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Gnoll

Gnoll

Gnoll

Gnolls resemble humanoid hyenas, averaging between seven and seven-and-a-half feet tall, with long limbs and jaws strong enough to crush and tear. They have difficulty pronouncing other humanoid languages, so they are often seen as outsiders, and their echoing barks and laughter can disorient and terrify their enemies.  

Gnolls who aren’t initiated into demonic cults can be peaceful, and some gnoll warriors manage to turn their back on their packs and live among other creatures, conquering but never truly escaping their fiendish bloodlust. 

Gnolls demonstrate high rates of sorcerous potential. 

 

Gnoll Traits

 

Gnolls gain the following traits.

Age. Gnolls reach adulthood at age 12 and live up to 50 years.

Size. Medium. 

Bristling Instinct. You gain an expertise die on saving throws against being frightened , and against other effects that would alter your emotions. (An expertise die is an extra 1d4 that you roll and add to your main d20 roll.)

Speed. Your base Speed is 35 feet.


Gnoll Gifts

Select one of the following gifts.

Magic in the Blood

You know one cantrip of your choice from the sorcerer spell list. At 3rd level, choose one 1st- or 2nd-level sorcerer spell, which you can cast once per long rest without any material components. A 1st-level spell chosen this way can be cast as if using a 2nd-level spell slot, if the spell allows. Charisma is your spellcasting ability for these spells.

Predatory Body

You have advantage on Wisdom (Perception) checks that rely on smell. Additionally, your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

While you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.


Gnoll Paragon

When you reach 10th level, you gain one of the following paragon gifts.

Free-Minded

Choose one of the following saving throws : Intelligence, Wisdom, or Charisma. You gain an expertise die when using the chosen saving throw to resist magic.

Supernatural Hide

You can spend a bonus action and choose one of the following damage types: acid, cold, electricity, fire, necrotic, poison, radiant, or thunder. You gain resistance to that damage type for the next minute. After you use this ability, you cannot use it again until you complete a short rest .


Gnoll Culture

Suggested Cultures. While you can choose any culture for your gnoll character, the following cultures are linked closely with this heritage: bloodmarked , Pedresco , steelmarked .
 

Deva

Deva

Deva

Devas were those people – mostly human – who have a sliver of immortality, and for hundreds of years whenever they die they reincarnate into a fully-grown adult form, reappearing within a few days somewhere generally three miles from where they died.

A reincarnated deva has vague recollections of her previous life, and often could easily connect with the people and places of her former life if given the chance. But she might just as easily have found herself adopting a new life and training in new skills. Whatever path she took, however, she would occasionally have flashes of memories from one of her former lives.

Physically, devas resemble their original species, but with unearthly beauty and an uncanny stillness. Their skin is sometimes covered in geometric patterns of light and dark. Some of noteworthy power will occasionally manifest insubstantial and wholly decorative wings, though they can conceal these with practice and concentration.

If a deva has a child, it does not inherit immortality. Resurrection magic works the same on devas as it does anyone else.

 

Deva Traits

 

Devas gain the following traits.

Type. Humanoid. However, you can be detected by magic that can detect celestials.

Age. Devas reincarnate into adult bodies, and die of old age perhaps seventy years after their incarnation begins.

Size. Medium usually, though Small deva who were once gnomes or halflings are not unknown.

Speed. Your base Speed is 30 feet.

Deathless Calm. You gain resistance to necrotic and radiant damage, and cannot be blinded by bright light.

Memory of Past Lifetimes. When making an ability check or saving throw , you may gain an expertise die . (An expertise die is an extra 1d4 that you roll and add to your main d20 roll.) If you do this for a skill, tool, or vehicle you are not proficient with, you gain proficiency for the next minute. After you use this ability, you cannot use it again until you complete a short or long rest .


Deva Gifts

Select one of the following deva gifts.

Pluripotent Form

You have one or more extra sets of spiritual arms, which are clearly magical and not attached to your torso, but instead float a short distance away. You can dismiss them or manifest them with a thought. You still only have two limbs that can wield weapons, shields, and the like, and you don’t gain any extra actions. However, these limbs allow you to hold many extra hands’ worth of items, and are quite useful at confounding those who would tie you up.

Additionally, you count as one size larger for the purpose of grabbing and shoving. Your unarmed strikes count as magical. Once per round when you hit with an unarmed strike, you can deal an extra 1 radiant damage.

Presence of the Divine

You also know one cantrip of your choice from the cleric spell list. At 3rd level, choose one 1st- or 2nd-level cleric spell, which you can cast once per long rest without any material components. A 1st-level spell chosen this way can be cast as if using a 2nd-level spell slot, if the spell allows. Wisdom is your spellcasting ability for these spells.


Deva Paragon

When you reach 10th level, you gain one of the following paragon gifts.

Combined Soul

Your memories now include those of many devas who lived before you. You now have proficiency in all skills.

Manifest Incarnation

You learn to call forth a past life more fully. When you gain this ability, create a 3rd level deva character with your same base ability scores (though slightly altered if you choose a different background).

As a bonus action you can call forth a shimmering manifestation of this past life. You share senses intuitively. Each of you can move independently, but you share a single pool of one action, one bonus action, and one reaction per round. You share hit points.

When you fall unconscious , or if you and the incarnation are separated by more than 250 feet, the incarnation is destroyed. If the incarnation is adjacent to you, you can spend a bonus action to absorb it.

If the incarnation is destroyed without you absorbing it, you cannot manifest it again until you complete a long rest . If you do absorb it, you can manifest it again after a short rest. However, any limited-use abilities or spells it has used are still expended. The incarnation only regains expended abilities and spells when you complete a long rest.

When you manifest your incarnation, its spiritual essence has the equivalent of mundane equipment worth no more than 200 gold. Any of this equipment that leaves its possession vanishes after one round. The incarnation is corporeal and can wield other objects if it picks them up, but when the incarnation is destroyed or absorbed it drops those items.

For every five minutes the incarnation is active, you gain a level of strife , which goes away when the incarnation is destroyed or absorbed. 


Deva Culture

Devas spread across the world, and only a handful of deva communities exist.

Suggested Cultures. While you can choose any culture for your deva character, the following cultures are linked closely with this heritage: forsaken , godbound .

Creating a Campaign

Creating a Campaign

A campaign is a series of game sessions linked together over a long period of play, sometimes lasting weeks, months, years, or even decades. The conclusion of a campaign is a deeply satisfying accomplishment, creating memories that last for years. The first step in reaching that conclusion is preparation. Though it may seem like a challenge, forethought, planning, and flexibility will give players a satisfying campaign that will live on long after the game has ended.

Guiding Principles

Always Put the Players First: The primary goal should be to craft an experience that players enjoy. Creating 10,000 years of history or organizations with dozens of fully-fleshed out NPCs does no good if the result doesn’t directly contribute to the player experience. Similarly, if the players are excited about a classic dungeon crawl campaign, an intrigue-heavy game set in a magic academy might not be well-received.

Narrators Don’t Tell Stories: Though it may seem counterintuitive, Narrators don’t tell stories. Instead, they facilitate them. Level Up asks players to engage and make decisions that actively shape an emergent narrative. Instead of telling a story, a Narrator sets the stage, creates the background cast, and defines a scenario or conflict. The players create the main characters and then make decisions that produce results, mediated by dice. The story is the result of those elements coming together. Good campaigns create room for players to make decisions that affect outcomes. Great campaigns are the result of co-operative storytelling, with endings that often surprise Narrators and players alike. Don't overplan or decide the outcomes of encounters before they happen. Try to avoid scripted events that players are powerless to interfere with.

Developing a Premise

Before creating adventures or antagonists, establish a campaign’s premise. A premise is a basic statement that describes a campaign in broad terms. A good premise typically includes who the player characters are, what sorts of activities they will engage in, and where the campaign will occur. It also provides focus and informs nearly every aspect of the campaign, including the game's tone, pacing, and other details. 

Importantly, establishing a good premise creates shared expectations for the players. This helps to make sure that players are interested in the game and will help them to identify character concepts that fit the game.

To formulate a campaign’s premise, ask some questions. These questions help to clarify the game’s vision and create a general framework from which to build. 

What Type of Campaign?

There are many types of campaigns that encompass a variety of stories, but no single campaign can encompass them all without collapsing. The Narrator should begin with what’s exciting to them and what the players have expressed interest in. Dungeon crawls or games that are filled with thrilling combats? The court drama and shadow plays of political intrigue or the mystery of a vanished civilization?

Narrators that are just getting started or without any preferences might choose to instead work with a concept that includes a variety of different experiences without creating too many complications. For example, a rebellion offers a myriad of different gaming sessions (warfare on the field of battle or in the streets, politicking, sabotage, subterfuge, and more). 

Who Are the Adventurers?

Who are the adventurers? What is their role in the campaign? Are they larger-than-life heroes or normal people with mortal frailties? Are they destined to defeat a dark god or outcast misfits brought together by happenstance? Are they members of an organization? How are they connected? Where are they on the hero, anti-hero, and villain spectrum?

When asking these questions, avoid limiting character concepts and backgrounds. Adventurers come from all walks of life, and even an organization like a thieves guild leaves room for nearly any character type. A group of magic-hunting inquisitors may put insurmountable limitations on player choice however, so keep player choice in mind.

What Activities do the Adventurers Engage in?

Are the adventurers hunting down and exterminating a fell cult obsessed with summoning an elder evil? Are they just trying to make enough money to survive by hunting monsters? Are they pursuing a mystery that will lead them to a magical revelation that could transform the world?

In order to avoid narrative fatigue, make sure that the premise is broad enough to encompass a variety of different adventures or activities. Even dungeon-delving adventurers might get invited to a party. 

What are the Conflicts?

Conflicts are a vital part of any compelling story. Are the adventurers pitting themselves against unfathomable evil or are they struggling to survive the mundane dangers of a harsh wilderness? Are people the real monsters, or are monsters the real monsters? A great campaign encapsulates many conflicts, but a few will likely overshadow the rest.

What is the Scope?

How much time will the game cover? How much geography? How many levels will the adventurers achieve? How many NPCs will they meet and form relationships with? What is at stake? Will the party be fighting to save a village or the world? Games with high stakes might help to create focus, but such stakes can quickly create narrative fatigue or force the players to ignore side content or exploration. Why would reborn heroes help a farmer discover what’s eating his livestock when they’re in a race against time to stop an alien horror from rising?

Many Narrators have an urge to tell sweeping and epic tales, but often smaller and more intimate stories with personal stakes are just as if not more rewarding. The fate of a village on the edge of a crumbling empire might be more compelling than that of the empire itself because of the intimacy of the stakes. A smaller scope is also easier to manage, particularly for Narrators that are just starting out. When using high stakes do so sparingly—a group of adventurers can only save the world so many times before even that becomes stale.

What is the Tone?

Tone is an important characteristic in any narrative. Is the campaign a brood narrative of personal horror or a pulpy four-color action adventure? The tone of a campaign might shift over play, and may vary from session to session, but consider what each segment, act, or plot arc should convey. As with activities, varying the tone can help fight narrative fatigue.

Define the Premise

With this information in hand and defining the campaign’s premise, keep the focus on the adventurers. Use the examples below as a guide.

  • Explorers and mercenaries looting a land devastated by a magical apocalypse.
  • Members of a thieves guild struggling to survive in the shadows and overthrow a corrupt governor in an occupied city.
  • Mythical heroes reincarnated to stop the rebirth of an evil god.
  • Down-on-their luck adventurers hunting monsters on the periphery of a rapidly industrializing kingdom.

  With a premise, the Narrator can consider other questions about the structure and the flow of the campaign.

Plot Structure

At its core, a campaign is a collection of stories, or adventures, that are connected together by narrative threads.

In an episodic campaign, these threads are loose. Each adventure is self-contained, beginning when the players are involved and ending when they’ve completed it and often lasting no more than a couple sessions. The adventurers themselves may be the only threads that connect these episodes. This works well when the stakes are low or when covering a large period of time.

In a serialized campaign, the plot is a single long running story broken up over a series of chapters. Perhaps the whole campaign is focused on the acquisition of a powerful artifact or the defeat of an elder evil. While there will be other stories contained within, each plot and adventure builds toward a singular narrative. These campaigns tend to focus on an event with high stakes or a relatively short period of time.

Practically speaking, most games exist near the middle of the spectrum. There might be an overarching plot that the game builds towards, but that larger narrative is interspersed with other adventures that might not be directly related to it. Many long form television series use this structure. The adventurers may investigate a cult, a series of monster attacks, and a group of bandits, only to discover that some of them are related as the broader story transpires.

The plot structure might also shift at various points in the game based upon the players’ actions or as the campaign transitions from one act to the next as events unfold or new information is acquired.

Act Structure

It’s not necessary to have every single adventure of a campaign written, but sketching out a general idea of how it might end is an important step. It helps to conceptualize a campaign’s beginning, middle, and end, or Act 1, Act 2, and Act 3.

Act 1 is an opportunity to introduce characters, locations, factions, and plot threads. It is also an opportunity to foreshadow future events and build relationships or allegiances that will shape the campaign to come.

The second act is often the bulk of the campaign, and much of game’s conflict occurs here. The adventurers’ decisions should play a central role in shaping Act 3 (the conclusion). Use this as an opportunity to provide choices and events that the players can influence or decide.

Act 3 is usually the shortest segment and should be shaped by the previous acts. While there may be an urge to carefully plan Act 3 well in advance, , avoid planning too much if possible. Focus on the antagonist's motivations or plans and the broader events that serve as a backdrop, and allow the players to take part in writing the conclusion through their actions and choices in Acts 1 and 2.

Pacing

The pace of a campaign is an important factor and is dependent on the stakes. Unless there is a compelling reason for the adventurers to push themselves, periods of downtime create verisimilitude and opportunities to highlight relationships, communities, or other significant aspects of the setting without taking up too much table time. 

Campaign Zero

Another important piece of preparation prior to a campaign’s start is session zero. This invaluable tool should include discussing the campaign and establishing expectations. Important topics include but are not limited to:

  • The campaign’ premise, the tone, and what players can generally expect from gameplay.
  • House rules.
  • A general overview of the campaign’s setting.
  • Who the characters are, how powerful they are relative to the setting, and their general moral orientation.
  • Expectations on intra party conflict.
  • The use of safety tools.
  • Logistical concerns.

Session zero can also provide the opportunity for characters to create background ties and what roles they’d like to play.

Many campaigns are undone by a lack of organization. Before the campaign begins, set up tools to help track characters, events, and locations. When the campaign focuses on a particular geographic area, a map can be a valuable tool as well (especially if the party can track their travels on it). 

Example

Sarah is creating a campaign for her players. She asks about their preferences and learns that they want roleplay and exploration, a fair amount of combat, and some politics. Sarah is a new Narrator, and she doesn’t want to overcomplicate things. She doesn’t want to run a “save the world” plot either, opting for something more intimate: exiles thrust into a life of adventure in a town at the edge of a crumbling empire. 

Sarah decides to use Act 1 to establish the setting, introduce NPCs and organizations, and foreshadow events in Act 2. She decides Act 1 will cover a year of game time, ending when a civil war erupts that marks the transition into Act 2. Not  wanting to inundate the players, Sarah plans a total of 6 planned adventures during that time, giving them the option for periods of downtime, wilderness exploration and ruins that she plans to seed, and hijinks. 

An episodic structure is the approach she opts for. The primary conflict of Act 2 will revolve around a trio of factions, the remnant of an imperial government, the heir to a hereditary throne, and a religious institution. They are all searching for an ancient repository of arcane technology, so she sketches out adventures that highlight each faction during Act 1. She wants to showcase the ancient civilization that will play a central role in Act 2 and Act 3 so she sketches an adventure that will take the party to a dungeon crawl in the ruins. Sarah also creates a list of strong characters with interesting motivations and backstories that her roleplay hungry players can delve into, then identifies where they can best be included in the setting and her adventures.

She rounds out Act 1 with a prepublished adventure that she plans to modify, hooks for several adventure sites, and a job board with small tasks and bounties. 

