chunk_id
stringlengths
5
8
book
stringclasses
2 values
page
int64
1
321
text
stringlengths
164
4.12k
dmg_1200
dmg
120
[Path: Master of Adventures > Adventure Environments > Traps ] oid it. TRIGGERING A TRAP Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, t...
dmg_1201
dmg
120
[Path: Master of Adventures > Adventure Environments > Traps ] traps (such as the glyph of warding spell) have more complicated trigger conditions, including a password that prevents the trap from activating. DETECTING AND DISABLING A TRAP Usually, some element of a trap is visible to careful inspection. Characte...
dmg_1202
dmg
120
[Path: Master of Adventures > Adventure Environments > Traps ] ise detect something that points to a trap's presence. A trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character . actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC....
dmg_1203
dmg
121
[Path: Master of Adventures > Adventure Environments > Traps ] passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done...
dmg_1204
dmg
121
[Path: Master of Adventures > Adventure Environments > Traps ] detect or disarm a magic trap, in addition to any other checks noted in the trap's description. The DCs are the same regardless of the check used. In addition, dispel magic has a chance of disabling most magic traps. A magic trap's description provides...
dmg_1205
dmg
121
[Path: Master of Adventures > Adventure Environments > Traps ] a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can...
dmg_1206
dmg
121
[Path: Master of Adventures > Adventure Environments > Traps ] 's presence. For example, if a character lifts a rug that conceals a pressure plate, rhe character has found the trigger and no check is required. Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opene...
dmg_1207
dmg
121
[Path: Master of Adventures > Adventure Environments > Traps ] poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distanc...
dmg_1208
dmg
121
[Path: Master of Adventures > Adventure Environments > Traps ] disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways ro get past those traps without harming themselves. uch traps might have hidden levers that disable their triggers, or a secret door might conceal a passage ...
dmg_1209
dmg
121
[Path: Master of Adventures > Adventure Environments > Traps ] s can range from inconvenient to deadly, making use of elements such as arrows, - pikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfort...
dmg_1210
dmg
121
[Path: Master of Adventures > Adventure Environments > Traps ] it is triggered. The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap's severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions ba...
dmg_1211
dmg
121
[Path: Master of Adventures > Adventure Environments > Traps ] to seriously injure (and potentially kill) characters of the indicated levels. A deadly trap is likely to kill characters of the indicated levels. TRAP SAVE DCs AND ATTACK BoNusEs Trap Danger Save DC Attack Bonus Setback 10-11 +3 to +5 Dangerous...
dmg_1212
dmg
121
[Path: Master of Adventures > Adventure Environments > Traps ] -20t 10d10 18d10 24d10 COMPLEX TRAPS Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter. Wh...
dmg_1213
dmg
122
[Path: Master of Adventures > Adventure Environments > Traps ] ng an action. It might make successive attacks against intruders, create APTER 5 I ADVENTURE ENVIRONMENTS l~l . an effect that changes over time. or otherwi e produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or by...
dmg_1214
dmg
122
[Path: Master of Adventures > Adventure Environments > Traps ] m is completely flooded. SAMPLE TRAPS The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order. COLLAPSING ROOF Mechanical trap This trap uses a trip wire to collapse the supports keeping an unstabl...
dmg_1215
dmg
122
[Path: Master of Adventures > Adventure Environments > Traps ] n two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or ed...
dmg_1216
dmg
122
[Path: Master of Adventures > Adventure Environments > Traps ] ausing the trap to trigger. The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstabl...
dmg_1217
dmg
122
[Path: Master of Adventures > Adventure Environments > Traps ] or half as much damage on a successful one. Once the trap is \riggered, the floor of the area is filled with rubble and becomes difficult terrain. FALLING ~~T Mechanical trap This trap uses\ trip wire to release a net suspended from the ceiling\ . ...
dmg_1218
dmg
122
[Path: Master of Adventures > Adventure Environments > Traps ] ebs or foliage. The IJC to spot the trip wire and net is 10. A successful DC 15 D~~rity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attem~ this check with disadvantage using any edged wea!'lon or e...
