Wrath of the Autarch by Phil Lewis

Wrath of the Autarch by Phil Lewis

Wrath of the Autarch by Phil Lewis

I have been waiting for Phil Lewis’s Wrath of the Autarch since Aidan played at Origins 2013 and I played at Origins 2014. Wrath of the Autarch is a kingdom building role-playing game. Its up on Kickstarter right now…and I’ve backed it.

I wrote up a few questions that I had about Wrath of the Autarch, and Phil was kind enough to answer them. He has also assembled a Boardgamegeek Geeklist of influences that went into Wrath of the Autarch.

What was the driving force for creating Wrath of the Autarch?

I wanted to make a kingdom building game that my busy friends would actually play.

Looking back on the long development process I know you’ve made a lot of changes; What is one thing that you’ve cut or abandoned that you thought was going to be in the “final” version?

That’s a tough question! One of the hardest aspects of design was managing the long term strategic scope. How do all these moving parts: the kingdoms, factions, and regions, bounce off of each other? Early on I was really enamored with this deck building political event system. I really thought that was going to be a cornerstone of the whole thing. But it was just so fiddly, and didn’t ever quite click. Getting rid of it and putting more control in the Autarch player’s hands helped a great deal.

In Wrath of the Autarch’s development, you’ve wrestled with various iterations and refinements of Fate. What have been some of the pain points you’ve unearthed as you developed Wrath of the Autarch’s Fate implementation? And why did you decide to stick with a refinement of Fate?

This is no small topic! There were definitely a few points of tension. But so much cool technology! The biggest points of contention revolve around the creation of aspects, compels, and uncapped stress in the attack action. Note that I’m referring here about Fate Core (although similar issues probably exist in earlier versions).


Creating and compelling aspects in Fate is one of the trickier parts of the system to master. Compels are almost never used enough, even by experienced players. The creation of aspects in Fate Core can be difficult to manage, because there’s this mechanical benefit to making them – so it’s very appealing to players, but there’s also this tacit understanding that pushing that lever too much isn’t fun. That can create tension. Finally, if Create an Advantage is pushed too hard, conflicts and challenges are frequently resolved in one (frequently anti-climactic) action which utilizes tons of free invokes.


There’s also the issue that Wrath of the Autarch has no gamemaster. So what’s a compel in that structure? How is the creation of aspects limited? How can the skirmish mini-game not just be one action that inflicts tremendous stress?


In Wrath of the Autarch, the answer, which is basically fractally [see Fate Fractal] true at every level, is that there’s an action economy that restricts and plays off the resource economy. There are also aspects that exist at a variety of time scales (campaign aspects, mission aspects, and minor advantages). The longer the aspects duration, the more difficult it is to create, and the more screen time it can take.


Compels (well, compel-like things) can be motivated either by the Autarch player or the Stronghold players. For the Stronghold players, they can come into play through complicating relationships with other heroes in the troupe or through complicating aspects. There’s no action limit to using these self-compels – but there is risk. The Autarch player can bring in more complications, but those are restricted during each mission.


Finally, in service to making the mini-games more tactical, the amount of stress that the attack action may inflict is capped by the skill used to attack with. There are of course stunts and such that can tweak that. This tones down on the massive aspect invoke chain which creates anti-climactic conflicts.

Wrath of the Autarch has a very structured procedure of play. What problems are you trying to solve with the structured procedures?

The biggest driver is to promote episodic play. I really liked the idea of playing through a season of time each session. This makes it easier on players who can’t make it one night, because you’re always ending at a good spot. The troupe based play also helps there.


Because there is no gamemaster, the structure of the game propels it along and keeps this pace up. The procedure also promotes cycling between the long term strategic scope and the shorter term season scope.


Furthermore, the action economy drives the time pressure in the game. Will you have time to do what you need to this season? This year? Are you prepared to stop the Autarch?

Could you talk about the mini-games for a bit? The first Fate mini-game I encountered was from VSCA’s Diaspora.

