DnD DM Guide - Flip eBook Pages 101-150 (2024)

NPC CLASS d20 Class d20 Class Barbarian 9 Paladin 2 Bard 10 Ranger 3-4 Cleric 11-14 Rogue 5 Druid 15 Sorcerer 6-7 Fighter 16 Warlock 8 Monk 17-20 Wizard DUNGEON PURPOSE Except in the case of a natural cavern, a dungeon · crafted and inhabited for a specific purpose that influences its design and features. You can choose a purpose from the Dungeon Purpose table, roll one at ;--andom, or use your own ideas. DUNGEON PURPOSE d20 Purpose d20 Purpose Death trap 11-14 Stronghold 2-5 Lair 15-17 Temple or shrine 6 Maze 18-19 Tomb 7-9 Mine 20 Treasure vault 10 Planar gate Death Trap. This dungeon is built to eliminate any creature that dares to enter it. A death trap might guard the treasure of an insane wizard, or it might be designed o lure adventurers to their demise for some nefarious purpose, such as to feed souls to a lich's phylactery. Lair. A lair is a place where monsters live. Typical airs include ruins and caves. Maze. A maze is intended to deceive oi- confuse those who enter it. Some mazes are elaborate obstacles that protect treasure, while others are gauntlets for prisoners banished there to be hunted and devoured by the monsters within. Mine. An abandoned mine can quickly become infested with monsters, while miners who delve too deep can break through into the Underdark. Planar Gate. Dungeons built around planar portals are often transformed by the planar energy seeping out th rough those portals. Stronghold. A stronghold dungeon provides a secure base of operations for villains and monsters. It is ually ruled by a powerful individual, such as a wizard, ·:ampire, or dragon, and it is larger and more complex ilian a simple lair. Temple or Shrine. This dungeon is consecrated to a deity or other planar entity. The entity's worshipers control the dungeon and conduct their rites there. Tomb. Tombs are magnets for treasure hunters, as well as monsters that hunger for the bones of the dead. Treasure Vault. Built to protect powerful magic items and great material wealth, treasure vault dungeons are : eavily guarded by monsters and traps. HISTORY n most cases, the original architects of a dungeon are ong gone, and the question of what happened to them can help shape the dungeon's current state. The Dungeon History table notes key events that can transform a site from its original purpose into a dungeon for adventurers to explore. Particularly old dungeons can have a history that consists of multiple events, each of which transformed the site in some way. DUNGEON HISTORY d20 Key Event 1- 3 4 5-8 9-10 11 12 13 14-15 16 Abandoned by creators Abandoned due to plague Conquered by invaders Creators destroyed by attacking raiders Creators destroyed by discovery made within the site Creators destroyed by internal conflict Creators destroyed by magical catastrophe Creators destroyed by natural disaster Location cursed by the gods and shunned 17,-18 Original creator still in control 19 Overrun by planar creatures 20 Site of a great miracle DUNGEON INHABITANTS After a dungeon's creators depart, anyone or anything might move in. Intelligent monsters, mindless dungeon scavengers, predators and prey alike can be drawn to dungeons. The monsters in a dungeon are more than a collection of random creatures that happen to live near one another. Fungi, vermin, scavengers, and predators can coexist in a complex ecology, alongside intelligent creatures who share living space through elaborate combinations of domination, negotiation, and bloodshed. Characters might be able to sneak into a dungeon, ally with one faction, or play factions against each other to reduce the threat of the more powerful monsters. For example, in a dungeon inhabited by mind !layers and their goblinoid thralls, the adventurers might try to incite the goblins, hobgoblins, and bugbears to revolt against their illithid masters. DUNGEON FACTIONS A dungeon is sometimes dominated by a single group of intelligent humanoids, whether a tribe of orcs that have taken over a cavern complex or a gang of trolls inhabiting an aboveground ruin. Other times, particularly in larger dungeons, multiple groups of creatures share space and compete for resources. For example, orcs that dwell in the mines of a ruined dwarf citadel might skirmish constantly against the hobgoblins that hold the citadel's upper tiers. Mind !layers that have established a colony in the lowest levels of the mines could manipulate and dominate key hobgoblins in an attempt to wipe out the orcs. And all the while, a hidden cell of drow scouts watches and plots to slay the mind !layers, then enslave whatever creatures a re left. It's easy to think of a dungeon as a collection of encounters, with the adventurers kicking down door CHAPTER 5 I ADVENTURE ENVTRONMENTS 101

102 after door and killing whatever lies beyond. But the ebb and flow of power between groups in a dungeon provides plenty of opportunities for more subtle interaction. Dungeon denizens are used to striking unlikely alliances, and adventurers are a wild card that canny monsters seek to exploit. Intelligent creatures in a dungeon have goals, whether as simple as short-term survival or as ambitious as claiming the entire dungeon as the first step in founding an empire. Such creatures might approach adventurers with an offer of alliance, hoping to prevent the characters from laying waste to their lair and to secure aid against their enemies. Bring the NPC leaders of such groups to life as described in chapter 4, fleshing out their personalities, goals, and ideals. Then use those elements to shape a response to the arrival of adventurers in their territory. DUNGEON ECOLOGY An inhabited dungeon has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep, just as creatures in the wilderness do. Predators need to be able to seek prey, and intelligent creatures search for lairs offering the best combination of air, food, water, and security. Keep these factors in mind when designing a dungeon you want the players to believe in. If a dungeon doesn't have some internal logic to it, adventurers will find it difficult to make reasonable decisions within that environment. For example, characters who find a pool of fresh water in a dungeon might make the logical assumption that many of the creatures inhabiting the dungeon come to that spot to drink. The adventurers might set an ambush at the pool. Likewise, locked doors- or even doors that require hands to open-can restrict the movement of some creatures. If all the doors in a dungeon are closed, the players might wonder how the carrion crawlers or stirges they repeatedly encounter manage to survive. ENCOUNTER DIFFICULTY You might be inclined to increase the encounter difficulty as the adventurers descend deeper into the dungeon, as a way to keep the dungeon challenging as the characters gain levels or to ratchet up the tension. However, this approach can turn the dungeon into a grind. A better approach is to include encountets of varying difficulty throughout. The contrast between easy and hard encounters, as well as simple and complex encounters, encourages characters to vary their tactics and keeps the encounters from seeming too similar. MAPPING A DUNGEON Every dungeon needs a map showing its layout. The dungeon's location, creator, purpose, history, and inhabitants should give you a starting point for designing your dungeon map. If you need further inspiration, you can find maps that have been made freely available for use on the Internet, or even use a map of a real-world location. Alternatively, you can borrow a map from a published adventure or randomly generate a dungeon complex using the tables presented in appendix A. CHAPTER 5 I ADVENTURE ENVlRONMENTS A dungeon can range in size from a few chambers in a ruined temple to a huge complex of rooms and passages extending hundreds of feet in all directions. The adventurers' goal often lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push farther into the heart of the complex. A dungeon is most easily mapped on graph paper, with each square on the paper representing an area of 10 feet by 10 feet. (If you play with miniatures on a grid, you might prefer a scale where each square represents 5 feet, or you can subdivide your 10-foot grid into a 5-foot grid when you draw your maps for combat.) When you draw your map, keep the following points in mind: Asymmetrical rooms and map layouts make a dungeon less predictable. Think in three dimensions. Stairs, ramps, platforms, ledges, balconies, pits, and other changes of elevation make a dungeon more interesting and make combat encounters in those areas more challenging. • Give the dungeon some wear and tear. Unless you want to stress that the dungeon's builders were extraordinarily skillful, collapsed passages can be commonplace, cutting off formerly connected sections of the dungeon from each other. Past earthquakes might have opened chasms within a dungeon, splitting rooms and corridors to make interesting obstacles. Incorporate natural features into even a constructed dungeon. An underground stream might run through the middle of a dwarven stronghold, causing variation in the shapes and sizes of rooms and necessitating features such as bridges and drains. • Add multiple entrances and exits. Nothing gives the players a stronger sense of making real decisions than having multiple ways to enter a dungeon. Add secret doors and secret rooms to reward players who take .the time to search for them. If you need help creating a dungeon map from scratch, see appendix A. DUNGEON FEATURES The atmosphere and physical characteristics of dungeons vary as widely as their origins. An old crypt might have stone walls and loose wooden doors, an odor of decay, and no light other than what adventurers bring with them. A volcanic lair might have smooth stone walls hollowed out by past eruptions, doors of magically reinforced brass, a smell of sulfur, and light provided by jets of flame in every hall and room. WALLS Some dungeons have walls of masonry. Others have walls of solid rock, hewn with tools to give them a rough, chiseled look, or worn smooth by the passage of water or lava. An aboveground dungeon might be made of wood or composite materials. Walls are sometimes adorned with murals, frescoes, bas-reliefs, and lighting fixtures such as sconces or torch brackets. A few even have secret doors built into them.

CATACOMBS D OORS Dungeon doorways might be set within plain arches and lintels. They might be festooned with carvings of gargoyles or leering faces or engraved with sigils that reveal clues as to what lies beyond. Stuck Doors. Dungeon doors often become stuck when not used frequently. Opening a stuck door requires a successful Strength check. Chapter 8, "Running the Game," provides guidelines for setting the DC. Locked Doors. Characters who don't have the key ro a locked door can pick the lock with a successful Dexterity check (doing so requires thieves' tools and proficiency in their use). They can also force the door with a successful Strength check, smash the door to pieces by dealing enough damage to it, or use a knock spell or similar magic. Chapter 8 provides guidelines • for setting the DCs and assigning statistics to doors and other objects. Barred Doors. A barred door is similar to a locked door, except that there's no lock to pick, and the door can be opened normally from the barred side by using an action to lift the bar from its braces. SECRET DOORS A secret door is crafted to blend into the wall that surrounds it. Sometimes faint cracks in the wall or scuff marks on the floor betray the secret door's presence. Detecting a Secret Door. Use the characters' passive Wisdom (Perception) scores to determine whether anyone in the party notices a secret door without actively searching for it. Characters can also find a secret door by actively searching the location where the door is hidden and succeeding on a Wisdom CHAPTER 5 j ADVENTURE ENVfRONMENTS

104 (Perception) check. To set an appropriate DC for the check, see chapter 8. Opening a Secret Door. Once a secret door is detected, a successful Intelligence (Investigation) check might be required to determine how to open it if the opening mechanism isn't obvious. Set the DC according to the difficulty guidelines in chapter 8. If adventurers can't determine how to open a secret door, breaking it down is always an option. Treat it as a locked door made of the same material as the surrounding wall, and use the guidelines in chapter 8 to determine appropriate DCs or statistics. CoNCEALED DooRs A concealed door is a normal door that is hidden from view. A secret door is carefully crafted to blend into its surrounding surface, whereas a concealed door is most often hidden by mundane means. It might be covered by a tapestry, covered with plaster, or (in the case of a concealed trapdoor) hidden under a rug. Normally, no ability check is required to find a concealed door. A character need only look in the right place or take the right steps to reveal the door. However, you can use the characters' passive Wisdom (Perception) scores to CHAPTER 5 I ADVENTURE ENVTRONMENTS determin·e whether any of them notices tracks or signs of a tapestry or rug having been recently disturbed. PORTCULLISES A portcullis is a set of vertical bars made of wood or iron, reinforced with one or more horizontal bands. It blocks a passage or archway until it is raised up into the ceiling by a winch and chain. The main benefit of a portcullis is that it blocks a passage while still a llowing guards to watch the area beyond and make ranged attacks or cast spells through it. Winching a portcullis up or down requires an action. If a character can't reach the winch (usually because it is on the other side of the portcullis), lifting the portcullis or bending its bars far enough apart to pass through them requires a successful Strength check. The DC of the check depends on the size and weight of the portcullis or the thickness of its bars. To determine an appropriate DC, see chapter 8. DARKNESS AND LIGHT Darkness is the default condition inside an underground complex or in the interior of aboveground ruins, but an inhabited dungeon might have light sources.

In subterranean settlements, even races that have darkvision use fire for warmth, cooking, and defense. But many creatures have no need of warmth or light. Adventurers must bring their own sources of light into usty tombs where only undead stand guard, abandoned ;uins teeming with predatory monsters and oozes, and natural caverns where sightless creatures hunt. The light of a torch or lantern helps a character : e over a short distance, but other creatures can : e that light source from far away. Bright light in an environment of total darkness can be visible for miles, j]ough a clear line of sight over such a distance is rare underground. Even so, adventurers using light sources JJ a dungeon often attract monsters, just as dungeon •eatures that shed light (from phosphorescent fungi -o the glow of magical portals) can draw adventurers' anention. _UR QUALITY ubterranean tunnels and aboveground ruins are often enclosed spaces with little airflow. Though it's rare for a dungeon to be sealed so tightly that adventurers have ouble breathing, the atmosphere is often stifling and oppressive. What's more, odors linger in a dungeon and can be magnified by the stillness of the atmosphere. OUNDS A dungeon's enclosed geography helps channel sound. The groaning creak of an opening door can echo down hundreds of feet of passageway. Louder·noises such a the clanging hammers of a forge or the din of battle can reverberate through an entire dungeon. Many creatures that live underground use such sounds as a "';'\ay of locating prey, or go on alert at any sound of an adventuring party's intrusion. DUNGEON HAZARDS The hazards described here are but a few examples of the environmental dangers found underground and in other dark places. Dungeon hazards are functionally imilar to traps, which are described at the end of this chapter. Detecting a Hazard. No ability check is required to spot a hazard unless it is hidden. A hazard that resembles something benign, such as a patch of slime or mold, can be correctly identified with a successful Intelligence (Nature) check. Use the guidelines in chapter 8 to set an appropriate DC for any check made to s pot or recognize a hazard. Hazard Severity. To determine a hazard's deadliness relative to the characters, think of the hazard as a trap and compare the damage it deals with the party's level using the Damage Severity by Level table later in the chapter (the table also appears in chapter 8). BROWN MOLD Brown mold feeds on warmth, drawing heat from anything around it. A patch of brown mold typically covers a 10-foot square, and the temperature within 30 feet of it is always frigid. When a creature moves to within 5 feet of the mold for the first time on a turn or starts its turn there, it must make a DC 12 Constitution saving throw, taking 22 (4d10) cold damage on a failed save, or half as much damage on a successful one. Brown mold is immune to fire, and any source of fire brought within 5 feet of a patch causes it to instantly expand outward in the direction of the fire, covering a 10-foot-square area (with the source of the fire at the center of that area). A patch of brown mold exposed to an effect that deals cold damage is instantly destroyed. GREEN SLIME This acidic slime devours flesh , organic material, and metal on contact. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches. A patch of green slime covers a 5-foot square, has blindsight out to a range of 30 feet, and drops from walls and ceilings when it detects movement below it. Beyond that, it has no ability to move. A creature aware of the slime's presence can avoid being struck by it with a successful DC 10 Dexterity saving throw. Otherwise, the slime can't be avoided as it drops. A creature that comes into contact with green slime takes 5 (1d10) acid damage. The creature takes the damage again at the start of each of its turns until the slime is scraped off or destroyed. Against wood or metal, green slime deals 11 (2d10) acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed. Sunlight, any effect that cures disease, and any effect that deals cold, fire, or radiant damage destroys a patch of green slime. WEBS Giant spiders weave thick, sticky webs across passages and at the bottom of pits to snare prey. These web-filled areas are difficult terrain. Moreover, a creature entering a webbed area for the first time on a turn or starting its turn there must succeed on a DC 12 Dexterity saving throw or become restrained by the webs. A restrained creature can use its action to try to escape, doing so with a successful DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. Each 10-foot cube of giant webs has AC 10, 15 hit points, vulnerability to fire, and immunity to bludgeoning, piercing, and psychic damage. YELLOW MOLD Yellow mold grows in dark places, and one patch covers a 5-foot square. If touched, the mold ejects a cloud of spores that fills a 10-foot cube originating from the mold. Any creature in the area must succeed on a DC 15 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. While poisoned in this way, the creature takes 5 (1d10) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. Sunlight or any amount of fire damage instantly destroys one patch of yellow mold. CHAPTER 5 I ADVENTURE ENVIRONMENTS 105