dmg_1219
dmg
122
[Path: Master of Adventures > Adventure Environments > Traps ] -square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within ...
dmg_1220
dmg
122
[Path: Master of Adventures > Adventure Environments > Traps ] 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section. CHAPTER 5 \ ADVENTURE ENVIRONMENTS fiRE - BREATHL"G --..,_~ ~ Magic trap This trap is activated when ...
dmg_1221
dmg
122
[Path: Master of Adventures > Adventure Environments > Traps ] ng, including a dragon or a wizard casting a spell. The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of e...
dmg_1222
dmg
122
[Path: Master of Adventures > Adventure Environments > Traps ] e in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A suc...
dmg_1223
dmg
122
[Path: Master of Adventures > Adventure Environments > Traps ] in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris. The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on...
dmg_1224
dmg
122
[Path: Master of Adventures > Adventure Environments > Traps ] around it. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of...
dmg_1225
dmg
122
[Path: Master of Adventures > Adventure Environments > Traps ] cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper. Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and ...
dmg_1226
dmg
122
[Path: Master of Adventures > Adventure Environments > Traps ] r magic. Locking Pit. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside. A successful DC 20 ...
dmg_1227
dmg
123
[Path: Master of Adventures > Adventure Environments > Traps ] statistics using the guidelines in chapter 8). A character in the pit can also attempt to disable the spring mechanism from the inside with a DC . 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can...
dmg_1228
dmg
123
[Path: Master of Adventures > Adventure Environments > Traps ] or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from...
dmg_1229
dmg
123
[Path: Master of Adventures > Adventure Environments > Traps ] must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. POISON DARTS Mechanical trap When a creature steps on a hidden pressure plate, poison-tipped darts shoo...
dmg_1230
dmg
123
[Path: Master of Adventures > Adventure Environments > Traps ] arts. The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC tq spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can d...
dmg_1231
dmg
123
[Path: Master of Adventures > Adventure Environments > Traps ] der the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching. The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four d...
dmg_1232
dmg
123
[Path: Master of Adventures > Adventure Environments > Traps ] dart makes a ranged attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 (1d4) ...
dmg_1233
dmg
123
[Path: Master of Adventures > Adventure Environments > Traps ] one. POISON NEEDLE J1echanical trap A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. W...
dmg_1234
dmg
123
[Path: Master of Adventures > Adventure Environments > Traps ] within range takes 1 piercing damage and 11 (2d10) poison am age, and must succeed on a DC 15 Constitution -aving throw or be poisoned for 1 hour. A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence f...
dmg_1235
dmg
123
[Path: Master of Adventures > Adventure Environments > Traps ] rity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap. ROLLING SPHERE Mechanical trap When 20 or more pounds of pressure are placed on this trap's pressure p...
dmg_1236
dmg
123
[Path: Master of Adventures > Adventure Environments > Traps ] ameter rolling sphere of solid stone. With a successful DC 15 Wisdom (Perception) check, a cb.aracter can spot the trapdoor and pressure plate . . A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals varia...
dmg_1237
dmg
123
[Path: Master of Adventures > Adventure Environments > Traps ] ations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative ...
dmg_1238
dmg
123
[Path: Master of Adventures > Adventure Environments > Traps ] eet in a straight line. The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that cr...
dmg_1239
dmg
123
[Path: Master of Adventures > Adventure Environments > Traps ] It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving. As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength c...
dmg_1240
dmg
123
[Path: Master of Adventures > Adventure Environments > Traps ] ap Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is inst...
dmg_1241
dmg
123
[Path: Master of Adventures > Adventure Environments > Traps ] erated. A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a sphere of annihilation that can't be controlled or moved. It is otherwise identical to a normal sphere of annihilation, as described in chapter 7, "Treasure." So...
