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Wishes used on ability scores: For attributes less than 10 1 wish can raise them, 1 ability per wish,

to 10. After 10 gain 1 point per wish used up


to 20 after which it takes 2 wishes to raise 1 point, but cant raise any ability beyond 50% above its starting number, and under no situation can
an attribute be raised above 25.
Alignments
Lawful Good
Lawful Neutral
Lawful Evil
Neutral Good
True Neutral
Neutral Evil
Chaotic Good
Chaotic Neutral
Chaotic Evil
Money
Copper Piece, CP = 1/100 GP
Silver Piece, SP = 1/10 GP
Electrum Piece, EP = 1/2 GP
Gold Piece, GP = 1/5 PP, 2 EP, 10 SP, 100 CP
Platinum Piece, PP = 5 GP, 10 EP, 50 SP, 500 CP

Expenses
Cost of Living: Squalid: 3 GP/month, Poor: 5 GP/month,
Middle-Class: 50 GP/lvl/month, Wealthy: 200 GP/lvl/month.
City Tax: 1 CP per head/horse/wheel, 1 SP per weapon other than daggers,
1 GP per magic weapon/item (applied to outsiders upon entering a city,
applied to citizens once a year.)
Kings Tax: 1 SP per head/horse/wheel, 10% value of all property owned. (Yearly tax.)
Kings Road Toll: 1 CP per horse/wheel (usually collected by the kings men for every
30 to 50 miles traveled.)
Dock Fee: 1 SP per ton of ship (collected upon docking before permission to disembark
is given.)

Item HP
Chair: 1D8+1
Common Leather: 2D4
Glass Bottle: 1D2
Glass Pane / Mirror: 1
Rope: 1D4+1
Wooden Door / Table: 1D20+30
Wooden Pole: 2D6
Languages: Almost every intelligent race has its own native tongue, some races like giants, elementals, dragons, etc. have a racial common
tongue and a sub-race specific tongue.
Constructing Magic Items
Items must be made of the highest quality (x10 cost), Enchant an Item & Permanency spells may also be required. Success is 60% +1/lvl of
mage -1 per each spell, special process, & unique ingredient.
Cost to construct: Item + 1/10 listed cost of any spells needed + cost of any unique ingredient required.
Note: most combat related spells cost 100 GP x the spell level. (fireball 300 GP, magic missile 100 GP, etc.)
Mages earn 10 XP per + x 50 XP per ability (spell) x 100 XP per special purpose. After creation of items the mage must rest for 1 day per 100
XP earned.
Mages experience drain from casting magic, when casting spells within their level capabilities they can cast their Int x4 in spells per day, from
1 to 3 lvls higher Int x3 per day, 4 to 5 lvls higher Int x2 per day, 6 to 7 lvls higher Int per day, & 8 lvls higher Int per day.

XP Awards
Warrior: 10 per HD of creature defeated
Priest: 100 per successful use of a granted power
100 x spell level per spell successfully cast
XP value of potion, scroll, or magic item successfully made
Wizard: 50 x spell level per spell cast
500 x spell level per spell successfully researched
XP value of potion, scroll, or magic item successfully made
Rogue: 200 per successful use of ability
2 per GP value of treasure obtained
5 per HD of creature defeated (Bard & Ninja only)
Initiative Modifiers
Haste: -2
Slow: +2
Slippery footing: +2
Wading in deep water: +4
Attacking with weapon: Weapon Speed -any magical + it has
Natural Weapons: +2
Breath Weapon: +1
Innate Spell Ability: +3
Misc. Magic Item: +3
Potion: +4
Ring: +3
Rod: +1
Casting a spell or reading a Scroll: casting time of spell
Staff: +2
Wand: +3
Time
1 Round = 10 seconds
6 Rounds = 1 minute
1 Turn = 10 minutes
6 Turns = 1 Hour
The Calendar of Harptos
Order Name
Colloquial Description Gregorian Month
1
Hammer
Deepwinter
(January)
-Midwinter2
Alturiak
The Claw of Winter,
(February)
or the Claws of the Cold
3
Ches
of the Sunsets
(March)
4
Tarsakh
of the Storms
(April)
-Greengrass5
Mirtul
The Melting
(May)
6
Kythorn
The Time of Flowers
(June)
7
Flamerule
Summertide
(July)
-Midsummer8
Eleasias
Highsun
(August)
9
Eleint
The Fading
(September)
-Higharvestide10
Marpenoth Leafall
(October)
11
Uktar
The Rotting
(November)
-The Feast of the Moon12
Nightal
The Drawing Down
(December)
Special Calendar Days
Midwinter: Midwinter is known officially in Cormyr as the High
Festival of Winter. It is a feast where, traditionally, the local lords of
the land plan the year ahead, make and renew alliances, and send
gifts of goodwill. To the common-folk throughout the Realms, this
is Deadwinter Day, the midpoint of the worst of the cold.

Greengrass: Greengrass is the official beginning of spring, a day of


relaxation. Flowers that have been carefully grown in the inner
rooms of the keeps and temples during the winter are blessed and
cast out upon the snow to bring rich growth in the season ahead.
Midsummer: Midsummer, called Midsummer Night or the Long
Night, is a time of feasting and music and love. In a ceremony
performed in some lands, unwed maidens are set free in the woods
and hunted by their would-be suitors throughout the night.
Betrothals are traditionally made upon this night. It is very rare
indeed for the weather to be bad during this night, such is
considered a very bad omen, usually thought to foretell famine or
plague.
Higharvestide: Higharvestide heralds the coming of fall and the
harvest. It is a feast that often continues for the length of the harvest
so that food is always on hand for those coming in from the fields.
There is much traveling about on the heels of the feast, as
merchants, court emissaries, and pilgrims make speed before the
worst of the mud arrives and the rain freezes in the snow.
The Feast of the Moon: This festival, also called Moonfest, is the last
great festival of the year. It marks the arrival of winter and is also
the day when the dead are honored. Graves are blessed, the Ritual of
Remembrance is performed, and tales of the doings of those now
gone are told far into the night. Much is said of heroes and treasure
and lost cities underground.
Wars, by the way, are often but not always fought after the harvest is
done, continuing as late as the weather permits. The bulk of the
fighting takes place in the month of Uktar, and the ironic practicality
of the Feast of the Moon is readily apparent.
Shieldmeet: Once every four years, another day is added to the year in
the manner of February 29 in the Gregorian calendar. This day is
part of no month and follows Midsummer Night. It is known as
Shieldmeet. It is a day of open council between nobles and people, a
day for the making and renewing of pacts, oaths and agreements. It
is a day for tournaments, tests and trials for those wishing to
advance in battle fame or clerical standing, for entertainment of all
types, particularly theatrical, and for dueling.
Marking the Years
Dale Reckoning (DR): Dale Reckoning is taken from the year that
humans were first permitted by the Elven Court to settle in the more
open regions of the forests. In some texts, primarily those which do
not have direct ties to Dales history, Dale Reckoning is called
Freemans Reckoning (FR).
Cormyr Reckoning (CR): Cormyr Reckoning begins at the foundation
of House Obarskyr, the dynasty that still rules that land. The 25-year
gap between Cormyr Reckoning and Dale Reckoning has caused
much of the confusion regarding elder days. Timelines and
calendars of the period often use DR designators, but place the
founding of Cormyr at 1 DR instead of 26 DR. This is
understandable, given that the two reckonings are from two nearby
parties and spread by a third (the merchants of Sembia), but it
causes learned sages to slam their heads violently against their desks
trying to figure things out.
North Reckoning (NR): Used in the City of Waterdeep, North
Reckoning dates from the year Ahghairon became the first Lord of
Waterdeep. A more archaic system called Waterdeep Years (WY)
dates from the supposed first use of Waterdeep as a trading post.
Largely abandoned except in ancient texts, the current year would
be 2455 WY.

