Goblin
LVL 1/3, SMALL
- 15
Goblins: Haha, Missed Me!
Whenever an attack misses you, deal 1 psychic damage in return.1d6+2 (or Shoot, Range 8)
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GMing isn’t that hard! It’s actually fairly easy, and WAY more rewarding than being a player. The players only get 1 character, YOU get hundreds—you get entire WORLDS at your command. Sound cool? Yeah it does. A bit intimidating? Also, yes.
The good news is you can start very small and build what you need as you need it. This book will walk you through your first sessions with baby steps, and by the end, you’ll be at the helm of your own open sandbox adventure that follows your heroes wherever they want to go!
1. Familiarize yourself with the core rules.
If you haven’t read (or at least skimmed) the Core Rules book, stop here and do that now. You don’t have to be an expert—you’ll get a better hang of them as you play through the adventure.
2. Get some friends together.
A typical group is 3-5 players—though fewer (or many more!) is certainly possible as well. If your players are new to TTRPGs, use the premade characters: print out character sheets for everyone and start the included adventure! They’ll probably have some questions. Don’t worry, just start playing, you’ll sort it out as you go.
If they’re experienced with other TTRPG systems already, they can make custom characters using the Core Rules and Heroes books.
3. Don’t expect to remember all of the rules perfectly.
The first few times you play, expect to forget some rules, that’s okay. When in doubt, rule in favor of your players and keep the game moving.
Roll With It. Sometimes you won’t know the “right” way to resolve a particularly off-the-wall idea. Don’t stop to look up rules. Often, there are many “right” answers. Do the coolest thing in the moment, look it up later if you must. For example:
Player: “I climb up that building and jump down, landing on top of the bad guy and attack him!”
Encourage the creativity! Let it happen (maybe just this once, and you can reserve the right to change how it works in the future).
For the above example, you can resolve the attack easily enough, roll some dice. But falling that far would likely deal some damage (1d6 per 10 ft.). On the other hand, they’d be landing on another character, and that might soften the blow. Some options on how to handle it:
Any of these would be fair enough and also pretty cool. You could even tell the player how you’d resolve it and give them the chance to change their mind: “You can definitely do that if you want, you’ll have to make a DEX save to avoid taking damage yourself. Still want to?”
What If They…?! Yes, sometimes your players will try to go so far off the adventure path that you don’t know what to do. Be honest and feel free to say “Hey, I’m new at this.” Ask your players to stick to the story you’ve got prepared for now. In time, you’ll be able to let them wander off and do anything they can imagine, but for now, let’s play the adventure that’s at hand. Just don’t stop the game to look up the “right” way to resolve this situation. If this becomes a regular tactic with your group—then you’ll want to agree on a solution that feels right for your table. Starting as a GM
Your job is NOT to foil the players or be their enemy. The GM’s job is to facilitate the fun and help them feel HEROIC! Yes, the Oathsworn will deal more damage if you attack them, do it anyway. If you’re playing intelligent monsters, maybe they catch on after a while and attack other players, but don’t rob your players of the cool things they can do.
If a player casts a spell like Shadowtrap, go ahead and have monsters keep attacking them! Then have the monsters be scared to attack them for fear of another Shadowtrap, even when it’s not cast! If it’s what the monsters would do, do it.
Default to Yes. If a player comes up with a creative idea not explicitly in the rules, encourage it! If it seems like a longshot idea, tell them the consequences of failure. If they still want to do it, let the dice decide.
Avoid a flat, “No. It doesn’t work.” Instead, try, “You fail to pick the lock, but you notice the chest isn’t bolted down…” Or, “Yeah, it works, but… (the guards are alerted, you drop something as you leap across the pit trap, you take damage, etc.).” There should always be a way to push the story forward when the heroes fail.
Give everyone spotlight time. If one or two players generally speak up first, call on the others to weigh in. Make sure they get opportunities to shine. Design encounters and situations that cater to different hero strengths (combat, diplomacy, stealth, etc.).
Give More. When an adventure offers an opportunity for a skill check (e.g., picking a pocket, or the Assess action) and they roll exceptionally well (e.g., 20+), feel free to give more than the bare minimum. For example, on a DC 12 Finesse check to secretly pick someone’s pocket: on a 20+ perhaps they find some extra loot. Or, on a 20+ check to Create an Opening, they could get an additional die of damage as well!
When information is necessary: Choose one hero who “knows” the information. For instance: the Hunter knows about this forest, the Mage knows what an arcane symbol means. Alternatively, have everyone roll a skill check and reward the hero with the highest roll with the information. They are the ones who knew it!
Roll in the open. Even if you’re NOT cheating (perhaps especially so), make sure play also feels to your party like everything is on the up and up. What happens is what was supposed to happen. Players love to know that they won fairly.
For Example. If they missed killing the bad guy by a single Hit Point, you are welcome to tell them “oo, sorry, ALMOST got him, he has 1 HP left.” Or if they suddenly kill a bad guy that was proving to be exceptionally difficult, with exact damage, you could even show them the stat block and congratulate them for their great luck! Cheers will be had all around the table.
Telegraph Danger. You MUST be clear about danger: you are their eyes and ears. They cannot make meaningful decisions if they are in the dark about how deadly a situation is. If you telegraphed danger and the heroes still make bad decisions, let them suffer the consequences of their choices. Heroes have plenty of options to get themselves out of sticky situations—go get ‘em! Don’t be afraid to keep attacking a Dying hero (they’re still standing, it’s what a monster would do), and don’t be afraid to let them fall down an endless pit—leave it to the players to figure out how to save themselves. Interpose, Retreat, or something else….
Skip It! If you’ve never ran a game as a GM before, feel free to skip this section and come back to it after running the starter adventure “GARDEN OF DEATH”.
After you’ve been GMing for a while, many of the basics become easier and you have the mental bandwidth to try new techniques and see how they work at your table. Some will, some won’t. But you won’t know until you’ve tried!
It can be great fun to have the heroes unaware of the plots and machinations of the Big Bad Evil Guy, but you generally want to avoid your players feeling confused or lost in a campaign. A great way to make a complex story more sensible or keep moving forward despite a bad roll is to give the players information that the heroes don’t have and can’t act on. Letting the players in on what is happening, giving them information that the heroes are not privy to, can be a great way to increase the fun.
Cut away from the heroes and narrate a “cutscene” of the bad guy being bad so they can understand what he’s doing, why, and hopefully hate him more when the time comes to face him!
Reveal snippets of backstory or context through brief flashbacks. For example, show an NPC’s past struggles or a hero’s forgotten memory.
Describe a dark figure watching the party from the shadows as they camp while the heroes are unaware. Describe the weather turning unexpectedly right before a bad twist in the story.
The heroes wander into a clearing near a goblin camp, you ask for a Lore check to see how much they know about goblins. On a bad roll, it’s great fun to describe what they COULD have known but didn’t: goblins LOVE to put traps everywhere they go. So you can tell them all about the traps they are about to fall into! Start making some DEX saves!
On a failed Assess check (to encourage them to try again), you can inform the players of a monster’s hidden strength, weakness, or technique that they won’t be able to exploit until they succeed, encouraging more thoughtful play and adding more tactics to the encounter.
While exploring a dungeon, the heroes narrowly avoid a hidden trap. Narrate how a secretive ally (a sympathetic goblin) disarmed it just in time, without the heroes ever knowing. The heroes may just be more open to chatting when they meet their little secret friend rather than coming to blows.
Whenever the party splits up, narrate their actions in parallel. Jump between groups whenever there is a cliffhanger to build tension and excitement.
The party meets a new non-player character (NPC)or gains a new companion. Narrate a scene where this companion is communicating secretly with the villain. Giving information to the players that the party can’t act on is a great way to increase drama and excitement!
Note: These techniques only work if your players are willing to PLAY ALONG. Some players may get frustrated by information they can’t act on, others will love it! If you give them hidden information and they try to act on it, you might not be able to use this technique too often.
Out of all the ways to start a new campaign, heroic vignettes (or playable backstories) are one of the BEST. Campaigns are at their most fun once players have really gotten to know each other’s heroes, but introductions can often feel slow and awkward. Vignettes fix that! These brief, one-on-one scenes (no more than 5 minutes each) help you fast forward to the fun. Before the campaign, talk with your players about their heroes. Some may have detailed ideas, while others might just say, “I’m a dragon dude with a big axe.” Either is great! Work with them to shape a vignette if they have ideas—or surprise them if they don’t.
Ben wants to play a dumb kobold who thinks he’s a divinely chosen servant but accidentally made a pact with an evil patron. He doesn’t really care about the details, though. Let’s help him fill in the blanks:
You crouch in a thorny bush, surrounded by twigs, leaves, and the suppressed giggles of your best buds, Doppo and Twigs. Hunger gnaws at your bellies. The sound of wagon wheels and horse hooves grows louder. Doppo: “Aw man, this is gonna be so good! You think they have sandwiches?” Twigs: “If not, we can eat them. Their deaths will not be in vain.”
All: *hehehehe*
What skill do you want to use to ambush the travelers?
With a swift leap, you and your companions spring into action. Doppo and Twigs tackle the driver and passenger while the horses panic, sending the cart flying. You snatch a satchel and vanish into the shadows. Excitement buzzes through you as you tear into the satchel… only to find PAPERS. INEDIBLE PAPERS. What do you do?
Ben: I pull them out and take a look.
Your kobold pals crowd around, eyes wide with curiosity. The papers are covered in strange symbols and incoherent words. You can’t read them, but they feel… different. POWERFUL.
Ben: “Look at me, I’m human! I can read! I can wri—” marks an X on the papers
A surge of power races through you as a shadowy figure bursts forth. The papers disintegrate into ash.
Mysterious Figure: “THE PACT IS SEALED!”
Your friends. are. TERRIFIED. Doppo: “AHHHH! It’s BAHAMUT! We’re doomed! Kerrik made us do it! Eat him, not us!” In your limited kobold intellect, what does Kerrik believe to be happening?
Ben: “Bahamut has chosen ME to be his servant! I have powers now!”
With your chest puffed out and a heart full of pride, you clutch the satchel and declare yourself Bahamut’s chosen. Inside, you find strange words like “UNIVERSITY” and “ADMISSIONS.”
With your awestruck kobold buddies in tow, you set off on a divine mission to uncover what it all means… and maybe find some sandwiches along the way.
Note that Ben is in on the vignette. This is not like an adventure where we don’t know exactly what’s going to happen—you both know that he’s going to sign the papers and start this journey. This is for the other players to find out about his character in a fun way. In a vignette we also introduce fun NPCs that only he knows. His kobold buddies can be called upon to help with a quest, and an investigation surrounding what happened to the people they attacked might start brewing. Great quest hooks for later!
Simply allow your player to say what they do or call for skill checks (the sooner you can get to rolling dice, the better!). If you do call for skill checks, make sure they only have narrative consequences: if he rolls low or high, tweak the narrative to accommodate, but either way, he still jumps out of the bushes, attacks the wagon, and signs the papers.
Nicole has a much more developed backstory, including a family with names and even a specific arc she’d like to play out. She is playing a non-magical roguish hero in a campaign set at a magical school.
Where are you hiding as you overhear your mother activate her speaking mirror and start a conversation—about you?
Nicole: Um…in the hallway, just outside her office.
Perfect. From there, you can hear your mother clearly, but the other side of the conversation is muffled:
“Thank you for this favor, Professor, regarding my daughter—… Yes, I know she failed the entrance exam, but there were extenuating circum—”
She’s INTERRUPTED. Twice. Has this ever happened?
Nicole: NEVER! She’s just letting that happen?!
Give me an Insight check. Not only does she allow it, but her voice quavers ever so slightly. She’s AFRAID.
