Dungeon Master's Guide
Dungeon Master's Guide
Dungeon Master's Guide
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DUNGEON MASTER’S GUIDE
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CREDITS 2-
Brian Valeza, Cyril Van Der Haegen, Randy Vargas, Richard
Lead Designers: Christopher Perkins, James Wyatt
Whitters, Zuzanna Wuzyk, Kieran Yanner
Designers: Jeremy Crawford, F. Wesley Schneider, Ray Winninger
Cartographers: Francesca Baerald, Dyson Logos, Mike Schley
Rules Developers: Jeremy Crawford (lead), Makenzie De Armas,
Concept Art Director: Josh Herman
Ben Petrisor
Concept Artists: Even Amundsen, Carlo Arellano, Michael
Editors: Adrian Ng (lead), Judy Bauer, Janica Carter
Playtest Analysts: Ron Lundeen (lead), Dan Dillon, Patrick Renie Broussard, John Grello, Tyler Jacobson, 9B Collective,
Noor Rahman
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Cover Illustrators: Tyler Jacobson, Simen Meyer, Olena Richards Mercer, Jonathan Tomhave, Alyssa Visscher, Deborah Ann Woll
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Alexandre Honor, Ralph Horsley, Jason Juta, Sam Keiser, Julian Based on the Dungeon Master's Cuide (2014) by
Kok. Katerina Ladon, Abigail Larson, Oily Lawson, Linda Lithen, Jeremy Crawford (co-lead), Christopher Perkins (co-lead), James
Titus Lunter, Andrew Mar, Raluca Marinescu, Viko Menezes, Wyatt (co-lead), Peter Lee, Mike Mearls, Robert J. Schwalb,
Brynn Metheney, Robson Michel, Calder Moore, Martin Mottet, Rodney Thompson
Jodie Muir, Scott Murphy, David Auden Nash, Irina Nordsol, Building on the original game created by
William O’Connor, Robin Olausson, Claudio Pozas, Livia Prima, Gary Cygax and Dave Arneson and then developed by many
April Prime, Noor Rahman, Chris Rallis, Chris Seaman, Andrea others over the past 50 years
Sipl, Craig J Spearing, Chase Stone, Joel Thomas, Beth Trott,
620D3921000001 EN
ISBN: 978-0-7869-6984-5
First Printing: November 2024
987654321
DUNCEONS& DRACONS, D&D, Wizards of the Coaat, the dragon ampersand. Dark Sun. Dragonlance. Eberron, Forgotten Realms. Greyhawk. Planescape. Ravenloft, spelljammer,
* fondbook. Monster Manual, Dungeon Guide, Magic: The Gathering, all other Wizards of the Coast product names, their respective logos. and The World's Greatest
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CONTENTS
Chapter 1: The Basics............................... 4 Gods and Other Powers........................... 74 Chapter 7: Treasure______________ 212
What Does a DM Do?.................................. 5 Hazards..................................................... ... Treasure Themes____ ____________ 213
Things You Need........................................ 6 Marks of Prestige......................................80 Coins..................................................... 213
Preparing a Session....................................8 Mobs.............................................................. 82 Trade Bars............................................. 213
How to Run a Session................................ 9 Nonplayer Characters...............................84 Trade Goods_____________________ 213
Example of Play........................................ 10 Poison.......................................................... Gemstones______________________ 214
Every DM is Unique................................... ... Renown........................................................ Art Objects........................................... 215
Ensuring Fun for All.................................. 15 Settlements................................................... Magic Items............ . ............................. 216
Mutual Respect......................................15 Siege Equipment.......................................96 Magic Item Categories........ -............. 216
Respect for the Players..........................17 Supernatural Gifts..................................... 98 Magic Item Rarity............................... 217
Respect for the DM................................ 18 Traps....................................................... 100 Awarding Magic Items....................... -218
Chapter 2: Running the Game................ 20 Chapter 4: Creating Adventures............. 104 Activating a Magic Item...................... 218
Know Your Players................................... 21 Step-by-Step Adventures........................105 “The Next Dawn”.................................220
Group Size.................................................23 Lay Out the Premise............................... 105 Cursed Items..................................... 220
Multiple DMs..............................................25 Adventure Premise..............................105 Magic Item Resilience................. ....... 220
Narration....................................................26 Adventure Conflict............................... 106 Crafting Magic Items............... .......... 220
Resolving Outcomes................................. 27 Adventure Situations by Level..............106 Magic Item Special Features..............222
Ability Checks.........................................27 Adventure Setting................................ 109 Artifacts............................................... 224
Attack Rolls..........-................................. 29 Draw in the Players.................................110 Sentient Magic Items............ ............. 226
Saving Throws........................................29 Adventure Patrons...............................110 Magic Items A-Z.................. ................. 227
Difficulty Class........................................29 Supernatural Hooks............................... Ill Random Magic Items............................. 326
Advantage and Disadvantage................ 29 Happenstance Hooks.............................ill Chapter 8: Bastions............................. 332
Consequences —................................... 30 Plan Encounters..................................... 112 Gaining a Bastion_________________ 333
Improvising Damage...............................30 Character Objectives...........................112 Bastion Turns....................................... 333
Improvising Answers..............................31 Keeping the Adventure Moving............112 Bastion Map.............. -------------------------334
Running Social Interaction.........................32 Something for Everyone......................113 Basic Facilities---------------------------------335
Roleplaying.............................................32 Multiple Ways to Progress.................. 113 Special Facilities__________________ 335
Attitude....................................................32 Social Interaction Encounters............. 114 Orders................................................. 336
Running Exploration...................................33 Exploration Encounters.......................114 Bastion Events---------------------------------350
Using a Map............................................33 Combat Encounters............................ 114 Fall of a Bastion___________________352
Tracking Time......................................... 34 Monster Behavior................................116 Appendix A: Lore Glossary-------------- 354
Actions in Exploration______________ 34 Encounter Pace and Tension............. 118
Perception_______________________ 35 Bring It to an End....................................120 Appendix B: Maps-------------------------- 365
Denouement........................................120 Barrow Crypt..........................---------------365
Travel...................................................... 36
Adventure Rewards................................ 120 Caravan Encampment----------------------- 366
Running Combat........................................42
Adventure Examples.............................. 122 Crossroads Village................................. 367
Rolling Initiative.......................................42
Dragon’s Lair..................... -....................368
Tracking Initiative....................................42 Chapter 5: Creating Campaigns.......... 126 Dungeon Hideout........ ......................... 369
Tracking Monsters’ Hit Points.................42 Step-by-Step Campaigns....................... 127 Farmstead...............................................370
Using and Tracking Conditions............... 43 Your Campaign Journal..........................127 Keep______ 371
Miniatures............................................... 44 Campaign Premise................................. 129 Manor..................................................... 372
Tracking Position at Long Range............ 45 Campaign Characters......................... 129 Mine____________________________ 373
Narration in Combat............................... 46 Campaign Conflicts.............................131 Roadside Inn......................................... 374
Keeping Combat Moving........................ 47 Flavors of Fantasy.............................. 131 Ship____________________________ 375
Adjusting Difficulty.................................. 48 Campaign Setting................................ 136 Spooky House................. ...................... 376
Fight or Flight......................................... 48 Campaign Start....................................... 137 Underdark Warren....................—.......... 377
Character Advancement............................48 Plan Adventures..................................... 139 Volcanic Caves.................. ....................378
Chapter 3: DM’s Toolbox........................ 50 Episodes and Serials...........................139 Wizard’s Tower.......................................379
Alignment.................................................. 51 Getting Players Invested......................140
Index.....------- ----------------------------------380
Chases...................................................... 52 Time in the Campaign......................... 142
Creating a Background..............................55 Ending a Campaign................................ 142
Creating a Creature................................... 56 Tracking Sheets
Greyhawk.............................................143
Creating a Magic Item............................... 58 Game Expectations----------------------------14
Important Names................................. 143
Creating a Spell......................................... 59 Travel Planner......................................... 37
Greyhawk’s Premise............................143
Curses and Magical Contagions............... 60 NPC Tracker------------------------------------ 87
Free City of Greyhawk.........................149
Death.........................................................62 Settlement Tracker------- -------------------- 95
Greyhawk Gazetteer............................ 160
Campaign Journal-------------- ------------- 128
Doors.........................................................64
Chapter 6: Cosmology......................... 172 DM’s Character Tracker------------- --- ......130
Dungeons..................................................65
The Planes.............................................. 173 Campaign Conflicts.............................. 132
Environmental Effects............................... 68
Planar Travel...........................................176 Magic Item Tracker-------------------------- 219
Fear and Mental Stress.............................70
Planar Adventuring................................. 178 Bastion Tracker------------------------------- 353
Firearms and Explosives.......................... 72
Tour of the Multiverse.............................. 180
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4
CHAPTER 1
THE BASICS
UNGEONS & DRAGONS IS A GAME IN WHICH Be F air and Flexible. Treat your players in a fair,
PREPARATION TIME
The following guidelines can help you prepare for a
session of play using a published adventure.
Step 4. Consider how each definite encounter re
ONE-HOUR PREPARATION lates to the players’ motivations (see the “Know
If you spend one hour each week preparing for your Your Players” section in chapter 2). Think about
game, follow these steps:
elements you can add to interest them. For exam
Step 1. Focus on the story of the adventure. Read ple, a combat encounter could open with a tense
or reread the adventure’s introduction and back negotiation designed to appeal to players who en
ground information. Create a bulleted list of key joy social interaction.
plot points to make sure a coherent story unfolds. Step 5. Skim the encounters you flagged as possible.
Step 2. Identify the encounters you want to run,
then figure out how likely it is each encounter will TWO-HOUR PREPARATION
get played, categorizing each one as “definite,” With another hour to prepare, add these steps:
“possible,” or “unlikely.” Step 6. Carefully review each “possible” encounter.
Step 3. Gather any maps you’ll need for the definite Step 7. Devote any time you have left to creating
and possible encounters, then focus the remainder improvisational aids (see the “Improvising An
of your prep time on the definite encounters, as swers” section in chapter 2).
outlined below.
For combat encounters, review the monsters’ THREE-HOUR PREPARATION
tactics and stat blocks. Note any special rules that If you have three hours to prepare, add these steps:
apply to the setting of the encounter.
Step 8. Skim each “unlikely” encounter.
For social interaction encounters, make notes
Step 9. Create a new encounter designed to appeal
about the nonplayer characters (NPCs) in the en-
specifically to one player, or alter an existing en
counter-their personalities, goals, and tactics.
counter to relate to the goals and motivations of
For exploration encounters, record any clues or
that player’s character. Over the course of several
other information the characters should learn,
sessions, do this for all your players and their
and review any special rules that might come into
characters.
play in the encounter.
The bulk of a typical D&D session consists of a se STEP 3: DESCRIBE WHAT HAPPENS
ries of encounters, similar to how a movie is a series After the players describe their characters’ actions,
of scenes. In each encounter, there are chances for it’s the DM’s job to resolve those actions, guided
the DM to describe creatures and places and for by the rules and the adventure you’ve prepared.
characters to make choices. Encounters can involve So how do you decide? Think through these
exploration (interacting with the environment, in possibilities:
cluding puzzles), social interaction with creatures,
No Rules Required. Sometimes, resolving a situ
or combat. The Player's Handbook outlines the gen
ation is easy. If an adventurer wants to cross an
eral rhythm of play in an encounter. The following
empty room and open a door, you can just say
sections offer more detailed information on how an
that the door opens and describe what lies beyond
encounter typically unfolds, in three steps.
(perhaps referencing your map or notes).
STEP 1: DESCRIBE THE SITUATION Obstacles to Success. A lock, a guard, or some
As the DM, you decide how much to tell the players other obstacle might hinder a character’s ability to
and when. All the information the players need to complete a task. In those cases, you typically call
make choices comes from you. Within the rules of for a D20 Test, usually an ability check. For exam
the game and the limits of the characters’ knowl ple, a successful Dexterity (Sleight of Hand) check
edge and senses, tell players everything they need might be needed to pick the lock, while a success
to know. ful Charisma (Persuasion) check and some coins
might be needed to bribe the guard. The “Resolv
ing Outcomes” section in chapter 2 gives more
Published adventures often include text in a box guidance on how to use D20 Tests and other tools
like this, which is meant to be read aloud to the to determine the results of characters’ actions.
players when their characters first arrive at a Roleplaying. When the players interact with other
location or under a specific circumstance, as de creatures, roleplay those creatures based on
scribed in the text. It usually describes locations whether they are Friendly, Indifferent, or Hostile.
so the players know what’s happening and have a Improvise based on what you know about the
sense of what their characters’ options are. creatures, their knowledge, and their motivations.
Then bring these creatures to life as you describe
what happens. (See the “Running Social Interac
tion” section in chapter 2 for more advice.)
DM NAME:
PI AYER NAMI
AT-THE-TABLE CONCERNS
EXAMPLES: SHOUTING, SWEARING. ALCOHOL, SHARING DICE
ENSURING FUN FOR ALL DMs and players can have phobias or triggers that
others might not be aware of. Any in-game topic or
Ahead of the game, if you haven't done so already, theme that makes a member of the gaming group
discuss with your players the experience you're all feel unsafe (a hard limit) must be avoided. If a topic
hoping for, as well as topics, themes, and behavior or theme makes one or more players nervous but
that might spoil someone's enjoyment of the game. they consent to include it in game (a soft limit),
MUTUAL RESPECT incorporate it with care, if at all, and be ready to
quickly veer away from it if needed.
