Characters

Settlements in Play

GameMastery Guide, page 202

The best 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 on the following pages 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 districts within a city. This allows you to have neighborhoods with distinct characteristics inside one city’s walls. GMs should feel free to add other new elements to create the cities they desire. A Settlement Sheet is included in the back of this book to record the details of your own settlements.

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, Ezren is being mugged by thugs 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 Ezren rolled three times the amount he needed, the 2-minute wait time is reduced to 8 rounds.

Settlement Alignment

A settlement’s alignment not only describes the community’s general personality and attitude, but also inf luences 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.

In this section

  • The Settlement Stat Block A settlement stat block is organized as follows.
  • Settlement Modifiers Life in a settlement is represented by six modifiers, each of which adjusts the use of specific skills within the city.
  • Settlement Government Just like nations, towns and cities are ruled by governments. A settlement’s government not only helps to establish the flavor and feel of the community but also adjusts its modifiers.
  • Settlement Qualities Settlements often have unusual qualities that make them unique. Listed below are several different qualities that can further modify a community’s statistics.
  • Settlement Disadvantages Just as a settlement can have unusual qualities to enhance its statistics, it can also suffer from disadvantages.
  • Sample Settlements While it’s nice to be prepared, and planning out cities can be fun in and of itself, it’s not always possible to generate specific settlement stat blocks for every town and city that the PCs might visit.