“Professor, I trust you understand the importance of this. My daughter, Maeve, is destined for greatness, and the University is the key to unlocking her true potential. She won’t fail. She’s just… a late bloomer. She’ll thrive surrounded by dedicated classmates. Magic runs in our veins.” Indistinct response
“I see.” (Disappointed) ”…That favor you asked for. I’ll need to pull some strings, but… what if it could be done?” Your mother falls completely silent as the Professor speaks again. Give me a Perception check. How much can you catch?
Professor: “An unfortunate accident will soon befall a student, leaving a spot open. I believe I can take a personal interest in your daughter’s admission. Her lineage and potential are a rare and compelling combination. She will need to begin classes within the week.”
You can use her vignette to introduce important NPCs, and give her personal goals, and raise some questions for her as well. Why is her mom so afraid of this professor? Who is she? What is the favor?
Vignettes can also be a great way to give the players information that their heroes wouldn’t have access to. Brandon wants to play an ooze spy character; he doesn’t really care what the other details are. You work together to come up with a cool secret passphrase and response, and he gets to show off his sweet spy skills in front of the rest of the players, as well as secret lore the party shouldn’t have yet.
The countryside of your homeland flashes past you. Hills, farmland, woods. It won’t be long until you’re in the capital. You were instructed to wait here in your private train carriage for your first assignment. You are just beginning to settle in when you hear a gentle knock knock on the cabin door. What do you do?
Brandon: “Open the door, cautiously.”
Old Steward: Would you like any refreshments? Please help yourself (seltzer water, fresh fruits, bread, cheeses). Oh, by the way, how is your sick uncle?
He speaks the secret phrase that has been drilled into your head a thousand times in the citadel, your response?
Brandon: “Dead, as always.”
“Your mission begins now, agent.” The steward’s disguised voice changes in an instant, now hard and hushed as he slips you a sealed envelope.
“You will be a student at the famed magical university. Our target of concern: a group called the Shadowblades. We have > heard whispers that they are recruiting mages from this campus, and need you to investigate. You will find all your documents in order: of course, your identification, forged transcripts and letters of acceptance, contact information for your handler in case of emergency, and, of course, instructions on how to access your expense account.”
“Something big is coming. The kingdom is counting on you. Read the dossier carefully while in your cabin. Burn it before you arrive at the teleportation circle in the capital. Long live the king.”
Do you burn it or keep it? Examination check to see how much you remember.
What a cool way to start a campaign! You’re a spy with secret information AND AN EXPENSE ACCOUNT! This also gives you, as the GM, hooks into the story to drop information and twists in a very natural way. You can make any monetary requests contingent upon him uncovering information. You can have rival nations also sending spies as fellow students trying to ferret him out. You can even have the Shadowblades attempt to recruit him!
An adventure should have a mix of all 3 RPG pillars: Combat, Role Playing, and Exploration. Some players will get listless if there is too much yapping and not enough smacking! Even in combat-heavy sessions, let players use their social or exploration skills. Others really like using their creativity to overcome exploration challenges. Some of the most fun sessions are when little to no combat happens! Here are some great ways to ensure your adventures have a nice mix.
Create problems or situations for your players to creatively solve. Don’t worry yourself with planning a solution though! It’s guaranteed that your players will come up with ideas you never considered. Encourage them to be creative and allow anything that sounds reasonable. They may have to roll a save or a skill check, there might be consequences, or their harebrained idea might be so good that it just works!
Think about the heroes. Do they have any personal quests? Backstory questions they want resolved? Favorite NPCs? Make sure you keep that in mind as you prep, so you can include moments for those elements.
Roughly 1-2 combat encounter per hour of play is typical. Having some fun fights is a great way to let the heroes do their cool things. But make sure the bad guys aren’t merely standing around waiting for heroes to come slay them. What are the baddies doing when the heroes come? Arguing, sleeping, arm wrestling, cooking, hiding, fighting something else, digging, planning, partying, building a trap, etc.
No combat? Sessions can vary—some might feature no combat, while others are action-packed. If you and your players are having fun, don’t worry too much!
Optional Encounters. Some combat encounters can be optional—heroes can choose to engage if they’re itching for a fight, or avoid combat (by sneaking past, by clever negotiation, or any other means).
Vary Difficulty. While most encounters may be fun, fair fights—in a realistic world not everything will be perfectly “level appropriate”. Some encounters will be easy and allow the heroes to flex their muscles. Some monsters will occasionally be far too powerful to face head on; the party will need to RUN. If they do face it, it’d have to be with EXCEPTIONAL tactical/social wit (or cheating).
Be Clear About Danger. You can only do this if you are also CLEAR about danger, though. You shouldn’t spring a super deadly total-party-kill (TPK) encounter on your players when they are expecting an easy one. Warn your players when something is actually dangerous. Remember: you are their eyes and ears.
If they get in over their head because of their own foolish choices, despite your warnings, that’s okay! If that happens and it’s your fault, they won’t be having very much fun. Either way, allow them to retreat (with consequences, if appropriate).
Team dynamics & collaboration. Nimble classes play the best when working together; set up challenges where players need to cooperate and use their unique abilities together.
Your players can explore boring places at home all day long. We play RPGs to explore INTERESTING places. A “tomb” is boring. An “ANCIENT tomb” is better. “THE PROFANE TOMB OF THE WORLD GORGER” is better still. The places you present can include secret entrances, spots to hide and sneak around in, places to gain the high ground and set up traps for the bad guys, cool loot, and importantly, they should include WEIRD things unique to this area: crystals that produce “anti-light”, mind controlling fungus, walls made of hands, paintings with eyes that follow, a room with no sound…
Traveling Events. Sometimes simply narrating “you get to the adventure site” is fine, but usually an adventure will be more engaging if you can set the stage by including a few interesting encounters that happen along the way. How is this place the heroes are headed to different from all other places?
These encounters are a great time for heroes to use their skills and should give a flavor of the location, hint at lore, or foreshadow something coming later. They can include obstacles to overcome creatively, situations to gain Boons, learn rumors, or suffer setbacks (take damage, gain Wounds, etc.).
Adventure Locations. This is the meat of the adventure. Typically a 6-10 room “dungeon,” though it need not literally be a dungeon of course. A grove, palace, ruins, magical hills, ravine, cave, sewers, market, hideout, ship, etc. could all work great. Any place with discreet locations your play - ers can explore. Each room/area should have a few words of descriptive text (max 1 sentence) to remind you what it is about. This introductory information should contain just enough for the players to start asking questions or taking actions. Give additional information after the heroes interact with what you’ve presented. Each area will typically have 2-3 things to interact with, learn, or answer to “why this room is here.”
A Note on Dungeon Layout. The best dungeons are usually not strictly linear; they allow the heroes some choice in how to navigate it. They include switchbacks, optional rooms, multiple entrances, secret passages, etc.
Social interactions can be a wonderful highlight of any RPG session: fun NPCs to role-play with, dumb bad guys to bamboozle, a quirky granny to charm, cuddly animals to befriend, jerks to offend, troops or citizens to rally, people to make into their rivals or allies, or merchants to trade and bargain with.
The best traps and challenges are relatively obvious (rather than well-hidden). Spotting a trap isn’t the fun part, creatively overcoming one (or failing to) is usually where the fun is. For example:
A Note on Trap Damage. Too much or too little damage can be unfun. It is unheroic to lose a character to an extremely deadly trap, while minor damage is merely a bookkeeping annoyance. Aim for a damaging trap to do about as much as a single monster attack.
Information can be a fantastic reward as well: the location of a safe resting place to recuperate, knowledge of the bad guys’ plans, secret passageways, answers to a mystery from a hero’s backstory, a monster’s weakness, history of the region, etc. It need not be immediately actionable either, the more your players know about the setting, its people, and history in general, the more likely they will care about the campaign and develop their own personal stakes in the story.
Situations where, if the party makes one choice, they can’t choose another one are a great way to emphasize the stakes of a story. Save this person or save this other person, the choice is yours! A treasure lodged deep within a monster; if you take it, the creature will wake!
Whatever you plan, your players will make their own decisions and take the adventure in directions you didn’t expect. Let it happen, go where the fun is.
A good adventure has a satisfying conclusion. A challenging/hard battle of some sort is a good option, but not always necessary. You can instead setup a tense role-playing moment with a negotiation or surprising revelations.
Aftermath. Think about the aftermath, what happens after this adventure? Does one faction grow in power, do the heroes make a new friend or enemy, how are they hailed when they get back to town? What of the person who sent them on this quest?
Make sure critical information is not gated behind a skill check; the story MUST be able to continue even if the party rolls very poorly. When something is critical to the story, the party succeeds.
If you do call for a roll, it should be to determine other surrounding consequences. If they roll well: the party succeeds quickly, or they gain surprise on the bad guys; poorly: it takes them longer, or the bad guys surprise them.
Reveal the DC or keep it secret? Typically, a DC is hidden information for the GM only. However, letting the players know what the DC is before they roll can sometimes really increase the drama of a moment.
Yes, a great adventure has treasure, it’s a BIG motivation for many players. Prepare 2-4 treasures that players can find per session (not all will be given/found). It’s also best if they’re not typically powerful magical items; here are some better examples:
Creative Items. The best treasure often doesn’t have an obvious use, but can be used creatively by the players or the GM as adventure fuel. Your players will have a great time using these to solve puzzles and get out of trouble in unexpected ways. For example: A key that opens ANY red door. A glass sphere that can change the weather. Slippers that grant invisibility but only on holidays. A vial of liquid that can dissolve ANY metal or stone. A cauldron that brews clouds. Rocks that can scream.
Single/Limited-Use Items. Healing potions, magical scrolls, wands, elixirs that grant temporary Boons, a whistle to call a powerful ally—once. You can also consider a time limit to encourage heroes to use them instead of hoarding them.
Cosmetic Items. Equipment with a compelling description or name: The Pale Baron’s Rapier. An axe that makes your eyes glow with flames while wielding it. Seeds that grow ever-blooming flowers. An unsettling cap made of teeth. An illusory cloak with ever-shifting colors.
Gold! Like a giftcard, it can be spent to purchase whatever they want. Alternatively, items that are valuable only to the right buyer can be very handy. Finding that buyer can be a fun sidequest and help widen the number of NPCs the heroes know.
Quest Starters. Items that can start a new quest: An exotic pet or kidnapped person with no memory of how they got here. An obscenely expensive looking crown. Blessed items, cursed items—how do we get rid of this thing? A zombified hand that always points in a single direction-where is it pointing? Stolen items (that the rightful owner badly wants back), sentient objects that can lead (or mislead) the heroes. Or even an entire castle that they can use as their home base!
Mundane Items. You’d be surprised how often these simple items can catch the eye of heroes and lead to unexpected places! Potatoes, a board game (with missing pieces), a hand-stitched sweater (ugly), a single shoe, WAY too many spoons, a love letter (lightly perfumed).
POWERFUL ITEMS. Every few sessions you may want to give out a powerful magical item, for more on that, see “Adventuring Rewards”.
If things start feeling too formulaic, change things up. Maybe there is a session without any combat and only exploration and roleplaying. Or with lots of skill challenges, or ONLY minions. You’ve got a lot of tools in your GM tool box, use them all!
A skill challenge is an extended series of skill checks that helps paint a narrative picture when there is extreme uncertainty outside of combat. For example:
Present a series of obstacles and have the heroes use their skills and abilities to tackle each one. A failed check can impose minor consequences such as HP loss, a Wound, a Condition, or loss of an item. Multiple failures might escalate to severe consequences, such as failing the quest, losing a key ally, or even resulting in character death. Tips for Running Skill Challenges:
Vary the Skills. Encourage players to use a range of skills beyond the obvious ones. For example, instead of just using Athletics in a chase scene, allow Insight to predict the target’s movements or Perception to spot shortcuts.
Reward Creativity. If a player spends resources (e.g., a spell, a rare item, or a limited-use ability) or proposes a particularly creative idea, grant advantage on their check, allow an unconventional skill use, or provide an automatic success.
Engage the Whole Party. Make sure to present a variety of challenges so that all heroes have a chance to contribute. Balance physical, social, and mental tasks.
