Gems
Gems
Use the following tables to determine the specific types of gemstones found in a treasure. Most often, caches of gemstones contain only one or two types of gems. Large, flawless, or unusually colored gems might be worth as much as ten times the usual price for their type.
10 GOLD GEMSTONES (D6)
1 Agate. Usually translucent green, brown, and yellow (fire agate is iridescent)
2 Lapis lazuli. Deep blue, sometimes flecked with gold
3 Malachite. Opaque, mottled green, often found in copper deposits
4 Obsidian. Opaque black, produced from lava
5 Quartz. Usually clear or subtly colored and transparent (rose quartz is light pink)
6 Turquoise. Opaque, blue-green
50 GOLD GEMSTONES (D6)
1 Bloodstone. Opaque, dark green stone with blood-red spots
2 Carnelian. Opaque orange, red, or brown
3 Citrine. Transparent yellow or orange
4 Jasper. Opaque, sometimes banded, often green or brown
5 Moonstone. Translucent bluish-white
6 Onyx. Opaque black or white
100 GOLD GEMSTONES (D8)
1 Amber. Translucent yellow-orange, made of fossilized tree resin
2 Amethyst. Transparent purple
3 Coral. Opaque red, made of polished sea coral
4 Garnet. Usually transparent red, but other colors are possible
5 Jade. Translucent green
6 Jet. Opaque black, made of fossilized wood
7 Pearl. Opaque white, or very rarely black, produced by oysters and similar creatures
8 Tourmaline. Transparent, nearly any color
500 GOLD GEMSTONES (D4)
1 Aquamarine. Transparent pale blue
2 Peridot. Transparent green or olive
3 Spinel. Transparent red, blue, purple, or pink
4 Topaz. Transparent, any color but most often yellow to red
1,000 GOLD GEMSTONES (D6)
1–2 Opal. Transparent, iridescent, many colors including white, black, blue, red, and green
3–4 Sapphire. Transparent and usually blue, but can be green, pink, yellow, or purple (star sapphires have white star-shaped inclusions)
5–6 Emerald. Transparent green
5,000 GOLD GEMSTONES (D6)
1–2 Diamond. Transparent and clear (the most prized diamonds have no visible inclusions or flaws)
3–4 Jacinth. Transparent red-orange
5–6 Ruby. Transparent red (star rubies have white star-shaped inclusions)
Ice Riders
Ice Riders
Half-Dragon Template
Half-Dragon Template
A beast, humanoid, giant, or monstrosity can become a half‑dragon. It keeps its statistics, except as follows.
Languages. If the half-dragon knows languages, it speaks Draconic in addition to the ones it knows.
Senses. The half-dragon gains blindsight out to a distance of 10 feet and darkvision out to a distance of 60 feet.
Resistances. The half-dragon gains resistance to a damage type dealt by the breath weapon of its dragon half.
Breath Weapon. The half-dragon uses the Breath Weapon attack of the oldest dragon of its type that has a Challenge Rating equal to or lower than the half-dragon’s Challenge Rating (minimum wyrmling).
Wings. If the half-dragon’s Challenge Rating is 9 or higher, it gains wings and a fly speed of 60.
Journey Best Practices
Journey Best Practices
This page provides tips for running journeys.
- 24-mile hexes. If you choose to use hexes on your maps, 24 miles is how far a group travels at normal speed in a day. Using 24-mile hexes makes counting travel time easy--one hex per day.
- One activity. It is strongly recommended that you limit journey activities to one per Region, unless the Region is unusually large. The added granularity of resolving daily activities generally doesn’t add to the gameplay. Journey activities are designed as little background things, resolved quickly.
- One encounter. Keep encounters to one per Region unless the Region is unusually large.
- Experience points. Remember that full XP from an exploration challenge is only gained from a critical success.
- Narrator's discretion. Don’t forget that exploration challenge rewards and penalties are entirely up to the Narrator. The core rules play it safe, but you may prefer much more severe consequences for failure. The reward should match the risk.
- Modes of play. Running the journey is a different 'mode of play' to the real-time mode of the actual encounters. Normal actions are not available as part of the longer-scale journey mode outside of special encounters.
- Single rolls. Try not to reduce an exploration challenge to a single die roll. Spend time describing the situation, encourage interesting solutions, and allow yourself to spend time in the challenge. If the challenge does end up being a single die roll and not much else, the XP reward should be minimal if anything.
- Vignettes. Think of an exploration challenge as an evocative encounter. Remember that the PCs will be getting experience points for this, so it should be a noteworthy event. Embellish it and take your time. If you're simply asking for a skill check, it's probably not worth XP.
- It's not days! Journeys are not run one day at a time. That way lies tedium! Narrate the crossing of a region organically, puncutated by encounters, not time units. It's OK to say 'you travel for a week, and on the third day..."
Suggested Penalties
The outcome of an exploration challenge is decided by the Narrator. On failure of an exploration challenge, there are suggested outcomes in the challenge stat block, but also consider the following penalties.
- Fatigue and/or strife
- Supply loss
- Damage
- Hit dice expenditure
- Equipment damage
- Diseases
- Mental stress effects
- Time loss
- Unusual penalties (see below)
Penalties can be instantaneous, permanent, until the next long rest, or until the next haven .
Exploration Challenge Damage
If a challenge inflicts damage as a penalty, the following values are suggested. Damage is doubled on a critical failure.
Tier | Obstacle | Trap |
Tier 0 | 3 (1d6) | 7 (2d6) |
Tier 1 | 5 (1d10) | 11 (2d10) |
Tier 2 | 11 (2d10) | 22 (4d10) |
Tier 3 | 22 (4d10) | 55 (18d10) |
Tier 4 | 55 (10d10) | 99 (24d10) |
A trap is designed to inflict damage directly. An obstacle inflicts less damage but may also incur Supply loss or other effects.
Note that damage is recovered during a long rest, so unless a combat encounter is anticipated before the next long rest, damage has less practical effect as a challenge penalty.
Unusual Penalties
- Aging +/- 1d6 years (permanent)
- A stink or odor which inflicts disadvantage on Charisma checks until you reach a haven
- Other conditions , such as rattled or poisoned until the next long rest
- Inability to consume or benefit from Supply until you reach a haven
- A magical mutation of some kind
- Nightmares which prevent benefiting from a long rest until you reach a haven
- Loss of voice (which can affect spellcasting)
Journey Checklist
Journey Checklist
When making a journey , follow these steps.
- Based on the world map, the Narrator determines which Regions exist on the route.
- For each
Region
determine the travel distance, travel pace, and resultant travel time.
- The Narrator determines the Region’s traits and task DC, and rolls 1d20 to determine the prevailing weather.
- Each adventurer selects one or more journey activities and makes relevant checks.
- The Narrator rolls for one or more encounters using the appropriate tiered table for that Region . These may be monsters, exploration challenges, social encounters, or scenery.
- Determine Supply usage and apply [conditions|fatigue] if necessary.
- Repeat step 2 for each Region .
- Arrive at your destination!
The order in which journey activities are resolved and when encounters take place is up to the Narrator, although we suggest that you resolve journey activities, and then run any encounters.