ro6 r WILDERNESS Between the dungeons and settlements of your campaign world lie meadows, forests, deserts, mountain ranges, oceans, and other tracts of wilderness waiting to be traversed. Bringing wilderness areas to life can be a fun part of your game, both for you and your players. The following two approaches work particularly well. TRAVEL- MONTAGE APPROACH Sometimes the destination is more important than the journey. If the purpose of a wilderness trek is to get the characters to where the real adventure happens, gloss over the wilderness trek without checking for encounters along the way. Just as movies use travel montages to convey long and arduous journeys in a matter of seconds, you can use a few sentences of descriptive text to paint a picture of a wilderness trek in your players' minds before moving on. Describe the journey as vividly as you like, but keep the forward momentum. "You walk for several miles and encounter nothing of interest" is okay, but far less evocative and memorable than, "A light rain dampens the rolling plains as you travel north. Around midday, you break for lunch under a lonely tree. There, the rogue finds a small rock that looks like a grinning face , but otherwise you encounter nothing out of the ordinary." The trick is to focus on a few details that reinforce the desired mood rather than describe everything down to the last blade of grass. Call attention to unusual terrain features: a waterfall, a rocky outcropping that offers a breathtaking view over the tops of the surrounding trees, an area where the forest has burned or been cut down, and so on. Also describe notable smells and sounds, such as the roar of a faraway monster, the stench of burned wood, or the sweet aroma of flowers in an elven forest. In addition to evocative language, visual aids can help set the scene for the characters' travels. Image searches on the Internet can lead you to breathtaking landscapes (in fact, that's a good phrase to search for) both real and fantastical. As striking as real-world scenery can be, wilderness travel can be used to remind the players that their characters are in a fantasy world. Once in a while, spice up your descriptions with some truly magical element. A forest might be home to tiny dragonets instead of birds, or its trees might be festooned with giant webs or have eerie, green-glowing sap. Use these elements sparingly; landscapes that are too alien can break your players' sense of immersion in the world. A single fantastic element within an otherwise realistic and memorable landscape is enough. Use the landscape to set the mood and tone for your adventure. In one forest, close-set trees shroud all light and seem to watch the adventurers as they pass. In another, sunlight streams through the leaves above and flower-laden vines twine up every trunk. Signs of corruption-rotting wood, foul-smelling water, and rocks covered with slimy brown moss- can be a signal that the adventurers are drawing close to the site of evil power that is their destination or can provide clues to the nature of the threats to be found there. CHAPTER 5 I ADVENTURE ENVIRONMENTS S pecific wilderness locations might have their own special features. For example, the Spirit Forest and the Spiderhaunt Woods might feature different kinds of trees, different kinds of flora and fauna, different weather. and different random encounter tables. Fina lly, a wilderness trek can be enhanced by calling attention to the weather. "You spend the next three days crossing the swamp" sounds less harrowing than, "You spend the next three days trudging through kneedeep mud- the first two days and nights in the pouring rain, and then another day under the beating sun, with swarms of hungry insects feasting on your blood." HouR-BY-HouR APPROACH Sometimes the journey deserves as much time and attention as the destination. If wilderness travel feature prominently in your adventure and isn't something you want to gloss over, you will need more than a descriptive overview to bring a long and harrowing journey to life; you'll need to know the party's marching order and have encounters at the ready. Let your players determine the party's marching order (see the Player's Handbook for more information). Characters in the front rank are likely to be the first to notice landmarks and terrain features, as well as the ones responsible for navigating. Characters in the back rank are usually responsible for making sure that the party isn't being followed. Encourage characters in the middle ranks to do something other than blindly trudge along behind the front-rank characters. The Player's Handbook suggests activities such as mapmaking and foraging for food. Wilderness journeys typically feature a combination of planned encounters (encounters that you prepare ahead of time) and random encounters (encounters determined by rolling on a table). A planned encounter might need a m~p of the location where the encounter is set to occur, such as a ruin, a bridge spanning a gorge, or some other memorable location. Random encounters tend to be less location-specific. The fewer planned encounters you have, the more you'll need to rely on random encounters to keep the journey interesting. See chapter 3 for guidelines on creating your own random encounter tables and when to check for random encounters. A good way to keep wilderness encounters from becoming stale is to make sure they don't all start and end the same way. In other words, if the wilderness is your stage and your adventure is the play or movie, think of each wilderness encounter as its own scene, and try to stage each one in a slightly different way to keep your players' interest. If one encounter comes at the adventurers from the front, the next one might come at them from above or behind. If an encounter features stealthy monsters, a character tending to the party's pack animals might get the first indication that monsters are near when a pony whickers nervously. If an encounter features loud monsters, the party might have the option to hide or set an ambush. One group of monsters might attack the party on sight, and another might allow safe passage for food. Reward characters for searching while they travel by providing things for them to find. Broken statues, tracks,

abandoned campsites, and other finds can add flavor to your world, foreshadow future encounters or events, or provide hooks for further adventures. A wilderness journey might take multiple sessions to play out. That said, if the wilderness journey includes long periods with no encounters, use the travel-montage approach to bridge gaps between encounters. MAPPING A WILDERNESS In contrast to a dungeon, an outdoor setting presents seemingly limitless options. The adventurers can move in any direction over a trackless desert or an open grassland, so how do you as the DM deal with all the possible locations and events that might make up a wilderness campaign? What if you design an encounter in a desert oasis, but the characters miss the oasis because they wander off course? How do you avoid creating a boring play session of uninterrupted slogging across a rocky wasteland? One solution is to think of an outdoor setting in the same way you think about a dungeon. Even the most wide-open terrain presents clear pathways. Roads seldom run straight because they follow the contours of the land, finding the most level or otherwise easiest routes across uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored routes, where explorers and caravan drivers have discovered areas of wind-blasted rock that are easier to traverse than shifting sand. If the party veers off track, you might be able to relocate one or more of your planned encounters elsewhere on the map to ensure that the time spent preparing those encounters doesn't go to waste. Chapter 1 discusses the basics of creating a wilderness map at three different scales to help you design your world and the starting area of your campaign. Especially when you get down to province scale (1 hex= 1 mile), think about paths of travel- roads, passes, ridges and valleys, and so on-that can guide character movement across your map. MOVEMENT ON THE MAP Narrate wilderness travel at a level of detail appropriate to the map you're using. If you're tracking hour-by-hour movement on a province-scale map (1 hex= 1 mile), you can describe each hamlet the adventurers pass. At this scale, you can assume that the characters find a noteworthy location when they enter its hex unl ss the site is specifically hidden. The characters might not walk directly up to the front door of a ruined castle when they enter a hex, but they can find old paths, outlying ruins, and other signs of its presence in the area. If you're tracking a journey of several days on a kingdom-scale map (1 hex= 6 miles), don't bother with details too small to appear on your map. It's enough for the players to know that on the third day of their journey, they cross a river and the land starts rising before them, and that they reach the mountain pass two days later. CHAPTER 5 I ADVENTURE ENVIRONMENTS WILDERNESS FEATURES o wilderness map is complete without a few settlements, strongholds, ruins, and other sites worthy of discovery. A dozen such locations scattered over an a rea roughly 50 miles across is a good start. Mo STER LAIRS A wilderness area approximately 50 miles across can support roughly a half-dozen monster lairs, but probably no more than one apex predator such as a dragon. If you expect the characters to explore a monster's lair, you'll need to find or create an appropriate map for the lair and stock the lair as you would a dungeon. MONUMENTS In places where civilization rules or once ruled, adventurers might find monuments built to honor great leaders, gods, and cultures. Use the Monuments table for inspiration, or randomly roll to determine what monument the adventurers stumble upon. MONUMENTS d20 Monument l Sealed burial mound or pyramid 2 Plundered burial mound or pyramid 3 Faces carved into a mountainside or cliff 4 Giant statues carved out of a mountainside or cliff S-6 Intact obelisk etched with a warning, historical lore, dedication , or religious iconography 7-8 Ruined or toppled obelisk 9-10 Intact statue of a person or deity 11-13 Ruined or toppled statue of a person or deity 14 Great stone wall, intact, with tower fortifications spaced at one-mile intervals 15 Great stone wall in ruins 16 Great stone arch 17 Fountain 18 Intact circle of standing stones 19 Ruined or toppled circle of standing stones 20 Totem pole RUINS Crumbling towers, ancient temples, and razed cities are perfect sites for adventures. Additionally, noting the existence of an old, crumbling wall that runs alongside a road, a sagging stone windmill on a hilltop, or a jumble of standing stones can add texture to your wilderness. SETTLEMENTS Settlements exist in places where food, water, farmland , and building materials are abundant. A civilized province roughly 50 miles across might have one city, a few rural towns, and a scattering of villages and trading posts. An uncivilized area might have a single trading post that stands at the edge of a wild frontier, but no larger settlements. In addition to settlements, a province might contain ruined villages and towns that are either abandoned or serve as lairs for marauding bandits and monsters.

STRONGHOLDS Strongholds provide the local population with protection in times of trouble. The number of strongholds in an area depends on the dominant society, the population, the strategic importance or vulnerability of the region, and the wealth of the land. WEIRD LOCALES Weird locales make the fantastic and the supernatural an intrinsic part of your wilderness adventures. WEIRD LOCALES d20 Locale 1-2 Dead magic zone (similar to an anti magic fi eld) 3 Wi ld magic zone (roll on the Wi ld Magic Surge table in the Player's Handbook whenever a spell is cast with in the zone) 4 Boulder carved with talking faces 5 Crystal cave that mystically answers questions 6 Ancient tree containing a trapped spirit 7-8 Battlefield where lingering fog occasionally assumes humanoid forms 9-10 Permanent portal to another plane of existence 11 Wishing well 12 Giant crystal shard protruding from the ground 13 Wrecked ship, which might be nowhere near water 14-15 Haunted hill or barrow mound 16 River ferry guided by a skeletal captain 17 Field of petrified soldiers or other creatures 18 Forest of petrified or awakened trees 19 Canyon containing a dragon s' graveyard 20 Floating earth mote with a tower on it WILDERNESS SURVIVAL Adventuring in the wilderness presents a host of perils beyond the threats of monstrous predators and avage raiders. WEATHER You can pick weather to fit your campaign or roll on the Weather table to determine the weather for a given day, adjusting for the terrain and season as appropriate. WEATH ER d20 1-14 15-17 18- 20 d20 1-1 2 13-17 18-20 d20 1-12 13-17 18-20 Temperature Normal for the season 1d4 x 10 degrees Fahrenheit colder than normal 1d4 x 10 degrees Fahrenheit hotter than normal Wind None Light Strong Precipitation None Light rain or light snowfall Heavy rai n or heavy snowfall CHAPTER 5 I ADVENTURE ENVIRONMENTS

no EXTREME COLD Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. EXTREME HEAT When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates. STRONG WIND A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight. HEAVY PRECIPITATION Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. HIGH ALTITUDE --------------~------------------ Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breathe, because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel. Breathing creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Breathing creatures can't become acclimated to elevations above 20,000 feet unless they are native to such environments. WILDERNESS HAZARDS This section describes a few examples of hazards that adventurers might encounter in the wilderness. Some hazards, such as slippery ice and razorvine, require no ability check to spot. Others, such as defiled ground, are undetectable by normal senses. CHAPTER 5 I ADVENTURE ENVJRONMENTS The other hazards presented here can be identified with a successful Intelligence (Nature) check. Use the guidelines in chapter 8 to set an appropriate DC for any check made to spot or recognize a hazard. DESECRATED GROUND Some cemeteries and catacombs are imbued with the unseen traces of ancient evil. An area of desecrated ground can be any size, and a detect evil and good spell cast within range reveals its presence. Undead standing on desecrated ground have advantage on all saving throws. A vial of holy water purifies a 10-foot-square area of desecrated ground when sprinkled on it, and a hallow spell purifies desecrated ground within its area. FRIGID WATER A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw. as do creatures that are naturally adapted to living in ice-cold water. QUICKSAND A quicksand pit covers the ground in roughly a 10-footsquare area and is usually 10 feet deep. When a creature enters the area, it sinks ld4 + 1 feet into the quicksand and becomes restrained. At the start of each of the creature's turns, it sinks another 1d4 feet. As long as the creature isn't completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can't breathe (see the suffocation rules in the Player's Handbook). A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand. RAZORVINE Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage. When a creature comes into direct contact with razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) slashing damage from the razorvine's bladelike thorns. SLIPPERY IcE Slippery ice is difficult terrain. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.

THIN leE Thin ice has a weight tolerance of 3d10 x 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through. FORAGING Characters can gather food and water as the party travels at a normal or slow pace. A foraging character makes a Wisdom (Survival) check whenever you call for it, with the DC determined by the abundance of food and water in the region. FoRAGING DCs Food and Water Availability Ab undant food and water sou rces Li mited food and water sources DC 10 15 Ve ry little, if any, food and water sources 20 If multiple characters forage, each character makes a separate check. A foraging character finds nothing on a failed check. On a successful check, roll ld6 +the character's Wisdom modifier to determine how much fo od (in pounds) the character finds, then repeat the roll fo r water (in gallons). FooD AND WATER The food and water requirements noted in the Player's Handbook are for characters. Horses and other creatures require different quantities of food and water per day based on their size. Water needs are doubled if the weather is hot. FooD AND WATER NEEDS Creature Size Food per Day Water per Day Tiny 1/4 pound 1/4 gallon Small 1 pound 1 gallon Med ium 1 pound 1 gallon Large 4 pounds 4 gallons Hu ge 16 pounds 16 gallons Gargantuan 64 pounds 64 gallons BECOMING LOST Unless they are following a path, or something like it, adventurers traveling in the wilderness run the risk of becoming lost. The party's navigator makes a Wisdom (Survival) check when you decide it's appropriate, against a DC determined by the prevailing terrain, as shown on the Wilderness Navigation table. If the party is moving at a slow pace, the navigator gains a +5 bonus to the check, and a fast pace imposes a - 5 penalty. If the party has an accurate map of the region or can see the sun or stars, the navigator has advantage on the check. CHAPTER 5 I ADVENTURE ENVIRONMENTS liT