Keep Up the Tension. Describe the stakes and outcomes clearly after each roll to maintain suspense. Use vivid descriptions to illustrate the urgency of the situation. For an example of what a skill challenge might look like, see “Skill Challenge: Escape!”
When your players ask you for the name of an NPC or some small detail that you think doesn’t really matter—it matters! When they do this, that means you are doing a good job and they are taking your world seriously! Don’t shatter the verisimilitude by shrugging off their question.
If they ask about a random no-name NPC, he’s got a name now (and don’t forget to write it down)! If they ask what kind of shoes the goblin is wearing, give them an answer! Feel free to ask why they’re curious about it—perhaps they suspect the goblin as a culprit in a crime, or they want to memorize what the goblin’s tracks look like. Reward your players for taking your world seriously. The things they are interested in matter!
Make sure the first few things new players interact with are positive. If the first two doors they come across in a dungeon are trapped, they may stop opening doors entirely. If they save an NPC from danger only to be stabbed in the back, be prepared for them to never trust your NPCs (or even worse, you!).
If they negotiate creatively with some bad guys instead of getting into combat and it goes poorly, expect them to give up on attempting that ever again. Even if the bad guys really are bad, give the party something in return for playing thoughtfully and taking your world seriously.
Avoid the temptation to reveal “the last hour was completely improvised!” It may feel good to tell them and pat yourself on the back for your improv skills, but it likely won’t feel good to them that you’re “just making it up as you go along.” Granted, that’s what all of this is—but they don’t need to know that! Players want to feel like what happens was what was SUPPOSED to happen. That NPC they took a liking to was really supposed to be in that town. That bad guy was really supposed to tick them off.
Be careful! Before you say “No, you can’t do that…” consider letting it happen. Chances are, it won’t break the campaign. Players may want to use their “combat only” abilities outside of combat, if the situation calls for it and it sounds reasonable, let them. For example, a Berserker may rage before trying a Might check, or a Stormshifter may shapeshift into an Owlbear—you can optionally give them advantage on the skill check or just allow them to succeed. If you’re concerned about some strange thing happening over and over again, you can even say “because that idea is so cool, I’ll let it happen, just this once. But it might not work in the future!”
Ask for rolls (skill checks or saves) only when they add tension, uncertainty, or narrative weight to the story. Rolls are most impactful when they occur during moments of:
The fewer rolls there are, the more meaningful each one becomes. If a task is straightforward, with no risk or stakes, let it succeed and keep the game flowing. When NOT to Ask for a Roll:
Save rolls for moments that heighten drama, challenge the players, or bring the story to life.
In order for players’ decisions to be meaningful, they need enough information to work with. Asking “Do you go left or right?” is too stingy. That’s not enough information to make a meaningful decision, the players might as well flip a coin. Here are some better examples:
That might be plenty of information for certain players to make a decision; others may ask more questions, or they may want to attempt something or come up with their own ideas, make a skill check, use an ability, or something else. This is all far better than reading a long narrative that loses their attention.
Maintaining fairness and trust at the table is one of your most important responsibilities as a GM. Players rely on you to uphold the rules and world logic, so avoid altering encounters or outcomes in ways that feel artificial or contrived.
Adjusting Rolls or Outcomes. Changing dice rolls, hit points, or results behind the screen to save players—or make things harder for them—can feel like cheating, even if you’re doing it with good intentions. It robs players of the consequences of their choices, good or bad. Let victories and failures happen naturally. Heroes should win because they earned it, not because the GM “let” them.
*If you must “cheat”, it has to make sense. Sometimes you may realize that an encounter is too punishing or too boring. If you absolutely need to tweak something, give a good in-world reason for the adjustment. If an encounter is too easy, it’s okay to escalate the challenge slightly; for example, reinforcements could emerge from behind cover, hidden passageways, through a summoning portal, or be called from further in a dungeon as an alarm is raised or an enemy flees for help. Or if it is too hard, a dumb ogre may “waste” his turn fighting an ally and say “HEY! i WaS gOiNg tO eAt tHat ONe!! ” A more intelligent wizard or criminal won’t. Though they may monologue when in a commanding position. Or try to negotiate a truce in exchange for something else they want, rather than killing the party.
Creating interesting adventuring rewards can be challenging. Magical items that only provide a flat stat or damage boost are good fun—in the fleeting moment a hero receives them. But these bonuses are quickly forgotten—rolled into the base math of the game. It just inflates the numbers and forces you to rebalance encounters around it.
These don’t generally make for memorable moments, nor do they provide the characters with any interesting choices. The most memorable and interesting magical items are a bit strange, have some trade-off, are temporary, require creativity, or provide another opportunity for the players to create memorable moments.
A Note on Rewards. Some players prefer straight-forward rewards, while others enjoy complex options. Tailor your rewards to your table: if they enjoy variety and complex strategy, consider handing out intricate magical items, Boons, Utility Spells, wands, etc. more often—just be sure to adjust the challenge accordingly.
However, rewards don’t need to be powerful or complicated to feel meaningful. A simple item with a cool name and description can be just as exciting. For example, to a player who loves Dwarves, a plain 1d6 hand axe becomes unforgettable if it’s named Trollsbane, adorned with dwarven runes, and garners respect from other Dwarves. The story and flavor around an item often matter more than its mechanics.
A total party kill (TPK, when your entire party dies) is sometimes the right outcome. The heroes are playing fast and loose, you have telegraphed danger and yet they forge ahead, heedless. It’s important that a player’s choices have realistic consequences—the heroes all die.
That said, when it’s NOT the fault of the players (it’s unexpected, unfair, or unintended), a TPK should NOT happen. It’s good for the GM to have a release valve to get themselves out of trouble. This gives you some leeway in encounter design, freeing you from worrying too much about perfect game balance.
Having extremely dangerous threats that players can stumble into (and escape from!) is a great way to show that the world is realistic and to make things painful for the heroes without being so punishing for the players.
These magical gems are always crafted in pairs and can have any number of willing creatures magically bound to it. Crush one (1 Action) in case of emergency to instantly teleport ALL who are bound to it to the location of the other gem.
Why This is Great. A party may find the gem on a defeated bad guy. Where is the other gem… who knows? They might use it to hunt down the rest of the bad guys, they might use it to escape a sticky situation. It’s up to you as the GM whether they escape to safety or if it’s “out of the frying pan and into the fire!”
When poured out (1 Action), it creates a solid form of ice, filling any number of unoccupied consecutive spaces up to 6 spaces away and 2 spaces high. The ice lasts for 1 hour before melting. Extreme heat or damage may cause it to fail prematurely. 1/Safe Rest.
(Legendary)
On Death: You are reborn as a golden fiery phoenix. Enemies within 6 spaces take LVL d10 fire damage on a failed DC 10+KEY DEX save (half on save). Gain the following stats and abilities:
After 10 minutes, this form ends, the helm is no more and you return with 0 HP and all but 1 Wound.
Sometimes as the GM you need to reach into the world and give the party information—to lead (or mislead) the party in a particular, dramatic direction. BUT direct advice from the GM can come across as railroading. Especially unasked-for advice. These items give the players an “in-world” way to have access to information they need but perhaps shouldn’t have. They can decide if and when they ask for it, how to interpret it, whether to follow—or even trust—this in-world source, or not.
A simple piece of jewelry worn on the ear. While worn, wearers can communicate with one another no matter the distance. Frequently crafted as a pair, sometimes as a larger set.
Why this is cool. How many do you let your party find, just one? Who has the other ones (the bad guys perhaps)? Or do they find a pair? Perhaps they are part of a much larger set and left by the bad guys so they can listen in on the party’s plans!
(Rare)
While taking a Safe Rest, use this cauldron to brew a single potion of your choice, which must be consumed immediately:
Why this is great. Not only does this allow you as the GM to reach into the world and move things along or mix things up, but it can also help your players develop their backstories, and can even serve as a ‘redo’ button should that ever become necessary.
This sentient magical book possesses an extensive knowledge of the world, past events, people’s motivations, and even possible future outcomes. It eagerly converses with its owner, presenting itself as a helpful companion. However, its true goal is to gain their trust, offering just enough useful insight to ultimately lead them into great trouble.
“Ah, another mortal thirsting for knowledge.”
“Power comes at a cost. But then, so does ignorance.”
“Oh, that one? Her smile hides a thousand lies and treacheries.”
“Would you like the safe, boring route, or the one filled with excitement and potential doom? I know which one I’d pick.”
Create combat-related items with a drawback so there is a choice to be made. It can be a one-time-use item, something that damages the hero, or something that needs to be recharged to be used again. Alternatively, you can have it become friends with the party, like Lumina!
A small, radiant orb of light, about the size of an apple, with a gentle, warm glow that pulses with life and a perpetually cheerful expression. She is a one-time use item that, when activated as an action, will deal LVL d6 radiant damage to all enemies within 6 spaces and heal allies in the area for the same amount. Until then, she hovers around her owner, spreading warmth and light, and offering encouragement.
“I’m here to brighten your journey! And, when the time comes, it’s okay… don’t be afraid to let me shine.” —Lumina
When a party rests is up to you, as the GM. Offering one-time healing or directions to a hidden oasis where they can rest can be great quest rewards. Make sure you reward different classes, too. The Hunter can spot rare medicinal herbs, the Stormshifter could befriend an animal that shares the location of a safe hideaway, the Shepherd or Oathsworn could cleanse and rededicate a holy site, etc.
These spells are either incredibly powerful and banned from common knowledge, or ancient and simply lost to the ravages of time. They may not be appropriate for heroes to wield freely but can make for excellent quest rewards when found on scrolls, imbued in wands, or taught by a rare NPC. The mere existence of these spells can drive entire storylines and enrich your game world.
Tier 3, 1 hour
Bring a dead creature back to life, provided they’ve been dead no more than 10 days and have not been revived by this spell before. Attempting to revive a creature already brought back with this spell risks raising a mindless, zombified husk instead.
Why is this secret? Freely returning to life can lower the stakes and sap excitement from near-death encounters. On the flip side, it’s a powerful tool to maintain momentum in a campaign struck by bad luck or to create dramatic story moments (such as reviving a villain).
Loudly teleport a tiny, unheld metal item you can see to yourself.
Why is this secret? This seemingly harmless cantrip led to a wave of mysterious thefts, as stormy nights became prime time for mischievous first-year students pilfering coins and valuables. Quickly banned, it remains an infamous spell in magical academies.
Concentration: Up to 10 minutes. You are invisible and blinded for the duration of the spell.
Tier 5
Concentration: Up to 10 minutes. Gain invisibility, a flying speed, and the ability to slip through any space that wind can pass through.
Tier 3
Concentration: Up to 10 minutes. Telepathically communicate across any distance with a creature that holds a gift you have freely given.
Tier 4
Temporarily animate a corpse, allowing it to answer up to 3 questions before returning to rest. The corpse must answer, but it isn’t required to be truthful if it dislikes the questioner or the questions.
Tier 3, 10 minutes
Conjure a welcoming inn, complete with sturdy wooden tables, plush chairs, and a soft rug underfoot. At its heart burns a cozy fire in a fireplace, filling the space with warmth and light. The inn lasts for 12 hours and vanishes without a trace afterward.
Why is this secret? Safe resting anywhere is incredibly powerful. This spell is notoriously tricky to cast manually, so it is most often imbued in wands for wealthy travelers. Allow it cautiously, as it can easily break game balance.
Tier 6, 10 minutes
You and up to 10 willing creatures within 2 spaces are instantly teleported to a place of your choice that you have visited before.
Tier 8, 4 Actions
Range: 12. A target must make a STR save or become incapacitated in an icy tomb and immune to harm. This lasts as long as you remain alive, or until the ice melts or is otherwise destroyed. The creature may repeat the save once every 10 days. Huge or larger creatures have advantage on the save. Small or Tiny creatures have disadvantage. Upcast: +5 spell save DC.
