There are three movement scales, as follows:
* Tactical, for combat, measured in feet (or 5-foot squares) per round.
* Local, for exploring an area, measured in feet per minute.
* Overland, for getting from place to place, measured in miles per hour or miles per day.
Modes of Movement: While moving at the different movement scales, creatures generally walk, hustle, or run.
Walk: A walk represents unhurried but purposeful movement (3 miles per hour for an unencumbered adult human).
Hustle: A hustle is a jog (about 6 miles per hour for an unencumbered human). A character moving his speed twice in a single round, or moving that speed in the same round that he or she performs a standard action or another move action, is hustling when he or she moves.
Run (×3): Moving three times speed is a running pace for a character in heavy armour (about 7 miles per hour for a human in full plate).
Run (×4): Moving four times speed is a running pace for a character in light, medium, or no armour ( about 12 miles per hour for an unencumbered human, or 9 miles per hour for a human in chainmail) See Table: Movement and Distance for details.
Table: Movement and Distance
|Speed||15 feet||20 feet||30 feet||40 feet|
|One Round (Tactical)*|
|Walk||15 ft.||20 ft.||30 ft.||40 ft.|
|Hustle||30 ft.||40 ft.||60 ft.||80 ft.|
|Run (×3)||45 ft.||60 ft.||90 ft.||120 ft.|
|Run (×4)||60 ft.||80 ft.||120 ft.||160 ft.|
|One Minute (Local)|
|Walk||150 ft.||200 ft.||300 ft.||400 ft.|
|Hustle||300 ft.||400 ft.||600 ft.||800 ft.|
|Run (×3)||450 ft.||600 ft.||900 ft.||1,200 ft.|
|Run (×4)||600 ft.||800 ft.||1,200 ft.||1,600 ft.|
|One Hour (Overland)|
|Walk||1-1/2 miles||2 miles||3 miles||4 miles|
|Hustle||3 miles||4 miles||6 miles||8 miles|
|One Day (Overland)|
|Walk||12 miles||16 miles||24 miles||32 miles|
*Tactical movement is often measured in squares on the battle grid (1 square = 5 feet) rather than feet.
Tactical movement is used for combat. Characters generally don't walk during combat, for obvious reasons—they hustle or run instead. A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half.
Table: Hampered Movement
|Condition||Additional Movement Cost|
*May require a skill check
Hampered Movement: Difficult terrain, obstacles, and poor visibility can hamper movement (see Table: Hampered Movement for details). When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move.
If more than one hampering condition applies, multiply all additional costs that apply. This is a specific exception to the normal rule for doubling.
In some situations, your movement may be so hampered that you don't have sufficient speed even to move 5 feet (1 square). In such a case, you may use a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it's not, and thus it provokes attacks of opportunity normally. (You can't take advantage of this rule to move through impassable terrain or to move when all movement is prohibited to you.)
You can't run or charge through any square that would hamper your movement.
Characters exploring an area use local movement, measured in feet per minute.
Walk: A character can walk without a problem on the local scale.
Hustle: A character can hustle without a problem on the local scale. See Overland Movement, below, for movement measured in miles per hour.
Run: A character can run for a number of rounds equal to his Constitution score on the local scale without needing to rest. See Combat for rules covering extended periods of running.
Table: Terrain and Overland Movement
|Terrain||Highway||Road or Trail||Trackless|
Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours.
Walk: A character can walk 8 hours in a day of travel without a problem. Walking for longer than that can wear him out (see Forced March, below).
Hustle: A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.
A fatigued character can't run or charge and takes a penalty of –2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue.
Run: A character can't run for an extended period of time. Attempts to run and rest in cycles effectively work out to a hustle.
Terrain: The terrain through which a character travels affects the distance he can cover in an hour or a day (see Table: Terrain and Overland Movement). A highway is a straight, major, paved road. A road is typically a dirt track. A trail is like a road, except that it allows only single-file travel and does not benefit a party travelling with vehicles. Trackless terrain is a wild area with no paths.
Forced March: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.
Mounted Movement: A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.
See Table: Mounts and Vehicles for mounted speeds and speeds for vehicles pulled by draft animals.
Waterborne Movement: See Table: Mounts and Vehicles: Mounts and Vehicles for speeds for water vehicles.
Table: Mounts and Vehicles
|Mount/Vehicle||Per Hour||Per Day|
|Mount (carrying load)|
|Light horse||6 miles||48 miles|
|Light horse (175–525 lbs.)(1)||4 miles||32 miles|
|Heavy horse||5 miles||40 miles|
|Heavy horse (229–690 lbs.)(1)||3-1/2 miles||28 miles|
|Pony||4 miles||32 miles|
|Pony (151–450 lbs.)(1)||3 miles||24 miles|
|Dog, riding||4 miles||32 miles|
|Dog, riding (101–300 lbs.)(1)||3 miles||24 miles|
|Cart or wagon||2 miles||16 miles|
|Raft or barge (poled or towed)(2)||1/2 mile||5 miles|
|Keelboat (rowed)(2)||1 mile||10 miles|
|Rowboat (rowed)(2)||1-1/2 miles||15 miles|
|Sailing ship (sailed)||2 miles||48 miles|
|Warship (sailed and rowed)||2-1/2 miles||60 miles|
|Longship (sailed and rowed)||3 miles||72 miles|
|Galley (rowed and sailed)||4 miles||96 miles|
(1)Quadrupeds, such as horses, can carry heavier loads than characters can. See Carrying Capacity for more information.
(2)Rafts, barges, keelboats, and rowboats are most often used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, adding an additional 42 miles to the daily distance travelled. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.
In round-by-round movement, when simply counting off squares, it's impossible for a slow character to get away from a determined fast character without mitigating circumstances. Likewise, it's no problem for a fast character to get away from a slower one.
