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[Path: Master of Rules > Running the Game > Chases ] ipating in the chase. For example. ad,·en -e -ho chase a thief past a gang of thugs in an alley might provoke opportunity attacks from the thug . ENDING A CHASE A chase ends when one side or the other tops, when the quarry escapes, or when the pursuer are clo...
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[Path: Master of Rules > Running the Game > Chases ] h round, after every participant in the chase ha taken its turn. The result is compared to the passive\ isdom (Perception) scores of the pursuers. If the quarry consists of multiple creatures, they all make the check. If the quarry is never out of the lead purs...
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[Path: Master of Rules > Running the Game > Chases ] if the result of the quarry's check is greater than the highest passive score, that quarry escapes. If not, the chase continues for another round. The quarry gains advantage or disadvantage on its check based on prevailing circumstances, as shown in the Escape...
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[Path: Master of Rules > Running the Game > Chases ] n the Escape Factors table. If one or more factors give the quarry both advantage and disadvantage on its check, the quarry has neither, as usual. EscAPE FACTORS Factor Quarry has many things to hide behind Quarry is in a very crowded or noisy area Quarry ha...
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[Path: Master of Rules > Running the Game > Chases ] vantage Advantage Disadvantage Disadvantage Disadvantage Other factors might help or hinder the quarry's ability to escape, at your discretion. For example, a quarry with a faerie fire spell cast on it might have disadvantage on checks made to escape because...
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[Path: Master of Rules > Running the Game > Chases ] or example, in an urban setting, escape might mean the quarry ducked into a crowd or slipped around a corner, leaving no clue as to where it went. CHASE COMPLICATIONS As with any good chase scene, complications can arise to make a chase more pulse-pounding. Th...
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[Path: Master of Rules > Running the Game > Chases ] domly. Each participant in the chase rolls a d20 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does, it affects the next chase participant in the initiative order, not the participant who rolled the die....
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[Path: Master of Rules > Running the Game > Chases ] HE GAME 253 . 254 Characters can create their own complications to shake off pursuers (for example, casting the web spell in a narrow alleyway). Adjudicate these as you see fit. URBAN CHASE COMPLICATIONS d20 Complication A large obstacle such as a horse or ...
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[Path: Master of Rules > Running the Game > Chases ] owd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar ba...
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[Path: Master of Rules > Running the Game > Chases ] d keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence check (your choice) to navigate the maze. On a failed check, t...
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[Path: Master of Rules > Running the Game > Chases ] or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone. 6 You come upon a pack of dogs fighting over food . Make a DC 10 Dexterity (Acrobatics) check to get through the pack unimpeded. On a failed check, you are bitten and...
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[Path: Master of Rules > Running the Game > Chases ] ess. Make a DC 15 Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check (your choice) to get past the brawlers unimpeded. On a failed check, you take 2d4 bludgeoning damage, and the brawlers count as 10 feet of difficult terrain. 8 A ...
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[Path: Master of Rules > Running the Game > Chases ] lip past the beggar. You succeed automatically if you toss the beggar a coin. On a failed check, the beggar counts as 5 feet of difficult terrain. 9 An overzealous guard (see the Monster Manual (or game statistics) mistakes you for someone else. If you move 2...
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[Path: Master of Rules > Running the Game > Chases ] ). 10 You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take 1d4 bludgeoning damage. 11 -20 No complication. CHAP...
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[Path: Master of Rules > Running the Game > Chases ] thletics) or Dexterity (Acrobatics) check (your choice) to get past the brush. On a failed check, the brush counts as 5 feet of difficult terrain. 2 Uneven ground threatens to slow your progress. Make a DC 10 Dexterity (Acrobatics) check to navigate the area....
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[Path: Master of Rules > Running the Game > Chases ] ng whichever kind of insects makes the most sense). The swarm makes an opportunity attack against yo~.; (+3 to hit; 4d4 piercing damage on a hit). 4 A stream, ravine, or rock bed blocks you r path. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics ch...
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[Path: Master of Rules > Running the Game > Chases ] lec save, you are blinded by blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved. 6 A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a fa...