Why is this secret? Being able to instantly trap any boss who fails a single roll is incredibly useful. Cryotomb is even more useful as a narrative linchpin though. For example, the king may have a terrifying monster sealed in ice beneath the palace—and the tomb is beginning to crack…
Tier 3
Concentration: As long as the caster remains conscious. Conceal or change all memories of an event for up to 12 creatures within 2 spaces on a failed WIL save for as long as this spell lasts.
Why is this secret? This can have profound ethical and narrative implications. Often used by shadowy organizations or rulers to cover up secrets best left buried.
Gold is a versatile reward that gives heroes the freedom to choose their own rewards. While some gold will be spent on necessities like lodging, its primary appeal is to purchase exciting upgrades: better weapons, armor, potions, wands, or magical items.
How Much Gold? The table on the right outlines the average amount of gold each hero will typically gain per level. A quest for a noble cause or from a poor villager might pay modestly (one or two levels below average), while one from a wealthy noble with questionable motives may offer a more extravagant reward (one or two levels above average).
On Buying Magical Items. Most adventurers can save up enough to purchase uncommon or rare magical items, often found in specialty shops in large cities. However, very rare or legendary items are typically far too expensive to buy and must be earned through adventuring.
Too Much Gold? An overabundance of gold has its challenges and it may attract unwanted attention:
| Level | Gold |
|---|---|
| 1 | 25 |
| 2 | 40 |
| 3 | 80 |
| 4 | 150 |
| 5 | 280 |
| 6 | 450 |
| 7 | 750 |
| 8 | 1,200 |
| 9 | 2,000 |
| 10 | 3,000 |
| 11 | 5,000 |
| 12 | 7,000 |
| 13 | 10,000 |
| 14 | 17,000 |
| 15 | 25,000 |
| 16 | 40,000 |
| 17 | 60,000 |
| 18 | 90,000 |
| 19 | 130,000 |
| 20 | 200,000 |
Spending extra gold on lavish accommodations can provide valuable temporary benefits. These perks might include quicker recovery, valuable contacts, additional resources, or unique opportunities. The specific benefits depend on the quality of the lodging and the amount spent. You can roll from the table, or award a Minor, Major, or even EPIC Boon based on how much the heroes pay and where they rest:
These Boons are temporary and last only until the heroes take another Safe Rest. Adjust the cost and impact to suit your campaign and the party’s level of wealth.
| 1d8 | Temporary Boon |
|---|---|
| 1 | Recover 2 additional Wounds |
| 2 | Gain LVL temp HP |
| 3 | Gain KEY temp Hit Dice |
| 4 | +1 Speed |
| 5 | Inspired (reroll any die, once) |
| 6 | Advantage vs. Fear/Charm/Etc. |
| 7 | Learn an important rumor |
| 8 | +KEY mana |
Boons can be a great quest reward from a powerful patron (e.g., an elf queen, hearing of a hero’s bravery, could bestow them with the Brave or Lionhearted Boon), a temporary buff (e.g., a tonic that gives Epic Speed for 1 hour), or you can allow players to take a Minor/Major Boon instead of a Secondary/Key stat increase.
Alert. +1 to Initiative.
Bright. +1 max mana.
Experienced. +4 HP .
Feisty. +1 max Hit Die.
Fiery. +1 fire damage.
Intrepid. +1 speed.
Skilled. +1 skill point.
Simple. +1 VS Charm effects.
Stand Tall. +Height (slightly).
Ancestry Trait. Selecting another Ancestry trait (if it makes sense) can make for a great Major Boon.
Aggressive. On your first round of combat you can spend 1 Action from your next turn.
Battle Hardened. +2 Armor.
Brave. +2 to damage while you have the most enemies adjacent to you.
Expansive Mind. +4 max mana.
Good Patient. Whenever you would receive healing, you heal an additional KEY HP .
Hardy. Whenever you would roll your Hit Dice to increase your max HP , roll with advantage 2 instead.
Honorable Protector. Gain LVL temp HP whenever you Interpose. Suffer LVL psychic damage whenever an ally within 2 spaces is attacked and you don’t Interpose.
Lionhearted. +2 Armor while you have the most enemies adjacent to you.
Natural Talent. Learn 1 Cantrip in a school you don’t know.
Resolute. When pushed, you are pushed 1 space less. Whenever you would be knocked Prone, you can instead be moved back 1 space. 1/turn.
Resilient. If you would take any Wounds, you may become immune to them this turn instead. 1/Safe Rest.
Smart, Not Book Smart. -KEY max mana. Gain 1d4 mana whenever you roll Initiative; this expires if unused at the end of combat.
Sniper. Advantage on attacks when no enemy is adjacent to you; disadvantage otherwise.
Stalwart. +1 max Hit Die, +2 Might.
Tenacious. +2 max Hit Dice.
Tough. Whenever you gain temp HP , gain 5 more.
Unflinching. Your focus is unbroken even in the face of danger. Advantage on Concentration checks.
Unnatural Talent. Learn any 1 Utility Spell.
Veteran. +10 HP .
Epic Agility. Gain 1 action. 1/encounter.
Epic Criticals. Whenever you roll for critical hit damage, you may replace one die with a d20.
Epic Defense. Your shields gain +3 Armor.
Epic Foresight. Gain +5 to Initiative rolls and advantage on your first attack each encounter.
Epic Knowledge. 1/day, you can call upon a moment of profound insight to gain hidden knowledge about a legendary person or object.
Epic Mana. Whenever you are healed, you may instead recover 1 mana for every 5 HP you would have been healed.
Epic Mind. +8 mana.
Epic Stamina. Rolling 4 or higher on a Hit Die during a Field Rest heals 1 Wound.
Epic Speed. +4 Speed, +4 Initiative.
Epic Senses. Gain Blindsight 6 or Darkvision 16.
Epic Resistance. 1/encounter. Whenever you would suffer damage or fail a save you can choose not to instead.
The GM controls the monsters during combat. Monsters do not use Heroic Actions/Reactions. They can move, use the actions listed on their stat block, and their turn ends. Monsters die when they reach 0 HP.
While most monsters are unarmored, some creatures are tougher to take down:
Tell Your Players! When a monster has armor, it shouldn’t be a secret. Regular goblins are unarmored. That goblin? He’s holding a shield; he has Medium Armor. A golem that’s completely made out of metal? Heavy Armor.
Dealing With Armor? Heroes’ critical hits, some spells, and damage type vulnerabilities ignore monster armor altogether. This means certain weapons and spells are better or worse against armored foes! This is also a great opportunity to remind your players about the Assess action.
Monster armor VS hero armor. Why does it work differently? GMs have enough to juggle without the added complexity of having to decide when to Defend against a dozen attacks each round. Heroes, on the other hand, have only one character to focus on, so the added tactical depth is not a burden but an enjoyable detail.
Unless otherwise noted, assume that monsters are medium-sized, unarmored, have speed 6 (can replace an attack to move again, or replace either one of those to retry a save), attacks have Reach 1, and roll 1d20 for all saves (though some monsters may have advantaged/disadvantaged saves or checks when appropriate).
LVL 1/3, SMALL
1d6+2 (or Shoot, Range 8)
This stat block for a goblin serves as an example. No speed, armor, or saves are listed so we use the defaults. If he ever takes a total of 15 or more damage, he’ll die. His LVL of 1/3 means 3 goblins are about as strong as a level 1 hero. On the goblin’s turn, the GM could move him up to 6 spaces and stab (or shoot) in either order. Whenever an attack misses him, his special ability triggers.
Flunkies. Flunkies are like regular monsters, but with one key difference: they can’t crit. This makes them ideal opponents for new or low-level heroes, offering a challenge without overwhelming them.
Minions. Minions are low-threat monsters that are easy to kill individually but dangerous in numbers. They add dynamic movement and excitement to battles without bogging down gameplay. Minions have:
Act Together! If your heroes are facing down a pack of goblin minions, rather than moving them one at a time, all minions attacking a particular hero should move and attack at the same time. For example, 5 minions move next to Grudge and attack him. Roll and add up 5d6 (ignoring any 1s). Fast and easy!
Monster Levels. Making encounters in Nimble is easy! Simply add up the total levels of the heroes (e.g., if you have 3 level 2 heroes, their total is 6). Monsters with a total level equal to that will be a hard but fair fight; less than that: medium or easy; greater than that: deadly, or very deadly.
Example: A griffon is a level 4 monster. So a flock of 6 griffons (24 monster levels total) would be a hard encounter for: 6 level 4 heroes, 4 level 6 heroes, or 3 level 8 heroes.
Typical encounters should have 1-4 monsters per hero (excluding minions). For an epic fight against a single bad guy, use a legendary monster, and if you want hordes of monsters, use minions.
Important Note! If the heroes or monsters greatly outnumber one another the encounter may be easier or harder than anticipated. 1-4 monsters per hero is the sweet spot for most encounters.
Encounters Per Rest. Typically, a session includes 2-5 combat encounters, but this is flexible. If your players are enjoying the game without combat, don’t force it—especially if they’ve cleverly avoided it or it doesn’t fit the story. If the story calls for more than five encounters, go ahead! The key is to ensure the game remains fun and engaging—avoiding encounters that are trivial, frustratingly difficult, or repetitive.
Easy. If the monster’s total levels are less than half of the heroes’, this is an easy encounter. Heroes will lose minimal HP and resources, making these encounters great for testing new abilities or gauging progress—or whittling down resources. They help players feel powerful, especially after leveling up. Use 1-2 easy encounters in a typical session.
Medium. When the monster’s levels are around 75% of the heroes’, expect some HP loss and moderate resource expenditure. Heroes will get hurt but shouldn’t drop to 0 HP. Use 1-2 medium encounters in a typical session.
Hard. When the monster’s levels equal the heroes’, this encounter will be challenging but fair. Heroes must use significant resources; some may drop to 0 HP, but none should die, barring poor tactics or bad luck. Use 1 hard encounter in a typical session.
Deadly. When monster levels are 100-125% of the heroes’, this encounter requires strategic thinking and teamwork. Suitable for tough battles, well-equipped parties, or campaign bosses. Use sparingly!
Very Deadly. At 150%+ monster levels, this encounter is extremely dangerous. Unless they are extremely well optimized (or are multiclassing) and play exquisitely, they will almost certainly need to retreat—or die. Use only when the heroes made a bad mistake: you telegraphed danger and they fail to heed.
Resting and Recovery. It’s common for heroes to return to a home base or town to rest after each session, but this isn’t a rule. Be adaptable. If your players are accumulating too many Wounds, consider introducing an opportunity for a Safe Rest, such as finding a friendly cleric or a hidden oasis. If a Safe Rest isn’t an option, you can ease the encounter difficulty to keep the adventure moving. Otherwise, heroes might need to cut their journey short to recover.
While these ratios can vary, too many armored foes can bog down combat. Use armor to add flavor, not frustration. For a balanced session, aim for roughly:
Start Easy. Creating perfectly balanced encounters takes practice. It’s better to err on the side of “too easy” than “too hard.” As a GM, you have many ways to increase difficulty during play, but few ways to lower it without breaking immersion.
Minions excel as battlefield filler, allowing heroes to showcase their strengths. Armored defenders can hold off waves of attacks, while spellcasters can annihilate groups with a single spell. They help combat feel dynamic and give heroes the chance to shine, all while keeping the pace fast and exciting.
Waves of Minions. Start with an easier encounter and introduce minions in waves to dial in the challenge. Minions might emerge from hidden positions or be summoned mid-battle.
Overkill Damage. While minions lack HP, you can optionally use their die size as a measure of durability. Excess damage from an attack can carry over to other minions in range. For example, a 20 damage attack could take down two d10 minions or five d4 minions.