dmg_1242
dmg
125
[Path: Master of Adventures > Between Adventures > Linking Adventures ] his effect is otherwise like the sympathy aspect of the antipathy/sympathy spell. A successful dispel magic (DC 18) removes this enchantment. . . CHAPTER 6: BETWEEN ADVENTURES CAMPAIGN IS MUCH MORE THAN A SERIES OF adventures. It also includ...
dmg_1243
dmg
125
[Path: Master of Adventures > Between Adventures > Linking Adventures ] t engage the characters when they're not exploring the wilderness, plundering dungeons, and gallivanting around the multiverse on some epic quest. The natural pace of a campaign offers lulls between adventures, time for the characters to spen...
dmg_1244
dmg
125
[Path: Master of Adventures > Between Adventures > Linking Adventures ] world, building a personal investment in what happens to the people and places around them, which can, in turn, draw them into further adventures. Chapter 5, "Equipment," of the Player's Handbook details the expenses that a character incurs fo...
dmg_1245
dmg
125
[Path: Master of Adventures > Between Adventures > Linking Adventures ] oses, from poverty to luxury. Chapter 8, "Adventuring," of that book describes some of the downtime activities they can pursue between adventures. This chapter fills in the gaps, describing the expenses of owning property and hiring NPCs, and ...
dmg_1246
dmg
125
[Path: Master of Adventures > Between Adventures > Linking Adventures ] vents in your campaign. LINKING ADVENTURES A campaign in the style of an episodic television show rarely needs story links between its adventures. Each adventure features its own villains, and once the characters complete the adventure, there...
dmg_1247
dmg
125
[Path: Master of Adventures > Between Adventures > Linking Adventures ] do with the adventure that preceded it. As the characters gain experience points, they become more powerful, as do the threats they must overcome. This kind of campaign is easy to run, since it requires little effort beyond finding or creatin...
dmg_1248
dmg
125
[Path: Master of Adventures > Between Adventures > Linking Adventures ] paign with a narrative lets the players feel as though their actions have far-reaching consequences. They're not just racking up experience points. A few simple modifications can help you overlay overarching elements to create a serialized cam...
dmg_1249
dmg
125
[Path: Master of Adventures > Between Adventures > Linking Adventures ] sic D&D campaigns. The adventurers' goal in the first example is to amass the power they need to defeat a powerful enemy that threatens the world. Their goal in the second example is to defend something they care about by destroying whatever ...
dmg_1250
dmg
125
[Path: Master of Adventures > Between Adventures > Linking Adventures ] OF MANY PARTS You can tie adventures together using an overarching goal that can be fulfilled only by first completing a series of related quests. For example, you could create a villain who can't be defeated until the characters explore nine ...
dmg_1251
dmg
125
[Path: Master of Adventures > Between Adventures > Linking Adventures ] rers spend their whole careers fighting the Nine Dread Princes before finally pursuing an epic quest to destroy the princes' monstrous progenitor. As long as every dungeon is unique and interesting, your players will appreciate the tight focus...
dmg_1252
dmg
125
[Path: Master of Adventures > Between Adventures > Linking Adventures ] gments of an artifact that are scattered in ruins across the multi verse, before reassembling the artifact and using it to defeat a cosmic threat. ExAMPLE 2: AGENTS OF X You can also build a campaign around the idea that the adventurers are ...
dmg_1253
dmg
125
[Path: Master of Adventures > Between Adventures > Linking Adventures ] ation, for example. Wherever their allegiance lies, the adventurers are motivated by loyalty and the goal of protecting whatever it is they serve. The characters' overarching mission might be to explore and map an uncharted region, forging al...
dmg_1254
dmg
125
[Path: Master of Adventures > Between Adventures > Linking Adventures ] ght be to find the ancient capital of a fallen empire, which lies beyond the realm of a known enemy and forces them to navigate hostile territory. The characters could be pilgrims in search of a holy site or members of a secret order dedicated...