Sarah knows that Act 2 will begin with the start of a civil war that sparks a struggle for control among the factions she’s created. Each wants to harness the ancient power hidden in the ruins. She develops the general motivations of each faction, but she doesn’t want to plan too far ahead, instead waiting to see what her players do in Act 1. She expects the party to pick one and support it, but she knows that players often surprise Narrators. 

Act 3 is months away so she keeps the details vague. She knows that she wants an ancient threat to emerge—brought about by the misuse of their artifacts—but that’s months away and she doesn’t want to limit herself with too much planning. Ultimately, she knows that the secrets concealed nearby could affect the power dynamics of the whole region. 

She creates the outline for an introductory adventure that will introduce the players to each other, get them to town, and provide them with some choice as to where to go next. 

To prepare for her session zero, Sarah creates a list of topics and develops questions to help her players create characters that mesh well with the campaign and each other. Using that information, she refines her first adventure, makes some modifications, and prepares to run her campaign!

Mental Stress Effects

Mental Stress Effects

Adventurers encounter and even seek out experiences beyond the ken of most mortals. Whether it’s harrowing encounters with interdimensional beings, the sudden, violent loss of a beloved NPC, or simply the trauma of constantly being surrounded by death and terror, their lows can be as dramatic and potentially impactful as their highs. 

The harm that can come to adventurers may not always be physical, and players may decide that these events have a more lasting effect on their character’s psyche. It’s important to consider this in conjunction with the safety rules and its potential impact on the game. When a group or the Narrator decides that gamifying mental stress and morale isn’t right for the campaign, respectful roleplay is a viable alternative to these mechanics.           


Mental Stress Effects

The Narrator may decide that a particular encounter that goes badly can leave a lasting impact on adventurers. Alternatively, if these options are discussed during character creation a player may decide that an event in their past provides sufficient mental stress to bring about a change in their character. These effects provide options for short- and long-term repercussions. A creature may only have one mental stress effect at a time. A long-term effect overrides a short-term effect, and if two effects are of equal strength, the most recent effect replaces the older effect.

A mental stress effect is usually best chosen based on the encounter that causes it and an adventurer’s personality, but may be randomly determined using the mental stress effect tables.


Table: Short-Term Mental Stress Effects (d10)

  1. Bewildered

  2. Cowed

  3. Distraught

  4. Enraged

  5. Flippant

  6. Musical

  7. Obsessed

  8. On Edge

  9. Sleepless

  10. Terrorized


Table: Long-Term Mental Stress Effect (d10)

  1. Covetous

  2. Distorted perceptions

  3. Hopeless

  4. Inimical

  5. Memory Wipe

  6. Murderous

  7. Peacekeeping

  8. Phobia

  9. Superstitious

  10. Suspicious


Strife and Mental Stress Effects

When a creature suffers its fifth level of strife it gains a short-term mental stress effect, and when it suffers its seventh level of strife it gains a long-term mental stress effect.


Short-Term Mental Stress Effects

These conditions are the immediate effects of mental stress after an event or encounter. They last for 1d6 days, but could remain longer based on discussions between the Narrator and player. 

BEWILDERED

A bewildered creature is overwhelmed by trying to process a particular event. Its mind begins to play tricks, altering its perceptions. A bewildered creature has disadvantage on social-based ability checks as it struggles to engage with what’s happening. When a bewildered creature would succeed on an ability check, roll another d20. On a result of 15 or less the creature succeeds, but otherwise it fails the ability check instead. This could be caused by a temporary forgetfulness that leads the creature to forget what it was trying to achieve, or in some cases a brief hallucination that alters the circumstances in such a way that it is unable to succeed.

COWED

A cowed creature cannot shake the idea that they are certain to face defeat, and so flinch and surrender at the first sign of danger. After taking any damage in combat, on its next turn a cowed creature takes the Dash action and uses all of its movement to escape danger (or if it is unable to move towards safety, the Dodge action). A cowed creature has disadvantage on Intimidation checks and when given any alternative to combat will happily take it, and it has advantage on Persuasion checks made to try and avoid combat.

DISTRAUGHT

A distraught creature is visibly and deeply shaken by a recent experience, and its apparent distress moves people to do what they can to help. Once per long rest, a distraught creature can choose to gain advantage on a check made to persuade neutral or friendly creatures to aid it, but it has disadvantage on Deception, Performance, and initiative checks.

ENRAGED

An enraged creature is unable to shake its frustration with an enemy or its own perceived failings after an encounter. An enraged creature has advantage on Strength checks, but has disadvantage on all other ability checks. Whenever an enraged creature fails an ability check, it throws or attempts to break any tools or objects involved in the check.

FLIPPANT

A flippant creature refuses to face the enormity of whatever event befell it. Not only does a flippant creature superficially shrug off the experience, it goes to reckless ends to prove it is ‘unaffected’ with little regard for itself or allies. A flippant creature has advantage on Dexterity checks, but has disadvantage on Wisdom checks and saving throws .

MUSICAL

A musical creature has temporarily taken leave of social norms after a deep shock or strange encounter. Instead of talking, it now sporadically sings its thoughts and during conversation, giving it disadvantage on Deception, Intimidation, and Stealth checks but advantage on Performance checks.

OBSESSED

An obsessed creature cannot stop talking about the ordeal that troubles it. It has disadvantage on Stealth checks as it constantly tells allies that it is reminded of “that time when…” Whenever initiative is rolled, an obsessed creature makes a DC 15 Wisdom saving throw or loses 1 round of actions as it wrestles with and exclaims about the similarities to the traumatic encounter in its past.

ON EDGE

A creature that is on edge is hyperaware of its surroundings and unable to fully relax. An on edge creature has advantage on Perception and initiative checks, but disadvantage on all other ability checks as it is distracted, unable to take its mind off the dangers that could potentially lurk around every corner.

SLEEPLESS

A sleepless creature is unsettled by its encounter and struggles to relax in order to sufficiently rest. Whenever a sleepless creature takes a long rest, it makes a DC 15 Wisdom saving throw to quiet its mind or only gains the benefits of a short rest . During rests where a sleepless creature has failed its Wisdom save, it has advantage on Perception checks made to detect danger.

TERRORIZED

A terrorized creature is not just fearful of danger but convinced it is already here. A terrorized creature is unable to shake its fear response from its unsettling encounter, unwilling to go within 30 feet of strangers or participate in melee combat without succeeding on a DC 15 Wisdom saving throw first (instead taking the Dash action to escape to safety or retreat from a sudden noise). A terrorized creature has advantage on Perception checks and any Strength, Dexterity, or Constitution checks made to escape combat or danger, but it will sleep only in places with reasonable security precautions.
 


Long-Term Mental Stress Effects

These effects denote a more permanent impact made by the mental stress of traumatic encounters. 

COVETOUS 

A covetous creature is gripped by a fear of losing in any sense and it begins to desire what is owned by others, no matter how small or seemingly insignificant, feeling deprived by that which they do not have. A covetous creature has advantage on Sleight of Hand checks, but disadvantage on Wisdom saving throws and Deception checks related to things it has taken.

DISTORTED PERCEPTIONS

A creature with distorted perceptions has been shaken to its core, and perhaps had its mind jolted by interdimensional travel. Whenever a creature with distorted perceptions rolls a Perception check with a result equal to or less than its passive Perception, small details of the world begin to warp—a swaying tree becomes a dancing shadowy figure, a coil of rope becomes a deadly snake coiled to attack, and its allies may temporarily wear the face of an enemy. These distorted perceptions are brief but absolutely real to the creature. 

Discussion between the Narrator and the player of an adventurer with distorted perceptions can determine what kind of hallucinations they’re most likely to have and how far they’d like to take it.

HOPELESS

A hopeless creature has completely lost faith in its purpose and finds it difficult to be motivated. A hopeless creature has advantage on Persuasion checks that involve convincing someone not to take a certain course of action, arguing the pointlessness of it all, but it has disadvantage on initiative checks.

INIMICAL

When an inimical creature is bloodied , on its next turn it takes the Attack action against the nearest creature to it. The inimical creature has disadvantage on these attacks as it flails without control. In addition, an inimical creature has disadvantage on checks and saving throws[[ made against being [[grapple or restrained .

MEMORY WIPE

A creature with a memory wipe becomes forgetful in the extreme after its encounter, perhaps not remembering the event at all. A memory wiped creature has disadvantage on Arcana, Culture, History, Nature, and Religion checks, and any other knowledge-based check as its capacity to easily recall information is profoundly affected.

MURDEROUS

A murderous creature no longer sees shades of gray when it comes to even the gentlest disagreement or conflict. At the first sign of conflict, whether that be disagreement within the party or a suspicious looking stranger, a murderous creature sees red, attacking first and asking questions later. Dazed by their recklessness, a murderous creature has disadvantage on initiative checks, but advantage on its first attack roll on each of its turns while in such a state. This state lasts for a maximum of 5 rounds, but can be ended earlier by a calm emotions spell or DC 18 Persuasion check. 

PEACEKEEPING

A peacekeeping creature wants no more violence and on each of its turns uses all of its actions to prevent or subdue combat by every nonviolent method at its disposal, continuing this course of action until it or an ally are bloodied . A peacekeeping creature has disadvantage on initiative checks but advantage on its first ability check made to try and end a combat.

PHOBIA

A traumatic encounter leads a creature to have a long-term, debilitating fear of some element of the encounter. For example, narrowly escaping a burning building may leave a creature with a phobia of fire. When encountering the subject of its phobia, a creature makes a DC 18 Wisdom saving throw . On a success the creature can act normally, but on a failure it is frightened for 1 minute (at the Narrator’s discretion, depending on the situation it may be incapacitated instead). At the end of each of its turns, the creature repeats the saving throw, able to act normally on a success.

SUPERSTITIOUS

A creature comes to believe it has survived its traumatic encounter thanks only to the presence of a lucky charm. This charm can be anything it had on its person at the time of the event. The superstitious creature has disadvantage on attack rolls and saving throws whenever it is more than 30 feet away from its charm, except for Investigation or Perception checks to find the charm again (which are made with advantage ).

SUSPICIOUS 

A suspicious creature has lost faith in the goodness of the people and circumstances around it. A suspicious creature has advantage on Sleight of Hand checks, and Perception checks to detect hidden foes, but it has disadvantage on Insight checks as it is unable to objectively interpret intentions. 

Indefinite Mental Stress

It may be that a creature encounters a situation that inflicts indefinite effects on its psyche. In this case it may have one or more of any of the above mental stress effects, with no time limits imposed. The Narrator should decide which effects and how many. A creature can only suffer from multiple mental stress effects if one or more are indefinite mental stress effects.

Saving Throws

Saving throws can be used to determine how a creature handles the mental stress of a particular encounter. When a creature fails a saving throw by 10 or more or rolls a critical failure on a saving throw, it may acquire a short-term mental stress effect determined by what the save was made for. In a tougher encounter, at the Narrator’s discretion a success may mean that a creature is left with a short-term mental stress effect, and on a failure it instead acquires a long-term mental stress effect.

Wisdom or Charisma saving throws are most likely to relate to a creature’s mental fortitude, however Intelligence or Constitution may be more applicable based on the encounter.


Spell Effects

Some spells such as contact other plane and symbol involve potential impacts on the mind of a creature. Rather than using the described spell effects, the Narrator may substitute a short- or long-term mental stress effect.


Relieving Mental Stress Effects

Like physical injuries, the mental impacts of adventuring are not permanent. In a world where even death is not necessarily the end, there are also options to recover from the mental impacts of overwhelming events.

Roleplay

In the same way that danger sometimes passes without combat, conditions that impact an adventurer’s psyche (rather than their physical self) can be resolved through effective roleplay. Roleplaying an important resolution for a PC (or even an important NPC) may bring an end to their condition—this might be reuniting with a significant person from their past, finally defeating a sworn enemy, or simply being soothed by the companionship and protection of their allies. 

Healing Magic

Short- and long-term mental stress effects can usually be removed with a greater restoration spell (although the Narrator may set other conditions) and temporarily relieved by the calm emotions spell (until the spell ends).

Other Magic. The obvious restorative properties of healing magic are effective, but powerful illusions or even spells that alter reality have the potential to end mental stress effects.


Personality Changes

A failed saving throw may not lead to a mental stress effect. In some cases after discussion with the group, the Narrator may decide that a particular event leads to a far more fundamental change. The nature of this change and the status of an adventurer’s mental stress effect afterward (it may become a long-term mental stress effect, indefinite, change to a short-term mental stress effect, or be removed entirely) are at the Narrator’s discretion.

Poisons

Poisons

There are countless interchangeable common poisons but some specific concoctions that are rightly feared for their lethal potency. These poisons are often restricted, outlawed, or are dangerous to acquire or brew, and each can carry societal stigmas or can only be purchased at high prices.


Poison Vectors 

While most poisonings have similar goals of death or debilitation they must be delivered using one of four different vectors to be effective (determined by the type of poison).

Contact. Contact poison can be smeared on an object, weapon, or up to 3 pieces of ammunition as an action, and remain potent until it is touched or washed off. A creature that touches contact poison with exposed skin is subjected to the poison. You can also use an action to splash these poisons onto a target within 5 feet of you, or throw them up to 20 feet where they shatter on impact. In either case, make a ranged weapon attack against the target, treating the poison as an improvised weapon. On a hit, the target is subjected to the poison. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition. 

Ingested. Ingested poisons are only dangerous when consumed. The dose can be delivered in food or a liquid. When a creature consumes a full dose of ingested poison it is subjected to the poison. If a dose is only partially consumed the creature is subjected to the poison, but it has advantage on saving throws made against the poison and only takes half of any damage the poison inflicts.

Inhaled. These poisons are powders or gases that take effect when inhaled. You can use an action to blow these poisons onto a target within 5 feet of you, or throw them up to 20 feet where they shatter and form into a 5-foot radius cloud on impact. In either case, make a ranged weapon attack against the target, treating the poison as an improvised weapon. On a hit, the target is subjected to the poison. Clouds of poisons formed in this way remain for 1d4 rounds or until harmlessly dispersed by a moderate or stronger wind. When a creature enters a poison cloud’s area for the first time on a turn or ends its turn there it is also subjected to the poison. Creatures that do not breathe are immune to these poisons.

Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage. As an action you can coat one slashing or piercing weapon, or up to 3 pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition. A creature that takes piercing or slashing damage from an object coated with the poison is subjected to the poison. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition. 

A creature that is immune to the poisoned condition is also immune to the effects of any poisons it is subjected to.


Poison Onsets 

Many poisons work instantaneously but it can often take minutes, hours, or even days for foul ichors to complete their destructive work. 

Instantaneous. When a creature is subjected to an instantaneous poison they are subjected to the poison’s effects and immediately make saving throws against it. 

Onset Duration. Creatures subjected to a poison with an onset duration are subjected to the poison’s effects and make saving throws against it at the end of the onset duration. 


Poison Cost and Rarity 

Much like magic items, each poison has a rarity (common, uncommon, rare, very rare, or legendary) and a cost in gold for a single dose. These costs and ratings are optional guidelines for the Narrator to follow for optimal gameplay, but can be adjusted to better suit a given campaign—what follows assumes that most particularly potent poisons are either hard to come by or their creation is outlawed.


Treating Poisons

Spending 1 minute treating a poisoned creature with a successful Medicine check (DC equal to the poison’s saving throw DC) ends the poisoned condition, though the creature is not cured of any damage it has taken from the poison.


Sample Poisons 

Each poison is uniquely deadly or debilitating in its own way, found in exotic plants or animals or carefully brewed in malicious expert hands. Many of the poisons found here are the natural toxins of creatures and can be harvested directly from them using a poisoner’s kit. 

Arsenic

Uncommon, ingested, onset (30 minutes), cost 300 gold

While the simple mineral has many innocuous uses, it still numbers among the most prolifically used deadly poisons. A creature makes a DC 16 Constitution saving throw when subjected to this poison. On a failed saving throw, it takes 14 (4d6) poison damage and is poisoned and incapacitated for 24 hours. On a successful saving throw, the creature takes half damage and isn’t poisoned or incapacitated.