Whether you're playing with long-time friends or Common in game limits apply to topics such
strangers, it’s important to create a foundation as intraparty romance, sex, exploitation, racism,
of mutual trust. The best games happen when enslavement, and violence toward children and
everyone at the table feels safe enough to be them animals. Limits can also apply to certain creatures,
selves, speak up, and get into character. such as spiders, snakes, rats, and demons. It's also
It’s up to everyone to uphold the principles of re important to discuss limits around what harm
spect. Difficult conversations often fall on the DM might befall characters, including mind-control
to lead, but they don’t have to. If one player's behav magic, helplessness, and death.
ior is interfering with everyone else’s enjoyment, That said, D&D is a game that has in-world con
everyone has a stake in helping to resolve the issue. flicts and mayhem. Certain core elements of the
game are difficult to ignore. For example, taking
SETTING EXPECTATIONS
damage isn't a limit you can work around easily.
Before you assemble a group around a game table,
Similarly, character death is something that hap
pitch the adventures you're thinking about running
pens from time to time, though the game has ways
to your prospective players. Note the in-world con
to counteract or avoid it (see “Death” in chapter 3
flicts that might arise, the setting’s overall tone, and
for suggestions).
the themes you'd like to explore. (The “Every DM Is
Unique” section earlier in this chapter can help you
—______ __________________ _
USING THE CAME EXPECTATIONS SHEET
describe your game to others.)
The Game Expectations tracking sheet is a tool
Telling players what to expect prepares them as
you can use to set expectations at the start of a
they imagine what sorts of characters they could
game and ensure the game is fun for everyone.
create and launches conversations about content to
Before distributing the sheet to players, fill in
be embraced and avoided. You don’t need to reveal
the two topmost boxes:
the major plot points or twists in your story, but
share the themes you’re interested in exploring, the Game Theme and Flavor. In this box, broadly de
kinds of stories you’re inspired by, and which fla scribe the direction you envision for your game.
vors of fantasy (outlined in chapter 5) interest you. See the “Setting Expectations” section for the
Being transparent with your players allows them to kinds of information to include here.
decide if this is a game they want to play, which is Potentially Sensitive Elements. If you know that
best to know before play begins. some elements of the game might run up
Being clear about your expectations and making against some players’ limits, list those elements
sure you understand your players’ expectations in in this box. See the “Hard and Soft Limits" sec
return can help ensure a smooth game. Take your tion for examples.
players’ opinions and desires seriously, and make Once the above information is added, give a copy
sure they take yours just as seriously. Ideally, you'll of the sheet to each player. Players can fill out
find a style of play that suits everyone. their sheets anonymously, but ask each of them
to add the following information:
HARD AND SOFT LIMITS
Beyond the general themes and flavors of fantasy Limits. Using an X for a hard limit or a question
you're interested in exploring in your campaign, it’s mark for a soft limit, indicate any potentially
important to have a conversation with your players sensitive elements that are problematic. Add
about topics that can be sensitive or uncomfortable. any other elements to avoid.
It can be helpful to discuss these topics in terms of Hopes, Expectations, and Concerns. In the last
soft and hard limits: two boxes, share any hopes and expectations
for the game, and list any concerns about be
• A soft limit applies to a topic that should be
havior at the table.
handled carefully, as it might create unwelcome
anxiety, fear, or discomfort. Collect all the sheets, and gather your players’
• A hard limit applies to a topic that should not be limits into a separate, anonymous document the
mentioned or described. whole group can access.
Communicating Limits. Make sure everyone is players know their needs best, and update the game
comfortable with how the discussion of limits takes accordingly.
place. Players might not want to discuss limits Limits in Play. Since D&D is improvisational, the
aloud, especially if they’re new to roleplaying games game can go in unexpected directions. It’s helpful
or haven’t spent a lot of time with other members to have an agreed-on signal that players can use to
of the group. One way to alleviate such discomfort communicate that a limit has been violated, allow
is to provide a way for players to share limits anon ing you to adjust quickly. That signal might be a
ymously. Everyone can jot down their limits on an gesture (such as crossing the arms in an X or raising
anonymous survey, such as the Game Expectations a palm in a “stop” gesture), a code word or phrase,
tracking sheet in this chapter. touching or lifting a designated object, or anything
Compile limits into a list that can be shared with else your group agrees on. Players should also feel
the group. Limits aren’t negotiable, and everyone in safe to say “stop” and pause the game until the issue
the group needs to respect them. is resolved. The person who invokes the signals can
The start of a campaign is a great time to have comment on what they want adjusted but doesn’t
this discussion, but further discussion is warranted have to explain why the content is objectionable.
each time a new player joins the group or when The signal shouldn’t trigger a debate or discussion:
the campaign has a shift in story or tone. Someone thank the player for being honest about their needs,
might cross a line and need to be reminded of a set the scene right, and move on.
limit, or someone might not think to include some Make it clear to players that if a person isn’t com
of their limits in the initial discussion. Players can fortable using the signal, they can step away from
also discover new limits as the campaign unfolds. the game or call for a break to talk to you privately.
Check in with the group every few sessions to make Players may also give a friend permission to use the
sure everyone's comfortable with how the game is signal on their behalf. As the DM, lead by example,
developing, updating the group’s limits as needed. lake your players’ needs seriously, and use every
Shifting Limits. Encourage players to bring any tool at your disposal to adjust how your shared
additional limits to you, privately or in the mo story plays out.
ment, so you can add them to the list. Trust that
16 CHAP J ER J | I HE BASICS
1NTRA-PARTY CONFLICT what every character is doing, especially during
When there’s conflict between characters in an ad periods of exploration and social interaction, rather
venturing party, it’s usually a sign that one of three than focusing just on one player’s character.
things is going on: Sometimes you’ll encounter players who tell other
players what their characters should do, claim the
Disruptive Player. A player is exhibiting antisocial
best magic items for themselves, bully the other
behavior in the game. How to deal with it is cov
players, and refuse to share the spotlight. Away
ered in the "Antisocial Behavior” section.
from the game, point out that the player’s behavior
Player Conflict. Conflicts between characters
is spoiling the fun for others, and ask the player to
sometimes surface conflicts between players.
tone it down. If the player refuses to change this
These conflicts are best handled away from the
behavior, ask the player to leave the group.
gaming table. Encourage the players to resolve Some problems arise when a player assumes that
their conflict outside the game. If that conflict
their particular style of play is superior to others,
keeps arising at the game table, you might need and they lose patience with encounters tailored to
to ask them to step away from the campaign for a other players’ preferences. Remind the impatient
while or leave the game entirely. player (perhaps away from the table) that you have
Roleplaying. Conflicts between characters aren’t a group to please, not just one player.
always bad. It’s OK for characters (and players)
to disagree about how to deal with a captured en TRAGIC LIMITS
emy or which side to back in a brewing war. If the Some players resist getting invested in the world
disagreement gets too heated, take a break and of the game because they don’t want to endure the
perhaps discuss, out of character, how the players pain of seeing the people and places they care about
would like to proceed. threatened or destroyed. Other players gleefully
If you can’t tell which of these dynamics is in play, detail a backstory full of beloved NPCs, fully ex
have a conversation with the players about it. pecting the DM to use those people as bait, tragic
victims, and unexpected villains. It’s important to
RESPECT FOR THE PLAYERS understand your players’ preferences so you neither
alienate the players by callously destroying what
Your players need to know from the start that you’ll
they love nor bore them by leaving their backstory
run a game that is fun, fair, and tailored for them;
out of the campaign story.
that you’ll allow each of them to contribute to the
When you have antagonists threaten the people
story; and that you’ll pay attention to them when
and places the characters love, be sure the charac
they take their turns. Your players also count on
ters have a chance to stave off the worst outcome.
you to make sure an adventure’s threats don’t target
During the game, characters should have the op
them personally. Never make players feel uncom
portunity to avoid or mitigate losses in heroic ways,
fortable or threatened.
with tragedy being a consequence of the characters’
SHARING THE SPOTLIGHT actions and decisions, not a foregone conclusion.
As the DM, don’t play favorites. Don’t let one player Moments of helplessness in the face of devastating
do all the talking, and make sure you check in about tragedy are better suited for character backstories.
DM DIE ROLLING
Do You REALLY DO THAT?
Should you hide your die rolls behind a DM screen,
Can players retract what they just said their char or should you roll your dice in the open for all the
acters did? Some DMs take a hard-line position: players to see? Choose either approach, and be con
"If you said it, your character did it.” Such a strict sistent. Each approach has benefits:
position tends to make players much more care
ful about what they say, which can dampen the Hidden Die Rolls. Hiding your die rolls keeps them
atmosphere and discourage humor. mysterious and allows you to alter results if you
Other DMs let players change their minds want to. For example, you could ignore a Critical
freely. This creates a more relaxed mood at the Hit to save a character’s life. Don’t alter die rolls
table, which might slow the pace of the game. too often, though, and never let the players know
A common compromise is to rule that players when you fudge a die roll.
can retract or change anything their characters Visible Die Rolls. Rolling dice in the open demon
did up until the point they learn the conse strates impartiality-you’re not fudging rolls to
quences of their actions. Once you describe what the characters’ benefit or detriment.
happens as a result, it’s too late for the players to Even if you usually roll behind a screen, it can
change their minds. be fun to make an especially dramatic roll where
everyone can see it.
ds y
4/
GROUP SIZE LARGE GROUPS
D&D’s rules and published adventures generally I he biggest considerations with large groups are
assume four to six players plus the DM. The follow maintaining order at the table and keeping combat
ing advice helps you adjust adventures to work for from becoming too slow.
smaller or larger groups.
PARTY LEADER
SMALL G ROUPS___________________ Consider having the players designate a party
A group that contains fewer than four players might leader, who is then the only person who tells you
find combat encounters difficult, especially if the what the group is doing. It becomes the leader’s role
party lacks important capabilities (such as armored to work with the rest of the players to find consen
characters to stand toe-to-toe with enemies or sus on what the group will do.
healing magic to keep everyone alive). You can com SPEEDING COMBAT
pensate by reducing the number of monsters in a
Players who have to wait a long time between their
combat encounter or by giving the party resources
characters’ turns in combat are susceptible to dis
they need, such as Potions of Healing.
traction. Consider these tips to speed combat with a
You can also add party members, as described in large group.
the sections that follow.
Be Generous with Information. If you tell the play
DM-CONTROLLED ADVENTURER ers what the Armor Class of their opponents is, you
You can make an adventurer character of your own reduce the steps of interaction needed to resolve an
(sometimes called a “DM PC"— a “Dungeon Master attack. Instead of telling you a number and asking
player character”) to accompany the party. This is a if it hits, a player can simply tell you that an attack
rewarding way for you to roleplay with your friends hits and how much damage it deals, perhaps adding
while they’re exploring your world, but keep in some narration for good measure (see “Narration
mind that you’ll have to run this NPC in combat. in Combat” later in this chapter). In the same way,
if you know each character’s AC, you don’t need to
Be sure to keep the players’ characters in the spot
ask whether a monster’s attack hits.
light, and don’t take away the players’ agency by
Help Players Keep Up. If a player isn’t sure what to
having your character make decisions for the group.
do on their turn in combat, help the player decide by
NPC PARTY MEMBERS offering a quick recap of the state of the battle. How
You can add nonplayer characters (NPCs) to the many foes are still standing, and how hurt do they
adventuring party. Use the NPC stat blocks in the look? What’s the most immediate threat to that
Monster Manual to represent these supporting char character?
acters. If you don’t want to run these NPCs yourself, Make Initiative Obvious. Display the Initiative
invite one or more of your players to take on an order to your players so they each know when their
NPC as a secondary character. These NPCs might character’s turn is coming up and can think ahead
be apprentices or employees of the adventurers, about what their character will do on their next
so it’s natural for the main characters to take the turn. Using Initiative scores (see “Running Combat”
lead in exploration and social interactions while the in this chapter)-and perhaps seating the players in
NPCs fade into the background. Initiative order-can be helpful with a large group.
See “Nonplayer Characters” in chapter 3 for more Roll Handfuls of Dice. Encourage players to roll
information. the dice for their attack rolls and their damage at
the same time. You can do the same.