II2 If the Wisdom (Survival) check succeeds, the party travels in the desired direction without becoming lost. If the check fails, the party inadvertently travels in the wrong direction and becomes lost. The party's navigator can repeat the check after the party spends ld6 hours trying to get back on course. WILDERNESS NAVIGATION Terrain Forest, jungle, swamp, mountains, or open sea with overcast skies and no land in sight Arctic, desert, hills, or open sea with clear skies and no land in sight Grassland, meadow, farmland SETTLEMENTS DC 15 10 5 A village, town, or city makes an excellent backdrop for an adventure. The adventurers might be called on to track down a criminal who's gone into hiding, solve a murder, take out a gang of wererats or doppelgangers, or protect a settlement under siege. When creating a settlement for your campaign, focus on the locations that are most relevant to the adventure. Don't worry about naming every street and identifying the inhabitants of every building; that way lies madness. RANDOM SETTLEMENTS The following tables allow you to quickly create a settlement. They assume that you've already determined its size and its basic form of government. RACE RELATIONS d20 Result 1-10 Harmony 11 - 14 Tension or ri val ry 15-16 Racial majority are conquerors 17 18 19 20 Racial minority are rulers Racial minority are refugees Racial majority oppresses minority Racial minority oppresses majority RULER'S STATUS d20 Ruler 1-5 Respected, fair, and just 6-8 Feared tyrant 9 Weakling manipulated by others 10 Illegitimate ruler, simmering civil war 11 Ruled or controlled by a powerful monster 12 Mysterious, anonymous cabal 13 Contested leadership, open fighting 14 Cabal seized power openly 15 Doltish lout 16 On deathbed, claimants compete for power 17-18 I ron-willed but respected 19-20 Religious leader CHAPTER 5 I ADVENTURE ENVIRONMENTS NOTABLE TRAITS d20 Trait Canals in place of streets 2 Massive statue or monument 3 Grand temple 4 Large fortress 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Verdant parks and orchards River divides town Major trade center Headquarters of a powerful family or gu ild Population mostly wealthy Destitute, rundown Awful smell (tanneries, open sewers) Center of trade for one specific good Site of many battles Site of a mythic or magical event Important library or archive Worship of all gods banned Sinister reputation Notable library or academy Site of important tomb or graveyard Built atop ancient ruins KNOWN FOR ITS ••• d20 Feature d20 Feature Delicious cuisine 11 Piety 2 Rude people 12 Gambling 3 Greedy merchants 13 Godlessness 4 Artists and writers 14 Education 5 Great herojsavior 15 Wines 6 Flowe rs 16 High fashion 7 Hordes of beggars 17 Political intrigue 8 Tough warriors 18 Powerfu l guilds 9 Dark magic 19 Strong drink 10 Decadence 20 Patrioti sm CURRENT CALAMITY d20 2 3 4 5-6 7 8-9 10 11 12 13 14 15 16 17 18 Calamity Suspected vampire infestation New cult seeks converts Important figure died (murder suspected) War between rival thieves' gu ilds Plague or famine (sparks riots) Corrupt officials Marauding monsters Powerful wizard has moved into town Economic depression (trade disrupted) Floodi ng Undead stirring in cemeteries Prophecy of doom Brink of war Internal strife (leads to anarchy) Besieged by enemies Scandal threatens powerful families 19 Dungeon discovered (adventurers flock to town) 20 Religious sects struggle for power

RANDOM BUILDINGS Pulse-pounding chases and harrowing escapes within the confines of a town or city can sometimes force characters to dash into buildings. When you need to flesh out a building quickly, roll on the Building Type table. Then roll on the table corresponding to that building to add further detail. If a roll makes no sense considering where the characters are (such as a lavish mansion in a rundown part of town), you can always roll again or simply choose another result. However, such unexpected results can prompt creativity and memorable locations that help make your urban encounters distinct. BU ILDING TYPE d20 Type 1-10 11-12 13-15 16-17 18-20 Residence (roll once on the Residence table) Religious (roll once on the Religious Building table) Tavern (roll once on the Tavern table and twice on the Tavern Name Generator table) Warehouse (roll once on the Wa rehouse table) Shop (roll once on the Shop table) RE SIDENCE d20 Type 1-2 Abandoned squat 3-8 Middle-class home 9-10 Upper-class home 11 - 15 Crowded tenement 16-17 Orphanage 18 Hidden slavers' den 19 Front for a secret cult 20 Lavish, guarded mansion RELI GIOUS BUILDING d20 Type 1-10 11 -12 13 14-15 16-17 18-20 Temple to a good or neutral deity Temple to a false deity (run by charlatan priests) Home of ascetics Abandoned shrine Library dedicated to religious study Hidden shrine to a fiend or an evi l deity d20 Type 1-5 Quiet, low-key bar 6-9 Raucous dive 10 Thieves' guild hangout 11 Gathering place for a secret society 12-13 Upper-class dining club 14- 15 Gambling den 16-17 Caters to specific race or guild 18 Members-only club 19-20 Brothel TAVERN NAME GENERATOR d20 First Part Second Part The Silver Eel 2 The Golden Dolphin 3 The Staggering Dwarf 4 The Laughing Pegasus 5 The Prancing Pony 6 The Gilded Rose 7 The Running Stag 8 The Howling Wolf 9 The Slaughtered Lamb 10 The Leering Demon 11 The Drunken Goat 12 The Leaping Spirit 13 The Roaring Horde 14 The Frowning jester 15 The Lonely Mountain 16 The Wanderin g Eagle 17 The Mysterious Satyr 18 The Barking Dog 19 The Black Spider 20 The Gleaming Star WAREHOUSE d20 Type 1-4 5-6 7-10 11-14 15 16-17 18-19 Empty or abandoned Heavily guarded, expensive goods Cheap goods Bul k goods Live animals Weaponsfarmor Goods from a distant land 20 Secret smuggler's den HAPTER 5 o\DVE T RE L \IRQ -.IL'T 113

SHOP d20 Type d20 Type Pawnshop 11 Smithy 2 Herbs/incense 12 Carpenter 3 Fruitsfvegetabl es 13 Weaver 4 Dried meats 14 Jeweler 5 Pottery 15 Baker 6 Undertaker 16 Mapmaker 7 Books 17 Tailor 8 Moneylender 18 Ropemaker 9 Weaponsfarmor 19 Mason 10 Chandler 20 Scribe MAPPING A SETTLEMENT When you draw a map for a settlement in your game, don't worry about the placement of every building, and concentrate instead on the major features. For a village, sketch out the roads, including trade routes leading beyond the village and roads that connect outlying farms to the village center. Note the location of the village center. If the adventurers visit specific places in the village, mark those spots on your map. For towns and cities, note major roads and waterways as well as surrounding terrain. Outline the walls and mark the locations of features you know will be important: the lord's keep, significant temples, and the like. For cities, add internal walls and think about the personality of each ward. Give the wards names reflecting their personalities, which also identify the kinds of trades that dominate the neighborhood (Tannery Square, Temple Row), a geographical characteristic (Hilltop, Riverside), or a dominant site (the Lords' Quarter). URBAN ENCOUNTERS Although they hold the promise of safety, cities and towns can be just as dangerous as the darkest dungeon. Evil hides in plain sight or in dark corners. Sewers, shadowy alleys, slums, smoke-filled taverns, dilapidated tenements, and crowded marketplaces can quickly turn into battlegrounds. On top of that, adventurers must learn to behave themselves, lest they attract unwanted attention from local authorities. · That said, characters who don't go looking for trouble can take advantage of all the benefits that a settlement has to offer. LAW AND ORDER Whether a settlement has a police force depends on its size and nature. A lawful, orderly city might have a city watch to maintain order and a trained militia to defend its walls, and a frontier town might rely on adventurers or its citizenry to apprehend criminals and fend off attackers. TRIALS In most settlements, trials are overseen by magistrates or local lords. Some trials are argued, with the conflicting parties or their advocates presenting CHAPTER 5 I ADVENTURE ENVIRONMENTS precedent and evidence until the judge makes a decision. with or without the aid of spells or interrogation. Others are decided with a trial by ordeal or trial by combat. If the evidence against the accused is overwhelming, a magistrate or local lord can forgo a trial and skip right to the sentencing. SENTENCES A settlement might have a jail to hold accused criminals awaiting trial, but few settlements have prisons to incarcerate convicted criminals. A person found guilty of a crime is usually fined, condemned to forced labor for a period of several months or years, exiled, or executed, depending on the magnitude of the crime. RANDOM URBAN ENCOUNTERS The Random Urban Encounters table is useful for city- and town-based adventures. Check for a random encounter at least once per day, and once at night if the characters are out and about. Reroll the result if it doesn't make sense given the time of day. RANDOM URBAN ENCOUNTERS dl2 + d8 Encounter 2 Animals on the loose 3 Announcement 4 Brawl 5 Bullies 6 Companion 7 Contest 8 Cor-pse 9 Draft 10 Drun k 11 Fire 12 Found trinket 13 Guard harassment 14 Pickpocket 15 Procession 16 Protest 17 Runaway cart 18 Shady tran saction 19 Spectacle 20 Urch in Animals on the Loose. The characters see one or more unexpected animals loose in the street. This challenge could be anything from a pack of baboons to an escaped circus bear, tiger, or elephant. Announcement. A herald, town crier, mad person, or other individual makes an announcement on a street corner for all to hear. The announcement might foreshadow some upcoming event (such as a public execution), communicate important information to the general masses (such as a new royal decree), or convey a dire omen or warning. Brawl. A brawl erupts near the adventurers. It could be a tavern brawl; a battle between rival factions, families, or gangs in the city; or a struggle between city guards and criminals. The characters could be

/ ~~ I , " ,.. /

u6 witnesses, hit by stray arrow fire, or mistaken for members of one group and attacked by the other. Bullies. The characters witness ld4 + 2 bullies harassing an out-of-towner (use the commoner statistics in the Monster Manual for all of them). A bully flees as soon as he or she takes any amount of damage. Companion. One or more characters are approached by a local who takes a friendly interest in the party's activities. As a twist, the would-be companion might be a spy sent to gather information on the adventurers. Contest. The adventurers are drawn into an impromptu contest-anything from an intellectual test to a drinking competition-or witness a duel. Corpse. The adventurers find a humanoid corpse. Draft. The characters are drafted by a member of the city or town watch, who needs their help to deal with an immediate problem. As a twist, the member of the watch might be a disguised criminal trying to lure the party into an ambush (use the thug statistics in the Monster Manual for the criminal and his or her cohorts). Drunk. A tipsy drunk staggers toward a random party member, mistaking him or her for someone else. Fire. A fire breaks out, and the characters have a chance to help put out the flames before it spreads. Found Trinket. The characters find a random trinket. You can determine the trinket by rolling on the Trinkets table in the Player's Handbook. Guard Harassment. The adventurers are cornered by ld4 + 1 guards eager to throw their weight around. If threatened, the guards call out for help and might attract the attention of other guards or citizens nearby. Pickpocket. A thief (use the spy statistics in the Monster Manual) tries to steal from a random character. Characters whose passive Wisdom (Perception) scores are equal to or greater than the thief's Dexterity (Sleight of Hand) check total catch the theft in progress. Procession. The adventurers encounter a group of citizens either parading in celebration or forming a funeral procession. Protest. The adventurers see a group of citizens peacefully protesting a new law or decree. A handful of guards maintain order. Runaway Cart. A team of horses pulling a wagon races through the city streets. The adventurers must avoid the horses. If they stop the wagon, the owner (who is running behind the cart) is grateful. Shady Transaction. The characters witness a shady transaction between two cloaked figures. Spectacle. The characters witness a form of public entertainment, such as a talented bard's impersonation of a royal personage, a street circus, a puppet show, a flashy magic act, a royal visit, or a public execution. Urchin. A street urchin gloms onto the adventurers and follows them around until frightened off. UNUSUAL ENVIRONMENTS Traveling through the wilderness doesn't always mean an overland trek. Adventurers might ply the open sea in a caravel or an elemental-powered galleon, soar through the air on hippogriffs or a carpet of flying, or ride giant sea horses to coral palaces deep beneath the sea. CHAPTER 5 I ADVENTURE ENVIRONMENTS U DERWATER S ee chapter 9 of the Player's Handbook for rules on underwater combat. RANDOM UNDERSEA ENCOUNTERS You can check for random undersea encounters as often as you would check for them on land (see chapter 3). The Random Undersea Encounters table presents several intriguing options. You can either roll on the table for a random result or choose whichever one works best. RANDOM UNDERSEA ENCOUNTERS dl2 + d8 Encounter 2 Sunken ship covered in barnacles (25 percent chance that the ship contains treasure; roll randomly on the treasure tables in chapter 7) 3 Sunken ship with reef sharks (shallow waters) or hunter sharks (deep waters) circling around it (50 percent chance that the ship contains treasure; roll randomly on the treasure tables in chapter 7) 4 Bed of giant oysters (each oyster has a 1 percent chance of having a giant 5,000 gp pearl inside) 5 Underwater steam vent (25 percent chance that the vent is a portal to the Elemental Plane of Fire) 6 Sunken ruin (uninhabited) 7 Sunken ruin (inhabited or haunted) 8 Sunken statue or monolith 9 Friendly and curious giant sea horse 10 Patrol offriendly merfolk 11 Patrol of hostile merrow (coastal waters) or sahuagin (deep waters) 12 Enormous kelp bed (roll again on the table to determine what's hidden in the kelp bed) 13 Undersea cave (empty) 14 Undersea cave (sea hag lair) 15 Undersea cave (merfolk lair) 16 Undersea cave (giant octopus lair) 17 Undersea cave (dragon turtle lair) 18 Bronze dragon searching for treasure 19 Storm giant walking on the ocean floor 20 Sunken treasure chest (25 percent chance that it contains something of value; roll treasure randomly using the tables in chapter 7) SwiMMING Unless aided by magic, a character can't swim for a full 8 hours per day. After each hour of swimming, a character must succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. A creature that has a swimming speed-including a character with a ring of swimming or similar magiccan swim all day without penalty and uses the normal forced march rules in the Player's Handbook. Swimming through deep water is similar to traveling at high altitudes, because of the water's pressure and cold temperature. For a creature without a swimming speed, each hour spent swimming at a depth greater than 100 feet counts as 2 hours for the purpose of

determining exhaustion. Swimming for an hour at a depth greater than 200 feet counts as 4 hours. N DERWATER VISIBILITY \'isibility underwater depends on water clarity and the available light. Unless the characters have light sources, use the Underwater Encounter Distance table to determine the distance at which characters underwater become aware of a possible encounter. UN DERWATER ENCOUNTER DISTANCE Creature Size Clear water, bright light Clear water, dim light Murky water or no light Encounter Distance 60ft. 30ft. 10ft. THE SEA Characters can row a boat for 8 hours per day, or can row longer at the risk of exhaustion (as per the rules for a forced march in chapter 8 of the Player's Handbook). A fully crewed sailing vessel can sail all day, assuming its sailors work in shifts. NAVIGATION Seagoing vessels stay close to shore when they can, because navigation is easier when landmarks are visible. As long as a ship is within sight of land, there is no chance of the vessel becoming lost. Otherwise, a ship's navigator must rely on dead reckoning (tracking 0 0

the direction and distance of the ship's travel) or the sun and the stars. Use the Wilderness Navigation table earlier in this chapter to determine whether a ship veers off course. RANDOM ENCOUNTERS AT SEA You can check for random encounters at sea as often as you would check for them on land (see chapter 3 for more information). The Random Encounters at Sea table presents a number of options and ideas. SHIPWRECKS A shipwreck is a plot device that can be used sparingly to great effect, particularly if you want the characters to be washed ashore on some monster-infested island or (in the case of an airship) dropped in the middle of some exotic land. There aren't rules for determining when a shipwreck happens; it happens when you want or need it to happen. Even the strongest seafaring ship can founder in a storm, run aground on rocks or reefs , sink during a pirate attack, or be dragged underwater by a sea monster. A storm orhungry dragon can lay waste to an airship just as easily. A shipwreck has the potential to change the direction of a campaign. It isn't, however, a particularly good way to kill off characters or end a campaign . If you and your campaign conspire to wreck a ship on which the characters are traveling, it is assumed that the characters survive with the equipment they were wearing or carrying still in their possession. The fate of any N PCs and cargo aboard the wrecked ship is entirely up to you. CHAPTER 5 I ADVENTURE ENVIRONMENTS RANDOM ENCOUNTERS AT SEA dl2 + d8 2 3 4 Encounter Ghost ship Friendly and curious bronze dragon Whirlpool (25 percent chance that the whirlpool is a portal to the Elemental Plane of Water) 5 Merfolk traders 6 Passing warship (friendly or hostile) 7-8 Pirate ship (hostile) 9-10 Passing merchant ship (galley or sailing ship) 11-12 Killer whale sighting 13-14 Floating debris 15 Longship crewed by hostile berserkers 16 Hostile griffons or harpies 17 Iceberg (easily avoided if seen from a distance) 18 Sahuagin boarding party 19 NPC in the water (clinging to floating debris) 20 Sea monster (such as a dragon turtle or kraken) WEATHER AT S EA Use the Weather table earlier in this chapter when checking for weather at sea. If weather conditions indicate both a strong wind and heavy rain, they combine to create a storm with high waves. A crew caught in a storm loses sight of all landmarks (unless there's a lighthouse or other bright feature), and ability checks made to navigate during the storm have disadvantage.