Basilisk Drool

Uncommon, contact, instantaneous, cost 125 gold

A basilisk’s mouth is among the world’s most putrid locations. A creature makes a DC 12 Constitution saving throw when subjected to this poison, taking 7 (2d6) poison damage on a failure, or half as much damage on a success. 

Belladonna

Uncommon, ingested, onset (10 minutes), cost 450 gold

Commonly known as deadly nightshade. A creature makes a DC 14 Constitution saving throw when subjected to this poison, and on a failure it becomes poisoned for 8 hours and takes 14 (4d6) poison damage. On a failure by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature uses an action to shake it awake. 

If a creature with lycanthropy consumes this poison before their first transformation, they may make another saving throw against the effect that afflicted them, ending the lycanthropy permanently on a success (in addition to the poison’s other effects).

Burnt Othur Fumes

Uncommon, inhaled, instantaneous, cost 450 gold

Othur bog mold emits caustic spores that are both toxic and intensely flammable. A creature makes a DC 13 Constitution saving throw when subjected to this poison, taking 10 (3d6) poison damage on a failure, or half as much on a success. Additionally, a creature that fails its saving throw takes an additional 3 (1d6) ongoing poison damage for the next 3 rounds. 

If a cloud of this poison is exposed to an open flame or any target within it takes fire damage, the 5-foot radius cloud is immediately dispersed as it explodes. Each creature in the area makes a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failure, or half as much on a success.  

Chuul Ichor

Uncommon, injury, instantaneous, cost 350 gold

This slime can be carefully harvested from a chuul’s tentacles. A creature makes a DC 13 Constitution saving throw when subjected to this poison, and on a failure it becomes poisoned for 1 minute. Creatures poisoned in this way are also paralyzed . The poisoned creature repeats its saving throw at the end of each of its turns, ending the poison’s effects on a success.

Couatl Venom

Rare, injury, instantaneous, cost 850 gold

Couatl sometimes gift their iridescent venom to those that have won their favor. A creature makes a DC 13 Constitution saving throw when subjected to this poison, and on a failure it becomes poisoned for the next 24 hours. Creatures poisoned in this way are also knocked unconscious . The creature wakes up if it takes damage or if another creature uses an action to shake it awake.

Green Dragon Breath

Rare, inhaled, instantaneous, cost 1,650 gold

Although it is not as potent in this powder form, the distilled draconic bile is still quite noxious. A creature makes a DC 18 Constitution saving throw when subjected to this poison, taking 28 (8d6) poison damage on a failure, or half as much damage on a success. 

Naga Spit

Rare, contact, instantaneous, cost 1,000 gold

This venomous substance slithers and burns through veins at a mere touch. A creature makes a DC 15 Constitution saving throw when subjected to this poison, taking 45 (10d8) poison damage on a failure, or half as much damage on a success.

Oil of Taggit

Uncommon, contact, instantaneous, cost 400 gold

The roots of the taggit plant can be concentrated into this slick, gray, odorless oil. A creature makes a DC 13 Constitution saving throw when subjected to this poison, and on a failure it becomes poisoned for 24 hours. Creatures poisoned in this way are also knocked unconscious . The creature wakes up if it takes damage.

Pale Tincture

Rare, ingested, onset (24 hours), cost 650 gold

This malicious alchemical agent slowly eats away at the internal organs of its victim. A creature makes a DC 16 Constitution saving throw when subjected to this poison, and on a failure it takes 3 (1d6) poison damage, its maximum hit points are reduced by the same amount, and it becomes poisoned . The effects of this poison repeat every 24 hours until cured or until 1 week passes (whichever comes first). This poison and all of its effects can be cured by the greater restoration spell. Any hit point reduction caused by this poison lasts until the poison is cured or 1 week passes.

Perdita’s Abandon

Rare, ingested, onset (1 minute), cost 1,750 gold

Perdita Ravenwing first created this violet herbal mixture to block years of training from the minds of her rivals. A creature makes a DC 16 Wisdom saving throw when subjected to this poison, and on a failure it becomes rattled for the next 24 hours. This poison and all of its effects can be cured by the greater restoration spell. 

Powdered Fiendhorn

Rare, inhaled, instantaneous, cost 3,500 gold

This ash black powder is rendered from the horns of powerful fiends. A creature makes a DC 15 Constitution saving throw when subjected to this poison. On a failed saving throw, a creature takes 11 (3d6) necrotic damage and 11 (3d6) poison damage, and it becomes poisoned for 1 minute. While poisoned in this way the creature becomes vulnerable to necrotic damage. A creature that succeeds on its saving throw takes no damage from this poison.

Pseudodragon Poison

Common, injury, instantaneous, cost 50 gold

Though it is rarely given willingly, this kaleidoscopic liquid is drawn from the diminutive stinging tail of the humble pseudodragon . A creature makes a DC 11 Constitution saving throw when subjected to this poison, and on a failure it becomes poisoned for 1 hour. On a failure by 5 or more, the creature falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Purple Worm Poison

Rare, injury, instantaneous, cost 2,000 gold

This dark magenta toxin is harvested from the fearsome purple worm. A creature makes a DC 19 Constitution saving throw when subjected to this poison, taking 42 (12d6) poison damage on a failure, or half as much damage on a success.

Serpent Venom

Common, injury, instantaneous, cost 75 gold

The venom sacs of exotic serpents can be carefully extracted and repurposed. A creature makes a DC 11 Constitution saving throw when it is subjected to this poison, taking 11 (3d6) poison damage on a failure, or half as much damage on a success.

Shadow Poison

Uncommon, injury, instantaneous, cost 200 gold

This bright purple sleeping agent is typically brewed by shadow elves. A creature makes a DC 13 Constitution saving throw when it is subjected to this poison, and on a failure it becomes poisoned for 1 hour. On a failure by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Striped Toadstool

Common, ingested, onset (1 hour), cost 50 gold

These red-striped mushrooms are well known as toxic to forest foragers. A creature makes a DC 12 Constitution saving throw when it is subjected to this poison, and on a failure it becomes poisoned for 1d4+2 hours. Creatures poisoned in this way also have disadvantage on Wisdom checks and saving throws. Prior to the onset, this poison can be counteracted by the lesser restoration spell or any ability that would cure the poisoned condition.

Truth Serum

Uncommon, ingested, instantaneous, cost 450 gold

This clear alchemical concoction unlocks and untethers the mind. A creature makes a DC 14 Constitution saving throw when it is subjected to this poison, and on a failure it becomes poisoned for 1 hour. While poisoned in this way a creature cannot knowingly lie (as per the zone of truth spell, using the poison’s DC as the spell save DC.

Walking Death

Legendary, ingested, onset (3 days), cost 60,000 gold

The shredded petals of this black flower—said to only grow in the land of the dead—are the most potent known poison. A creature makes a DC 28 Constitution saving throw when it is subjected to this poison, and on a failure it is doomed. Prior to the onset, this poison can only be counteracted by the wish spell or similar magic.

Wyvern Poison

Rare, injury, instantaneous, cost 1,200 gold

It is practically impossible to take from a living specimen, but once slain the toxin drawn from a wyvern’s stinging tail is lethal. A creature makes a DC 15 Constitution saving throw when it is subjected to this poison, taking 24 (7d6) poison damage on a failure, or half as much damage on a success.

Diseases

Diseases

In the lives of common folk becoming afflicted with a disease poses as great a threat as monsters or magic. Pestilence can ravage a population directly or it can destroy crops, sicken livestock, and foul sources of drinking water, leaving famine and political turmoil in its wake. A settlement in the grips of a plague might develop oppressive customs that last long after the outbreak has passed, and ghouls and other terrors often take advantage of the hardships diseases bring.

Even mighty heroes can fall victim to disease, particularly illnesses supernatural in origin. An evil mage might afflict adventurers with a sickness only magic can cure, or while exploring an ancient tomb the party might contract a plague that saps their strength. High-level PCs may even encounter diseases of extraplanar origin—for example, demon fever is an ailment from the realms infernal that night hags intentionally spread amongst their enemies.

The rules for handling diseases are unique to each disease. Whereas one affliction might have an incubation period of several weeks, others can prove lethal within minutes. Some diseases infect only certain types of creatures or affect their hosts in different ways. While victims of disease can sometimes recover naturally, supernatural diseases often require magic to cure (such as a lesser restoration spell). Particularly virulent diseases might resist even magical healing. Only rare medicines or the intervention of the gods can halt such plagues. 


Treating Diseases

Treating a diseased creature over the course of a short rest with a successful Medicine check (tier 1: DC 10, tier 2: DC 14, tier 3: DC 18, tier 4: DC 22) grants advantage on its next saving throw against the disease.


Sample Diseases

Each of the following example diseases includes a general range of adventurers it is intended to be used against: tier 1 (1st–4th level), tier 2 (5th–10th level), tier 3 (11th–16th level), or tier 4 (17th–20th level). Narrators that want to introduce a disease above or below the party’s current tier can adjust the specifics of the disease to match their resilience and capabilities. Such adjustments might include raising or lowering the saving throw DCs of the disease, changing the disease’s symptoms, or making the disease easier (or more difficult) to cure.

Adverse Ascension (Tier 2)

Being exposed to too much unfiltered godly glory is deadly to mortals, the simple matter of their flesh and their paltry souls too small to contain such radiance.  

The most common way to contract adverse ascension is by use of the commune spell, becoming afflicted once every time the caster does not receive an answer. A creature that takes radiant damage equal to triple its total hit dice from a celestial can also be afflicted. 

Any creature overexposed to the divine makes a DC 15 Wisdom saving throw or becomes infected with adverse ascension. In the first phase of adverse ascension the infected creature’s dreams and daydreams start featuring more of the deity’s aspects and iconography. 

After 1d4 days of the disease’s first stage the infected creature makes a DC 12 Charisma saving throw or proceeds to the second stage of infection, gaining a short-term mental stress effect whenever it commits an act of devotion to any other god than the one worshiped by the celestial that afflicted it. On a success, the creature recovers from the disease.

At the end of each long rest, an infected creature makes a Charisma saving throw against a DC determined by infection stage (first stage DC 12, second stage DC 13, third stage DC 14). The saving throw is made with disadvantage if within the last 24 hours the infected creature witnessed divine spellcasting by any follower of the same deity as the one it is being drawn to. 

On a success while suffering from the second or third stage of infection, the infected creature regresses to the previous stage of infection. 

On a failure while suffering from the second stage of infection, the infected creature gains an ideal of, “All must know how great my deity is.” This can manifest in many ways, such as muttered whispered scriptures, or as proudly trying to convert everyone around, depending on the person. The infected creature begins to show a miraculous understanding of the Outer Planes that gives it advantage on Religion checks. An infected creature that fails a second saving throw progresses to the third stage of adverse ascension.

On a failure while suffering from the third stage of infection, the infected creature can cast shield of faith once between rests. For the spell’s duration, the infected creature begins to gently fade into the Astral Plane as it is drawn to the divine. At the start of each of its turns, the infected creature makes death saving throws as if dying. The infected creature still acts on its turn as normal, but after three failures it materializes into the heavens never to be seen again. Other creatures can use the Help action to grant the infected creature advantage on these saves by speaking encouraging words to it.

After a priest of the same or a similar faith has spent 7 days in one-on-one theology seminars with the infected creature, it makes a DC 12 Charisma saving throw, curing the disease on a success. 

Arcane Autophagy (Tier 4)

Magic takes a toll on even the most resilient mortal body. Arcane autophagy occurs when the energy of a powerful spell devours the consciousness of the creature casting it. Despite this disease’s name mages, the servants of the gods, and champions of nature are all vulnerable to arcane autophagy.

Whenever a creature casts a 9th-level spell, roll 1d20. On a result greater than the creature’s spellcasting level, it may become afflicted with arcane autophagy. The creature makes a DC 20 saving throw using its spellcasting ability. On a failed save, the creature becomes infected with arcane autophagy and suffers 1 level of strife , or 2 levels on a failure by 5 or more.

Once infected, the creature repeats the saving throw each time it finishes a long rest. The creature must also repeat the save whenever it casts the spell that triggered the disease. On a failed save, the creature suffers another level of strife, or 2 levels on a failure of 5 or more.

Lesser restoration has no effect on arcane autophagy. A greater restoration spell removes 1 level of strife from the afflicted creature but does not end the disease. To fully recover, the infected creature must purge all traces of the triggering spell from its mind. To do so, the creature must spend 24 hours without casting spells or cantrips, using class features or other abilities involving magic, or activating magic items. If these conditions are met, the next time the creature saves against the disease, it recovers on a success. A recovered creature no longer needs to make saving throws against the disease and can reduce levels of strife as normal. On a failed save, the creature’s condition worsens, although it can attempt to recover again by repeating the purging process.

Cackle Fever (Tier 3)

Also known as ‘the shrieks’, cackle fever can afflict any humanoids except gnomes, who are mysteriously immune to the affliction. The disease’s symptoms include fever, disorientation, and fits of laughter that are literally contagious.

A creature infected with cackle fever suffers 1 level of fatigue 1d4 hours after contracting the disease. Until the disease is cured, the creature cannot recover from this level of fatigue. Whenever the creature experiences stress (including entering combat or taking damage), it makes a DC 13 Constitution saving throw . On a failed save, it takes 5 (1d10) psychic damage and is incapacitated as it cackles maniacally for 1 minute. At the end of each of its turns, a cackling creature can repeat the saving throw to stop laughing and end the incapacitated condition.

When a creature starts its turn within 10 feet of a cackling creature, it makes a DC 10 Constitution saving throw. On a failed save, it also becomes infected with cackle fever, or on a success it becomes immune to infection from that creature’s cackle fever for 24 hours.

A creature infected by cackle fever makes a DC 13 Constitution saving throw whenever it finishes a long rest. On a success, the DC of this saving throw and the saving throw to avoid a cackling fit are reduced by 1d6. The creature recovers from the disease when the DC drops to 0. If the creature fails three such saving throws before the disease ends, it gains a long-term mental stress effect.

Gnolls are particularly susceptible to cackle fever and have disadvantage on saving throws made against the disease. However, a gnoll is not incapacitated while in the grips of a cackling fit and instead gains advantage on attack rolls.

Delver’s Lung (Tier 1)

Delver’s lung is caused by inhaling the spores of mold that often infest dungeons and other subterranean spaces. Though pernicious, delver’s lung is rarely fatal.

A beast or humanoid exposed to delver’s lung makes a DC 12 Constitution saving throw or it becomes infected. Whenever an infected creature takes the Dash or Sprint action, it repeats the saving throw or suffers 1 level of fatigue .

Each time an infected creature finishes a long rest, it repeats the saving throw, with advantage if the rest was completed in an environment with clean, fresh air. After succeeding on three consecutive saving throws, the disease ends. A creature that finishes a long rest on the Elemental Plane of Air automatically recovers from the disease.

Demon Fever (Tier 2)

Ghouls native to the infernal realms carry an illness known as demon fever in their bile. Night hags (who are immune to this disease) sometimes smear ghoul bile on their lips to infect their mortal lovers.

A humanoid exposed to demon fever makes a DC 14 Constitution saving throw or it becomes infected. Terrifying dreams plague an infected creature’s sleep. Whenever the creature attempts to take a long rest, it makes a DC 14 Wisdom saving throw or it gains no benefit from the rest.

A protection from evil and good or magic circle spell cast on an infected creature prevents the nightmares for 24 hours, allowing it to benefit from a long rest. A heal spell or more powerful magic permanently cures demon fever. When afflicted by a night hag, the creature can choose to end the infection at any time.

Fey Longings (Tier 2)

The Dreaming is a wondrous realm, so enchanting that some start to long for it without ever having been there. After any personal, intimate interaction with a fey, a creature makes a DC 10 Wisdom saving throw or becomes infected. Fey aware of this danger can take special precautions to prevent it using wards made from special plants and oils and though most know this, few care. Creatures with fey ancestry (such as elves, gnomes, and half-elves) are immune.