The Roll of Years


Due to the various means by which time is measured in the Realms
each year has a given name to help sages keep track of what
happened when. Below is a brief example.
The Year of the Dragon (1352 DR)
The Year of the Arch (1353 DR)
The Year of the Bow (1354 DR)
The Year of the Harp (1355 DR)
The Year of the Worm (1356 DR)
The Year of the Prince (1357 DR)
The Year of Shadows (1358 DR)
The Year of the Serpent (1359 DR)
The Year of the Turret (1360 DR)
The Year of the Maidens (1361 DR)
The Year of the Helm (1362 DR)
The Year of the Wyvern (1363 DR)
The Year of the Wave (1364 DR)
The Year of the Sword (1365 DR)
The Year of the Staff (1366 DR)
The Year of the Shield (1367 DR, the year just ending)
The Year of the Banner (1368 DR)
The Year of the Gauntlet (1369 DR)
The Year of the Tankard (1370 DR)
The Year of the Unstrung Harp (1371 DR)
The Year of Wild Magic (1372 DR)
The Year of Rogue Dragons (1373 DR)
The Year of Lightning Storms (1374 DR)
The Year of Risen Elfkin (1375 DR)
The Year of the Bent Blade (1376 DR)
The Year of the Haunting (1377 DR)
Common Titles
Emperor (Empress): Rules over other kings and princes.
High King: Rules over lesser kings, often an elected position.
Common in Barbarian Cultures.
King (Queen): Ruler who is the supreme authority in his land. A
king normally owes fealty to no other.
Kahn: Powerful nomad. Rules a great tribe or tribal federation.
Archduke (Archduchess): Royal duke, possibly next in line for the
throne, always a sibling of a king.
Prince Royal (Princess Royal): Child of a king or an emperor. A
Crown Prince will assume the throne.
Duke (Duchess): Rules over one or more marquises.
Marquis (Marquese): Rules over one or more viscounts.
Chieftain: Tribal leader, usually leads a single tribe.
Viscount (Viscountess): Rules over one or more counts.
Jarl or Eorl: Barbarian equivalent of a marquis, count or baron.
May be hereditary, but often appointed
Sub-chieftain: A tribal chieftain 's lieutenant.
Count or Earl (Countess): Rules over barons.
Baron (Baroness): Rules a barony, smallest sized fiefdom.
Baronet (Baroness): Below a baron, given to commoners.
Prince (Princess): Child of a Noble. Also may be the ruler of a
Principality in which case he is equal to a king.
Knight ("Sir" or "Lady"): An earned title which cannot be
inherited. Usually granted by a king.

Hetman (Hetwoman): A village leader


Holy Titles
Below is a list of titles for the church of I AM listed in order from
highest to lowest in rank.
Pope: Found at the main church, there is only 1 Pope and the
location of the HQ for the order is a closely guarded secret.
When the Pope travels to visit other churches, which is a rare
happening, he is well guarded and has a personal escort of no
less than 20 paladins a minimum of 20th level each.
Archbishop: Rare in the order, these are the leaders of churches
in major cities with a population of 175,000 or more persons.
Bishop: Slightly more common a bishop can be found in major
cities, population 100,000 or more, and traveling. Bishops have
the responsibility of traveling to newly constructed churches
and ordaining them for service.
Cardinal: Cardinals can be found as the leader of any church in a
city with a population of 50,000 or more. They also aid bishops
with the running of churches in larger cities.
The Priesthood
Priest/Priestess: This is a formal and informal title used by most
folk as a simple indicator that a person is a holy man; it is
similar to the use of father or sister in the church and does not
actually hold any form of rank.
Pastor: This is the small town religious leader any community
with a population of 1,000-15,000 will have a church headed by
a pastor. Pastors are also called Reverend and Father, female
pastors while rare do exist and hold the same title but can also
be called Mothers.
Vicar: Aids to pastors and other higher ranking church officials.
Monsignor: Is an honorific title which does not add to authority.
Deacon: Deacons are ordained ministers who are intended to
focus on the ministries of direct service and outreach rather than
pastoral leadership. They are typically assigned to a parish and
have a role as the ordinary minister of the Gospel and the
Prayers of the Faithful; they may preach the homily at Mass.
Friar: A kind of monk; Friars are traveling priests that spread the
word to rural communities that do not have a permanent church
for whatever reason. The position of Friar is somewhat unique
in the hierarchy as it is the only position the can be directly
elevated to any of the higher positions up to bishop without
having to climb the ladder of succession. When a hamlet
builds a new church it is often, but not always, due to the
presence of a Friar.
Acolyte: This is the rank given to a member of the clergy that has
served faithfully for a period of no less than 6 months and not
more than 3 years. Acolytes that have failed to ascend to
deaconship at the end of 3 years are either granted the rank of
friar or remain in their home church as lesser aids.
Initiate: These are the newest of recruits into the church.
Depending on the region initiates are either allowed to live in
their own homes if they own one, live in barracks style housing
on church grounds or sent away to secluded monasteries for a
period of 1 to 2 years of study before attaining the rank of
acolyte. An initiate that fails to attain the rank of acolyte after 2
years is turned away from the priesthood, though they can
attempt to rejoin after a period of 5 years.

Item Saving Throws


Fall
Magic Fire Fire
Cold
Lightning Electricity
6
9
3
2
8
2
6
9
3
2
8
2
N/A 16
13
2
18
2
14
7
4
6
17
2
2
6
4
3
13
2
3
6
2
2
12
2
N/A 19
17
5
19
16
N/A 19
19
2
19
2
N/A 17
4
13
18
15
11
3
2
4
2
2
8
3
2
2
14
2
8
3
2
2
14
2
N/A 10
6
2
12
2
2
7
5
2
9
2
2
11
9
2
10
2
Character Saving Throws
Class
Paralyzation/Poison/Death Magic Rod/Staff/Wand Petrification/Polymorph Breath Weapon Spell
Priest: -1 per 3 lvls:
10
14
13
16
15
Rogue: -1 per 4 lvls:
13
14
12
16
15
Warrior: -2 per 2 lvls:
16
18
17
20
19
Wizard: -2 per 5 lvls:
14
11
13
15
12
Item
Bone
Ivory
Cloth
Glass
Leather
Metal
Oils
Paper
Potions
Pottery
Rock
Crystal
Rope
Wood, Thick
Wood, Thin

Acid
11
11
12
5
10
13
16
16
15
4
3
3
12
8
9

Crushing Blow
16
16
N/A
20
3
7
N/A
7
N/A
18
17
17
2
10
13

Creature XP Values
HD or Level
> 1-1
1-1 to 1
1+1 to 2
2+1 to 3
3+1 to 4
4+1 to 5
5+1 to 6
6+1 to 7
7+1 to 8
8+1 to 9
9+1 to 10+
11 to 12+
13 or more

Disintegration
19
19
19
19
19
17
19
19
19
19
18
18
19
19
19

XP Value
7
15
35
65
120
175
270
420
650
975
1,400
2,000
3,000 +1,000 per HD over 13

Class
Priest
Rogue
Warrior
Wizard
Class
Priest
Rogue
Warrior
Wizard

1
20
20
20
20
31
0
4
-10
10

2
20
20
19
20
32
0
4
-11
10

3
20
19
18
20
33
0
3
-12
10

4
18
19
17
19
34
-2
3
-13
9

5
18
18
16
19
35
-2
2
-14
9

6
18
18
15
19
36
-2
2
-15
9

7
16
17
14
18
37
-4
1
-16
8

8
16
17
13
18
38
-4
1
-17
8

9
16
16
12
18
39
-4
0
-18
8

10
14
16
11
17
40
-6
0
-19
7

11
14
15
10
17
41
-6
-1
-20
7

20
31
-11

1
19
33
-13

2
19
34
-13

3
17
35
-15

4
17
36
-15

5
15
37
-17

6
15
38
-17

7
13
39
-19

8
13
40
-19

9
11
41
-20

10
11
42
-20

11
9
43
-20

1-1
20
32
-11

Ability
AC 0 or lower
Blood Drain
B.W. Weak
B.W. Strong
Causes Disease
Psychic
Energy Drain
Flies
4+ attacks/rd
great HP
High Int
Hit by magic/silver
Immune to Spell

Mod
+1
+1
+1
+2
+1
+2
+3
+1
+1
+1
+1
+1
+1

Calculated THAC0
Level
12 13 14 15 16 17
14 12 12 12 10 10
15 14 14 13 13 12
9 8 7 6 5 4
17 16 16 16 15 15
42 43 44 45 46 47
-6 -8 -8 -8 -10 -10
-1 -2 -2 -3 -3 -4
-20 -20 -20 -20 -20 -20
7 6 6 6 5 5
Creature THAC0
HD
12 13 14 15 16 17
9 7 7 5 5 3
44 45 46 47 48 49
-20 -20 -20 -20 -20 -20