I really enjoy having some diversity when playing games. If every night is a dungeon crawl or every night is a massive pitched battle, it can start getting a little routine. Mini-games are a way to have variety over the campaign. That’s the primary motivator – each mini-game (diplomacy, infiltration, skirmish, warfare) has little tactical elements that you can master and learn to exploit.


And yeah, Diaspora! Diaspora was the game I read that made me start thinking I could do this in Fate. The sheer variety and utility of mini-games was super interesting! Some of the mini-games in Wrath of the Autarch ended up pretty different from those in Diaspora, but they were definitely an inspiration.


Partly, I had to streamline the mini-games in Wrath of the Autarch so they didn’t run over about an hour (because the conflict mini-games are only the last third of a season). I also took some inspiration from some boardgames (the Call of Cthulhu LCG and Reiner Knizia’s Battle Line actually influenced the diplomacy mini-game).

In playing Wrath of the Autarch at Origins 2014, the session had a certain “board game meets RPG” feel to it. What has been your experience introducing Wrath to board gamers who don’t normally play role-playing games?

Yeah, most people say “hey, this is a boardgame-y role-playing game” or “this is a role-playing-y boardgame.” If role-playing-y is a word. It’s probably not a word.


The vast majority of people I have played with have already played role-playing games, though. That’s probably a function of playing it so much at role-playing game conventions. Most of my friends are all primarily into role-playing games.


I have played with a few people at my FLGS that have never played a role-playing game before, and they really liked it! They came from a strategy game background.


I’ve found that players who used to be into Birthright or Ars Magica or who play video games like Civilization, X-COM, and Crusader Kings usually love it. Even people who don’t come from those backgrounds have been pretty receptive to elements of it. It’s not a common experience in tabletop gaming, which is why I set about making it!

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Running a Fifth Edition Character Funnel

This past Tuesday I ran part one of two part D&D 5E 0-level Dungeon Crawl Classic inspired character funnel adventure (i.e. many enter far fewer leave). I’m not going to go into a session recap, but I will go through the character creation.

Character Creation

Each player created 4 characters by rolling the following:

Random Stats

Players could choose one of two methods for each character they created:

Method #1

Roll twelve (12) sets of 3d6 straight down keeping order (Str, Dex, Con, Int, Wis, Cha). This method is by far my most favorite method for D&D stat creation.

Method #2

Roll 4d6 straight down keeping order and optionally replace one stat with an 8.

Here is the Ruby script used to generate the simulation data.

Bell Curve Showing Method 2 (i.e. 3d6 clumps) around +5 or +6 and method 2 (i.e. 4d6) has higher standard deviation.

A visual distribution of the likely modifiers based on each of the stat methods.

Random Race

Based on the results of a group poll, we wanted a plurality of races. The following tables generated that.

Table 1: Random Race
1d20 Race Source
1 – 9 Human Player’s Handbook
9 – 18 Common non-human Roll on Table 1A (d20)
19 – 20 Uncommon non-human Roll on Table 1B (d120)
Table 1A: Common non-human races
1d20 Race Source
1 – 2 Dwarf, Hill Player’s Handbook
3 – 4 Dwarf, Mountain Player’s Handbook
5 – 6 Elf, High Player’s Handbook
7 – 8 Elf, Wood Player’s Handbook
9 – 10 Half-Elf Player’s Handbook
11 – 12 Half-Orc Player’s Handbook
13 – 14 Halfling, Lightfoot Player’s Handbook
15 – 16 Halfling, Stout Player’s Handbook
17 Dragonborn Player’s Handbook
18 Gnome, Forest Player’s Handbook
19 Gnome, Rock Player’s Handbook
20 Goblin (Eberron) https://goo.gl/eYjUk9
Table 1B: Uncommon non-human races
1d20 Race Source
1 – 5 Aasmir Dungeon Master’s Guide
6 – 10 Tiefling Player’s Handbook
11 Changeling Unearthed Arcana: Eberron
12 Elf, Eladrin Dungeon Master’s Guide
13 – 14 Elf, Drow Player’s Handbook
15 Genasi (1d4 for element) Elemental Evil Player’s Companion
16 – 17 Gnome, Deep Elemental Evil Player’s Companion
18 Goliath Elemental Evil Player’s Companion
19 Shifter Unearthed Arcana: Eberron
20 Warforged Unearthed Arcana: Eberron

Random Background

My 0-level adventure is set by the sea in a small community. So the table reflects that distribution.

