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[Path: Appendix A: Random Dungeons > Passages ] tional dungeon entrances. Stairs, shafts, and other features that would normally lead to levels you don't plan to map can serve a similar purpose. STARTING AREA The Starting Area table produces a chamber or a set of corridors at the entrance to your dungeon. When r...
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[Path: Appendix A: Random Dungeons > Passages ] dungeon as a whole. Once you've selected the entrance, roll on the appropriate table for each passage or door leading away from the starting area. Passages each extend 10 feet beyond the starting area. After that point, check on the Passage table for each passage to...
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[Path: Appendix A: Random Dungeons > Passages ] he Passage table for each passage to determine what lies beyond. Use the Beyond a Door table to determine what lies behind doors and secret doors. STARTING AREA dlO Configuration Square, 20 x 20ft.; passage on each wall 2 Square, 20 x 20ft.; door on two walls, p...
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[Path: Appendix A: Random Dungeons > Passages ] rs down the middle; two passages leading from each long wall, doors on each short wa ll Rectangle, 20 x 40ft.; passage on each wall Circle, 40ft. diameter; one passage at each cardinal direction Circle, 40ft. diameter; one passage in each cardinal direction; well ...
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[Path: Appendix A: Random Dungeons > Passages ] uare, 20 x 20ft.; door on two wal ls, passage on third wall, secret door on fourth wall 9 Passage, 10 ft. wide; T intersection 10 Passage, 10ft. wide; four-way intersection APPENDIX A I RANDOM DUNGEONS PASSAGES When generating passages and corridors, roll on the ...
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[Path: Appendix A: Random Dungeons > Passages ] Whenever you create a new passage, roll to determine its width. If the passage branches from another passage roll a d12 on the Passage Width table. If it comes from a chamber, roll a d20 on that table, but the width of the passage must be at least 5 feet smaller than...
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[Path: Appendix A: Random Dungeons > Passages ] ontinue straight 20ft., door to the right, then an additional 10 ft. ahead 4 Continue straight 20ft., door to the left, then an additional 10 ft. ahead 5 Continue straight 20ft.; passage ends in a door 6-7 Continue straight 20ft., side passage to the right. then...
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[Path: Appendix A: Random Dungeons > Passages ] ht 20ft., comes to a dead end; 10 percent chance of a secret door 11-12 Continue straight 20ft., then the passage turns left and continues 10 ft. 13-14 Continue straight 20ft., then the passage turns right and continues 10ft. 15-19 Chamber (roll on the Chamber t...
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[Path: Appendix A: Random Dungeons > Passages ] result, use the stairs as an alternative entrance, or replace t he~ with another feature of your choice. PASSAGE WIDTH dl2fd20 Width 1-2 5 ft. 3-12 lOft. 13-14 20ft. 15-16 30ft. 17 40ft., with row of pillars down the middle 18 40ft., with double row of pil...
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[Path: Appendix A: Random Dungeons > Stairs ] l on the Door Type table to determine it nature. then roll on the Beyond a Door table to ee what lie on the other side of it. If a door is barred. you decide which side of the door the bar is on. Unlocked doors can a! o be stuck, at your discretion. See chapter -. -Ad...
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[Path: Appendix A: Random Dungeons > Stairs ] bar is on. Unlocked doors can a! o be stuck, at your discretion. See chapter -. -Ad,·emure Environments," for information on door and portcullises. DooR TYPE d20 Door Type 1- 10 Wooden 11-12 Wooden, barred or locked 13 Stone 14 Stone, barred or locked 15 Iro...
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[Path: Appendix A: Random Dungeons > Stairs ] r locked BEYOND A DooR d20 Feature 1-2 Passage extending 10ft., then T intersection extending 10ft. to the right and left 3-8 Passage 20 ft . straight ahead 9-18 Chamber (roll on the Chamber table) 19 Stairs (roll on the Stairs table) 20 False door with trap ...
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[Path: Appendix A: Random Dungeons > Stairs ] to determine the number of exits. For each exit, roll on the Exit Location and Exit Type tables to determine the nature and placement of the exit. Use the tables in the "Stocking a Dungeon" section to determine the contents of a chamber. CHAMBER d20 Chamber 1-2 Sq...