HD Modifiers
Ability
Mod
Weapon Immunity +1
Invisible at Will
+1
Lvl 2 or low spells +1
Lvl 3 or high spells +1
Magic Resistance +1 / 10%
Missile Weapons +1
Mult. Att. 30+ dam +2
Paralysis
+2
Petrification
+3
Poison
+2
uses magic item
+1
Regeneration
+1
1 attack 20+ dam +2

Ability
Spec. Defense
Spec. Magic Att
Spec. Att
Swallow Whole
Cause Weakness
Cause Fear

Mod
+1
+2
+1
+2
+2
+2

18
10
12
3
15
48
-10
-4
-20
5

19
8
11
2
14
49
-12
-5
-20
4

20
8
11
1
14
50
-12
-5
-20
4

21
8
10
0
14
51
-12
-6
-20
4

22
6
10
-1
13
52
-14
-6
-20
3

23
6
9
-2
13
53
-14
-7
-20
3

24
6
9
-3
13
54
-14
-7
-20
3

25
4
8
-4
12
55
-16
-8
-20
2

26
4
8
-5
12
56
-16
-8
-20
2

27
4
7
-6
12
57
-16
-9
-20
2

28
2
7
-7
11
58
-18
-9
-20
1

29
2
6
-8
11
59
-18
-10
-20
1

30
2
6
-9
11
60
-18
-10
-20
1

18
3
50
-20

19
1
51
-20

20
1
52
-20

21
-1
53
-20

22
-1
54
-20

23
-3
55
-20

24
-3
56
-20

25
-5
57
-20

26
-5
58
-20

27
-7
59
-20

28
-7
60
-20

29
-9
61
-20

30
-9
62
-20

1D20+mods
2 or less
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20 or more

Friendly
Friendly
Friendly
Friendly
Friendly
Friendly
Friendly
Indifferent
Indifferent
Indifferent
Indifferent
Cautious
Cautious
Cautious
Cautious
Threatening
Threatening
Threatening
Hostile
Hostile

Indifferent
Friendly
Friendly
Friendly
Friendly
Friendly
Indifferent
Indifferent
Indifferent
Indifferent
Indifferent
Cautious
Cautious
Cautious
Threatening
Threatening
Threatening
Threatening
Hostile
Hostile

Reaction Table
PCs Are Acting
Threatening
Friendly
Friendly
Cautious
Cautious
Cautious
Cautious
Cautious
Cautious
Threatening
Threatening
Threatening
Threatening
Threatening
Threatening
Hostile
Hostile
Hostile
Hostile
Hostile

.
Hostile
Flight
Flight
Flight
Flight
Cautious
Cautious
Cautious
Threatening
Threatening
Threatening
Threatening
Hostile
Hostile
Hostile
Hostile
Hostile
Hostile
Hostile
Hostile

See p. 154 DMG for cost of spells cast by an NPC


See p. 144 DMG for a list of NPC professions
See p. 148 DMG for a price list of Military NPCs
See p. 150 DMG for Common Wages
See p. 170 DMG for Ship tables
See p. 180 DMG for Treasure Table
See p. 89 (reader) of Heroes of Legend for a quick list of titles that can be awarded to characters.
See p. 85 (reader) of Heroes of Legend for a list of possible blessing that can be bestowed on characters.
See p. 84 (reader) of Heroes of Legend for a list of possible curses that can be bestowed on characters.

Community Populations
11
Hamlet: 50-250, 3-8 residents per home only a
few dozen homes.
Village: 200-1000, more than 2 dozen but less
than 200 homes.
12
Town: 500-15000, many homes and several
public buildings including a business
district.
City: 15000-200000, the largest and most
13
diverse of communities.
Random City Generation
Type of Government
1D20 Government
1
Anarchy: This is basically a lack of
government.
2
Autocracy: In this form of
government, one self-appointed
person holds supreme authority. It
is a form of dictatorship in which
the ruler is sometimes considered a
tyrant or a despot.
3
Bureaucracy: This is essentially
government by bureaus or
departments
4
Collegium: This is government by an
elite group of people, each of
whom has approximately the same
amount of power.
5
Democracy: The residents of this
community have established their
own government, either by putting
themselves in the government or
by appointing representatives to
rule for them.
6
Dictatorship: Similar in some
respects to an autocracy, a
dictatorship is a very strict form of
government in which authority
resides in the hands of one
individual. However, this person is
not necessarily a tyrant or despot.
7
Feodality: This is a form of
government that is almost always
coupled with another government
type, with the officials in that
government setting up a system of
feudalism.
8
Gerontocracy: This is rule by elderly
men and women.
9
Gynarchy/Matriarchy: Women rule in
this form of government, whether
it be a council of several women or
one woman who is in a supreme
position of authority.
10
Hierarchy: Clergy govern in this
system, with the highest-level
church leaders having the most
authority.

14

15
16

17
18
19
20

Magocracy: Wizards, particularly


mages, are the leaders in a
community with this form of
government.
Militocracy: The leaders of the
communitys military forces are in
charge, and the residents are
governed by the military.
Monarchy: In this government, one
person (the equivalent of a king,
queen, sultan, emperor, etc.) has
the hereditary right to rule.
Oligarchy: In this form of
government, power rests with a
few individuals, perhaps but not
necessarily members of the same
family.
Patriarchy: This is similar to a
gerontocracy, but the rulers are
men only.
Pedocracy: Well-educated persons
and scholars are in charge under
this system, and they establish
laws which they believe are in the
best interest of those they govern.
Plutocracy: The wealthy are the
rulers in this form of government.
Republic: This is similar to a
democracy, because it is a
representative form of government.
Syndicracy: This is government by a
group of merchants and tradesmen.
Theocracy: This is a form of
government derived, or supposedly
derived, from a deity.

Governmental Relations
1D% Attitude
01-45 Governments are cooperative and
enjoy good, friendly relations.
46-65 Governments accept each other and
under certain circumstances would
aid each other.
66-76 Governments accept each other, but
are neither friendly nor hostile to
each other.
77-87 Governments ignore each other.
88-95 Governments are antagonistic.
96-00 Governments are hostile, and with
some provocation could go to war.
Alignment of Leaders
1D%
Alignment of ruler(s)
01-15 Lawful good
16-30 Neutral good
31-40 Chaotic good
41-70 Neutral
71-75 Chaotic neutral
76-85 Lawful neutral

86-92
93-97
98-00

Lawful evil
Neutral evil
Chaotic evil

If an officials alignment is lawful good,


neutral good, or chaotic good, roll on the
following table (use d3 and d10) to help
determine the officials personality traits. Roll
three to five times for each official, discarding
or rerolling traits which are not compatible.
1 Trustworthy
16 Cowardly
2 Considerate
17 Truthful
3 Understanding 18 Progressive
4 Domineering
19 Boastful
5 Generous
20 Open-minded
6 Scholarly
21 Optimistic
7 Proud
22 Even-tempered
8 Intelligent
23 Lazy
9 Energetic
24 Selfish/greedy
10 Honorable
25 Brave
11 Moody
26 Covetous
12 Temperamental 27 Shy
13 Virtuous
28 Bold
14 Foolhardy
29 Loud
15 Aggressive
30 Passionate
Rulers who are chaotic neutral, neutral, or
lawful neutral could have traits from the
following table. Reroll or ignore traits which
are in conflict.
1 Moody
16 Curious
2 Fearless
17 Cowardly
3 Intelligent
18 Gracious
4 Selfish/greedy
19 Haughty
5 Considerate
20 Warlike
6 Hot-tempered
21 Easygoing
7 Indecisive
22 Power-hungry
8 Diplomatic
23 Rude
9 Well-spoken
24 Driven
10 Careless
25 Soft-hearted
11 Kind
26 Foolhardy
12 Covetous
27 Brave
13 Unpredictable 28 Talkative
14 Compassionate 29 Humorous
15 Aggressive
30 Flamboyant
Officials who are lawful evil, neutral evil, or
chaotic evil could have three to five traits
from the following table. Again, reroll or
ignore traits which conflict.
1 Malevolent
16 Brave
2 Greedy
17 Cowardly
3 Diplomatic
18 Scheming
4 Well-educated
19 Dishonest
5 Immoral
20 Egotistical
6 Vengeful
21 Jealous
7 Warlike
22 Power-hungry
8 Progressive
23 Cautious
9 Driven
24 Covetous

10 Lazy
11 Unpredictable
12 Flamboyant
13 Bold
14 Secretive
15 Deceptive

25 Insensitive
26 Maniacal
27 Devious
28 Domineering
29 Harsh
30 Cruel

76
77-79
80
81-82
83
84-85
86
87-88
89
90-92
93
94-96
97
98-99
00

CW = City Wall: This is one of the best


defenses a city can create.
W = Water: A moat, especially one that is
wide and deep and filled with water, will
serve some of the same functions as a city
walls.
FM = Friendly Monster: You should restrict
the number of communities that have
friendly monsters or friendly creatures as
guards so these cities can retain their
fantastic nature.
M = Magic: Many possibilities exist for
defending a city with magic.
AP = Air Patrol: Air patrols (sometimes a
branch of magic defense) can consist of a
few sentries periodically taking potions of
S = Sentries/Guards/Militia: 1 guard per 100
flying, flying spell casters, or guards on
residents, with a minimum of 5 guards.
winged mounts.