Table 2: Random Background Generator
1d20 Background
1 – 3 Guild Artisan
4 – 5 Sailor
6 Acolyte
7 Sage
8 – 9 Criminal
10 Entertainer
11 Folk Hero
12 Hermit
13 Noble
14 Charlatan
15 Soldier
16 – 17 Urchin
18 – 20 Outlander

Random Extra Languages

Some of the players wanted help choosing their language. So we referenced the following.

Table 3: Random Starting Language
1d8 Language
1 Dwarvish
2 Elvish
3 Giant
4 Gnomish
5 Goblin
6 Halfing
7 Orc
8 Exotic – Roll on Table 3A
Table 3A: Random Exotic Starting Language
1d10 Language
1 Abyssal
2 Celestial
3 Draconic
4 Deep Speech
5 Infernal
6 Primordial
7 Sylvan
8 – 10 Undercommon

Musing about Upcoming Campaign (and System)

Its looking like I will be facilitating a face to face regular RPG game. And now I’m looking at the systems that I’m planning to suggest to the group:

Of particular note, Dungeon World is not on the offering. One of my players has requested a bit more “crunch” than Dungeon World. And as I pressed him for more information, it sounded as though he had worn through the playbooks. He has just started a D&D 5E game and enjoys the diverse characters within a given class.

Whitehack 2nd Edition is on the list because the rules are a streamlined revisitation of D&D 0E with some more modern sensibilities. I believe there is enough “crunch” to this game even though the rulebook is quite compact. At present this is one I want to see in play.

D&D 5E is on the list because at its heart, my game table has been a Dungeons & Dragons table. I’ve run 2E, 3E, and played 4E. And 5E is an amazing re-engineering of previous editions with attention to some modern developments (bonds and aspects).

Wrath of the Autarch, a dark horse but one with a lot of appeal. First its heavily inspired by Birthright, so that’s a huge plus for me.

Scarlet Heroes is on the list in part because I love the Red Tide campaign tooling. I would love to have a system that requires little in the way of translation for that tooling. Since I’ve been considering a Sandbox campaign, I would like to use Sine Nomine products – the gold standard of sandbox adventuring.

I decided to add DCC RPG to the mix based on a conversation about character funnels. DCC recommends that players start with a few 0th level characters, fragile and weak, then send them through a funnel and see who survives.

When I bring the games to the table I’ll ask the players what they are after:

  • Do you want a “story arc game” in which encounters are always feasible for the characters to overcome? This will result in a more “railroaded” story being told.
  • Would you rather have a “sand box game” in which characters choose where to go, and reconnaissance is greatly rewarded as encounters are not tailored for character level? This should result in more emergent stories.
  • What style of Fantasy are we looking for? I had talked a bit about Eberron’s pulp-noir feel, but I have a campaign map brewed up as well.
  • How do you feel about starting with a character funnel? Make 3 or 4 characters and lets play some disposable characters to see what “sticks”

I played in a D&D 2E Birthright in which the GM started everyone as 0-level characters and we played a few sessions. The GM took notes and when we hit level 1, he handed us a standard class with a few tweaks to show our character’s nuances. It was an interesting experience in which the players had to rely on player skill to overcome challenges.

One thing is clear, I will bring to bear numerous resources from the OSR that I’ve been accumulating. More on that later.

Fate Point Economy: All the Glories of Accounting and Fiduciary Obligations

It is no secret, I dislike Fate. In the hands of an awesome GM, it is a great game. But that is true for any game. However Fate has always come off as a system that assures a particular outcome; Narrative consensus.

In the Fate games that I’ve played there comes a point when someone invokes the meta-aspect “I’m going to MATH this!” and proceeds to burn through many free invokes and a few fate points. And they “win” the conflict.