PLAYERS WITH MULTIPLE CHARACTERS
One or more of your players can each play two STRUCTURED TURNS
characters. Running two characters at once is a If you find yourself in a situation where individual
challenge, so make sure those players are comfort players are having trouble getting a chance to do
able taking on multiple characters. things during exploration or social interaction, have
This approach works best in a game that’s the characters roll Initiative and act in Initiative or
focused on combat, since it fills out a party with der, just as you do in combat. Taking turns ensures
combat-capable characters. It can be difficult for a that everyone has the chance to do something. Use
player to roleplay two characters at once. You might this approach sparingly, as it can feel artificial and
suggest that the player focus on roleplaying one sometimes slows down the game.
character while relegating the other character to a
supporting role.
for any one of two or more proficiencies to apply Consider using group checks in situations such as
to a check. When deciding what check a character the following:
should make, be generous in determining if the
Research Tasks. The characters are trying to learn
character’s Proficiency Bonus comes into play. You
about an ancient prophecy from an archive. The
might specifically ask for an Intelligence (Arcana)
characters can make a group Intelligence (Investi
check, or you can ask for an Intelligence check and
gation) check to find sources in the archive; char
let the player negotiate with you to see if one of the
acters who are knowledgeable about such topics
character’s skill or tool proficiencies applies.
and about research methods in general can tell the
TRYING AGAIN other characters the most likely places to direct
Sometimes a character fails an ability check and their search. If the group check is successful, the
the player wants to try again. In many cases, fail characters find enough different sources to paint
ing an ability check makes it impossible to attempt a clear picture of the prophecy; otherwise, their
the same thing again. For some tasks, however, information is incomplete.
the only consequence of failure is the time it takes Roped Together. The characters are tied together
to attempt the task again. For example, failing a as they scale a cliff or cross a rickety rope bridge.
Dexterity check to pick a lock on a treasure chest If one or two characters fail their checks, the suc
doesn’t mean the character can’t try again, but each cessful characters can stop their fall and prevent
attempt might take a minute. disaster, but if more than half the party fails, the
If failure has no consequences and a character can whole group falls. You could also apply this idea to
try and try again, you can skip the ability check and something like a long swim, where strong swim
just tell the player how long the task takes. Alter mers can help weaker ones.
natively, you can call for a single ability check and Social Situations. One character offends someone
use the result to determine how long it takes for the at a diplomatic event, and a noble demands the
character to complete the task. adventurers be escorted from the premises. The
characters can make a group Charisma (Persua
GROUP CHECKS sion) check to avoid getting thrown out; they just
Group checks are a tool you can use when the party need a few convincing arguments and the ability
is trying to accomplish something together and the to smooth over any gaffes. You could apply this
most skilled characters can cover for characters same principle to other Charisma checks using
who are less adept at the task. To make a group abil Deception, Intimidation, or Performance.
ity check, everyone in the group makes the ability
check. If at least half the group succeeds, the whole PASSIVE CHECKS
group succeeds. Otherwise, the group fails. Ability checks normally represent a character’s
Group checks aren't appropriate when one char active effort to accomplish something, but occa
acter's failure would spell disaster for the whole sionally you need a passive measure of how good a
party, such as if the characters are creeping across character is at doing a thing. Passive Perception is
a castle courtyard while trying not to alert the the most common example. (See “Perception” later
guards. In that case, one noisy character will draw in this chapter.) You can extend the concept of a
the guards’ attention, and there’s not much that passive ability check to other abilities and skills.
stealthier characters can do about it, so relying on For example, if your game features a lot of social
individual checks makes more sense. Similarly, don't interaction, you can record each character’s Passive
use a group check when a single successful check is Insight score, calculated in much the same way as
sufficient, as is the case when finding a hidden com Passive Perception: 10 plus all modifiers that nor
partment with a Wisdom (Perception) check. mally apply to a Wisdom (Insight) check.
RUNNING EXPLORATION
Traversing a wilderness, searching a dungeon, cir
cumventing an obstacle, finding a hidden object, in
vestigating a strange occurrence, deciphering clues,
solving puzzles, and bypassing or disabling traps
are all part of exploration.
Not everything in your world needs to be ex
plored painstakingly. For instance, you might gloss
over an unimportant journey by telling the players
that they spend three uneventful days on the road
before reaching the next point of interest.
USING A MAP
A map can help you or your players visualize a lo
cation or region that the characters are exploring.
D&D maps come in three varieties, with examples of
all three found in appendix B and on the poster map:
Dungeon Maps. D&D uses the word “dungeon"
loosely to describe any adventure location that
has interior spaces to explore (such as a castle,
tower, mansion, or subterranean complex). A
dungeon map shows passages, chambers, doors,
and other important features of a location.
Settlement Maps. A map of a settlement often
shows terrain (cliffs, trees, streams, and so forth)
in addition to buildings, bridges, and other im
portant features.
Wilderness Maps. A wilderness map shows roads,
rivers, terrain, and other features that might
guide the characters on their travels or lead them
astray. The area shown on a wilderness map might
be as big as a continent or as small as a glade.
Most combat encounters take less than 1 minute (10
Often a map is intended for the DM’s eyes only. You
rounds), but it’s fair to round up to a whole minute
can copy portions of a DM’s map to share with your
in most cases, assuming characters take a few sec
players as a visual aid while omitting details that
onds to pull themselves together after a fight.
should remain hidden from them. Virtual tabletops
Use similar principles to track the passage of
often use "fog of war" and similar effects to obscure
hours, such as when characters disguise them
areas and features on the map that you want to
selves with a Seeming spell for 8 hours to infiltrate
keep hidden from the players.
a stronghold. In this case, it takes a lot of small
Maps designed for use with miniatures (see Min
tasks-or something like a Short Rest-to occupy a
iatures" in this chapter) tend to be player fac ing.
revealing nothing that would spoil the adventure. full hour.
ACTIONS IN EXPLORATION________________
TRACKING TIME
Most of what characters do during exploration,
If tracking the passage of time is important during
exploration, use a time scale appropriate for the sit aside from movement, relates to just a few actions:
Search, Study, and Utilize. Characters also often use
uation at hand:
the Help action to assist each other in these actions.
Rounds. In combat and other fast-paced situations, Other actions come up only rarely.
the game relies on 6-second rounds. It’s seldom necessary to rely on the action rules
Minutes. In a dungeon or settlement, movement during exploration, except to remember that a char
happens on a scale of minutes. In the Free City acter can do only one thing at a time. A character
of Greyhawk, getting from the Silver Dragon Inn who’s busy taking the Search action to look for a se
to the wharf takes about 10 minutes, whereas it cret door can’t simultaneously take the Help action
takes about 1 minute to creep down a 200-foot- to assist another character who’s taking the Study
long hallway, another minute to check for traps action to find important information in a book.
on the door at the end of the hall, and 10 minutes
to search the chamber beyond for anything inter TAKING TURNS
esting or valuable. Often, characters spread out across a room to inves
Hours. A scale of hours is often appropriate for tigate the elements of the room. (The exploration
short wilderness treks. Adventurers eager to example in chapter 1 of the Players Handbook shows
reach the lonely tower 20 miles away, at the heart this dynamic in action.) In such situations, have
of the forest, can hurry there in 5 hours’ time. the characters take turns, though it’s usually not
Days. For long journeys, a scale of days works best. necessary to roll Initiative as you would in a combat
Following the road from Veluna City to the Free encounter. Resolve one character’s actions before
City of Greyhawk, the adventurers cover 96 miles moving to the next.
in 4 uneventful days before a bandit ambush in There’s no hard-and-fast rule about how long to
terrupts their journey. spend on each character’s activity, but make sure no
The exploration rules in the Players Handbook give one is waiting for their turn for too long.
guidelines for determining travel time based on the You can build tension in an exploration encounter
characters’ pace. In most cases, it’s fine to estimate by shifting focus right before a character makes an
that time rather than calculating it down to the ability check or opens a chest, leaving everyone ea
minute. Exceptions include situations like these: ger to hear what happens next.
Spell Timer. The characters might need to go some ABILITY CHECKS IN EXPLORATION
where or accomplish something before the dura When a character tries to do something during ex
tion of a spell or similar effect runs out. For exam ploration, you decide whether that action requires
ple, they might use the Locate Object spell to point an ability check to determine success (as described
them in the direction of an item they seek, so you
in the earlier “Resolving Outcomes” section).
need to know how far they get in the 10 minutes
Certain situations might call for a balance be
the spell lasts.
tween ability checks and roleplaying. For example,
Triggered Event. An event might occur at a specific
puzzles are an opportunity for players to do some
time. For example, a door might remain open for 1
problem-solving, but players can also lean on their
minute after the password to open it is spoken, or
characters’ talents and attributes to provide direc
reinforcements might arrive 2d4 minutes after an
tion. A character who succeeds on an Intelligence
alarm is sounded.
(Investigation) check might notice a clue that gives
If the characters spend time working out a puzzle or the players a hint to the puzzle’s solution.
talking to an NPC, you can estimate the time spent
by keeping track of how much real time passes.
STAGE 1
START: END: O FAST days/hrs
STAGE 2
START: END: O FAST __ ____days/hrs
STAGE 3
IM & © 2024 Wizards of the Coast LLC Permission is granted to photocopy this page for personal use 37
encounter, an obstacle, a search for something hid chapter 3 for the effects of extreme weather. Addi
den, or a chance of getting lost, as described under weather details to your descriptions of the charac 8
“Journey Stage Challenges.” ters’journey can make it more memorable.
Running the Stages. For each stage of the journey,
follow these steps in order: WEATHER
Step 1: Set the Pace. Have the players choose their ld20 Temperature
group’s travel pace for the stage: Slow, Normal, or 1-14 Normal for the season
Fast (see “Travel Pace”). Based on the length of the 15-17 1 d4 x 10 degrees Fahrenheit colder
stage (in miles) and the group’s pace, determine
18-20 ld4 x 10 degrees Fahrenheit hotter
how long this stage takes to complete.
Step 2: Narrate the Travel. Describe what happens ld20 Wind Precipitation
as the characters complete this stage of their
1-12 None None
journey. Introduce and resolve any challenges (see
“Journey Stage Challenges”). 13-17 Light Light rain or light snowfall
Step 3: Track Food and Water Consumption. Each 18-20 Strong Heavy rain or heavy snowfall
creature in the party expends the appropriate
amount of food and water for the length of the TRAVEL PACE
stage. If the party lacks enough food or water, the A group of characters can travel overland at a Nor
characters risk dehydration and malnutrition. mal, Fast, or Slow pace, as described in the Player’s
Step 4: Track Progress. Track the party’s progress Handbook. During any journey stage, the predomi
at the end of the stage. You might mark their po nant terrain determines the characters’ maximum
sition on a map of the region and note the elapsed travel pace, as shown in the Maximum Pace column
time on the Travel Planner. of the Travel Terrain table. Certain factors can af
fect a group’s travel pace.
Depending on how you planned the stages, the end
of a stage might mean the characters arrive at a Good Roads. The presence of a good road in
landmark, a waystation, or an adventure location, creases the group’s maximum pace by one step
whether or not it’s their final destination. (from Slow to Normal or from Normal to Fast).
Slower Travelers. The group must move at a Slow
WEATHER pace if any group member’s Speed is reduced to half
During each stage of the characters’journey, you or less of normal.
can determine what the weather is like by rolling Extended Travel. Characters can push themselves
on the Weather table, adjusting for the terrain to travel for more than 8 hours per day, at the risk
and season as appropriate. Roll ld20 three times of tiring. At the end of each additional hour of
to determine the temperature, the wind, and the travel beyond 8 hours, each character must succeed
precipitation. on a Constitution saving throw or gain 1 Exhaustion
Weather has no significant game effect most level. The DC is 10 plus 1 for each hour past 8 hours.
of the time, but see “Environmental Effects” in Special Movement. If a party can travel at a high
Speed for an extended time, as with a spell such as
TRAVEL TERRAIN
Terrain Maximum Pace Encounter Distance Foraging DC Navigation DC Search DC
Arctic Fast* 6d6 x 10 feet 20 10 10
Coastal Normal 2dl0 x 10 feet 10 5 15
Desert Normal 6d6 x 10 feet 20 10 10
Forest Normal 2d8 x 10 feet 10 15 15
Grassland Fast 6d6 x 10 feet 15 5 15
Hill Normal 2dl0x lOfeet 15 10 15
Mountain Slow 4dlOx lOfeet 20 15 20
Swamp Slow 2d8 x 10 feet 10 15 20
Underdark Normal 2d6 x 10 feet 20 10 20
Urban Normal 2d6 x 10 feet 20 15 15
Waterborne Special1 6d6 x 10 feet 15 10 15
♦Appropriate equipment (such as skis) is necessary to keep up a Fast pace in Arctic terrain
"Characters rate of travel while waterborne depends on the vehicle carrying them; see “Vehicles
*
A RIVER PRESENTS AN OBSTACLE
b ",
A hidden list allows you to track combatants who
RUNNING COMBAT haven’t been revealed yet, and you can use the list
This section builds on the combat rules in the Play a place to record the current Hit Points of monster'
ers Handbook and offers tips for keeping the game as well as other useful notes.
running smoothly when a fight breaks out. If you use this approach, you tell the players
when it's their characters’ turn. When you call out
ROLLING INITIATIVE the character whose turn is starting, consider also
Combat starts when and only when you say it mentioning who’s next, prompting that character’s
does. Some characters have abilities that trigger player to think ahead.
on an Initiative roll; you, not the players, decide if
and when Initiative is rolled. A high level Barbarian OPEN LIST
can’t just punch their Paladin friend and roll Initia- You can track Initiative on a list that is visible to the
tive to regain expended uses of Rage. players using any of the following tools:
In any situation where a character’s actions ini • A whiteboard on a wall or propped up nearby
tiate combat, you can give the acting character • A battle mat you use for miniatures
Advantage on their Initiative roll. For example, if a • Folded index cards for each character and each
conversation with an NPC is cut short because the group of identical monsters, placed like tents in
Sorcerer is convinced that NPC is a doppelganger Initiative order across the top of your DM screen
and targets it with a Chromatic Orb spell, everyone • A virtual tabletop program you’re using or a
rolls Initiative, and the Sorcerer does so with Ad group text chat
vantage. If the doppelganger rolls well, it might still • Magnets, clothespins, or an accessory designed to
act before the Sorcerer’s spell goes off, reflecting the represent the Initiative order spatially
monster’s ability to anticipate the spell.
