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[Path: Master of Adventures > Creating Nonplayer Characters > Villians ] mes a central figure in an improvised roleplaying scene. Whenever extras are present, be prepared to come up with names and mannerisms on the fly. In a pinch, you can plunder the race-specific character names found in chapter 2, "Races," of ...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villians ] s for you: adventures, while this section helps you flesh out their evil schemes, methods, and weaknesses. Let the table_ that follow inspire you. VILLAIN'S SCHEME d8 2 3 4 5 6 7 8 Objective and Scheme Immortality (d4) l Acquire a...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villians ] punish the thief Wealth (d4) Control natural resources or trade 2 Marry into wealth 3 Plunder ancient ruins 4 Steal land, goods, or money . o1 LLAIN 1S METHODS d20 Methods Methods 12 Murder (d10) Agricultural devastation (d4) 1 A...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villians ] ng the dead 1 Ambush 7 Summoning monsters 2 Invasion 8 Weather control 3 Massacre 4 Mercenaries 5 Rebellion 6 Terrorism • • - • . CHAPTER 4 I CREATING NONPLAYER CHARACTERS • " . 95 • . . . VILLAIN 's SECRET WEAKNESS Fi...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] - a magical receptacle for its soul- that it keeps well hidden. Only by destroying the phylactery can the characters ensure the lich's destruction. CHAPTER 4 I CREATING NQ,"PLAYER CHARACTERS Weakness A hidden object holds the...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] the villain. 5 The villain is destroyed if it speaks its t rue name. 6 An ancient prophecy or riddle reveals how the villain can be overthrown. 7 The villain fall s when an ancient enemy forgives its past actions. 8 The ...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] S CLASS OPTIONS You can use the rules in the Player's Handbook to create NPCs with classes and levels, the same way you create player characters. The class options below let you create two specific villainous archetypes: the ...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] , and the Oathbreaker offers an alternative path for paladins who fall from grace. A player can choose one of these options with the your approval. CLERIC : DEATH DOMAIN The Death domain is concerned with the forces that caus...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] kul, and WeeJas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubi . Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Ta...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] rder (Anubi . Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and He!). DEATH DOMAIN SPELLS Cleric Level Spells l st false life, ray of sickness 3...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] he gains proficiency with martial weapons. REAPER At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one crea...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] er. . H ANNEL DIVINITY: TOUCH OF DEATH :illrting at 2nd level, the cleric can use Channel Divinity destroy another creature's life force by touch. .\"hen the cleric hits a creature with a melee attack, -e cleric can use Chann...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] omes more potent. Necrotic damage :. alt by the character's cleric spells and Channel _ inity options ignores resistance to necrotic damage. ..... rviNE STRIKE -- th level, the cleric gains the ability to infuse his or weapon...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] cleric can cause the attack to deal an a 1d8 necrotic damage to the target. When the cleric -eaches 14th level, the extra damage increases to 2d8. = PROVED REAPER :<arting at 17th level, when the cleric casts a - cromancy spe...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] atures within range and within 5 feet of each other. If - e spell consumes its material components, the cleric ::ru t provide them for each target. ? _-\.LADIN: 0ATHBREAKER .:1 Oathbreaker is a paladin who breaks his or her :...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] vil and at least 3rd level to ~come an Oathbreaker. The paladin replaces the :earures specific to his or her Sacred Oath with athbreaker features. 0 ATHBREAKER SPELLS _-..n Oathbreaker paladin loses previously gained oath sp...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] LLS _-..n Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed. 0ATHBREAKER SPELLS Paladin Level 3rd 5th 9th 13th 17th Spells hellish r...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] two Channel Divinity options. Control Undead. As an action, the paladin targets one ndead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must o...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] s immune to this effect. Dreadful Aspect. As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] rightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it. AURA OF HATE Starting at 7th level, the paladin, as well any fiends and undea...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] imum of +1). A creature can benefit from this feature from only one paladin at a time. f\t 18th level, the range of this aura increases to 30 feet. SUPERNATURAL RESISTANCE At 15th level, the paladin gains resistance to bludge...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] lf or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aur...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] s in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow. While the aura lasts, the paladin can use a bonus action on his or her turn to...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] ge equal to 3d10 +.the paladin's Charisma modifier. After activating the aura, the paladin can't do so again until he or she finishes a long rest. 0ATHBREAKER ATONEMENT If you allow a player to choose the Oath breaker option,...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] s alignment change through words and deeds. Having done so, the paladin loses all Oath breaker features and must choose a deity and a sacred oath. (With your permission, the player can select a different deity or sacred oath t...