Defenses
1D%
Type(s) of Defense
01-07 None
08-34 S only
35
S, M
36-50 S, CW
51
S, CW, M
52-59 S, W
60
S, W, M
61-71 S, W, CW
72
S, W, CW, M
73-75 FM only
BUSINESS TABLES
Table I
Community
Population
Hamlet
50-250
Village
200-500
Village, large
501-1,000
Town, small
1,001-2,000
Town, medium 2,001-5,000
Town, medium 5,001-10,000
Town, large
10,001-20,000
City, small
15,000-30,000
City, medium
30,001-50,000
City, medium
50,001-75,000
City, large
75,001-100,000
City, large
100,001-200,000

FM, M
FM, CW
FM, CW, M
FM, CW, W
FM, W, CW, M
AP only
AP, M
AP, S
AP, S, M
AP, S, CW
AP, S, CW, M
AP, C, CW, W
AP, S, CW, W, M
AP, S, FM, CW, W
AP, S, FM, CW, W, M

10 Barrelwright
11 Bathhouse
12 Beautician
13 Bindery
14 Book Shop
15 Bordello
16 Bowyer
17 Brass Worker
18 Brewery
19 Broom/Brush Maker
20 Builder
21 Butcher
22 Cabinet Maker
23 Candy Shop
24 Carpenter
25 Carpet Maker
69 Money Changer 26 Cartographer
70 Music Shop
27 Chandler
71 Painter
28 Cheese Shop
72 Perfumer
29 Cobbler
73 Potter
30 Cooper
74 Rope Maker
31 Customs House
75 Sage
32 Dagger Shop
76 Sail Maker
33 Dairy
77 Seamstress
34 Distillery

# Merchants & Shop Owners


0-1
1-3
3-10
4-20
20-50
50-100
100-150
150-250
200-300
200-300
300-400
350-500

Table II: Type of Business


01 Accountant
35 Engineer
02 Alchemist
36 Fabrics
03 Animal Dealer
37 Farmers Market
04 Animal Trainer
38 Financer/Lender
05 Apothecary
39 Fishmonger
06 Bait Shop
40 Fletcher
07 Bakery
41 Florist
08 Bank
42 Forger
09 Barber
43 Foundry
Table III
1D%
Quality
01-05 Shoddy
06-11 Poor
12-16 Poor, but appears fair
17-20 Poor, but appears good or better
21-30 Fair
31-80 Good
81-90 Very good
91-96 Excellent
97-00 Superior workmanship

Table IV
1D%
Merchants Disposition
01-10 Sour, gruff
11-20 Quiet and reserved
21-30 Boisterous
31-40 Pushy, aggressive
41-60 Friendly
61-80 Courteous
81-90 Talkative
91-96 Suspicious, distrusting
97-00 Shifty, dishonest

44 Freight Company
45 Furniture Maker
46 Fortune Teller
47 Furrier
48 Gambling House
49 Gem Cutter
50 Glassblower
51 Goldsmith
52 Granary
53 Healer
54 Herbalist
55 Inn
56 Jeweler
57 Kiln
58 Lamp & Oil Shop
59 Lapidary
60 Lawyer
61 Leather Worker
62 Limner
63 Locksmith
64 Lumber Dealer
65 Magic Shop
66 Mason
67 Metalsmith
68 Mill

78 Scribe
79 Silversmith
80 Slaughterhouse
81 Soap Maker
82 Stable
83 Sword Shop
84 Tack Shop
85 Tailor
86 Tannery
87 Tavern
88 Taxidermist
89 Thatcher
90 Tinker
91 Tool Maker
92 Toy shop
93 Trading Post
94 Undertaker
95 Wainwright
96 Warehouse
97 Weaver
98 Weaponsmith
99 Wheelwright
00 Woodcarver

Table V
1D%
Merchants Motivation
01-10 Greed
11-20 To support a family
21-30 Pride in his work
31-40 Striving for quality
41-60 Striving for quantity
61-80 To support himself
81-90 Hobby, something to do
91-96 Enjoyment, likes to work
97-00 Service, likes to help others

CITY ENCOUNTER TABLES


Lower Class
Day Night
01
01
02-03 02
04-05 03-04
06-07 05-07
08
08-09
09
10
10
n/a
11-12 11
13-16 12-15
17-19 16-18
20-21 19
22-25 20-25
26-27 26-27
28-29 28-30
30-31 31-34
32
35-36
33-34 37-38
35-37 39-43
38
44-46
39-42 47
43-44 48-49
45-46 n/a
47-48 50
49
51
50
52
51-52 53
53-54 54-55
n/a
56-57
55-58 58-61
59-61 62-63
62-64 64-66
65-69 67-68
70
69
71-73 70-74
74-75 75-76
76
77
77
78
78-79 79
80
80
81
81
82-85 82-85
86-87 86
88-89 87
90-91 88
92-93 89
94-95 90
96
91
97
92-93
98
94-96
99
97-98
00
99-00

Parade
Horse Race
Adventurers
Town Guards
Spy/Spies
Loose Animals
City Officials
Laborers
Beggars
Urchins
Clerics
Thieves
Fighters
Ruffians
Muggers
Mugging in Progress
Pickpockets
Drunks
Dead Body
Merchants
Soldiers
Construction Workers
Pilgrims
Building Fire
Doppelganger
Friendly Monster
Dangerous Monster
Undead
Dissatisfied Residents
Lost Child
Escaped Prisoner
Peasants
Fortune Teller
Bullies
Giant Vermin
Insect Swarm
Pack of Dogs
Sports Contest
Circus
Street Fair
Gypsies
Dwarves
Gnomes
Elves
Halflings
Fortune Teller
Werebear
Werewolf
Wererat
Weretiger
Jackalwere

Middle Class
Day Night
01
01
02-03 02
04-06 03-06
07-08 07-10
09-10 11-12
11
13
12-15 14
16-19 15
20-21 16-18
22-23 19-22
24-25 23
26-27 24-28
28-30 29-31
31-33 32-34
34-36 35-37
n/a
38-39
37-39 40-42
40-41 43-44
42
45-46
43-50 47-50
51-55 51-56
56-57 57-58
58-61 59-60
62
61
63-64 62
65
63
66
64
n/a
65
67
66-67
68-69 68-70
70-71 71-72
72-75 73
76-77 74-76
78-79 77-79
80
80-81
81
82
82
83
83-84 84
85
85-86
86-87 87
88
88-89
89-90 90
91-92 91
93-94 92
95-97 93
98-99 94-95
00
96
n/a
97
n/a
98
n/a
99
n/a
00

Parade
Horse Race
Adventurers
Town Guards
Spy/Spies
Loose Animals
City Officials
Laborers
Beggars
Urchins
Clerics
Thieves
Fighters
Mages
Muggers
Mugging in Progress
Pickpockets
Drunks
Dead Body
Merchants
Soldiers
Construction Workers
Pilgrims
Building Fire
Doppelganger
Friendly Monster
Dangerous Monster
Undead
Dissatisfied Residents
Lost Child
Escaped Prisoner
City Rulers
Fortune Teller
Bullies
Giant Vermin
Unusual Animal
Friendly Animal
Sports Contest
Circus
Street Fair
Gypsies
Dwarves
Gnomes
Elves
Halflings
Fortune Teller
Werebear
Werewolf
Wererat
Weretiger
Jackalwere