AIRBORNE AND WATERBORNE VEHICLES Ship Cost Speed Crew Passengers Cargo (tons) AC HP Damage Threshold Airship 20,000 gp 8 mph 10 Galley 30,000 gp 4 mph 80 Ke elboat 3,000 gp 1 mph Lo ngship 10,000 gp 3 mph 40 Rowboat 50 gp ll/2 mph 1 Sailing ship 10,000 gp 2 mph 20 Warship 25,000 gp 21/2 mph 60 In a dead calm (no wind), ships can't move under sail and must be rowed. A ship sailing against a strong wind moves at half speed. ISIBILITY A relatively calm sea offers great visibility. From a crow's nest, a lookout can spot another ship or a oastline up to 10 miles away, assuming clear skies. Overcast skies reduce that distance by half. Rain and -og reduce visibility just as they do on land. OWNING A SHIP At some point in your campaign, the adventurers might gain custody of a ship. They might purchase or capture one or receive one to carry out a mission. It's up to you whether a ship is available for purchase, and you have the power to deprive the adventurers of a hip at any time should it become a nuisance (see the -Shipwrecks" sidebar). Crew. A ship needs a crew of skilled hirelings to "unction. As per the Player's Handbook, one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel, as shown in the Airborne and Waterborne Vehicles table. You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return. Passengers. The table indicates the number of Small and Medium passengers the ship can accommodate. Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A mall private cabin usually costs 2 gp per day. Cargo. The table indicates the maximum tonnage each kind of ship can carry. Damage Threshold. A ship has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the ship's hit points. Ship Repair. Repairs to a damaged ship can be made . hile the vessel is berthed. Repairing 1 hit point of amage requires 1 day and costs 20 gp for materials and labor. 20 6 150 3 20 60 1 l3 300 150 15 500 20 1/2 15 100 10 10 15 300 15 ll 50 100 15 300 15 200 15 500 20 THE SKY Flying characters can move from one place to another in a relatively straight line, ignoring terrain and monsters that can't fly or that lack ranged attacks. Flying by spell or magic item works the same as travel on foot, as described in the Player's Handbook. A creature that serves as a flying mount must rest 1 hour for every 3 hours it flies, and it can't fly for more than 9 hours per day. Thus, characters mounted on griffons (which have a flying speed of 80 feet) can travel at 8 miles per hour, covering 72 miles over 9 hours with two 1-hour-long rests over the course of the day. Mounts that don't tire (such as a flying construct) aren't subject to this limitation.

• • • • As adventurers travel through the air, random encounters as you normally would. lgnore-.,..., -­ result that indicates a non-flying monster, unless the characters are flying close enough to the ground to be targeted by non-flying creatures making ranged attacks. Characters have normal chances to spot creatures on the ground and can decide whether to engage them. TRAPS Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In the D&D game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts. A trap can be either mechanical or magical in nature. Mechanical traps include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. Magic traps are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as glyph of warding and symbol that function as traps. CHAPTER 5 I ADVENTURE ENVIRONMENTS SIN PLAY When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid 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, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic 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. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise 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. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in 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, followed by a Dexterity check using thieves' tools to perform the necessary sabotage. Any character can attempt an Intelligence (Arcana) check to 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 the DC for the ability check made when you use dispel magic. In most cases, a trap's description is clear enough that you can adjudicate whether 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 anticipate every possible action that the characters might attempt. You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap'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 opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of 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 distance with an iron rod. In this case, the trap still rriggers, but the hail of needles fires harmlessly into the shield. Traps are often designed with mechanisms that allow them to be 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 that goes around the trap. T RAP EFFECTS The effects of traps 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 unfortunate enough to trigger them. A trap's description specifies what happens when 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 based on three levels of trap severity. A trap intended to be a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely 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 12-15 +6 to +8 Deadly 16-20 +9 to +12 DAMAGE SEVERITY BY LEVEL Character Level Setback Dangerous Deadly 1st-4th 1d10~ 4d10 5th-10th 2d10 4d10 10d10 11th-16th 4dl'o 10d10 18d10 17th-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. When a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking 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 cha llenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways. For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room 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 unstable section of a ceiling in place. The trip wire is 3 inches off the ground and stretches between 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 edged tool. On a failed check, the trap triggers. Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing 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 unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, 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\ . The trip wire,is'J~nches off the ground and stretches between two column r trees. The net is hidden by cobwebs 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 edged tool. On a failed check, the trap triggers. When the trap is triggered, the net is released, covering a 10-foot-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 its reach on a success. The net has AC 10 and 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 an in- de- tep on a hidden pressure plate, relea ina a magical gout of fl ame from a nearby statue. The statue can be of anything, 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 evocation magic around the statue. The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature 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 successful dispel magic (DC 13) cast on the statue destroys the trap. PITS Mechanical trap Four basic pit traps are presented here. Simple Pit. A simple pit trap is a hole dug 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 the pit's depth (usually 10 feet, but some pits are deeper). Hidden Pit. This pit has a cover constructed from material identical to the floor 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 floor is actually the cover of a pit. When a creature steps on the 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 the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar 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 Strength check is necessary to pry the cover open. The cover can also be smashed open (determine the cover's 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 see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit. Spiked Pit. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden 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 the spikes 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 shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts. 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 deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under 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 darts. Each 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) piercing damage and must ucceed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful 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. When the trap is triggered, the needle extends 3 mches straight out from the lock. A creature 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 from al£erations made to the lock to accommodate the needle. _ _,_ uccessful DC 15 Dexterity 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 plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter 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 variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations 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 with a +8 bonus. On its turn, it moves 60 feet 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 creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone. The sphere stops when it hits a wall or similar barrier. 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 check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat. SPHERE OF ANNIHILATION Magic trap 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 instantly obliterated. 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." Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This 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 includes the moments between them-the various distractions and side pursuits that 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 spend their treasure and pursue their goals. This downtime gives the characters an opportunity to sink their roots a little deeper into the 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 for basic necessities, depending on the lifestyle the character chooses, 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 a variety of additional downtime activities characters can pursue. The beginning of the chapter also offers suggestions for linking adventures together and keeping track of events 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 are typically no loose plot threads. The next adventure presents an altogether different challenge having nothing to 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 creating adventures appropriate for the party's level. A campaign 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 campaign in which early adventures help set up later ones. USING AN 0VERARCHING STORY This section presents a couple of examples of overarching stories which have, over the years, fueled many classic 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 threatens it. The two examples are, in effect, the same story (variations of the battle between good and evil) told in different ways. EXAMPLE 1: THE QUEST 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 dungeons in which the Nine Dread Princes reside, with each of these dungeons stocked with enough monsters and hazards to advance the adventurers two or three levels. The adventurers 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 of the campaign. In a similar type of quest campaign, the adventurers might need to collect fragments 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 agents of something larger than themselves-a kingdom or secret organization, 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 alliances where they can and overcoming threats they encounter along the way. Their goal might 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 to defending the last bastions of civilization in an everdeclining 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 planting the seeds of the next adventure before the current one is finished. This technique can naturally moves 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 that leads to the next quest. The party might find a cryptic map or relic that, once its meaning or purpose is determined, points to a new destination. Perhaps an 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 compelling, but not so irresistible that the players stop caring about what their characters are doing right now. CHAPTER 6 I BETWEEN ADVENTURES ( \ 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 corpse, the characters find evidence that the villain was working for someone else. A captured NPC reveals the location of someone or something that might interest the characters. The 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, and they're looking for potential witnesses and suspects. • The characters receive an anonymous letter that sheds light on a plot or impending event of which they were previously unaware. 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 conspire to take your campaign in a new direction. The goal of foreshadowing is 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 unknown organization engraved or written on it. A mad woman standing on a street corner spouts fragments of an ancient prophecy, while pointing a crooked finger at the characters. The king 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 prelude to a hobgoblin warlord's invasion. · • A puppet show in a market square predicts a tragic outcome if two noble houses on the cusp of declaring war on each other refuse 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 imagine that their characters are living in a real world. If the adventurers frequent a particular tavern, the staff, layout of the building, and decor shouldn'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 treasure from a room, it doesn't reappear the next time they enterassuming it hasn't been stolen from them! If they leave a 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. Events beyond the scope of a single adventure are be recorded in a notebook dedicated to your campaign. Whether it's a physical book or an electronic 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 future adventures. Update it as the campaigr:. develops, adding ideas as they come to you. Character Notes. Write down the 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 activities they're engaged in. If the characters have a ship or stronghold, record iL name and whereabouts, as well as any hirelings in the characters' employ. 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 adventure to help you keep track of the unfolding campaign story. You can give your players access to thE log as well, or to an edited version stripped of your nor · and secrets. (The players might also keep their own record of adventures, which you can refer to if your owlog is incomplete.) NPC Nqtes. Record statistics and roleplaying notes for any NPC the characters interact with more than once. For example, your notes might differentiate important people in a town by their different voices, as well as their names, the places 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 details such as the change of seasons and major holidays, and keep track of any important event that affect the larger story. Toolbox. Keep notes whenever you create or significantly alter 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 associated with maintaining a particular lifestyle, adventurers might have additional drains on their adventuring income. Player 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 :~bey 20 gp s 2S ::;;.•m Ssp 1 2 : ... -ldhall, town or city s gp s 3 - .,, rural roadside 10 gp s 10 -.-,, 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'Tl pl e, large 2S gp 10 10 -e'Tlple, small 1 gp 2 - 1-1er, fortified 2S gp 10 -'3ding post 10 gp 4 2 r·s not unusual for adventurers- especially after lOth ·e)-to gain possession of a castle, a tavern, or another _ ·ece of property. 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 a rmal residence isn't included here because it falls der lifestyle expenses, as discussed in the Player's =!andbook.) Maintenance expenses need to be paid ery 30 days. Given 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 -:noothly, including the salaries of hirelings. If the ::-operty earns money that can offset maintenance costs y charging fees, collecting tithes or donations, or : lling goods), that is taken into account 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 costs. However, the -;vner needs to periodically ensure that everything is -unning smoothly 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 Monster Manual) to defend - em. Roadside inns, outposts and forts, palaces, and ·emples rely on less-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 engage in other activities. Allowing days, weeks, or months to pass between adventures stretches the campaign 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 become more invested in the campaign world. When a character owns a tavern in a 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 also more influential and invested in the world. They might be inclined to undertake projects that require more time between adventures, such as building and maintaining a 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 higher-level adventures might be measured in months or years. CHAPTER 6 I BETWEEN ADVENTURES

MoRE 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 campa ign and the particular backgrounds and interests of the adventurers, you can make some or all of the following additional activities available as options. B U I LDING A 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 (a legal document granting permission to oversee the estate in the name of the crown), a land grant (a legal document bequeathing custody of the land to the character for as long as he or she remains 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 service, although they can also be bought. Deeds can be bought or inherited. A small estate might sell for as little as 100 gp or as much as 1,000 gp. A large estate 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 and labor) and the amount of time it takes, provided that the character is using downtime 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 400 days Guildhall, town or city 5,000 gp 60 days Keep or small castle 50,000 gp 400 days Noble estate with manor 25,000 gp 150 days Outpost or fort 15,000 gp 100 days Palace or large castle 500,000 gp 1,200 days Temple 50,000 gp 400 days Tower, fortified 15,000 gp 100 days Trading post 5,000 gp 60 days CAROUSING Characters can spend their downtime engaged in a variety of hedonistic activities 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, "Equipment," of the Player's Handbook). At the end of the period spent carousing, the player rolls percentile dice and adds the character's level, then compares the total to the Carousing table to determine what happens to the character, or you choose. CHAPTER 6 I BETWEEN A DVENTURES CA .... S I G 11-20 21 - 30 31-40 41-80 81-90 Resu lt You are jailec r ·-::.! ::a. sa: he end of the downtime perioo or c arges of disorderly cond uct and disturbing the peace. You can::.;;. a fine of 10 gp to avoid jail time, or you can:-- to resist a rrest. 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 offended party. You decid e how you offended them. You are caught up in a whirlwind romance. Roll a d20 . On a 1- 5, the romance ends badl On a 6-10, the romance ends amicably. On a~ 11-20, the romance is 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 modest winnings from gambling anc recupe rate your lifestyle expenses for the time spent carousing. You earn modest winnings from gambling. You recuperate your lifestyle expenses for th e 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. Your carousing becomes the stuff of local legend. CRAFTING A MAGIC ITEM Magic items are the DM's purview, so you decide how they fall into the 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 character must also be a spellcaster with spell slots and must be able to cast any spells that the 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), as long as the character has spell slots and can

cast magic missile. That same character could make a +1 weapon (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 formula for a flame tongue might require that the weapon be forged with lava. (RAFTING MAGIC ITEMS Item Rarity Creation Cost Minimum Level Common 100 gp 3rd Uncommon 500 gp 3rd Rare 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, -pending that amount for each day of work until the ·oral cost is paid. The character is ass limed to work for 8 ._,ours each 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 slot of the spell's ,-eJ for each day of the creation process. The spell's ::::~ar rial components 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 components are consumed only _ ce by the process. Otherwise, the components are nsumed once each day of the item's creation. _ Iultiple characters can 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 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 7, "Treasure." -- _ our discretion, you can allow players to design their magic items, using the guidelines in chapter 9, ~ungeon Master's Workshop." ':hile crafting a magic item, a character can maintain odest lifestyle without having to pay the 1 gp per day, -a comfortable lifestyle at half the normal cost (see -prer 5, "Equipment," of the Player's Handbook). -__ .• ING RENOWN _ aracter can spend downtime improving his or _ renown within a particular organization (see -:;~now " in chapter 1). Between adventures, a -racter undertakes minor tasks for the organization --' ocializes with its members. After pursuing these · ·iries for a combined number of days equal to his -er current renown multiplied by 10, the character's ~m increases by 1. PERFORMING SACRED RITES A pious character can spend time between adventures performing sacred rites in a temple affiliated with a god he or she reveres. Between rites, the character spends time in meditation and prayer. A character who is a priest in the temple can lead these rites, which might include weddings, funerals, and ordinations. A layperson can offer sacrifices in a temple or assist a priest with a rite. A character who spends at least 10 days performing sacred rites gains inspiration (described in chapter 4 of the Player's Handbook) at the start of each day for the next 2d6 days. RUNNING A BUSINESS Adventurers can end up owning businesses that have nothing to do with delving into dungeons or saving the world. A character might inherit a smithy, or the party might be given a parcel of farmland or a tavern as a reward. If they hold on to the business, they might feel obliged to spend time between adventures maintaining the venture and making sure it runs smoothly. A character rolls percentile dice and adds the number of days spent on this downtime activity (maximum 30), then compares the total to the Running a Business table to determine what happens. If the character is required to pay a cost as a result of rolling on this table but fails to do so, the business begins to fail. For each unpaid debt incurred in this manner, the character takes a - 10 penalty to subsequent rolls made on this table. RUNNING A BUSINESS dlOO + Days Result 01-20 You must pay one and a halftimes the bu siness's maintenance cost for each of the days. 21-30 You must pay the business's full maintenance cost for each of the days. 31-40 Yo u must pay half the business's maintenance cost for each of the days. Profits cover the other half. 41-60 The business covers its own maintenance cost for each of the days. 61-80 The business covers its own maintenance cost for each of the days. It earns a profit ofld6 x 5 gp. 81-90 The business covers its own maintenance cost for each of the days. It earns a profit of 2d8 x 5 gp. 91 or The business covers its own maintenance cost for higher each of the days. It earns a profit of3d l0 x 5 gp. SELLING MAGIC ITEMS Few people can afford to buy a magic item, and fewer still know how to find one. Adventurers are exceptional in this regard due to the nature of their profession. A character who comes into possession of a common, uncommon, rare, or very rare magic item that he or she wants to sell can spend downtime searching for a buyer. This downtime activity can be performed only in a city or another location where one can find wealthy CHAPTER 6 I BETWEEN ADVENTURES T29