It takes 1d4 days for the symptoms of fey longings to take hold. The infected creature sees fey wherever they look. At first it’s the giggling sound of pixies just behind the next tree, but after several days it’s not uncommon for the delusions to include being surrounded by thick vines, glistening psychedelic rains, or riding a colorfully-feathered frog (while in fact the infected creature might be tangled in ropes, showered in blood, or standing on a swift-moving boat). While these vivid hallucinations are complete, they do not directly lead to a creature being harmed or put into harm’s way.

When the infected creature makes an opposed Deception, Insight, Intimidation, or Persuasion check, it makes a DC 12 Wisdom saving throw. On a failure, the infected creature is charmed by one random creature it can see. This creature cannot be an ally of the infected creature. If there’s no viable target, the infected creature instead has disadvantage on attack rolls and ability checks as it sees and tries to interact with a world beyond the veil. 

The best cure for fey longings is to bring the infected creature to the Dreaming to interact with its denizens and environment. At the end of each day spent in the Dreaming, an infected creature makes a DC 10 Wisdom saving throw to recover from the disease. Otherwise fey longing naturally fades after 1 month.

Fractured Rift Disorder (Tier 2)

Every being is tied to the plane it is native to, both the realm’s physical laws and the dimension’s place in the multiverse. On rare occasions that connection can weaken—and perhaps even be severed. Frequent travel beyond the Inner and Outer Planes dilutes a soul’s tether to its original plane of existence. Spells such as plane shift and well-made portals are generally safe, allowing for a smooth transition between dimensions, but journeying by other means can have ill effects. Whenever a creature travels between planes using a naturally occurring portal or dangerous magical item (like a well of many worlds), it makes a DC 15 Constitution saving throw or becomes infected with fractured rift disorder.

Whenever the infected creature suffers a level of fatigue or strife, its connection to the Material Plane is tested and it makes a DC 12 Constitution saving throw . On a failure, the infected creature is teleported 1d20 feet away in a random horizontal direction as its connection to the here and now shifts slightly.

Unless treated (see below) the rift continues to fracture and the infection worsens. At the end of every week during which a creature with a basic or mild infection does more than rest, it makes a DC 15 Constitution saving throw or the disease worsens as per Table: Fractured Rift Disorder. On a success, its infection is reduced by one stage (from mild to basic, or basic to recovered).

All of this disease’s effects manifest only while on the Material Plane. 

Restoration and similar magic have no effect on fractured rift disorder since the problem can’t be fixed with positive energy. Instead the infected creature needs to strengthen its connection to the world. A druid or similarly nature-oriented person can diagnose the disease with a DC 18 Nature check and prescribe a long-term treatment, usually requiring a month of peaceful meditation in an ancient grove or cave at the end of which the infected creature recovers.

There are legends about living with fractured rift disorder as well, the most popular claiming that an old dwarven hero infected with it crafted a pair of magical iron boots to keep himself grounded. 

Fracture Level Cumulative Effect   Worsens when...
  Basic Make a DC 12 Constitution save after suffering a level of fatigue or strife , or teleport 1d20 feet in a random direction. Failing a DC 15 Constitution saving throw at the end of a week of adventuring.
  Mild Make a DC 12 Constitution save after scoring or taking a critical hit, teleporting 1d20 feet in a random direction on a failure. Failing a DC 17 Constitution saving throw at the end of a week of adventuring.
  Severe Become ethereal (as the blink spell) whenever the infected creature rolls a natural 1 on a d20. Make a DC 12 Dexterity saving throw to avoid dropping held items just before the transition. Automatically worsens after several weeks not spent resting.
  Deadly When the infected creature has been targeted by a magical effect that changes its form or location within the last round and it makes a Strength check, melee attack roll, or attacks with a thrown weapon, it makes a DC 10 Constitution saving throw or it is transported to a random plane of existence.

Netherblight (Tier 3)

Being raised from the dead often has a deleterious effect upon a mortal’s soul. Netherblight is the term scholars use to describe this spiritual malady.

Whenever a dead humanoid is restored to life (via a raise dead spell, for example), roll 1d20. On a result greater than the creature’s level (or challenge rating), it may become afflicted with netherblight. The creature makes a DC 17 Charisma saving throw or it becomes infected.

Netherblight affects its victims in different ways. Whenever a creature infected with netherblight finishes a long rest, it makes a DC 17 Charisma saving throw . On a failure, it gains a randomly determined malady as per Table: Netherblight.  If this would result in an effect the creature already suffers from, the victim’s malady does not worsen but it has disadvantage on its next saving throw against the disease.

Only powerful magic (such as a wish spell), a divine miracle, or the completion of a quest determined by the Narrator can cure a creature afflicted with netherblight.

Table: Netherblight (1d6)

  1. The creature’s voice becomes flat and lifeless, and it has disadvantage on Deception and Persuasion checks made to influence living creatures.
  2. The creature’s zest for life fades, and it becomes unable to gain inspiration or benefit from Bardic Inspiration.
  3. The creature’s type changes to undead. At the Narrator’s discretion, mindless undead (such as skeletons or zombies) may ignore the creature’s presence.
  4. The gods themselves shun the creature. Whenever a spell or magical effect would restore the creature’s hit points, the creature regains only half the hit points it would have normally regained.
  5. The creature’s grip on life becomes tenuous and it has disadvantage on death saving throws.
  6. Death calls for the creature’s return. The creature gains the doomed condition, dying at a time determined by the Narrator. A spell of 7th-level or higher (such as resurrection) can remove the doomed condition but does not cure the disease.

Pastrasite (Tier 3)

This chrono-active parasite is native to Limbo, a result of the ever-shifting environment in which even time is malleable. Unfortunately pastrasites are drawn to the Material Plane where the rigid temporal structure of past, present, and future provides an excellent foundation to cling to, akin to a caterpillar climbing up and down a tree’s bark. They are usually contracted in places of historical significance where they exist in a dormant state around the time of the event itself, looking into the future in search of visitors who have an especially interesting past—adventurers. 

There’s no certainty as to what a pastrasite looks like as they can only be detected by their symptoms. They never come in contact with the infected creature itself, instead consuming the creature’s background, subsiding on the temporal backlash that results when the timeline snaps back.

When an adventurer enters an area with pastrasites they make a DC 15 Charisma saving throw as their psyche instinctively tries to maintain their personal timeline. 

On a success, the pastrasite immediately retreats, choosing another adventurer to infect until there are none at which point it can no longer maintain its temporal existence, disappearing and leaving behind a strong sense of imminence within its would-be victims. For the next several hours the adventurers have advantage on Intelligence checks made to recall information.

On a failure, the adventurer becomes infected and the pastrasite immediately destroys several years of their past. The infected adventurer loses its background and gains a randomly determined background. This new background is now—and always has been—the adventurer’s past. The adventurer is vaguely aware of what happened with blurred recollection of things being somehow different than before becoming infected. Only spells that contact other planes can reveal information from the infected adventurer’s previous timeline. Most facts change as little as possible to remain consistent with the infected adventurer’s new past, but some friction remains. Whenever an inconsistency between the old and new timelines is first spoken of in front of the infected adventurer, it takes 10 (3d6) psychic damage. 

The new timeline gradually settles, and the true past can only be restored through powerful magic such as wish. Once a pastrasite has altered an adventurer’s timeline, although its effects remain the adventurer recovers from the disease. Spells like remove disease or features like a herald’s Lay on Hands have no effect on pastrasites.

Rotter Plague (Tier 1)

Some zombies are creations of magic but others are the spawn of an affliction known as rotter plague. Whether this disease developed naturally or is the result of some mad necromancer’s experiment is unknown.

Zombies infected with rotter plague hunger for living flesh. A rotter zombie has a Speed of 35 feet, advantage on initiative checks, and gain the following attack:

 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. If the target is a living creature, it makes a Constitution saving throw (DC 10 + the damage dealt) or it becomes infected with rotter plague.

A living creature infected with rotter plague suffers no negative effects from the disease and cannot transmit it unless it dies. An infected creature that dies rises as a rotter zombie after 1 minute. Sprinkling the creature’s corpse with holy water or dealing it at least 1 damage prevents this transformation. A gentle repose spell cast on the body also prevents it from rising as a rotter zombie for the spell’s duration.

Lesser restoration cures rotter plague. Casting lesser restoration on an infected zombie removes its ability to transmit rotter plague but has no other effect.

Scree Scale (Tier 2)

Prolonged exposure to the Elemental Plane of Earth sometimes results in the extraplanar malady known as scree scale. Though slow acting, an untreated case of scree scale can be debilitating.

A beast or humanoid exposed to scree scale makes a DC 15 Constitution saving throw or it becomes infected. After 1d10 days, an infected creature’s skin develops pebble-like growths that spread for as long as the disease persists. Every 1d10 days, the infected creature repeats the saving throw, curing itself of the disease after three successful saves. A lesser restoration spell also cures the disease.

An infected creature that fails the saving throw three times before the disease ends becomes a creature of living stone. In this form, the creature’s type changes to elemental, and it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t adamantine. Once scree scale has progressed to this stage, only greater restoration or more powerful magic can reverse the effect.

A creature of living stone repeats the saving throw every 1d10 days. On a failure, the creature becomes petrified until the disease is cured. If the infected creature makes three successful saving throws before becoming petrified , the disease’s progression halts and it remains in its living stone form until cured.

Sewer Plague (Tier 1)

Unsanitary conditions give rise to all manner of pestilence generically referred to as sewer plague. Contact with rotting waste or stagnant water can transmit sewer plague, as can the bites of rats and other creatures that live amid such filth.

A humanoid exposed to sewer plague makes a DC 11 Constitution saving throw or it becomes infected. After 1d4 days, an infected creature experiences cramps and exhaustion. The creature suffers 1 level of fatigue, it recovers only half the normal amount of hit points when spending Hit Dice, and it regains no hit points upon completing a long rest.

An infected creature repeats the saving throw whenever it finishes a long rest . On a failure, it suffers an additional level of fatigue . On a success, the creature instead recovers from 1 level of fatigue. The creature is cured of this disease when it has no levels of fatigue.

Sight Rot (Tier 1)

A beast or humanoid that drinks water tainted with sight rot makes a DC 15 Constitution saving throw or it becomes infected. After 24 hours, an infected creature’s vision begins to blur, imposing a –1 penalty to attack rolls and sight-based ability checks. Each time the creature finishes a long rest, the penalty worsens by 1. Once the penalty reaches –5, the creature is blind for as long as it remains diseased.

A lesser restoration spell or similar magic cures sight rot, as does the application of an ointment extracted from eyebright (a rare flower found in some swamps). An hour of work with a single eyebright flower and a DC 14 herbalism kit check produces one dose of the ointment. Applying the ointment to an infected creature’s eyes during a long rest prevents the disease from worsening, and three applications of the ointment cures sight rot.

Spectral Thought-Worms (Tier 4)

Spectral thought-worms are tiny parasitic creatures native to the Astral Plane. Their prefered habitat is a conscious mind where they subside on thoughts and ideals. When a creature interacts with the Astral Plane (via the astral projection spell or magic item mishaps) without the protection of a mind blank spell, or when it suffers prolonged exposure to the less stable areas of the Astral Plane’s wild energies, roll 1d20. On a result equal to or less than its level (or CR), it may become afflicted with this disease. Spectral thought-worms can also be carried along a detect thoughts spell, telepathic connections, and similar effects. A creature exposed to a spectral thought-worm or an infected creature’s mind makes a DC 16 Charisma saving throw or it becomes infected. 

In 1d4 days the spectral thought-worm’s symptoms manifest in an infected creature. The parasite infestation spreads and they eat the infected creature’s psyche, creating a mental space into which they lay eggs. An infected creature has its memories altered (as the modify memory spell with no save), completely forgetting the events within 1d4 hours before and 1d4 hours after its affliction.

When an infected creature finishes a long rest , it repeats the saving throw. 

On a success, the infected creature’s mind fights against the spectral thought-worms and in the resulting struggle its memory is altered, forgetting the events within the last 2d4 hours. 

On a failure, the worm clears enough space to lay eggs that hatch in 1d4 days. These start eating the infected creature’s personality, reducing its Charisma by 1 at the end of each long rest. When an infected creature’s Charisma score is reduced to 0 and it dies, the spectral thought-worms escape to the Astral Plane through the tiny planar opening created by the departing soul.

Spectral thought-worms are susceptible to psychic damage (thus their penchant to hide within minds as a shield against astral energies). When an infected creature is targeted by lesser restoration, or takes psychic damage equal to or more than its Charisma score, the parasite goes dormant for 1 week. A dormant spectral thought-worm is destroyed when the infected creature takes psychic damage equal to or more than its Charisma score. Upon destruction a spectral thought-worm dissolves into stray thoughts that are expelled throughout the next day as semi-insightful sayings that float through the creature’s mind.

Troll Pox (Tier 2)

This virulent disease originated in trolls but has since spread to other creatures. Troll pox manifests as an outbreak of boils that are rapidly replaced by tumorous growths.

Whenever a creature infected with troll pox takes bludgeoning, piercing, or slashing damage, each living creature within 5 feet of it makes a DC 17 Constitution saving throw or becomes infected. After 1d4 hours, an infected creature’s skin erupts with boils.

Though unpleasant, the initial stage of troll pox is harmless to the victim. However, each time the creature finishes a long rest, it repeats the saving throw. On a failure, the boils burst to reveal a host of fast-growing tumors. The creature’s hit point maximum is reduced by 5 (1d10). Each time the creature fails the Constitution saving throw , its hit point maximum is reduced by an additional 5 (1d10) points. The target dies if this effect reduces its hit point maximum to 0.

In addition, the creature gains the following trait:

Regeneration. The creature regains 10 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn’t function at the start of its next turn. The creature dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Infected creatures can live with troll pox for extended periods, but they never recover naturally. Only a greater restoration spell or similar magic can cure the disease.

Designing Encounters

Designing Encounters

Whether the party spends the night cavorting in the tavern, forging ahead through a furious storm, or subduing a camp of bandits they are having encounters. Each game session should be a mixture of three basic kinds of roleplaying that represent the pillars of Level Up: exploration encounters, social encounters, and of course combat encounters. 


Challenge Rating

The difficulty of a fight against a monster, besting an exploration challenge, or overcoming an encounter element in either is measured by challenge rating, or CR. A challenge rating helps guide the Narrator in choosing appropriate challenges for a group of adventurers and denotes the amount of experience points to be rewarded afterward.

 
Challenge Rating Experience Points
0 0 or 10
1/8 25
1/4 50
1/2 100
1 200
2 450
3 700
4 1,100
5 1,800
6 2,300
7 2,900
8 3,900
9 5,000
10 5,900
11 7,200
12 8,400
13 10,000
14 11.500
15 13,000
16 15,000
17 18,000
18 20,000
19 22,000
20 25,000
21 33,000
22 41,000
23 50,000
24 62,000
25 75,000
26 90,000
27 105,000
28 120,000
29 135,000
30 155,000

Exploration Encounters

Exploration entails traveling from one location to another and overcoming whatever challenges the world throws at the adventurers. These are primarily encapsulated by Exploration Challenges (detailed in Chapter 5: Exploration ) and includes dozens of different scenarios which provide exciting and engaging obstacles provided by nature or circumstance.

Dungeons. What constitutes a dungeon can vary widely—adventurers may be trekking through catacombs and crypts, navigating a labyrinth of subterranean tunnels, or making their way through the body of a creature as big as a kingdom—but so long as there’s a floor beneath their feet, walls around them, and a ceiling overhead with danger lurking around each corner they’re exploring. 

Planar Travel. When a campaign gets the party beyond the realms material and into other dimensions they’ll encounter unfamiliar flora and fauna, denizens they may not even recognize as sentient beings, and wonders they’ll never forget. These journeys can be especially perilous and the powerful magic usually required for them will take adventurers far from their homes, but inspire tales that are retold for centuries.