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[Path: Master of Adventures > Creating Nonplayer Characters > Villainous Class Options ] trial, as determined by the DM . A paladin who breaks his or her sacred oath a second time can become an oath breaker once more, but can't atone. CHAPTER 4 I CREATING NON PLAYER CHARACTERS 97 . . C HAPTER 5: ADVENTURE ENVIRO...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] th traps, natural caverns extending for miles beneath the -urface of the world, and ruined castles. . ot every adventure takes place in a dungeon. A :ilderness trek across the Desert of Desolation or a arrowing journey into the jungles of the Isle ...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] ortresses to wage war against their neighbors, ogres plunder farmsteads for food, and monstrous spiders op from the web-shrouded canopies of trees. Within a dungeon, adventurers are constrained by :ails and doors around them, but in the wilderness, ...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] derness: it's much easier to predict where the adventuring party might go in the dungeon because the ptions are limited- less so in the wilderness. illages, towns, and cities are cradles of civilization n a dangerous world, but they too offer opport...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] settings have · eir own villains and perils. Evil, after all, takes many ·orms, and urban settings aren't always the safe havens .hey seem to be. This chapter provides an overview of these three environments plus a few unusual environments, taking ...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] built them. Others are natural caves or weird ..airs carved out by foul monsters. They attract evil cults, onster tribes, and reclusive creatures. Dungeons are o home to ancient treasures: coins, gems, magic -ems, and other valuables hidden away in ...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] inctive qualities. For example, a dungeon that serves - a hobgoblin stronghold has a different quality from an ancient temple inhabited by yuan-ti. This section ys out a process for creating a dungeon and bringing - to life. JU NGEON LOCAT ION ' o...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] ION ' ou can use the Dungeon Location table to determine .he locale of your dungeon. You can roll on the table or oose an entry that inspires you. DUNGEON LOCATION dlOO Location 01-04 A building in a city 05-08 Catacombs or sewers beneath a ci...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] iving creature Sealed inside a magical dome of force Inside a Mordenkainen's magnificent mansion DUNGEON CREATOR A dungeon reflects its creators. A lost temple of the yuan-ti, choked by overgrown jungle plants, might feature ramps instead of stair...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] disintegration eye ray have walls that are un naturally smooth, and the beholder's lair might include vertical shafts connecting different levels. Amphibious monsters such as kuo-toa and aboleths use water to protect the innermost reaches of their l...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] rsonality to life. Great bearded faces might be carved on the doors of a dwarven stronghold and might be defaced by the gnolls who live there now. Spiderweb decorations, torture chambers, and slave pens might be common features in a vault built by ...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] cally build dungeons. You can choose a creator from the table or roll randomly, or choose some other dungeon builder appropriate for your campaign. DUNGEON CREATOR d20 Creator 1 Beholder 2-4 Cult or religious group (roll on the Cults and Relig...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] tral 3-4 Neutral good 12 Chaotic neutral 5-6 Chaotic good 13-15 Lawful evil 7-9 Lawful neutral 16-18 Neutral evil 19-20 Chaotic evil . NPC CLASS d20 Class d20 Class Barbarian 9 Paladin 2 Bard 10 Ranger 3-4 Cleric 11-14 Rogu...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] ose that influences its design and features. You can choose a purpose from the Dungeon Purpose table, roll one at ;--andom, or use your own ideas. DUNGEON PURPOSE d20 Purpose d20 Purpose Death trap 11-14 Stronghold 2-5 Lair 15-17 Temple o...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] ze 18-19 Tomb 7-9 Mine 20 Treasure vault 10 Planar gate Death Trap. This dungeon is built to eliminate any creature that dares to enter it. A death trap might guard the treasure of an insane wizard, or it might be designed o lure adventurers...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] . A lair is a place where monsters live. Typical airs include ruins and caves. Maze. A maze is intended to deceive oi- confuse those who enter it. Some mazes are elaborate obstacles that protect treasure, while others are gauntlets for prisoners ba...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] dark. Planar Gate. Dungeons built around planar portals are often transformed by the planar energy seeping out through those portals. Stronghold. A stronghold dungeon provides a secure base of operations for villains and monsters. It is ually rule...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] e. This dungeon is consecrated to a deity or other planar entity. The entity's worshipers control the dungeon and conduct their rites there. Tomb. Tombs are magnets for treasure hunters, as well as monsters that hunger for the bones of the dead. Tr...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] ost cases, the original architects of a dungeon are ong gone, and the question of what happened to them can help shape the dungeon's current state. The Dungeon History table notes key events that can transform a site from its original purpose into a...