Have Fun Storming the Castle

Tell me if this scenario sounds familiar:

The party knows they want to get into the keep. They see guards. There are fortifications. They’ve done some reconnaissance. And now they plan and argue over their approach. And you as the GM either sit back and listen. Or, with little warning, you send guards out to capture the party.

Inspired by Dungeon World moves, I made a “move” for players to use for Dungeon Crawl Classics RPG. It’s intention is to throw your characters into action. Listen as they plot and scheme, asking questions. As they begin to turn towards each other and argue, shift to the following:

I Love it When a Plan Comes Together

When you spend some time observing a guarded and fortified area and you articulate a plan based on observation and intuition and set the plan in motion, choose someone on the party to make a Luck roll.

  • On a success, the party gets a common Luck pool to use on your assault. There are a number of Luck points in the pool as the result of the die. Anyone that took part in the planning may spend these Luck points; They are only good for the next 5 minutes of real time (Referee…start the clock).
  • On a failure, go through with your plan, but the Judge will surely throw a complication your way.

Skeleton of Referee Section for Basic Fantasy RPG

Building on the previous post regarding skeleton rules for RPG, here is additional details.

BEGIN OPEN GAME CONTENT

Additional Equipment

Armor

Armor City Rural Base AC
Leather, Armor 25 sp 50 sp 12
Chain, Armor 100 sp 14
Plate, Armror 1000 sp 16
Helmet 25 sp 50 sp special
Shield 10 sp 25 sp +1

Weapons

Melee Weapons City Rural Notes
Light 10 sp 10 sp
Improvised -1 damage
Medium 20 sp 50 sp
Two-Handed 50 sp
Missile Weapons City Rural Range Notes
Bow 25 sp 25 sp 50/300/450
Crossbow 30 sp 50/200/600
Improvised 10/20/30 -1 damage
Ammunition (20) 5 sp 5 sp

Note: Medium Range -2 to hit; Long Range -4 to hit

Encounters

  1. Establish Encounter Distance (2d6x10 ft) (if applicable)
  2. Check Surprise (2 in 6) (if applicable)
  3. Check Reaction (2d6)
  4. Check for Random Encounter (1 in 6, appears in 1d6 rounds)
  5. Check Morale (2d6)
  6. Declare Intent
    1. Players may declare (+1 to initiative)
    2. Referee declares
    3. Remaining players declare (-1 to initiative)
  7. Roll Initiative (1d6 for each side in the conflict)
  8. Resolve Actions
    1. Magic
    2. Missile
    3. Move
    4. Melee
  9. If a pending random encounter arrives, go to step 4. Otherwise, go to step 5.

Check Reaction

2d6 The encountered creatures are…
2 Hostile
3-5 Unfavorable
6-8 Indifferent
9-11 Favorable / Talkative
12 Helpful

If you have a chance to parlay, you may add your Charisma modifier.

Check Morale

Player characters need never make morale checks. For all other intelligent creatures (including retainers and hirelings), morale checks are made if any of the following occurred in the round:

  • Opposition is first encountered
  • Half of the allies are incapacitated
  • Leader is incapacitated
  • Exposed to powerful fear affects (e.g. dragon fear)

Hirelings

Offering

Add your Charisma modifier to the roll.

3d6 Result
3-4 Refuse with Malice
5-8 Refuse
9-12 Uncertain
13-16 Accepts offer
17-18 Enthusiastic (loyalty roll +3)

Initial Loyalty

Add your Charisma modifier to the roll

3d6 Morale Modifier
3 2
4 3
5 4
6 5
7-8 6
9-12 7
13-14 8
15 9
16 10
17 11
18 12

Over the course of play, a retainers morale score may increase or decrease based on treatment.

Checking Morale

Roll 2d6 and compare to loyalty of the retainer; If it is higher, then the retainer leaves.

When to roll:

  • Returning from perilous environs to relative safety of civilization
  • Exposure to a perilous situation
  • When the hiring character is incapacitated
  • When orders are given from the non-hiring character
END OPEN GAME CONTENT

World of Steve – Session 2

This is a post that I dug up from the drafts. Its incomplete, but has a bit of value.

In September of 2013, I ran a Dungeon World session and today we picked up from that session – its not often that you run a singular session then 6 months later run the follow-up. Tragically, I forgot that I had written up elaborate notes for that session, so there was a bit of discontinuity.

Starting from Memory or What Was Different

Cyne was able to track the shape changer. Though this turned out to be false.