An open list makes everyone aware of the order of
USING INITIATIVE SCORES play. Players know when their characters’ turns are
You can get to the action of combat more quickly by coming up so they can plan their actions in advance.
using Initiative scores instead of rolling. You might An open list also lets the players know when the
use Initiative scores just for characters, just for monsters act in the fight, although you can hold off
monsters, or for both. on adding monsters to the list until they take their
Initiative Scores for Characters, A character’s Ini first turns.
tiative score is typically 10 plus all modifiers to the
character’s Initiative roll (including their Dexterity TRACKING MONSTERS’ HIT POINTS
modifier and any special modifiers). If you want During a combat encounter, you or a player should
your players to use Initiative scores, have them track how much damage each monster takes.
record those scores on their character sheets, and Most DMs track damage in secret so their players
keep your own list of those scores. don’t know how many Hit Points a monster has
Initiative Scores for Monsters. A monster’s stat remaining.
block in the Monster Manual includes its Initiative It helps to have a system to track damage for
score after its Initiative bonus. groups of monsters. If you aren’t using miniatures
Advantage and Disadvantage. If a creature has or other visual aids, one way to track your monsters
Advantage on Initiative rolls, increase its Initiative is to assign them unique features. For example,
score by 5. If it has Disadvantage on those rolls, de imagine that you’re running an encounter with
crease that score by 5. three ogres. You might attach descriptions such as
“the ogre with a big scar” and “the ogre with the
TRACKING INITIATIVE ___________________
helmet” to help you and your players track which
The following sections describe different methods monster is which. Once Initiative is rolled, jot down
for keeping track of who goes when in combat. each ogre’s Hit Points and add notes (and even a
name, if you like) to differentiate each one:
HIDDEN LIST
You can track Initiative on a list your players can’t Krag legrew/ sear: 68
see using any of the following tools: Thod byw/ hebw): 7
• Paper or a notebook behind the DM screen Mur egresmearedw/ Jut): 59
• A spreadsheet or document on a laptop or tablet
If you use miniatures to represent monsters, one
• An app on your tablet or phone
way to differentiate them is to give each one a
• Index cards for each character and each group of
unique miniature. If you use identical miniatures
identical monsters, placed in Initiative order in a
to represent multiple monsters, you can tag the
stack you cycle through
N PASS.
* 7.
HALF COVER
COVER ON
SQUARES AND
HEXES
LINE OF SIGHT If you want more accuracy, use the following rule:
To determine whether there is line of sight between the first diagonal square counts as 5 feet, but the
two spaces, pick a corner of one space and trace second diagonal square counts as 10 feet. This pat
an imaginary line from that corner to any part of tern of 5 feet and then 10 feet continues whenever
another space. If you can trace a line that doesn’t you’re counting diagonally, even if the creature
pass through or touch an object or effect that blocks moves straight between different bits of diagonal
vision-such as a stone wall, a thick curtain, or a movement. For example, a character might move 1
dense cloud of fog-then there is line of sight. square diagonally (5 feet), then 3 squares straight
(15 feet), and then another square diagonally (10
COVER feet) for a total movement of 30 feet.
The accompanying diagrams illustrate cover on
squares or hexes. To determine whether a target TRACKING POSITION AT LONG RANGE
has cover against an attack or other effect, choose If combat erupts between two groups that are hun
a corner of the attacker’s space or the point of ori dreds of feet away from each other, try the follow
gin of an area of effect. Then trace imaginary lines ing techniques to keep track of who’s where:
from that corner to every corner of any one square
the target occupies. If one or two of those lines are Note Paper. List all combatants on a piece of pa
blocked by an obstacle (including a creature), the per, and keep a running tally of each creature’s
target has Half Cover. If three or four of those lines distance from the party’s starting point (the
are blocked but the attack or effect can still reach party starts at 0 feet). As the characters advance,
the target (such as when the target is behind an ar increase their numbers; as the monsters advance
row slit), the target has Three-Quarters Cover. toward the characters, decrease their numbers.
On hexes, use the same procedure as above, draw Adjust the Grid Scale. If you’re using a battle grid,
ing lines between the corners of the hexagons. The take a section of that grid and use it to track posi
target has Half Cover if one, two, or three lines are tion, changing the scale so that each square is 30
blocked by an obstacle, and Three-Quarters Cover feet. You don’t need to be precise about creatures’
if four or more lines are blocked but the attack or positions, just their distance from each other.
effect can still reach the target. Dice as Range Counters. Do away with the grid
and put miniatures in their relative positions, us
DIAGONAL MOVEMENT ing dice next to each miniature to show how far
The Players Handbook presents a simple method for they’ve traveled. You can use percentile dice (or
counting movement and measuring range on a grid three diOs, with each die representing a digit in
of squares: count every square as 5 feet, even if the a three-digit number, if the encounter begins at a
creature is moving or counting diagonally. While range between 100 and 1,000 feet), or use one or
fast in play, this rule breaks the laws of geometry. more d20s to show how many 5-foot or 10-foot
squares the creature has advanced.
Loss OF HIT POINTS You can combine those narrative descriptions with
game rules: “Dispensing with attacks, your foe hur
You can give players a sense of how well they’re
ries across the room, taking the Dash action.”
doing against a creature by describing, in narrative
terms, how hurt the creature is. For example, if the MONSTERS CASTING SPELLS
creature is Bloodied, you might say the creature has It’s important that players can tell when their
visible wounds and appears beaten down. Such in
characters’ opponents are casting spells, giving the
formation gives the players a sense of progress and
characters the opportunity to cast Counterspell or
might spur them to press the attack. On the other
otherwise interfere with the spellcasting.
hand, if the characters aren’t damaging the creature
When a monster casts a spell, check the compo
much. let the players know the creature doesn’t look
nents it’s using and describe its activity appropri
hurt. That might encourage the players to change
ately. If the spell has Verbal components, the mon
their plan.
ster might chant, boldly proclaim, or hiss the mystic
ABILITIES, STRENGTHS, AND WEAKNESSES syllables of the spell. Somatic components involve
Share information with the players about the char the monster moving its hands (or similar append
acteristics of creatures they fight as those charac ages) in graceful patterns, shaping them into angu
teristics become apparent. For example, if a Wizard lar positions, or thrusting them sharply forward.
casts Fire Bolt against a Fire Elemental (a creature Finally, the monster might be holding a Spellcasting
that has Immunity to Fire damage), let the players Focus or some other Material component.
know' the spell doesn’t seem to bother the creature
at all. Players might correctly guess that a creature AWARDING HEROIC INSPIRATION
made of fire probably wouldn’t harmed by Fire Bolt; As discussed in the Player’s Handbook, Heroic
feel free to confirm their guesses. Inspiration is a reward you can give to characters
when their players make the game more fun, ex
ACTIONS IN COMBAT
citing, and memorable for everyone at the table.
When a monster takes an action in combat, the
Any player who makes the whole table erupt in
players need to have some idea what’s going on both
laughter, cheers, or howls of surprise probably
in the fictional reality of the game and in terms of
deserves Heroic Inspiration.
the rules of the game. This means that when an
You can also use Heroic Inspiration to reward
enemy with a Crossbow takes the Ready action to
roleplaying, immersion in the game, and heroism.
cover the area in front of a door, the players should
have a pretty good idea that if their characters Use it to incentivize the kind of behavior you want
move in front of that door, the enemy will shoot to see in your game, such as acting in character,
them. A monster’s description in the Monster Manual taking risks, thinking strategically, cooperating
often explains what's happening in the world while well, or embracing the tropes of a particular
the monster is using its special actions. The Describ genre. Make sure your use of Heroic Inspiration
ing Actions table has descriptions you can use to is aligned with the expectations you set out at the
explain what's going on when a creature takes one start of your game (see “Ensuring Fun for All" in
of the common actions available to all creatures. chapter 1).
50
CHAPTER 3
DM’s TOOLBOX
HEREAS CHAPTERS 1 AND 2 TEACH THE When good- and evil-aligned adventurers coexist
ROLE REVERSAL
During a chase, it’s possible for the pursuers to be
come the quarry. For example, characters chasing a
thief through a marketplace might draw unwanted
attention from other members of the thieves’ guild.
As they pursue the fleeing thief, they must also
CURSES______________ _
A curse typically takes one of the forms detailed
below.
BESTOW CURSE
The simplest curses are created by the Bestow Curse
spell. The effects of such curses are limited and can
be ended by the Remove Curse spell.
Bestow Curse provides useful benchmarks for
gauging the potency of other curses. A curse that
lasts for 1 minute equates to a level 3 spell, while one r
that lasts until dispelled equates to a level 9 spell.
CURSED CREATURES
Some monsters are associated with curses, whether
as part of their origins or due to their ability to
spread curses-werewolves being a prime example.
You decide how a spell like Remove Curse affects
a creature with accursed origins. For example, you
might decide that a mummy was created through a
curse and it can be destroyed permanently only by ENVIRONMENTAL CURSES
casting Remove Curse on its corpse. Some locations are so suffused with evil that any
one who lingers there is burdened with a curse.
CURSED MAGIC ITEMS Demonic Possession is one example of an environ
Cursed magic items are created deliberately or mental curse.
originate as the result of supernatural events. Such Demonic Possession. Demonic Possession arises
items are detailed in chapter 7. from the chaos and evil of the Abyss and commonly
besets creatures that interact with demonic objects
NARRATIVE CURSES
or linger in desecrated locations, where demonic
A curse might manifest during an adventure when
spirits await victims.
a creature’s violation of a taboo warrants supernat
A creature that becomes the target of Demonic
ural punishment, such as breaking a vow, defiling a
Possession must succeed on a DC 15 Charisma sav
tomb, or murdering an innocent. Such a curse can
ing throw or be possessed by a bodiless demonic
have any effects you design, or it might be a custom
entity. Whenever the possessed creature rolls a 1
ized version of another type of curse discussed in
on a D20 Test, the demonic entity takes control of
this section.
the creature and determines the creature’s behav
A creature affected by such a curse should know
why they’re being punished and be able to learn ior thereafter. At the end of each of the possessed
how to end their curse, likely by symbolically creature’s later turns, the creature makes a DC 15
righting the wrong they committed. How a spell Charisma saving throw, regaining control of itself
like Remove Curse affects a curse that’s part of your on a success.
adventure is up to you-the spell might merely sup After finishing a Long Rest, a creature with De
press the effects of the curse for a time. Regardless, monic Possession makes a DC 15 Charisma saving
narrative curses should feel like rare, potent magic throw. On a successful save, the effect ends on the
rooted in the lore of your campaign. creature. A Dispel Evil and Good spell or any magic
that removes a curse also ends the effect on it.
CHAPTER 3 I DM S TOOLBOX 61
Provide Fair Warning. Let characters face the con
sequences of their foolish actions, but make sure
DEATH you give enough cues for the players to recogni,,
Adventures involve risk, with consequences that self destructive actions. You might want to ask a
can be as catastrophic as the death of a single chai player, “Are you sure?" before committing a char,
acter or an entire group. Given the degree to which acter to a potentially fatal course of action.
players get attached to their characters, character Fair Encounters. Your players have to know that
death can be an emotionally charged situation. It you’re fair in designing encounters. It’s fine to
might even be a hard limit for some players (see throw tough encounters at them and sometimes
“Ensuring Fun for All" in chapter 1), so it s worth to let them face monsters they can't beat. But it’s
having a conversation about how to handle charac not fair if the players have no way to know they
ter death at the start of a new game. can't win the fight or have no way to escape.
CHAPTER 3 | DM S TOOLBOX 63
a successful check, the character finds any secret
DOORS door hidden in that section of wall as well as the
Adventurers interact with doors often in a D&D mechanism to open the door. The DC of the check
campaign. This section gives rules for most of the depends on how well the secret door is hidden, as
doors the adventurers encounter. shown in the Secret Doors table.
You can instead call for an Intelligence (Investiga
COMMON DOORS tion) check if the challenge involves deducing that
The Doors table provides the AC and Hit Points for a door is present from noticeable clues, rather than
common doors, which are Medium objects. spotting those clues in the first place. See "Percep
With the Utilize action, a creature can try to tion" in chapter 2 for more advice.
force open a door that is barred or locked, doing
so with a successful Strength (Athletics) check. SECRET DOORS
The table provides the DC of the check. For bigger Secret Door DC to Detect
doors, double or triple the Hit Points and increase Barely hidden secret door 10
the DC of the check by 5.
Standard secret door 15
DOORS Well-hidden secret door 20
Door AC HP DC to Open
Glass door 13 4 10 SECRET DOOR ETIQUETTE
Metal door 19 72 25 Adventurers often fail to locate secret doors. For
this reason, don’t hide important treasures or loca
Stone door 17 40 20
tions behind secret doors unless you’re comfortable
Wooden door 15 18 15 with the characters not finding them, and don’t risk
letting your adventure grind to a halt because the
BARRED DOOR only path forward is hidden behind a secret door.