Urban. Whether wandering through a village, making their way across the bustling streets of a metropolis, or sneaking in the sewers beneath a city there’s plenty of exploration for adventurers to engage in wherever civilization clusters. Settlements are also the primary places where social encounters occur, but can offer a number of challenges and obstacles that require more to be done than what a bit of sly talk can accomplish.

Wilderness. Most exploration roleplay happens between other types of encounters as the party makes their way through the world, whether by air, land, or sea. The weather and other obstacles that nature puts in the way of the adventurers depends on the regions they are journeying through, and some places can prove to be just as lethal as any dragon or fiend.

Combining Combat Encounters and Exploration Challenges

When battle breaks out in the middle of an exploration challenge as long as one complicates the other, to calculate the encounter CR add the challenge rating of each together just like multiple monsters. For example, if goblins attack the party while they’re crossing a rope bridge the encounter is complicated and increases the encounter CR, but if they can do the fight before dealing with the rope bridge each is treated as a separate encounter. Likewise, a party dealing with counterfeit goods that they’re using as armor or weapons has complicated combat encounters, but not if the counterfeit goods are jewelry or other items that have no impact on a battle. 


Social Encounters

The most roleplay-intensive part of campaigns occurs between journeys and initiative checks in the halls of royalty, courts of import, amid the market, and in the streets of settlements. Whenever the adventurers are interacting nonviolently with NPCs (or maybe sometimes just a little bit violently) they are having some kind of social encounter. There are more kinds of social encounters than any other type of encounter, but they all generally serve a few different purposes.

Coerce. A fundamental reason for the party to interact socially with NPCs is because they want something—maybe it’s help with a monster, or some information, or permission into protected territory, or one of a thousand other reasons. The primary means of coercing others will be their actual roleplaying (what the adventurers say and do), and at the GM’s discretion the use of social skills like Deception, Intimidation, and Persuasion. This isn’t to suggest that other skills (like Arcana, Culture, History and so on) don’t have a role here, but unless it’s a specific situation (such as distracting a fellow mage, an aristocrat, or an historian) they are not the primary means of achieving what the party is after.

Develop. One of the most rewarding things about roleplaying is defining and learning who the characters in the game are! Every social encounter is an opportunity for players to make it clear who their adventurer is, what they're about, and to discover how they are changed by the world around them and the conflicts they’ve endured. When returning from a year on the road where they’ve slayed a dragon and saved a kingdom, how do the adventurers view their quaint hometown? What are the reactions of their friends and family? These interactions are vital in making a group feel like they have a stake in what’s going on in the campaign, and can provide narrative resources that might become powerful motivators for other important factors in the game.

Entertain. Of course sometimes a night in the tavern is just a night in the tavern and there’s nothing wrong with having fun. Social encounters don’t always have to have hidden motives or intended goals, and giving players the opportunity to simply exist in the campaign gives the experience a certain sense of realism. There are other stories being woven around them, not every conflict bears an imminent threat, and even for adventurers there can be pleasant lulls between lethal battles and deadly dungeon delves. This can also be a handy thing for the Narrator to keep in mind—when the material they’ve prepared has run its course and there’s still an hour of gaming left to do, a social encounter with no aim but to entertain is a good way to finish out a session without having to rely on too much improvisation.

Inform. Probably the most likely reason for social encounters is to provide information to the players. This information could be elements of a campaign’s story, or an investigation with clues and leads, or surprising revelations in the royal court, or a great many other things. The important thing is that the social encounter conveys the information to the party (a royal proclamation for example) or gives them access to it (finding a secretive note on their tavern seat left there by an unknown person).

Occlude. Just as there are times when the adventurers are trying to convince someone to do something, there are occasions where adventurers will need to act so that someone does not do something by concealing important information (thus removing the impetus to act). Typically this is a matter of Deception but might also be a Stealth check or opposed Investigation check to hide a crucial report amongst easily disregarded forms, using calligrapher’s supplies to forge a document and Sleight of Hand to put it into an official’s satchel, or making a perfect replica of a noble’s prized statuette using mason’s tool’s and then Persuasion to convince them it’s the original.


Combat Encounters

There are two main ways to build a combat scene:

Challenge-Based Encounter. The Narrator may set out to prepare a fun, challenging combat encounter and chooses opponents accordingly. A set-piece battle in an important dungeon room or the climactic battle in a story arc are often built to challenge the adventurers.

Story-Based Encounter. Often the story and player actions determine the nature of a conflict. If adventurers antagonize the city watch they may have to fight guards , and if they anger an archmage they may be forced to battle the archmage. There’s no guarantee that a fight is winnable: the party must deal with the consequences of their choices. 

In either case, the Narrator will want to know whether a fight is likely to be trivial, unwinnable, or somewhere in between. In a challenge-based encounter, the Narrator wants to aim for a middle ground of difficulty. In a story-based encounter, the Narrator may want to signal to the adventurers when they’re about to bite off more than they can chew. It’s rarely fun when a crushing defeat or an easy victory is a surprise to everyone (including the Narrator).

To determine the likely challenge posed by a battle, compare its combat encounter difficulty and its maximum monster CR to the party’s capabilities.

For a short, easy-to-remember summary of these rules, judge a potential encounter by asking the following questions:

  • Is the total Challenge Rating of all the monsters close to half the total character level? If so, the combat encounter will be hard. If the total CR is lower than this, the battle will be easier; as the CR gets higher, the battle gets harder. If the total CR equals or exceeds the total character level, the combat may be impossible to win!
  • Are there any monsters with a CR 50% higher than the average character level? If so, the battle may be deadlier than anticipated.
  • Are the adventurers level 4 or lower? Keep battles on the easier side, especially against many foes! For low-level adventurers, a few unlucky die rolls can turn a possible battle into an impossible one.

Combat Encounter Difficulty

Combat encounter difficulty is evaluated by comparing the encounter CR (the total CR of all opponents) to the total character level. The ratio of these two numbers determines the challenge presented by the matchup. 

Allies. If the adventurers have monster or NPC allies, add their CR × 3 to the total character level. 

Elites. When calculating the encounter CR, double the CR of elite monsters.

Encounter challenge ratings are flexible and can allow for many different types of battles. For instance, a CR 10 encounter could consist of one CR 10 monster, two CR 5 monsters, one CR 5 leader with five CR 1 minions, and so on.

Here’s how adventurers stack up against monsters:

Easy Matchup

  • A battle in which the encounter CR approximately equals 1/6th the total character level.
  • A fight which isn't in doubt that drains little or no resources from the party.
  • An easy battle is an appropriate challenge for a Tier 1 party, which can probably handle three or four such encounters before needing a long rest. Higher-level parties can face many easy battles in a row.

Medium Matchup

  • A battle in which the encounter CR approximately equals 1/3rd the total character level.
  • A fight which isn't in doubt but may cost the adventurers a few spells or healing resources. 
  • Between long rests, the party can probably fight at most two such battles per tier (2 medium fights at 1st level, 8 medium fights at 17th level).

Hard Matchup

  • A battle in which the encounter CR approximately equals 1/2 the total character level.
  • A fight in which the adventurers must spend significant resources to triumph. Losing is possible but the odds are on the party's side.
  • Between long rests, the party can probably face 1 such battle per tier (1 hard fight at 1st level, 4 hard fights at 17th level). 
  • For a Tier 1 party, a hard battle can easily prove to be deadly.

Deadly Matchup

  • A battle in which the encounter CR approximately equals 2/3rd the total character level.
  • A fight in which winning and losing are both possible. The party must spend its best resources.
  • A well-rested party of at least 5th level can handle 1 such battle. 
  • Tier 1 parties should rarely if ever face deadly battles.

Impossible Matchup

  • A battle in which the encounter CR equals or exceeds total character level.
  • A fight which is almost certain to result in the adventurers losing.
  • A high level party of optimized adventurers might be able to routinely win some battles which are rated as impossible.

 

Low Level Adventurers and Low CR Monsters

Tier 0 adventurers are not extremely tough yet. They have very few hit points and spell slots, as well as limited access to area attacks. A low level party can be easily swamped by large numbers of low CR monsters.

When determining encounter CR for Tier 0 or Tier 1 adventurers, treat any monster with a CR below 1 as if its CR were one step higher. Thus a CR 0 monster is effectively a CR 1/8 monster when calculating encounter CR, a CR 1/2 monster is effectively a CR 1 monster, and so on. For example, a group of three 1st level adventurers (total character level 3) against two goblins (effective CR 1/2 each, encounter CR 1) is a medium challenge.

Actual Monster CR Effective CR
0 1/8
1/8 1/4
1/4 1/2
1/2 1

 

Party Optimization

The Combat Encounter Difficulty guidelines assume a party with a standard amount of magical treasure, a healthy but not overwhelming interest in tactics, and a balanced composition of classes that includes a spellcaster or two. 

If adventurers are more interested in story immersion and character than in combat, or they possess fewer magic items than usual, then they may prefer mostly easy matchups with a few medium ones thrown in. Similarly, some party compositions, like an all-rogue party, are best suited for easy combat challenges and difficult exploration and social encounters.

If a party is composed of highly experienced players looking for a combat challenge, and they’re playing optimized adventurers of 5th level or higher, the players may relish frequent hard and deadly matchups. They may even want to try their hands at impossible matchups. Similarly, battles can be made more difficult in a campaign rich with magical treasure.

Maximum Monster CR

An encounter’s maximum monster CR is the challenge rating of the single toughest opponent in the encounter.

Adventurers are rarely able to fight a satisfying battle against a monster with a CR that's much higher than a single adventurer’s level. Such a monster has a high chance of dropping an adventurer from full health to 0 hit points in a single hit, and its defenses and saving throw DCs may make it more deadly than expected. Even if a battle looks possible when comparing the total character level and encounter CR, it is an impossible matchup if the maximum monster CR is higher than 1.5 × the average character level.

For example, nine 6th level adventurers (total character level 54) have a total character level equalling three times the challenge rating of an adult green dragon (CR 18), suggesting a medium matchup. However a single blast of the dragon’s breath could potentially drop all 9 adventurers! Any number of 6th level adventurers will have a hard time with a monster of CR 10 or higher.

 

Character Level

1st 

2nd 

3rd 

4th 

5th 

6th 

7th 

8th 

9th 

10th 

11th 

12th 

13th 

14th 

15th 

16th 

17th 

18th 

19th 

20th 

Maximum Monster CR

1

3

4

6

7

9

10

12

13

15

16

18

19

21

22

24

25

27

28

30

Easy battle for 2 adventurers

1/4

1/2

1

1

2

2

2

3

3

3

4

4

4

4

5

5

5

6

6

6

Medium battle for 2 

1/2

1

2

3

3

4

5

5

6

7

7

8

9

9

10

11

11

12

13

13

Hard battle for 2 

3/4

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

Deadly battle for 2

1

3

4

5

7

8

9

11

12

13

15

16

17

18

20

21

22

24

25

26

Easy battle for 3

1/2

1

1

2

2

3

3

4

4

5

5

6

6

7

7

8

8

9

9

10

Medium battle for 3

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

Hard battle for 3

1 1/2

3

5

6

8

9

11

12

14

15

17

18

20

21

23

24

26

27

29

30

Deadly battle for 3

2

4

6

8

10

12

14

16

18

20

22

24

26

28

30

32

34

36

38

40

Easy battle for 4

3/4

1

2

3

3

4

4

5

6

6

7

8

8

9

10

10

11

12

12

13

Medium battle for 4

3

4

5

7

8

9

11

12

13

15

16

17

18

20

21

22

24

25

26

Hard battle for 4

2

4

6

8

10

12

14

16

18

20

22

24

26

28

30

32

34

36

38

40

Deadly battle for 4

3

5

8

11

13

16

18

21

24

26

29

32

34

37

40

42

45

48

50

53

Easy battle for 5

1

2

2

3

4

5

6

6

7

8

9

10

10

11

12

13

14

14

15

16

Medium battle for 5

1 1/2

3

5

7

8

10

12

13

15

17

18

20

21

23

25

26

28

30

31

33

Hard battle for 5

5

8

10

13

15

18

20

23

25

28

30

33

35

38

40

43

45

48

50

Deadly battle for 5

3

7

10

13

17

20

23

26

30

33

36

40

43

46

50

53

56

59

63

66

Easy battle for 6+

1

2

3

4

5

6

7

8

9

10

11

12

12

13

14

15

16

17

18

19

Medium battle for 6+

2

4

6

8

10

12

14

16

18

20

22

24

26

28

30

32

34

36

38

40

Hard battle for 6+

3

6

9

12

15

18

21

24

27

30

33

36

39

42

45

48

51

54

57

60

Deadly battle for 6+

4

8

12

16

20

24

28

32

36

40

44

48

51

55

59

63

67

71

75

80

 

Example Combat Challenges

  • Two CR 1/2 worgs (encounter CR 2) are a hard matchup for four or five 1st level adventurers (because the Tier 1 rule rounds up each worg to CR 1). An ogre (also encounter CR 2) is an impossible matchup for this same party, since its CR is above their maximum monster CR.
  • A demilich (CR 18) is a medium battle for four 14th level adventurers. This same party will face deadly peril against the Skull of Medon, an elite CR 18 demilich.

Using Elite Monsters

An elite monster is a powerful opponent designed to provide a tough challenge to a large group of players. Often, an elite monster is a variant of another monster: a leader, champion, or even a named individual. For example, Belethias, Commander of the First is an elite pit fiend .

An elite monster has approximately twice the hit points and deals around 50% more damage than a normal monster of its CR—and it usually becomes more dangerous as the battle goes on.

An elite monster poses the same challenge as two non-elite monsters of its challenge rating. For example, the tarrasque (an elite CR 30 monster) is as dangerous as two normal CR 30 monsters. It should provide an epic fight for four or five well-optimized adventurers of 20th level, or a hard fight for six or seven 20th level adventurers.

When determining encounter CR, double the challenge rating of an elite monster (for instance, an encounter featuring the elite CR 30 tarrasque has an encounter CR of 60). However, elite monsters have attacks, defenses, and saving throw DCs that make them suitable opponents for lower level adventurers. When determining the maximum monster CR of an encounter, use its actual CR (thus, the maximum monster CR of a tarrasque encounter is 30, so it’s an appropriate encounter for 20th level adventurers).

Using Legendary Monsters

A legendary monster is designed to be an interesting combatant for multiple adventurers. With up to 3 legendary actions, and possibly extra bonus actions and reactions as well, it has the extra turns it needs to keep up with as many as three adventurers.

As with any other monster, a legendary monster is at its best when its CR is, at most, 1.5 × the average character level. A maximally tough legendary monster like this is a hard matchup for 3 adventurers, a medium matchup for 4 adventurers, and will probably be easy for 5 or more adventurers.

When designing a climactic, set-piece battle against a legendary monster, make sure to provide it some allies or minions if it’s facing 4 or more adventurers. 


The Adventuring Day

As a rule of thumb for how many battles a party can likely handle before it needs a long rest , use a daily budget of encounter points.

  • A party at Tier 0 (1st–2nd level) has 1 encounter point.
  • A party at Tier 1 (3rd–4th level) has 2 encounter points.
  • A party at Tier 2 (5th–10th level) has 4 encounter points.
  • A party at Tier 3 (11th–16th level) has 6 encounter points.
  • A party at Tier 4 (17th–20th level) has 8 encounter points

For each encounter point it possesses, a party can face one medium encounter before needing a rest. An easy battle costs half an encounter point. A hard battle costs 2 encounter points. A deadly battle costs 4 encounter points.

A low level party can face four easy battles or two medium battles before needing a long rest, and a single hard battle could drain them of resources. A high level party could expect to win through a deadly battle and still have resources to spare, though a second deadly battle might put them in a perilous situation.

This encounter budget is an estimate, and is superseded by the Narrator’s experience with a particular gaming group—some adventurers may not have the resources to meet these benchmarks, and some may blow past them. There’s no rule that says that a party needs to fight a certain number of encounters before bedtime, and the pacing of the adventuring day should be based on the desires of the players and the needs of the story.

Simplified XP

Encounter points can also be used as an alternative to standard experience points. Whenever a party fights a battle, each adventurer gains XP equal to the encounter point cost of a battle (for example no matter their level, a medium battle is always worth 1 XP.) For every 15 XP that an adventurer accumulates they gain a level.