When the speeds of the two concerned characters are equal, there's a simple way to resolve a chase: If one creature is pursuing another, both are moving at the same speed, and the chase continues for at least a few rounds, have them make opposed Dexterity checks to see who is the faster over those rounds. If the creature being chased wins, it escapes. If the pursuer wins, it catches the fleeing creature.
Sometimes a chase occurs overland and could last all day, with the two sides only occasionally getting glimpses of each other at a distance. In the case of a long chase, an opposed Constitution check made by all parties determines which can keep pace the longest. If the creature being chased rolls the highest, it gets away. If not, the chaser runs down its prey, outlasting it with stamina.
Few rules are as vital to the success of adventurers than those pertaining to vision, lighting, and how to break things. Rules for each of these are explained below.
Dwarves and half-orcs have darkvision, but the other races presented in Races need light to see by. See Table: Light Sources and Illumination for the radius that a light source illuminates and how long it lasts. The increased entry indicates an area outside the lit radius in which the light level is increased by one step (from darkness to dim light, for example).
Table: Light Sources and Illumination
|Candle||n/a(1)||5 ft.||1 hr.|
|Everburning torch||20 ft.||40 ft.||Permanent|
|Lamp, common||15 ft.||30 ft.||6 hr./pint|
|Lantern, bullseye||60-ft. cone||120-ft. cone||6 hr./pint|
|Lantern, hooded||30 ft.||60 ft.||6 hr./pint|
|Sunrod||30 ft.||60 ft.||6 hr.|
|Torch||20 ft.||40 ft.||1 hr.|
(1) A candle does not provide normal illumination, only dim illumination.
In an area of bright light, all characters can see clearly. Some creatures, such as those with light sensitivity and light blindness, take penalties while in areas of bright light. A creature can't use Stealth in an area of bright light unless it is invisible or has cover. Areas of bright light include outside in direct sunshine and inside the area of a daylight spell.
Normal light functions just like bright light, but characters with light sensitivity and light blindness do not take penalties. Areas of normal light include underneath a forest canopy during the day, within 20 feet of a torch, and inside the area of a light spell.
In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.
In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength- and Dexterity-based skill checks. Areas of darkness include an unlit dungeon chamber, most caverns, and outside on a cloudy, moonless night.
Characters with low-light vision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light, normal light, and dim light for such characters.
Characters with darkvision (dwarves and half-orcs) can see lit areas normally as well as dark areas within 60 feet. A creature can't hide within 60 feet of a character with darkvision unless it is invisible or has cover.
When attempting to break an object, you have two choices: smash it with a weapon or break it with sheer strength.
Table: Size and Defence of Objects
Table: Substance Hardness and Wound points
|Glass||1||1/in. of thickness|
|Paper or cloth||0||2/in. of thickness|
|Rope||0||2/in. of thickness|
|Ice||0||3/in. of thickness|
|Leather or hide||2||5/in. of thickness|
|Wood||5||10/in. of thickness|
|Stone||8||15/in. of thickness|
|Iron or steel||10 30/in. of thickness|
|Mithral||15||30/in. of thickness|
|Adamantine||20||40/in. of thickness|
Table: Object Hardness and Wound points
|Object||Hardness||Wound points||Break DC|
|Rope (1 in. diameter)||0||2||23|
|Simple wooden door||5||10||13|
|Good wooden door||5||15||18|
|Strong wooden door||5||20||23|
|Masonry wall (1 ft. thick)||8||90||35|
|Hewn stone (3 ft. thick)||8||540||50|
|Iron door (2 in. thick)||10||60||28|
Table: DCs to Break or Burst Items
|Strength Check to:||DC|
|Break down simple door||13|
|Break down good door||18|
|Break down strong door||23|
|Burst rope bonds||23|
|Bend iron bars||24|
|Break down barred door||25|
|Burst chain bonds||26|
|Break down iron door||28|
|Condition||DC Adjustment *|
*If both apply, use the larger number.
Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished with the sunder combat manoeuvre (see Combat). Smashing an object is like sundering a weapon or shield, except that your combat manoeuvre check is opposed by the object's Defence. Generally, you can smash an object only with a bludgeoning or slashing weapon.
Defence: Objects are easier to hit than creatures because they don't usually move, but many are tough enough to shrug off some damage from each blow. An object's Defence is equal to 10 + its size modifier (see Table: Size and Defence of Objects) + its Dexterity modifier. An inanimate object has not only a Dexterity of 0 (–5 penalty to AC), but also an additional –2 penalty to its AC. Furthermore, if you take a full-round action to line up a shot, you get an automatic hit with a melee weapon and a +5 bonus on attack rolls with a ranged weapon.
Hardness: Each object has hardness—a number that represents how well it resists damage. When an object is damaged, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object's wound points (see Table: Common Armour, Weapon, and Shield Hardness and Wound points, Table: Substance Hardness and Wound points, and Table: Object Hardness and Wound points).
Wound points: An object's wound point total depends on what it is made of and how big it is (see Table: Common Armour, Weapon, and Shield Hardness and Wound points, Table: Substance Hardness and Wound points, and Table: Object Hardness and Wound points). Objects that take damage equal to or greater than half their total wound points gain the broken condition (see Conditions). When an object's wound points reach 0, it's ruined.
Very large objects have separate wound point totals for different sections.
Energy Attacks: Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.
Ranged Weapon Damage: Objects take half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the object's hardness.
Ineffective Weapons: Certain weapons just can't effectively deal damage to certain objects. For example, a bludgeoning weapon cannot be used to damage a rope. Likewise, most melee weapons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer.
Immunities: Objects are immune to nonlethal damage and to critical hits. Even animated objects, which are otherwise considered creatures, have these immunities.
Magic Armour, Shields, and Weapons: Each +1 of enhancement bonus adds 2 to the hardness of armour, a weapon, or a shield, and +10 to the item's wound points.
Vulnerability to Certain Attacks: Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the object's hardness.
