Location Statblocks
Hello! First of all, thank you for the great feedback I got for my initial attempt, and for the huge interest from people! It really made my day to see how great was the reaction of our community to my creation. With that being said, the first sketch of mine was just an attempt at making the stat block happen, and it definitely needed some improvements, as well as changes. Above all else though, it needed an explanation.
Statistics
Below are explanations for the statistics in the location stat blocks, and how to use them.
Hexes informs you about how many hexes does the certain region take up.
Biome determines what kind of biome dominates the location. I would advise to split the location into more if more than one biome is present, but I'll leave that up to you for now. It also says what plane is this region located in.
Resources list three kinds of resources - Creatures, Minerals and Plants, as well as DCs that say how hard is it to find resources of each kind in the region. The numbers stand for DCs that the players have to overcome to succeed on finding the resources they are looking for.
Six stats all stand for different things, and have forms of modifiers. When someone makes a skill check related to the region, the DM choses one or more of these stats and adds them to the base DC of 10 to make a new DC. All of them except for Size should have a score that's at most 5. Higher than that means it's either magically-affected to be that way, or it's extraordinary in some sense. The modifiers could also in theory be negative.
Size (SIZ) stands for the size of the region. If your map has simple one-biome hexes or the region is too big, this number is simply amount of Hexes multiplied by three. If your map has hexes that can be made up of more than one kind of terrain (such as shores, cliffs etc.), you could optionally get the result by counting all of the edges of this region, and dividing the number by 2.
Terrain (TER) stands for the difficulty of getting into, out of or within the region. It is different to navigate a forest, grassy plains, or hills, and this stat is used to represent all sorts of complications while traveling. Failing on a check relating to this could put the player characters into an environmental hazard, such as sliding down a cliff or falling into a naturally formed pit.
Primitiveness (PRI) stands for the difficulty of getting the modern comforts of life in this region, such as (depending on the setting) technology running, good roads, services such as health care, getting a ride from one place to another etc.
Isolation (ISO) stands for how connected the world is to the rest of the world. For example, some of the regions could be cut off from the rest of the world, not realizing that an evil lich is taking over a city ten miles from them, or that the group of adventurers has defeated a tarrasque at last.
Wilderness (WIL) stands for difficulties with livability in the region. Higher scores make it harder to find food or water, start the fire, camp for the night etc.
Combativeness (COM) stands for natural aggression of the creatures in the region. The higher the score is, the more probable it is for the adventurers to get into a random encounter.
Following sections are lists of some commonalities. Their lists are ordered by frequency, from most frequent to the least frequent.
Common Damage Types section lists all of the damage types that the party could naturally stumble upon in a nature, possibly in a natural hazard. Do note that I chose to leave out bludgeoning, piercing and slashing damage from the section because you could find those just about anywhere.
Common Races section lists all of the races that are found frequently in the given region. It can also contain creatures, or even creature types, in special cases (such as locations near to portals, or regions where some monsters are considered civilized).
Common Languages section lists all of the languages commonly spoken in the region. Common is included, because it doesn't have to be spoken in some regions, such as planar locations. I chose to limit myself to 3 languages at most after some considerations.
Sovereignity states whose rulership this country is underneath, and/or what organization it belongs to.
Special Traits is a section that lists various regional mechanical effects, be it magical or nonmagical.
Notable Locations mentions some of the important locations within the region, possibly including their mechanics too.
Encounters contain a simple roll-table. It doesn't have to be a combat encounter, though with monsters it's more likely to be one. Some of the examples for non-combat encounters include, but are not limited to: a lost commoner, a merchant, traveling adventurer, pilgrim, sages in field (pun not intended), creatures living in their natural habitat, and more. In case of combat, adjust numbers to make for a fight appropriate to the level of adventurer, or just use encounter tables in XGE.
Changes for the Settlement Statblocks
When creating a stat block for a city instead of a region, consider the following changes:
- Wilderness is usually very low due to livability of settlements.
- Resources should be easily accessible if there is a marketplace. The bigger the marketplace, the easier it is to find the resources. Of course, that means that there aren't really resources in their raw form to collect in the settlements.
- Locations could list the buildings that offer some significant services, like traveling to other cities, casting of spells, or what's sold at the marketplace, and for what prices.
Faerie Peninsula
Overlap of Feywild and Material, country of feykind
- Hexes 5
- Biome forest
- Plane Material Plane
SIZ TER PRI ISO WIL COM 9 2 4 1 3 3
- Resources Creatures 15, Minerals 13, Plants 15
- Common Damage Types poison
- Common Races fey, firbolg, halflings (ghostwise)
- Common Languages Sylvan, Halfling, Common
- Common Religions archfey, Fay, dreamscape demigods
- Common Weather warm temperature, light wind, light rain
- Sovereignity Anklegnaw Kingdom; United Nations
Enchanted Land. Residing on Faerie Peninsula has side effects on magic affecting minds of creatures in it. The creatures in this land have disadvantage on saving throws against the spells of enchantment school of magic.
Spirit of Freedom. Faerie Peninsula abhors slavery, to the extent that the realm itself fights against it. Whenever a creature attempts to control another creature using magic in the peninsula, whether by summoning, creating life, domination, the geas spell, or any other means, roll 1d6. On a 1, the attempt fails, and the creature is instead free to do as it pleases.