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[Path: Appendix A: Random Dungeons > Stairs ] . 1 10- 12 Rectangle, 30 x 40 ft. 1 13- 14 Rectangle, 40 x 50 ft. 2 15 Rectangle, 50 x 80ft. 2 16 Circle, 30ft. diameter' 17 Circle, 50 ft. diameter' 18 Octagon, 40 x 40 ft-' 19 Octagon, 60 x 60ft.' 20 Trapezoid , roughly 40 x 60ft.' 1 Use the Normal Chamb...
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[Path: Appendix A: Random Dungeons > Stairs ] pezoid , roughly 40 x 60ft.' 1 Use the Normal Chamber column on the Chamber Exits table. 2 Use the Large Chamber column on the Chamber Exits table. CHAMBER EXITS d20 Normal Chamber Large Chamber 1-3 0 4-5 0 6-8 9-11 12- 13 2 14-15 2 16-17 3 18 3 19 4 ...
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[Path: Appendix A: Random Dungeons > Stairs ] ht of entrance Same wall as entrance EXIT TYPE d20 Type 0 2 2 3 3 4 5 6 1-10 Door (roll on the Door Type table) 11-20 Corridor, 10ft. long STAIRS Stairs can include any means of going up and down, including ramps, chimneys, open shafts, elevators, and l...
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[Path: Appendix A: Random Dungeons > Stairs ] 4 Down one level to a chamber 5-8 Down one level to a passage 20ft. long 9 Down two levels to a cha.mber 10 Down two levels to a passage 20ft. long 11 Down three levels to a chamber 12 Down three levels to a passage 20ft. long 13 Up one level to a chamber 14 ...
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[Path: Appendix A: Random Dungeons > Stairs ] t. long 15 Up to a dead end 16 Down to a dead end 17 Chimney up one level to a passage 20ft. long 18 Chimney up two levels to a passage 20ft. long 19 Shaft (with or without elevator) down one level to a chamber 20 Shaft (with or without elevator) up one level ...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] and passages that are next to each other but otherwise not connected. Such doors create more paths through the dungeon and expand players' options. If your dungeon consists of more than one level, be sure that any stairs, pits, and other vertical passages ...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] other features shared by the two levels, and begin mapping the new level. STOCKING A DUNGEON Creating a map for your dungeon is only half the fun. Once you have the layout, you need to decide what challenges and rewards are to be found in the dungeon's pa...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] ed out. You can get by with nothing more than a list of monsters, a list of treasures, and a list of one or two key elements for each dungeon area. CHAMBER PURPOSE A room's purpose can help determine its furnishings and other contents. For each chamber on...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] APPENDIX A I RANDOM DUNGEONS section of chapter 5, "Adventure Environments," has its own table featuring chambers geared to the dungeon's purpose. For example, if you're building a tomb, use the Dungeon: Tomb table to help you determine the purpose of each...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] the standard types of dungeon or if you want to mix things up. Relying on random rolls to stock an entire dungeon can lead to incongruous results. A tiny room might end up being identified as a temple, while the huge chamber next door serves as storage. It...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] make sense of such strange design ideas, but make changes as you see fit. You can set aside a few key rooms and create specific contents for them. DUNGEON: DEATH TRAP d20 Purpose 1 Antechamber or waiting room for spectators 2-8 Guardroom fortified aga...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] Trap designed to kill or capture creatures 20 Observation room, allowing guards or spectators to observe creatures moving through the dungeo n . DUNGEO N: LAIR d20 1 2 3 4 5 6 7 8- 9 10 11 12 13- 14 15 16 17 18 19 20 Purpose Armory stoc...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] ly use it 95-98 Latrine or bath 99- 00 Workshop for constructing tools and gear needed to study the portal APPENDIX A I RANDOM DUNGEONS 293 . 294 DUNGEON: STRONGHOLD dlOO 01-02 03-05 06 07 08-11 12-15 16 17 18 19-21 22-25 26 27-29 Purpos...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] ll for drinking water, defendable in the case of attack or siege 95-00 Workshop for repairing or creating weapons, religiou s items, and tools . DUNGEON: TOMB d20 Purpose Antechamber for those that have come to pay respect to the dead or prepare themse...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] hamber 60 Meditation OS Aviary chamber 06-07 Banquet room 61 Observatory 08-10 Barracks 62 Office 11 Bath or latrine 63-64 Pantry . 12 Bedroom 65-66 Pen or prison 13 Bestiary 67-68 Reception room 14-16 Cell 69-70 Refectory 17 Chan...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] -00 Workshop CURRENT CHAMBER STATE If a dungeon has a tumultuous history, you can roll to determine the current condition of any particular area. Otherwise, if the room is still used for its intended purpose, it remains intact.