Suggested minion die size by party level:
| Level | Die Size |
|---|---|
| 1-3 | d4 |
| 3-5 | d6 |
| 5-10 | d8 |
| 10-13 | d10 |
| 13-17 | d12 |
| 17-20 | d20 |
Most encounters start with heroes and bad guys aware of each other, within one or two moves apart, and feature 1-4 level-appropriate enemies per hero who fight to the death. While this formula works, changing it up from time to time can make for a more memorable encounter. Here are some ways to spice things up:
Dessert, not main course. These unique encounters should be used sparingly, not as the norm. Heroes have plenty of variability with their abilities, spells, tactics, and monsters—getting fancy too often may feel too chaotic. There should still be baseline “typical” encounters more frequently.
If you’d like to create your own monsters, use the table below for your monster’s stats. You can also mix and match stats from different levels for a different kind of monster. For each special ability added (e.g. the Kobold’s “Noooo!” ability), lower the HP or damage 1 step or treat the monster as 1 step stronger.
Example. If you wanted a glass cannon type of enemy, like a mage or an assassin, you can use damage from 1-5 rows higher, and the HP from an equal number of rows lower. A level 5 mage might have 34 HP and deal 26 damage per round. If we give the mage a teleport ability, it’d be as strong as a level 6 monster. For a tanky, defensive creature, lower the damage and increase the HP/Armor.
| Monster Level | HP (no armor) | HP (M) | HP (H) | Dmg / round | Attack (sample) | Save DC | CR equiv. |
|---|---|---|---|---|---|---|---|
| 1/4 | 12 | 9 | 7 | 3 | 1d4+1 | 9 | 1/8 |
| 1/3 | 15 | 11 | 8 | 5 | 1d6+2 | 9 | 1/4 |
| 1/2 | 18 | 15 | 11 | 7 | 1d6+3 | 10 | 1/4 |
| 1 | 26 | 20 | 16 | 11 | 2d8+2 or (2×) 1d8+1 | 10 | 1/2 |
| 2 | 34 | 27 | 20 | 13 | 2d8+4 or (2×) 1d8+3 | 11 | 1 |
| 3 | 41 | 33 | 25 | 15 | 2d8+6 or (2×) 1d8+4 | 11 | 1 |
| 4 | 49 | 39 | 29 | 18 | 2d8+9 or (2×) 1d8+5 | 12 | 2 |
| 5 | 58 | 46 | 35 | 19 | 2d8+10 or (2×) 1d8+6 | 12 | 2 |
| 6 | 68 | 54 | 41 | 21 | 2d8+12 or (2×) 1d8+7 | 13 | 3 |
| 7 | 79 | 63 | 47 | 24 | 3d8+10 or (2×) 2d8+4 | 13 | 3 |
| 8 | 91 | 73 | 55 | 26 | 3d8+12 or (2×) 2d8+5 | 14 | 4 |
| 9 | 104 | 83 | 62 | 28 | 4d8+10 or (2×) 2d8+6 | 14 | 4 |
| 10 | 118 | 94 | 71 | 30 | 4d8+12 or (2×) 2d8+7 | 15 | 5 |
| 11 | 133 | 106 | 80 | 33 | 5d8+11 or (2×) 3d8+3 | 15 | 6 |
| 12 | 149 | 119 | 89 | 35 | 5d8+13 or (2×) 3d8+4 | 16 | 7 |
| 13 | 166 | 132 | 100 | 38 | 6d8+11 or (2×) 3d8+6 | 16 | 8 |
| 14 | 184 | 147 | 110 | 40 | 6d8+13 or (2×) 3d8+7 | 17 | 9 |
| 15 | 203 | 162 | 122 | 43 | 7d8+11 or (2×) 3d8+8 | 17 | 9 |
| 16 | 223 | 178 | 134 | 45 | 7d8+13 or (2×) 4d8+5 | 18 | 10 |
| 17 | 244 | 195 | 146 | 48 | 8d8+12 or (2×) 4d8+6 | 18 | 11 |
| 18 | 266 | 213 | 160 | 50 | 8d8+14 or (2×) 4d8+7 | 19 | 12 |
| 19 | 289 | 231 | 173 | 52 | 9d8+12 or (2×) 4d8+8 | 19 | 13 |
| 20 | 313 | 250 | 189 | 54 | 9d8+13 or (2×) 4d8+9 | 20 | 14 |
What die size to use? Default to d8 for custom monsters—it offers a balanced chance of hitting, missing, and critting. Any die size is fine as long as overall damage per round stays consistent. Here are some thematic guidelines:
Once you have the base stats for the encounter, you can optionally add a cool flavorful ability to make these monsters feel and play differently. Abilities can be passive or trigger “On Movement,” “On Attack,” “On Miss,” “On Hit,” “On Damage,” “On Crit,” “On Death,” and more.
Green, cunning, & thriving on the edge of chaos. Will mock you mercilessly if given the chance.
LVL 1/4, SMALL
1d6 (follows minion rules)
LVL 1/3, SMALL
1d6+2 (or Shoot, Range 8)
LVL 2
2d6+4
OR:1d6+2 (Range 8)
LVL 2
1d6+2 On crit: Prone.
LVL 2, SMALL
1d6+2 (or Shoot, Range 8) Then:
Then:Call a goblin minion to the fight.
Live mouse (a snack for later), moldy bread, smooth stones, sharp sticks, teeth (forcibly removed), arrows (surprisingly well-made), lots of blades (jagged, but effective), dead captive (forgot to feed him), shiny junk (random shiny bits of metal, broken glass, and buttons), slug farm (a jar of slimy, wriggling slugs),"Potion" (suspiciously colored liquid in a dirty bottle), unidentifiable jerky. A filthy notebook tracking bizarre trades and bets, boots (too big).
Small, maniacal dragonlings. Fiercely protective of their own.
LVL 1/4, SMALL
1d4 (follows minion rules)
LVL 1/3, SMALL
1d4+2 (or Sling, Range 8)
LVL 1/2, SMALL
1d4+2 (or Sling, Range 8)
LVL 1, SMALL
LVL 1, SMALL
1d4+2 (or Sling, Range 8)
LVL 1, SMALL
1d4+2 (Range 8)
LVL 1
1d4+2 (or Sling, Range 8)
Honey, LOTS of twine, sandwiches (stolen), shiny objects, dragon painting (poorly—yet lovingly—made), rotting meats, a variety of traps (small cages, spikes, snapping).
You’ve got money, they want money… a perfect match! (hand it over)
LVL 1/4
1d8 (follows minion rules)
LVL 1/3
1d8+1 (or Shoot, Range 8)
LVL 1
2d8+2 (Range 12)
LVL 2
1d8+2 On damage: Dazed.
LVL 2
2d8+4
LVL 4
1d8+1 (or Shoot, Range 8)
LVL 4
3d8 (Range 12) Also strikes the next closest creature. On miss: damage self instead.
VERY valuable item (stolen; its owner may come looking for it, or reward you for its return), kidnapped person, leather armor, chipped blades, old food, fine art or clothes, wagon load of some commodity (salt, nails, wool, etc.), coded letter from a secretive client.
Aggressive Hissing Noises
LVL 1/4
1d6 Melee/ranged (follows minion rules)
LVL 1
1d6+6 (or Spit, Range 8)
LVL 4
1d6+6 (or Spit, Range 8)
LVL 8, LARGE
2d6+20 Advantage vs. smaller creatures.
For some creatures, YOU are the loot at the end of the dungeon.
LVL 1, TINY
1d4 (escape DC 9)
OR:1d12 (a Grappled creature)
LVL 2, SMALL
1d6 (escape DC 11)
OR:1d20 (a Grappled creature)
LVL 6
1d8 (escape DC 13)
OR:2d20 (a Grappled creature)
LVL 1
1d6+2
LVL 4, LARGE
1d6+3
LVL 8, LARGE
1d6+5 (Reach 2)
LVL 12, HUGE
1d6+6 (Reach 3)
LVL 1/2, TINY
1d4+2 On hit: Latched On.
LVL 6, SMALL
1d12+10 On hit: Latched On.
Tarnished coins (partially dissolved by acid), ancient bones with traces of gnaw marks, indigestible items (bones, gems, magical trinkets), a leather-bound journal (water-damaged pages), lockpicks, a treasure map (only half), boots (suspiciously untouched by corrosion).
Mighty brutes and cunning beasts, always on the lookout for easy prey.
LVL 1
1d10
OR:1d10 (Range 12)
LVL 4
2 allies can move. Then:
Then:1d10
LVL 1, LARGE
1d6+2 On hit: Grappled (escape DC 10).
LVL 2
1d12+5 (ignores metal armor)
LVL 4, LARGE
LVL 10, LARGE
2d12 (A Grappled creature) Then drag below and burrow away.
OR:1d12+20 (If not grappling) Leap 6, and attack. On hit: Grappled.
LVL 10, LARGE
LVL 12, HUGE
1d6+15 (Reach 2)
1d6+20 (Range 12)
LVL 17, GARGANTUAN
Hate the living for not being dead, hate themselves for not being living.
LVL 1/3
1d4+3 (Range 8)
LVL 1/2
1d4+4 On damage: Grappled.
LVL 1
1d4+8 On damage: Dazed.
LVL 3
1d4 On damage: set HP to 0.
LVL 5, LARGE
1d4+8 On crit: Prone.
LVL 6
1d4+8 On damage: Dazed.
LVL 8, HUGE
1d4+10 On damage: knockback Primary Die spaces.
LVL 10
1d4+10 (Range 8) On damage: deal 1 Wound.
LVL 21
Summon 10 scarab minions (d6) within 6 spaces. Then:
1d4+20 On damage: Dazed.
Tarnished silver locket containing a faded portrait (who is it?), bone fragments engraved with arcane symbols, a dark gemstone (emits a faint chill), vials of blood (long- dried), a diary written in an ancient hand, a macabre necklace (skeletal finger bones), a broken holy symbol smeared with ash, a signet ring from a lost noble house, moldy grave dirt (whispers when touched), shovel.
Every shadow hides a predator, every branch and leaf conspires against you, the forest is alive—and you are not welcome.
LVL 6, LARGE
2d8+2
LVL 7
Daze 1 creature within sight, then:
1d8+10 Advantage vs Dazed targets.
LVL 8
4d4+10 +4 speed, gain Medium armor this round.
4d4+10 (Reach 3) To all enemies within reach. On damage: move targets anywhere else in Reach.
LVL 1/2, SMALL
2d6+2 (Range 6)
LVL 1, SMALL
DC 12 DEX save or Grappled.
LVL 2
1d6+2 (Reach 6) On Hit: Grappled (escape DC 12, or any fire or slashing damage).
LVL 5, LARGE
3d6+6 On crit: knockback 2.
LVL 14, HUGE
25 ft. of vines (usable as rope), glowing sap (minor healing properties), moss-covered coins from an ancient era, a brittle leaf with veins that spell out words in Druidic, a pouch of dried herbs, a cluster of rare mushrooms, a handful of acorns (they grow INSTANTLY when placed in water), a small flower that never wilts, flute overgrown with moss, a tattered map to a hidden grove, a dried flower crown.
Driven by twisted beliefs, fanatical cultists perform dark rituals to awaken ancient evils, unleashing horrors that feast on fear and despair.
LVL 1
LVL 3
If undamaged, attack self for 2 damage. Adjacent enemies are inflicted with Despair.
3d6+6 Contested STR check or Grappled (reroll to escape, or any radiant damage); if successful, deal psychic damage (cannot be Defended or Interposed against).
LVL 5
(Concentration) Reduce all damage done to allies who can hear you to 1.
2d6 Psychic damage to all enemies who can hear you.
LVL 1/2, SMALL
2d6
LVL 4
1d6+6
1d6+6 (Range 12)
LVL 14, LARGE
3d6+10 (Reach 2) On damage: Grappled (escape DC 17). If the same creature is Grappled by both of the glabrezu’s claws, it must escape from each of them separately.
50 (A creature Grappled by both of the glabrezu’s claws) Unpreventable damage. If the target is at 0 HP: DC 17 STR save or be torn in two, dying instantly.
