from each other.
2 Bodies Most players don’t expect rooms to be double
3 Empty trapped. Example: Place a pit trap right after a
4 Lava projectile trap. They will probably fall for both.
5 Piranhas
2. False Stair Trap
6 Portal
7 Quicksand As your players are walking down the stairs,
8 Snakes each step folds into the wall beneath it creating a
9 Spikes slippery slide that sends your players down the
10 Worms chute at breakneck speeds, only to land flat on
their butts before whatever is waiting for them
ii. Projectile Traps below. This is a fast way to entirely remove your
players’ sense of control.
Projectile traps fire things at your players. You
can literally fire anything you want from a 3. Slime Floor Trap
projectile trap. Someday I hope to see a projectile
trap that shoots little green geckoes to annoy A living slime that takes the shape and colour of
unwanted intruders. your dungeon floor fills a pit or crevice in your
dungeon, creating a “false floor.” Upon being
Projectile traps are activated by pressure plate, stepped on, the slime gobbles up your players as
tripwire, laser sensor, or by other physical or they begin to drown in its acidic slime. Gobble
magical means. gobble. (Treat the slime as a creature for the sake
of the encounter.)
What does your projectile trap fire?
4. Tarred and Feathered
1d8 Ammunition
1 Arrows A projectile trap spews tar on your player
2 Bees causing them to take 1d6 fire damage followed
3 Bombs by a large puff of feathers which fuse to your
4 Darts tarred player. The player is now tarred and
feathered.
5 Fire/flames
6 Javelins 5. Whipped Cream Pie
7 Poison gas
8 Literally anything (like geckoes) A pie filled with whipped cream (spoiled
whipped cream if you’re feeling extra nasty) is
iii. Dirty Traps lobbed at the player’s face. Your player has now
been pied.
These are the traps your players never see
coming that get them every time. If you want to iv Magic Traps
play dirty, add one or more of these traps to your
civilization! You can take any of the traps above and make
them “magical” (ooooooh spoopy!) simply by
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adding one of the following effects to your Damage Severity by Level


players once the trap is activated. You can set Character Moderate Dangerous Deadly
your magical effects to last for a duration (ie. one Level
minute, one hour, eight hours, etc.), or you can 1-4 5 11 22
give your players the opportunity to try rolling to (1d10) (2d10) (4d10)
save from the effect again at the trap’s save DC at
the end of each of their turns. It’s honestly up to 5-10 11 22 55
you. (2d10) (4d10) (10d10)
11-16 22 55 99
Here is a table of temporary magical effects. The (4d10) (10d10) (18d10)
affected player… 17-20 55 99 132
1d10 Effect (10d10) (18d10) (24d10)
1 Becomes magnetic
2 Enters slow motion (all movement
Spell Equivalent by Level
is halved) Character Moderate Dangerous Deadly
Level
3 Gains a body part
1-4 Cantrip 1st 2nd
4 Gets turned into a beast
5-10 1st 3rd 6th
5 Is magically blinded
11-16 3rd 6th 9th
6 Is magically deafened
17-20 6th 9th 9th+5th
7 Is magically muted
8 Loses a body part
9 Loses gravity b) "Not Traps"
10 Magically gets heavier (8x lbs)
Next, we have the “Not Traps.” These are the
v. Balancing Your Traps traps that look like traps but are actually not
traps at all. Shocker, I know.
Balancing traps can be tricky business.
Thankfully, this is something XGtE covers on Their sole purpose is to mess with your
page 116. I have included two tables from the players’ heads, making these encounters a “trap
page mentioned above for your easy reference of the mind” more than anything else.
(Crawford et al., 2017).1
Example: You place a pressure plate in your
Trap Save DCs and Attack Bonuses dungeon that does absolutely nothing. When
Trap Danger Save/Check DC Attack Bonus your players enter the room, you mention this
pressure plate to your players. Your players
Moderate 10 +5
freak out, and treat it like the nuclear launch
Dangerous 15 +8 codes that could potentially trigger WWIII. The
Deadly 20 +12 more suspicious your “not trap” looks, the
better.
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So, here are some riddles you can use to give


your players a mental challenge.

Easy Riddles...

Q: What is it that’s blind with an eye in its head,


but the race of mankind its use cannot spare;
spends all its life in clothing the dead, but always
itself is naked and bare?
A: Needle

Q: I view the world in little space,


Am always changing place;
No food I eat, but, by my power,
Procure what millions do devour.
A: The sun

Q: Through all my days, I've been trampled


under feet;
At length, I'm gone and quite decayed,
And he whose power and wisdom made
Me—cannot save my sole!
A: Shoe(s)

Q: At night they come without being fetched. By


day they are lost without being stolen. What are
they?
A: Stars

Q: A vessel have I, that is round as a pear, moist


in the middle, surrounded with hair; and often it
happens, that water flows there.
B) Mental Challenge A: Eye

This section is broken into riddles, and puzzles. Q: I’m soft as wool, soft as a bog. When I swell
up, I’m like a frog. I grow in water, where I
I. Riddles plunge.
A: Sponge
Perhaps your ancient civilization is guarded by
an ancient riddle! Medium Riddles...