T30 individuals interested in buying magic items. Legendary magic items and priceless artifacts can't be sold during downtime. Finding someone to buy such an item can be the substance of an adventure or quest. For each salable item, the character makes a DC 20 Intelligence (Investigation) check to find buyers. Another character can use his or her downtime to assist with the search, granting advantage on the checks. On a failed check, no buyer for the item is found after a search that lasts 10 days. On a successful check, a buyer for the item is found after a number of days based on the item's rarity, as shown in the Salable Magic Item table. A character can attempt to find buyers for multiple magic items at once. Although this requires multiple Intelligence (Investigation) checks, the searches a~e occurring simultaneously, and the results of multiple failures or successes aren't added together. For example, if the character finds a buyer for a common magic item in 2 days and a buyer for an uncommon item in 5 days, but fails to find a buyer for a rare item up for grabs, the entire search takes 10 days. For each item a character wishes to sell, the player rolls percentile dice and consults the Selling a Magic Item table, applying a modifier based on the item's rarity, as shown in the Salable Magic Items table. The character also makes a Charisma (Persuasion) check and adds that check's total to the roll. The subsequent total determines what a buyer offers to pay for the item. CHAPTER 6 I BETWEEN ADVENTURES You determine a buyer's identity. Buyers sometimes procure rare and very rare items through proxies to ensure that their identities remain unknown. If the buyer is shady, it's up to you whether the sale creates legal complications for the party later. SALABLE MAGIC ITEMS Days to dlOO Roll Rarity Base Price Find Buyer Modifier1 ' Common 100 gp 1d4 +10 Uncommon 500 gp 1d6 +0 Rare 5,000 gp 1d8 -10 Very rare 50,000 gp 1d10 -20 *Apply this modifier to rolls on the Selling a Magic Item table. SELLING A MAGIC ITEM dlOO +Mod. You Find ... 20 or lower A buyer offering a tenth of the base price 21-40 A buyer offering a quarter of the base price, and a shady buyer offering half the base price 41-80 A buyer offering half the base price, and a shady buyer offering the full base price 81-90 A buyer offering the full base price 91 or higher A shady buyer offering one and a half times the base price, no questions asked

S OWING R UMORS waying public opinion can be an effective way to bring down a villain or elevate a friend. Spreading rumors is an efficient, if underhanded, way to accomplish that goal. Well-placed rumors can increase the subject's -randing in a community or embroil someone in scandal. A rumor needs to be simple, concrete, and hard o disprove. An effective rumor also has to be believable, playing off what people want to believe about the person in question. Sowing a rumor about an individual or organization -equires a number of days depending on the size of the community, as shown in the Sowing Rumors table. In a own or city, the time spent must be continuous. If the character spreads a rumor for ten days, disappears on an adventure for another few days and then returns, rhe rumor fades away without the benefit of constant :-epetition. S OWING RUMORS Settlement Size Village Town City Time Required 2d6 days 4d6 days 6d6 days The character must spend 1 gp per day to cover - e cost of drinks, social appearances, and the like. _ r the end of the time spent sowing the rumor, the -haracter must make a DC 15 Charisma (Deception r Persuasion) check. If the check succeeds, the community's prevailing attitude toward the subject shifts ne step toward friend ly or hostile, as the character ishes. If the check fails, the rumor gains no traction, and further attempts to propagate it fail. Shifting a community's general attitude toward a person or organization doesn't affect everyone in - e community. Individuals might hold to their own pinions, particularly if they have personal experience '"' dealing with the subject of the rumors. -RAINING TO GAIN LEVELS - a variant rule, you can require characters to spend :.owntime training or studying before they gain the oefits of a new level. If you choose this option, once a aracter has earned enough experience points to attain "' new level, he or she must train for a number of days : fo re gaining any class features associated with the - w level. The training time required depends on the level to be , ained, as shown on the Training to Gain Levels table. e training cost is for the total training time. RA INING TO GAIN LEVELS Level Attained Training Time Training Cost 2nd-4th 10 days 20 gp 5th-10th 20 days 40 gp 11th-16th 30 days 60 gp 17th-20th 40 days 80 gp CREATING D OWNTIME ACT IVITIES Your players might be interested in pursuing downtime activities that aren't covered in this chapter or in the Player's Handbook. If you invent new downtime activities, remember the following: An activity should never negate the need or desire for characters to go on adventures. Activities that have a monetary cost associated with them provide opportunities for player characters to spend their hard-won treasure. Activities that reveal new adventure hooks and previously unknown facts about your campaign can help you foreshadow future events and conflicts. For an activity you expect a character to repeat with variable degrees of success, consider creating a random outcome table, modeled on the ones in this chapter. • If a character belongs to a class or has a proficiency or background that would make him or her well suited to a particular activity, consider granting a bonus to ability checks made by the character to complete that activity successfully. CHAPTER 6 I BETWEEN ADVENTURES

CHAPTER 7: TREASURE DVENTURERS STRIVE FOR MANY THINGS, including glory, knowledge, and justice. Many adventurers also seek something more tangible: fortune. Strands of golden chains, stacks of platinum coins, bejeweled crowns, enameled scepters, bolts of silk cloth, and powerful magic items all wait to be seized or unearthed by intrepid, treasure-seeking adventurers. This chapter details magic items and the placement of treasure in an adventure, as well as special rewards that can be granted instead of or in addition to magic items and mundane treasure. TYPES OF TREASURE Treasure comes in many forms. Coins. The most basic type of treasure is money, including copper pieces (cp), silver pieces (sp), electrum pieces (ep), gold pieces (gp), and platinum pieces (pp). Fifty coins of any type weigh 1 pound. Gemstones. Gemstones are small, lightweight, and easily secured compared to their same value in coins. ee the "Gemstones" section for types of stones, gems, and jewels that can be found as treasure. Art Objects. Idols cast of solid gold, necklaces tudded with precious stones, paintings of ancient kings, bejeweled dishes- art objects include all these and more. See the "Art Objects" sectiori for types of decorative and valuable artworks that can be found as treasure. Magic Items. Types of magic items include armor, potions, scrolls, rings, rods, staffs, wands, weapons, and wondrous items. Magic items also have rarities: common, uncommon, rare, very ra re, and legendary. Intelligent monsters often use magic items in their possession, while others might hide them away to ensure they don't get lost or stolen. For example, if a hobgoblin tribe has a +llongsword and an alchemy jug in its treasure hoard, the tribe's warlord might wield the word , while the jug is kept somewhere safe. RANDOM TREASURE The following pages contain tables that you can use to randomly generate treasures carried by monsters, tashed in their lairs, or otherwise hidden away. The placement of treasure is left to your discretion. The key is to make sure the players feel rewarded for playing, and that their characters are rewarded for overcoming dangerous challenges. TREASURE TABLES Treasure can be randomly allocated based on a monster's challenge rating. There are tables for challenge rating 0- 4, challenge rating 5- 10, challenge rating 11- 16, and challenge rating 17 and higher. Use these tables to randomly determine how much money an individual monster carries (the D&D equivalent of pocket change) or the amount of wealth found in a larger treasure hoard. ' USING THE INDIVIDUAL TREASURE TABLES An Individual Treasure table helps you randomly determine how much treasure one creature carries on its person. If a monster has no interest in amassing treasure, you can use this table to determine the incidental treasure left behind by the monster's victims. Use the Individual Treasure table that corresponds to the monster's challenge rating. Roll a dlOO, and read the result across to determine how many coins of each type the monster carries. The table also includes the average result in parentheses, should you wish to forgo another roll and save time. To determine the total amount of individual treasure for a group of similar creatures, you can save time by rolling once and multiplying the result by the number of creatures in the group. If it doesn't make sense for a monster to carry a large pile of coins, you can convert the coins into gemstones or art objects of equal value. USING THE TREASURE HOARD TABLES A Treasure Hoard table helps you randomly determine the contents of a large cache of treasure, the accumulated wealth of a large group of creatures (such as an ore tribe or a hobgoblin army), the belongings of a single powerful creature that likes to hoard treasure (such as a dragon), or the reward bestowed upon a party after completing a quest for a benefactor. You can also split up a treasure hoard so that the adventurers don't find or receive it all at once. When determining the contents of a hoard belonging to one monster, use the table that corresponds to that monster's challenge rating. When rolling to determine a treasure hoard belonging to a large group of monsters, use the challenge rating of the monster that leads the group. If the hoard belongs to no one, use the challenge rating of the monster that presides over the dungeon or lair you are stocking. If the hoard is a gift from a benefactor, use the challenge rating equal to the party's average level. Every treasure hoard contains a random number of coins, as shown at the top of each table. Roll a dlOO and consult the table to determine how many gemstones or art objects the hoard contains, if any. Use the same roll to determine whether the hoard contains magic items. As with the individual treasure tables, average values are given in parentheses. You can use an average value instead of rolling dice to save time. If a treasure hoard seems too small, you can roll multiple times on the table. Use this approach for monsters that are particularly fond of amassing treasure. Legendary creatures that accumulate treasure are wealthier than normal. Always roll at least twice on the appropriate table and add the results together. You can hand out as much or as little treasure as you want. Over the course of a typical campaign, a party finds treasure hoards amounting to seven rolls on the Challenge 0- 4 table, eighteen rolls on the Challenge 5- 10 table, twelve rolls on the Challenge 11- 16 table, and eight rolls on the Challenge 17+ table. CHAPTER 7 I TREASURE 133

!34 GEMSTONES If a treasure hoard includes gemstones, you can use the following tables to randomly determine the kind of gemstones found, based on their value. You can roll once and assume all the gems are the same, or roll multiple times to create mixed collections of gemstones. 10 GP GEMSTONES dl2 Stone Description Azurite (opaque mottled deep blue) 2 Banded agate (translucent striped brown, blue, white, or red) 3 Blue quartz (transparent pale blue) 4 Eye agate (translucent circles of gray, white, brown , blue , or green) 5 Hematite (opaque gray-black) 6 Lapis lazuli (opaque light and dark blue with yellow flecks) 7 Malachite (opaque striated light and dark green) 8 Moss agate (translucent pink or yellow-white with 9 10 11 12 mossy gray or green markings) Obsidian (opaque black) Rhodochrosite (opaque light pink) Tiger eye (translucent brown with golden center) Turquoise (opaque light blue-green) 50 GP GEMSTONES dl2 Stone Description 1 Bloodstone (opaque dark gray with red flecks) 2 Carnelian (opaque orange to red-brown) 3 Chalcedony (opaque white) 4 Chrysoprase (translucent green) 5 Citrine (transparent pale yellow-brown) 6 Jasper (opaque blue, black, or brown) 7 Moonstone (translucent white with pale blue glow) 8 Onyx (opaque bands of black and white, or pure black or white) 9 Quartz (transparent white, smoky gray, or yellow) 10 Sardonyx (opaque bands of red and white) 11 Star rose quartz (translucent rosy stone with white star-shaped center) 12 Zircon (transparent pale blue-green) 100 GP GEMSTONES dl 0 Stone Description Amber (transparent watery gold to rich gold) 2 Amethyst (transparent deep purple) 3 Chrysoberyl (transparent yellow-green to pale green) 4 Coral (opaque crimson) 5 Garnet (transparent red, brown-green, or violet) 6 jade (translucent light green, deep green , or white) 7 jet (opaque deep black) 8 Pearl (opaque lustrous white , yellow, or pink) 9 Spinel (transparent red, red-brown, or deep green) 10 Tourmaline (transparent pale green , blue, brown , or red) CHAPTER 7 I TREASURE 500 GP GEMSTONES d6 Stone Description Alexandrite (transparent dark green) 2 Aquamarine (transparent pale blue-green) 3 Black pearl (opaque pure black) 4 Blue spinel (transparent deep blue) 5 Peridot (transparent rich olive green) 6 Topaz (transparent golden yellow) 1,000 GP GEMSTONES d8 Stone Description Black opal (translucent dark green with black mottling and golden flecks) 2 Blue sapphire (transparent blue-white to medium blue) 3 Emerald (transparent deep bright green) 4 Fire opal (translucent fiery red) 5 Opal (translucent pale blue with green and golden mottling) 6 7 8 Star ruby (translucent ruby with white star-shaped center) Star sapphire (translucent blue sapphire with wh ite star-shaped center) Yellow sapphire (transparent fier y yellow or yellow· green) 5,000 GP GEMSTONES d4 Stone Description Black sapphire (translucent lustrous black with glowing highlights) 2 Diamond (transparent blue-white , canary, pink, brown, or blue) 3 jacinth (transparent fiery orange) 4 Ruby (transparent clear red to deep crimson) ART OBJECTS If a treasure hoard includes a rt objects, you can use the following tables to randomly determine what art objects are found, based on their value. Roll on a table as many times as there are art objects in the treasure hoard. There can be more than one of a given art object. 25 GP ART OBJECTS dlO Object 2 3 4 5 6 7 8 9 10 Silver ewer Carved bone statuette Small gold bracelet Cloth-of-gold vestments Black velvet mask stitched with silver thread Copper chalice with silver filigree Pair of engraved bone dice Small mirror set in a painted wooden frame Embroidered silk handkerchief Gold locket with a painted portrait inside