Damaged Objects: A damaged object remains functional with the broken condition until the item's wound points are reduced to 0, at which point it is destroyed.
Damaged (but not destroyed) objects can be repaired with the Craft skill and a number of spells.
Saving Throws: Nonmagical, unattended items never make saving throws. They are considered to have failed their saving throws, so they are always fully affected by spells and other attacks that allow saving throws to resist or negate. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character's saving throw bonus).
Magic items always get saving throws. A magic item's Fortitude, Reflex, and Will save bonuses are equal to 2 + half its caster level. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better.
Animated Objects: Animated objects count as creatures for purposes of determining their Defence (do not treat them as inanimate objects).
When a character tries to break or burst something with sudden force rather than by dealing damage, use a Strength check (rather than an attack roll and damage roll, as with the sunder special attack) to determine whether he succeeds. Since hardness doesn't affect an object's Break DC, this value depends more on the construction of the item than on the material the item is made of. Consult Table: DCs to Break or Burst Items for a list of common Break DCs.
If an item has lost half or more of its wound points, the item gains the broken condition (see Conditions) and the DC to break it drops by 2.
Larger and smaller creatures get size bonuses and size penalties on Strength checks to break open doors as follows: Fine –16, Diminutive –12, Tiny –8, Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16.
A crowbar or portable ram improves a character's chance of breaking open a door (see Equipment).
Table: Common Armour, Weapon, and Shield Hardness and Wound points
|Weapon or Shield||Hardness(1)||Wound points(2)(3)|
|Light metal-hafted weapon||10||10|
|One-handed metal-hafted weapon||10||20|
|Light hafted weapon||5||2|
|One-handed hafted weapon||5||5|
|Two-handed hafted weapon||5||10|
|Armour||special(4)||DR + armour bonus × 5|
|Light wooden shield||5||7|
|Heavy wooden shield||5||15|
|Light steel shield||10||10|
|Heavy steel shield||10||20|
(1) Add +2 for each +1 enhancement bonus of magic items.
(2) The WP value given is for Medium armour, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
(3) Add 10 hp for each +1 enhancement bonus of magic items.
(4) Varies by material; see Table: Substance Hardness and Wound points.
The heart of any adventure is its encounters. An encounter is any event that puts a specific problem before the PCs that they must solve. Most encounters present combat with monsters or hostile NPCs, but there are many other types—a trapped corridor, a political interaction with a suspicious king, a dangerous passage over a rickety rope bridge, an awkward argument with a friendly NPC who suspects a PC has betrayed him, or anything that adds drama to the game. Brain-teasing puzzles, roleplaying challenges, and skill checks are all classic methods for resolving encounters, but the most complex encounters to build are the most common ones—combat encounters.
When designing a combat encounter, you first decide what level of challenge you want your PCs to face, then follow the steps outlined below.
Step 1—Determine APL: Determine the average level of your player characters — this is their Average Party Level (APL for short). You should round this value to the nearest whole number (this is one of the few exceptions to the round down rule). For characters with feats beyond 6th level, add one more level for every four feats gained after 6th level.
Note that these encounter creation guidelines assume a group of four or five PCs. If your group contains six or more players, add one to their average level. If your group contains three or fewer players, subtract one from their average level. For example, if your group consists of six players, two of which are 4th level and four of which are 5th level, their APL is 6th (28 total levels, divided by six players, rounding up, and adding one to the final result).
Table: Encounter Design
|Difficulty||Challenge Rating Equals…|
|Epic||APL +5 or more|
Table: CR Equivalencies
|Number of Creatures||Equal to…|
|2 Creatures||CR +2|
|3 Creatures||CR +3|
|4 Creatures||CR +4|
|6 Creatures||CR +5|
|8 Creatures||CR +6|
|12 Creatures||CR +7|
|16 Creatures||CR +8|
Table: Experience Point Awards
|CR||Total XP||Individual XP|
Step 2—Determine CR: Challenge Rating (or CR) is a convenient number used to indicate the relative danger presented by a monster, trap, hazard, or other encounter—the higher the CR, the more dangerous the encounter. Refer to Table: Encounter Design to determine the Challenge Rating your group should face, depending on the difficulty of the challenge you want and the group's APL.
Step 3—Build the Encounter: Determine the total XP award for the encounter by looking it up by its CR on Table: Experience Point Awards. This gives you an “XP budget” for the encounter. Every creature, trap, and hazard is worth an amount of XP determined by its CR, as noted on Table: Experience Point Awards. To build your encounter, simply add creatures, traps, and hazards whose combined XP does not exceed the total XP budget for your encounter. It's easiest to add the highest CR challenges to the encounter first, filling out the remaining total with lesser challenges.
Adding NPCs: Creatures whose Hit Dice are solely a factor of their class levels and not a feature of their race, such as all of the PC races detailed in Races, are factored into combats a little differently than normal monsters or monsters with class levels. A creature that possesses class levels, but does not have any racial Hit Dice, is factored in as a creature with a CR equal to its class levels –1. A creature that only possesses non-player class levels (such as a warrior or adept) is factored in as a creature with a CR equal to its class levels –2. If this reduction would reduce a creature's CR to below 1, its CR drops one step on the following progression for each step below 1 this reduction would make: 1/2, 1/3, 1/4, 1/6, 1/8.
High CR Encounters: The XP values for high-CR encounters can seem quite daunting. Table: CR Equivalencies provides some simple formulas to help you manage these large numbers. When using a large number of identical creatures, this chart can help simplify the maths by combining them into one CR, making it easier to find their total XP value. For example, using this chart, four CR 8 creatures (worth 4,800 XP each) are equivalent to a CR 12 creature (worth 19,200 XP).
Ad Hoc CR Adjustments: While you can adjust a specific monster's CR by advancing it, applying templates, or giving it class levels, you can also adjust an encounter's difficulty by applying ad hoc adjustments to the encounter or creature itself. Listed here are three additional ways you can alter an encounter's difficulty.