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] roll to determine the current condition of any particular area. Otherwise, if the room is still used for its intended purpose, it remains intact. CURRENT CHAMBER STATE d20 Features 1-3 Rubble, ceiling partially collapsed 4-5 Holes, floor partially col...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] other use (roll on the General Dungeon Chambers table) 19 Stripped bare 20 Pristine and in original state APPENDIX A I RANDOM DUNGEONS 295 . CHAMBER CONTENTS Once you have a sense of the purpose of the various dungeon chambers, you can think about the...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] chamber, or you can choose contents for specific areas. If you choose contents, be sure to include an interesting, colorful assortment of things. In addition to the contents shown on this table, refer to "Dungeon Dressing" later in this appendix for additi...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] rvient to the dominant inhabitant. "Random creatures" are scavengers or nuisances, usually lone monsters or small groups passing through the area. They include such creatures as carrion crawlers, dire rats, gelatinous cubes, and rust monsters. See chapter ...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] carrion crawlers, dire rats, gelatinous cubes, and rust monsters. See chapter 3, "Creating Adventures," for more information on random encounters. DUNGEON CHAMBER CONTENTS dlOO 01-08 09-15 16-27 28-33 34-42 43-50 51-58 59-63 64-73 74-76 77-80 Co...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] 95-00 Empty room with treasure MONSTERS AND MOTIVATIONS See chapter 3, "Creating Adventures," for guidance on creating encounters with monsters. To foster variety and suspense, be sure to include encounters of varying difficulty. A powerful creature enco...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] M DUNGEONS might slumber on the first level of a dungeon, a pall of smoke and the sound of its heavy breathing filling the chambers near its lair. Clever characters will do their utmost to avoid the dragon, even as the party's brave thief makes off with a ...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] itudes toward adventurers. Characters might be able to appease a hungry beast by offering it food, and smarter creatures have complex motivations. The Monster Motivation table lets you use a monster's goals to define its presence in the dungeon. For large...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] groups of monsters encountered across multiple chambers, motivation could apply to the entire group, or each subgroup could have conflicting goals. MONSTER MOTIVATION d20 Goals d20 Goals 1-2 Find a sanctuary 12-13 Hide from 3-5 Conquer the enemies...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] y found in inhabited areas, because monsters either clear them away or avoid them. Shriekers and violet fungi are described in the Monster Manual. The other hazards on the table are described in chapter 5, "Adventure Environments." DUNGEON HAZARDS d20 Ha...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] Obstacles block progress through the dungeon. In some cases, what adventurers consider an obstacle is an easy path for the dungeon's inhabitants. For example, a flooded chamber is a barrier to many characters but easily navigated by water-breathing creature...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] ound it. An area of battering winds that emanates from a magic altar could stir the air less dangerously for hundreds of feet in all directions. . d20 Obstacle 2 4-8 9-12 13-14 15 16 17 18 19 Antilife aura ."c" a r,;o usof1d1 0 x 10ft.; while in ...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] ier blocks oassage Cave-in Chasm 1d4 x 10 . vide and 2d6 x 10ft. deep, possibly connec ed to other levels of the dungeon Flooding leaves 2d10 ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising stairs to contain the w...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] ap quickly or want to drop random traps into a dungeon, use the sample traps presented in chapter 5, "Adventure Environments" or the tables below. If you use the tables, start with the Trap Effects and Trap Trigger tables to decide the type of trap, then u...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] of trap, then use the Trap Damage Severity tables to decide how deadly it should be. For more information on trap damage severity, see chapter 5. TRAP TRIGGER d6 Trigger Stepped on (floor, stairs) 2 Moved through (doorway, hallway) 3 Touched (doorkno...