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[Path: Master of Rules > Running the Game > Chases ] . 7 You blunder into a hunter's snare. Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 "Equipment," ofthe Player's Handbook for rules on escapin·g a net. 8 You are caught in a stampede ...
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[Path: Master of Rules > Running the Game > Chases ] Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On ~ failed save, you take 1d10 slashing damage. 10 A creature indigenous to the area chases after you. The DM c...
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[Path: Master of Rules > Running the Game > Chases ] . A chase through the sewers of Baldur's Gate or through the spiderweb-filled alleys of Menzoberranzan might inspire you to create your own table. SPLITTING UP Creatures being chased can split up into smaller groups. This tactic forces pursuers to either divid...
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[Path: Master of Rules > Running the Game > Siege Equipment ] ses, resolve each chase separately. Run a round of one chase, then a round of the next, and so on, tracking the distances for each separate group. MAPPING THE CHASE If you have the opportunity to plan out a chase, take the time to draw a rough map tha...
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[Path: Master of Rules > Running the Game > Siege Equipment ] throws to avoid slowing or stopping, or use a random table of complications similar to the ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a ...
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[Path: Master of Rules > Running the Game > Siege Equipment ] ks at it, thus creating an obstacle for their pursuers. A map of a chase can be linear or have many branches, depending on the nature of the chase. For example, a mine cart chase might have few (if any) branches, while a sewer chase might have several. ...
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[Path: Master of Rules > Running the Game > Siege Equipment ] raw unwanted attention from other members of the thieves' guild. As they pursue the fleeing thief, they must also evade the thieves pursuing them. Roll initiative for the new arrivals, and run both chases simultaneously. In another scenario, the fleein...
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[Path: Master of Rules > Running the Game > Siege Equipment ] t. SIEGE EQUIPMENT Siege weapons are designed to assail castles and other walled fortifications. They see much use in campaigns that feature war. Most siege weapons don't move around a battlefield on their own; they require creatures to move them, as ...
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[Path: Master of Rules > Running the Game > Siege Equipment ] efore it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3dl0) piercing damage. CANNON L...
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[Path: Master of Rules > Running the Game > Siege Equipment ] gh the air at destructive speeds. In a campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly engineers. A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be ...
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[Path: Master of Rules > Running the Game > Siege Equipment ] m it, and one action to fire it. Cannon Ball. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage. CAULDRON, SUSPENDED Large object Armor Class: 19 Hit Points: 20 Damage Immunities: poison, psychic A ...
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[Path: Master of Rules > Running the Game > Siege Equipment ] efilled-and its contents must usually be reheated- before it can be used again. It takes three actions to fill a cauldron and one action to tip it. Cauldrons can be filled with other liquids, such as acid or green slime, with different effects. Boiling...
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[Path: Master of Rules > Running the Game > Siege Equipment ] re in the area must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. MANGONEL Large object Armor Class: 15 Hit Points: 100 Damage Immunities: poison, psychic A mangonel i...
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[Path: Master of Rules > Running the Game > Siege Equipment ] the mangonel can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it. A mangonel typically hurls a heavy stone, although it can hurl other kinds of projectiles, with different ...
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[Path: Master of Rules > Running the Game > Siege Equipment ] Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage. RAM Large object Armor Class: 15 Hit Points: 100 Damage Immunities: poison, psychic A ram consists of ...
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[Path: Master of Rules > Running the Game > Siege Equipment ] minimum of four Medium creatures to operate a ram. Because of the gallery roof, these operators have total cover against attacks from above. Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one object. Hit: 16 (3d10) bludgeoning damage. CHAPTER 8 I RU...
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[Path: Master of Rules > Running the Game > Diseases ] with a beam frame and slats in its walls. Large wooden wheels or rollers allow the tower to be pushed or pulled by soldie "' or beasts of burden. Medium or smaller creatures can use the siege tower to reach the top of walls up to 40 feet high. A creature in t...
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[Path: Master of Rules > Running the Game > Diseases ] atapult that throws its payload in a high arc, so it can hit targets behind cover. Before the trebuchet can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it. A trebuchet typically...
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[Path: Master of Rules > Running the Game > Diseases ] Stone. Ranged Weapon Attack: +5 to hit. range 300/1,200 ft. (can't hit targets within 60 feet of it. one target. Hit: 44 (8d10) bludgeoning damage. DISEASES A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges...