Favourable Terrain for the PCs: An encounter against a monster that's out of its favoured element (like a yeti encountered in a sweltering cave with lava, or an enormous dragon encountered in a tiny room) gives the PCs an advantage. Build the encounter as normal, but when you award experience for the encounter, do so as if the encounter were one CR lower than its actual CR.
Unfavourable Terrain for the PCs: Monsters are designed with the assumption that they are encountered in their favoured terrain—encountering a water-breathing aboleth in an underwater area does not increase the CR for that encounter, even though none of the PCs breathe water. If, on the other hand, the terrain impacts the encounter significantly (such as an encounter against a creature with blindsight in an area that suppresses all light), you can, at your option, increase the effective XP award as if the encounter's CR were one higher.
NPC Gear Adjustments: You can significantly increase or decrease the power level of an NPC with class levels by adjusting the NPC's gear. The combined value of an NPC's gear is given in Creating NPCs on Table: NPC Gear. A classed NPC encountered with no gear should have his CR reduced by 1 (provided that loss of gear actually hampers the NPC), while a classed NPC that instead has gear equivalent to that of a PC (as listed on Table: Character Wealth by Level) has a CR of 1 higher than his actual CR. Be careful awarding NPCs this extra gear, though—especially at high levels, where you can blow out your entire adventure's treasure budget in one fell swoop!
six20 Fantasy Roleplaying Game characters advance in level by defeating monsters, overcoming challenges, and completing adventures — in so doing, they earn experience points (XP for short). Although you can award experience points as soon as a challenge is overcome, this can quickly disrupt the flow of game play. It's easier to simply award experience points at the end of a game session — that way, if a character earns enough XP to gain a level, he won't disrupt the game while he levels up his character. He can instead take the time between game sessions to do that.
Keep a list of the CRs of all the monsters, traps, obstacles, and roleplaying encounters the PCs overcome. At the end of each session, award XP to each PC that participated. Each monster, trap, and obstacle awards a set amount of XP, as determined by its CR, regardless of the level of the party in relation to the challenge, although you should never bother awarding XP for challenges that have a CR of 10 or more lower than the APL. Pure roleplaying encounters generally have a CR equal to the average level of the party (although particularly easy or difficult roleplaying encounters might be one higher or lower). There are two methods for awarding XP. While one is more exact, it requires a calculator for ease of use. The other is slightly more abstract.
Exact XP: Once the game session is over, take your list of defeated CR numbers and look up the value of each CR on Table: Experience Point Awards under the “Total XP” column. Add up the XP values for each CR and then divide this total by the number of characters—each character earns an amount of XP equal to this number.
Abstract XP: Simply add up the individual XP awards listed for a group of the appropriate size. In this case, the division is done for you—you need only total up all the awards to determine how many XP to award to each PC.
Story Awards: Feel free to award Story Awards when players conclude a major storyline or make an important accomplishment. These awards should be worth double the amount of experience points for a CR equal to the APL. Particularly long or difficult story arcs might award even more, at your discretion as GM.
As PCs gain levels, the amount of treasure they carry and use increases as well. The six:20 Fantasy Roleplaying Game assumes that all PCs of equivalent level have roughly equal amounts of treasure and magic items. Since the primary income for a PC derives from treasure and loot gained from adventuring, it's important to moderate the wealth and hoards you place in your adventures. To aid in placing treasure, the amount of treasure and magic items the PCs receive for their adventures is tied to the Challenge Rating of the encounters they face—the higher an encounter's CR, the more treasure it can award.
Table: Character Wealth by Level
* For 1st-level PCs, see table 6–1 in Equipment.
Table: Character Wealth by Level lists the amount of treasure each PC is expected to have at a specific level. Note that this table assumes a standard fantasy game. Low-fantasy games might award only half this value, while high-fantasy games might double the value. It is assumed that some of this treasure is consumed in the course of an adventure (such as potions and scrolls), and that some of the less useful items are sold for half value so more useful gear can be purchased.
Table: Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armour and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items.
Table: Treasure Values per Encounter lists the amount of treasure each encounter should award based on the average level of the PCs and the speed of the campaign's XP progression (slow, medium, or fast). Easy encounters should award treasure one level lower than the PCs' average level. Challenging, hard, and epic encounters should award treasure one, two, or three levels higher than the PCs' average level, respectively. If you are running a low-fantasy game, cut these values in half. If you are running a high-fantasy game, double these values.
Encounters against NPCs typically award three times the treasure a monster-based encounter awards, due to NPC gear. To compensate, make sure the PCs face off against a pair of additional encounters that award little in the way of treasure. Animals, plants, constructs, mindless undead, oozes, and traps are great “low treasure” encounters. Alternatively, if the PCs face a number of creatures with little or no treasure, they should have the opportunity to acquire a number of significantly more valuable objects sometime in the near future to make up for the imbalance. As a general rule, PCs should not own any magic item worth more than half their total character wealth, so make sure to check before awarding expensive magic items.
Table: Treasure Values per Encounter
|Average Party Level||Treasure per Encounter|
While it's often enough to simply tell your players they've found 500 gp in gems and 1,000 gp in jewellery, it's generally more interesting to give details. Giving treasure a personality can not only help the verisimilitude of your game, but can sometimes trigger new adventures. The information on the below can help you randomly determine types of additional treasure—suggested values are given for many of the objects, but feel free to assign values to the objects as you see fit. It's easiest to place the expensive items first—if you wish, you can even randomly roll magic items, using the tables in Magic Items, to determine what sort of items are present in the hoard. Once you've consumed a sizable portion of the hoard's value, the remainder can simply be loose coins or nonmagical treasure with values arbitrarily assigned as you see fit.