Notable Locations
Feywild Portal. The Feywild Portal is a permanent planar gateway, leading to this location on the echoing plane of the Feywild.
Pinkerton. Pinkerton is a city of ghostwise halflings and firbolgs. It contains a port, large marketplace, and several temples for the worship of various archfey or groups of archfey.
Encounters
d10 Encounters 1 Sprite 2 Pixie 3 Will-o'-Wisp 4 Halfling (ghostwise) 5 Firbolg 6 Satyr 7 Dryad 8 Faerie Dragon 9-10 Forest Encounters table (XGE, pg. 97-100)
Counting Edges
In case you want to count the edges of hexes to simulate how much are of a hex the region takes up, each of the inner edges should count as two, while outer ones count as one. Divide the sum by two, and you have the rough size. Then again, I can understand if someone has a region that spans 10 or more hexes, and thus wouldn't want to be counting all of the edges, so again - size can just be number of hexes times three.
Pinkerton
The Pink Pearl, city of cherries and merchants
- Hexes 1
- Biome urban
- Plane Material Plane
SIZ TER PRI ISO WIL COM 4 4 2 1 0 3
- Resources Creatures 12, Minerals 11, Plants 10
- Common Damage Types poison
- Common Races halflings (ghostwise), gnomes, fey
- Common Languages Common, Sylvan, Halfling
- Common Religions Fay, dreamscape demigods, archfey
- Common Weather warm temperature, light wind, light rain
- Sovereignity Anklegnaw Kingdom; United Nations
Enchanted Land. Residing on Faerie Peninsula has side effects on magic affecting minds of creatures in it. The creatures in this land have disadvantage on saving throws against the spells of enchantment school of magic.
Spirit of Freedom. Faerie Peninsula abhors slavery, to the extent that the realm itself fights against it. Whenever a creature attempts to control another creature using magic in the peninsula, whether by summoning, creating life, domination, the geas spell, or any other means, roll 1d6. On a 1, the attempt fails, and the creature is instead free to do as it pleases.
Prejudice against Cold Iron. Citizens of Pinkerton know how Cold Iron harms the fey and thus have prejudices against anyone who openly wears or wields cold iron somewhere in their equipment. Such creatures have disadvantage on Persuasion and Deception checks when dealing with citizens.
Notable Locations
Blossoming Market. Above all else, Pinkerton is a city of business and fey. Any equipment from the Player's Handbook can be bought here, but any parts of it that would be made of cold iron are replaced with some other material. The wares here tend to be sold at a price increased by 10%.
Shopport. Thanks to this port, the Pinkerton has become a city focused on buying and selling stuff overseas. From this port, one can sail for a small fee to Quietitude, or Short Dock.
Skydock. This port offers a ride on magitech airships from Pinkerton to Rockley, Khaz'modan, Hammerrock, Ironbottom, Anklegnaw or Humbleham for 10 gp per person.
Temple of the Eternal. This temple ran by the fey is dedicated to the pantheon of their design, and worships them regularly. They offer their services of casting certain cleric spells, assuming the people will pay the following alms for them:
- Cantrips: 2 sp
- 1st-level spells: 15 gp
- 2nd-level spells: 30 gp
Encounters
d10 Encounters 1 Halfling (ghostwise) 2 Firbolg 3 Gnome 4 Human 5 Goliath 6 Satyr 7 Dryad 8 Faerie Dragon 9 Sprite 10 Pixie
Template
Name
Title or common name
- Hexes _
- Biome _
- Plane _
SIZ TER PRI ISO WIL COM _ _ _ _ _ _
- Resources Creatures _, Minerals _, Plants _
- Common Damage Types _
- Common Races _
- Common Languages _
- Common Religions _
- Common Weather _ temperature, _ wind, _ rain/snowfall
- Sovereignity _
Passive Special Property. Description of property that applies everywhere.
Notable Locations
City. Description briefly saying who lives in the city and what are some of the notable locations within the city.
Location. Noncity location, with description of what it is and any relevant mechanics.
Building This building offers paid services:
- Cantrips: _ _p
- 1st-level spells: _ gp
- 2nd-level spells: _ gp
Encounters
d10 Encounters 1 _ 2 _ 3 _ 4 _ 5 _ 6 _ 7 _ 8 _ 9 _ 10 _
Example Uses for Location Stats
Previously there were discussions on the necessity of the stats, so I decided to dedicate this last part to some examples of their uses. THis is by far not an exhaustive list of all uses.
- When navigating the wilderness to move from one spot to the other, the players make a Survival check against a DC equal to 10 + SIZ + TER. Upon failure they could get lost or take longer than expected to get somewhere.
- When finding a piece of information hidden somewhere in the location without knowing specifically where, the DC would be equal to 10 + SIZ + ISO.
- Navigating a city depends on how well the city is kept, and how are the buildings organized. The DC is thus equal to 10 + TER + PRI.
- Avoiding natural hazards such as naturally formed pits or forest fires could have a DC equal to 10 + TER + WIL.
- Finding information in the local library, whether capital city's grand library that's kept well, or local book collector with grand total of five books, the DC could be equal to 10 + PRI + ISO.