Collectively, we had forgotten the contact, so we renamed to Black Jack.

Diving Right In

Confrontation in the Courtyard

Kind Steve was captured and his player, Jaron, quickly created Mutton Steve, a barbarian priest of the church of Steve.

Using the secret passageway into the garage, they found a warehouse room with several hundred crates. They were marked with a sigil that Skinny Jake remembered seeing 6 months ago on a ship back in Bluefall. Inside each of the open 10 or so opened crates was a single large obsidian shape, each different and perhaps part of a large puzzle.

In the quartermaster’s office, a high stakes skirmish erupted as Skinny Jake, Cyne, Mutton Steve, and Jasper attempted to secure the room from 4 littlings without alerting the hoard of littlings outside the door.

A particularly tense moment was when Cyne over extended his attack, and two littlings rushed up his spear. One dove for the door knob while the other jumped in Cyne’s pack. With the help of the table, Cyne needed to defy danger to both stop a littling from opening the door while  also stopping a littling that jumped in his pack from chewing off his ear. He succeeded keeping his ear and the door from opening.

What We Learned

Clergy of the Church of Steve can change their name, under two circumstances: promotion or atonement. The name change is performed by four other priests.

The horned faced creature in Kind Steve’s fevered dreams is named Ixit.

Hirelings and Help

  • Mutton Steve – A barbarian priest of Steve, adorned in ram skins and a horned helmet, wielding a ferocious two-handed sword. Cost: Debauchery;Skills: Priest 1, Protector 1, Warrior 3, Loyalty 0.
  • Veldrin – An elf ranger, and travelling companion of the heroes (former PC). Cost: Uncovered Knowledge; Skills: Tracker 2, Warrior 1, Loyalty 2.
  • Lem – A tower guard for Ramsford. He’s the one that knew about the secret passage into Ramsford. Cost: Money; Skills: Warrior 2, Loyalty 1.
  • Jasper – A tower guard for Ramsford. He’s the one that Skinny Jake first woke up. Cost: Good Accomplished; Skills: Warrior 2, Loyalty 2.

Out of the Abyss – Session #1

I was hesitant to run Out of the Abyss. Chapter 1 is a complicated hot mess to run. I didn’t know if I could use what was given to establish a reasonable enough beginning to the campaign.

There is an urgency about escaping at odds with exposition of the supporting cast. Do you spend a little or a lot of time establishing the various of relationships between the NPCs?

There are 10 captive NPCs and 4 NPC captors (and their support staff). That’s a lot of characters to both establish and juggle. All of this while the players are plotting and attempting to execute an escape. I also don’t believe people want to spend more than a few hours building up to the prison break.

By the end of the session two NPCs were dead, with a total of 15 characters escaping with one or two supplies each. They have several shields, chain shirts, leather armor, and lengths of rope. That’s it. No holy symbols nor spell books.

So I’m envisioning a few sessions of brutality on the horizon as exhaustion and resource management grind at them.

What worked?

Prodding the characters along. Making sure to push towards “What’s the plan? Are you doing it now?”

Showing that the drow are petty and cruel. There was an internal conflict through playing up the NPCs. Then having a fight between prisoners (PC and NPC) which devolved into breaking the spellcaster’s hands and executing the elf prince.

The player characters fleeing with the most modest of equipment. I’m excited to see how the characters are going to dig deep to escape from their pursuit.

Having now run several timed convention games, I believe I’m more attentive to table and time management.

Where did I get stuck?

The awkward transition moment from “you are helpless captives” to “lets plan all the details”. As many may know, a session that involves lots of planning and deliberation gets rather crazy.

Juggling time between different groups; Some were left in the cages to rest while others performed labor. This meant the spotlight was shifting back and forth.

The layout of the camp makes it very hard for the characters to get their equipment and escape.

What might I do differently?

I would’ve prepared even more. The content in the book is hard to scan. So I will read through the next section with a highlighter and markers.

I would not have introduced two additional NPCs into the equation. There is already a large cast of characters. The ones I introduced tied back to the previous sessions that I ran.

A jail break with 18 prisoners was insane. Too many moving parts. And there were no NPC statistics for the friendly NPCs.

There was a pinch point that I should’ve cleared out as part of the distraction. By not clearing out that pinch point, it made it seemingly impossible for the party to retrieve their equipment. They self-assessed and opted to cut their loses.

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!

For more information checkout:

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.

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