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] enturers to explore. Particularly old dungeons can have a history that consists of multiple events, each of which transformed the site in some way. DUNGEON HISTORY d20 Key Event 1- 3 4 5-8 9-10 11 12 13 14-15 16 Abandoned by creators Aba...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] Overrun by planar creatures 20 Site of a great miracle DUNGEON INHABITANTS After a dungeon's creators depart, anyone or anything might move in. Intelligent monsters, mindless dungeon scavengers, predators and prey alike can be drawn to dungeons. ...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] complex ecology, alongside intelligent creatures who share living space through elaborate combinations of domination, negotiation, and bloodshed. Characters might be able to sneak into a dungeon, ally with one faction, or play factions against each...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] s and their goblinoid thralls, the adventurers might try to incite the goblins, hobgoblins, and bugbears to revolt against their illithid masters. DUNGEON FACTIONS A dungeon is sometimes dominated by a single group of intelligent humanoids, whethe...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] s inhabiting an aboveground ruin. Other times, particularly in larger dungeons, multiple groups of creatures share space and compete for resources. For example, orcs that dwell in the mines of a ruined dwarf citadel might skirmish constantly against...
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[Path: Master of Adventures > Adventure Environments > Dungeons ] s that have established a colony in the lowest levels of the mines could manipulate and dominate key hobgoblins in an attempt to wipe out the orcs. And all the while, a hidden cell of drow scouts watches and plots to slay the mind !layers, then ensl...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] of encounters, with the adventurers kicking down door CHAPTER 5 I ADVENTURE ENVTRONMENTS 101 . 102 after door and killing whatever lies beyond. But the ebb and flow of power between groups in a dungeon provides plenty of opportunities fo...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] ngeon have goals, whether as simple as short-term survival or as ambitious as claiming the entire dungeon as the first step in founding an empire. Such creatures might approach adventurers with an offer of alliance, hoping to prevent the c...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] fleshing out their personalities, goals, and ideals. Then use those elements to shape a response to the arrival of adventurers in their territory. DUNGEON ECOLOGY An inhabited dungeon has its own ecosystem. The creatures that live there n...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] ng the best combination of air, food, water, and security. Keep these factors in mind when designing a dungeon you want the players to believe in. If a dungeon doesn't have some internal logic to it, adventurers will find it difficult to ma...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] logical assumption that many of the creatures inhabiting the dungeon come to that spot to drink. The adventurers might set an ambush at the pool. Likewise, locked doors- or even doors that require hands to open-can restrict the movement of ...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] If all the doors in a dungeon are closed, the players might wonder how the carrion crawlers or stirges they repeatedly encounter manage to survive. ENCOUNTER DIFFICULTY You might be inclined to increase the encounter difficulty as the adve...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] he tension. However, this approach can turn the dungeon into a grind. A better approach is to include encountets of varying difficulty throughout. The contrast between easy and hard encounters, as well as simple and complex encounters, enc...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] ng its layout. The dungeon's location, creator, purpose, history, and inhabitants should give you a starting point for designing your dungeon map. If you need further inspiration, you can find maps that have been made freely available for ...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] n. Alternatively, you can borrow a map from a published adventure or randomly generate a dungeon complex using the tables presented in appendix A. CHAPTER 5 I ADVENTURE ENVlRONMENTS A dungeon can range in size from a few chambers in a rui...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] n lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push farther into the heart of the complex. A dungeon is most easily mapped on graph paper, with each square on the paper representing a...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] e heart of the complex. A dungeon is most easily mapped on graph paper, with each square on the paper representing an area of 10 feet by 10 feet. (If you play with miniatures on a grid, you might prefer a scale where each square represents...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] draw your map, keep the following points in mind: Asymmetrical rooms and map layouts make a dungeon less predictable. Think in three dimensions. Stairs, ramps, platforms, ledges, balconies, pits, and other changes of elevation make a dunge...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] ders were extraordinarily skillful, collapsed passages can be commonplace, cutting off formerly connected sections of the dungeon from each other. Past earthquakes might have opened chasms within a dungeon, splitting rooms and corridors to...