Coins: Coins in a treasure hoard can consist of copper, silver, gold, and platinum pieces—silver and gold are the most common, but you can divide the coinage as you wish. Coins and their value relative to each other are described at the start of Equipment.
Gems: Although you can assign any value to a gemstone, some are inherently more valuable than others. Use the value categories below (and their associated gemstones) as guidelines when assigning values to gemstones.
Low-Quality Gems (10 gp): agates; azurite; blue quartz; hematite; lapis lazuli; malachite; obsidian; rhodochrosite; tigereye; turquoise; freshwater (irregular) pearl
Semi-Precious Gems (50 gp): bloodstone; carnelian; chalcedony; chrysoprase; citrine; jasper; moonstone; onyx; peridot; rock crystal (clear quartz); sard; sardonyx; rose, smoky, or star rose quartz; zircon
Medium Quality Gemstones (100 gp): amber; amethyst; chrysoberyl; coral; red or brown-green garnet; jade; jet; white, golden, pink, or silver pearl; red, red-brown, or deep green spinel; tourmaline
High Quality Gemstones (500 gp): alexandrite; aquamarine; violet garnet; black pearl; deep blue spinel; golden yellow topaz
Jewels (1,000 gp): emerald; white, black, or fire opal; blue sapphire; fiery yellow or rich purple corundum; blue or black star sapphire
Grand Jewels (5,000 gp or more): clearest bright green emerald; diamond; jacinth; ruby
Nonmagical Treasures: This expansive category includes jewellery, fine clothing, trade goods, alchemical items, masterwork objects, and more. Unlike gemstones, many of these objects have set values, but you can always increase an object's value by having it be bejewelled or of particularly fine craftsmanship. This increase in cost doesn't grant additional abilities—a gem-encrusted masterwork cold iron scimitar worth 40,000 gp functions the same as a typical masterwork cold iron scimitar worth the base price of 330 gp. Listed below are numerous examples of several types of nonmagical treasures, along with typical values.
Fine Artwork (100 gp or more): Although some artwork is composed of precious materials, the value of most paintings, sculptures, works of literature, fine clothing, and the like come from their skill and craftsmanship. Artwork is often bulky or cumbersome to move and fragile to boot, making salvage an adventure in and of itself.
Jewellery, Minor (50 gp): This category includes relatively small pieces of jewellery crafted from materials like brass, bronze, copper, ivory, or even exotic woods, sometimes set with tiny or flawed low-quality gems. Minor jewellery includes rings, bracelets, and earrings.
Jewellery, Normal (100–500 gp): Most jewellery is made of silver, gold, jade, or coral, often ornamented with semi-precious or even medium-quality gemstones. Normal jewellery includes all types of minor jewellery plus armbands, necklaces, and brooches.
Jewellery, Precious (500 gp or more): Truly precious jewellery is crafted from gold, mithral, platinum, or similar rare metals. Such objects include normal jewellery types plus crowns, sceptres, pendants, and other large items.
Masterwork Tools (100–300 gp): This category includes masterwork weapons, armour, and skill kits—see Equipment for more details and costs for these items.
Mundane Gear (up to 1,000 gp): There are many valuable items of mundane or alchemical nature detailed in Equipment that can be utilized as treasure. Most of the alchemical items are portable and valuable, but other objects like locks, holy symbols, spyglasses, fine wine, or fine clothing work well as interesting bits of treasure. Trade goods can even serve as treasure—10 pounds of saffron, for example, is worth 150 gp.
Treasure Maps and Other Intelligence (variable): Items like treasure maps, deeds to ships and homes, lists of informants or guard rosters, passwords, and the like can also make fun items of treasure—you can set the value of such items at any amount you wish, and often they can serve double-duty as adventure seeds.
Magic Items: Of course, the discovery of a magic item is the true prize for any adventurer. You should take care with the placement of magic items in a hoard—it's generally more satisfying for many players to find a magic item rather than purchase it, so there's no crime in placing items that happen to be those your players can use! An extensive list of magic items (and their costs) is given in Magic Items.
|Magic Item Category||Average Value|
|Minor Item||1,000 gp|
|Medium Item||10,000 gp|
|Major Item||40,000 gp|
Although you should generally place items with careful consideration of their likely effects on your campaign, it can be fun and save time to generate magic items in a treasure hoard randomly. You can “purchase” random die rolls of magic items for a treasure hoard at the following prices, subtracting the indicated amount from your treasure budget and then rolling on the appropriate column on table 15–2 in Magic Items to determine what item is in the treasure hoard. Take care with this approach, though! It's easy, through the luck (or unluck) of the dice to bloat your game with too much treasure or deprive it of the same. Random magic item placement should always be tempered with good common sense by the GM.
An adventurer's primary source of income is treasure, and his primary purchases are tools and items he needs to continue adventuring—spell components, weapons, magic items, potions, and the like. Yet what about things like food? Rent? Taxes? Bribes? Idle purchases?
You can certainly handle these minor expenditures in detail during play, but tracking every time a PC pays for a room, buys water, or pays a gate tax can swiftly become obnoxious and tiresome. If you're not really into tracking these minor costs of living, you can choose to simply ignore these small payments. A more realistic and easier-to-use method is to have PCs pay a recurring cost of living tax. At the start of every game month, a PC must pay an amount of gold equal to the lifestyle bracket he wishes to live in—if he can't afford his desired bracket, he drops down to the first one he can afford.
Destitute (0 gp/month): The PC is homeless and lives in the wilderness or on the streets. A destitute character must track every purchase, and may need to resort to Survival checks or theft to feed himself.
Poor (3 gp/month): The PC lives in common rooms of taverns, with his parents, or in some other communal situation—this is the lifestyle of most untrained labourers and commoners. He need not track purchases of meals or taxes that cost 1 sp or less.
Average (10 gp/month): The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less.
Wealthy (100 gp/month): The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 5 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.