Combat Encounter Types

One of the ways to keep combat fresh is to vary the types of battles that the players face. If a game session includes multiple combats their difficulty should be varied. A steady diet of hard encounters can be exhausting for adventurers so a few medium or easy battles should be included if the story allows for it. 

The composition of battles can vary too. Some class features and attacks (like a rogue’s Sneak Attack) are very effective against a single monster, while others (like a wizard’s fireball ) shine against large groups. Varied encounter composition gives everyone a turn in the spotlight and, conversely, forces everyone to improvise when their go-to moves aren’t optimal. Here are some typical combat encounter compositions. 

Solo Fight. Sometimes the story dictates that the players battle a single enemy, such as a dragon. It’s possible to make this a challenging and satisfying battle, though the opponent is starting off at a disadvantage—no matter how much damage a normal monster dishes out, it’s limited by the number of turns it can take compared to a party of heroes. Legendary and especially elite monsters make the best solo opponents.

A legendary monster with a challenge rating equal to or 50% higher than average party level can provide a medium to hard battle against three or four adventurers. For a larger party, an elite monster of this challenge rating is required to provide the same challenge.

For example, an elite great wyrm green dragon (equivalent to two CR 24 monsters) could be a hard fight for five 19th level adventurers.

Boss and Minions. If circumstances require a big showdown with a single tough opponent, it often makes a lot of sense for this tough enemy to be accompanied by lesser monsters. An archmage or a powerful demon will never let itself be caught alone.

A tough monster with a CR equal to the average party level can keep two or three adventurers busy. For each additional adventurer, add monsters with a CR of 1/3 the adventurer’s level.

For example, a vampire (CR 11) with two vampire spawn (CR 4 each) would be a hard to medium fight for four or five 10th level adventurers.

Commander and Troops. This is similar to a boss and minions battle, but the troops (not the commander) make up the bulk of the challenge. The commander may provide boosts to its allies.

A monster with a CR of up to 1/2 the average party level can match one adventurer. Each additional adventurer can handle two monsters with a CR up to 1/4 their level each.

For example, a boggard sovereign (CR 3) and four boggard bravos (CR 1/2 each) are a medium encounter for three 6th level adventurers.

Team vs. Team. In this type of battle the numbers of adventurers and monsters are roughly equal. Depending on the desired level of difficulty, the CR of the opposition could be between 1/3 and 1/2 average party level.

For example, a 10th level party of three to five adventurers can handle four elementals (CR 5 each), although the fight would be dangerous for only a trio of adventurers.

Horde. Sometimes a party finds itself wading through an army of lowly mooks. This kind of battle will be very easy for adventurers with access to area attack spells like fireball. On the other hand, it might overwhelm a party of rogues or other adventurers that specialize in damaging a single enemy.

Depending on its composition, a party might be able to deal with a force up to five times its size as long as the total CR of all enemies isn’t higher than half the total character level (remember that for Tier 1 adventurers, fractional CRs are doubled!)

For example, four 5th level adventurers are in good stead to defeat 20 hobgoblins (CR ½ each). If the party has two spellcasters, it’s likely they wipe the floor with the hobgoblins. If the party has only melee combatants like rogues or fighters however, they might have a tough time or even be overwhelmed.


Combat Encounter Complications

There are many ways to vary combat encounters other than altering the number of combatants. Unique details of terrain, goals, and enemy strategies create story, add vividness, and unlock tactical options.

Alternate Goals. When an encounter isn’t a battle of attrition, the outcome is determined more by story and circumstance than by encounter guidelines and challenge rating. In a fight featuring a complex trap or other goal, the party is trying to perform some noncombat task while surviving an enemy onslaught.

For example, half of a party might be trying to protect the other half as they disarm a trap, or the party might be trying to survive long enough to convince their attackers that they come in peace. Two sides might be racing to reach the same objective—perhaps a magic jewel across the room, or an NPC on the other side of a city—while attacking and sabotaging each other. The party might be trying to steal something from their enemy, or guard an object from theft: a well-executed plan might avoid bloodshed altogether. Plenty of adventurers might desire a dragon’s treasure but have no stomach to fight the dragon itself!

Ranged Attackers. Ranged attackers, like archers and spellcasters, do best when they’re difficult to reach. Intelligent ranged attackers will arrange to fight behind a barrier, such as a wall or a melee bodyguard. If behind a wall or on a high ledge, bow-armed goblins can fight well above their weight class. The success of ranged opponents depends on party composition. Kobold slingers give melee fighters fits, but aren’t much good against bow-wielding rangers and spellcasting wizards. 

Shifting Alliances. Instead of two, a battle might be composed of three or more factions. The two weakest sides might form a temporary alliance in order to prevent the stronger side from reaching victory—but betrayal is likely. For example, the party and one of their old adversaries might band together to battle a demonic invasion, finishing their vendetta afterward.

Terrain and Hazards. Every conflict is set somewhere, and a vividly described location enhances a scene on a visceral and tactical level. A battlefield with high ground, obstacles, and difficult terrain allows both sides to seek advantage. Usable objects beg adventurers to interact with them. A boiling cauldron will inevitably be spilled, and a feasting table will probably be climbed on or tipped over.

Choke points like doors are tactically useful—so much so that they can come to dominate a battle, causing gridlock. When there’s a strategically important choke point like a door, it can be good to add an alternate route so that clever attackers can outflank defenders. As choke points go, bridges can be more fun than doors (creatures can be pushed off bridges).

Hazards like steep cliffs and lava pools can be treated like a combatant, boosting the encounter CR of the fight. See Encounter Elements for common combat hazards like frigid water, lava, and yellow mold.

Waves. When reinforcements appear halfway through a fight the overall combat is easier than if both groups had appeared together, but harder than two successive battles with a chance to rest in between. This technique can be used to calibrate the difficulty of a battle and to increase tension as the fight goes on. A second group might notice and respond to a conflict, or it might be scheduled to arrive as part of a regular patrol. Possibly an enemy rings an alarm bell or runs to call for reinforcements, and the second wave doesn’t arrive if the messenger is stopped.


Failure in a Combat Encounter

When preparing a combat encounter—especially a challenging one—it helps to consider what failure might look like. Not every battle is a fight to the death with no quarter given, and while failure may lead to consequences and further difficulties for the adventurers, it doesn’t need to be bad news for the players. They’re playing Level Up because they want to overcome difficulties. 

  The Narrator probably has an idea of what will occur if the adventurers are triumphant in a battle. But if the adventurers lose, what happens next? 

  • Do the adventurers escape but suffer a plot setback? What does that look like? If the party is pursuing an important item, it might mean that their enemies obtain it instead. A mission to retrieve it—perhaps a heist—could be a fun followup adventure. 
  • Does the plot change course? Perhaps a party’s ship is attacked by pirates. On a failure, the adventurers might find themselves chained to oars in the pirate galley, and the next session’s mission is to escape and recover their equipment from the captain’s cabin.
  • Are the stakes heightened? A failure may advance a villain’s plans, bringing the world one step closer to a cataclysmic event. Perhaps it results in danger to a valued NPC ally. A combat failure might give the adventurers a glimpse at what’s at risk, propelling the campaign towards a more dramatic finale.
  • Are the adventurers killed? Death does happen. If the plot demands it, failure might result in death for an adventurer or even a dreaded total party kill. However, if a battle will be difficult and failure will result in death, make sure the players are aware of the stakes beforehand. Give them a choice about whether and when to engage in the battle. Unless everyone is on board, it’s unwise to stake the future of a campaign on a battle that’s unavoidable, deadly, and difficult to win. 

Elite Monsters and Failure

A battle against an elite monster can be one of the riskiest and most taxing combat challenges in Level Up. In such a battle, consider alternatives to total victory or crushing defeat.

If a party manages to reduce an elite monster to half its hit points, they’ve already done very well. They’ve dealt enough damage to defeat a normal monster of its type. Their reward, of course, is that the monster starts hitting twice as hard. The battle becomes more dangerous just when the party may have used up its best resources—which heightens the tension, and not coincidentally, the danger of the encounter.

When adventurers are down to their last few hit points and spells, and an elite monster is bloodied but not beaten, consider whether the monster really wants to fight to the death. An intelligent creature may be ready to retreat or be amenable to a truce, perhaps even offering treasure if the party will leave it alone. After all, it’s been beaten half to death itself and it could probably use a rest! The adventurers may have earned its grudging respect, and it might want them alive as captives or even allies. There are many ways that a valiant but unsuccessful battle against an elite monster can lead to a partial victory.

Player Archetypes

Player Archetypes

Everyone shows up to a game to have fun, but what fun looks like is different for different people. When preparing and running a game, the Narrator wants to know what the group enjoys and how to keep them engaged. Understanding what players like helps everyone have fun and feel included in the gaming group.

It’s common for players to enjoy many aspects of the game at different times, but each individual has specific motivations that really spark their imagination and immerse them in the experience. For convenience we use player archetypes to define what aspects of the game someone is particularly enthusiastic about: Character, Combat, Drama, Mechanics, Rules, Socializing, Specialization, Story, Tactics, or the World.

The player archetypes listed below are not immutable. Many players have motivations from more than one archetype, and their type might change depending on their mood, what else is happening in their lives, across different games and campaigns, or even based on who else is at the gaming table. Furthermore, none of these types are inherently good or bad—they are simply different ways of enjoying the game.

Character Enthusiast

Other Names: Actor, Roleplay Specialist

Preferred Pillars: Social

These players want to inhabit their character and come to the table with strong ideas about their character’s background and personality. They thrive when given the opportunity to roleplay and portray their character’s values, and tend to prefer social engagements to fights. They are easily led to adventure by a Narrator who incorporates PC motivations, backstory and relationships.

A character enthusiast is most engaged when they have the spotlight and are presented with situations meaningful to their character, and when drawing on their character’s place in the world. The Narrator should provide opportunities for character development and recruit them to create rich narrative moments that affect the campaign world. When they can play in character with other actors, they thrive—don’t be afraid to sit back and let them spend a session talking around the campfire.

Potential Difficulties: “But it’s what my character would do!” Make sure the player’s character gets along with the world and other PCs; otherwise they will constantly fight against the group and frustrate everyone. Be careful not to let them bore the rest of the table either by attempting to converse with everyone and everything! An occasional conversation with a squirrel is fun, but a whole session of talking to animals causes more action-focused players to switch off. Similarly, character enthusiasts will get bored with too few opportunities to roleplay and develop their character.

Combat Enthusiast

Other Names: Butt-Kicker, Slayer

Preferred Pillars: Combat

To this type of player, a huge amount of the fun of the game is combat. The power fantasy of being able to take down dangerous foes is core to their enjoyment of the game. This may be because combat feels the most like a board game, the player wants some catharsis to blow off real-world stress and frustrations, or some other reason, but whatever the underlying cause these players perk up when the dice hit the table and hit point totals start dropping.

A combat enthusiast is most engaged when adventures include regular combat encounters. Some like graphic or at least exciting descriptions of the violence playing out in the game (which may need to be balanced against the comfort level of the rest of the group). This desire for combat is typically not a big ask, but if more than one session goes by without some sort of physical confrontation these players may get bored and in some cases pick fights with friendly NPCs in an attempt to liven the game up. Another potential point of frustration for these players is when they are prevented from participating in a combat—use paralyzing attacks, sleep effects, and other agency denying mechanics sparingly on adventurers controlled by these players. The same goes for enemies with escape plans such as teleportation effects or vampires that turn to mist. 

Potential Difficulties: In addition to the potential for picking unnecessary fights, there’s also a chance that these players may disengage from noncombat portions of the game. Narrators may need to proactively point the spotlight at them from time to time. One way to do this is to make their martial skill an important bit of knowledge or respect that opens doors for the party as a whole. “You’re Grogthak the wyvern slayer! Yes, of course you and your friends can come in!”

Drama Enthusiast

Other Names: Instigator, Pot Stirrer

Preferred Pillars: Combat and social

Drama enthusiasts are all about making things happen! These players love to take crazy risks and deliberately make bad choices, thriving on the chaos they sow and creating memorable campaign moments. They usually love the immediacy of combat and dislike having nothing to do. Trust these players to take decisive action (pulling levers, attacking the guards, stealing the dragon’s gold from under their nose!) especially when the adventure otherwise grinds to a halt.

A drama enthusiast is most engaged when there is plenty of action and when they are in encounters that invite experimentation. Put them in a tight situation of their own making or offer high risk and high reward scenarios and they’ll be on the edge of their seats. They also love being egged on by NPCs or other players who encourage bold action.

Potential Difficulties: They don’t like over-planning, rules arguments, or anything that slows the pace of play, and can be disruptive to party unity by hogging the spotlight and making impulsive choices that risk getting everyone killed. Also beware the opportunity for dramatic betrayal! When the MacGuffin is on the table the drama enthusiast is tempted to attack other PCs or allies, or snatch it and run, undermining group trust and potentially derailing the campaign altogether. If you have an instigator in your group, make sure you cover expectations around group behavior and player versus player conflict.

Mechanics Enthusiast

Other Names: Min-Maxer, Power Gamer, Theorycrafter

Preferred Pillars: Combat and exploration

These players derive a lot of enjoyment from the mechanical side of the game and spend a lot of time thinking about the interactions between various character abilities. If a player excitedly talks about their “build,” they may be a mechanics enthusiast. Another sign of a mechanics enthusiast is a focus on optimizing PCs solely for maximum effectiveness at combat (typically around a singular tactic), but exceptions exist where a player may design a character that is as competent as possible at a wide range of activities or a specific noncombat role such as stealth, making money, or diplomacy.

A mechanics enthusiast is most engaged when given opportunities for their carefully-crafted PC to shine. Don’t neglect character advancement either, as these players often have planned out their character several levels in advance and will be eager to realize the next stage of their plan. These players can become frustrated when they feel like the work they put into character creation was “wasted.” This can come up in a variety of ways, but generally speaking the player should be allowed to “do their thing” on at least a semi-regular basis. If the PC is a stealth expert, give them places to infiltrate. If the player has built a wizard that focuses on area spells, it’s only sporting to give them a tightly-packed group of enemies to blast now and then. 

Potential Difficulties: Power disparity between PCs can be a real concern. Characters designed for maximum mechanical effectiveness can often overshadow ones that are not unless care is taken by the Narrator to account for the differences. Be especially aware of multiclass builds that use a single primary ability score, as those can sometimes create a “whole greater than the sum of its parts” situation. There’s also the danger of “when all you have is a hammer, every problem looks like a nail” with these players, who may try to solve in-game problems in wildly inappropriate or implausible ways just so they can use their character’s cool abilities.

Rules Enthusiast

Other Names: Rules Lawyer, Sage

Preferred Pillars: Anywhere to demonstrate rules knowledge (usually combat and exploration)

These players find satisfaction in their knowledge or even mastery of the rules of the game—when an odd circumstance comes up in the game and there are rules to address it, they either know the applicable game mechanics off the top of their head or at least have an excellent idea where to look for them. Consistency and fairness are very important for these players, and they may object to the Narrator providing mechanical bonuses for doing things in a fun or entertaining way (the so-called “rule of cool”).

A rules enthusiast is most engaged when their encyclopedic knowledge of the rules is put to work. The Narrator should proactively ask these players to look up and reference rules when there’s a dispute or lack of knowledge at the table. However, they can become frustrated if they feel like the mechanics they have spent so much time and energy learning don’t matter in the game.

Potential Difficulties: Rules enthusiasts can sometimes attempt to hijack the game by insisting on slavish adherence to the rules at all times, and in some extreme cases will even accuse Narrators of cheating if they roll behind a screen or have game events happen by fiat. Conflict can also arise when the player and Narrator interpret a given rules passage differently. These players can sometimes exploit their rules knowledge against the Narrator or other players in an effort to get their way when they are unhappy with something in the game. Establish clear boundaries with these players up front and don’t be afraid to revisit them as the need arises.