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] estrain a character Stone block smashes across hallway Symbol Walls slide together RANDOM TRICKS Tricks are quirkier and less deadly than traps. Some are effects left behind by the dungeon's creators, while others might be manifestations of the strange m...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] llow you to generate random tricks. Roll first to determine an object that the trick is placed on, then roll to determine the nature of the trick. Some tricks are permanent effects that can't be dispelled; others are temporary or can be neutralized with a ...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] d20 Object Use the tables and guidelines in chapter 7, "Treasure" to Book 12 Pool of water determine the treasure in each area of your dungeon. 2 Brain preserved 13 Runes engraved in a jar on wall or floor EMPTY ROOMS 3 Burning fire 14 Skull A...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] n 5 Door energy also barricade themselves there and take a long rest. 6 Fresco 16 Statue Sometimes such a room isn't as empty as it appears. If 7 Furniture 17 Stone obelisk the characters search a room carefully, you can reward 8 Glass sculpture...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] 19 Tapestry or rug belonging to a previous inhabitant, a map leading to 10 Painting 20 Target dummy another dungeon, or some other discovery. 11 Plant or tree DUNGEON DRESSING TRICKS The tables in this section provide miscellaneous dlOO Trick Effe...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] SING TRICKS The tables in this section provide miscellaneous dlOO Trick Effect items and points of interest that can be placed in your dungeon. Dungeon dressing can help establish the 01-03 Ages the first person to touch the object atmosphere of a dung...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] 6 The touched object animates, or it animates other and history, provide the basis for tricks and traps, or objects nearby encourage exploration. 07-10 Asks three skill-testing questions (if all three are To generate dungeon dressing at random, roll once...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] ike on the other tables in this section, or 14-16 Changes a character's alignment, personality, size, choose appropriate furnishings for the area. appearance, or sex when touched NOISES 17-19 Changes one substance to another, such as gold to lead or met...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] ning 98-00 Swaps two or more characters' minds 46 Howling 98 Whispering 47-48 Humming 99-00 Whistling 298 APPENDIX A I RANDOM DUNGEONS . AIR dlOO 01-60 61-70 71-80 81-83 84-85 ODORS dlOO 01-03 04-05 06-39 40-49 S0-57 58-61 62-65 Eff...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] ) 69 70 71 72-73 74 75-76 77 78-80 81 82- 83 84 85 86 87 88 89 90-91 92-93 94-95 96 97 98-00 Pick handle Pole, broken (5 ft. long) Pottery shards Rags Rope, rotten Rubble and dirt Sack, torn Slime (harmless) Spike, rusted Sticks...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] e Tapestry Throne Trunk Tub Tun (huge cask, 250 gal lons) Urn Wa ll basin and font Wood billets Workbench APPENDTX A I RANDOM DUNGEONS . 300 RELIGIOUS ARTICLES AND FURNISHINGS dlOO Item 01-05 Altar 06- 08 Bells 09-ll Brazier 12 Candelabr...
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[Path: Appendix A: Random Dungeons > Stocking a Dungeon ] gurine Thread Tinderbox (with flint and steel) Towel Tray Trivet or tripod Tureen Twine Vase Vial Washcloth Whetstone Wig Wool Yarn . CONTAINER CONTENTS dlOO Item dlOO Item 01-03 Ash 60-61 Lumps, 04-06 Bark unidentifiable 07-09 Bodi...
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[Path: Appendix B: Monster Lists ] land 57-59 Map or atlas 00 Travelogue of the 60 Memoir planes 61-62 Navigational chart or star chart APPENDIX A I RANDOM DUNGEONS 301 . APPENDIX B: MONSTER LISTS MONSTERS BY ENVIRONMENT DESERT MONSTERS The following tables organize monsters by environment Monsters Ch...
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[Path: Appendix B: Monster Lists ] t Cat, commoner, hyena, jackal, 0 (10 XP) don't customarily inhabit the environments included scorpion, vulture here, such as angels and demons. Bandit, camel, flying snake, guard, 1/8 (25 XP) ARCTIC MONSTERS kobold, mule, poisonous snake, stirge, tribal warrior Monsters C...