dmg_1255
dmg
125
[Path: Master of Adventures > Between Adventures > Linking Adventures ] lining world. Or they might be spies and assassins, striving to weaken an enemy country by targeting its evil leaders and plundering its treasures. PLANTING ADVENTURE SEEDS You can make a campaign feel like one story with many chapters by pla...
dmg_1256
dmg
125
[Path: Master of Adventures > Between Adventures > Linking Adventures ] ves the characters along to their next goal. If you've planted a seed well, the characters have something else to do when they finish an adventure. Perhaps a character drinks from a magic fountain in a dungeon and receives a mystifying vision ...
dmg_1257
dmg
125
[Path: Master of Adventures > Between Adventures > Linking Adventures ] n NPC warns the characters of impending danger or implores them for help. The trick is to not distract the characters from the adventure at hand. Designing an effective hook for a future adventure requires finesse. The lure should be compell...
dmg_1258
dmg
126
[Path: Master of Adventures > Between Adventures > Recurring Expenses ] RES ( \ 125 . To keep players from straying, save your best ideas for the very end of your adventures, or insert them during periods of downtime. Here are a few examples of ways in which an adventure seed can be revealed: On a villain's cor...
dmg_1259
dmg
126
[Path: Master of Adventures > Between Adventures > Recurring Expenses ] characters are heading to a local tavern when they spot a wanted poster or a missing person poster (complete with the promise of a sizable reward). • Members of the local militia or city watch put out the word that a crime has been committed, ...
dmg_1260
dmg
126
[Path: Master of Adventures > Between Adventures > Recurring Expenses ] naware. FORESHADOWING ------------------- Foreshadowing is an exercise in subtlety, involving the delicate planting of seeds for future adventures. Not all foreshadowing bears fruit, particularly if the clues are too subtle or if events conspi...
dmg_1261
dmg
126
[Path: Master of Adventures > Between Adventures > Recurring Expenses ] s to hint at upcoming events and new threats in your campaign without making it obvious to players that you're telling them what the future holds. Here are a few examples: • An object worn or carried by an enemy has the symbol of a previously...
dmg_1262
dmg
126
[Path: Master of Adventures > Between Adventures > Recurring Expenses ] g and queen announce the marriage of their son to the daughter of a neighboring monarch, but various factions oppose the union. Trouble is brewing. Bugbear scouts are making incursions into civilized lands and spying on settlements, as a prelu...
dmg_1263
dmg
126
[Path: Master of Adventures > Between Adventures > Recurring Expenses ] e to reconcile. NPC adventurers in a city are being murdered in a similar yet unusual manner, hinting at a future threat to the player characters. CAMPAIGN TRACKING Consistent details bring your campaign to life, and continuity helps players...
dmg_1264
dmg
126
[Path: Master of Adventures > Between Adventures > Recurring Expenses ] ouldn't change much from one visit to the next. That said, changes can occur as a result of the characters' actions or of actions they learn about. When the adventurers kill a monster, it stays dead, unless someone raises it. When they remove ...
dmg_1265
dmg
126
[Path: Master of Adventures > Between Adventures > Recurring Expenses ] door open, it should Stay open until someone closes it. CHAPTER 6 I BETWEEN ADVENTURES No one's memory is infallible, so it pays to keep records. Jot notes directly on an adventure map to keep track of open doors, disarmed traps, and the like....
dmg_1266
dmg
126
[Path: Master of Adventures > Between Adventures > Recurring Expenses ] onic file, such_ record is a great way to keep your notes organized. Your notebook might include any of the following elements. Campaign Planner. Write down the main story arc your campaign, and keep track of things that you hope appear in f...
dmg_1267
dmg
126
[Path: Master of Adventures > Between Adventures > Recurring Expenses ] he characters' backgrounds and goals, since these notes can help you design adventure content that provides opportunities ~ character development. Keep a running tally of the adventurers' classes and levels, as well as any quests and downtime...
dmg_1268
dmg
126
[Path: Master of Adventures > Between Adventures > Recurring Expenses ] y. Player Handouts. Keep a copy of all handouts you make for your players so that you don't have to remember their contents later. Adventure Log. Think of this log as an episode guide for your campaign. Summarize each game session or adventu...