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] old, causing variation in the shapes and sizes of rooms and necessitating features such as bridges and drains. • Add multiple entrances and exits. Nothing gives the players a stronger sense of making real decisions than having multiple way...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] ngeon map from scratch, see appendix A. DUNGEON FEATURES The atmosphere and physical characteristics of dungeons vary as widely as their origins. An old crypt might have stone walls and loose wooden doors, an odor of decay, and no light o...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] cally reinforced brass, a smell of sulfur, and light provided by jets of flame in every hall and room. WALLS Some dungeons have walls of masonry. Others have walls of solid rock, hewn with tools to give them a rough, chiseled look, or wor...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] rned with murals, frescoes, bas-reliefs, and lighting fixtures such as sconces or torch brackets. A few even have secret doors built into them. . CATACOMBS D OORS Dungeon doorways might be set within plain arches and lintels. They might ...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] y. Opening a stuck door requires a successful Strength check. Chapter 8, "Running the Game," provides guidelines for setting the DC. Locked Doors. Characters who don't have the key ro a locked door can pick the lock with a successful Dexte...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] , or use a knock spell or similar magic. Chapter 8 provides guidelines • for setting the DCs and assigning statistics to doors and other objects. Barred Doors. A barred door is similar to a locked door, except that there's no lock to pick...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] wall that surrounds it. Sometimes faint cracks in the wall or scuff marks on the floor betray the secret door's presence. Detecting a Secret Door. Use the characters' passive Wisdom (Perception) scores to determine whether anyone in the pa...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] isdom CHAPTER 5 j ADVENTURE ENVfRONMENTS . 104 (Perception) check. To set an appropriate DC for the check, see chapter 8. Opening a Secret Door. Once a secret door is detected, a successful Intelligence (Investigation) check might be req...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] cording to the difficulty guidelines in chapter 8. If adventurers can't determine how to open a secret door, breaking it down is always an option. Treat it as a locked door made of the same material as the surrounding wall, and use the gui...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] om view. A secret door is carefully crafted to blend into its surrounding surface, whereas a concealed door is most often hidden by mundane means. It might be covered by a tapestry, covered with plaster, or (in the case of a concealed trap...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] , no ability check is required to find a concealed door. A character need only look in the right place or take the right steps to reveal the door. However, you can use the characters' passive Wisdom (Perception) scores to CHAPTER 5 I ADVEN...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] or iron, reinforced with one or more horizontal bands. It blocks a passage or archway until it is raised up into the ceiling by a winch and chain. The main benefit of a portcullis is that it blocks a passage while still allowing guards to ...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] her side of the portcullis), lifting the portcullis or bending its bars far enough apart to pass through them requires a successful Strength check. The DC of the check depends on the size and weight of the portcullis or the thickness of its...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] habited dungeon might have light sources. . In subterranean settlements, even races that have darkvision use fire for warmth, cooking, and defense. But many creatures have no need of warmth or light. Adventurers must bring their own sources...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] es hunt. The light of a torch or lantern helps a character : e over a short distance, but other creatures can : e that light source from far away. Bright light in an environment of total darkness can be visible for miles, j]ough a clear li...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] ract monsters, just as dungeon •eatures that shed light (from phosphorescent fungi -o the glow of magical portals) can draw adventurers' anention. _UR QUALITY ubterranean tunnels and aboveground ruins are often enclosed spaces with little...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] more, odors linger in a dungeon and can be magnified by the stillness of the atmosphere. OUNDS A dungeon's enclosed geography helps channel sound. The groaning creak of an opening door can echo down hundreds of feet of passageway. Louder·n...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] ny creatures that live underground use such sounds as a "';'\ay of locating prey, or go on alert at any sound of an adventuring party's intrusion. DUNGEON HAZARDS The hazards described here are but a few examples of the environmental dang...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] r to traps, which are described at the end of this chapter. Detecting a Hazard. No ability check is required to spot a hazard unless it is hidden. A hazard that resembles something benign, such as a patch of slime or mold, can be correctly...