Imagine a thick, locked, iron door inscribed with Q: No one can hold me in his palms or sight; I
a magical riddle, opening only for those who scatter sudden clatter far and wide. I want to
guess the right answer and say it aloud, or draw hammer oaks with mournful might; Yes, I strike
the answer on the door. sky and scour countryside.
A: Wind
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Q: What is the sister of the sun, though made for


Q: With flesh that’s furrowed and a bluish glow, the night? The fire causes her tears to fall, and
I’m formed to grind crude metal with each row. when she is near dying they cut off her head.
Smoothing gold hoards and ore is what I know. A: Candle
Remaining coarse, I keep a surface sleek; While
lacking speech, I croak a raucous shriek. Q: "I never was, am always to be,
A: File No one ever saw me, nor ever will
And yet I am the confidence of all
Q: I was in sea where scaly fish once swarmed, To live and breathe on this terrestrial ball."
But with changed fate my nature’s frame A: Tomorrow
reformed. I feel hot pains from fire’s torrid glow;
Indeed, my surface gleams like ash and snow. Q: When set loose
A: Salt I fly away,
Never so cursed
Q: Oft I must strive with wind and wave, Battle As when I go astray.
them both when under the sea I feel out the A: Fart
bottom, a foreign land. In lying still I am strong
in the strife; If I fail in that they are stronger Q: I'm told a certain something grows in its
than I, And wrenching me loose, soon put me to pouch, swells and stands up, lifts its covering. A
rout. They wish to capture what I must keep. I proud bride grasped that boneless wonder, the
can master them both if my grip holds out, If the daughter of a king covered that swollen thing
rocks bring succor and lend support, Strength in with clothing.
the struggle. Ask me my name! A: Dough
A: Anchor

Q: My body is light,
My head it is white,
With a cord I am laced around;
I am beaten with sticks,
Yet not for bad tricks,
But to animate, by my sound,
The unthinking youth,
Not heeding the truth,
Which would save them from every alarm,
To fight, kill, and die,
And cause much misery,
To those who have done them no harm.
A: Drum