250 GP ART OBJECTS dlO Object Gold ring set with bloodstones 2 Carved ivory statuette 3 Large gold bracelet 4 Silver necklace with a gemstone pendant 5 Bronze crown 6 Silk robe with gold embroidery 7 Large well-made tapestry 8 Bra ss mug with jade inlay 9 Box of turquoise animal figurines 10 Gold bird cage with electrum filigree 75 0 GP ART OBJECTS dlO Object Silver chalice set with moonstones 2 Silver-plated steellongsword with jet set in hilt 3 Carved harp of exotic wood with ivory inlay and zircon gems 4 Small gold idol 5 Gold dragon comb set with red garnets as eyes 6 Bottle stopper cork embossed with gold leaf and set with amethysts 7 Ceremonial electrum dagger wit~ a black pearl in the pommel 8 Silver and gold brooch 9 Obsidian statuette with gold fittings and inlay 10 Painted gold war mask 2,500 GP ART OBJECTS dlO Object 1 2 3 Fine gold chain set with a fire opal Old masterpiece painting Embroidered silk and velvet mantle set with numerous moonstones 4 Platinum bracelet set with a sapphire 5 Embroidered glove set with jewel chips 6 jeweled anklet 7 8 9 Gold music box Gold circlet set with four aquamarines Eye patch with a mock eye set in blue sapphire and moonstone 10 A necklace string of small pink pearls ,500 GP ART OBJECTS d8 Object Jeweled gold crown 2 jeweled platinum ring 3 Small gold statuette set with rubies 4 Gold cup set with emeralds 5 Gold jewelry box with platinum filigree 6 Painted gold child's sarcophagus 7 jade game board with solid gold playing pieces 8 Bejeweled ivory drinking horn with gold filigree MAGIC ITEMS Magic items are gleaned from the hoards of conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways. RARITY Each magic item has a rarity: common, uncommon, rare, very rare, or legendary. Common magic items, such as a potion of healing, are the most plentiful. Some legendary items, such as the apparatus of Kwalish, are unique. The game assumes that the secrets of creating the most powerful items arose centuries ago and were then gradually lost as a result of wars, cataclysms, and mishaps. Even uncommon items can't be easily created. Thus, many magic items are well-preserved antiquities. Rarity provides a rough measure of an item's power relative to other magic items. Each rarity corresponds to character level, as shown in the Magic Item Rarity . table. A character doesn't typically find a rare magic item, for example, until around 5th level. That said, rarity shouldn't get in the way of your campaign's story. If you want a ring of invisibility to fall into the hands of a 1st-level character, so be it. No doubt a great story will arise from that event. If your campaign allows for trade in magic items, rarity can also help you set prices for them. As the DM, you determine the value of an individual magic item based on its rarity. Suggested values are provided in the Magic Item Rarity table. The value of a consumable item, such as a potion or scroll, is typically half the value of a permanent item of the same rarity. MAGIC ITEM RARITY Rarity Character Level Value Common 1st or higher 50-100 gp Uncommon 1st or higher 101-500 gp Rare 5th or higher 501 -5,000 gp Very rare 11th or higher 5,001 - 50,000 gp Legendary 17th or higher 50,001+ gp BUYING AND SELLING Unless you decide your campaign works otherwise, most magic items are so rare that they aren't available for purchase. Common items, such as a potion of healing, can be procured from an alchemist, herbalist, or spellcaster. Doing so is ra rely as simple as walking into a shop and selecting an item from a shelf. The seller might ask for a service, rather than coin. In a large city with an academy of magic or a major temple, buying and selling magic items might be possible, at your discretion. If your world includes a large number of adventurers engaged in retrieving ancient magic items, trade in these items might be more common. Even so, it's likely to remain similar to the market for fine art in the real world, with invitation-only auctions and a tendency to attract thieves. Selling magic items is difficult in most D&D worlds primarily because of the challenge of finding a buyer. CHAPTER 7 I TREASURE 135

Plenty of people might like to have a magic sword, but few of them can afford it. Those who can afford such an item usually have more practical things to spend on. See chapter 6, "Between Adventures," for one way to handle selling magic items. In your campaign, magic items might be prevalent enough that adventurers can buy and sell them with some effort. Magic items might be for sale in bazaars or auction houses in fantastical locations, such as the City of Brass, the planar metropolis of Sigil, or even in more ordinary cities. Sale of magic items might be highly regulated, accompanied by a thriving black market. Artificers might craft items for use by military forces or adventurers, as they do in the world of Eberron. You might also allow characters to craft their own magic items, as discussed in chapters 6. IDENTIFYING A MAGIC ITEM Some magic items are indistinguishable from their nonmagical counterparts, whereas other magic items display their magical nature conspicuously. Whatever a magic item's appearance, handling the item is enough to give a character a sense that something is extraordinary about it. Discovering a magic item's properties isn't automatic, however. The identify spell is the fastest way to reveal an item's properties. Alternatively, a character can focus on one magic item during a short rest, while being in INDIVIDUAL TREASURE: CHALLENGE 0-4 dlOO CP SP 01-30 Sd6 (17) 31-60 4d6 (14) EP 61-70 3d6 (10) 71-95 96- 00 INDIVIDUAL TREASURE: CHALLENGE 5-10 CP SP EP physica l contact with the item. At the end of the rest, the character learns the item's properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does. Sometimes a magic item carries a clue to its properties. The command word to activate a ring mighr be etched in tiny letters inside it, or a feathered design might suggest that it's a ring of feather falling. Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, "Your steps fee strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high. VARIANT: MORE DIFFICULT IDENTIFICATION If you prefer magic items to have a greater mystique, consider removing the ability to identify the properties of a magic item during a short rest, and require the identify spell, experimentation, or both to reveal what a magic item does. ATTUNEMENT Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster GP pp 3d6 (10) ld6 (3) dlOO GP pp 01-30 31-60 61 -70 71-95 96- 00 4d6 X lQQ (1,400) ld6 X lQ (35) 6d6 X lQ (210) 3d6 X 10 (lOS) INDIVIDUAL TREASURE: CHALLENGE 11-16 dlOO CP SP EP 01-20 4d6 X lQQ (1 ,400) 21 - 35 ld6 X lQQ (350) 36- 75 76- 00 INDIVIDUAL TREASURE: CHALLENGE 17+ dlOO 01-15 16-55 56- 00 CP CHAPTER 7 I TREASURE SP EP 2d6 X l ,QQQ (7,QQQ) 2d6 X lQ (70) 2d6 X lQ (70) 4d6 X lQ (140) 2d6 X lQ (70) GP ld6 X lQQ (350) ld6 X lQQ (350) 2d6 X lQQ (7QQ) 2d6 X lQQ (7QQ) GP 8d6 X lQQ (2,8QQ) ld6 X 1,000 (3 ,500) ld6 X 1,000 (3 ,500) 3d6 (10) pp ld6 X lQ (35) 2d6 X lQ (70) pp ld6 X 100 (350) 2d6 X 100 (700)

TREASURE HOARD: CHALLENGE 0-4 CP SP EP GP Coins 6d6 X 100 (2,100) 3d6 X 100 (1,050) 2d6 X 10 (70) dlOO Gems or Art Objects 01-06 07-16 2d6 (7) l 0 gp gems 17-26 27-36 37-44 45- 52 53-60 61-65 66- 70 71- 75 76- 78 79-80 81-85 86-92 93-97 98-99 00 2d4 (5) 25 gp art objects 2d6 (7) 50 gp gems 2d6 (7) 10 gp gems 2d4 (5) 25 gp art objects 2d6 (7) 50 gp gems 2d6 (7) 10 gp gems 2d4 (5) 25 gp art objects 2d6 (7) 50 gp gems 2d6 (7) 10 gp gems 2d4 (5) 25 gp art objects 2d6 (7) 50 gp gems 2d4 (5) 25 gp art objects 2d6 (7) 50 gp gems 2d4 (5) 25 gp art objects 2d6 (7) 50 gp gems Magic Items Roll1 d6 times on Magic Item Table A. Roll l d6 times on Magic Item Table A. Rollld6 times on Magic Item Table A. Roll 1 d4 times on Magic lt m Table B. Rollld4 times on Magic Item Table B. Rollld4 times on Magic Item Table B. Roll 1 d4 times on Magic lt.em Table C. Rollld4 times on Magic Item Table C. Rollld4 times on Magic Item Table C. Roll1d4 times on Magic Item Table F. Roll1d4 times on Magic Item Table F. Roll once on Magic Item Table G. Roll once on Magic Item Table G. TREASURE HOARD: CHALLENGE 5-10 CP SP EP GP Coins 2d6 X 100 (700) 2d6 X l ,000 (7,000) 6d6 X 100 (2 ,100) dlOO 01-04 05-10 ll-16 17-22 23-28 29-32 33-36 37-40 41- 44 45-49 50-54 55-59 60-63 64-66 67-69 70- 72 73-74 75-76 77-78 79 80 81- 84 85 -88 89-91 92-94 95-96 97-98 99 00 Gems or Art Objects 2d4 (5) 25 gp art objects 3d6 (10) 50 gp gems 3d6 (10) 100 gp gems 2d4 (5) 250 gp art objects 2d4 (5) 25 gp art objects 3d6 (10) 50 gp gems 3d6 (10) 100 gp gems 2d4 (5) 250 gp art objects 2d4 (5) 25 gp art objects . 3d6 (10) 50 gp gems 3d6 (10) 100 gp gems 2d4 (5) 250 gp art objects 2d4 (5) 25 gp art objects 3d6 (l 0) 50 gp gems 3d6 (10) 100 gp gems 2d4 (5) 250 gp art objects 2d4 (5) 25 gp art objects 3d6 (10) 50 gp gems 3d6 (10) 100 gp gems 2d4 (5) 250 gp art objects 2d4 (5) 25 gp art objects 3d6 (10) 50 gp gems 3d6 (10) 100 gp gems 2d4 (5) 250 gp art objects 3d6 (10) 100 gp gems 2d4 (5) 250 gp art objects 3d6 (10) 100 gp gems 2d4 (5) 250 gp art objects Magic Items Rollld6 times on Magic Item Table A. Roll1d6 times on Magic Item Table A. Roll1d6 times on Magic Item Table A. Rollld6 times on Magic Item Table A. Rollld4 times on Magic Item Table B. Rollld4 times on Magic Item Table B. Rollld4 times on Magic Item Table B. Roll1d4 times on Magic Item Table B. Roll1d4 times on Magic Item Table C. Rollld4 times on Magic Item Table C. Roll 1 d4 times on Magic Item Table C. Rollld4 times on Magic Item Table C. Roll once on Magic Item Table D. Roll once on Magic Item Table D. Roll once on Magic Item Table D. Roll once on Magic Item Table D. Roll 1 d4 times on Magic Item Table F. Roll1d4 times on Magi c Item Table F. Roll l d4 times on Magic Item Table F. Rollld4 times on Magic Item Table F. Rollld4 times on Magic Item Table G. Rol l l d4 times on Magic Item Table G. Rol l once on Magic Item Table H. Roll once on Magic Item Table H. pp pp 3d6 x 10 (105) CHAPTER 7 I TREASURE 137

qualifies if that monster has spell slots and uses that class's spell list.) An item can be attuned to only one creature at a r.ir and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fou;- item fails; the creature must end its attunement to ill! item first. Additionally, a creature can't attune to mo-- than one copy of an item. For example, a creature ca.:; attune to more than one ring of protection at a time. Without becoming attuned to an item that requires attunement, a creature gains only its non magical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties. A creature's attunement to an item ends if the ere<:: no longer satisfies the prerequisites for attunement. the item has been more than 100 feet away for at le~ 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily attunement by spending another short rest focused Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical coritact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the item, unless the item is cursed. CURSED ITEMS the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words. Some magic items bear curses that bedevil their u sometimes long after a user has stopped using an ir A magic item's description specifies whether the ite TREASURE HOARD: CHALLENGE 11-16 CP Coins dlOO Gems or Art Objects 01-03 04-06 2d4 (5) 250 gp art objects 07-09 2d4 (5) 750 gp art objects 11-12 3d6 (10) 500 gp gems 13-15 3d6 (1 0) 1,000 gp gems 16-19 2d4 (5) 250 gp art objects 20-23 2d4 (5) 750 gp art objects 24-26 3d6 (10) 500 gp gems 27-29 3d6 (1 0) 1,000 gp gems 30-35 2d4 (5) 250 gp art objects 36-40 2d4 (5) 750 gp art objects 41-45 3d6 (10) 500 gp gems 46-50 3d6 (10) 1,000 gp gems 51-54 2d4 (5) 250 gp art objects 55-58 2d4 (5) 750 gp art objects 59-62 3d6 (10) 500 gp gems 63-66 3d6 (10) 1,000 gp gems 67-68 2d4 (5) 250 gp art objects 69-70 2d4 (5) 750 gp art objects 71-72 3d6 (10) 500 gp gems 73-74 3d6 (10) 1,000 gp gems 75-76 2d4 (5) 250 gp art objects 77-78 2d4 (5) 750 gp art objects 79-80 3d6 (10) 500 gp gems 81-82 3d6 (1 0) 1,000 gp gems 83-85 2d4 (5) 250 gp art objects 86-88 2d4 (5) 750 gp art objects 89-90 3d6 (10) 500 gp gems 91-92 3d6 (10) 1,000 gp gems 93-94 2d4 (5) 250 gp art objects 95-96 2d4 (5) 750 gp art objects 97-98 3d6 (10) 500 gp gems 99-00 3d6 (10) 1,000 gp gems CHAPTER 7 I TREASURE SP EP GP pp 4d6 X 1,000 (14,000) 5d6 X 100 (1 ,750) pp Magic Items Roll1d4 times on Magic Item Table A and 1d6 times on Magic Item Table B. Roll1d4 times on Magic Item Table A and 1d6 times on Magic Item Table B. Roll1d4 times on Magic Item Table A and 1d6 times on Magic Item Table B. Roll1d4 times on Magic Item Table A and 1d6 times on Magic Item Table B. Roll1d6 times on Magic Item Table C. Roll1d6 times on Magic Item Table C. Roll1d6 times on Magic Item Table C. . Roll1d6 times on Magic Item Table C. Roll1d4 times on Magic Item Table D. Roll1d4 times on Magic Item Table D. Roll1d4 times on Magic Item Table D. Roll1d4 times on Magic Item Table D. Roll once on Magic Item Table E. Roll once on Magic Item Table E. Roll once on Magic Item Table E. Roll once on Magic Item Table E. Roll once on Magic Item Table F and 1d4 times on Magic Item Table G. Roll once on Magic Item Table F and 1d4 times on Magic Item Table G. Roll oncepn Magic Item Table F and 1d4 times on Magic Item Table G. Roll once on Magic Item Table F and 1d4 times on Magic Item Table G. Roll1d4 times on Magic Item Table H. Roll1d4 times on Magic Item Table H. Roll1d4 times on Magic Item Table H. Roll1d4 times on Magic Item Table H. Roll once on Magic Item Table I. Roll once on Magic Item Table I. Roll once on Magic Item Table I. Roll once on Magic Item Table I.