Bloodstained dagger (engraved with dark symbols), a twisted idol (whispers terrible thoughts), vial of black ichor, a mask (carved, likeness of a fiend), a tattered robe (lined with hidden pockets), a scroll with summoning rituals (half-finished), shackles inscribed with infer- nal runes, fragment of a fiendish contract, black candles (cannot be extinguished).
Nightmarish denizens of the deep, these monstrous beings lurk in dark tunnels and cavernous depths, ready to ensnare or devour any intruders.
LVL 2
1d8+2 (Range 6) On hit: Restrained (escape DC 12, or any slashing/fire damage).
LVL 4
1d8+2 On hit: Grappled (escape DC 13), Silenced until target escapes. (Silenced: Cannot cast spells or use other abilities that require speaking.)
LVL 6, LARGE
1d8+2 (Range 6) On hit: Restrained (escape DC 12, or any slashing/fire damage).
LVL 10, LARGE
1d10+10
LVL 13, LARGE
2d10+20 On Hit: Grappled (escape DC 16).
DC 16 WIL save, or creatures within 6 spaces are Frightened and must spend 1 Action moving as far away as possible.
LVL 16, HUGE
50 Creatures in a 2×6 area take damage on a failed DC 18 DEX save. (Creatures who fail can spend 1 Action to dive out of the way instead of taking this damage. They move half their speed and land Prone.)
1d4+40 On crit: Swallowed. (Swallowed: You take 20 damage at the start of your turn. Your attacks cannot miss and ignore armor.)
Chitinous plating, tunnel map (hastily scrawled), serrated teeth (as much as you can carry), spider silk, venom sac, partially digested meats, gemstones (uncut), pheromone gland, luminescent fungus, molted cara- pace, rusted tools, ancient coins, echo stones (faintly hum when tapped).
While most combat encounters will be the heroes against a group of monsters, occasionally a solo fight is demanded by the story. However, when facing only a single enemy, heroes can pump out serious amounts of damage and take down even an extremely powerful foe quickly. So, solo monsters should almost always be Legendary.
Heroes should know when they are fighting a Legendary creature. It should not happen every session; these encounters should be saved for a particularly meaningful fight. This is THE SCARY DRAGON, or the named boss, or the Big Bad Evil Guy. A Legendary monster has a few important elements:
Legendary monsters act after EACH hero’s turn. This creates new tactical options and challenges for the party and aids you in balancing an encounter for different party sizes.
Acting after each turn? What if a mob of 100 commoners attack a dragon, does it get to move at light speed after each one of their turns?! No. Only after hero’s turns. Commoners, minions, and other followers are not heroes. As the GM, use your best judgment and feel free to nix any rule that your table doesn’t like or that doesn’t make sense in the world.
They have interesting mechanics and weaknesses that can be uncovered through research ahead of time or using the Assess action in combat.
Saves. Like heroes, Legendary Monsters have advantaged (+) or disadvantaged (-) saves. For example STR++, WIL- means that this monster would roll STR saves with advantage 2 (two additional dice), and WIL saves with disadvantage.
Bloodied. They gain an additional dangerous ability as their HP drops to half.
Last Stand. When they are reduced to 0 HP, legendary monsters are dying and they gain dangerous new capabilities. They finally die once a small amount of additional damage is done. The tide shifting back and forth in a Legendary battle will help make it memorable!
Optional Actions. Each legendary monster can also have the default actions to cause fear or move players around instead of their listed attacks. A great way to add drama or tune down an encounter that is too challenging. For example:
Legendary monsters are balanced to last long enough for heroes to each get a chance to do something cool, and short enough to not drag on for too long (roughly 15 hero turns to get to the Last Stand, and then 2-4 additional turns after that). Legendary Monsters will typically have 2 actions to choose from: one that allows them to move (or has other utility) and deals a small amount of damage, and another that deals big damage if they’re already in position (though, as always, feel free to change it up!).
A good legendary monster will feel almost puzzle-like. It should have abilities that the heroes need to figure out how to best deal with, and encourage the heroes to think differently, move, and use teamwork to overcome. A good monsters is not merely their stats; however, the following stats should help when creating your own legendary monsters. Unlike normal encounters, the numbers here are all based off the Party Level, and stay the same regardless of the number of heroes in the party.
For an easier encounter, use the stats 1 or 2 levels lower; more challenging, 1 or 2 levels higher. Legendary monsters will typically have at least Medium armor; if unarmored make sure they have some other defensive ability.
| Party Level | HP (Med Armor) | HP (Hev Armor) | HP (Last Stand) | Save DC | Attack Dmg (Small) | Attack Dmg (Big) |
|---|---|---|---|---|---|---|
| 1 | 50 | 35 | 10 | 10 | 8 | 16 |
| 2 | 75 | 55 | 20 | 11 | 9 | 18 |
| 3 | 100 | 75 | 30 | 11 | 10 | 20 |
| 4 | 125 | 95 | 40 | 12 | 11 | 22 |
| 5 | 150 | 115 | 50 | 12 | 12 | 24 |
| 6 | 175 | 135 | 60 | 13 | 13 | 26 |
| 7 | 200 | 155 | 70 | 13 | 14 | 28 |
| 8 | 225 | 175 | 80 | 14 | 15 | 30 |
| 9 | 250 | 195 | 90 | 14 | 16 | 32 |
| 10 | 275 | 215 | 100 | 15 | 17 | 34 |
| 11 | 300 | 235 | 110 | 15 | 18 | 36 |
| 12 | 325 | 255 | 120 | 16 | 19 | 38 |
| 13 | 350 | 275 | 130 | 16 | 20 | 40 |
| 14 | 375 | 295 | 140 | 17 | 21 | 42 |
| 15 | 400 | 315 | 150 | 17 | 22 | 44 |
| 16 | 425 | 335 | 160 | 18 | 23 | 46 |
| 17 | 450 | 355 | 170 | 18 | 24 | 48 |
| 18 | 475 | 375 | 180 | 19 | 25 | 50 |
| 19 | 500 | 395 | 190 | 19 | 26 | 52 |
| 20 | 525 | 415 | 200 | 20 | 27 | 54 |
For example, see Pudge the Blunderer below. For a level 2 party he’ll have 75 HP and Medium Armor. No need to stick strictly to the stat guidelines though his small attack hits for slightly less than suggested and, in exchange, his big attack hits for slightly more. When Bloodied, Pudge gets angry and his die size goes up, increasing his damage and reducing his chance to miss. For his Last Stand, he becomes far more dangerous, moving and using his big attack each turn.
Level 2, Solo, Large, Dumb Ogre
ACTIONS: After each hero's turn, choose one:
“Solo” encounters need not be strictly solo! Legendary creatures may have pets, summon minions, or even come in groups. You can have ALL of them attack after each hero, or take turns attacking.
Level 3 Solo Bug Druid & His Stinky Pet
ACTIONS: After each hero's turn, choose Kelebek OR Poppy to act.
Move 6, then 2d6. On damage: move target to an unoccupied space within 10 spaces.
Move 6. 4d6 damage, up to 2 adjacent creatures.
When Kelebek is reduced to 30 HP, Poppy always Interposes for him.
When Poppy dies, the room is filled with noxious gas: all heroes have a maximum of 2 actions each turn.
Official legendary stat blocks, ordered from lowest level to highest.
Level 3, Solo, Large, Large Owlbear
ACTIONS: After each hero's turn, choose one:
2d6. All enemies within reach 12 suffer damage (ignoring armor). DC 11 WIL save or become Frightened for 1 round.
2d6+10
2d6. Move 8.
At 50 HP, Savage Screech recharges.
Grimbeak is dying! 30 more damage and she dies. Until then, her Attacks use d10s instead of d6s.
Level 4, Solo, Human Criminal
ACTIONS: After each hero's turn, choose one:
Level 5, Solo, Large, Large Manticore
Level 6, Solo, Large, Large Grey Drake
ACTIONS: After each hero's turn, choose one:
Level 6, Solo, Large, Large Matriarch of Spiders
ACTIONS: After each hero's turn, choose one:
2d8+8 (Reach 2) Then skitter away up to 8 spaces.
Summon spiderling minions (1/hero, size: d8); they act only when commanded.
Command all of your spiderling minions to move up to 6 spaces and attack once each.
“Avenge Your Queen, My Brood!” At 80 HP, summon 3 spiderling minions/hero anywhere within Reach 8.
Aranya is dying! 40 more damage and she dies. Until then, Hatch Brood after each of her turns.
Level 7, Solo, Large, Large Floral Dragon
ACTIONS: After each hero's turn, choose one:
3d10+10. Damage to all enemies within Reach 8, half on a DC 13 DEX save.
1d10+10. Fly 10 before or after attacking. (Reach 2) Up to 2 targets within reach. On hit: Gain Thornblight (suffer 5 damage for each space forcibly moved, magical healing ends).
(Reach 8) Move a target 1d10 spaces.
At 100 HP, enemies within Reach 12 gain Thornblight, and Petal Storm recharges.
Florindris is dying! 70 more damage and she dies. Until then, Aura of Wind and Gust move creatures twice as far.
Level 8, Solo, Huge, Huge Flame Titan
ACTIONS: After each hero's turn, choose one:
2d10+10. Move 8 then strike a 2×2 square area for fire damage.
2d10+10. Lob a molten fireball at the furthest hero not already in the flames, igniting a 2×2 square area. Another 10 damage at the end of each of their turns if they remain in the area.
Level 9, Solo, Luminary of Malice
ACTIONS: After each hero's turn, Bane attacks for 1d12+6 then Vael chooses one:
At 125 HP, Vael gains the reaction Shield of Cruelty. (1 time use) If Vael would be damaged, instead he may reflect that much radiant damage back at the attacker.
DEATH, AN OLD FRIEND. Vael is dying! 90 more damage and he dies. Until then, he gains Heavy Armor, the hero that most recently damaged him is reduced to 0 HP, and Bane is sacrificed into a Vengeful Spirit. It deals 1d12+6 necrotic damage to creatures within reach 3 at the end of each of his turns.
Level 10, Solo, Gargantuan, Gargantuan Skeleton
ACTIONS: After each hero's turn, choose one:
1d4+30 (Reach 4) On hit: Knockback 6.
1d4+20. Move up to 10 spaces. Up to 2 targets along the path. On hit: Prone.
The 2 furthest heroes make a DC 16 STR save or are moved adjacent to Titan.
Shattered Legion. At 0 HP Titan collapses into 4 skeleton minions/hero (d10 sized). If any remain, they reassemble into the Titan the next evening.
Level 11, Solo, Medium Brain-Eating Aberration
ACTIONS: After each hero's turn, choose one:
2d12 (If no creatures are Dominated) Choose half of the heroes to suffer psychic damage (ignoring armor). DC 15 WIL save or Dominated as well. Dominated: Rolls are made with disadvantage. Ul’ spends your first action on each of your turns. Damage ends.
6d12 (Dominated creature) Contested DEX or STR check, on success: Grappled. Cannot be Defended or Interposed against.
Teleport 8. (Reach 8) DC 15 WIL save, force an enemy to spend one Action to make a weapon attack or cast a cantrip. On save, they attack with disadvantage.
Ul’ is dying! 110 more damage and he dies. Until then, Dominated no longer ends on taking damage. Every hero makes a WIL save or become Dominated.
Level 12, Solo, Large, Large Aberration, all TEETH & EYES
ACTIONS: After each hero's turn, Move 6 and then either use Eye Ray OR Terrible Maw:
(Range 10) Randomly chosen ray then choose target: 1. Warping Ray: 3d6, On hit: Dazed, exchange places. 2. Petrification Ray: Permanently Dazed, healing ends (3 stacks = Petrified). 3. Terror Ray: 5d10 psychic & Terrified. 4. Gravitation Ray: 2d6, push that many spaces, Prone on 7+. 5. Charm Ray: DC 16 WIL or spend 3 Actions controlled. 6. Death Ray: DC 16 STR or drop to 0 HP.
4d4. Melee attack. EVERY die can crit and is Vicious.