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[Path: Master of Rules > Running the Game > Diseases ] rself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells. A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of le...
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[Path: Master of Rules > Running the Game > Diseases ] op the spread of the disease, and deal with the consequences. A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease w...
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[Path: Master of Rules > Running the Game > Diseases ] of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell. SAMPLE DISEASES The diseases here illustrate the variety of ways dis...
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[Path: Master of Rules > Running the Game > Poisons ] characteristics of these diseases to suit your campaign. . ~ACKLE FEVER -:-his disease targets humanoids, although gnomes are :;rrangely immune. While in the grips of this disease, ·ctims frequently succumb to fits of mad laughter, giving the disease its commo...
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[Path: Master of Rules > Running the Game > Poisons ] fection and mclude fever and disorientation. The infected creature gains one level of exhaustion that can't be removed until Lhe disease is cured. Any event that causes the infected creature great -rress- including entering combat, taking damage, experiencing...
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[Path: Master of Rules > Running the Game > Poisons ] 3 Constitution saving throw. Dn a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter or 1 minute. The creature can repeat the saving throw ar the end of each of its turns, ending the mad laughter and the incapac...
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[Path: Master of Rules > Running the Game > Poisons ] t of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature ucceeds on this save, it is immune to the mad laughter of that particular infected creature for 2...
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[Path: Master of Rules > Running the Game > Poisons ] save and for the save to avoid an attack of mad laughter drops by 1d6. When the aving throw DC drops to 0, the creature recovers from rhe disease. A creature that fails three of these saving rhrows gains a randomly determined form of indefinite madness, as des...
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[Path: Master of Rules > Running the Game > Poisons ] n sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with fi...
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[Path: Master of Rules > Running the Game > Poisons ] throw or become infected. It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points f...
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[Path: Master of Rules > Running the Game > Poisons ] row. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers f...
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[Path: Master of Rules > Running the Game > Poisons ] t rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a - 1 penalty to attack rolls and ability checks that rely on sight. At the end of each long r...
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[Path: Master of Rules > Running the Game > Poisons ] is restored by magic such as Jesser restoration or heal. Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment...
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[Path: Master of Rules > Running the Game > Poisons ] before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. PorsoNs Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool a...
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[Path: Master of Rules > Running the Game > Poisons ] s contact poison with exposed skin suffers its effects. Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or deal...
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[Path: Master of Rules > Running the Game > Poisons ] Injury. A creature that takes slashing or piercing damage from a weapon or piece of ammunition coated with injury poison is exposed to its effects. POISONS Item Type Price per Dose Assassin's blood Ingested 150 gp Burnt othur fumes Inhaled 500 gp Carri...
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[Path: Master of Rules > Running the Game > Poisons ] 600 gp Truth serum Ingested 150 gp Wyvern poison Injury 1,200 gp SAMPLE POISONS ------- Each type of poison has its own debilitating effects. Assassin's Blood (Ingested). A creature subjected to this poison must make a DC 10 Constitution saving throw. On...
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[Path: Master of Rules > Running the Game > Madness ] HE GAME 257 . and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. Burnt Othur Fumes (Inhaled). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison dam...
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[Path: Master of Rules > Running the Game > Madness ] e successful saves, the poison ends. Carrion Crawler Mucus (Contact). This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute...
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[Path: Master of Rules > Running the Game > Madness ] fect on itself on a success. Drow Poison (Injury). This poison is typically made only by the draw, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. ...
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[Path: Master of Rules > Running the Game > Madness ] isoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 ho...
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[Path: Master of Rules > Running the Game > Madness ] eature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. Midnight Tears (Ingested). A creature that ingests this poison suffers no effect until the stroke of midnight. I...
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[Path: Master of Rules > Running the Game > Madness ] 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. Oil ofTaggit (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 ho...
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[Path: Master of Rules > Running the Game > Madness ] ngested). A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damag<: on a failed save...
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[Path: Master of Rules > Running the Game > Madness ] fect ends and the creature can heal normally. Purple Worm Poison (Injury). This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage ...