Upper Class
Day Night
01
n/a
02-04 01-03
05-06 04-05
07-14 06-16
15-16 17-18
17
19
18-21 20-21
22-24 22-23
25-27 24-26
28-29 27-29
30-31 30-31
32-34 32-34
35-36 35
n/a
36
37-40 37-39
41
40
42
41
43-44 42-44
45
45
46-50 46-48
51-55 49-56
56-60 57-60
61-63 61-64
64
65
65
66
66
67
67
68
n/a
69
68-70 70-72
71
73
72-73 74
74-76 75-76
77-80 77-82
81
83
n/a
84
82
85
83
86
84-88 87
89
88
90-91 89
92-93 90
94
91
95
92
96
93
97
94
98-99 95
00
96
n/a
97
n/a
98
n/a
99
n/a
00

Parade
Aristocrat
Adventurers
Town Guards
Spy/Spies
Loose Animals
City Officials
Laborers
Clerics
Thieves
Fighters
Knights
Haughty Men
Drunken Men
Mages
Muggers
Mugging in Progress
Pickpockets
Dead Body
Merchants
Soldiers
Construction Workers
Gossip
Building Fire
Doppelganger
Friendly Monster
Dangerous Monster
Undead
Haughty Residents
Lost Child
Visiting Nobleman
City Rulers
Socialite
Pet Shop Owner
Giant Vermin
Unusual Animal
Friendly Animal
Sports Contest
Jousting Match
Reception
Minstrels
Dwarves
Gnomes
Elves
Halflings
Artists
Werebear
Werewolf
Wererat
Weretiger
Jackalwere

Merchants District
Day Night
01-02 01-02 parade
03-04 03-04 horse race
05-08 05-07 adventurers
09-14 08-11 town guards
15-17 12-14 spy/spies
18-20 15-16 loose animals
21-24 17-18 city officials
25-28 19-20 laborers
29-33 21-24 beggars
34-37 25-30 urchins
38-40 31-33 clerics
41-44 34-39 thieves
45-47 40-44 fighters
48-49 45-47 mages
50-51 48-50 muggers
52
51-52 mugging in progress
53-55 53-56 pickpockets
56-57 57-58 drunks
58
59-60 dead body
59-68 61-70 merchants
69-72 71
soldiers
73-74 72
construction workers
75-76 73
protestors
77
74
building fire
78
75
doppelganger
79
76
friendly monster
80
77
dangerous monster
n/a
78
undead
81-83 79
disgruntled customers
84-85 80
disgruntled merchants
86
81
escaped prisoner
87-88 82
peasants
89
83
fortune teller
90
84
protection racket
n/a
85
giant vermin
n/a
86
unusual animal
91
87
friendly animal
92
88
street fair
93
89
sale days
94
90
witness robbery
95
n/a
gypsies
96
91
Dwarves
97
92
Gnomes
98
93
Elves
99
94
Halflings
00
95
fortune teller
n/a
96
Werebear
n/a
97
Werewolf
n/a
98
Wererat
n/a
99
Weretiger
n/a
00
Jackalwere

Docks/Wharfs
Day Night
01-02 01-03 feuding captains
03-05 04-06 feuding sailors
06-09 07-10 adventurers
10-13 11-16 town guards
14-15 17-18 spy/spies
16
19
loose animals
17-19 20
city officials
20-24 21-22 laborers
25-26 23
beggars
27-28 24-25 urchins
29-30 26-27 clerics
31-34 28-32 thieves
35-37 33-36 fighters
38
37
mages
39-40 38-40 muggers
41
41
mugging in progress
42-44 42-46 pickpockets
45
47-54 drunken sailors
46
55-57 dead body
47-56 58-59 merchants
57-58 60-63 soldiers
59-60 64
boating race
61-64 65-67 protestors
65
68
ship fire
66-67 69-70 doppelganger

68-70
71-72
n/a
73-76
77
78
79-81
82
83-84
85
86-87
88
89-91
92
93-94
95
96
97
98
99
00
n/a
n/a
n/a
n/a
n/a

71-73
74-76
77-79
80-81
82-83
84
n/a
85
86
87
88
89
n/a
n/a
90-91
92-94
n/a
n/a
n/a
n/a
95
96
97
98
99
00

friendly monster
dangerous monster
undead
disgruntled sailors
stowaway
escaped prisoner
city rulers
visiting royalty
bullies
giant vermin
unusual animal
friendly animal
dock fair
ship sale
press gang
pirates
Dwarves
Gnomes
Elves
Halflings
fishing contest
Werebear
Werewolf
Wererat
Weretiger
Jackalwere

Master Chart: Tables for each class


Merchant: Tables B, H, J, K, and I, If traveling overland or part of
caravan: Add D and F
Craftsman: Tables A, E, G, J, and K, If traveling overland or part of
caravan: Add D and F
Laborer: Tables A, E, and I, If traveling overland or part of caravan:
Add D,G, and K
Mercenary: Tables A, C, D, G, and K, If traveling overland or part of
caravan: Add F and H
Warrior: Tables B, C, D, G, and K, If traveling overland or part of
caravan: Add F and I
Farmer: Tables A, D, and J, If traveling overland, add F.G, and K, If
encountered home on the farm, add E and I
Errand-Runner: Tables A (B if applicable), D.E,G,J, and K, If at home
add E and I
Knave: Tables A, D, K, and G (if applicable)
Noble: Tables B, D, F, H, K; I and J at DMs option choose from these
tables as opposed to rolling randomly
Beggar: A, D, G, and K, Table I at DMs option
TABLE A: Garments, Everyday
Roll once on each sub-table. For well-to-do individuals, roll twice on
sub-tables 1 and 3 Beggars and knaves roll on sub-table 2 at + 2 on
rolls (consider scores of 9 and 10 as 7 and 8).
Sub-table 1 (1d6) General Dress
1. Cloak w/hood
2. Robe (or long skirt for women)
3. Tunic & hose
4. Tunic & breeches
5. Surcoat or overtunic
6. Smock
Sub-table 2 (1d8) General Footgear
1. High, hard boots,
2. Low, hard shoes

River Banks
Day Night
01-02 01-03
03-05 04-06
06-09 07-10
10-13 11-16
14-16 17-19
17-18 20-21
19-20 22-23
21-23 24-25
24-25 26-28
26-29 29-32
30-31 33-34
32-37 35-40
38-39 41-42
40
43
41
44
42
45
43-44 46-47
n/a
48-49
45
50-51
46-50 52-57
51-53 58-59
54-55 n/a
56-57 n/a
58
60
59
61

feuding captains
feuding sailors
adventurers
town guards
spy/spies
loose animals
city officials
laborers
beggars
urchins
clerics
thieves
fighters
mages
muggers
mugging in progress
pickpockets
drunken sailors
dead body
merchants
soldiers
boating race
protestors
ship fire
doppelganger

60-61
62-63
n/a
64-69
70-72
73
74-76
77
78
79
80
81-82
83-85
86-87
88-89
90-91
92
93
94-95
96-97
98-99
00
n/a
n/a
n/a
n/a

62
63-64
65-67
68-70
71-74
75
76-77
78
79-80
81-82
83
84
85
n/a
86-87
88-89
90
91
92
93
94
95
96
97-98
99
00

friendly monster
dangerous monster
undead
disgruntled laborers
stowaway
escaped prisoner
city rulers
visiting royalty
bullies
giant vermin
unusual animal
friendly animal
river fair
boat sale
press gang
rowdy laborers
Dwarves
Gnomes
Elves
Halflings
fishing contest
Werebear
Werewolf
Wererat
Weretiger
Jackalwere

3. High, soft boots


4. Low, soft shoes
5. Slippers
6. Clogs
7-8. Cloth-wraps (strips of cloth tied and twisted around calves and
feet)
Sub-table 3 (1d10) General Accessories
1. Belt, leather
2. Cap, felt
3. Cap, leather
4. Hat, woven straw
5. Purse on straps
6. Satchel, leather, w/drawstrings
7. Pouch, leather, w/wooden toggle fastening
8. Girdle, broad (fitted cummerbund belt)
9. Apron
10. Headscarf
TABLE B: Garments, Fine
Roll on all sub-tables as applicable (that is, don.t roll for male garb for
women, or female gear for men).
Sub-table 1: (ld20) Male Garb
1. Doublet & hose (fitted)
2. Cotehardie (fitted tunic w/short, flared sleeves), worn over long
sleeved jupon, and hose
3. Short gown with voluminous bagpipe sleeves, and hose
4. Tunic and breeches
5. Doublet and hose, with leggings
6. Pantaloons
7. Surcoat (sleeveless and long, with matching shield-cover, if shield
is borne)
8. Gorget (throat-plate) of silver set with gems

9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.