Hard Riddles... II. Puzzles


Q: The one who makes it, sells it. The one who Not all mental challenges are riddles! Let’s give
buys it, never uses it. The one that uses it never your players some puzzling encounters* to
knows that he’s using it. What is it? overcome!
A: Coffin
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Roll from the following table to select a puzzle.* which plate to stand on by reading what the
You can find the description for each puzzle on sheet music spells out. For example it could spell
the pages that follow. out the word dead, so the players would stand
on the pressure plate with the skull and cross
1d10 Puzzle* bones upon it.
1 Mirror Snap
(5) Playing Dead - This is a variation of the
2 The Door Knocker’s Mouthful puzzle above. The players are greeted by death
3 The Seesaw Guardian himself. He gives them a piano and tells them
4 Musical Doorway they must play dead to proceed. If the players
5 Playing Dead hit the D key followed by the E key, A Key and
finally the D key again they pass his trail and can
6 Self Tightening Rack
proceed.
7 Blood Wall
8 Mirror Mirror (6) Self Tightening Rack - A torture rack with
9 The Enchanting Poison a man stretched out upon it is on the far side of
10 Paper Seal the room. Every time the party gets closer to the
rack it tightens and he lets out an audible scream
(1) Mirror Snap - A mirror that shows a in pain. The players must find a way to remove
reflection of the room the players are in, the man from the rack without stretching him
however, the reflection happens to have one too much.
extra item in it. The players must find this item
and place it in the correct location in the real (7) Blood Wall - The party enters a room with
room. a stone wall and a locked door. The wall has a
riddle engraved in it; "The key is found within
(2) The Door Knocker's Mouthful - A door has your head, use the key to paint me red, be aware
upon it a face of a lion. However this knocker of what you spurn, for what you give shall be
is missing the ring that allows you to knock. returned." The party must use blood and smear
To unlock the door the players must find an it on the wall (where they get it from is up to
object that could work as a knocking part of the them), and a duplicate of what the blood came
knocker (ie. A chain link or a horseshoe). from emerges out of the wall. The party must
fight and defeat the duplicate to unlock the door.
(3) The Seesaw Guardian - A seesaw set up
with a key hanging from a string above one (8) Mirror Mirror - The party comes to a room
end. The players need to apply twice the force with a large rectangular mirror at the end of it.
to the non-key end compared to the key end. In the mirror the party sees a large room. By
This key can then be inserted into the back of stepping into the mirror they can explore the
a mechanical golem that is trying everything mirror realm, but when they turn to leave, the
within its power to stop the party from getting portal refuses to open. They're trapped in the
the key (ie. pushing players off the seesaw, mirror room. The trick here is to exit facing
applying it's weight to the wrong end). the same direction as they entered, by walking
backwards through the portal.
(4) Musical Doorway - A doorway with a small
section of sheet music written upon it and a (9) The Enchanted Poison - There is a large
series of pressure plates next to it. Each plate bottle of deadly poison in the center of the room.
has a symbol upon it. The players can figure out Above the exit door is a carved face with an open
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mouth, pouring the poison into its mouth opens C) Sacrificial Challenge
the door. However, if anyone touches the poison
bottle, the face begins to chant a drinking song Perhaps the challenge your players must face is
and whoever is touching the bottle is magically one requiring sacrifice.
compelled to drink the poison. They remain
compelled in this way until somebody pulls the Imagine your players enter a chamber
bottle from them, at which point that person is containing your ancient, hidden power. A small,
affected by the compulsion instead. sealed box made of magical metals reads,
“Whoever severs their right hand and places it
(10) Paper Seal - The door to a room is sealed upon this box shall receive the powers within.”
with a small piece of paper (It cannot be broken
or burned by magic or torn by weapons). A Or perhaps an undead guide will tell your
small crack of light shines in from the ceiling players to sacrifice their favorite pet, Boblin the
illuminating a dusty disk. Once the disk is goblin, for one of your party members to receive
cleaned off it will reflect the light. Find the the ancient power.
other disks and reflect the light onto the paper,
burning it and opening the door. Alternatively, Whatever it looks like, making your players
you can use a magnifying glass. sacrifice something will increase their
engagement in your game.
*These puzzles are a community made resource,
designed by the community, for the community. So what must your players sacrifice to gain the
ancient power?
1d20 Your player must lose…
1 Their sight
2 Their smell
3 Their taste
4 Their hearing
5 Their touch
6 -5 Strength
7 -5 Dexterity
8 -5 Constitution
9 -5 Intelligence
10 -5 Wisdom
11 -5 Charisma
12 Their most valuable possession
(magic item)
13 An arm
14 A hand
15 A leg
16 A foot
17 Three fingers
18-20 A pet
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Make sure the player knows what they must


sacrifice before they possess the ancient, hidden
power. You can do this using an NPC to guide
them, or a written inscription on an old stone
tablet, or any method your creativity takes you.

Make sure the player character gives consent to


make the sacrifice. This is important, because
we don’t want to catch your players off guard
with the sacrificial challenge, or else they will
needlessly resent you as the GM.

But it can’t possibly be this easy, right? The


hidden curse your player must live with will be
explored in the following chapter…
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Chapter 8. The Cost 33-34 Gain a fish tail.


35-36 Scream whenever you try to talk.
What lingering curse will follow those who 37-38 Breathe fire at random while you’re
wield the ancient power of your civilization? speaking to people (whenever the
DM wants).
Great question, my friend!
39-40 Turn into a yeti.
You can choose a lingering curse for your player 41-42 Your proficiencies are swapped for
from the following table. Some curses are less random ones.
severe than others, so feel free to reroll if your 43-44 You smell terrible and gain
curse doesn’t feel severe enough. disadvantage on stealth checks.
45-46 Your skin begins rotting away giving
1d100 Hidden Curse disadvantage on charisma checks.
1-2 Speak in bubbles that make you 47-48 Every aberration in a 3 mile radius is
sneeze. romantically attracted to you.
3-4 Randomly teleport 10 ft. every turn 49-50 Your legs slowly turn into ostrich
of combat. legs.
5-6 Lose 1d4 hit points at the top of each 51-52 A frog spawns out of your mouth
hour. each time you yawn.
7-8 Glow bright green in the dark. 53-54 Get painful diarrhea before bed, and
9-10 Grow rabbit ears, and eventually take 1d4 poison damage each night.
rabbit fur as you turn into a rabbit. 55-56 Gain one level of exhaustion daily at
11-12 Slowly turn purple. noon.
13-14 Gain reptile skin. 57-58 Take damage from sunlight like a
vampire.
15-16 All your teeth turn to lead. Take 1d4
poison damage from lead poisoning 59-60 Hallucinate in combat, mixing up
each time you eat food or drink your friends with your foes.
water. 61-62 Your skin slowly turns transparent,
17-18 Makes you frightened against fire. showing all your organs inside.
19-20 You can only talk like yoda. 63-64 Your speech becomes labored
overtime, eventually becoming
21-22 You can only turn left. If you turn left
totally incomprehensible.
three times or more, you get dizzy
and fall prone. 65-66 You sob uncontrollably each time
you fail an ability check, giving you
23-24 Gain purple polka dots.
disadvantage on future checks for
25-26 Length of your toes change until they one minute (does not stack).
no longer fit in your shoes.
67-68 Become immune to healing magic.
27-28 Slowly grow large stone wings over a
69-70 Slowly turn into a talking axolotl.
long duration that reduce your carry
capacity by 75%. 71-72 Your legs slowly merge together so
you can only hop or wiggle.
29-30 You only see in one hue.
73-74 You shrink a size smaller.
31-32 Grow an additional limb between
your shoulder blades. 75-76 Slowly turn undead. Body parts
begin rotting, and fall off a lot easier.
R O L L M E A N A N C I E N T C I V I L I Z AT I O N PAT R E O N | A S S A S S I N
E X T. C H A P T E R 8 : T H E C O S T NPC