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[Path: Appendix B: Monster Lists ] bgoblin, lizardfolk, ore, satyr, scout, Ancient blue dragon 23 (32,500 XP) swarm of insects, vine blight, worg 302 APPENDlX B I MONSTER LISTS . Monsters Challenge Rating (XP) Brown bear, bugbear, dire wolf, 1 (200 XP) GRASSLAND MONSTERS dryad, faerie dragon (yellow or Mons...
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[Path: Appendix B: Monster Lists ] 0,000 XP) Adult gold dragon 17 (18,000 XP) Ancient gold dragon 24 (36,500 XP) Ancient gold dragon 24 (36,500 XP) APPENDIX B I MONSTER LISTS . HILL MONSTERS Monsters Baboon, commoner, eagle, goat, hyena, raven, vulture Bandit, blood hawk, giant weasel, guard, kobold, masti...
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[Path: Appendix B: Monster Lists ] (25 XP) 1/4 (50 XP) 1/2 (100 XP) 1 (200 XP) 2 (450 XP) 3 (700 XP) 5 (1 ,800 XP) 7 (2,900 XP) 8 (3,900 XP) 14 (11 ,500 XP) 21 (27,500 XP) . UNDERDARK MONSTERS UNDERWATER MONSTERS Monsters Challenge Rating (XP) Monsters Challenge Rating (XP) Giant fire beetle, shrieker,...
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[Path: Appendix B: Monster Lists ] Adult silver dragon 16 (15,000 XP) Ancient silver dragon 23 (32,500 XP) Tarrasque 30 (155,000 XP) PHASE SPIDER APPENDIX B I MONSTER LISTS . MONSTERS BY CHALLENGE RATING This index organizes the monsters in the Monster Manual by challenge rating.
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[Path: Appendix B: Monster Lists ] ASE SPIDER APPENDIX B I MONSTER LISTS . MONSTERS BY CHALLENGE RATING This index organizes the monsters in the Monster Manual by challenge rating. CHALLENGE 0 (0-10 XP) Awakened shrub Baboon Badger Bat Cat Commoner Crab Crawling claw Deer Eagle Frog Giant fire beetle ...
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[Path: Appendix B: Monster Lists ] Duergar Faerie dragon (young) Fire snake Ghoul Giant eagle Giant hyena Giant octopus Giant spider Giant toad Giant vulture Goblin boss . Half-ogre Harpy Hippogriff Imp Kuo-toa whip Lion Quadrone Quaggoth spore servant Quasit Scarecrow Specter Spy Swarm of quippe...
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[Path: Appendix B: Monster Lists ] son CHALLENGE 4 (1,100 XP) Banshee Black pudd ing Bone naga Chuul Couatl Elephant Ettin Flamesku ll Ghost APPEN DIX B I MONST ER LI STS . 308 Gnoll fang ofYeenoghu Helmed horror Incubus Lamia Lizard kingjqueen Ore war chief Red dragon wyrmling Sea hag (in coven) S...
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[Path: Appendix B: Monster Lists ] Young silver dragon CHALLENGE 10 (5,900 XP) Aboleth Death slaad Deva Guardian naga Stone golem Yochlol Young gold dragon Young red dragon . CHALLENGE 11 (7,200 XP) Vampire Mummy lord (in lair) CHALLENGE 21 (33,000 XP) Behir Young red shadow dragon Planetar Ancient bla...
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[Path: Appendix C: Maps ] LLENGE 30 (155,000 XP) Rakshasa Pit fiend Tarrasque Iron golem Storm giant Marilith Ultroloth ADULT Reo DRAGON APPENDIX B I MONSTER LISTS . APPENDIX C: MAPS ~ REAT!NG A MAP FOR AN ADVENTURE IS A FUN, challenging, and time-consuming endeavor. However, unless you have something spe...
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[Path: Appendix C: Maps ] by repurposing an existing map. Published adventures and the Internet are terrific sources for maps. A few sample maps are included here as well. Use them as you will! Ground Floor Top Floor APPENDIX C I MAPS 2nd Floor rst Floor Basement One square = 5 feet . . APPENDIX C I MAPS . ...