Chaperon (hood with dangling end to wrap around face or neck in


cold or wet)
Roundlet (large, frilled cloth hat, worn over cap)
Coif (bonnet with chin strap)
Hood (covers neck, shoulders, and head; cutout for face)
Hat (beaver hat, conical but rounded, with turned-up brim)
Cloak, dagger (ragged edges, cut in repeating patterns with tassels
or cords)
Belt, jeweled, with three strands and filigreed buckle; one strand
is long and dangles from the front)
Harness (shoulder to waist ornamental strap with bells strung on
it)
Houppelande (male version; surcoat with bell-shaped sleeves),
worn over long-sleeved doublet
Robes; two or three worn one over the other, outermost with
ornamental sleeves (dangling empty)
Breeches, cross-gartered, with jerkin
Sash and breeches, with bell-sleeved shirt

Sub-table 2: (1d6) Male Footgear


1. Walking boots (heavy leather, with heels) or buskins
2. Shoes, pointed and bejeweled
3. Shoes with very long points, turned up with gold or silver knee-topoint chains
4. Bucket-topped boots, ornamented
5. Riding boots; thigh-high and of soft leather
6. Slippers, embroidered
Sub-table 3: Female Garb
1. Cote/cotte/cotehardie (fitted tunic), worn over skirts
2. Bliaut (finely-pleated overdress, with embroidered neck, sleeves,
and hem), worn over plain cotte
3. Houppelande (large, trailing skirt), worn with kirtle (a silken
undergown)
4. Surcoat (overgown) with tippets (strips of fur or cloth hanging from
elbows), worn over chemise
5. Gown (stola), worn with fine linen under-trousers, and mantle (a
fitted cloak)
6. Embroidered, close-cut mock version of mans clothing
Sub-table 4: Female Accessories (1d20)
Roll or select 2-3 items from the list.
1. Shawl
2. Gloves
3. Scarf
4. Hair-ribbon
5. Frontlet; richly embroidered bodice
6. Girdle, jeweled and studded with gold
7. Walking-stick, of apple-wood, with silver bird, flower, or heraldic
device on top
8. Mantel (fitted cloak) with jeweled breast clasp
9. Sleeves (separate from dress); bejeweled, puffed, and slashed
10. Purse (amoniere) with needlework, attached to girdle
11. Garter or anklet, bejeweled
12. Bracelet; gold filigree with gems
13. Earrings; gold with gems
14. Necklace; gold chain with gems and ornaments of precious metals
15. Ring(s), gold and/or silver, set with gems

16. Tussoire (clasp and chain which hangs from girdle to hold one side
of long gown up, for walking with ease)
17. Mask or face-veil
18. Pendant; large gem on chain
19. Pectoral; necklace with plates of ivory, silver, polished abalone, or
obsidian joined with filigree wire, and trimmed with hanging
gems
20. Eyepatch, bejeweled and with trim of tiny teardrop rock crystal
gems
Sub-table 5: (1d4) Female Footgear
1. Sandals
2. Slippers
3. Pattens (ornamental wooden clogs, worn with slippers or boots)
4. Boots
Sub-table 6: (1d20) Female Headgear
1. Circlet, gold
2. Hennin (long, conical steeple hat with lappets, dangling head
ribbon, and veil, drapery hanging from point of hennin)
3. Wimple and veil
4. Gable headpiece (brocade, gem-encrusted cap with gable-like
flaring side points)
5. Caul (hair net with diadem and silk draperies)
6. Crispine (gold-thread circular hair net)
7. Gorget (linen wrapped around head and neck, to frame face)
8. Escoffion (two-horned headdress with veil)
9. Diadem; jeweled head-band
10. Hood (of parchment, stiffened and painted, adorned with cloth or
silk)
11. Liripipe (later form: throat scarf covering chin to shoulders, like an
all-the-way-around stand-up collar)
12. Bonnet, linen, pleated and embroidered, with tassels
13. Fur cap
14. Tiara, of wire filigree studded with gems (e.g., rose quartz,
emerald, or carbuncle)
15. Headscarf, of green, flame-orange, white, or red silk
16. Soft hat, trimmed with gems, fur, and feathers
17. Cap-of-coins, strung on wire
18. Bucket-hat of black velvet, with trailing ribbons
19. Cockscomb of wire filigree trimmed with feathers
20. Hawk-head mask of felt painted and trimmed with feathers, gems
for eyes, etc., to resemble real bird perched on head of wearer
(bill forming prow of brim), plumage shielding head and tail
trailing out behind; various other birds possible
Sub-table 7: Possible fabrics for fine garments
Choose from those available.
Cloth of gold Used by royalty or titled nobles only
Sable fur Used by royalty or titled nobles only
Camlet Made from camels hair; heavy and expensive
Cloth of silver
Silk, sheer gauzy, fine, translucent
Samite Thick silk
Moire Stiff, water-marked silk
Satin Sheen-finished, fine silk
Velvet Silk cut so as to have nap
Brocade Silk woven in contrasting colors and textures
Damask Linen or cotton, with pattern in weave

Linen
Tisshew Gauzy linen weave
Wool Heavy-work; warm, mainly used for outer garments
Keyrse Very fine wool, like a veil
Musterddevelys Greyish, soft wool
TABLE C: Harness (body armor)
Roll once on Table 1 and twice on Table 2. (Warriors roll three times
on Table 2, and re-roll any results below 56 on Table 1.)
Sub-table 1 (d100) Armor
01-20 Leather jerkin (only)
21-35 Leather armor
36-44 Padded armor
45-55 Studded leather
56-60 Ring mail
61-70 Scale mail
71-83 Chain mail
84-89 Splint mail
90-94 Banded mail
95-99 Plate mail
00 Field Plate Armor
Sub-table 2 (other protection)
01-33 High, hard boots, with armored insteps
34-50 Skullcap or sallet (metal cap)
51-58 Helm with visor
59-65 Gauntlets
66-89 Shield
90-00 Buckler
TABLE D: Personal Belongings
Characters using this table will always have a leather backpack,
canvas dunny-bag, muslin sack, leather pouch and satchel, or the
like, and:
%
Roll Items
01-25 Skin of water and food
26-35 Skin of wine and food
36-40 Earthen jug of milk, wrapped in skin, tied in leather thong
41
Ink, vial
42
Parchment, 1-6 scrips
43-44 Quills (for pens)
45-47 Pipe and pouch of tobacco
48-50 Tapers, 1-6
51-53 Candle stick, travelers
54-64 Candles, 1-3, tallow
65-75 Tinder box or flint & steel
76-78 Drinking jack (hollow-horn drinking cup)
79-81 Mirror (small metal hand-held type) and comb
82-87 Bowl, wooden
88-92 Lamp
93-96 Lamp oil in flask
97
Symbol, holy, wooden (iron or silver possible), or lucky
keepsake
98-99 Thief trap (see description in .Short Version.)
00
Family treasure: valuable piece of jewelry, minor magical
item (e.g., Quaals feather token), treasure map, or the like,
well hidden)