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[Path: Master of Rules > Running the Game > Madness ] essful one. CHAPTER 8 I RUNNING THE GAME Serpent Venom (Injury). This poison must be harvested from a dead or incapacitated giant poisonou snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison dam...
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[Path: Master of Rules > Running the Game > Madness ] ust succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. Truth Serum (Ingested). A creature subjected to thi poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hou...
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[Path: Master of Rules > Running the Game > Madness ] a lie, as if under the effect of a zone of truth spell. Wyvern Poison (Injury). This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage o...
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[Path: Master of Rules > Running the Game > Madness ] dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison relatively easily. Other characters might have to make extensive inquiries and pay bribes before they track down the poison they seek...
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[Path: Master of Rules > Running the Game > Madness ] nquiries and pay bribes before they track down the poison they seek. The Poisons table gives suggested prices for single doses of various poisons. CRAFTING AND HARVESTING POISO - During downtime between adventures, a character can use the crafting rules in the...
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[Path: Master of Rules > Running the Game > Madness ] f poison. Not all poison ingredients are available for purchase, and tracking down certain ingredients might form the basis of an entire adventure. A character can instead attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion...
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[Path: Master of Rules > Running the Game > Madness ] rrion crawler. The creature must be incapacitated or dead, and the harvesting requires 1d6 minutes followed by a DC 20 Intelligence (Nature) check. (Proficiency with the poisoner's kit applies to this check if the character doesn't have proficiency in Nature.) ...
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[Path: Master of Rules > Running the Game > Madness ] the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature's poison. MADNESS In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflic...
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[Path: Master of Rules > Running the Game > Madness ] might want to use madness as a way to reinforce that theme, emphasizing . the extraordinarily horrific nature of the threats the adventurers face. GOING MAD Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as conta...
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[Path: Master of Rules > Running the Game > Madness ] in the Player's Handbook. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them. Resisting a madness-i...
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[Path: Master of Rules > Running the Game > Madness ] n Master's Workshop"), a creature makes a Sanity saving throw instead. MADNESS EFFECTS ----- Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific eff...
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[Path: Master of Rules > Running the Game > Madness ] ble for ldlO minutes. A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for ldlO x 10 hours. A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that ...
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[Path: Master of Rules > Running the Game > Madness ] effect ends if the character takes any damage. 21-30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping. 31 - 40 The character becomes frightened and must use his or her action and movement each round to flee from th...
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[Path: Master of Rules > Running the Game > Madness ] er action each round to attack the nearest creature. 61-70 The character experiences vivid hallucinations and has disadvantage on ability checks. 71 - 75 The character does whatever anyone tells him or her to do that isn't obviously self-destructive. 76- 80...
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[Path: Master of Rules > Running the Game > Experience Points ] powering urge to eat something strange such as dirt, slime, or offal. 81-90 The character is stunned. 91-100 The character falls unconscious. . LONG-TERM MADNESS dlOO Effect (lasts ldlO x 10 hours) 01-10 The character feels compelled to repeat a...
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[Path: Master of Rules > Running the Game > Experience Points ] has disadvantage on ability checks. 21-30 The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. 31-40 The character regards something (usually the source of madness) with intense revulsion, as if aff...
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[Path: Master of Rules > Running the Game > Experience Points ] sympathy spell. 41-45 The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. 46-55 The character becomes attached to a "l ucky charm," such as a person or an object, and has disa...
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[Path: Master of Rules > Running the Game > Experience Points ] s uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. 76-85 The character suffers from partial amnesia. The character knows who he or she is and retains rac...
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[Path: Master of Rules > Running the Game > Experience Points ] amage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. 91 -95 The character loses the ability to speak. 96-100 The ...
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[Path: Master of Rules > Running the Game > Experience Points ] calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, remove curse or dispel evil might also prove effective. A great...
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[Path: Master of Rules > Running the Game > Experience Points ] for player characters and are most often the reward for completing combat encounters. Each monster has an XP value based on its challenge rating. When adventurers defeat one or more monsters-typically by killing, routing, or capturing CHAPTER 8 I RU...
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[Path: Master of Rules > Running the Game > Experience Points ] st, fastest, and most beautiful person I know." 71-80 "I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time." 81-85 "There's only one person I can trust. And only I ca...