dmg_1269
dmg
126
[Path: Master of Adventures > Between Adventures > Recurring Expenses ] nor · and secrets. (The players might also keep their own record of adventures, which you can refer to if your ow- log is incomplete.) NPC Nqtes. Record statistics and roleplaying notes for any NPC the characters interact with more than once....
dmg_1270
dmg
126
[Path: Master of Adventures > Between Adventures > Recurring Expenses ] where they live and work, the names of their family members and associates, and maybe even a secret that each one of them has. Campaign Calendar. Your world feels more real to your players when the characters notice the passage of time. Note...
dmg_1271
dmg
126
[Path: Master of Adventures > Between Adventures > Recurring Expenses ] lter a monster, magic item, or trap. Keep any maps, random dungeons, or encounters you create. This information ensures you won't repeat your work. and you'll be able to draw on this material later. RECURRING EXPENSES Besides the expenses ass...
dmg_1272
dmg
127
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] er characters who come into possession of property, own businesses. and employ hirelings must cover the expenses that accompany these ventures. . AIN TENANCE COSTS Total Cost Skilled Untrained ~ro perty per Day Hirelings Hirelings - ...
dmg_1273
dmg
127
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] .-,, town or city s gp s :ep or small castle 100 gp so so - ge, hunting Ssp oble estate 10 gp 3 1S .J post or fort so gp 20 40 ::;;. ace or large castle 400 gp 200 100 :-op 2 gp -e'Tlple, large 2S gp 10 10 -e'Tlple, sm...
dmg_1274
dmg
127
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] rty. They might buy it with their hard-won r, take it by force, obtain it in a lucky draw from a : k of many things, or acquire it by other means. The Maintenance Costs table shows the per-day _ keep cost for any such property. (The cost of...
dmg_1275
dmg
127
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] that adventurers spend much of · eir time adventuring, staff includes a steward who can - ake payments in the party's absence. Total Cost per Day. The cost includes everything it - ·es to maintain the property and keep things running -:noot...
dmg_1276
dmg
127
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] t in the table. Skilled and Untrained Hirelings. The Player's F-fandbook explains the difference between a skilled - ·reling and an untrained one. 3 USINESSES -.n adventurer-owned business can earn enough money - cover its own maintenance ...
dmg_1277
dmg
127
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] moothly by tending to the business between _ ventures. See the information on running a business rhe "Downtime Activities" section of this chapter. ~ARRISONS ::.:astles and keeps employ soldiers (use the veteran and guard statistics in the ...
dmg_1278
dmg
127
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] -experienced defenders (use the ;;uard statistics in the Monster Manual). These armed arriors make up the bulk of a property's skilled 'lirelings. DOWNTIME ACTIVITIES The campaign benefits when characters have time between adventures to en...
dmg_1279
dmg
127
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] paign over a longer period of time and helps to manage the characters' level progression, preventing them from gaining too much power too quickly. Allowing characters to pursue side interests between adventures also encourages players to be...
dmg_1280
dmg
127
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] village or spends time carousing with the locals, that character's player is more likely to respond to threats to the village and its inhabitants. As your campaign progresses, your players' characters will not only become more powerful but a...
dmg_1281
dmg
127
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] stronghold. As the party gains levels, you can add more downtime between adventures to give characters the time they need to pursue such interests. Whereas days or weeks might pass between low-level adventures, the amount of downtime between...
dmg_1282
dmg
128
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] RE Do-\\~TIME AcTn~TIE Chapter 8, ··Adventuring:· of the Player· Handbook describes a few downtime activities to fill the Yoid between adventures. Depending on the style of your campaign and the particular backgrounds and interests of the a...
dmg_1283
dmg
128
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] STRONGHOLD A character can spend time between adventures building a stronghold. Before work can begin, the character must acquire a plot of land. If the estate lies within a kingdom or similar domain, the character will need a royal charter...