Social Enthusiast 

Other Names: Casual Gamer, Watcher

Preferred Pillars: The pillars are the friends we make along the way

The social enthusiast shows up to the game because they love being involved and spending time with friends. They might not care much for the rules, know the details of their characters, or keep extensive notes on the setting, but they are happy to hang out and focus on having fun. As such they are usually happy to fill a gap in the party roster and are great at reminding all involved to not take the game too seriously, helping calm disputes and raise spirits when the dice start betraying the adventurers.

A social enthusiast is most engaged when everyone is having fun, the stakes aren’t too high, and they can socialize in and out of character. They’re happy to be prompted as necessary to use spells and features they might otherwise not recall (especially during turn-based action), but prefer not to be in the spotlight, and hate to be forced to be more involved than they want to be. The Narrator should accept that they’re often happy observing. These players may also enjoy “fourth wall breaking” puzzles or riddles to be solved outside of the game, where they can feel involved without requiring in-game knowledge or actions.

Potential Difficulties: These players can slow the pace of play by not knowing the rules or what to do in character. Because they’re not as engaged in the game as they are in socializing, they can distract other players with out-of-game conversation, get lost in other activities mid-session (such as playing on their phone), or disappear from the table at crucial moments (or miss game sessions altogether). Don’t rely on these player’s characters to be movers and shakers in the game’s plot, and offer in-game reasons for them to drift in and out of scenes to avoid player absence derailing the campaign.

Specialty Enthusiast

Other Names: Archetype Specialist, One Hatter

Preferred Pillars: Combat or social (depending on what the player specializes in)

A specialty enthusiast has a particular type of character that they love to play and typically try to play in any game they participate in whether or not it’s appropriate or makes much sense. What form this takes varies from player to player—sometimes it’s a specific character class, other times it’s a broader concept such as “front-line combatant” or “healer”, or it may even be a personality type such as “edgy loner” or “paragon of virtue.” Depending on how specific the player wants to be, they may need to be told “no,” integrating their preferred character type into a setting or party may be trivial, or something in between. Sometimes these players also stick with a particular concept out of comfortable familiarity or anxiety about being able to play something else.

A specialty enthusiast is most engaged when they get to embody the type of character they want to embody, whatever that means for them. Giving these players space to let them “do their thing” is the surest way to keep them invested. 

Potential Difficulties: Setting boundaries may be necessary with these players, especially if they’re dead set on a character that doesn’t plausibly fit in the campaign world (such as an actual ninja from feudal Japan), and some may need to find a different game if they are unwilling to bend. That said, if their preferred concept fits in the world, there’s no good reason to insist they play something else just for the sake of variety. But while insistence may be a problem, encouragement is another matter—if the Narrator feels the player has become stuck in a rut and could benefit from trying something new, convincing them to experience something different may be the best way to go.

Story Enthusiast 

Other Names: Storyteller

Preferred Pillars: Exploration and social

The story enthusiast is at the table for the unfolding narrative of the fantasy world. They support the story by bringing thematically appropriate characters and a rich backstory tied to an overarching plot, though they are less concerned with any one character’s motivations and personality than with a satisfying tale. Provide a wise mentor and enough clues of the antagonist’s misdemeanors and they will happily follow the call to adventure!

A story enthusiast is most engaged when participating in dramatic scenes with recurring characters and when given opportunities to develop the story through their actions and choices. These players work hard to make integrated characters and feel rewarded when their backstory is incorporated into the campaign’s narrative. They take failures and successes in stride as long as the narrative is interesting, and will often keenly record important events and encounters.

Potential Difficulties: If the campaign lacks plot (consisting instead of disconnected quests and combats) the story enthusiast will get bored. On the other hand these players respect the rules of the game so long as it supports the narrative, and if the rules get in the way, telling a better tale should win! An overzealous story enthusiast might try to force the story based on their preconceived notions, dictate other characters’ actions, or argue against the rules because they don’t support the expected narrative, while more character focused story enthusiasts might also insist on being the protagonist (trying to hog the spotlight during play).

Tactical Enthusiast

Other Names: Mastermind, Planner, Tactician, Thinker

Preferred Pillars: Usually combat (sometimes exploration or social)

Tactical enthusiasts get a great deal of satisfaction out of watching a plan come together. Some don’t mind having a plan come unraveled, but few among them would want that outcome all the time as the thrill of outsmarting the opposition is very satisfying indeed. Sometimes making the plan is almost as enjoyable to these players as executing it. 

A tactical enthusiast is most engaged when one of their plans goes off without a hitch. While it may seem strange, a lot of the time these players find a good anticlimax extremely gratifying. They’ll often become frustrated if nothing ever goes according to plan or the NPC opposition seems to be able to anticipate their every move. Constantly winning is no good either—they can easily become bored if they feel like the other side isn’t even trying—but they may also enjoy puzzles, riddles, and other cerebral challenges that have to be solved by the player rather than with skill checks.

Potential Difficulties: These players can be averse to risk and pessimistic, which can lead to excessive planning at the expense of actually doing something. If they start to bog the game down, introduce some time limits (in or out of game as appropriate). Also, while it is normal and fine for characters to fail, the Narrator should avoid rubbing the player’s nose in it when they do, whether they are a tactician or not.

World Enthusiast

Other Names: Explorer, Lore Expert, Setting Geek

Preferred Pillars: Exploration.

A world enthusiast is seeking new experiences through exploring the game’s setting. They love seeing new places, meeting interesting people, uncovering lost treasures, and learning facts about the world. The promise of exotic locations and different cultures is often enough to lure these players wherever the adventure needs to go.

A world enthusiast is most engaged when encounters call for exploration and their curiosity is rewarded with detailed information about the fictional world. They crave atmosphere as much as combat and story, and love rich descriptions, proper names, cool maps, handouts, and props. They’re likely to be delighted by opportunities to map a location on behalf of the party, and take notes regarding the game world’s history.

Potential Difficulties: A world enthusiast is likely to consume as much information about the game world as is available. Be aware of attempts to exploit player knowledge for advantage (particularly in the context of monster abilities). Worlds with a lot of published material might also become a source of disagreement when the Narrator invents or changes details instead of sticking to existing lore (“setting lawyering”). Their thirst for detail can also be overwhelming for a Narrator and boring to other players focused on other aspects for the game, and likewise they will lose interest in a setting which is inconsistent or devoid of detail.

Potential Conflicts

Certain combinations of play styles have fundamental incompatibilities that can cause conflicts.

Drama Enthusiast and Tactical Enthusiast: A drama enthusiast wants something to happen now and doesn’t mind chaos and failure. A tactical enthusiast wants the satisfying anticlimax. The best way to resolve this conflict is to talk to the players and let them know that they need to give each other space to enjoy their respective styles of play.

Rules Enthusiast and Story Enthusiast: Rules enthusiasts put the rules first and want them adhered to, come what may. Story enthusiasts think the rules should take a backseat to interesting in-game fiction. To resolve this, Narrators should explain whether the game will stick strictly to the rules or treat them more as guidelines as early as possible in a given campaign so players know what they’re getting into—then be consistent to that baseline.

Problem Behaviors

Level Up is a shared activity, and sometimes players (including the Narrator) behave in a way that’s disruptive or disrespectful to other players. The best way to avoid these behaviors is to set expectations before the game begins (see Session Zero in Chapter 1: Introduction), but if they crop up during a game it is helpful to understand why players might be behaving the way they are, and to have a conversation about the type of game the group all wants to enjoy.

Forcing Control

Sometimes friendly advice on what a character can do becomes taking over another character’s actions, denying a player their own character’s agency. This behavior comes about from a desire for a specific outcome, often to avoid the unexpected (and stay safe). A story enthusiast might force control to ensure the story happens “the way it should”, and a tactical enthusiast wants everyone in a combat or heist to follow the plan. 

When a player is forcing control it’s important to set boundaries. Each player only controls their own character’s actions. The narrator might stop play if necessary to remind everyone of character agency, to allow players an opportunity to do what they think is best, whether or not that is the expected or agreed upon action. Some players (social enthusiasts) might be happy having another player give them advice or being swept along by a strong narrative, but be careful to check that the player feels they are still in charge of their own character.

Fudging the Numbers

When a player cheats—by lying about the results of dice rolls, or adding extra money, items, or abilities to their character sheet—they’re fudging the numbers. This behavior comes about from a fear of failure or losing the game. Character enthusiasts might do this to protect their beloved character from death, and mechanical enthusiasts might do it to ensure the viability of their build. 

When the Narrator suspects that a player is cheating it rarely helps to accuse or blame the individual. Remind everyone in the group that without the potential for failure, there is no challenge and little room for character development. Encourage openly rolling dice and regularly check character sheets. When discrepancies show up, ask for explanations and correct mistakes. Provide opportunities for failure to be fun—and include exciting consequences to abate that fear. If failure would be boring anyway, why ask for a roll? This can also be an opportunity to expedite the game by reducing the amount of rolls called for, moving the story forward based on proficiencies the characters have chosen. 

Murderhobos

A common complaint in online gaming communities are “murderhobos”, when adventurers essentially become extremely powerful wandering bandits who kill everything and everyone they meet, grab any loot left over, and then wander off in search of more prey. This can have several root causes. One is that if tactical enthusiasts feel like all NPCs are untrustworthy, they often decline to leave living enemies behind them and strike first. Another cause may be a lack of regard for the noncombat parts of the game. Combat enthusiasts or drama enthusiasts may pick fights just to liven the game up if they feel it has gotten boring. Finally, a lack of in-game consequences for PC actions can lead groups in this direction. 

When the Narrator realizes the characters are becoming murderhobos, the behavior should be met with out-of-game discussion and the group should try to reach a consensus about the style of play that is most appropriate for them and the campaign.

Spotlight Hogging

Some players love to be at the center of attention. When a player insists on making the narrative or action all about them, all the time, they’re hogging the spotlight. This behavior originates with a desire to be the protagonist of the story, or to prevent a slow down of pace through group discussion or indecision. Character and drama enthusiasts are especially prone to this, the character enthusiast wanting to maximize opportunities to roleplay their adventurer, and the drama enthusiast jumping from scene to scene (regardless of continuity) to give input on everything discovered. Narrators should also beware the lone wolf specialty enthusiast who wants to scout ahead while the rest of the party waits. 

When the Narrator notices one player hogging the spotlight, don’t be afraid to cut them off (once they’ve had some time to shine), to actively pass the attention to another player, and use turn-based action to ensure each player has a chance to be involved or give input to an encounter.

Zoning Out

At times players of any type will just stop paying attention to the game. This behavior can have a lot of root causes, and some may have nothing to do with the game itself. 

When the Narrator notices players losing track of what is going on, have a talk with them (ideally privately) and try to determine the root cause. If the issue is out-of-game, be as supportive as possible. If the issue is with the game itself, consider which player archetype is most relevant to the situation and use the advice above as a guide for what might be more engaging to them. Do not, however, crack down on distractions like a ruthless antiquated schoolmaster, especially given that some people actually pay attention better when allowed to fidget a bit—the game is a recreational activity and shouldn’t feel like knowledge prison. 

Safety Tools

Safety Tools

Roleplaying games provide a chance at escapism, an outlet for creativity, and a unique opportunity for collaboration. They are also, however, often largely improvisational. Because of this players can be exposed to potentially upsetting or distressing scenarios. Safety tools give groups an easy way to cut these scenarios short or even avoid them all together.

The most important part of collaborative gameplay is communication. Disruptive players, uncooperative characters—the first step to solving every problem is almost always communication. When using safety tools it is the Narrator’s responsibility to educate the table on their importance and how to use them, and a player’s responsibility to make themselves heard and to utilize the implemented safety tools properly. Without proper communication and collaboration between players and the Narrator, safety tools cannot effectively do what they’re intended to do.

What Are Safety Tools?

During improvisational, collaborative play, situations may arise where one or more players and even the Narrator are stressed, uncomfortable, or just not having fun. Safety tools provide an easy way to check in with each other, learn where one another's boundaries lie, and can help navigate difficult situations when they arise.


Consent and Boundaries

Everyone has their own personal boundaries, and those boundaries may be different for every table that person plays at. It’s important for the Narrator to learn where each player’s personal boundaries lie and to respect them. In some instances—such as when roleplaying difficult situations—the group may benefit from getting consent from each player individually before moving forward with the scene. Crossing a boundary without consent, whether intentional or not, can have devastating effects on the group as well as the players themselves and should be avoided.

Discovering each player's boundaries can be done in multiple different ways. Some players may be comfortable having a frank discussion, while some may appreciate the privacy of being able to fill out a form or survey instead (see the back of the book for the Consent Checklist form). Even seasoned players and table regulars can benefit from these methods as having their boundaries respected can greatly increase anyone’s enjoyment of the game. 

Respecting boundaries is an important part of group play for everyone involved. When boundaries aren’t respected or lines are crossed without consent, a group can quickly fall apart. While the reason behind a boundary might not be known, it is always best to assume that others have a greater understanding of their own lived experiences and mental health—pushing someone to explain the reasoning behind their boundaries is at best rude and at worst can potentially retraumatize someone.

Here are some topics that Narrators should consider when acquiring consent from players or determining boundaries: harm to animals, harm to children, blood/gore, body horror, insects, religious horror, possession, romance (on an individual basis, between PCs, between PCs and NPCs, sexual content, explicit scenes), pregnancy, abortion, miscarriage, sex work, child abuse and exploitation, homophobia, transphobia, racism, sexism, terrorism, war, xenophobia, genocide, slavery, people trafficking, life-threatening illness, mental illness, suicide, physical abuse, substance abuse, psychological abuse, self-harm, starvation, dehydration, torture, natural disasters, gaslighting, police, government aggression, claustrophobia, paralysis or restraints, mind control, cults.


How to Use Safety Tools

Implementing safety tools for the first time can be stressful, and Narrators may be worried at how other people in the group may react to them. It is important to remember that safety tools are here to increase the enjoyment of the game for everyone. If someone is distressed by certain content in the game, that can impact their fellow players; why not just avoid said content and keep the fun going, instead?

To ensure they can be as effective as possible, safety tools are best used in conjunction with other safety tools. This isn’t to say that they are ineffective on their own, only that using multiple safety tools helps ensure the group’s safety and enjoyment. For example, using Lines and Veils provides great groundwork for the game, while also using the X-Card allows a group to catch anything that might have fallen through the cracks during planning. It never hurts to have a backup plan, especially when dealing with sensitive content. 

The best time to implement safety tools is prior to character creation and the start of a game. Session zero is an invaluable safety tool which can provide the perfect opportunity to address and begin including other safety tools. The second best time to implement safety tools is now—the Narrator can do it before the next session, or even turn a mid-campaign session into something similar to the session zero. It’s never too early to introduce a group to safety tools, but it can be too late when situations that might have otherwise been prevented cause a group to break down. 

Safety Tools and Online Play

While most safety tools include information on how to use them in an in-person game, it can be difficult to figure out how to implement them in an online environment. To implement tools like the X-Card or Scene Change, groups can utilize a program's chat features or use a form of direct messaging to activate the X-Card or call for a scene change. Safety tools like lines and veils can be done through messages, private chats, or even online forms. 


Types of Safety Tools

There are numerous different safety tools out there, some of which may work in similar ways. It is up to the Narrator to determine which safety tools are the best fit for their table, and to implement them properly. When the person running the game embraces safety tools themselves it can help their group warm up to the idea faster and make the experience go smoother! 

Session Zero

In roleplaying games a session zero is the equivalent of a job interview. It is one of the most useful safety tools, as it allows players to communicate what they expect from a campaign and what type of game they actually want to play. Below are just a few ways that a session zero can improve the game:

  • Allows the Narrator to prepare a story that aligns with player expectations.
  • Encourages collaborative character creation which can improve a party’s synergy in all pillars of play.
  • Provides a great opportunity for players to introduce themselves, potentially for the first time, and can help determine if players are a good fit for the game. 

A session zero can take place at any point during a campaign, but is the most useful when done beforehand in conjunction with character creation. It can be used as an opportunity to address things like boundaries, preferred play styles, campaign flavor, and table rules. It can also be used as an opportunity for making a truly cohesive adventuring party, and for the Narrator to work the characters' stories into their world. 