A barred door has no lock. A creature on the barred
PO RTCULLISES
side of the door can take the Utilize action to lift the
bar from its braces, allowing the door to be opened. Typically made of iron or wood, a portcullis blocks
a passage or an archway until it is raised into the
LOCKED DOOR ceiling by a winch and chain. Creatures within
Characters who don’t have the key to a locked door 5 feet of a lowered portcullis can make ranged
can try to pick the lock using Thieves’ Tools. The attacks or cast spells through it, and they have
Lock Complexity table tells you how long it takes to Three-Quarters Cover against attacks, spells, and
try to pick a lock based on its complexity. At the end
other effects originating from the opposite side. A
of that time, the character picks the lock by making
portcullis can also be attacked and destroyed, using
a successful Dexterity (Sleight of Hand) check using
the AC and Hit Points of a metal door (if iron) or a
Thieves’ Tools. The DC is determined by the lock’s
wooden door (if wood).
quality, as shown in the Lock Quality table.
Winching a portcullis up or down requires the
LOCK COMPLEXITY Utilize action. If a creature can’t reach the winch
LOCK QUALITY
(usually because it’s on the other side of the portcul
Complexity Time Quality DC to Unlock lis), lifting the portcullis requires the Utilize action
Simple 1 action Inferior 10 and a successful Strength (Athletics) check. The DC
Complex 1 minute Good 15 of the check depends on the type of portcullis, as
shown in the Portcullises table.
Superior 20
PORTCULLISES
SECRET DOORS__________________ Portcullis Size Iron DC Wood DC
A secret door is crafted to blend into the wall that Medium (8 ft. tall x 5 ft. wide) 20 15
surrounds it. Sometimes faint cracks in the wall or
Large (10 ft. tall x 10 ft. wide) 25 20
scuff marks on the floor betray the secret door’s
presence. Other than the fact that it’s hidden, a se Huge (20 ft. tall x 15 ft. wide) 30 25
cret door is similar to a common door.
With the Search action, a character can search
for a secret door along a 10-foot-square section of
wall and make a Wisdom (Perception) check. On
01-02 Abandoned after internal strife devastated 62-64 Floating on the sea
its population 65-66 Intended as a death trap to eliminate any
creature that enters, perhaps to guard a
03-04 Abandoned because the site was cursed by
treasure or to harvest souls for a necroman
a god or other powerful entity
tic rite
05-06 Abandoned by its original creators when a
67-69 Intended as a tomb
plague spread through the dungeon
70-72 Long known as the site of a great miracle or
07-09 Amazingly well preserved ancient city in
another auspicious event
side a dome encased in volcanic ash, sub
73-75 Made by amphibious creatures (such as
merged underwater, or entombed in desert
kuo-toa or aboleths), using water to protect
sands
the innermost reaches from air-breathing
10-12 Built as a fortress guarding a mountain
intruders
pass
76-78 Made by a powerful spellcaster (perhaps
13-15 Built as a maze, either to protect treasure a lich) as a site for magical research and
from intruders or as a gauntlet where pris experimentation
oners were hunted by monsters
79-81 Made by giants at a vast scale
16-18 Built as a stronghold but abandoned after it
82-84 Natural caverns featuring a range of strik
fell to invaders ingly beautiful rock and crystal formations
19-21 Built as a treasure vault to protect powerful
85-87 On an island in an underground sea
magic items and great wealth
88-90 On the back of a Gargantuan creature
22-23 Built atop a cloud
91-93 Originally constructed as a mine but aban
24 -26 Built beneath a city in catacombs or sewers doned when tunnels connected to danger
27-29 Built beneath or on top of a mesa or several ous Underdark tunnels
connected mesas 94-96 Secreted away in a demiplane or in a pocket
30-32 Built by a religious group to serve as a tem dimension
ple and linked to the energy of other planes 97-98 Slowly abandoned as its creators died out
of existence or migrated away
33-35 Built by dwarves and decorated with enor 99-00 Transformed by multiple events or disasters
mous dwarven faces that have been de over the course of centuries
faced by its current inhabitants
36-38 Built in a volcano
GEHENNAN CRUELTY
On the plane of Gehenna and in regions where
its influence is felt, creatures are driven to loathe
helping one another. Whenever a creature subject
to Gehennan cruelty casts a spell that restores Hit
Points or removes a condition other than Invisible,
t 2
Vicious VINE
RIVER STYX Nuisance Hazard (Levels 1-4)
Nuisance Hazard (Levels 11-16)
Vicious vines are animated by magic. They often
The River Styx courses through the Lower Planes. cling to doorways, archways, walls, and statuary.
Tasting or touching its waters can shatter a crea Until a vicious vine moves, there’s nothing to distin
ture's intellect and personality, as well as strip away guish it from an inanimate vine.
its memories. Certain Fiends are immune to the Each vicious vine has AC 11; HP 16; and Immunity
river’s effects. to Bludgeoning, Piercing, and Psychic damage.
Unless immune to the river’s effects, a creature When a creature enters a space within 5 feet of the
that drinks from the Styx, enters the river, or starts vine for the first time on a turn or starts its turn
its turn in the river makes a DC 20 Intelligence there, the vine tries to coil around that creature.
saving throw. On a failed save, the creature takes 19 The target must succeed on a DC 12 Dexterity sav
(3dl2) Psychic damage and can’t cast spells or take ing throw or have the Grappled condition (escape
the Magic action for 30 days. An affected creature DC 12). While Grappled in this way, the target
can drink from the Styx and swim in its waters takes 5 (IdlO) Necrotic damage from the vine’s
without suffering any additional effects. life-draining thorns at the start of each of the tar
The effect can be ended only by the Greater Res get’s turns. The vine can grapple only one creature
toration, Heal, or Wish spell. If the effect isn’t ended at a time.
after 30 days, the effect becomes permanent, and As an Influence action, a character under the ef
the creature loses all its memories. At that point, fect of a Speak with Plants spell or similar magic can
nothing short of a Wish spell or divine intervention try to persuade the vine to release its victim, doing
can undo the effect. so with a successful DC 10 Charisma (Persuasion)
Water taken from the River Styx loses its potency check. A creature released by the vine in this way
after 24 hours, becoming a harmless, foul-tasting won’t be attacked by that vine again for the next
liquid. Arcanaloths, night hags, and other fell 24 hours.
creatures might know rituals that can prolong the At Higher Levels. You can scale the hazard for
water’s potency, at your discretion. higher levels by increasing the Necrotic damage,
the save DC, and the escape DC, as shown in the
following table.
ROCKSLIDE
Deadly Hazard (Levels 14) Levels Necrotic Damage Save/Escape DC
When a rockslide occurs, every creature in its path 5-10 11 (2dl0) 14
makes a DC 15 Dexterity saving throw. On a failed 11-16 22 (4dl0) 16
save, a creature takes 11 (2d 10) Bludgeoning dam
age, has the Prone condition, and moves with the 17-20 55 (lOdlO) 18
APPEARANCE
Briefly describe the NPC’s most distinctive physical
features. You can start with the basics-skin, hair,
and eye colors, as well as the NPC’s species. The
NPC Appearance table can also help you identify
one or two things that stand out about the charac
ter’s appearance.
NPC APPEARANCE I
ldl2 Feature
1 Distinctive jewelry
2 Flamboyant, outlandish, formal, or ragged
clothes
3 Uses an elegant mobility device (wheelchair,
brace, or cane)
4 Pronounced scar
5 Unusual eye color (or two different colors)
6 Tattoos or piercings
7 Birthmark
8 Unusual hair color
9 Bald, or braided beard or hair
10 Distinctive nose (large, bulbous, angular,
small)
11 Distinctive posture (stooped or rigid)
12 Exceptionally beautiful or ugly
SECRET T
ALIGNMENT
PERSONALITY A
APPEARANCE A
SECRET
ruge 2024 Wizards of the Coast LLC. Permission is granted to photocopy this page for person
NPC SECRETS NPCs AS PARTY MEMBERS
IdlO Secret NPCs might join the adventuring party because
1 The NPC is in disguise, concealing their they want a share of the loot and are willing to
identity or some aspect of their appearance. accept an equal share of the risk, or they might fol
low the adventurers because of a bond of loyalty
2 The NPC is currently planning, executing, or
gratitude, or love. You can delegate decisions about
covering up a crime. an NPC’s actions to one of the players, especially ,
3 The NPC (or their family) has been threat combat, but you can override the player's decision,
ened with harm unless the NPC does to reflect the NPC’s motivations.
something. When you choose a stat block from the Monster
4 The NPC is under a magical compulsion Manual for an NPC party member, make sure the
(perhaps a Ceas spell or some kind of curse) NPC doesn’t overshadow the player characters. Us.
a stat block whose Challenge Rating is no higher
to behave in a certain way.
than half the characters’ level. These NPCs don’t
5 The NPC is seriously ill or in terrible pain. amass Experience Points and don’t become more
6 The NPC feels responsible for someone's powerful.
death or ill fortune. Here are some NPC archetypes that work well as
The NPC is on the brink of financial ruin. supporting characters in an adventuring party:
8 The NPC is desperately lonely or harboring Comic Relief. A comic relief NPC helps lighten the
an unrequited passion. mood of an adventure or game session, perhaps
with an occasional display of ineptness or a gift
9 The NPC nurses a powerful ambition.
for puns.
10 The NPC is deeply dissatisfied or unhappy. Curmudgeon. A curmudgeon NPC is quick to com
plain humorously about the characters' terrible
R ECU R RI NG NPCS______________________ choices and bad planning. You can occasionally
NPCs who keep showing up over the course of a use this NPC to suggest legitimate courses of ac
campaign build the sense that the world of the game tion or share insights.
is a living, breathing place. Whether these NPCs are Dutiful Assistant. A dutiful assistant NPC is good
allies, patrons, friends, or villains, they can deepen at carrying equipment and looking after the par
players’ investment in the world. ty’s horses and other belongings. Such an NPC
You can use different stat blocks in the Monster might be entirely devoted to their duty, or they
Manual, perhaps with some tweaks, to reflect the might be using this easily overlooked position to
same NPC at different times as they grow over the pursue goals of their own.
course of a campaign. For example, characters on Milquetoast Healer. Absent a healer of their own,
their very first adventure might face a villain who the characters might love an NPC healer whose
uses the stat block of a Mage Apprentice, only to personality matters less than the healer’s devotion
have that villain escape and return many adven to the party and ability to cast Cure Wounds or Re
tures later to haunt them as a Mage. Still later, the vivify when needed.
same villain might reappear as an Archmage. Of Walking Textbook. A walking textbook NPC is
course, the trick here is making sure that the vil knowledgeable about a particular field of exper
lain survives from one adventure to the next, or at tise and can be a useful source of information, but
least coming up with a plausible way for the villain they can’t be relied on to make wise decisions or
to return from death. After all, death is rarely the hold up their end in battle.
final word for adventurers, so it needn’t be for their Wallflower Warrior. A wallflower warrior NPC
opponents. is good at fading into the background, doesnt
—------ --------------------------------------------------------------- .--------- • usually chat or engage unless approached, and ea
DON’T Go OVERBOARD gerly avoids the spotlight. Their primary purpose
Developing nonplayer characters can be fun. That is to give monsters another target to attack.
said, use your time wisely. Beware of writing three
Even useful NPCs can slow down the game or over
pages of backstory for an NPC whose interactions
stay their welcome. Consider having NPC party
with the adventurers will be over in three min
members stick around for no more than a few game
utes. The advice in this section is meant to help
sessions or a single adventure before making their
you create an interesting character quickly while
exit. NPCs can benefit from time away from the
providing just enough detail.
characters now and then.
HARVESTING POISON
A character can attempt to harvest poison from
venomous creature that is dead or has the Incapac
itated condition. The effort takes ld6 minutes afte
which the character makes a DC 20 Intelligence
(Nature) check using a Poisoner’s Kit. On a success
ful check, the character harvests enough poison
for a single dose, and no additional poison can be
harvested from that creature. On a failed check,
the character is unable to extract any poison. If the
character fails the check by 5 or more, the character
is subjected to the creature’s poison.
SAMPLE POISONS
Example poisons are detailed here in alphabetical
order. Each poison’s description includes the sug
gested price for a single dose of the poison, its type
(contact, ingested, inhaled, or injury), and a descrip
tion of the poison's debilitating effects.
POISON
Given their insidious and deadly nature, poisons are
a favorite tool among assassins and evil creatures. ASSASSIN'S BLOOD (150 GP)
Poisons come in the following four types: Ingested Poison
Contact. Contact poison can be smeared on an A creature subjected to Assassin's Blood makes a
object and remains potent until it is touched or DC 10 Constitution saving throw. On a failed save,
washed off. A creature that touches contact poi the creature takes 6 (Id 12) Poison damage and has
son with exposed skin suffers its effects. the Poisoned condition for 24 hours. On a success
Ingested. A creature must swallow an entire dose ful save, the creature takes half as much damage
of ingested poison to suffer its effects. The dose only.
can be delivered in food or a liquid. You may de
cide that a partial dose has a reduced effect, such
as allowing Advantage on the saving throw or BURNT OTHUR FUMES (500 GP)
dealing only half as much damage on a failed save. Inhaled Poison
Inhaled. Poisonous powders and gases take effect
A creature subjected to Burnt Othur Fumes must
when inhaled. Blowing the powder or releasing
succeed on a DC 13 Constitution saving throw or
the gas subjects creatures in a 5-foot Cube to its
take 10 (3d6) Poison damage, and it must repeat the
effect. The resulting cloud dissipates immediately
save at the start of each of its turns. On each sue
afterward. Holding one’s breath is ineffective
cessive failed save, the creature takes 3 (Id6) I ois
against inhaled poisons, as they affect nasal mem
damage. After three successful saves, the poison
branes, tear ducts, and other parts of the body.
ends.