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[Path: Appendix D: Dungeon Master Inspiration ] DUNGEON MASTER INSPIRATION J ~ ERE ARE SEVE RAL INSPIRI NG WORKS T HAT CAN help you become a better storyteller, writer, performer, and mapmaker. This is by no means an exhaustive list, but a collection of titles picked out by playtesters and the DUNGEONS & DRAGONS...
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[Path: Appendix D: Dungeon Master Inspiration ] ating Character: Bringing Your Story to Life. ---.Perfecting Plot: Charting the Hero'sjoumey. ---. Story Structure: The Key to Successful Fiction. APPENDIX D I DUNGEON MASTER lNSPTRATION Bowers, Malcolm. Gary Gygax's Extraordinary Book of Names. Browning, Joseph & ...
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[Path: Appendix D: Dungeon Master Inspiration ] mmediate Fiction. Cordingly, David. Under the Black Flag. Egri, Lajos. The Art of Dramatic Writing. Ewalt, David M. Of Dice and Men. Gygax, Gary. Gary Gygax's Living Fantasy and the rest of the Gygaxian Fantasy Worlds series. ---. Master of the Game. ---.Role-Playi...
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[Path: Appendix D: Dungeon Master Inspiration ] tural Literacy. Ingpen, Robert. The Encyclopedia of Things That Never Were. Kaufmann,J.E. & H.W. Kaufmann. The Medieval Fortress. King, Stephen. On Writing: A Memoir of the Craft. Koster, Rap h. A Theory of Fun for Game Design. Laws, Robin D. Hamlet's Hit Points. ...
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[Path: Appendix D: Dungeon Master Inspiration ] rinciples of Screenwriting. Mortimer, Ian. The Time Traveler's Guide to Medieval England. O'Connor, Paul Ryan, ed. Grimtooth's Traps. PennyPress. Variety Puzzles and Games series. Peterson, Jon. Playing at the World. Robbins, Ben. Microscope. Schell, Jesse. Game De...
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[Path: Appendix D: Dungeon Master Inspiration ] y, John. The Anatomy of Story. TSR. Arms and Equipment Guide. ---. Campaign Sourcebook/ Catacomb Guide. --- . The Castle Guide. Walmsley, Graham. Play Unsafe: How Improvisation Can Change the Way You Roleplay. Wilford, John Noble. The Mapmakers. Writers Digest. The...
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[Path: Index ] ow Improvisation Can Change the Way You Roleplay. Wilford, John Noble. The Mapmakers. Writers Digest. The Writer's Complete Fantasy Reference. . INDEX bringing back the dead, 24 creating a campaign (cont.) creating an encounter, 81-85, brown mold, 105 story, 125 102 aasimar, 286- 287 busines...
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[Path: Index ] - 84 263-264 Bytopia, 58, 59- 60 creating a downtime activity, difficulty, 82- 84, 84- 85 ability score, 89, 237-240, campaign, 9, 25-41 , 126. See 131 multi-part, 83 242, 263-266 also creating a campaign creating a dungeon , 72- 73, party size, 83 absent characters, 235-236, tracking, 126 ...
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[Path: Index ] king, 126 74, 99-105, 290-301 . See XP thresholds, 82-83 260 Cania (Nine Hells), 65 also creating an encounter; dungeon, 102 Abyss, 58, 62-63. See Carceri, 58, 63 random encounters fun , 85 also specific layer entries challenge rating, 82, 92, 274, air quality, 105 creating an NPC, 89-97, 2...
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[Path: Index ] , 274, air quality, 105 creating an NPC, 89-97, 244, Acheron, 58, 66 274- 275, 279, 306-309 creator, 99-101 279-283 action options, 271 - 272. See charges in magic items, 141 ecology, 102 abilities, 89 also specific actions charms, 228 encounters, 102 appearance, 89 activating a magic item...
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[Path: Index ] 9-240 city, 17 features , 102-105 bond, 91 adventure, 16, 25, 71 -8~ City of Brass, 55- 56 goals, 72-73 challenge rating, 92 99-123, 125-126. See class, 96-97, 283, 287-289 hazards, 1 OS class, 96-97, 283 also creating an adventure NPC, 96-97 history, 101 detailed, 89-91 hooks, 72 cleavi...