The narrative beats may feel like the “good guys” are on the ropes, but the underlying mechanical economy appears to insure, through actuarially asserted models, that success will happen.

One of the consequences of invoking the meta-aspect “I’m going to MATH this!” is the extended moment of aspect scrounging. It always reminds me of the old Wheel of Fortune segment in which the winner for the round would buy stuff from a show room; “I’ll take the porcelain dalmatian for $400 and the crystal ash tray for $200 and…”

And while there is a concerted table effort to scrounge up all related aspects related to the meta-aspect “I’m going to MATH this!”, this process invariably feels like the table is awarding participation ribbons for attending a graduation ceremony for 2nd grade.

So how would I solve this?

Invocation of Aspects give Advantage or Disadvantage (as per D&D 5E). And Advantage or Disadvantage does not stack. In other words, you get one invocation in your favor.

Does this break Fate? Perhaps. But unless you are a vetted Fate GM (and you know who you are) I won’t be playing Fate‡.

‡ – Unless it is the Diaspora mini-game for Spaceship conflict. That mini-game is fantastic. Or Wrath of the Autarch, which on my last playing had mini-games and inherent time constraints, thus removing the ubiquitous “I’m going to MATH this!” moments.

My take on a terrible law

This past week has been a whirlwind. I was away at a library conference in California; Meeting with friends and colleagues. As news broke about SB 101 awaiting Governor Pence’s promised signature, I was saddened.

Many of my friends and colleagues already experience discrimination, and now it is to be accepted as legal. I felt powerless, but I looked around me.

There were several committee members for two upcoming conferences will be in Indianapolis: DPLA-fest (Digital Public Libraries of America festival) and Open Repositories.

I informed them  of the current state of the legislation and asked that they review their code of conduct and see how it reconciles with Indiana’s climate.

Within the day there were initial responses; Perhaps timid, but I understand that the response comes from a loose affiliation of people gathering for common professional cause; Not social cause.

But they responded, adding their voice. And I am proud to associate with these organizations.

They reminded me that we are all in this together. And I saw other voices chiming in; Not with bluster and politicking, but with measured delibedration, acknowledging that boycotting an entire state can damage those they are attempting to support.

But I want this to go further, Indiana is not the only state that has similar ordinances, laws, etc on the books. I would like “discriminatory climate” to be a deal-breaker for locations of all future events of conferences I attend.

But not a silent deal breaker.

I want to see open letters, calls for transformation, and conversations about their decision making process.

I want to see conferences already committed to locations to collaborate with their hosts to build a code of collaboration and co-mingling.

I want to see this, so that I can acknowledge and celebrate baby steps towards improving the human condition.

In an era of internet anonymity and animosity, I want people to see that there are allies around them. Not just people, but institutions, federations, gatherings, and congregations. Each willing to say I’m not just open for business, but I’m embracing the humanity in each of us.

Circle of Hands Clash System Shout Out

CIrcle of Hands by Ron Edward

CIrcle of Hands by Ron Edward

I finished reading Circle of Hands by Ron Edwards. The combat/clash system is sticking in my brain.

A brief rundown:

  • Everyone states their intentions
  • Line everyone up in order of quickness (faster characters will go first)
  • Anyone can pay (in resolve/might) to jump to the head of the line…at any time
  • Actions are taken…and can pull other characters to the head of the line

It appears to be an engine that leverages chaos, imperfect information, and resource management to move combat from the poor analogue of the battle mat to a procedure for negotiating a charged moment of fiction.

It reminds me of Diaspora‘s space combat system; Diaspora’s space combat system uses a 1-D map to represent spaceship position and a procedure for resolution.

By reducing the number of physical dimensions representing the conflict, a more concise understanding of positioning, tempo, and advantage is exposed.

Circle of Hands does something similar, pushing the 2-D/3-D conflict to 1-D.

Circle of Hands conflict has a visual placeholder for players to reference. It draws attention to the most important aspect of a table-top RPG conflict: temporal positioning. How and when does each player participating in the conflict take their turn.

I suspect that Circle of Hands will solve one of the problems I have with Powered by the Apocalypse games (looking at you Dungeon World): namely when does someone get to do something?