Extravagant (1,000 gp/month): The PC lives in a mansion, castle, or other extravagant home—he might even own the building in question. This is the lifestyle of most aristocrats. He can secure any nonmagical item worth 25 gp or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 100 gp.
Games using the six20 Fantasy RPG are assumed to be taking place in one of a few default settings, each of which include staples of fantasy gaming and literature. These settings may be used in their entirity, or as a basis for your own “homebrewed” setting.
Entries regarding setting will generally follow a set style to allow information to be more easily and consistently presented.
Within each setting, there will be multilple large areas or cultures, bounded by geography, religion, ethnicity or similar, which form the broadest level of description and detail in the setting. These are called Nations, whether that term would normally be applied in a comtemporary modern sense or not. The following information is included at the national level:
Introduction: An overview of the nation in general terms, giving stereotypes of the inhabitants, a brief description of climate, a note of what the nation is famous for, a list of the Regions within the nation (if the nation is large enough to warrant division into regions), and lastly, a mention of any captial or seat of power.
Ruler(s): The name, title and description of the apparent ruler or rulers of the nation. Some history of the ruling class (such as the current ruler's family history, the parliament's establishment, or similar) is given in this section. This section will also include a brief note of the organisation of the ruler's military.
Alignment: The professed alignment, and additionally, the apparent alignment of the nation. It is common for a nation to claim to be acting lawfully, and for the greater good, whereas the citizens might see an apparently indifferent neutral rule of the land.
Diplomacy: The relationship of the nation with its neighbours (and local minority races) should be briefly explained here.
Languages: The common languages of the nation are listed here.
Counties, satrapies and other administrative regions are detailed in the approximately same manner as a nation.
Introduction: An overview of the region in local terms, giving stereotypes of the inhabitants, a brief description of climate, a note of what the region is famous for, a list of the Settlements and places of interest within the region, and lastly, a mention of any captial or seat of power.
Ruler(s): The name, title and description of the apparent ruler or rulers of the region, and who their immediate superiors are at the national level. Some history of the ruling class (such as the current ruler's family history, the parliament's establishment, or similar) is given in this section. Again, as for nations, this section will also include a brief note of the organisation of the ruler's military, as well as any law enforcement organisations.
Alignment: The professed alignment, and additionally, the apparent alignment of the region. It is entirely possible for a region to be quite at odds with its national alignment, and even for hostilities to exist. Of course, it is just as common for a region to match the national morality.
Diplomacy: The relationship of the region with its neighbours (and local minority races), as well as its place in the nation's politics, should be briefly explained here.
Languages: The common languages of the region are listed here.
Settlement Population Ranges
A settlement's population is left to the GM to assign, but you can use a settlement's type to help you determine just how many folks live in the city. Since the actual number of people who dwell in a settlement has no impact on game play, the number you choose is largely cosmetic — feel free to adjust the suggested values below to fit your campaign.
|Settlement Type||Population Range|
|Thorp||Fewer than 20|
|Metropolis||More than 25,000|
The most complete way to handle a settlement in your game, of course, is to plan it out, placing every shop and every home, naming every NPC, and mapping every building. Yet settlements are the most complicated locations you're likely to ever feature in your game, and the prospect of fully detailing one is daunting, especially if your PCs are likely to visit multiple settlements.
Presented below are basic rules for a more streamlined method of handling settlements in your game. Essentially, these rules treat settlements almost as characters of their own, complete with stat blocks. Using these rules, you can generate the vital data for a settlement quickly and efficiently, and with this data you can handle the majority of your players' interactions with the settlement.
Note that for particularly large cities, you can use multiple settlement stat blocks to represent different boroughs within a city. This allows you to have neighborhoods with distinct characteristics inside one city's walls - see the section on Boroughs, below. GMs should feel free to add other new elements to create the cities they desire.
The Settlement Stat Block
A settlement stat block is organized as follows.
Name: The settlement's name is presented first.
Alignment and Type: A settlement's alignment is the general alignment of its citizens and government—individuals who dwell therein can still be of any alignment, but the majority of its citizens should be within one step of the settlement's overall alignment. Alignment influences a city's modifiers. The type is the size category the settlement falls into, be it thorp, hamlet, village, town (small or large), city (small or large), or metropolis. In most cases, rules play off of a settlement's type rather than its exact population total. A settlement's type determines many of its statistics (see Table 7–36: Settlement Statistics).
Modifiers: Settlements possess six modifiers that apply to specific skill checks made in the settlement. A settlement's starting modifier values are determined by its type. This value is further adjusted by the settlement's alignment, government, qualities, and disadvantages. Note that introducing settlement modifiers to your game will somewhat increase the complexity of skill checks by adding a variable modifier each time the PCs visit a new town or city—consider the use of these modifiers an optional rule.
Qualities: All settlements have a certain number of qualities that further adjust their statistics — think of qualities as feats for settlements. A settlement's type determines how many qualities it can have.
Danger: A settlement's danger value is a number that gives a general idea of how dangerous it is to live in the settlement. If you use wandering monster chart that uses percentile dice and ranks its encounters from lowest CR to highest CR, use the modifier associated with the settlement's danger value to adjust rolls on the encounter chart. A settlement's base danger value depends on its type.
Disadvantages: Any disadvantages a settlement might be suffering from are listed on this line. A settlement can have any number of disadvantages you wish to inflict on it, although most settlements have no disadvantages. See below for more details.
Government: This entry lists how the settlement is governed and ruled. The type of government a settlement follows affects its statistics. See below for more details.
Population: This number represents the settlement's population. Note that the exact number is flexible; a settlement's actual population can swell on market days or dwindle during winter—this number lists the average population of the settlement. Note that this number is generally used for little more than flavor—since actual population totals fluctuate, it's pointless to tether rules to this number. After the settlement's total population, a breakdown of its racial mix is listed in parentheses.