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] igence (Nature) check. Use the guidelines in chapter 8 to set an appropriate DC for any check made to spot or recognize a hazard. Hazard Severity. To determine a hazard's deadliness relative to the characters, think of the hazard as a trap ...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] heat from anything around it. A patch of brown mold typically covers a 10-foot square, and the temperature within 30 feet of it is always frigid. When a creature moves to within 5 feet of the mold for the first time on a turn or starts its...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] there, it must make a DC 12 Constitution saving throw, taking 22 (4d10) cold damage on a failed save, or half as much damage on a successful one. Brown mold is immune to fire, and any source of fire brought within 5 feet of a patch causes ...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] to an effect that deals cold damage is instantly destroyed. GREEN SLIME This acidic slime devours flesh, organic material, and metal on contact. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches. A patch o...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] t, it has no ability to move. A creature aware of the slime's presence can avoid being struck by it with a successful DC 10 Dexterity saving throw. Otherwise, the slime can't be avoided as it drops. A creature that comes into contact with g...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] lime deals 11 (2d10) acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed. Sunlight, any effect that cures disease, and any effect that deals cold, fire, or radiant da...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] WEBS Giant spiders weave thick, sticky webs across passages and at the bottom of pits to snare prey. These web-filled areas are difficult terrain. Moreover, a creature entering a webbed area for the first time on a turn or starting its tur...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] A restrained creature can use its action to try to escape, doing so with a successful DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. Each 10-foot cube of giant webs has AC 10, 15 hit points, vulnerability to fire, and immunity...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] k places, and one patch covers a 5-foot square. If touched, the mold ejects a cloud of spores that fills a 10-foot cube originating from the mold. Any creature in the area must succeed on a DC 15 Constitution saving throw or take 11 (2d10) ...
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[Path: Master of Adventures > Adventure Environments > Mapping a Dungeon ] t of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. Sunlight or any amount of fire damage instantly destroys one patch of yellow mold. CHAPTER ...
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[Path: Master of Adventures > Adventure Environments > Wilderness ] ther tracts of wilderness waiting to be traversed. Bringing wilderness areas to life can be a fun part of your game, both for you and your players. The following two approaches work particularly well. TRAVEL- MONTAGE APPROACH Sometimes the destin...
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[Path: Master of Adventures > Adventure Environments > Wilderness ] s trek is to get the characters to where the real adventure happens, gloss over the wilderness trek without checking for encounters along the way. Just as movies use travel montages to convey long and arduous journeys in a matter of seconds, you ...
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[Path: Master of Adventures > Adventure Environments > Wilderness ] picture of a wilderness trek in your players' minds before moving on. Describe the journey as vividly as you like, but keep the forward momentum. "You walk for several miles and encounter nothing of interest" is okay, but far less evocative and m...
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[Path: Master of Adventures > Adventure Environments > Wilderness ] evocative and memorable than, "A light rain dampens the rolling plains as you travel north. Around midday, you break for lunch under a lonely tree. There, the rogue finds a small rock that looks like a grinning face, but otherwise you encounter no...
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[Path: Master of Adventures > Adventure Environments > Wilderness ] ordinary." The trick is to focus on a few details that reinforce the desired mood rather than describe everything down to the last blade of grass. Call attention to unusual terrain features: a waterfall, a rocky outcropping that offers a breathta...
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[Path: Master of Adventures > Adventure Environments > Wilderness ] ribe notable smells and sounds, such as the roar of a faraway monster, the stench of burned wood, or the sweet aroma of flowers in an elven forest. In addition to evocative language, visual aids can help set the scene for the characters' travels. ...
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[Path: Master of Adventures > Adventure Environments > Wilderness ] stical. As striking as real-world scenery can be, wilderness travel can be used to remind the players that their characters are in a fantasy world. Once in a while, spice up your descriptions with some truly magical element. A forest might be home...
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[Path: Master of Adventures > Adventure Environments > Wilderness ] n break your players' sense of immersion in the world. A single fantastic element within an otherwise realistic and memorable landscape is enough. Use the landscape to set the mood and tone for your adventure. In one forest, close-set trees shrou...