The answer for Dungeon World is when the GM points the camera at a player. For Circle of Hands, the answer is in front of you, and it is your’s to change.

Tables in the DMG and their Page Number

Table Name DMG Page Roll
Ability Check Proficiencies by Class 263
Ability Check Usage 237
Abyssal Corruption 62 d10
Adventure Allies 74 d12
Adventure Climax 75 d12
Adventure Introduction 74 d12
Adventure Patrons 74 d20
Adventure Villains 74 d20
Adventuring Day XP 83
Airborne and Waterborne Vehicles 119
Artifacts: Major Beneficial Property 219 d100
Artifacts: Major Detrimental Property 220 d100
Artifacts: Minor Beneficial Property 219 d100
Artifacts: Minor Detrimental Property 220 d100
Astral Color Pools 47 d20
Building a Stronghold 128
Buildings: Building Type 113 d20
Buildings: Relgious Building 113 d20
Buildings: Residence 113 d20
Buildings: Shop 114 d20
Buildings: Tavern 113 d20
Buildings: Tavern Name Generator 113 d20
Buildings: Warehouse 113 d20
Carousing 128 d100
Cataclysmic Disaster 28 d10
Chase: Escape Factors 253
Chase: Urban Chase Complications 254 d20
Chase: Wilderness Chase Complications 254 d20
Cleric: Death Domain Spells 94
Conversation Reaction 245
Crafting Magic Items 129
Creature Size and Space 251
Cult and Religious Groups 100 d20
Customizing Encounters: Effective Hit Points Based on Resistance and Immunities 276
Customizing Encounters: Experience Points by Challenge Rating 275
Customizing Encounters: Hit Dice by Size 276
Customizing Encounters: Monster Features 280
Customizing Encounters: Monster Statistics by Challenge Rating 274
Customizing Encounters: NPC Features 282
Damage Severity and Level 249
Damage Severity by Level 121
Dawn War Deities 10
Difficulty Class 238
Discoveries 31 d10
Dungeon Creator 100 d20
Dungeon Goals 73 d20
Dungeon History 101 d20
Dungeon Location 99 d100
Dungeon Purpose 101 d20
Encounter Multipliers 82
Ether Cyclone 49 d20
Ethereal Curtains 49 d8
Event-Based Goals 76 d20
Event-Based Villain Actions 75 d6
Examples of Faction Ranks 22
Exotic Location 99 d20
Explosives 268
Extinction or Depletion 30 d8
Feywild Time Warp 50 d20
Figuring Out Alien Technology 268
Firearms 268
Food and Water Needs 111
Foraging DCs 111
Forms of Government 18 d100
Framing Events 79 d100
Gate-Towns of the Outlands 67
Improvising Damage 249
Invading Forces 29 d8
Leader Types 27 d6
Lingering Injuries 272
Madness: Indefinite 260 d100
Madness: Long-Term 260 d100
Madness: Short-Term 259 d100
Magic Item Power by Rarity 284
Magic Item Table A 144 d100
Magic Item Table B 144 d100
Magic Item Table C 145 d100
Magic Item Table D 145 d100
Magic Item Table E 145 d100
Magic Item Table F 146 d100
Magic Item Table G 147 d100
Magic Item Table H 148 d100
Magic Item Table I 148 d100
Magic Item: Alchemy Jug Liquid 150
Magic Item: Apparatus of Kwalish Levers 151
Magic Item: Armor of Resistance 152 d10
Magic Item: Bag of Beans Effect 153 d100
Magic Item: Belt of Giant Strength 155
Magic Item: Candle of Invocation 157 d20
Magic Item: Carpet of Flying 157 d100
Magic Item: Cube of Force Charges Lost 160
Magic Item: Cube of Force Faces 160
Magic Item: Deck of Illusions 162
Magic Item: Deck of Many Things 162
Magic Item: Dragon Scale Mail 165