Notable NPCs: This section lists any notable NPCs who live in the city, sorted by their role in the community, followed by their name and then their alignment, gender, race, class, and level in parentheses.
Base Value and Purchase Limit: This section lists the community's base value for available magic items in gp. There is a 75% chance that any item of this value or lower can be found for sale in the community with little effort. If an item is not available, a new check to determine if the item has become available can be made in 1 week. A settlement's purchase limit is the most money a shop in the settlement can spend to purchase any single item from the PCs. If the PCs wish to sell an item worth more than a settlement's purchase limit, they'll either need to settle for a lower price, travel to a larger city, or (with the GM's permission) search for a specific buyer in the city with deeper pockets. A settlement's type sets its purchase limit.
Spellcasting: Unlike magic items, spellcasting for hire is listed separately from the town's base value, since spellcasting is limited by the level of the available spellcasters in town. This line lists the highest-level spell available for purchase from spellcasters in town. A town's base spellcasting level depends on its type.
Magic Items: This line lists the number of magic items above a settlement's base value that are available for purchase. In some city stat blocks, the actual items are listed in parentheses after the die range of items available—in this case, you can use these pre-rolled resources when the PCs first visit the city as the magic items available for sale on that visit. If the PCs return to that city at a later date, you can roll up new items as you see fit.
Table: Settlement Statistics Type Modifiers Qualitites Danger Base Limit Purchase Limit Spellcasting
Thorp –4 1 –10 50 gp 500 gp 1st
Hamlet –2 1 –5 200 gp 1,000 gp 2nd
Village –1 2 0 500 gp 2,500 gp 3rd
Small town 0 2 0 1,000 gp 5,000 gp 4th
Large town 0 3 5 2,000 gp 10,000 gp 5th
Small city +1 4 5 4,000 gp 25,000 gp 6th
Large city +2 5 10 8,000 gp 50,000 gp 7th
Metropolis +4 6 10 16,000 gp 100,000 gp 8th
Table: Available Magic Items Community Size Base Value Minor Medium Major
Thorp 50 gp 1d4 items — —
Hamlet 200 gp 1d6 items — —
Village 500 gp 2d4 items 1d4 items —
Small town 1,000 gp 3d4 items 1d6 items —
Large town 2,000 gp 3d4 items 2d4 items 1d4 items
Small city 4,000 gp 4d4 items 3d4 items 1d6 items
Large city 8,000 gp 4d4 items 3d4 items 2d4 items
Metropolis 16,000 gp * 4d4 items 3d4 items
*In a metropolis, nearly all minor magic items are available.
Life in a settlement is represented by six modifiers, each of which adjusts the use of specific skills within the city.
Corruption: Corruption measures how open a settlement's officials are to bribes, how honest its citizens are, and how likely anyone in town is to report a crime. Low corruption indicates a high level of civic honesty. A settlement's corruption modifies all Bluff checks made against city officials or guards and all Stealth checks made outside (but not inside buildings or underground).
Crime: Crime is a measure of a settlement's lawlessness. A settlement with a low crime modifier is relatively safe, with violent crimes being rare or even unknown, while a settlement with a high crime modifier is likely to have a powerful thieves' guild and a significant problem with violence. The atmosphere generated by a settlement's crime level applies as a modifier on Sense Motive checks to avoid being bluffed and to Sleight of Hand checks made to pick pockets.
Economy: A settlement's economy modifier indicates the health of its trade and the wealth of its successful citizens. A low economy modifier doesn't automatically mean the town is beset with poverty—it could merely indicate a town with little trade or one that is relatively self-sufficient. Towns with high economy modifiers always have large markets and many shops. A settlement's economy helps its citizens make money, and thus it applies as a modifier on all Craft, Perform, and Profession checks made to generate income.
Law: Law measures how strict a settlement's laws and edicts are. A settlement with a low law modifier isn't necessarily crime-ridden—in fact, a low law modifier usually indicates that the town simply has little need for protection since crime is so rare. A high law modifier means the settlement's guards are particularly alert, vigilant, and well-organized. The more lawful a town is, the more timidly its citizens tend to respond to shows of force. A settlement's law modifier applies on Intimidate checks made to force an opponent to act friendly, Diplomacy checks against government officials, or Diplomacy checks made to call on the city guard (see sidebar).
Lore: A settlement's lore modifier measures not only how willing the citizens are to chat and talk with visitors, but also how available and accessible its libraries and sages are. A low lore modifier doesn't mean the settlement's citizens are idiots, just that they're close-mouthed or simply lack knowledge resources. A settlement's lore modifier applies on Diplomacy checks made to gather information and Knowledge checks made using the city's resources to do research when using a library.
Society: Society measures how open-minded and civilized a settlement's citizens are. A low society modifier might mean many of the citizens harbor prejudices or are overly suspicious of out-of-towners. A high society modifier means that citizens are used to diversity and unusual visitors and that they respond better to well-spoken attempts at conversation. A settlement's society modifier applies on all Disguise checks, as well as on Diplomacy checks made to alter the attitude of any non-government official.
:: Guards! Guards!
It's inevitable—sooner or later, the PCs will want to call upon the town guard or cause a situation where citizens do so instead. Calling for the guard requires a Diplomacy check modified by the settlement's law modifier. It's only a DC 5 check to call for the guard—with a success, the guards generally arrive on the scene in 1d6 minutes. Every 5 points by which the Diplomacy check exceeds DC 5 (rounding down) reduces the arrival time by 1 minute—if this reduces their arrival time below 1 minute, the increments of reduction instead change to 1 round. For example, the party caster is being mugged and calls for the guard. The result of his Diplomacy check is a 23, and the GM rolls a 2 on 1d6 to determine how long it'll be before the guards arrive. Since the wizard rolled three times the amount he needed, the 2-minute wait time is reduced to 8 rounds.::
Just like nations and regions, a settlement has both a professed alignment, and an apparent alignment. A settlement's alignment not only describes the community's general personality and attitude, but also influences its modifiers. A lawful component to a settlement's alignment increases its law modifier by 1. A good component increases its society modifier by 1. A chaotic component increases its crime modifier by 1. An evil component increases its corruption modifier by 1. A neutral component increases its lore modifier by 1 (a truly neutral city gains an increase of 2 to its lore modifier). Alignment never modifies a settlement's economy modifier.