Injury. Injury poison can be applied as a Bonus
Action to a weapon, a piece of ammunition, or ----------- —- - - - - - v
similar object. The poison remains potent until
CARRION CRAWLER Mucus (200 GP)
delivered through a wound or washed off. A crea
Contact Poison
ture that takes Piercing or Slashing damage from
an object coated with the poison is exposed to its A creature subjected to Carrion Crawler Muc! ow
effects. must succeed on a DC 13 Constitution saving 1
,a
DEFINING TRAIT
CLAIM TO FAME
CURRENT CALAMITY
LOCAL LEADER
NOTEWORTHY PLACES
NOTEWORTHY PEOPLE
BALLISTA
Large Object
Armor Class: 15 Hit Points: 50
Ballista Bolt (Requires Load and Aim). Ranged Attack
Roll: +6, range 120/480 ft. Hit: 16 (3dl0) Piercing
damage.
A Ballista is a massive crossbow that fires heavy
bolts. Loading a Ballista requires the Utilize action,
and aiming it requires another Utilize action. Then
a crew member can take the Ballista Bolt action.
CANNON
Large Object
Armor Class: 19 Hit Points: 75
Cannonball (Requires Load and Aim). Ranged Attack
Roll: +6, range 600/2,400 ft. Hit: 44 (8dl0) Blud
geoning damage.
A Cannon uses gunpowder or arcane power to pro
pel heavy iron balls at destructive speeds. A Cannon
is usually attached to a wooden frame with wheels.
Loading a Cannon requires the Utilize action, and
aiming it requires another Utilize action. Then a
crew member can take the Cannonball action.
KEG LAUNCHER
Large Object
Armor Class: 15 Hit Points: 30
FLAMETHROWER COACH Toxic Keg (Requires Load and Aim). Constitution Sav
Large Object ing Throw: DC 15, each creature in a 20-foot-radius
Armor Class: 19 Hit Points: 100 Sphere centered on a point 30 to 300 feet from the
Flamethrower. Dexterity Saving Throw: DC 15, each launcher. Failure: 14 (4d6) Poison damage. Success:
creature in a 60-foot-long, 5-foot-wide Line. Failure: Half damage.
14 (4d6) Fire damage, and the creature starts burn
A back-mounted, wooden catapult flings small kegs
ing. Success: Half damage only.
of toxic gas. Loading a Keg Launcher requires the
Powered by magic, this iron coach has a flame Utilize action, and aiming it requires another Utilize
thrower turret mounted atop it. action. Then a crew member can take the Toxic Keg
The coach can accommodate up to two Medium action.
creatures. An iron hatch in the vehicle’s underbelly
grants access. Narrow slits in the front, sides, and
back of the coach allow its occupants to see outside. LIGHTNING CANNON
A creature in the coach has Three-Quarters Cover Medium Object
against attacks and other effects that originate out
side it.
The coach is designed for a crew of two: a driver
Armor Class: 19 Hit points:30
85 ^ ( Ruires Aim). Ranged Attack Roll: +6.
mn Re
and a gunner. The driver can take the Utilize action range 300/1,200 ft. Hit: 22 (4dl0) Lightning dam-
“8-.
to move and turn the coach, which has a Speed of
30 feet, using levers and pedals inside. The gunner
Alightning Cannon is a small, bronze cannon in
can use the Flamethrower action to aim and fire it
pod Metharsane runes and mounted on a heavy it
aunches balls of crackling electi ic
96 CHAPTER 3 | DM'S TOOLBOX
Aiming a Lightning Cannon requires the Utilize
An iron pot is suspended so that it can be tipped
action, then a crew member can take the Lightning
easily, spilling its contents. Once emptied, a caul
Ball action.
dron must be refilled before it can be used again.
Filling the cauldron requires three Utilize actions.
Then a crew member can take the Spill action.
MANGONEL
Cauldrons are typically filled with boiling oil but
Large Object
can be filled with other substances, such as acid or
Armor Class: 15 Hit Points: 100 green slime (see “Hazards” in this chapter), with dif
Mangonel Stone (Requires Load and Aim). Ranged ferent effects.
Attack Roll: +5, range 200/800 ft. (can’t hit targets
within 60 feet of itself). Hit: 27 (5dl0) Bludgeoning
damage. TREBUCHET
Huge Object
A Mangonel is a catapult that hurls heavy projec
tiles in a high arc, so it can hit targets behind walls. Armor Class: 15 Hit Points: 150
Loading a Mangonel requires two Utilize actions, Trebuchet Stone (Requires Load and Aim). Ranged
and aiming it requires two more Utilize actions. Attack Roll: +5, range 300/1,200 ft. (can’t hit targets
Then a crew member can take the Mangonel Stone within 60 feet of itself). Hit: 44 (8dl0) Bludgeoning
damage.
action.
A Trebuchet is a catapult that throws its payload in
a high arc so it can hit targets behind walls. Load
RAM ing a Trebuchet requires two Utilize actions, and
Large Object aiming it requires two more Utilize actions. Then a
Armor Class: 15 Hit Points: 100 crew member can take the Trebuchet Stone action.
Ram (Requires Position). Melee Attack Roll: +8, reach 5
ft. Hit: 16 (3dl0) Bludgeoning damage.
A Ram consists of a movable gallery equipped with
a heavy log suspended from two roof beams by
chains. The log is shod in iron and used to batter
through doors and barricades. Positioning a Ram
requires three Utilize actions. Then a crew member
can use the Ram action.
The gallery roof gives the operators Total Cover
against attacks and other effects from above.
SIEGE TOWER
Gargantuan Object
Armor Class: 15 Hit Points: 200
A Siege Tower is a mobile wooden structure with
a beam frame and slats in its walls. Large wooden
wheels or rollers allow the tower to be pushed or
pulled by soldiers or beasts of burden. Medium or
smaller creatures can use the Siege Tower to reach
the top of walls up to 40 feet high. A creature in the
tower has Total Cover against attacks and other ef-
fects that originate outside it.
SUSPENDED CAULDRON
Large Object
Armor Class: 19 Hit Points: 20 MANGONEL
SPHI (Requires a Full Cauldron). Dexterity Saving
-o
BUILDING A TRAP
------------------ Nuisance Traps - Deadly Traps----------------------
Levels Attack Bonus Save DC Damage Attack Bonus Save DC Damage
1-4 +4 10-12 5 (IdlO) +8 13-15 11 (2dl0)
p
A MYSTERIOUS CARRIAGE
104
CREATING ADVENTURES
HETHER YOU’RE CREATING YOUR OWN defeat that villain. Otherwise, players can feel as if
13 An evil cult is spreading in a village. Those 12 A coven of hags steals cherished memories
who oppose the cult are marked for sacrifice. from travelers.
13 A villain seeks powerful magic in an ancient
14 An abandoned house on the edge of town is
ruin, hoping to use it to conquer the region.
haunted by Undead because of a cursed item
in the house. 14 A scheming aristocrat hosts a masquerade
ball, which many guests see as an opportu
15 Creatures from the Feywild enter the world
nity to advance their own agendas. At least
and cause mischief and misfortune among
one shape-shifting monster also attends.
villagers and their livestock.
15 A ship carrying a valuable treasure or an evil
16 A hag's curse is making animals unusually
Artifact sinks in a storm or monster attack.
aggressive.
16 A natural disaster was actually caused by
17 Bullies have appointed themselves the village
magic gone awry or a cult’s villainous plans.
militia and are extorting money and food
17 A secretive cult uses spies to heighten ten
from villagers.
sions between two rival nations, hoping to
18 After a local fisher pulls a grotesque statue
provoke a war that will weaken both.
from the sea, aquatic monsters start attack
18 Rebels or forces of an enemy nation have kid
ing the waterfront at night.
napped an important noble.
19 The ruins on the hill near the village lie under
19 The descendants of a displaced people want
a curse, so people don't go there—except a
to reclaim their ancestral city, which is now
scholar who wants to study the ruins.
inhabited by monsters.
20 A new captain has taken charge of a band of
20 A renowned group of adventurers never re
pirates or bandits and started raiding more
turned from an expedition to a famous ruin.
frequently.
3 An adult dragon’s lair is transforming an 2 A band of giants drove away a metallic dragon
expanse into an environment inhospitable to and took over the dragon's lair, and the
the other creatures living there. dragon wants to reclaim the lair.
4 A long-lost journal describes an incredible 3 An ancient hero returns from the dead to
journey to a hidden subterranean realm full of prepare the world for the return of an equally
magical wonders. ancient monster.
5 Cultists hope to persuade a dragon to un 4 An ancient Artifact has the power to defeat or
dergo the rite that will transform it into a imprison a rampaging titan.
dracolich. 5 A god of agriculture is angry, causing rivers to
6 The ruler of the realm is sending an emissary dry up and crops to wither.
to a hostile neighbor to negotiate a truce, and 6 An Artifact belonging to a god falls into
the emissary needs protection. mortal hands.
7 A castle or city has been drawn into another 7 A titan imprisoned in the Underdark begins
plane of existence. to break free, causing terrible earthquakes
8 A storm tears across the land, with a mysteri that are only a hint of the destruction that the
ous flying citadel in the eye of the storm. titan will cause if it is released.
9 Two parts of a magic item are in the hands of 8 A lich tries to exterminate any spellcasters
bitter enemies; the third piece is lost. that approach the lich’s level of power.
10 Evil cultists gather from around the world to 9 A holy temple was built around a portal lead
summon a monstrous god or alien entity. ing to one of the Lower Planes to prevent an
11 A tyrannical ruler outlaws the use of magic evil from passing through in either directio
without official sanction. A secret society of Now the temple has come under siege fro
spellcasters seeks to oust the tyrant. both directions.
12 During a drought, low water levels in a lake 10 Five ancient metallic dragons lair in the P 1
reveal previously unknown ancient ruins that of Creation. If all these dragons are killed,
contain a powerful evil. world will collapse into chaos. One has jU5
been slain.
108 CHAPTER 4 1 CREATING ADVENTURES
ADVENTURE SETTING
H they leave by the secret door to the southeast,
Many D&D adventures revolve dungeons-interior you check the map and follow the secret tunnel as it
spaces such as great halls and tombs, subterranean winds to the hidden vaults below the great hall.
monster lairs, mazes riddled with traps, natural cav Sample Maps. Appendix B contains maps you can
erns extending for miles beneath the surface, and use for your adventures or as inspiration for your
ruined castles. The “Dungeons" section in chapter own maps. You can also modify those maps to fit
3 can help you craft a dungeon environment for an the details of the location you have in mind.
adventure. Map inspiration. The internet is a great place to
Of course, not every adventure takes place in a find adventure maps that have been made avail
dungeon. A wilderness trek across the desert or a able, as well as real-world building floor plans and
harrowing journey into the jungle can be an excit city maps and other images that can inspire your
ing adventure in its own right. Outdoors, dragons mapmaking.
wheel across the sky in search of prey, fierce war
riors pour forth from grim fortresses to wage war BRINGING A LOCATION TO LIFE
against their neighbors, ogres and trolls plunder An inhabited adventure location has its own ecosys
farmsteads for food, and monstrous spiders drop tem. The creatures that live there need to eat, drink,
from web-shrouded trees. breathe, and sleep. Predators need prey, and intel
Adventures can also take place in cities, towns, ligent creatures search for lairs offering the best
and villages, which are often no less dangerous than combination of air, food, water, and security. Keep
dungeons or the wilds. The “Settlements" section in these factors in mind when designing an adventure
chapter 3 can help you create a settlement where an location. If the site has an internal logic, adven
adventure can take place. turers can use their understanding of that logic to
make informed decisions.
ADVENTURE MAPS For example, characters who find a pool of fresh
An adventure location almost always benefits from water in a dungeon might infer that many of the
a map, and the more thoughtfully constructed the creatures inhabiting the dungeon come to that spot
map is, the more fun players are likely to have as to drink. The adventurers might set an ambush at
their characters explore the location. the pool. Likewise, closed or locked doors can re
Maps and Adventure Structure. An adventure map strict the movement of some creatures. A dungeon
can take many forms-from a detailed dungeon infested with carrion crawlers or stirges would need
map that shows the dimensions and contents of ev open passages so that these creatures can move
about to find food.
ery room to a rough outline of how one encounter
might lead to another, depending on the route the ADVENTURE INHABITANTS
characters choose. Whatever form your map takes, The monsters in any adventure location are more
it functions as a flowchart since each decision point than a collection of random creatures that happen
(a branch in a corridor, a room with multiple exits) to live near one another. Fungi, natural animals,
leads to new decision points. If the characters leave scavengers, and predators can coexist in a complex
a room by the north door, you check your map and ecology, alongside sapient creatures who share liv
determine it leads them into the great hall, lined ing space through some combination of negotiation
with pillars, where the fire giant king holds court. and domination.