Level 14, Solo, Huge, Huge Balor Feeling Hot & Spicy
ACTIONS: After each hero's turn, choose one:
3d12. Move 6. (Reach 6) On hit: Grappled and pulled adjacent to Azriel (escape DC 17 STR, DEX, or until he uses the whip again).
3d12+10. Fire damage to all creatures within Reach 2.
Level 15, Solo, Huge, Huge Rot Dragon
ACTIONS: After each hero's turn, choose one:
8d10. Fly 10, then (Cone 8) DC 17 DEX save or necrotic damage, half on save.
3d10 (Reach 2) Move 6. On damage: Cruelty’s Gift (Healing is halved and Vulnerable to necrotic, healing ends).
3d10+10 (Reach 2) Slashing + necrotic damage.
1d10 (Reach 4) Knocked back that many spaces.
At 160 HP Gloomwing’s Rot Breath recharges.
Gloomwing is dying! 150 more damage and he dies. Until then, the damage and range of His Aura of Rot is doubled.
Level 16, Solo, Vampire Lord
ACTIONS: After each hero's turn, summon 1 blood bat minion (d10) within 8 spaces, then choose 1:
1d10+15. Your target is considered Bloodied for 1 round. Fly 8 before or after attacking.
If no creature is Beguiled, Beguile a target on a failed DC 18 WIL save (w/ disadvantage if Bloodied). Beguiled: Dazed. Cannot Defend or allow anyone to Interpose for you. Damage ends.
2d10+30. Move a Beguiled creature adjacent to you and bite them. Also deals 1 Wound.
At 160 HP, gain Mistform. Not vulnerable to radiant. Bat Decoy: Whenever Alaric would take damage, instead first swap places with a bat minion, 1/round.
Alaric is dying! 160 more damage and he dies. Until then, his Sanguine Cloak, attacks, and bats roll d20s instead of d10s.
Level 20, Solo, Gargantuan, World-Ending Cataclysm
ACTIONS: After each hero's turn, choose 1 not yet chosen (reset when all have been chosen):
3d20. Teleport 12. Damage to a creature adjacent to where you began or ended.
3d20 (Reach 12) DC 20 STR save (disadvantage if within Reach 4) or damage and Prone. Half on save.
DC 20 WIL save or DOOMED: Concentration ends, the next damage roll against you is maximized.
2d20+2d20. Reach 6, DC 20 DEX save or lightning and fire damage. Half on save.
5d20. Reach 2, bludgeoning damage.
(Range 12) DC 20 STR save or be launched 20 ft. into the air, repeat until the target saves. Fall damage for this attack is 1d20 for every 10 ft. fallen.
At 310 HP, Gravitational Mastery: Move ALL objects and creatures within 16 spaces anywhere else within the area. Gravitational Lensing: The hero with the most HP is marked by Caerys. She takes half damage from all sources, her mark takes the other half. This lasts until the mark drops to 0 HP.
A THORNY STARTER ADVENTURE FOR 2+ HEROES BY JOSIAH MOORE & EVAN DIAZ
The following adventures will guide your players from level 1 beginners to seasoned level 3 heroes while helping you grow from a new GM to someone confident enough to run a sandbox-style campaign. By the end of this journey, your players will have plenty of choices about what to do next, and you’ll have the tools to create new adventures that can keep the story going indefinitely.
If you’re new to GMing, expect the first session to be a (fun) learning experience for everyone. You and your players will get used to the rhythm of the rules and the flow of a TTRPG. By the second session, you’ll all feel more at ease, and by the third, running the game will become second nature. For more seasoned GMs, consider using the Advanced GM Tools in this book to add complexity or customize challenges to suit your group.
A good rule of thumb: your players will remember their own choices far more than the story you’ve planned. Wherever possible, leave room for their creativity and ideas to shape the narrative. The adventures included here are designed to fit into a standard 2-4 hour session, but they’re flexible enough to be extended, condensed, or otherwise adjusted to fit your group’s needs.
Feel free to adjust the adventures to suit your group’s preferences!
These adventures are designed to inspire, not constrain. Follow the fun, and trust your instincts to adapt as the story unfolds. Make them your own!
The Garden of Death, Chapter 1: A introductory adventure for LEVEL 1 heroes (and GMs) to learn the ropes!
Jump Right In! Long narrations can lose attention, so this adventure starts right in the middle of the action. Whenever possible, jump right into the fun parts rather than a slow build-up of excitement! Get the heroes involved, asking questions and rolling dice right away.
The heroes are at the Valley’s Rest, a cozy inn located in the humble town of Merivale. Goblins have snuck into town to kidnap the town’s beloved fairy, Moonblossom. Read or paraphrase:
Just as you are sitting down for dinner (griffon stew), a tiny scream sends the inn’s patrons into a hush. They look at the door, then to you—the only ones capable of handling anything scarier than a stray sheep. What do you do?
Encourage them to ask questions! This starting information is intentionally minimal to get your heroes involved and asking questions as quickly as possible! “Wait—Where are we?” “What do we see?” “Did we hear anything else?” They’ll get more out of the game the more questions they ask!
Opening the door, you are facing down a pack of goblins who clearly look like they’ve been caught red-handed. A goblin in the back riding on top of a giant rat is quickly stuffing something into his pack (Perception:it’s Moon- blossom!), as he yells “get’em boys!” He, and a few others take off into the night.
Minions. Any damage kills a minion, they all move at the same time, they can’t crit, and their attacks (each goblin minion rolls 1d6) can be blocked as if it were a single attack.
Moving & Attacking. Heroes can spend 1 action to move up to their speed (typically 6 spaces), or 1 action to attack. Roll the dice listed on your weapon or ability and you’ll deal that much damage (a 1 misses, the max roll crits)! After all the players have gone, any Goblins still standing will take their turn. The goblin minions can move up to 6 spaces on their turn and make a single attack (1d6).
After the goblins are dispatched, encourage the heroes to loot them as villagers pour out into the town square.
Skill Checks. Let 1 person roll; this represents the party’s best effort at uncovering information. If necessary, 1 other person can help on occasion. Don’t let them all roll until they succeed! If your heroes have particularly good ideas for searching, you can give them advantage on the skill check.
Resting. If the heroes make camp for the evening, remind them that they can take a Field Rest and spend their Hit Die to recover HP.
Two days north of Merivale, the Elderwild is an ancient forest with impossibly large trees. Misty canopy, dense undergrowth, teeming with life (rabbits, squirrels, dragonflies, etc.). (DC 10 Lore: Grown from the corpse of a titan, flora practically hums with magical energy.)
Distant Laughing. Loud, boisterous laughs echo through the forest. Following the sound reveals a goblin encampment. 1 Goblin is riding on the back of a giant rat; other goblins are pelting him with rocks, trying to knock him off. All are laughing maniacally.
Planning! Allow the party time to observe, ask questions, and plan how to deal with the situation. This can be some of the most fun your heroes will have! If the party takes too long, the rat sniffs the air and growls suspiciously.
Roll Initiative! This encounter kicks off when the party jumps into action; if they’re taking too long, the giant rat begins sniffing the air suspiciously in their direction and growling. 1 Goblin Flunkie/hero and 1 Goblin Ratrider (Ratrider is at half HP if there are 3 or fewer heroes).
Defend & Interpose. This is a more challenging encounter designed to teach the Defend and Interpose reactions and what happens when a hero drops to 0 hp (use the Ratrider’s speed to go for the hero with the least armor or HP).
A curious map. Found on a goblin, odd symbols (will need to ask about it in town). On the back, a note:
“Tell Pinky he better not come back without my ingredients! WE HAVE AN AGREEMENT, KROGG!” —Greenthumb.
Moonblossom.
*Muffled* “Pardon me? A little help would be lovely…”
A tiny fairy with a minuscule voice, locked in a crude cage. She’s eager to return home and promises them a gift as thank you when they get there. She’ll offer a healing kiss on the forehead of the most injured hero, restoring all HP and removing all Wounds.
What She Knows. The goblins were hired by some- one bad. It sounded like they were arguing about which boss to deliver her to. Apparently, there are two bosses.
Back in Merivale. Moonblossom gifts the party a golden acorn from the Fairy Tree as a token of thanks. (1 time use: reroll any 1 die).
Level Up. The heroes also advance to Level 2 upon resting back in town. See “Leveling Up” on pg. 19 of the Core Rules book.
LVL 1/4, SMALL
1d6 (follows minion rules)
LVL 1/3, SMALL
1d6+2 (or Shoot, Range 8)
LVL 2
1d6+2 On crit: Prone.
The Garden of Death, Chapter 2: A LEVEL 2 adventure for 2-8+ heroes.
The froglin wizard Greenthumb, in his hubris, has planted a Deathbriar seed—a sentient plant whose spores can animate the dead—believing he could tame it for study. His experiments have gone horribly wrong, and now the Deathbriar has grown out of control. In desperation, Greenthumb seeks to perform a ritual to become a Lich in order to gain the power needed to undo his mistake.
Greenthumb hired a band of goblins, led by the cunning chieftain Krogg, to steal magical items from the nearby town of Merivale for use in his ritual. However, the goblins are demanding triple payment and refusing to turn over the goods. Furious, Greenthumb has sent Rootbreakers—animated plant creatures—to the goblin’s lair in an abandoned mine to take the items by force. The adventurers are drawn into this volatile situation, with danger on all sides.
The villagers of Merivale are overjoyed at Moonblossom’s safe return and eagerly share what they know:
Who’s Talking? Your players may be perfectly happy talking to anyone in general and not asking for names or details, that’s fine! But if they ask for more information about who they’re speaking to, or who might be the best person to speak to, see “Merivale” on pg. 78 for more information.
The trek through the Elderwild takes 2-3 days. Possible encounters include:
Goblin Cave Entrance. Deep in the woods, a large hole in the side of a rock face.
Rootbreaker Pit. Just inside, the cave lies a DEEP pit obstructing further progress.
Do the Voice! You don’t need to be good at it (the worse you are at it the more fun it can be!), your players will be more likely to loosen up and play along the more they see you getting into it.
If the heroes cross without speaking to them, the Rootbreakers will attempt to entangle the heroes and pull them down (DC 10 DEX save or Grappled and pulled down into the pit). The Rootbreakers will negotiate with the heroes (though they will use any heroes in the pit as leverage in the negotiation, threatening to pull their limbs off if negotiations don’t go well). If freed from the pit, the Rootbreakers will fight and defeat the goblins in the Atrium, dying in the process.
What the Rootbreakers know:
Atrium. Large cavern illuminated by a few lit torches along the walls.
Collapsed Tunnel. A passageway blocked by rubble.
Spider Chamber. Passageway obstructed by dense layer of webs.
LVL 2
1d8+2 (Range 6) On hit: Restrained (escape DC 12, or any slashing/fire damage).
Drill Room. A dozen holes drilled into the walls.
Don’t punish curiosity or bravery! Make sure the first few things the players interact with in a dungeon are positive. If instead the first 2 doors are trapped, they may just stop opening doors. If they save an NPC from danger only to be stabbed in the back, be prepared for them to never trust your NPCs.
Goblin’s Den. Smell of fish, body odor, and charcoal. Shoddy bunk beds and hammocks.
Slop Hall. Large cauldron full of slop bubbles over a fire.
What Sprig Knows:
Krogg, Goblin King. Bugbear, strong, crafty (smarter than average goblins). Wears a crown of metal scraps. Wields a Manglemaul, a warhammer with a bear trap on the end.
Krogg’s Quarters. Large hock of meat on a spit roasts over an open flame (way overcooked).
:: Krogg stat block here
When the heroes make it back to Merivale to Safe Rest (2-3 day journey) they will level up to level 3 and be ready to start the next adventure!
The Garden of Death, Chapter 3: A LEVEL 3 adventure for 2-8+ heroes.
Rest well, friends. I’m afraid we’ll need to lean on you once again for aid.