Magic Item: Efreeti Bottle Effect 167
Magic Item: Elemental Gem 168
Magic Item: Gray Bag of Tricks 154 d8
Magic Item: Horn of Valhalla 175 d100
Magic Item: Instrument of the Bards 176
Magic Item: Iron Flask Contents 178
Magic Item: Manual of Golems 180 d20
Magic Item: Necklace of Prayer Beads 182 d20
Magic Item: Potion of Giant Strength 187
Magic Item: Potion of Healing 188
Magic Item: Potion of Resistence 188
Magic Item: Qual’s Feather Token 188 d100
Magic Item: Ring of Resistance 192 d10
Magic Item: Ring of Shooting Stars 192
Magic Item: Robe of Useful Items 195 d100
Magic Item: Rust Bag of Tricks 154 d8
Magic Item: Scroll of Protection 199 d100
Magic Item: Spell Scroll 200
Magic Item: Sphere of Annihilation 201 d100
Magic Item: Staff of Power 203
Magic Item: Staff of the Magi 203
Magic Item: Sword of Answering 206
Magic Item: Tan Bag of Tricks 154 d8
Magic Item: Wand of Wonder 212 d100
Maintenance Costs 127
Map Travel Pace 242
Mixing Potions 140 d100
Mob Attacks 250
Monsters by Challenge Rating 306
Monsters by Environment: Arctic Monsters 302
Monsters by Environment: Coastal Monsters 302
Monsters by Environment: Desert Monsters 302
Monsters by Environment: Forest Monsters 302
Monsters by Environment: Grassland Monsters 303
Monsters by Environment: Hill Monsters 304
Monsters by Environment: Mountain Monsters 304
Monsters by Environment: Swamp Monsters 304
Monsters by Environment: Underdark Monsters 305
Monsters by Environment: Underwater Monsters 305
Monsters by Environment: Urban Monsters 305
Monuments 108 d20
Moral Quandaries 79 d20
NCP Class 101 d20
New Organizations 31 d10
NPC Abilities: High Ability 89 d6
NPC Abilities: Low Ability 89 d6
NPC Alignment 100 d20
NPC Appearance 89 d20
NPC Bonds 91 d10
NPC Flaws and Secrets 91 d12
NPC Ideals: Chaotic 90 d6
NPC Ideals: Evil 90 d6
NPC Ideals: Good 90 d6
NPC Ideals: Lawful 90 d6
NPC Ideals: Neutral 90 d6
NPC Ideals: Other 90 d6
NPC Interaction Traits 90 d12
NPC Mannerism 90 d20
NPC Talents 90 d20
Object Armor Class 246
Object Hit Points 247
Other Goals 74 d12
Paladin: Oathbreaker Spells 96
Poisons 257
Proficiency Die 263
Psychic Wind Effects: Location Effect 48 d20
Psychic Wind Effects: Mental Effect 48 d20
Random Dungeon Chamber Contents 296 d20
Random Dungeon Chamber Purpose: Death Trap 292 d20
Random Dungeon Chamber Purpose: General Chambers 295 d100
Random Dungeon Chamber Purpose: Lair 293 d20
Random Dungeon Chamber Purpose: Maze 293 d20
Random Dungeon Chamber Purpose: Mine 293 d20
Random Dungeon Chamber Purpose: Planar Gate 293 d100
Random Dungeon Chamber Purpose: Stronghold 294 d100
Random Dungeon Chamber Purpose: Temple or Shrine 294 d100
Random Dungeon Chamber Purpose: Tomb 295 d20
Random Dungeon Chamber Purpose: Treasure Vault 295 d20
Random Dungeon Chamber State 295 d20
Random Dungeon Dressing: Air 299 d100
Random Dungeon Dressing: Books, Scrolls, and Tomes 301 d100
Random Dungeon Dressing: Container Contents 301 d100
Random Dungeon Dressing: General Features 299 d100
Random Dungeon Dressing: General Furnishings and Appointments 299 d100
Random Dungeon Dressing: Mage Furnishings 300 d100
Random Dungeon Dressing: Noises 298 d100
Random Dungeon Dressing: Odors 299 d100