i cursed. Most methods of identifying items, including rhe identify spell, fail to reveal such a curse, although ore might hint at it. A curse should be a surprise to the item's user when the curse's effects are revealed. requires an action. Applying an oil might take longer, as specified in its description. Once used, a potion takes effect immediately, and it is used up. Attunement to a cursed item can't be ended voluntarily unless the curse is broken first, such as with the remove curse spell. RINGS Magic rings offer an amazing array of powers to those lucky enough to find them. Unless a ring's description says otherwise, a ring must be worn on a finger, or a .Yfa*gIC ITEM CATEGORIES similar digit, for the ring's magic to function. Each magic item belongs to a category: armor, RODS potions, rings, rods, scrolls, staffs, wands, weapons, or "'"ondrous items. _-\RMOR A scepter or just a heavy cylinder, a magic rod is typically made of metal, wood, or bone. It's about 2 or 3 feet long, 1 inch thick, and 2 to 5 pounds. SCROLLS -nless an armor's description says otherwise, armor must be worn for its magic to function. Some suits of magic armor specify the type of armor ;hey are, such as chain mail or plate. If a magic armor doesn't specify its armor type, you may choose the type or determine it randomly. Most scrolls are spells stored in written form, while P OTIONS a few bear unique incantations that produce potent wards. Whatever its contents, a scroll is a roll of paper, sometimes attached to wooden rods, and typically kept safe in a tube of ivory, jade, leather, metal, or wood. Different kinds of magical liquids are grouped in the category of potions: brews made from enchanted herbs, water from magical fountains or sacred springs, and A scroll is a consumable magic item. Whatever the nature of the magic contained in a scroll, unleashing that magic requires using an action to read the scroll. When its magic has been invoked, the scroll can't be used again. Its words fade, or it crumbles into dust. oils that are applied to a creature or object. Most potions consist of one ounce of liquid. Potions are consumable magic items. Drinking a potion or administering a potion to another character Any creature that can understand a written language can read the arcane script on a scroll and attempt to activate it. TREASURE HOARD: CHALLENGE 17+ CP SP EP GP pp Coins 12d6 X 1,000 (42,000) 8d6 X 1,000 (28,000) dlOO Gems or Art Objects Magic Items 01 -02 03-05 3d6 (1 0) 1,000 gp gems Roll1d8 times on Magic Item Table C. 06-08 1d10 (5) 2,500 gp art objects Roll1d8 times on Magic Item Table C. 09-11 1d4 (2) 7,500 gp art objects Roll1d8 times on Magic Item Table C. 12-14 1d8 (4) 5,000 gp gems Roll1d8 times on Magic Item Table C. 15-22 3d6 (10) 1,000 gp gems Roll1d6 times on Magic Item Table D. 23-30 1dl0 (5) 2,500 gp art objects Roll1d6 times on Magic Item Table D. 31-38 1d4 (2) 7,500 gp art objects Roll1d6 times on Magic Item Table D. 39-46 1d8 (4) 5,000 gp gems Roll1d6 times on Magic Item Table D. 47-52 3d6 (10) 1,000 gp gems Roll1d6 times on Magic Item Table E. 53-58 1d10 (5) 2,500 gp art objects Roll1d6 times on Magic Item Table E. 59-63 1d4 (2) 7,500 gp art objects Roll1d6 times on Magic Item Table E. 64-68 1d8 (4) 5,000 gp gems Roll1d6 times on Magic Item Table E. 69 3d6 (1 0) 1,000 gp gems Roll1d4 times on Magic Item Table G. 70 1d10 (5) 2,500 gp art objects Roll1d4 times on Magic Item Table G. 71 1d4 (2) 7,500 gp art objects Roll1d4 times on Magic Item Table G. 72 1d8 (4) 5,000 gp gems Roll1d4 times on Magic Item Table G. 73-74 3d6 (1 0) 1,000 gp gems Roll1d4 times on Magic Item Table H. 75-76 l d1 0 (5) 2, 500 gp art objects Roll1d4 times on Magic Item Table H. 77-78 1d4 (2) 7,500 gp art objects Roll1d4 times on Magic Item Table H. 79-80 1d8 (4) 5,000 gp gems Roll1d4 times on Magic Item Table H. 81- 85 3d6 (10) 1,000 gp gems Roll1d4 times on Magic Item Table I. 86-90 1d10 (5) 2,500 gp art objects Ro ll 1d4 times on Magic Item Table I. 91 -95 ld4 (2) 7,500 gp art objects Rollld4 times on Magic Item Table I. 96-00 1d8 (4) 5,000 gp gems Roll1d4 times on Magic Item Table I. CHAPTER 7 I TREASURE 139

STAFFS A magic staff is about 5 or 6 feet long. Staffs vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or crystal. Depending on the material, a staff weighs between 2 and 7 pounds. Unless a staff's description says otherwise, a staff can be used as a quarterstaff. WANDS A magic wand is about 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material. WEAPONS Whether crafted for some fell purpose or forged to serve the highest ideals of chivalry, magic weapons are coveted by many adventurers. Some magic weapons specify the type of weapon they are in their descriptions, such as a longsword or VARIANT: MIXING POTIONS A character might drink one potion while still under the effects of another, or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions. When a character mixes two potions together, you can roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident. POTION MISCI BILITY d1 00 Result 01 02-08 09-15 16-25 26-35 36-90 91-99 00 The mixture creates a magical explosion, dealing 6d10 force damage to the mixer and 1d10 force damage to each creature within 5 feet of the mixer. The mixture becomes an ingested poison of the OM 's choice. Both potions lose their effects. One potion loses its effect. Both potions work, but with their numerical effects and durations halved. A potion has no effect if it can't be halved in this way. Both potions work normally. The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally. Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun. For example , a potion of healing might increase the drinker's hit point maximum by 4, or oil of etherealness might permanently trap the user in the Ethereal Plane. At your discretion, an appropriate spell, such as dispel magic or remove curse, might end this lasting effect. CHAPTER 7 I TREASURE longbow. If a magic weapon doesn't specify its weapon type, you may choose the type or determine it randomly. WONDROUS ITEMS Wondrous items include worn items such as boots, belts, capes, gloves, and various pieces of jewelry and decoration, such as amulets, brooches, and circlets. Bags, carpets, crystal balls, figurines, horns, musical instruments, and other objects also fall into this catchall category. WEARING AND WIELDING ITEMS Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held in hand. In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or the: magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, armor made by the drow might fit elves only. VARIANT: SCROLL MISHAPS A creature who tries and fails to cast a spell from a spell scroll must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table. SCROLL MISHAP d6 Result A surge of magical energy deals the caster 1d6 force damage per level of the spell. 2 The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target. 3 The spell affects a random location within the spell's range. 4 5 6 The spell's effect is contrary to its normal one , but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold. The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell's duration, or 1d10 minutes for spells that take effect instantaneously. For example, a fireball might cause smoke to billow from the caster's ears for 1d10 minutes. The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell's maximum range, ifthe target has moved away.

Dwarves might make items usable only by dwarf-sized and dwarf-shaped characters. When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear boots. MULTIPLE ITEMS OF THE SAME KIND Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of head wear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or be able to layer two cloaks. PAIRED I T EMS Items that come in pairs- such as boots, bracers, gauntlets, and gloves-impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either item. ACTIVAT I NG A N I TEM Activating some magic items requires a user to do omething special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules for their activation. If an item requires an action to activate, that action isn't a function of the Use an Item action, so a feature such as the rogue's Fast Hands can't be used to activate the item. C OMMAND WORD A command word is a word or phrase that must be poken for an item to work. A magic item that requires a command word can't be activated in an area where ound is prevented, as in the area of the silence spell. C ONSUMABLES Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic. MAGIC ITEM FORMULAS A magic item formula explains how to make a particular magic item. Such a formula can be an excellent reward if you allow player characters to craft magic items, as explained in ch apter 6, "Between Adventures." You can award a formula in place of a magic item. Usually written in a book or on a scroll, a formula is one step rarer tha n the item it allows a character to create. For example, the formula for a common magic item is uncommon . No fo rmulas exist for legendary items. If the creation of magic items is commonplace in your campaign, a formula can have a rarity that matches the rarity of the item it allows a character to create. Formulas for common and uncommon items might even be for sale, each with a cost double that of its magic item. SPELLS S ome magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn't expend any of the user's spell slots, and requires no components, unless the item's description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell's effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell. A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability-perhaps you're a rogue with the Use Magic Device feature- your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply. CHARGES Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained. MAGIC I T EM R ESILIENCE Most magic items are objects of extraordinary artisanship. Thanks to a combination of careful crafting and magical reinforcement, a magic item is at least as durable as a nonmagical item of its kind. Most magic items, other than potions and scrolls, have resistance to all damage. Artifacts are practically indestructible, requiring extraordinary measures to destroy. SPECIAL FEATURES You can add distinctiveness to a magic item by thinking about its backstory. Who made the item? Is anything unusual about its construction? Why was it made, and how was it originally used? What minor magical quirks set it apart from other items of its kind? Answering these questions can help turn a generic magic item, such as a +llongsword, into a more flavorful discovery. The tables that follow can help you come up with answers. Roll on as many of these tables as you like. Some of the table entries make more sense for certain items than for others. Some magic items are made only by certain kinds of creatures, for instance; a cloak of elvenkind is made by elves, rather than dwarves. If you roll something that doesn't make sense, roll again, choose a more appropriate entry, or use the rolled detail as inspiration to make up your own. VARIANT: WANDS THAT DoN'T RECHARGE A typical wand has expendable charges. If you'd like wands to be a limited resource, you can make some of them incapable of regaining charges. Consider increasing the base number of charges in such a wand, to a maximum of25 charges. These charges are never regained once they're expended. CHAPTER 7 I TREASURE

142 WHo CREATED IT oR WAs INTENDED TO UsE IT? d20 2-4 5 6 7 8-9 10 11 Creator or Intended User Aberration. The item was created by aberrations in ancient times, possibly for the use of favored humanoid thralls. When seen from the corner of the eye, the item seems to be moving. Human. The item was created during the heyday of a fallen human kingdom, or it is tied to a human of legend. It might hold writing in a forgotten tongue or symbols whose significance is lost to the ages. Celestial. The weapon is half the normal weight and inscribed with feathered wings, suns, and other symbols of good. Fiends find the item's presence repulsive. Dragon. This item is made from scales and talons shed by a dragon. Perhaps it incorporates precious metals and gems from the dragon 's hoard. It grows slightly warm when within 120 feet of a dragon. Drow. The item is half the normal weight. It is black and inscribed with spiders and we bs in honor of Lolth . It might function poorly, or disintegrate, if exposed to sunlight for 1 minute or more. Dwarf. The item is durable and has Dwarven runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls. Elemental Air. The item is half the normal weight and feels hollow. If it's made offabric, it is diap hanou s. Elemental Earth. This item might be crafted from stone. Any cloth or leather elements are studded with finely polished rock. WHAT Is A DETAIL FROM ITS HISTORY? d8 History 2 3 4 5 Arcane. This item was created for an ancient order of spellcasters and bears the order's symbol. Bane. This item was created by the foes of a particular culture or kind of creature. If the culture or creatures are still around, they might recognize the item and single out the bearer as an enemy. Heroic. A great hero once wielded this item. An yone who's familiar with the item's history expects great deeds from the new owner. Ornament. The item was created to honor a special occasion . Inset gemstones, gold or platinum inlays, and gold or silver filigree adorn its surface. Prophecy. The item features in a prophecy: its bearer is destined to play a key role in future events. Someone else who wants to play that role might try to steal the item, or someone who wants to prevent the prophecy from being fulfilled mi ght try to kill the item's bearer. CHAPTER 7 I TREASURE d20 12 13 Creator or Intended User Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Sigils of flames cover its surface. Shades of red :: orange are the prominent colors. Elemental Water. Lustrous fish scales replace leather or cloth on this item, and metal po rtiors are instead crafted from seashells and worked c: as ha rd as any metal. 14-15 Elf. The item is half the normal we ight. It is adorned with symbols of nature: leaves, vines, stars, and the like . 16 17 18 19 20 d8 6 7 8 Fey. The item is exquisitely crafted from the finest materials and glows with a pale radi ance - moonlight, shedding dim light in a 5-foot radi s Any metal in the item is silver or mithral , rathe· than iron or steel. Fiend. The item is made of black iron or horn inscribed with runes, and any cloth or leathe r components are crafted from the hide of fie ncs is warm to the touch and features leering faces: vile runes engraved on its surface. Celestials c_: the item's presence repulsive. Giant. The item is larger than normal and was crafted by giants for use by their smaller allies. Gnome. The item is crafted to appear ordinary "' it might look worn. It could also incorporate ge:: and mechanical components, even if these are-· essential to the item's function. Undead. The item incorporates imagery of dea:- such as bones and skulls, and it might be era ~.=: from parts of corpses. It feels cold to the toucHistory Religious. This item was used in religious ceremonies dedicated to a particular deity. It :.s holy symbols worked into it. The god's followe': might try to persuade its owner to donate it to:. temple, steal the item for themselves, or cele = its use by a cleric or paladin of the same deity. Sinister. This item is linked to a deed of great e such as a massacre or an assassination. It g-~ have a name or be closely associated with a vi ::- who used it. Anyone familiar with the item's h-__ _ is likely to treat it and its owner with suspicior. Symbol of Power. This item was once used as::. of royal regalia or as a badge of high office. Its former owner or that person's descendants m ~ desire it, or someone might mistakenly ass ume new owner is the item's legitimate inheritor.

WHAT MINOR PROPERTY DOES IT HAVE? d20 Minor Property 2 3 4 5 6 7 8 9 10 11 Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional10 feet, or to extinguish the light. Compass. The wielder can use an action to learn which way is north. Conscientious. When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience. Delver. While underground , the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. Gleaming. This item never gets dirty. Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. Harmonious. Attuning to this item takes only 1 minute. Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. Key. The item is used to unlock a container, chamber, vault, or other entryway. Language. The bearer can speak and understand a language of the OM's choice while the item is on the bearer's person. Sentinel. Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it. WHAT QUIRK DOES IT HAVE? dl2 2 3 4 5 6 Quirk Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence. Confident. The item helps its bearer feel selfassured. Covetous. The item's bearer becomes obsessed with material wealth. Frail. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit. Hungry. This item's magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate. Loud. The item makes a loud noise-such as a clang, a shout, or a resonating gong-when used. d20 12 13 14 15 16 17 18 19 20 dl2 7 8 9 10 11 12 Minor Property Song Craft. Whenever this item is struck or is used to strike a foe , its bearer hears a fragment of an . ancient song. Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected. Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. Unbreakable. The item can't be broken. Special means must be used to destroy it. War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer's next turn. Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim. Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so. Illusion. The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn , carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it. Roll twice, rerolling any additional 20s. Quirk Metamorphic. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item's use. Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful. Painful. The bearer experiences a harmless flash of pain when using the item. Possessive. The item demands attunement when first wielded or worn, and it doesn't allow its bearer to attune to other items. (Other items already attuned to the bearer remain so until their attunement ends.) Repulsive. The bearer feels a sense of distaste when in contact with the item, and continues to sense discomfort while bearing it. Slothful. The bearer of this item feels slothful and lethargic. While attuned to the item, the bearer requires 10 hours to finish a long rest. CHAPTER 7 I TREASURE 143

RANDOM MAGIC ITEMS When you use a Treasure Hoard table to randomly determine the contents of a treasure hoard and your r indicates the presence of one or more magic items, you can determine the specific magic items by rolling on tb= appropriate table(s) here. MAGIC ITEM TABLE A dlOO Magic Item 01-50 Potion of healing 51-60 Spell scroll (cantrip) 61-70 Potion of climbing 71-90 Spell scroll (1st level) 91-94 Spell scroll (2nd leve l) 95-98 Potion of greater healing 99 Bag of holding 00 Driftglobe MAGIC ITEM TABLE B dlOO Magic Item 01-15 Potion of greater healing 16-22 Potion of fire breath 23-29 Potion of resistance 30-34 Ammunition , +1 35-39 Potion of animal friendship 40-44 Potion of hill giant strength 45-49 Potion of growth 50-54 Potion of water breathing 55-59 Spell scroll (2nd level) 60-64 Spell scroll (3rd leve l) 65-67 Bag of holding 68-70 Keoghtom's ointment 71-73 Oil of slipperiness 74-75 Dust of disappearance 76-77 Dust ·of dryness 78-79 Dust of sneezing and choking 80-81 Elemental gem 82-83 Philter of love 84 Alchemy jug 85 Cap of water breathing 86 Cloak of the manta ray 87 Driftglobe 88 Goggles of night 89 Helm of comprehending languages 90 Immovable rod 91 Lantern of revealing 92 Mariner's armor 93 Mithral armor 94 Potion of poison 95 Ring of swimming 96 Robe of useful items 97 Rope of climbing 98 Saddle of the cavalier 99 Wand of magic detection 00 Wand of secrets