dmg_1284
dmg
128
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] mains loyal to the crown), or a deed (a legal document that serves as proof of ownership). Land can also be acquired by inheritance or other means. Royal charters and land grants are usually given by the crown as a reward for faithful servic...
dmg_1285
dmg
128
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] might cost 5,000 gp or more, if it can be bought at all. Once the estate is secured, a character needs access to building materials and laborers. The Building a Stronghold table shows the cost of building the stronghold (including materials...
dmg_1286
dmg
128
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] me to oversee construction. Work can continue while the character is away, but each day the character is away adds 3 days to the construction time. BUILDING A STRONGHOLD Construction Construction Stronghold Cost Time Abbey 50,000 gp 4...
dmg_1287
dmg
128
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] ctivities such as attending parties, binge drinking, gambling, or anything else that helps them cope with the perils they face on their adventures. A carousing character spends money as though maintaining a wealthy lifestyle (see chapter 5, ...
dmg_1288
dmg
128
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] hen compares the total to the Carousing table to determine what happens to the character, or you choose. CHAPTER 6 I BETWEEN A DVENTURES CA .... SI G 11-20 21 - 30 31-40 41-80 81-90 Result You are jailec r ·- ::.! ::a. sa: he end of ...
dmg_1289
dmg
128
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] arrest. You regain consciousness in a strange place with no memory of how you got there, and :- have been robbed of 3d6 x 5 gp. You make an enemy. This person, business, or organization is now hostile to you . The D . determines the offende...
dmg_1290
dmg
128
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] s ongoing. You determir:: the identity of the love interest, subject to your DM's approval . If the romance ends badly, you might gain a new flaw. If it ends we or is ongoing, your new love interest might represent a new bond. You earn mod...
dmg_1291
dmg
128
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] ambling. You recuperate your lifestyle expenses for the time spent carousing and gain 1d20 x 4 gp. 91 or higher You make a small fortune gambling. You recuperate your lifestyle expenses for the ti me spent carousing and gain 4d6 x 10 gp. Yo...
dmg_1292
dmg
128
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] party's possession. As an option, you can allow player characters to craft magic items. The creation of a magic item is a lengthy, expensive task. To start, a character must have a formula that describes the construction of the item. The cha...
dmg_1293
dmg
128
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] e item can produce. Moreover, the character must meet a level minimum determined by the item's rarity, as shown in the Crafting Magic Items table. For example, a 3rd-level character could create a wand of magic missiles (an uncommon item), ...
dmg_1294
dmg
129
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] another uncommon item), no particular spell required. You can decide that certain items also require special materials or locations to be created. For example, a character might need alchemist's supplies to brew a particular potion, or the ...
dmg_1295
dmg
129
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] 5,000 gp 6th Very rare 50,000 gp llth _egendary 500,000 gp 17th An item has a creation cost specified in the Crafting _ Iagic Items table. A character engaged in the crafting of a magic item makes progress in 25 gp increments, -pendin...
dmg_1296
dmg
129
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] ach of those days. Thus, creating an uncommon ;:nagic item takes 20 days and 500 gp. You are free to adjust the costs to better suit your campaign. If a spell will be produced by the item being created, -· e creator must expend one spell slo...
dmg_1297
dmg
129
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] omponents must also be at hand throughout · e process. If the spell normally consumes those ;:omponents, they are consumed by the creation process. _ r the item will be able to produce the spell only once, as -c:ith a spell scroll, the compo...
dmg_1298
dmg
129
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] n combine their efforts to ::-eate a magic item if each of them meets the level :::-erequisite. Each character can contribute spells, spell "' r . and components, as long as everyone participates :.Jing the entire crafting process. Each char...
dmg_1299
dmg
129
[Path: Master of Adventures > Between Adventures > Downtime Activitites ] one participates :.Jing the entire crafting process. Each character an contribute 25 gp worth of effort for each day spent ping to craft the item. _ ·ormally, a character who undertakes this activity -~ares a magic item described in chapter...