Random Dungeon Dressing: Religious Articles and Furnishings 300 d100
Random Dungeon Dressing: Utensils and Personal Items 300 d100
Random Dungeon Random Traps: Damage Severity 297 d6
Random Dungeon Random Traps: Effects 297 d100
Random Dungeon Random Traps: Trigger 297 d6
Random Dungeon Tricks: Objects 298 d20
Random Dungeon Tricks: Objects 298 d20
Random Dungeon: Beyond a Door 291 d20
Random Dungeon: Chamber Exits 291 d20
Random Dungeon: Chambers 291 d20
Random Dungeon: Door Type 291 d20
Random Dungeon: Dungeon Hazard 296 d20
Random Dungeon: Exit Location 291 d20
Random Dungeon: Exit Type 291 d20
Random Dungeon: Monster Motivation 296 d20
Random Dungeon: Obstacles 297 d20
Random Dungeon: Passage Width 290 d20
Random Dungeon: Passages 290 d20
Random Dungeon: Stairs 291 d20
Random Dungeon: Starting Area 290 d10
Random Encounters at Sea d12+d8 117
Random Undersea Encounters d12+d8 116
Random Urban Encounters d12+d8 114
Running a Business 129 d100
Salable Magic Items 130
Sample Hierarchy of Noble Titles 19
Saving Throw Usage 238
Scroll Mishaps 140 d6
Selling a Magic Item 130
Sentient Magic Item: Alignment 216 d100
Sentient Magic Item: Communication 214 d100
Sentient Magic Item: Moonblade Properties 217 d100
Sentient Magic Item: Senses 214 d4
Sentient Magic Item: Special Purpose 216 d10
Settlements: Current Calamity 112 d20
Settlements: Known for its… 112 d20
Settlements: Notable Traits 112 d20
Settlements: Race Relations 112 d20
Settlements: Ruler’s Status 112 d20
Shadowfell Despair 52 d6
Side Quests 81 d8
Sowing Rumors 131
Speed Factor Initiative Modifiers 271
Spell Damage 284
Spell Points: By Level 289
Spell Points: Cost 288
Starting Equipment 38
Sylvan Forest Encounters d12+d8 87
System Shock 273
Targets in Areas of Effect 249
The Calendar of Harptos 33
The Outer Planes 58
Tracking DCs 244
Training to Gain Levels 131
Trap Save DCs and Attack Bonuses 121
Treasure: 10 GP Gemstones 134 d12
Treasure: 100 GP Gemstones 134 d10
Treasure: 1000 GP Gemstones 134 d8
Treasure: 25 GP Art Object 134 d10
Treasure: 250 GP Art Object 135 d10
Treasure: 2500 GP Art Object 135 d10
Treasure: 50 GP Gemstones 134 d12
Treasure: 500 GP Gemstones 134 d6
Treasure: 5000 GP Gemstones 134 d8
Treasure: 750 GP Art Object 135 d10
Treasure: 7500 GP Art Object 135 d8
Treasure: Horde: Challenge 0-4 137 d100
Treasure: Horde: Challenge 11-16 138 d100
Treasure: Horde: Challenge 17+ 139 d100
Treasure: Horde: Challenge 5-10 137 d100
Treasure: Individual Treasure Challenge 0-4 136 d100
Treasure: Individual Treasure Challenge 11-16 136 d100
Treasure: Individual Treasure Challenge 17+ 136 d100
Treasure: Individual Treasure Challenge 5-10 136 d100
Treasure: Magic Item Rarity 135
Twists 80 d10
Underwater Encounter Distance 116
Villain’s Methods 94 d20
Villain’s Scheme 94 d8
Villain’s Weakness 94 d8
Weather: Precipitation 109 d20
Weather: Temperature 109 d20
Weather: Wind 109 d20
Weird Locales 109 d20
What is a Detail from its History? 141 d8
What Minor Property Does it Have? 142 d20
What Quirk Does it Have? 143 d12
Who Created It or Was Intended to Use It? 141 d20
Wilderness Goals 73 d20
Wildnerss Navigation DC 112
World-Shaking Events 27 d10
Wuxia Weapon Names 41
XP Thresholds by Character Level 82