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[Path: Master of Rules > Running the Game > Experience Points ] find it." 96-100 "I've discovered that I really like killing people." them-they divide the total XP value of the monsters evenly among themselves. If the party received substantial assistance from one or more NPCs, count those NPCs as party members w...
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[Path: Master of Rules > Running the Game > Experience Points ] ning combat encounters using experience points. ABSENT CHARACTERS Typically, adventurers earn experience only for encounters they·participate in. If a player is absent for a session, the player's character misses out on the experience points. Over ...
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[Path: Master of Rules > Running the Game > Experience Points ] e. Nothing is wrong with that. A gap of two or three levels between different characters in the same party isn't going to ruin the game for anyone. Some DMs treat XP as a reward for participating in the game, and keeping up with the rest of the party ...
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[Path: Master of Rules > Running the Game > Experience Points ] ossible. As an alternative, give absent characters the same XP that the other characters earned each session, keeping the group at the same level. Few players will intentionally miss out on the fun of gaming just because they know they'll receive XP ...
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[Path: Master of Rules > Running the Game > Experience Points ] y don't show up. . NONCOMBAT CHALLE .. GES ------:- You decide whether to award experience to characters for overcoming challenges out ide combat. If the adventurers complete a ten e negotiation with a baron, forge a trade agreement with a clan of su...
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[Path: Master of Rules > Running the Game > Experience Points ] hey deserve an XP reward. As a starting point, use the rules for building combat encounters in chapter 3 to gauge the difficulty of the challenge. Then award the characters XP as if it had been a combat encounter of the same difficulty, but only if t...
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[Path: Master of Rules > Running the Game > Experience Points ] in events or challenges as milestones, as with the following examples: Accomplishing one in a series of goals necessary to complete the adventure. Discovering a hidden location or piece of information relevant to the adventure. Reaching an important...
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[Path: Master of Rules > Running the Game > Experience Points ] players for their progress through an adventure with something more than XP and treasure, give them additional small rewards at milestone points. Here are some examples: The adventurers gain the benefit of a short rest. Characters can recover a Hit D...
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[Path: Master of Rules > Running the Game > Experience Points ] limited uses expended. LEVEL ADVANCEMENT WITHOUT XP You can do away with experience points entirely and control the rate of character advancement. Advance characters based on how many sessions they play, or when they accomplish significant story goal...
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[Path: Master of Rules > Running the Game > Experience Points ] dvancement can be particularly helpful if your campaign doesn't include much combat, or includes so much combat that tracking XP becomes tiresome. SESSION-BASED ADVANCEMENT A good rate of session-based advancement is to have characters reach 2nd lev...
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[Path: Master of Rules > Running the Game > Experience Points ] two or three sessions for each subsequent level. This rate mirrors the standard rate of advancement, assuming sessions are about four hours long. STORY-BASED ADVANCEMENT When you let the story of the campaign drive advancement, you award levels when...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] in the Player's Handbook, the guidelines in this book, or the selection of monsters in the Monster Manual. You can let your imagination run wild. This chapter contains optional rules that you can use to customize your campaign, as well as guid...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] the game. Some of them are variants of rules, and others are entirely new rules. Each option represents a different genre, style of play, or both. Consider trying no more than one or two of the options at a time so that you can clearly assess t...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] you're confident that the answer to both questions is yes, then you have nothing to lose by giving it a try. Urge your players to provide feedback. If the rule or game element isn't functioning as intended or isn't adding much to your game, you...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] trate on more than one effect at a time, use more than one reaction or bonus action per round, or attune to more than three magic items at a time. Rules and game elements that override the rules for concentration, reactions, bonus actions, and ...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] tunement can seriously unbalance or overcomplicate your game. ABILITY OPTIONS The optional rules in this section pertain to using ability scores. PROFICIENCY DICE ------------------ This optional rule replaces a character's proficiency bonus...
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[Path: Master of Rules > Dungeon Master's Workshop > Ability Options ] dicator of mastery. Instead of adding a proficiency bonus to an ability check, an attack roll, or saving throw, the character's player rolls a die. The Proficiency Die table shows which die or dice to roll, as determined by the character's leve...