MAGIC ITEM TABLE c dlOO 01-15 16-22 23-27 28-32 33- 37 38-42 43-47 48-52 53- 57 58-62 63-67 68-72 73-75 76-78 79-81 82-84 85-87 88-89 90-91 92 93 94 95 96 97 98 99 00 Magic Item Potion of superior healing Spell scroll (4th level) Ammunition, +2 Potio n of clairvoyance Potion of diminution Potion of gaseous form Potion of frost giant strength Potion of stone giant strength Potion of heroism Potion of invu lnerabil ity Potion of mind reading Spell scroll (5th level) Elixir of health Oil of etherealness Potion of fire giant strength Quaal's feather token Scroll of protection Bag of beans Bead of force Chime of opening Decanter of endless water Eyes of minute seeing Folding boat Hewa rd's handy haversack Horseshoes of speed Necklace of fireballs Periapt of health Sending stones CENSER OF CoNTROLLING AIR ELEMENT/ILS MAGIC ITEM TABLE D dlOO Magic Item 01-20 Potion of supreme healing 21-30 Potion of invisibility 31-40 Potion of speed 41-50 Spell scroll (6th level) 51 - 57 Spell scroll (7th level) 58-62 Ammunition, +3 63-67 Oil of sharpness 68-72 Potion of fl yi ng 73-77 Potion of cloud giant strength 78-82 Potion of longevity 83-87 Potion of vitality 88- 92 Spell scroll (8th level) 93-95 Horseshoes of a zephyr 96-98 Nolzur's marvelous pigments 99 Bag of devouring 00 Portable hole MAGIC ITEM TABLE E dlOO Magic Item 01-30 Spell scroll (8th level) 31-55 Potion of storm giant strength 56-70 Potion of supreme healing 71-85 Spell scroll (9th level) 86-93 Universal solvent 94-98 Arrow of slaying 99-00 Sovereign glue NovLUR's MIIRvELous PiGMENTS iiEIIDBAND OF INT ELLECT CHAPTER 7 I TREASURE T45

MAGIC ITEM TABLE F dlOO Magic Item 01-15 Weapon, +1 16-18 Shield,+ 1 19-21 Sentinel shield 22-23 Amulet of proof against detection and location 24-25 Boots of elvenkind 26-27 Boots of striding and springing 28-29 Bracers of archery 30-31 Brooch of shielding 32-33 Broom of flying 34-35 Cloak of elvenkind 36-37 Cloak of protection 38-39 Gauntlets of ogre power 40-41 Hat of disguise 42-43 Javelin of lightning 44-45 Pearl of power 46-47 Rod of the pact keeper, + 1 48-49 Slippers of spider climbing 50-51 Staff of the adder 52-53 Staff of the python 54-55 Sword of vengeance 56-57 Trident of fish command 58-59 Wand of magic missiles 60-61 Wand of the war mage, + 1 62-63 Wand of web 64-65 Weapon of warning 66 Adamantine armor (chain mail) 67 Adamantine armor (chain shirt) 68 Adamantine armor (scale mail) 69 Bag of tricks (gray) 70 Bag of tricks (rust) Foe>< LUCAN BANOORE CHAPTER 7 I TREASURE dlOO Magic Item 71 Bag of tricks (tan) 72 Boots of the winterlands 73 Circlet of blasting 74 Deck of illusions 75 Eversmoking bottle 76 Eyes of charming 77 Eyes of the eagle 78 Figurine of wondrous power (silver raven) 79 Gem of brightness 80 Gloves of missile snaring 81 Gloves of swimming and climbing 82 Gloves of thievery 83 Headband of intellect 84 Helm of telepathy 85 Instrument of the bards (Doss lute) 86 Instrument of the bards (Fochlucan bandore) 87 Instrument of the bards (Mac-Fuimidh cittern) 88 Medallion of thoughts 89 Necklace of adaptation 90 Periapt of wound closure 91 Pipes of haunting 92 Pipes of the sewers 93 Ring of jumping 94 Ring of mind shielding 95 Ring of warmth 96 Ring of water walking 97 Quiver of Ehlonna 98 Stone of good luck 99 Wind fan 00 Winged boots BRACERS O F BooTs OF ARROW OF S LAY I NG

MAGIC ITEM TABLE G dlOO Magic Item dlOO Magic Item 01-11 Weapon, +2 54 loun stone (sustenance) 12-14 Figurine of wondrous power (roll d8) 55 Iron bands of Bilarro 1 Bronze griffon 56 Armor, + 1 leather 2 Ebony fl y 57 Armor of resistance (leather) 3 Golden lions 58 Mace of disruption 4 Ivory goats 59 Mace of smiting 5 Marble elephant 60 Mace of terror 6-7 Onyx dog 61 Mantle of spell resistance 8 Serpentine owl 62 Necklace of prayer beads 15 Adamantine armor (breastplate) 63 Peri apt of proof against poison 16 Adamantine armor (splint) 64 Ring of animal influence 17 Amulet of health 65 Ring of evasion 18 Armor of vulnerability 66 Ring of feather falling 19 Arrow-catching shield 67 Ring of free action 20 Belt of dwarvenkind 68 Ring of protection 21 Belt of hill giant strength 69 Ring of resistance 22 Berserker axe 70 Ring of spell storing 23 Boots of levitation 71 Ring of the ram 24 Boots of speed 72 Ring of X-ray vision 25 Bowl of commanding water elementals 73 Robe of eyes 26 Bracers of defense 74 Rod of rulership 27 Brazier of commanding fire elementals 75 Rod of the pact keeper, +2 28 Cape of the mountebank 76 Rope of entanglement 29 Censer of controlling air elementals 77 Armor, +1 scale mail 30 Armor, +1 chain mail 78 Armor of resistance (scale mail) 31 Armor of resistance (chain mail) 79 Shield, +2 32 Armor,+ 1 chain shirt 80 Shield of missile attraction 33 Armor of resistance (chain shirt) 81 Staff of charming 34 Cloak of displacement 82 Staff of healing 35 Cloak of the bat 83 Staff of swarming insects 36 Cube afforce 84 Staff of the woodlands 37 Daern's instant fortress 85 Staff of withering 38 Dagger of venom 86 Stone of controlling earth elementals 39 Dimensional shackles 87 Sun blade 40 Dragon slayer 88 Sword of life stealing 41 Elven chain 89 Sword of wounding 42 Flame tongue 90 Tentacle rod 43 Gem of seeing 91 Vicious weapon 44 Giant slayer 92 Wand of binding 45 Clamoured studded leather 93 Wand of enemy detection 46 Helm of teleportation 94 Wand of fear 47 Horn of blasting 95 Wand of fireballs 48 Horn of Valhalla (silver or brass) 96 Wand of lightning bolts 49 Instrument of the bards (Canaith mandolin) 97 Wand of paralysis 50 Instrument ofthe bards (Cii lyre) 98 Wand of the war mage, +2 51 loun stone (awareness) 99 Wand of wonder 52 loun stone (protection) 00 Wings of flying 53 loun stone (reserve) CHAPTER 7 I TREASURE 147

MAGIC ITEM TABLE H dlOO Magic Item 01-10 Weapon, +3 11-12 Amulet of the planes 13-14 Carpet of flying 15-16 Crystal ball (very rare version) 17-18 Ring of regeneration 19-20 Ring of shooting stars 21-22 Ring of telekinesis 23-24 Robe of scintillating colors 25-26 Robe of stars 27-28 Rod of absorption 29-30 Rod of alertness 31-32 Rod of security 33-34 Rod of the pact keeper, +3 35-36 Scimitar of speed 37-38 Shield, +3 39-40 Staff of fire 41-42 Staff of frost 43-44 Staff of power 45-46 Staff of striking 47-48 Staff of thunder and lightning 49-50 Sword of sharpness 51-52 Wand of polymorph 53-54 Wand of the war mage, +3 55 Adamantine armor (half plate) 56 Adamantine armor (plate) 57 Animated shield 58 Belt of fire giant strength 59 Belt of frost (or stone) giant strength 60 Armor, + 1 breastplate 61 Armor of resistance (breastplate) 62 Candle of invocation 63 Armor, +2 chain mail 64 Armor, +2 chain shirt 65 Cloak of arachnida DRAGON ScALE MAIL CHAPTER 7 I TREASURE MANUAL OF IRoN GoLEMs dlOO 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 00 Magic Item Dancing sword Demon armor Dragon scale mail Dwarven plate Dwarven thrower Efreeti bottle Figurine of wondrous power (obsidian steed) Frost brand Helm of brilliance Horn ofValhalla (bronze) Instrument of the bards (Anstruth harp) loun stone (absorption) loun stone (agility) loun stone (fortitude) loun stone (insight) loun stone (intellect) loun stone (leadership) loun stone (strength) Armor, +2 leather Manual of bodily health Manual of gainful exercise Manual of golems Manual of quickness of action Mirror of life trapping Nine li ves stealer Oath bow Armor, +2 scale mail Spellguard shield Armor, + 1 splint Armor of resistance (splint) Armor, + 1 studded leather Armor of resistance (studded leather) Tome of clear thought Tome of leadership and influence Tome of understanding

MAGIC ITEM TABLE I dlOO Magic Item 01-05 06-10 11-15 16-20 21-23 24-26 27-29 30-32 33-35 36-38 39-41 42-43 44-45 46-47 48-49 50-51 52-53 54-55 56-57 58- 59 60-61 62-63 64-65 66-67 68-69 70- 71 72-73 74-75 76 Defender Hammer of thunderbolts Luck blade Sword of answering Holy avenger Ring of djinni summoning Ring of invisibility Ring of spell turning Rod of lordly might Staff of the magi Vorpal sword Belt of cloud giant strength Armor, +2 breastplate Armor, +3 chain mail Armor, +3 chain shirt Cloak of invisibility Crystal ball (legendary version) Armor, + 1 half plate Iron flask Armor, +3 leather Armor, +1 plate Robe of the archmagi Rod of resurrection Armor, +1 scale mail Scarab of protection Armor, +2 splint Armor, +2 studded leather Well of many worlds Magic armor (roll dl2) 1-2 Armor, +2 half plate 3-4 Armor, +2 plate 5-6 Armor, +3 studded leather 7-8 Armor, +3 breastplate 9-10 Armor, +3 splint 11 Armor, +3 half plate 12 Armor, +3 plate BELT OF STORM GIIINT STRENGTH dlOO 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 00 Magic Item Apparatus of Kwalish Armor of invulnerability Belt of storm giant strength Cubic gate Deck of many things Efreeti chain Armor of resistance (half plate) Horn ofValhalla (iron) Instrument of the bards (OIIamh harp) loun stone (greater absorption) loun stone (mastery) loun stone (regeneration) Plate armor of etherealness Plate armor of resistance Ring of air elemental command Ring of earth elemental command Ring of fire elemental command Ring of three wishes Ring of water elemental command Sphere of annihilation Talisman of pure good Talisman of the sphere Talisman of ultimate evil Tome of the stilled tongue PLIITE ARMOR OF RESISTANCE CHAPTER 7 I TREASURE 149

rso AMULET OF 11EALTH ALcHEMY JuG MAGIC ITEMS A-Z Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties. ADAMANTINE ARMOR Armor (medium or heavy, but not hide), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. ALCHEMY jUG Wondrous item, uncommon This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. Liquid Max Amount Liquid Max Amount Acid 8 ounces Oil 1 quart Basic poison 1/2 ounce Vinegar 2 gallons Beer 4 gallons Water, fresh 8 gallons Honey 1 gallon Water, salt 12 gallons Mayonnai se 2 gallons Wine 1 gallon CHAPTER 7 I TREASURE AMULET OF THE 10 . AMULET OF PROOF /\GAI NS " DETECTION AND lOCATIO" AMMUNITION, +1 , +2, OR +3 Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hit a target, the ammunition is no longer magical. AMULET OF HEA LTH Wondrous item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. AMULET OF PROOF AGAINST DETECTION A ND LOCATION Wondrous item, uncommon (requires attunement) While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. AMULET OF THE PLANES Wondrous item, very rare (requires attunement) While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure , you and each creature and object within 15 feet of you travel to a random destination. Roll a dlOO. On a 1- 60, you travel to a random location on the plane you named. On a 61- 100, you travel to a randomly determined plane of existence.


DnD DM Guide - Flip eBook Pages 101-150 (2024)

FAQs

How many pages is the dungeon master's guide? ›

Dungeon Master's Guide
AuthorGary Gygax
PublisherTSR
Publication date1979
Pages238
ISBN0935696024
3 more rows

How to start learning about dnd? ›

A good place to begin is with a D&D Starter Set, a well-curated box that also contains pre-made characters, a rulebook, and dice. It's a short adventure that provides an easy entry point into the game.

Is it hard to be a Dungeon Master? ›

Being a Dungeon Master takes a lot of hard work and practice to get the hang of it. So, if you're a little nervous about taking on this role, try having a practice run. You could write up a short adventure of your own or try running the beginner's set published by the makers of D&D, The Lost Mines of Phandelver.

Should players read the dungeon master's guide? ›

No. You should probably skim the Players Handbook, the opening of the Monster Manual and the DM guide. The most important parts that you need to be familiar with are the table of contents and the index. You don't need to know all the rules, but you do need to look things up quickly.

What is the least popular D&D class? ›

We recently talked about why Druids are (statistically speaking) the least popular Dungeons and Dragons class. While Druids' complexity, versatility, and unique fantasy design are part of their appeal, those same attributes can easily turn off other players (especially new players).

What is the most useful class in DnD? ›

Fighters get the best armor, have some of the highest hit points, and make more weapon attacks than any other class in D&D. Fighters are one of the most powerful D&D combat classes at any point in the game. Their high number of attacks makes them even better when they acquire some of D&D's best magical weapons.

Who is the most famous DM in D&D? ›

Critical Role's Matt Mercer is one of the most prominent Dungeon Masters in the world because of his ability to create memorable NPCs, his worldbuilding skill, and his adaptability as a storyteller.

How much does a D&D DM make? ›

While ZipRecruiter is seeing hourly wages as high as $70.91 and as low as $13.70, the majority of Professional Dungeon Master wages currently range between $30.29 (25th percentile) to $47.60 (75th percentile) across the United States.

What is the first rule of D&D? ›

Rule #1 =The DM is God. The DM can change anything at any time for any reason. If you don't like the way the DM has ruled, you might be able to argue but the DM's final ruling is the final ruling. Even if the rulebook has an entirely different rule from the one the DM just used, the DM's ruling is final.

Can you do D&D by yourself? ›

Yes, you can play DND by yourself! Playing solo offers a unique and exciting experience that allows you to delve into the world of Dungeons and Dragons, even if you don't have a group of adventurers to join you. While you can play Dungeons and Dragons alone, it is a different experience than playing with a group.

Where is the best place to learn D&D? ›

Official D&D Website: The official Dungeons & Dragons website (dnd.wizards.com) has a ton of great resources for players of all levels. They offer a free Basic Rules PDF, which provides everything you need to get started playing the game.

How long does it take to read the Dungeon Master guide? ›

D&D Dungeon Master's Guide (Dungeons & Dragons Core Rulebook) The average reader will spend 5 hours and 20 minutes reading this book at 250 WPM (words per minute).

What does the dungeon masters guide include? ›

This book provides DMs with rules and advice for running all three pillars of a Dungeons & Dragons game—exploration, social interaction, and combat. Get tips and blueprints for creating your own monsters, NPC stat blocks, spells, magic items, and character options.

Do you need the dungeon master's guide to DM? ›

Granted, you need to understand how to play Dungeons and Dragons to DM at all. It'll help to know what DnD stats are, and knowing which DnD dice to roll when is definitely useful. But you don't have to know every page of the Player's Handbook and the Dungeon Master's Guide off by heart.

What is included in the dungeon master's guide? ›

Inside you'll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and much more!

References

Top Articles
Latest Posts
Article information

Author: Kerri Lueilwitz

Last Updated:

Views: 5658

Rating: 4.7 / 5 (47 voted)

Reviews: 94% of readers found this page helpful

Author information

Name: Kerri Lueilwitz

Birthday: 1992-10-31

Address: Suite 878 3699 Chantelle Roads, Colebury, NC 68599

Phone: +6111989609516

Job: Chief Farming Manager

Hobby: Mycology, Stone skipping, Dowsing, Whittling, Taxidermy, Sand art, Roller skating

Introduction: My name is Kerri Lueilwitz, I am a courageous, gentle, quaint, thankful, outstanding, brave, vast person who loves writing and wants to share my knowledge and understanding with you.