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Your campaign world is likely to include settlements that characters can visit. The characters might even adopt one of these settlements as a home base, in or near which they can build their Bastions when they are of high enough level to do so (see chapter 8).

The Settlements by Size table provides population ranges for villages, towns, and cities as well as the value of the most expensive item the settlement is likely to have for sale. Adjust these numbers as you wish to account for special circumstances. For example, a Potion of Healing (which costs 50 GP) is too expensive an item to purchase in most villages, but a village that happens to have an alchemist, an herbalist, or a potion brewer might have one or more such potions for sale.

Life in a city is full of fantastical surprises!

Settlements by Size
Settlement   Population Range   Max. GP Value
Village Up to 500 20 GP
Town 501–5,000 2,000 GP
City 5,001 and higher 200,000 GP

Do I Need a Settlement Map?

A settlement doesn’t always require a map. Simply describing the settlement to your players is usually sufficient. But if it’s important for the players to know where certain buildings or other locations are in the settlement, having a map is helpful.

For an example of a settlement map, see the Crossroads Village map in appendix B.


Settlement Tables and Tracker

The following tables allow you to flesh out details about a settlement. You can use the accompanying Settlement Tracker to record important information about a village, town, or city in your campaign.

Defining Traits
1d20   Trait
1–2 Fortified outer wall
3–4 Lots of gardens, parks, and greenery
5–6 Lots of mud, filth, and litter
7–8 Sprawling cemetery
9–10 Lingering fog
11–12 Noise and smoke from smithies and forges
13 Canals and bridges
14 Cliffs on one or more sides
15–16 Clean streets and well-maintained buildings
17–18 Ancient ruins within the settlement
19–20 Impressive structure (such as a keep, temple, circle of standing stones, or ziggurat)
Claims to Fame
1d20   Claim to Fame
1 Delicious food
2 Rude people
3 Friendly folk
4 Artists or writers
5 Great hero/savior
6 Flowers
7 Seasonal festival
8 Hauntings
9 Spellcasters
10 Decadence
11 Piety
12 Gambling
13 Godlessness
14 Education
15 Wines
16 High fashion
17 Political intrigue
18 Powerful guilds
19 Patriotism
20 Ancient ruins
Current Calamities
1d12   Calamity
1 Monsters infest the settlement.
2 A key figure died; murder is suspected.
3 War brews between rival guilds or gangs.
4 A plague or famine sparks riots.
5 Monsters attack anyone who approaches or leaves the settlement.
6 Trade disputes cause economic hardship.
7 A natural disaster threatens the settlement.
8 A prophecy of doom has residents on edge.
9 Locals are being drafted to fight in a war.
10 Political or religious strife threatens violence.
11 The settlement is under siege.
12 Scandal threatens powerful local families.
Local Leaders
1d12   Leader
1 Respected, fair, and just leader or council
2 Feared tyrant
3 Coward manipulated by others
4 Illegitimate leader causing civil unrest
5 Powerful monster
6 Mysterious, anonymous conspirators
7 Contested leadership (with open fighting)
8 Acrimonious council unable to make decisions
9 Doltish lout
10 Dying leader (with disputed succession)
11 Iron-willed and respected leader or council
12 Religious leader or council
Tavern Names*
1d20   First Part   Second Part
1 The Golden
Lyre
2 The Silver
Dolphin
3 The Beardless
Dwarf
4 The Laughing
Pegasus
5 The Dancing
Hut
6 The Gilded
Rose
7 The Stumbling
Stag
8 The Wolf and
Duck
9 The Fallen
Lamb
10 The Leering
Demon
11 The Drunken
Goat
12 The Wine and
Spirit
13 The Roaring
Horde
14 The Frowning
Jester
15 The Barrel and
Bucket
16 The Thirsty
Crow
17 The Wandering
Satyr
18 The Barking
Dog
19 The Happy
Spider
20 The Witch and
Dragon

*Roll a separate d20 for each part of the tavern’s name.

Random Shops
1d20   Type
1 Pawnshop
2 Apothecary
3 Grocer
4 Delicatessen
5 Potter
6 Undertaker
7 Bookstore
8 Moneylender
9 Armorer
10 Chandler
11 Smithy
12 Carpenter
13 Weaver
14 Jeweler
15 Baker
16 Mapmaker
17 Tailor
18 Ropemaker
19 Mason
20 Scribe
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