TABLE E: Tools
Pick deliberately for craftsmen. Otherwise, roll three times on the
table, re-rolling when the result is inappropriate. Parenthetical
remarks refer to the items. use in combat to hit and inflict damage.
% Roll Tool
01-11 Mallet, wooden (as Hammer)
12-18 Chisel(s), (1-4) with canvas satchel (as Darts)
19-23 Sickle, draw-knife, or coracle (as Knife)
24-27 Hammer (as Hammer)
28-33 Iron nails, bag of 20-50
34-37 Spike(s) (1-12), iron, large (as Darts)
38-40 Wedges, iron, 1-3
41-45 Chain, 1-3 12.-lengths (in leather pack) (as Morning Star)
46-48 Tongs, iron (as Club)
49
Anvil iron
50
Pincers, iron (as Club)
51
Saw (differing sizes, from jewelers to cross-cut 2-man wood
cutters.) (as Club)
52-57 Bar, iron (as Morning Star)
58-62 Shovel (as Quarter Staff)
63-64 Whetstone
65
Oil, non-flammable lubricant, in glass or clay vial, wrapped
in leather
66-70 Rags
71-75 Sack, heavy canvas (1-2)
76-77 Sack, muslin (1-4)
78-82 Tarpaulin, canvas
83
Twine, ball
84
Scissors, iron (rarely, of gold or silver, or plated) (as Knife)
85
Buckle(s) or clasp(s) (1-8)
86-87 Leather thongs, 1-12
88-89 Leather straps
90
Awl or punch, iron, with wooden head (as Dart)
91
Ladder, wooden, 12-20 in length
92-95 Poles, 10.
96-99 Measuring cord (knotted at regular intervals), usually 12-20
in length
00
Chalk, 1-4 pieces
TABLE F: Traveling Goods and Gear
Follow the four steps below in the order given. Cargo (materials
carried for trade) should be determined deliberately by the DM, and
are not given here; Table J gives a random selection.
1. Choose afoot (or afloat) and alone, or using beasts of burden: mules,
horses, oxen, camels, or others (e.g. yaks, dogs, reindeer;
elephants, pack lizards).
2. Choose conveyance (or none): wagons, litters (covered cargo or
passenger cubicle on poles, borne on shoulders of 2 or 4 men or
beasts), travois (two poles with cargo lashed to them, and between
them poles and ground form triangular shape dragged behind men
or beasts of burden), sledges or sleighs (dragged behind teams of
men or beasts; best in snow).
3. Tack if beasts used (select): saddles, saddle blankets, saddle bags,
bridles, nosebags (feedbags), leading reins, whips, hobbles,
harness, barding (beast armor). If beasts of burden are not used,
tack will include sacks, ropes, tumplines (leather straps, circular,
go around heavy load and forehead of carrier, load carried on
back).

4. Accoutrements:
% Roll Item
01-20 Tent(s)
21-26 Stakes, wooden
27-35 Rope, 1-4 50 long coils
36
Pennants(s)
37-45 Bundle(s) of firewood
46
Chopping block
47-55 Torches, 1-20
56-75 Water, 2-12 costrels (small leather .barrels. with shoulder
straps and central neck), or 1-6 wooden barrels (in wagon)
76-80 Maps (trade routes, surrounding lands); usually scratched or
burned on leather hides, rolled and stored in leather bags
81-86 Poles (for tents, probing rivers for ford-footing, erecting
fences and tripods)
87-89 Snares, wire, and spring-jaws (for game and protection
against intruders)
90-94 Stew cauldrons(s), cast iron (1-2)
95-97 Lamp oil in small wooden barrel(s) (1-2)
98-99 Skillet(s), cast iron
00
Spare wheel(s) for wagons/spare poles for litters and
travois/spare runners for sledges, spare horseshoes, etc
TABLE G: Carried Coinage (Everyday monies)
Money carried in pouch, money belt, or purse
% Roll Amount
01-04 6 CP
05-18 3 CP, 1 SP
19-26 11 CP, 1 SP
27-36 6 CP, 2 SP
37-44 15 CP, 4 SP, 1 EP
45-51 2 CP. 3 SP, 2 EP
52-58 4 CP, 6 SP, 1 GP
59-65 1 CP. 3 SP 5 EP
66-71 2 CP, 4 SP, 2 GP
72-77 1 SP, 4 EP, 1 GP
78-82 2 CP, 2 SP. 4 EP, 3 GP
83-86 3 CP, 6 SP, 4 EP, 3 GP
87-90 4 SP, 1 EP, 4 GP
91-93 3 SP. 15 GP
94-96 3 SP, 3 EP, 6 GP
97-98 1 CP, 2 SP, 4 EP, 9 GP
99-00 3 SP, 11 GP

76-86
87-90
91
92
93
94

95-96

97
98

99
00

or at DMs option, another gem type (bloodstones, zircons,


etc.)
Ring, gold, worked (value: 3 GP)
Ring, gold, set with a ruby (value: 1002 GP)
Ring, gold, set with a band of four emeralds (value: 4003 GP)
Plates (2-12), gold, inlaid with lapis lazuli, ivory, or turquoise
(value, each: 25-100 GP)
Sack of 300 EP
Coffer of mixed jewelry (all pieces wrapped in velvet or silk),
e.g. necklace of strung pink pearls, value: 8000 GP; silver
gorget inset with a spiral of rubies: 12,000 GP; coronet of
gold inlaid with diamonds, value: 50,000 GP; pectoral of
silver with moonstones, value: 1000 GP
Religious statuettes, icons, and/or censers, bowls,
candlesticks, holy symbols (usually of gold encrusted with
precious metals and inlaid with precious stones; values
vary, but usually 500 GP and up for each piece)
Furs and skins, 1-20, rare and exotic (e.g., bugbear, jaguar,
lammasu, owlbear, black boar, giant lynx, dire wolf, etc)
Chains, gold filigree, delicate gold chains vary in length, are
usually joined to form a circlet, belt, headband and veil, or
shoulder-mantle, but are too soft to constrict any but the
smallest of creatures, hold up any weight, or fasten against
any force. (value: 25-100 GP)
Rare spices in gold, silver, and carved jade vials, 1-8 in
number, value: 1-20 GP each (a vial of saffron is worth 40
GP)
Perfumes and scarce substances (e.g., ambergris), in silver
and glass vials, 1-20 in number, value: 2 SP-5 GP each

TABLE I: Miscellaneous
Roll twice per person, or (preferably) choose deliberately from list.
Personal items of value (marked thus: *) will typically be hidden (in
lockets, boot heels, sewn in belt, cloak-hem, or hat).
% Roll Item
01-05 Splint and/or sling
06-20 Rags/bandages/towels
21
Harp
22-24 Flute (tin whistle)
25-28 Drum (stretched type leather thump or bongo type), or
tambourine
29-36 Dice, pair (1d6)
37-43 *Pretty pebbles, 1-3, keepsakes (at DMs option, some may
be ornamental or semi-precious Gems, in DMG)
TABLE H: Wealth
44-45 Ball (rubber or leather stuffed with dried seeds) and jacks
Choose from list according to situation. Roll randomly if large caravan
(brass, 3-14)
or family hoard, or thieves spoils/mercenaries plunder. Wealth can 46-55 Cards
be the life savings of a traveler or displaced person, cash carried by 56
*Magic: spell scroll, information (item command word, being
a person often engaged in commerce, or items worn or carried by
true name, wizards name and location of abode, etc.),
rich persons.
minor magical item
% Roll Amount or Item(s)
57
*Map: (to) treasure hoard, wizards keep, sprite settlement,
01-20 Bars, silver (3-60), each of 25 GP value
hidden pass, magical gates, and the like
21-30 Bars, gold (4-48), each of 100 GP value
58-60 Thread or wool, 1-6 balls
31-45 Chest (iron-bound), of 250 GP
61-68 Pets (chipmunks, songbirds, snakes, ferrets, cats, dogs,
46-55 Chest (iron) of 500 GP
monkeys, lizards, even beetles possible)
56-65 Chest of 500 SP
69-70 Doll or toy (ball, carved wooden soldiers or horses, etc)
66-70 Coffer of 50 PP
71-77 Basket, straw, or cane
71-75 Casket, of delicately carved ivory (value: 20 GP) of 100
78-80 Walking stick/cane/crutch
cabochon-cut star rose quartz stones (value of each: 50 GP) 81-84 Soap tin clay or metal pot)

85-86
87-88
89-91
92
93-94
95
96
97-98
99-00

Mask (ornamental-perhaps adorned with gems or filigree,


feathers, and fur; or for concealment, black silk or tanned
leather)
Toothpicks, wooden (for nobles: gold or electrum with
jeweled heads)
Tea/coffee/cocoa/chicory/equivalent brewing-drink, dry
ingredients, in earthen metal pot
*Book or ledger (perhaps magical)
*Legal deed, proclamation, heraldic grant-of-arms, (royal)
commission, writ, letters-patent, or pass
Corpse (in shroud, casket, or bag) or memorial stone (borne
in wagon, sledge, travois, or litter)
Cage (iron, wrought) for pets, captured animals, or prisoners
(various sizes possible)
Needles (and/or pins), 1-8 in number, of bone, brass, iron, or
wood
*Key(s), single on girdle-thong or neck chain, or ring of 1-20