77-78 Fingers slowly turn to vines, making 93-94 You slowly become a cold-blooded
it difficult to hold things tightly. animal as your eyes turn to reptilian
79-80 Slowly gain the face of a troll. Gain slits. Gain vulnerability to cold
vulnerability to acid damage. damage.
81-82 Righteousness courses through your 95-96 Parts of your internal organs slowly
veins with a mind of its own. Take turn to tin. Gain vulnerability to
1d4 radiant damage each time you lightning damage.
tell a lie or partial truth, no matter 97-98 Your mind becomes unstable as
how small. you slowly go mentally insane. Gain
83-84 You become allergic to all metals. vulnerability to psychic damage.
Take 1d4 necrotic damage each time 99-100 You slowly grow large elephant ears
you touch metal (or metal touches that give you perfect pitch. Gain
you) on your turn. vulnerability to thunder damage.
85-86 Your bones turn to glass. Gain
vulnerability to bludgeoning
damage.
Final Thoughts
87-88 Your skin slowly turns to paper, Congratulations! You now have a secret plot for
tearing easily. Gain vulnerability to your players to unlock the hidden power of your
slashing damage. ancient civilization! If you want all of my books
89-90 Your skin slowly balloons with in one place, check out my Lite Bank!
unknown bodily liquids. Gain
vulnerability to piercing damage. Until next time, I wish you all the best
91-92 You slowly turn into a human-sized adventurer, and an amazing game!
treant. Gain vulnerability to fire God bless, and God speed :)
damage.
Sincerely, Your NPC, Assassin
R O L L M E A N A N C I E N T C I V I L I Z AT I O N PAT R E O N | A S S A S S I N
ACKNOWLED GEMENT S NPC

Acknowledgements
My Incredible Patrons My YouTube Community

I would like to thank all of my incredible patrons! I’m incredibly blessed by the recent development
The Good ones, the Great ones, The Bright ones, of my YouTube community! For those who watch
the Brilliant ones, and the Magnificent ones! my videos and support my channel, thank you
Your generous contributions help keep this so much! Your thoughts and comments on my
content coming, and I want to thank you very videos mean so much to me, and I read each and
much for your support. I want to especially every single one of them.
thank those who supported my work before this
compendium was released. You believed in me My Inspiration
and my work before I became popular, and I will
never forget that. Thank you, from the bottom of Finally, I want to thank God because he gave
my heart. me the idea to start my Instagram account, to
post these silly roll tables, and to branch out
My Instagram Community into compendiums and YouTube for you. All my
greatest ideas have come from him. He truly is
I am delighted to extend a special “thank you” to the best.
my incredible community of dedicated followers
on Instagram! You helped me come up with a Thank you for reading this! Before you go, I
number of the ideas and concepts that are found just wanted to say that you matter, you are
in this compendium. Your continued support more valuable than you know, and your life has
of @assassin_NPC on instagram is valued, a purpose far greater than you can see today.
recognized, and highly appreciated. So thank Revelation is coming.
YOU!

34
R O L L M E A N A N C I E N T C I V I L I Z AT I O N PAT R E O N | A S S A S S I N
APPENDICES NPC

Appendix A
Fillable Template

36
R O L L M E A N A N C I E N T C I V I L I Z AT I O N PAT R E O N | A S S A S S I N
F I L L A B L E T E M P L AT E NPC

Name: Date:

1. Ancient Civilization Name:

2. The People:

3. The Purpose:

4. The Power:

5. The Fate:

6. Hidden Power (Ext):

7. The Challenge (Ext):

8. The Cost (Ext):

37
LICENSE PAT R E O N | A S S A S S I N
NPC
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may only be Used under and in terms of this License. You must 2000, Wizards of the Coast, LLC. System Reference Document 5.1
affix such a notice to any Open Game Content that you Use. No Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls,
terms may be added to or subtracted from this License except Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
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License. and Dave Arneson. ROLL ME A VILLAGE, © 2021 Assassin NPC
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38

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