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[Path: Index ] a magic item, quickly, 89 altitude, 110 combat, 247-252, 270-273 214-216, 284-285 statistics, 92, 279-283 animism, 12 combat encounter; 81-85. See sentient, 214-216 talent, 90 anti paladin, 96, 97 also creating an encounter: creating a monster, 273-283 useful knowledge, 90 appearance (NPC) ...
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[Path: Index ] tic monsters, 302 complications, 79-81 creating a multiverse, creating a race, 285-287 area of effect, 249-250, 251 concealed doors, 104 43-69. See also creating a creating a religion, 10-13 armor, magic, 139 conditions, 248 campaign animism, 12 artifacts, 219-227 conflict with a sentient it...
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[Path: Index ] imism, 12 artifacts, 219-227 conflict with a sentient item, creating an adventure, 5, 71- dualism , 12 destroying, 221 216 87, 99-105, 125-126. 5ee forces and philosophies, properties, 219- 221 connecting adventures, also creating a dungeon; 12-13 art objects, 133, 134-135 125- 126 creating...
dmg_2882
dmg
317
[Path: Index ] eon; 12-13 art objects, 133, 134-135 125- 126 creating an encounter; loose pantheon, 10-11 Astral color pools, 47 consumable magic items, 141. random encounters monotheism, 12 Astral Plane, 43, 46- 48 See also potions; scrolls adventure seeds, 125- 126 mystery cults, 11-12 astral projection...
dmg_2883
dmg
317
[Path: Index ] ntroduction, 72, 74, 77, 79 government, 17-19 260-261 creating a background, 26, location-based, 72-75 map, 114, 313 background N PC, 94 289 . maps, 72, 75, 77 purpose, 15-16 backgrounds, 26, 264, creating a campaign, 14, moral quandaries, 79-80 random , 112- 114 289. See also creating a 2...
dmg_2884
dmg
317
[Path: Index ] pose, 15-16 backgrounds, 26, 264, creating a campaign, 14, moral quandaries, 79-80 random , 112- 114 289. See also creating a 25-41,43-44, 125. See mystery, 77-78 size, 16-17 background also creating a world N PCs, 74, 75-76, 77, 78 creating a spell, 283- 284 barred doors, 103 character bac...
dmg_2885
dmg
318
[Path: Index ] res, 125-131 map, 14, 25- 26 blessings, 227-228 planes of existence, 43-44 bond (NPC), 91 play style, 34- 36 Border Ethereal, 48 INDEX 317 . creating a wilderness, 14, Elemental Chaos, 52-53 greater deity, 11 magic, 9-10, 23-24. See 25-26, 73, 106-112, Elemental Planes. See Inner Great Whe...
dmg_2886
dmg
318
[Path: Index ] r; random Elysium, 58, 60 grenades, 268 items encounters encounter, 75, 77, 81-87, grid, 250- 252 restrictions, 24 encounters, 106 102, 106. See also creati ng hack and slash, 34 schools of, 24 features , 108- 109 an encounter; random Hades, 58, 63 magic items, 128-129, goals, 73 encount...
dmg_2887
dmg
318
[Path: Index ] nts, 75, 77 heat, 110 artifacts, 219-227 116- 120 Endless Maze (Abyss) , 63 heroic fantasy, 38 attunement, 136-138 creating a world, 4, 9-41. environment, 109- 112, hero points, 264 buying, 135-136 currency, 19- 20 116- 120 high altitude, 110 categories, 139-140.
dmg_2888
dmg
318
[Path: Index ] ng a world, 4, 9-41. environment, 109- 112, hero points, 264 buying, 135-136 currency, 19- 20 116- 120 high altitude, 110 categories, 139-140. See magic, 9- 10, 23-24 epic boons, 230, 231 - 232 hill monsters, 304 also specific category map, 14 epic fantasy, 39 hirelings, 94 entries religi...
dmg_2889
dmg
318
[Path: Index ] 92 hitting cover, 272 cursed, 138-139 critical hits, 248 ether cyclone, 49 hoard treasure, 133, 137- 139 formulas , 141 currency, 19-20, 133. See Ethereal curtains, 48-49 home base (for characters) , identifying, 136 also creating a currency Ethereal Plane, 43, 48- 49 15, 25 rarity, 135 cu...