C
D
DOOR OPEN Pi TRAP DOOR SINKHOLE
OPEN DOORWAY
U 1||I III D S
DAIS RUBBLE
SekRe r Doon STAIRS DOOR
THE WAY.
J.
-1 /
ye
7
characters’ patron to betray them. Pulling that
more than once in a campaign, though, is likely t ' SUPERNATURAL HOOKS
make the players unwilling to trust any future pa Celestial omens, vivid dreams, or other magical
trons and possibly suspicious about any adventure phenomena can point characters to the adventure
hooks you put in front of them. situation and suggest a course of action. The Super
The Patron Hooks table offers some suggestions natural Hooks table offers some suggestions.
for ways a patron can lead characters to an adven
ture situation. The "Campaign Start" section in SUPERNATURAL HOOKS
chapter 5 offers some more suggestions for patrons. 1d6 Hook
PATRON HOOKS 1 The characters all have a vivid dream that
foreshadows elements of the adventure.
1d6 Hook
2 While preparing spells, one character receives
1 A town crier announces that someone is a quest from a god or patron.
hoping to hire adventurers.
3 A fortune teller’s reading for one of the
2 Someone the characters want to impress or characters points to a quest and offers hints
need a favor from asks them to deal with the about challenges that lie ahead.
adventure situation.
4 Flames, clouds, smoke, or huge flocks of
3 When the characters arrive in a new city, they birds take distinct shapes that portend the
find a job board where someone has posted adventure situation.
in search of adventurers. 5 Animals or animated objects speak clearly to
4 A wealthy patron who is aware of the adven direct the adventurers toward the situation.
turers’ accomplishments writes to them, 6 Someone who died returns as a ghost and
offering to pay them for their talents. haunts the characters. The ghost prompts
5 A citizen in need, who has learned of the the characters to investigate the cause of the
adventurers’ accomplishments and kindness, ghost’s death and put it to rest.
travels miles to find them and implore them
for help. HAPPENSTANCE HOOKS
6 The adventurers are arrested (on valid or Sometimes, characters just happen on an adventure
invented charges) and offered a chance to through sheer coincidence-or at least what appears
to be coincidence (which might actually involve
escape punishment by completing a quest.
divine or other supernatural intervention). The
Happenstance Hooks table provides some ideas.
SUBVERT CLICHES
As you populate your world with interesting HAPPENSTANCE HOOKS
supporting characters, consider the following: ld6 Hook
Avoiding Stereotypes. Show how multiple people 1 The characters find a letter describing the
from the same culture are different. Don’t use a adventure situation.
real-world accent in a disparaging way. 2 The characters are on an unrelated quest,
Beautiful Diversity. Feature members of different such as searching for a particular magic item,
genders, ethnicities, and sexualities, as well as that leads them into the adventure situation.
people with varied capabilities, beliefs, roles,
3 The adventure situation disrupts a festival or
professions, interests, and outlooks.
Fresh Spin. Whenever possible, put a fresh spin ceremony that the characters are attending.
on a familiar trope. The mysterious figure who 4 A magical mishap places the characters in the
presents adventurers with a quest on behalf of adventure situation.
the king might be the king in disguise. The wiz 5 While traveling in a caravan or aboard a ship,
ard in the tower might be a projected illusion the characters befriend an NPC who has
created by a band of thieves to guard their loot. news about the adventure situation.
Relatability. Treat NPCs as real people with real
6 The characters are attacked after being mis
motivations. Put yourself in their shoes. What
taken for another group of adventurers. They
would you do?
learn about the adventure situation from a
clue left behind by their attackers.
Evil Intrusion. If things start grinding to a halt, appeal to a wide breadth of players. But an adven
have the characters encounter a minion or mon ture you create for your home campaign doesn’t
ster connected to the adventure’s main threat. At have to appeal to every possible player interest-
the end of the encounter, perhaps the characters only to the players at your table.
find information that gets them back on track. You can design encounters that appeal to multi
Plan one or two encounters like this ahead of ple player motivations. Imagine a fight pitting the
time. characters against a gang of gnolls, delighting the
The DM’s Role. If the characters can’t figure out players who enjoy fighting. Then a young dragon
how to solve an encounter or aren’t sure what wanders into the middle of the fight. Suddenly the
to do next, you can remind the players of things fight can swing one of two ways: the dragon could
their characters have already learned or call for help the gnolls against the party or help the party
Intelligence (Investigation) or similar checks to against the gnolls. It’s up to the players who thrive
see if their characters can remember and connect on acting to persuade the dragon to help the party.
things that the players might be missing.
MULTIPLE WAYS TO PROGRESS
SOMETHING FOR EVERYONE Make sure there are multiple ways the characters
As described in the “Know Your Players” section in can progress through the adventure at any point, so
chapter 2, players have different tastes in the activ if they miss one way, they have an alternative. Plan
ities they enjoy in the game. An adventure needs to opportunities for the adventure to move forward
account for the different players and characters in even when the characters fail. Use challenges with a
your group to draw them into the story. single path to success only as chances for the char
An adventure that includes a balance of explo acters to obtain extra rewards.
ration, social interaction, and combat is likely to
126
CREATING CAMPAIGNS
— F ENCOUNTERS ARE THE BUILDING BLOCKS campaign journal, a collection of notes from past
of a D&D adventure, then adventures are sessions. Use your journal to refresh your memory
| the building blocks of a D&D campaign, for a on events that transpired early in the campaign and
campaign is what you get when you string two or bring closure to unresolved conflicts and mysteries.
more adventures together. A campaign setting is
the world in which those adventures take place- KEEPING AJOURNAL_________
both a backdrop for your adventures and a hotbed A campaign journal documents the progression of
of conflicts and personalities that can inspire and your campaign, from the first game session to the
drive adventures. last. Your journal can take whatever form works
best for you. It might be a physical notebook; a
STEP-BY-STEP CAMPAIGNS binder of loose notes, maps, and tracking sheets; a
Follow these steps to create a campaign: wiki; or a collection of files on your computer. Jour
nal entries are best organized by date or game ses
Step 1: Lay Out the Premise. Consider the core
sion. (Some DMs prefer the term “episode’ to “game
conflicts driving the campaign, and choose a
session,” but the terms are interchangeable.)
setting that reinforces the themes and tone you
A sample Campaign Journal page is provided.
hope to evoke. Make copies of it, or use it as inspiration for your
Step 2: Draw In the Players. Start your campaign
own journal pages.
in a memorable way. Determine how the charac
ters get drawn into events and how the characters’ USING YOUR JouRNAL
goals and ambitions might come into play.
Use your journal to plan out your next game session
Step 3: Plan Adventures. Consider the smaller
(see “Preparing a Session” in chapter 1). Then, when
conflicts that make up the larger conflicts of the
the game session is over, use the journal to capture
campaign, and devise fun quests that help drive
anything else of importance that might have bear
the story. Flesh out the antagonists, the important
ing on future sessions, such as the name of an NPC
locations, and the elements that link the adven
you created on the fly or a critical piece of informa
tures together. tion the characters learned.
Step 4: Bring It to an End. Think about how the During a game session, you can use your cam
campaign might end and what level you expect paign journal to quickly recall a piece of infor
the characters to be when the campaign wraps up. mation you’ve forgotten (such as the name of a
You might have noticed that these steps are similar character’s mule) or to jot down things you want to
to the “Step-by-Step Adventures” list at the start remember later (such as the name of a tavern). In
of chapter 4. In many ways, a campaign is just an this way, the journal becomes a living chronicle of
adventure writ large. In an ongoing campaign, one the campaign in flight.
adventure flows naturally into the next.
FORESHADOWING
Later sections of this chapter offer inspiration and
Foreshadowing is a storytelling technique that
advice for each of these four steps. The chapter con
never goes out of style. Players love it when some
cludes with a campaign example.
thing happens in a game session that hearkens to
some event from an earlier session.
YOUR CAMPAIGN JOURNAL Foreshadowing is about planting seeds early so
At the start of any campaign, there’s a buzz of you can reap the rewards later. Having an up-to-
excitement as you and your players look forward to date campaign journal makes foreshadowing easier
creating a new world together-one full of adven- because you can reread your notes from earlier
ture and promise. Every game session is a chance game sessions and identify things that could re
for you to show off more of the campaign setting surface in upcoming sessions, giving past events
and deepen your players’ investment in it. greater weight or a bigger payoff. Consider the fol
if your campaign lasts for months or years, sus- lowing example.
^iningthat high level of excitement-yours as well The characters find the dead body of an unidenti-
as your players’-takes effort. An important tool
Hed halfling adventurer. A search of the body yields
to help you keep interest in the campaign high is a
Important events from earlier sessions that might have bearing on this game session:
Additional notes:
128
cameo necklace containing the portrait of another Direct Input. Ask your players what they want to
halfling- A character decides to keep the cameo, do in a campaign. Regularly inquire about how
ich was intended as a bit of embellishment. You they think the campaign is going, what they d like
Wake a note of it in your journal. Months later, to experience more of, and what elements they d
"Aile planning a future session, you flip through like to explore further. After a session concludes
W
the journal and are reminded of the cameo. It in and between sessions are great times to ask play
spires you to plan a chance encounter with another ers for thoughts about the campaign.
halfling, whom the characters might recognize as Indirect Input. The choices a player makes, starting
the one depicted in the cameo. What happens if the at character creation, can indicate what they want
haracters return the cameo to this halfling? This to see in the game. For example, a Rogue player
halfling could be tied to a bigger plot or have infor likely wants opportunities for subtlety or skul
mation that could help the characters resolve some duggery, while a Barbarian player likely craves
conflict. Suddenly, a minor trinket foreshadows combat. Take note of what encounters players are
bigger events to come. enthusiastic about, and seek ways to help the play
ers’ characters shine.
ADVENTURE STOCKPILE
Besides tracking each session of your campaign, CHARACTER ARCS
keep a list of adventure ideas. Even if you don’t end Like most protagonists in film and literature, D&D
up using every adventure idea, having a stockpile adventurers face challenges and change through the
will keep you ready for whatever your players experience of overcoming them. By incorporating
throw at you, and you can even borrow pieces of each character’s motivations into your adventures
various ideas to incorporate into future adventures. and setting higher stakes through play, you’ll help
Not every adventure needs to build on earlier plots; characters grow in exciting ways. You can use the
a good stand-alone adventure tucked in the middle DM’s Character Tracker sheet to keep track of key
of a serialized campaign can be a welcome change information about each character. See “Getting
of pace for you and your players. Players Invested” in this chapter for more ideas.
Character Motivations. For each character, think
CAMPAIGN PREMISE about what motivates them to adventure. Motiva
tions generally fall into the following categories:
Everything outlined about the story of an adven
ture in chapter 4 is true of a campaign’s story as Goal. A character’s goal is a short-term reason for
well: a campaign is like a series of comics or TV the character to adventure. At the start of a cam
shows, where each adventure (like an issue of a paign, this might be a desire for treasure, a thirst
comic or a TV episode) tells a self-contained story for excitement, or some need from a character’s
that contributes to the larger story. Just like with an backstory. As characters continue to adventure,
adventure, a campaign’s story isn’t predetermined, they’ll find different goals to pursue, such as find
because the actions of the players’ characters will ing a lost relic, honoring an ancestor, avenging a
influence how the story plays out. fallen mentor, or defeating a villain.
