Professional Documents
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CONTENTS NPC
No civilization is forever.
Sincerely,
Your NPC, Assassin
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C HA P T E R 1 . T H E NA M E NPC
"Vullaji"
3 (“i”) on the second table, and an 85 (“vulla”) on
the suffix table, making my ancient civilization
the “Jivulla” civilization.
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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
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 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
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
Next, what was your ancient civilization’s power Next, how strong was the economy of your
level? Were they capable? ancient civilization?
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C HA P T E R 4 . T H E P OW E R NPC
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
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C H A P T E R 5 . T H E FAT E NPC
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THE VULLAJI EX AMPLE... NPC
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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!
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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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
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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E X T. C H A P T E R 6 : H I D D E N P O W E R NPC
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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E X T. C H A P T E R 6 : H I D D E N P O W E R NPC
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
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.
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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E X T. C H A P T E R 6 : H I D D E N P O W E R NPC
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
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
Easy Riddles...
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: 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
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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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!
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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:
2. The People:
3. The Purpose:
4. The Power:
5. The Fate:
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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,
as described by the License itself. No other terms or conditions James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
may be applied to any Open Game Content distributed using this Steve Townshend, based on original material by E. Gary Gygax
License. and Dave Arneson. ROLL ME A VILLAGE, © 2021 Assassin NPC
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