Even if the Narrator feels like some of the subjects covered in a session zero don’t apply to their group, discussing things can yield surprising results that merit changes which make the game better. When planning to utilize other safety tools, a session zero is the perfect place to introduce them and lay the groundwork necessary for them to be successful. 

Open Door Policy

The safety tool that requires the least effort is something called an “open door policy”. What this means is that players are able to leave the table or game without judgment as long as they do so in a non-disruptive way. When using this policy, the Narrator should almost always do so in conjunction with other safety tools as this method does little to solve the root of the problem. 

When using an open door policy, it is best to make sure players understand exactly what that means. At some tables it may mean “feel free to leave, whenever, for whatever reason without explanation!”, while at others it may mean “let us know when you feel like you need to leave the table.”

Lines and Veils

The most effective method of determining boundaries is having lines and veils determined by each player, prior to the start of a game or campaign. Multiple checklists for determining lines and veils are available online, or the Narrator may even choose to customize a checklist for the group or the campaign. 

Lines. Lines are something that is a hard boundary for a player, and should be excluded from the game with no questions asked. 

Veils. Veils are often softer boundaries, which are something the player may be comfortable dealing with in game as long as it isn’t explicitly described. When dealing with veils, it is usually best to take a fade-to-black or fast-forward approach. 

When determining a group’s lines and veils it’s best to do so one-on-one to maintain each player's privacy, or through the use of private checklists. While this doesn’t have to be done prior to the start of a game, the earlier on it happens the better. The most common way to utilize this method is by asking players to fill out a form, marking various elements as a “line”, a “veil”, neither, or even as prefered content. This allows the Narrator to save their players’ answers to reference later during a game, or while plotting out the story in advance. 

The Narrator should never argue with a player on what they consider a hard line and what they consider a veil. If the lines and veils a player sets would greatly interfere with the planned game, it’s possible that campaign (or even group) isn’t the best fit for that player. Lines and veils aren’t set to ruin fun or make a game boring, they are set to protect a player, their enjoyment of the game, and their mental health. 

During the course of a game, a player’s lines and veils may change. This is normal as someone becomes more comfortable with a play group or their situation changes, and means it is important for Narrators to periodically check in with their players. 

The X-Card

Of the simpler options, the use of X-Cards is the most popular. This involves a card with a large X which is placed on the table in reach of all players. If someone at the table becomes uncomfortable, all they have to do is touch or raise the X-Card. After someone touches or raises the card, the Narrator and other players should immediately alter the scene by transitioning to a new one or changing what is happening. The player who activates the X-Card should never be questioned on their reasoning, and the game should continue as normal. 

When introducing the X-Card it is important to remember that the introduction can be as important as the card itself. The Narrator should make it clear that the goal is for everyone to play together, that the group is more important than playing the game, and that the X-Card is simply a tool that allows everyone to take better care of each other. 

The X-Card is not a replacement for communication, but a tool to help facilitate it. After the X-Card has been activated, the Narrator should always check in with the group as a whole. Is everyone having fun? Is it time to take a break to process what happened? 

The X-Card was designed by John Stavropoulos and is used here with permission (more information can be found at http://tinyurl.com/x-card-rpg).

Script Change

Another popular safety tool is the script change, which involves the implementation of film ratings (or another rating system) to outline the “audience” the table is playing for, and uses tools based on media controls to influence the game. A player who expects an R-rated game is likely going to want to play very different scenarios than a player who expects a PG or PG-13 rating for their game. It is also one of the most in-depth safety tools, and comprises several different tools. 

Ratings. To utilize this method, the Narrator first determines what rating the game they plan to run would have, then asks the players what rating of game they’re wanting to play. If the ratings don’t line up, players are asked to elaborate on what boundaries they associate with the Narrator’s rating and their own, as people can have different ideas of what a rating like PG-13 or R implies. If the ratings fall too far apart, it may not be the best fit to play that game together. If they differ only slightly, the Narrator should modify the planned game so that it can be enjoyable for all of the players. 

Squicks, Icks, and Picks. Content that players absolutely do not want to encounter should be recorded in the Narrator’s notes as squicks, which are things that merely make a player uncomfortable, and icks, which is content that may be triggering, traumatizing, or distressing. Content or gameplay elements that players do want to encounter should be recorded in the Narrator’s notes as picks, which can help them shape the direction of the game. 

Change the Script. The core tools of the Script Change are fast-forward, frame-by-frame, pause, rewind, and resume, but additional tools can be included such as highlight reel, instant replay, and wrap meeting. To make things easier, each player should have an indeX-Card for each tool to be used in a similar way to the X-Card. To call for a script change, players can simply say “rewind”, “pause”, and so on, or they can tap or raise the appropriate script change tool.

When asking for a script change players can be as descriptive (“Could we rewind that statement? I don’t think my character would actually say that!”) or as vague (“I’d like to fast forward this scene.”) as they like. Like with other safety tools, there is no expectation to explain the reasoning behind requesting a script change. After resolving the script change, a player can simply say “resume” to continue the game as normal. 

Rewind. A rewind can be called for to help someone catch information they might have missed, or to address an issue that couldn’t be addressed during play. Rewind can also be used to rewind entire scenes, at which point the content that has been rewound is no longer considered canon and the group is creating a new story. 

Fast-Forward. A fast-forward can be called for when a scene has reached a logical conclusion, or a player wishes to skip difficult content. It can be used to end a scene or encounter, or for larger gaps when necessary and discussed with the Narrator.

Pause. A pause can be called for when a player needs a minute to process difficult content or an intense scene. A pause can also be called simply for bathroom breaks, snack breaks, or to discuss something that might have come up during play. When the player who called for the pause is ready to play, they should say “resume” to let the table know to continue. 

Frame-by-Frame. Frame-by-frame can be called for to let the Narrator and other players know to take it slow through a scene. It could be due to difficult content, or even just something a player is unsure about and would like to approach cautiously. Once the player is ready for regular play to resume, they should say “resume” or “play” to let the table know to continue. Topics that a player would like to handle frame-by-frame can also be addressed at the beginning of a game or privately with the Narrator.

Highlight Reel. Using the highlight reel tool takes place at the end of a session, and is intended to allow players to point out things they liked about the session. Each player should get the chance to mention something they enjoyed and the Narrator should as well. This tool is intended to be strictly positive and should focus only on the good parts of the session. 

Wrap Meeting. This tool provides an opportunity for the group to discuss the rest of the game that wouldn’t be addressed during a highlight reel, and also takes place at the end of a session. This can be used to get clarification on information, address problematic content, or even address problem table behaviors. While a wrap meeting does not need to be strictly positive, like the highlight reel, it should be a supportive environment where players can feel comfortable talking about issues that may have arisen during play.  

Bloopers and Outtakes. Like highlight reels and wrap meetings, bloopers and outtakes should be used at the end of a session. This tool focuses on constructive criticism, and self-improvement. Bloopers should have a funner, “whoopsie” vibe, while outtakes are more serious things like conflict or emotional harm. When using this tool, the Narrator should allow for 4 “reels” of sharing:

  1. For the first round of sharing, players who share bloopers should use “I” statements. An example would be, “I overreacted to this scene.”
  2. When sharing in this reel, players should continue to use “I” statements, but instead include statements about how the bloopers from reel 1 made them feel. 
  3. During this reel, players should use “I” statements to address constructive criticism or conflict within the game. Let players state their thoughts and experiences, and remind everyone to use extreme care in how they might respond. 
  4. Players should continue to use “I” statements, while trying to take special care to understand each other and owning any hurt they may have caused. 

At any point during the sharing of bloopers and outtakes, players and the Narrator can call for a pause. This can be used to take a break and allow people to cool off, or to address a situation that may have come up more in depth. 

The Script Change Tool was designed by Beau Jágr Sheldon and is used here with permission (more information can be found at briebeau.com/scriptchange).

Collective Understanding

With the variety of games available, even when only counting tabletop roleplaying games, it is inevitable that players from different backgrounds will have different ideas on how to best play any game. With this tool, the Narrator can ensure all of their players are on the same page and hopefully avoid the clashing of playstyles. 

The point of using this tool is to create a clear picture of the game being played, not to attempt to find a way to combine incompatible playstyles. Prior to the beginning of a campaign, the Narrator and players should get together, in real time, to ask questions and go over a checklist to define the campaign. This can be done around the table in person or digitally so long as everyone can discuss and make choices together. Once together, the group can work to determine which choices work the best for the game, and why. If two players, or the players and the Narrator, do not agree on the same fundamental things this tool will not help discover common ground that isn’t there—what it will do, however, is let the Narrator and players know prior to the beginning of a game whether or not this is the right group. For each choice, only one answer should be chosen. There is room for negotiation of course, but all choices should be made as a group as the results will determine the kind of game being played. 

For some choices there may only be one answer that works for the game being discussed. In these cases that should be made clear when discussing that question to ensure all players are comfortable with it. Checklists to use with this method can be found online, or the Narrator can make their own with options that are tailored specifically to the game. When making a checklist, make sure to touch on the following points;

  • Is the point of playing to win?
  • Are the players expected to work together? Pursue personal goals? Work against each other?
  • Is the Narrator expected to wing it? Be prepared for anything? Provide a challenging game?
  • Are the players' roles to follow the story? Make their own story? 
  • Is the relationship between the rules of the game and this campaign important? Unimportant? “What rules?”

Another way to ensure players are on the same page with their playstyles is to include different scenarios, and responses to those scenarios, as choices and answers on the checklist. 

Did all of the players choose the same answers or at least agree on most of them? If so, great! If not, the Narrator may need to find another group, or find another game for this group to play together. If the Narrator finds that the tone of the game shifts dramatically after a couple of sessions, or several sessions down the line, consider running through the checklist with the players again. Just like with setting lines and veils, a player’s (or Narrator’s) preferences and playstyle may change over time. 


Something Went Wrong—Now What?

Eventually, regardless of how well safety tools have been used, something will inevitably happen. Players don’t always get along, characters don’t always work together, and the Narrator doesn’t always have all of the answers. When dealing with these situations it is important to remember that the players are only human (we assume). 

If a difficult situation arises in a group, the Narrator should try to remember the following advice:

  • When discussing difficult topics or navigating arguments, it’s best for all parties involved to use “I” statements. This involves saying things like, “I feel,” and, “I think,” rather than “You did,” or, “You said,”. This helps avoid placing blame and can help to keep situations civil.
  • The Narrator should dissuade players from confronting others in front of the group, as it puts them on the spot and can make it harder to achieve the desired outcome. If the issue is relatively small, the Narrator may try approaching the other player privately to have a discussion about what happened. For bigger or more distressing issues, the Narrator’s role might be to mediate group discussions to address the problem in an oblique manner that doesn’t alienate anyone involved.
  • Stepping back and taking a break, even during a session, can allow everyone time to calm down and let the group approach the problem with new eyes. 

Equipment

Equipment

Whether you find yourself in the cobbled confines of an alleyway meeting an alchemist of ill repute, peering into the weathered face of a tinker as she shows you her wares, or navigating the bustling crowds and heady aromas of a marketplace to find a traveling armorer, the world offers many objects to enhance your adventures. You may find mundane and miraculous items ranging from the small and inconsequential to the legendary and deadly.

For day-to-day adventuring there are some staples that come in handy at any level. A sturdy length of rope, well-made armor, and a source of light could well be the difference between a successful quest and an early demise.

In this chapter you’ll find both common items and more unusual knickknacks that you may find most efficacious in your travels.


Starting Equipment

Your character’s beginnings determine the supplies they have access to at the start of your adventure. Choices made during character creation provide a list of default gear, but there is also the option to forgo this standard list and select items that you feel better fit your character. Simply choose your class from the table below and spend the allotted amount of gold on the equipment detailed in this chapter.

  How your character came by your starting equipment is up to you. Perhaps they pickpocketed gold until they could afford the shiniest axe, or excelled in transmutation class and were given a beautiful crystal spell focus as a reward. An herbalism kit may be passed down through generations of village healers, or a holy text may be a treasured inheritance from a devout relative. These items are not simply useful implements for your adventuring—they are opportunities to flesh out your character.

Starting Gold Per Class

Adept   30 gp

Bard 135 gp

Berserker 120 gp

Cleric 125 gp

Druid 115 gp

Fighter 140 gp

Herald   200 gp

Marshal 200 gp

Ranger 150 gp

Rogue 125 gp

Sorcerer 100 gp

Warlock 110 gp

Wizard 100 gp


Trading

While gold pieces and other coinage are used to describe the value of items throughout this chapter, they are not the only way wealth manifests itself in the world. Merchants and crafters accept coins, and most people will have access to coins to give as quest rewards. Other types of currency and trade are common too. Gems, information, services, and exchanged goods are useful ways for the average person to acquire what they need. Working people of every stripe may find it easier to barter day-to-day, and many local governments accept taxes in valuable items that meet the amount due—whether that be poultry or fine wines. The wealthy may trade in the same way albeit on a grander scale such as with deeds, parcels of land, or full bars of precious metal.


Currency

Coinage varies widely in appearance across realms and sometimes even between cities. Coins are minted with the faces of different rulers and in different shapes or patterns. Sometimes these designs represent their originating culture, and sometimes simply to make a forger’s job harder and rightly so—despite best efforts to thwart them, forgeries are common. Merchants and vendors may be suspicious if your character’s spending power is incongruous with their appearance, and may test coins (either openly or surreptitiously).

Most coins from across the world are made from the same weight of their respective metal, ensuring easy trade across continents and oceans. A gold piece is the usual standard unit of wealth, and when discussing deals and trade merchants will often refer to value in gold pieces even if the final trade involves gems, metal bars, or services.

The average day’s wage for a skilled artisan such as a tailor, carpenter, or armorer is a single gold piece. 

One gold piece is equivalent to 10 silver pieces. A silver piece is half a day’s wages for an unskilled laborer. 

One silver piece is equivalent to 10 copper pieces, the most common coinage amongst the lower-paid working class. 

Other coins of less common metals may be found while traveling. Electrum and platinum are not unheard of, but may not spend easily. Cautious merchants may avoid unfamiliar currency to avoid being duped by a forgery.

On average, 50 coins of any value weigh 1 pound.


Table: Exchange Rates and Relative Value

Currency

Copper Piece

Silver Piece

Electrum Piece

Gold Piece

Platinum Piece

Copper

1

1/10

1/50

1/100

1/1,000

Silver

10

1

1/5

1/10

1/100

Electrum

50

5

1

1/5

1/20

Gold

100

10

5

1

1/10

Platinum

1,000

100

20

10

1

 


Trading Valuables and Treasure

It’s likely that on your adventures you’ll come across an immense variety of valuables ranging from unusual trinkets to weapons and armor of every make, shape, and size. While common items can be sold in almost any town, some more unique items may be difficult to sell without locating a specialist or a sufficiently wealthy collector.

Used Weapons, Armor, and Equipment

Used equipment in good working order will usually sell, but it may be worth half (or even less) than a new item. This is not a hard and fast situation and vendors may be swayed into giving more—how your character persuades someone to do that is up to them.

Magic Items

The ease of selling magic items differs from place to place. If in a region where magic is commonplace—perhaps an arcane academy is nearby—selling these items is relatively straightforward and can be highly profitable. In regions where magic is rare, vendors may not believe the item is genuine let alone be willing to buy it. If they can be sold, magic items are valuable and often cost more gold than the average person would see in a year or even a lifetime.

Treasure and Art

Items such as gems, precious metals, jewelry, and art are valuable because they are sought after across the world. For this reason they rarely diminish in price and may even gain value as time goes by. Lost relics or pieces by master crafters are especially likely to bring in vast amounts of gold despite their lack of magical or practical utility.

Basic Trade Goods

Trade goods such as grain, salt, and domesticated beasts are sought after everywhere and so are unlikely to diminish much in value from place to place. Because of their almost universal usefulness, these are the items most commonly used to barter for the average person.

Pagination