A terrible scene awaits your tired eyes as you arrive back at Merivale: it has once again been attacked and ransacked. Not by goblins, this time; Nature itself seems to have risen up and taken a swipe at the village.
The Deathbriar. It began as a benign magical flower cultivated by ancient druids who sought to harness its rapidly spreading roots to enrich blighted soils. But some soil will not so easily be cleansed of its corruption. It became twisted, gaining sentience and cultivating a hunger for power. It was thought to be wiped out—at terrible cost to the druids.
Long corridor, the floor is covered in a dense carpet of foliage arranged in a strange manner.
Encourage Creativity. Heroes can use a special ability they have as well. If the idea is good enough, let them roll with advantage 1 or 2, or you can even allow them to succeed automatically.
Water trickles in from open ceiling and cracks in the walls. Dappled sunlight shines through.
CRACKED walls. Four stone tombs, one is empty.
Cracks. It’s important to foreshadow the connection between the vines and the cracked walls; this will become important later when the place begins to fall apart!
Four stone coffins rest in alcoves:
On Puzzles. The above is only one possible solution to the puzzle. If the players are taking the world seriously, coming up with ideas that make sense, LET THEIR IDEAS WORK! Reward creativity, even if it isn’t exactly the right answer.
Large dome-shaped chamber. Dozens of tombstones jut out from the dense foliage on the floor.
Giant Venus Flytrap · Huge · 20/hero
Blind. Always attacks with disadvantage.
Choose 1:
LVL 1/2, SMALL
2d6+2 (Range 6)
Circular room. A large statue on an ornate, 20 ft.-tall pedestal.
Ceremonial weapons and shields hang on the walls (unusable, merely decorative).
A pink goblin, frail and overwhelmingly anxious (literally vibrating).
Pinky is Greenthumb’s assistant. He left his goblin den to learn magic from Greenthumb, but is now afraid Greenthumb will use him as a sacrifice to become a lich. Pinky wants Greenthumb’s praise and approval (which he will never get), to become a real wizard, and information about his brother Sprig.
Fight or Parley? If the players want to fight, let them fight! But this is also a great opportunity for the players to parley. If they spoke to his brother Sprig in the goblin cave, he’d very much like to hear how he’s doing. If they can come to terms, Pinky has a key to the iron door where Ruby’s sister, Pearl, is being kept. He will give it to the heroes if they can defeat Greenthumb (or right away, if they threaten him).
LVL 5, LARGE
3d6+6 On crit: knockback 2.
Pinky · Lvl 2, Small · 18 HP
Panic. Attacks are made against Pinky with disadvantage.
Choose 1:
Key can be found in the jaws of the giant Venus Flytrap, on Pinky, or DC 16 Finesse check with a lock pick—failing it means the pick breaks.
Cold, damp cave. Stalactites dripping water from ceiling.
Floor covered in broken vials, potion bottles, and dead plant specimens. Shelves of old tomes and discarded experiments. A mattress and pillows made of shabby cloth stuffed with hay.
The Reveal. We don’t want the players going around not knowing why things are happening, we WANT them to know. The Journal contains any additional information you might want the heroes to know about Greenthumb and the Deathbriar.
Large cave. Sunlight streams through cracks in the ceiling.
Greenthumb, Lichling (Level 3 Solo Botanical Wizard) · 100 HP · INT+ · WIL+
ACTIONS: After each hero’s turn, move 6 and then choose one:
BLOODIED: At 50 HP, Greenthumb gains magical bark, giving himself Heavy Armor.
LAST STAND: Greenthumb is dying! 30 more damage and he dies. Until then, he chooses twice each turn.
The heroes will now need to escape quickly. Below are a series of dangers that will need to be navigated carefully in order to succeed. The starting DC is 10 and increases by 1 for each check. If their idea is particularly good or if they spend some limited resource you can give them advantage or let them succeed automatically.
Kids and Danger. A BIG “no-no” for many people is putting kids (or pets) in danger. These kids will be just fine, no matter how poorly the heroes do. Like Marla Homebrew said, they can take care of themselves!
Failure States. Failing this check doesn’t mean that a hero can’t get across, rather they get across but they take some damage, or drop an item down the pit, or it takes them longer to make it across. It’s up to you what makes most sense.
You all make it out of the collapsing ruins just in time, you lay safely in the grass and the rumbling soon ceases. Greenthumb is dead, the Deathbriar destroyed—the town of Merivale can rest well tonight thanks to your heroic efforts. Well done!
Feel free to allow the players to role-play here some if they want. You can ask how everybody is feeling, or describe how Ruby, Pearl (and optionally Pinky) are now the heroes BIGGEST fans. Really make your players feel heroic—play it up, call out individual feats they pulled off—they’ll love it! They are now quite famous in Merivale, but they’d be unknown in the city of Farhope.
Does the Deathbriar reanimate Greenthumb and use him as its puppet? Are one of the factions in Farhope secretly working with the fiends of the shadowblight to take control of the region? Is someone trying to resurrect the Titan that gave rise to the Elderwild? Follow the adventure that you and your table want to create. You have more than enough tools at your disposal to craft a campaign that can last for many months or even years if you so desire. Play on!
From here, you should be comfortable enough as a GM to start thinking about making your own adventures. It’s not too hard, and it can be some of the most fun you’ll have playing TTRPGs. Don’t worry too much about having a big, complex, overarching plot—your players won’t actually remember that too much. What they’ll remember is all the silly things they do, and the trouble they get themselves into and out of.
Show them the map and ask where they’d like to go next. Each region has enough information, NPCs, Points of Interest, Encounters, and Loot for your party to adventure for a very long time. Each one also contains an example adventure using some of the available details.
Tip! Use the Monster Builder charts to adjust the adventure difficulty to be appropriate for any level!
As for adventures, what interests you and your players? The rest of this book describes the local region, and a number of different quests the heroes can go on while providing enough content to take them all the way up through level 6. After which, the setting opens up to be more of a sandbox. You can use it as a whole or strip it for parts—taking bits you like, changing names and details however you like.
There are also plenty of adventure hooks and tools contained here for enough content to play much, much longer if desired. The rest of the journey is up to you!
After one more good-sized quest, they can level up to 4. Heading to Farhope may be a good idea to learn about the factions and their various quests. The quest “Vermin’s Vengeance” on pg. 83 is a great one to take your players from level 3 to 4.
For levels 4–5 you might level up after 2–3 sessions (weeks of in-game time). For levels 6–12, level up after roughly every 2–4 sessions (months/years of in-game time). Beyond that… you reach the rarefied heights of truly epic heroes; leveling up perhaps only every 3–5+ sessions (years/decades of in-game time). This, of course, is more of a “rule-of-thumb” than a hard rule. Go at whatever pace is comfortable for you and your players.
Leveling up too frequently might not give your players enough time to learn their new character abilities and can end up feeling rushed. Too slowly, and your players may get bored.
:: 5e conversion here
Return of the Lazy Dungeon Master by Michael Shea. Step-by-step guide on how to prep and run a TTRPG (without it taking all day). Buy 2 copies, one for you and one for the friend you want to become a GM.
Mastering Dungeons. TTRPG Podcast where co-hosts Teos Abadía and Shawn Merwin talk about RPG news, design deepdives, interviews, and listener Q&A.
Mausritter by Isaac Williams. A light-weight, charming TTRPG that has deeply inspired my own design. I love everything about it.
Forge of Foes by Teos Abadia, Scott Fitzgerald Gray, and Michael E. Shea. Even more ideas on how to create flavorful (and balanced) monsters quickly and easily.
The Monsters Know What They’re Doing by Keith Ammann. Monsters are much more than their statblocks, this teaches how to bring more life to your combat encounters by treating the monsters more 3-dimensionally.
Flee, Mortals! by MCDM. Super crunchy, exceptionally well-balanced monsters. Some of the best monsters around (but be prepared to study them ahead of time).
Oz and Neverland by Andrew Kolb. 5e-compatible settings. Absolute masterpieces of layout, design, and creativity.
Knave 2 by Ben Milton. Lots of great tables for getting the creative juices flowing.
Mothership: Warden’s Operation Manual by Tuesday Knight Games. Some of the best GM advice around. From prepping a session and structuring a campaign, to player agency and thinking through consequences. Even if you never intend to run the system, buy this book.
Dragon Town and the Darkness Below by JP Coovert. JP’s writing and art style have long been an influence for me, as has his clean and lightweight adventure writing. You can be guaranteed most anything he produces is gold.
Tome of Adventure Design by Matt Finch. A TOME indeed. Random tables for nearly everything you’d ever need when making TTRPG content.
To Be Or Not to Be a Villain by James Introcaso and Rudy Basso. An absolute masterclass of thoughtful adventure design and what TTRPGs can be. Compatible with 5e and Zwiehander.
Conan the Cimmerian Barbarian by Finn J. D. John and Robert E. Howard. Classic pulp fantasy. Great adventure inspiration.
Running the Game. Youtube series by Matt Colville. Excellent series of videos designed to teach how to be a GM and get people excited about it. 11/10.
The Alexandrian. A blog by Justin Alexander. Prolific writer, excellent mind for TTRPGs, what makes them work. See his blog at the-alexandrian.net and his book, So You Want to be a Game Master.
Alphastream. Game design blog of Teos Abadía. Fantastic resource for game designers.
Unless otherwise noted, ongoing effects last for up to 1 minute or until Chaos is triggered again.
| d20 | Name | Effect |
|---|---|---|
| 1 | Elemental Eruption | Creatures within 6 spaces of you must make a DEX save or take INT d10 fire damage on a failure, half on save. You fail the save. |
| 2 | Backfire | Suffer 1 Wound. The spell you just cast also targets you (or an enemy if it was a beneficial spell). |
| 3 | Aww, Nuts! | You polymorph into a cute squirrel until you take damage. Your TOP priority is to find acorns (squirrels can't cast spells). |
| 4 | Summon Aetherlings | At the end of each of your turns, summon INT hostile aetherling minions adjacent to you that act immediately after you (size: d6). |
| 5 | Graviturgical Grace | A random enemy is pulled adjacent to you at the end of each of your turns. |
| 6 | Liquefy Legs | You fall Prone, cannot stand, and your speed becomes 0 while out of water. |
| 7 | Elemental Entanglement | An enemy controls 1 Action for you at the start of each of your turns. |
| 8 | Ethereal Cocoon | You are enveloped in a magical cocoon until the end of your next turn. You fall Prone, are unable to move or speak, and are immune to damage. You must spend all of your Actions casting cantrips at the nearest creature. |
| 9 | Manastorm | The last spell you cast is cast again for free, against a random target. |
| 10 | Reality Warp | Everywhere around you within 6 spaces is difficult terrain. |
| 11 | Displacement | Teleport. 1d4: 1. The worst place! (GM's choice) 2. UP! 6 spaces (3d6 falling damage) 3. Player's choice, 6 spaces 4. Player's choice, 12 spaces |
| 12 | Chaos Step | Swap places with any creature you can see. |
| 13 | Mindfire | The dumbest enemy within 16 spaces takes INT d6 psychic damage (ignoring armor), and gains the Smoldering condition. |
| 14 | Emerge beautiful | You sprout butterfly wings from your back; gain a flying speed. |
| 15 | Unbiggen | Your size is halved. Gain advantage on Stealth checks, and attacks against you are made with disadvantage. |
| 16 | Embiggen | Your size is doubled. Gain INT d10 Temp HP and advantage on STR saves instead of disadvantage. |
| 17 | Awakening | A 3rd eye appears on your forehead. Gain advantage on the Assess action and all attacks. |
| 18 | Diamond Skin | Multiply your Armor by INT; you can Defend for free each round. |
| 19 | Mighty Mana | Your spells (including the one that triggered this effect) are empowered and are cast as if you spent 2 additional mana on them (ignoring your natural max). |
| 20 | Elemental Overload | Enemies within 12 spaces of you take INT d8 lightning damage. You regain INT mana at the end of your turns (this mana expires at the end of combat if unused). |