dmg_2890
dmg
318
[Path: Index ] ng a currency Ethereal Plane, 43, 48- 49 15, 25 rarity, 135 cursed items, 138-139 event-based adventure, 75-77 honor, 264-265 resilience, 141. See also damage, 249, 273 events (campaign), 26- 33 horror, 266 objects damaging objects, 246-247 Evernight (Shadowfell), 52 ice (hazard), 110- lll ...
dmg_2891
dmg
318
[Path: Index ] , 260- 261 immersive storytelling, 34 wearing and wielding, Dawn War deities, 10 thresholds, 82- 83 individual treasure, 133, 136 140- 141 DC. See Difficulty Class exploration, 242-244 Infinite Staircase, 58-59 Maladomini (Nine Hells) , 65 Death Dells (Abyss) , 63 explosives, 267-268 influen...
dmg_2892
dmg
318
[Path: Index ] 7, 270-271 mannerism (NPC), 90 Deep Ethereal, 48-49 facing, 252 variants, 270-271 mapping, 14, 25-26, 72, 75, degrees offailure, 242 factions. See organizations; injuries, 272- 273 77, 102-105, 108-109, 114, deity, 10-13 see also creating a dungeon: Inner Planes, 43 , 52- 57.
dmg_2893
dmg
318
[Path: Index ] factions. See organizations; injuries, 272- 273 77, 102-105, 108-109, 114, deity, 10-13 see also creating a dungeon: Inner Planes, 43 , 52- 57. See 255 divine rank, 11 factions also specific Inner Plane campaign, 14, 25 pantheon, 10-11 falling net (trap) , 122 entries scale, 14 racial, 13 ...
dmg_2894
dmg
318
[Path: Index ] ing a trap, 120-1 21 122 languages, 20-21 Material Plane, 43 diagonal movement, 252 flanking, 251 larva (Hades), 63 Material Plane echoes, 43. See dice, 235, 236- 237 flavor (campaign), 38- 41 law, 114 also Feywild; Shadowfell Difficulty Class, 238- 239 flaw (NPC), 91 layers, planar, 58 Me...
dmg_2895
dmg
318
[Path: Index ] ing, 111 light, 104- 105 milestones, 261 Dis (Nine Hells), 64 foreshadowing, 126 Limbo, 58 , 61-62 Minauros (Nine Hells) , 64 divine rank, 11. See also deity; forest monsters, 302-303 line of sight, 251 miniatures, 250-252 specific divine rank entries framing events, 79 linking adventures, 1...
dmg_2896
dmg
318
[Path: Index ] eon, 10-11 modifying a monster, 273-274 dungeon, 72- 75, 99-105, garrisons (character) , 127 losing the path, 111-11 2, monotheism, 12 290-301. See also creating a gate-towns (Outlands) , 67 117-118 monsters, 71, 74, 82, dungeon Gehenna, 58, 63 Lower Planes, 58. See 91-92, 247-248, 273-283, ...
dmg_2897
dmg
318
[Path: Index ] anes 302-305, 306-309. See echo plane, 43. See Gloaming Court (Feywild), 49 loyalty, 93 also creating a monster; also Feywild; Shadowfell god. See deity madness, 258-260 creating an encounter; ecology (dungeon) , 102 government, 17-19 creating an NPC; random eladrin, 286 grassland monsters,...
dmg_2898
dmg
319
[Path: Index ] y (dungeon) , 102 government, 17-19 creating an NPC; random eladrin, 286 grassland monsters, 303 encounters; specific terrain entries INDEX . monsters (cont.) as NPCs, 91-92 by challenge rating, 306-309 by terrain, 302-305 challenge rating, 82 hit poi nts, 247-248 mobs, 250 statistics by ...
dmg_2899
dmg
319
[Path: Index ] rating, 274 monuments, 108 morale, 273 moral quandaries, 79-80 mountai n monsters, 304 Mount Celestia, 58, 59 movement, 252 multiverse, 43-69. See also creating a multiverse mystery, 40, 77-78 mystery cults, 11-12 mythic fantasy, 39 navigation, lll-112, 117-118 Negative Plane, 43 Nessus (Ni...