TABLE J: Goods
These include the delivery of small finished pieces, samples, recent
purchases, etc.)
% Roll Item & Approximate Market Value of One Such Item
01-05 Glass jug(s), goblet(s), and/or bowl(s) 3 CP
06-15 Tobacco or snuff 1 CP
16-20 Pomander (ball) or perfume (vial) or incense stick(s) 1 GP
21-23 Brass censer or lamp 5 SP
24-25 Vellum, 1-4 hides stretched on wooden frames and scraped 1
GP
26-28 Inks, 1-8 glass vials, stoppered with corks and sealed with
wax; all colors possible 6 SP for sepia; up to 2 GP/vial for
gold; red is next most valuable
29-32 Clothing, fine (see Table A) varies
33-34 Birds, pets, or live food creatures, in cages varies (cage: 1
GP)
35-40 Copperware (bowls, trays, ewers, and pots) varies (app. 5
GP)
41-43 Silver trays, cups, and pipkin (small dipping cup) varies (app.
15 GP)
44-45 Carved wooden stools 2cp
46
Statuette(s), carved ivory, jade, or obsidian 20-200 GP
47-53 Livestock varies
54-55 Parchment, 1 ream (of 50 pages, in canvas bag-bound
between two boards for protection) 2 GP
56-62 Wine, 3 gills (or .noggins.), glass bottles each held in wicker
carrier 1 CP/gill to 2 GP/gill (varies with quality)
63-66 Knives, of iron with wooden handles 5 SP-1 GP

67-73
74-77
78-82
83-86

87-90
91-93
94-95
96-98
99-00

Candles, in bundles of 12 (scented and colored wax with


untrimmed wicks) 1 SP/candle
Harness (for horse or other creature at DMs option) 12 SP
Skewers, tongs, and pokers, wrought iron 1-6 SP
Herbs: Parsley, sage, garlic, rosemary, thyme, marjoram,
mint, oregano, savory, etc. (sprig or leaves) 4 SP-2
GP/sprig (rare spices ten to twenty times as much; see
Table H)
Lock, brass, with hasp (fist-sized: both larger and smaller
sizes more expensive; usually comes with 2 keys) 5 GP
Hinges, wrought iron (large, door size) 1 GP/each (2 needed
for most doors)
Spectacles, magnifying-glass or pince-nez (ground glass in
brass wire frame; gold or silver plated more expensive) 3
GP
Shears, brass 1 GP
Tiles, clay glazed and painted with colored designs 2 CP/each
(1 CP/each for plain tiles)

TABLE K: Weaponry
Mercenaries and warriors roll three times on Sub-table 2; all others
roll twice on Sub-table 1. If results inappropriate (e.g., horsemans
weapons for individual on foot, or duplications), re-roll.
Sub-table 1
% Roll Weapon
01-10 Bo stick or Quarter Staff
11-24 Bow with quiver of 2-24 arrows
25-38 Club
39-53 Dagger
54-66 Hand Axe
67-70 Javelin
71-79 Sling w/pouch of 1-20 stones
80-93 Staff, quarter
94-00 Staff, short
Sub-table 2
% Roll Weapon
01-40 Dagger
41-46 Flail, horseman's
47-55 Glaive
56-64 Lance (light horse) or hammer
65-75 Mace (footmans or horsemans)
76-84 Sword, long
85-88 Sword, short
89-91 Sword, bastard
92-00 Spear

Languages of the Realms


Written Languages Centaur
Gnoll
Locathah
Owlbear
Umber Hulk
Common
Common
Gnomish
Merman
Pegasus
Under Common
Dethek
Dolphin2
Goblin
Midani (Zakhara)
Pixie
(Underdark
Espruar
Dragon Turtle
Halfling
Minotaur
Remorhaz
Common)
Ruathlek
Dryad
Harpy
Morkoth
Sahuagin
Unicorn
Thorass
Dwarvish
High Shou (Kara-Tur) Muckdweller
Satyr
Untheric (Old
Elvish
Invisible Stalker
Mulhorandi (Old
Sphinx
Empires)
Spoken Languages
Elvish, Drow (Silent Jermlaine
Empires)
Sprite
Urd
Aarakocra
Speech)
Ki-Rin
Nexalan (Maztica)
Sylph
Wemic
Alzhedo (Calimshan) Elvish, Sea
Koalinth
Nixie
Tasloi
The Were-Tongues of
Auld Wyrmish1
Firenewt
Kobold
Nymph
Thri-Kreen
Lycanthropy6
Beholder
Gargoyle
Korred
Ogre
Treant
Whale2
Brownie
Genie Tongue
Kuo-Toan
Ogre Magi
Triton
Will-O-Wisp2
Bugbear
Giant Eagle
Lammasu
Orc
Troglodyte
Yuan-Ti
Bullywug
Giant3
Lizard Man
Otyugh/Neo-Otyugh Troll (Troll Hills)4
Notes
1 Auld Wyrmish is the ancestral language of all dragons, and the tongue which they use when communicating with each other across species
lines. In addition, each dragon subspecies has its own tongue, derived from auld wyrmish. These tongues may be treated as separate
languages, though a knowledge of auld wyrmish will serve the traveler well.
2 While these creatures have a common language among themselves, the nature of the language is undetectable by humans. Dolphins use
sounds higher than human hearing, whales use sounds lower than human hearing, and will-o-wisps use intensities of their own lights.
3 Grants have a common tongue used by all of their race and in addition have their own sublanguages. Common grant and hill giant would be
considered two separate languages.
4 Trolls speak in a variety of tongues, consisting of corrupted and debauched phrases and loan words from other languages. Speaking troll
refers only to the dialect of the Trollbark Forest and High Moors. Beyond this (say, in the Great Gray Land of Thar), the speaker might as
well be talking in Midani.
5 Under Common is the trade language of the Underdark. It differs fundamentally from the common used on the surface and uses sentence
structure and loan words from the races beneath the earth.
6 Each type of lycanthrope has its own native tongue that is shared by the others of its breed. Each were-tongue must be learned separately, and
cannot be used with lycanthropes of different breeds. In other words, a person speaking were-tiger cannot communicate with a were-bear.
Two Final Notes: Druids and thieves have their own private languages, which they do not share with individuals outside their community.
They cannot be learned by an outsider but are available to individuals who are druids and thieves (thus is similar to the illusionists. use of
Ruathlek).
Finally, some creatures can communicate with animals or plants, and some spells grant the same abilities. This does not mean that these beings
have a language or intelligence, merely that communication is made possible on a deep, almost empathic level. Such communication may
not be taken as a starting language.
Some Travel Times
Land Routes
Blackford Road (Luskan to Mirabar): 7 days.
East Trail (Waterdeep to Llorkh): Secomber, 11 days; Loudwater, 20 days; Llorkh, 27 days.
Evermoor Way (Triboar to Silverymoon): Yartar, 2 days; Everlund, 15 days; Silverymoon, 20 days.
High Road, north (Waterdeep to Luskan): Leilon, 11 days; Neverwinter, 17 days; Port Llast, 19 days; Luskan, 23 days.
High Road, south (Waterdeep to Baldurs Gate): 32 days.
Long Road, north (Waterdeep to Mirabar): Red Larch, 7 days; Triboar, 13 days; Longsaddle, 18 days; Mirabar, 26 days.
Silverymoon Pass (Silverymoon to Sundabar): 6 days.
Water Routes
Sea of Swords, Coast route by ship: Waterdeep to Luskan, 6 days; Luskan to Waterdeep, 8 days. Waterdeep to Baldurs Gate, 9 days; Baldur.s
Gate to Waterdeep, 7 days
River Dessarin, by barge: (Waterdeep (start at Zundbridge) to Silverymoon): Ironford, 6 days; The Stone Bridge, 14 days; Yartar, 20 days;
Nesm, 30 days; Silverymoon, 43 days. Silverymoon to Waterdeep by river, reduce all times by 1/3.

Arabian Statistics
Arabian steeds use the standard statistics for
Light Horses, with the following modifiers:
+2 Dexterity
-I Strength
-3 Hit Points

Light Horse Base Statistics


Size: Large Animal
Hit Dice: 4d8 + I2 (I 9 Hit Points)
Initiative: +I (Dex)
Speed: 60 feet
AC: I 3 (-I Size, +I Dex, + 3 Natural Armor)
Attacks: 2 Hooves +2 melee
(Id4-t-I each)

Face/Reach: 5 feet by IO feet / 5 feet


Special Attacks: None
Special Qualities: Scent
Saves: Fort +5, Ref +4,
Will +2

Abilities: Str I 3, Dex I 3, Con I 5,


Int 2, Wis 12, Cha 6
Skills: Listen +7, Spot +7

Feats: None.
Climate/Terrain: Any Land
Organization: Solitary
Challenge Rating: I
Treasure: None

Alignment: Always Neutral

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