Just like nations, towns and cities are ruled by governments. At this smallest scale, local level, the rule of the settlement has a direct effect on game play. A settlement's government not only helps to establish the flavor and feel of the community but also adjusts its modifiers. Choose one of the following as the settlement's government.
Autocracy: A single individual chosen by the people rules the community. This leader's actual title can vary—mayor, burgomaster, lord, or even royal titles like duke or prince are common. (No modifiers)
Council: A group of councilors, often composed of guild masters or members of the aristocracy, leads the settlement. (Society +4; Law and Lore –2)
Magical: An individual or group with potent magical power, such as a high priest, an archwizard, or even a magical monster, leads the community. (Lore +2; Corruption and Society –2; increase spellcasting by 1 level)
Overlord: The community's ruler is a single individual who either seized control or inherited command of the settlement. (Corruption and Law +2; Crime and Society –2)
Secret Syndicate: An unofficial or illegal group like a thieves' guild rules the settlement—they may use a puppet leader to maintain secrecy, but the group members pull the strings in town. (Corruption, Economy, and Crime +2; Law –6)
Settlements often have unusual qualities that make them unique. Listed below are several different qualities that can further modify a community's statistics. A settlement's type determines how many qualities it can have—once a quality is chosen, it cannot be changed.
Note that many of the following qualities adjust a town's base value or purchase limit by a percentage of the town's standard values. If a town has multiple qualities of this sort, add together the percentages from modifiers and then increase the base value by that aggregated total—do not apply the increases one at a time.
Academic: The settlement possesses a school, training facility, or university of great renown. (Lore +1, increase spellcasting by 1 level)
Holy Site: The settlement hosts a shrine, temple, or landmark with great significance to one or more religions. The settlement has a higher percentage of religious casters in its population. (Corruption –2; increase spellcasting by 1 level)
Insular: The settlement is isolated, perhaps physically or even spiritually. Its citizens are fiercely loyal to one another. (Law +1; Crime –1)
Magically Attuned: The settlement is a haven for ritualists and casters due to its location; for example, it may lie at the convergence of multiple ley lines or near a well-known magical site. (Increase base value by 20%; increase purchase limit by 20%; increase spellcasting by 1 level)
Notorious: The settlement has a reputation (deserved or not) for being a den of iniquity. Thieves, rogues, and cutthroats are much more common here. (Crime +1; Law –1; Danger +10; increase base value by 30%; increase purchase limit by 50%)
Pious: The settlement is known for its inhabitants' good manners, friendly spirit, and deep devotion to a deity (this deity must be of the same alignment as the community). (Increase spellcasting by 1 level; any faith more than one alignment step different than the community's official religion is at best unwelcome and at worst outlawed—obvious worshipers of an outlawed deity must pay 150% of the normal price for goods and services and may face mockery, insult, or even violence)
Prosperous: The settlement is a popular hub for trade. Merchants are wealthy and the citizens live well. (Economy +1; increase base value by 30%; increase purchase limit by 50%)
Racially Intolerant: The community is prejudiced against one or more races, which are listed in parentheses. (Members of the unwelcome race or races must pay 150% of the normal price for goods and services and may face mockery, insult, or even violence)
Rumormongering Citizens: The settlement's citizens are nosy and gossipy to a fault—very little happens in the settlement that no one knows about. (Lore +1; Society –1)
Strategic Location: The settlement sits at an important crossroads or alongside a deepwater port, or it serves as a barrier to a pass or bridge. (Economy +1; increase base value by 10%)
Superstitious: The community has a deep and abiding fear of magic and the unexplained, but this fear has caused its citizens to become more supportive and loyal to each other and their settlement. (Crime –4; Law and Society +2; no spellcasting available)
Tourist Attraction: The settlement possesses some sort of landmark or event that draws visitors from far and wide. (Economy +1; increase base value by 20%)
Just as a settlement can have unusual qualities to enhance its statistics, it can also suffer from disadvantages. There's no limit to the number of disadvantages a community can suffer, but most do not have disadvantages, since a settlement plagued by disadvantages for too long eventually collapses. A disadvantage can arise as the result of an event or action taken by a powerful or influential NPC or PC. Likewise, by going on a quest or accomplishing a noteworthy deed, a group of heroes can remove a settlement's disadvantage. Several disadvantages are listed below.
Anarchy: The settlement has no leaders—this type of community is often short-lived and dangerous. (Replaces settlement's Government and removes Government adjustments to modifiers; Corruption and Crime +4; Economy and Society –4; Law –6; Danger +20)
Cursed: Some form of curse afflicts the city. Its citizens might be prone to violence or suffer ill luck, or they could be plagued by an infestation of pests. (Choose one modifier and reduce its value by 4)
Hunted: A powerful group or monster uses the city as its hunting ground. Citizens live in fear and avoid going out on the streets unless necessary. (Economy, Law, and Society –4; Danger +20; reduce base value by 20%)
Impoverished: Because of any number of factors, the settlement is destitute. Poverty, famine, and disease run rampant. (Corruption and Crime +1; decrease base value and purchase limit by 50%; halve magic item availability)
Plagued: The community is suffering from a protracted contagion or malady. (–2 to all modifiers; reduce base value by 20%; select a communicable disease—there's a 5% chance each day that a PC is exposed to the disease and must make a Fortitude save to avoid contracting the illness)
<include boroughs for large towns and up - conversion of DMG web enhancement material>
<As per Daremonai's work>