Ambition. A character’s ambition is a broad, per
CAMPAIGN CHARACTERS sonal aspiration the character hopes to achieve
The characters are the focus of every D&D through a lifetime of adventuring. A character
adventure, and their players are your partners in might dream of becoming a legendary knight
developing their characters’ epic journeys. or bringing peace to their homeland. Ambitions
By working with your players to understand might be unrelated to the character’s current goal.
what excites them most, you can craft stories they Quirks and Whims. Quirks and whims are a char
want to see their characters star in. You can also acter’s preferences, impulses, or other traits. They
more effectively draw players into adventure plots often emerge during play, such as a character’s
(see Draw In the Players” in chapter 4) if you tendency to one-up a rude innkeeper or their
understand what motivates both them and their oft-expressed fondness for displacer beast fur.
characters. Players often reveal their characters’ motivations
through play. If you’re uncertain or a character’s
PLAYER INPUT
motivations seem to have changed, it’s OK to ask
t s not up to you to create every aspect of a D&D
players for clarification.
campaign. Players contribute through their char- Family, Friends, and Foes. A character’s origin
acters actions and by directly sharing what they (species and background) implies some amount
want to see in a campaign. You can learn about your of backstory, suggesting the character’s family
P ayers preferences in two ways:
and what the character did before becoming an
PLAYER'S NAME:
PLAYER MOTIVATION
CHARACTER DETAILS
K ADVENTURE IDEAS
MAGIC ITEMS
g
130
Aenturer. Take note of specific background char-
Acters—friends, foes, family members, and others- CAMPAIGN CONFLICTS_______________
Sho might appear in the campaign. ( ne way to ensure your campaign’s longevity is to
"should these background characters become im- come up with three compelling conflicts you can
ortant to the campaign, work with the player to create adventures around. Introduce these conflicts
develop them in detail. Revealing a character’s lost early in the campaign. As the campaign unfolds,
sibling or childhood rival midcampaign should be locus adventures on different conflicts to keep the
handled carefully to avoid straining credulity. Make players’ excitement high.
sure a player is comfortable with new developments Use the Campaign Conflicts tracking sheet to re
about their character before introducing them. cord your campaign's conflicts (with room to add
Character-Focused Adventures. Adventures should details or notes). A conflict can be as big or as small
occasionally highlight character motivations or as you like, and it’s nice to have at least one conflict
elements of their backstory. Here are a few exam that can be resolved quickly. Each conflict should
ples of character-focused adventures: involve the adventurers against some antagonistic
force, though you can also create conflicts between
. A rival from a character’s past shows up to settle
two powerful forces without necessarily knowing
a grudge. which force (if either) the adventurers will align
. A sneaky character puts their skills to the test by themselves with. The “Flavors of Fantasy” section
leading the rest of the party to conduct a heist. below provides examples of conflicts that reinforce
. A character learns the location of a magic item particular themes.
needed to save their hometown. If a conflict reaches a satisfying end before the
. A spellcasting character must undertake a trial to end of the campaign, create a new conflict to
join an exclusive group of spellcasters. replace it. You can also replace conflicts that don’t
Any adventure that focuses on a single character resonate with your players as well as conflicts
should incentivize the whole party to participate- you’re having trouble building adventures around.
even if just to help their companion. Avoid focusing
CONFLICT ARCS
adventures on one character too often, and look for
in the same way you think about character arcs
opportunities to have character-focused adventures over the course of a campaign, think about how
for each character from time to time. each conflict might manifest over the course of the
Setting New Goals. Characters can change their campaign. How do the characters first encounter
goals whenever they please, but you can encourage the conflict? How does the conflict develop over
them to do so by giving them significant victories time? What might a climactic ending to that con
roughly every 5 levels. When characters accomplish flict look like?
their goals, consider the following questions: One helpful way to structure a conflict arc is to
• How does completing this goal create a new use the tiers of play described in chapter 4. Lev
challenge? els 5,11, and 17 represent milestones in character
• How is this victory only part of what the charac power and capabilities, and they can also be story
ter wants to achieve? milestones in the arc of your campaign. The shift
• Who might be upset by the character completing from one tier to another is an ideal time to wrap up
this goal? a campaign conflict and introduce a new one that
• What is a reward the character will be excited has a broader reach and represents a greater threat.
to receive that also moves them closer to their The threshold of a new tier can also be an opportu
nity for characters to realize the scale of a conflict
ambition?
they’ve been dealing with-to realize, for example,
Use the answers to these questions to develop new that the bandits they fought throughout their first
character goals and to inspire further adventures. four levels are merely puppets of an enemy nation
Building on the Characters' Actions. Sometimes they must confront in the second tier.
it can be fun to let the players steer the campaign The “Greyhawk” section in this chapter has
by having their characters’ actions dictate future examples of conflict arcs.
adventures. For example, if the characters buy a
tavern using the treasure they’ve amassed, you can FLAVORS OF FANTASY
adjust the campaign so that the tavern has a role in Your D&D campaign might be inspired by a par
future adventures. One adventure might involve a ticular flavor of fantasy, several of which are dis
competitor trying to put the characters' tavern out cussed in the sections that follow. Any of these
of business. Another might use the tavern as the fantastical subgenres can be informed and inspired
setting for a murder mystery.
Adventurers vs.__________________
Adventurers vs.
Adventurers vs.
CONFLICT 3
III1
132
by the cultures, myths, legends, and fantasic.
any culture: an epic fantasy campaign could drL SWORD AND SORCERY
on French romances or Chinese wuxia stories A sword -and-sorcery campaign features a grim
mythic fantasy campaign could be based on 2 “ . world of evil spellcasters and decadent cities, where
myth or the Epic of Gilgamesh, and so on ‘eek the protagonists are often motivated more by greed
and self interest than by altruistic virtue.
HEROIC FANTASY Sword and Sorcery Conflicts. In this flavor of cam
Hfroic fantasy features adventurers bringing — .
paign, magic users often symbolize the decadence
to bear against monstrous threats-the default s and corruption of civilization, and mages are the
genre presented in the core D&D rulebooks 5005 classic villains of these settings. Magic items are
' Heroic Fantasy Conflicts. Heroic fantasy cam therefore rare and often dangerous. Consider con
paigns often revolve around delving into ancient flicts like these to drive the campaign:
dungeons in search of treasure or to destroy mon Evil Adventurers. An evil band of experienced ad
sters or villains. Consider conflicts like these to venturers wields power and influence to oppress
drive the action of a campaign: hapless folk.
Evil Weapon. A knight under the influence of a
Evil Cult. Wicked cultists infiltrate a peaceful
sentient, evil weapon terrorizes a peaceful realm.
realm to free an ancient evil entity trapped in a
Cultists worship and protect this weapon, which
dungeon. Releasing the entity would surely spell
must be seized and destroyed to end the threat.
the realm’s doom. Forgotten Dynasty. The long-lost seat of a forgot
Fungal Plague. To protect a primeval forest from ten dynasty rises from the sea or the desert sands,
the encroachment of hunters and settlers, druids and its people launch a campaign of conquest.
unleash a fungal plague that quickly gets out of
hand. EPIC FANTASY
Old Enemy. An elusive villain who plagued the An epic fantasy campaign emphasizes the conflict
characters years ago resurfaces, giving the char between good and evil, with the adventurers on the
acters a chance to finally bring the villain to side of good. These heroic characters are driven
justice. by a higher purpose than selfish gain or ambition.
Characters might struggle with moral quandaries.
Supernatural Horror Conflicts. A supernatural
fighting the evil tendencies within themselves as horror campaign often features Undead or demo
well as the evil that threatens the world. And the
foes whose evil transcends the merely mortal. C s
stories of these campaigns often include an element
sider conflicts like these to drive the campaign:.n
of romance: tragic affairs between star-crossed lov
ers. passion that transcends even death, and chaste The Faceless Lord. Juiblex, the Faceless Lord,
00zes
adoration between knights and nobles. out of the Abyss and into the Underdark. Th e
Epic Fantasy Conflicts. Conflicts like these high characters hear from subterranean folk who ne H
light the themes of an epic fantasy campaign. help defeating the demon lord and its minions
Apocalypse. A prophecy predicts the end of the School of Necromancy. Vampires open a college of
world unless the adventurers intervene. Apoca necromancy, attracting evil necromancers who
lypse cultists oppose the characters at every turn. need fresh corpses for their studies. An order of
Dragon Tyrant. An evil and powerful dragon vampire hunters seeks the characters’ help.
moves into the region, upsetting the ecology and Undying Monarch. A venerable monarch clings to
demanding tribute from nearby settlements. power by worshiping Orcus and becoming a lich
The Foe Time Forgot. An evil foe believed long
INTRIGUE
dead emerges from the Feywild, alive and well
Political intrigue, espionage, sabotage, and similar
after being lost in time. This foe seeks revenge
cloak-and-dagger activities can provide the basis
against the descendants of long-dead enemies.
for an exciting campaign. In this kind of game, the
MYTHIC FANTASY characters might care more about skill proficien
A mythic fantasy campaign draws on the themes cies and making friends in high places than about
and stories of ancient myth and legend, from Gil attack spells and magic weapons. Social interaction
gamesh to Cci Chulainn. Adventurers attempt takes on greater importance than combat. Make
mighty feats of legend, aided or hindered by the sure your players know ahead of time that you want
gods or their agents-and the characters might to run this kind of campaign. Otherwise, a player
have divine ancestry themselves. The monsters and might create a combat-focused character, only to
villains they face might have a similar origin. The feel out of place among diplomats and spies.
chimera in the dungeon isn’t just a random beast Intrigue Conflicts. Conflicts like these are ripe for
but the product of a divine curse. an intrigue campaign:
Mythic Fantasy Conflicts. Conflicts like these high
Feuding Fiefs. Two fiefs or settlements have been
light the themes of a mythic fantasy campaign:
feuding for years. The characters are drawn into
Divine Trials. Seeking a gift or favor from the gods, the ongoing feud after helping one side.
the adventurers undertake a series of trials that Royal Rivals. The sudden death of a sovereign
lead them to the realms of the gods, where the plunges a kingdom into chaos when the rightful
adventurers can plead their case. heir is challenged and threatened by rivals.
Divine Wrath. After a temple is sacked, a vengeful Scheming Adviser. After a monarch takes an inter
god sends an escalating series of woes upon a est in the characters, they become targets of the
kingdom until the temple's relics are returned. monarch's most trusted adviser, who is scheming
Giants. An enormous castle on a cloud settles over to become the true power in the realm.
the land. The characters can battle the giants liv
ing there or try to broker a lasting peace. MYSTERY
A mystery-themed campaign puts the characters
SUPERNATURAL HORROR in the role of investigators, perhaps traveling from
If you want to put a horror spin on your campaign, town to town to crack tough cases that local au
the Monster Manual is full of creatures that suit a thorities can’t handle. Such a campaign emphasizes
storyline of supernatural horror. An essential ele
puzzles and problem-solving in addition to combat
ment of such a campaign is an atmosphere of dread, prowess. An adventure composed of nothing but
created through careful pacing and evocative de
puzzles can become frustrating, so be sure to mix
scription. Your players contribute too; they must be
up the kinds of encounters you present.
willing to embrace the mood.
Mystery Conflicts. A mystery might set the stage
Whether you want to run a full-fledged horror
for the whole campaign. The characters might un
campaign or a single creepy adventure, discuss your
cover clues to this mystery from time to time. “
plans with the players ahead of time. Horror can be
intense and personal, and not everyone is comfort individual adventures might be only tangentially
able with such a game. (The advice on discussing i elated to it. Consider conflicts like these for a my
tery campaign:
limits under “Ensuring Fun for All" in chapter 1 is
particularly important for a horror game.) Criminal Syndicate. A many-headed criminals
dicate seeks economic and political power. 1
134. CHAPTER 5 | CREATING CAMPAIGNS
syndicate has spies everywhere, including among
the adventurers' families or friends.
Shape-Shifting Assassins. A secret association
of doppelgangers or other shape-shifters slowly
assassinates prominent figures one by one.
To Catch a Thief. An extraordinary thief steals
only the most valuable jewelry and works of art.
The characters might become a target of the thief
when they acquire a priceless treasure.
SWASHBUCKLING
The swashbuckling adventures of pirates and mus
keteers make for a dynamic campaign in which
dashing, charming heroes weave their way through
palace intrigues and leap from balconies onto wait
ing horses to escape dogged pursuers. In a swash
buckling campaign, the characters typically spend a
lot of time in cities, in royal courts, and aboard sea (
faring vessels. Nevertheless, the heroes might end
up in classic dungeon situations, such as escaping
from a prison cell block or searching storm sewers
to find a villain’s hidden chambers.
Swashbuckling Conflicts. Conflicts like these high
light the themes of a swashbuckling campaign:
Inherited Antagonists. A character inherits a
magic item from a deceased relative, unaware that
this relative's enemies are after the item. THE BOLD ADVENTURER MURLYND HAS
VISITED MANY WORLDS AND HAS A FONDNESS
Pirates and Privateers. A new monarch cracks
FOR SIX-SHOOTERS ANO TALKING CLOCKS.
down on piracy by commissioning privateers and
naval officers to hunt pirate ships.
The Waking Deep. A monstrous horror slumbering
in the depths of the ocean stirs, driving minions
CROSSING THE STREAMS
such as sahuagin, merrows, or dragon turtles to
Deep in D&D’s roots are elements of science fiction
attack seafaring vessels.
and science fantasy as well as a wide-ranging col
WAR lection of fantasy inspiration, and your campaign
A campaign focused on warfare centers on heroes might draw on those sources as well. You can send
whose actions turn the tide of battle. The charac your characters hurtling through a magic mirror to
ters carry out specific missions: capture a magical Lewis Carroll’s Wonderland, put them aboard a ship
standard that empowers undead armies, gather traveling between the stars, or set your campaign in
reinforcements to break a siege, or cut through the a far-future world where laser weapons (see “Fire
enemy’s flank to reach a demonic commander. The arms and Explosives” in chapter 3) and Wands of
party might also support the larger army by hold Magic Missile exist side by side.
ing a strategic location until reinforcements arrive, Crossing the Streams Conflicts. Conflicts like these
create opportunities for crossing the streams:
killing enemy scouts, or cutting off supply lines.
Information-gathering and diplomatic missions can Beyond the Magic Mirror. A mysterious mirror
supplement combat-oriented adventures. in a strange dungeon is a portal into a different
War Conflicts. Conflicts like these highlight the world where whimsical tales unfold-or perhaps
themes and flavor of a war campaign: some version of the modern world.
Gamma World. The characters inhabit a post-
Freedom Fighters. Poorly armed and disorganized
apocalyptic wasteland that is largely medieval in
subjects of a tyrant revolt.
feel, but isolated outposts still hold futuristic tech
Invaders. A militaristic nation invades its benevo
nology from before the cataclysm.
lent neighbors.
Invaders from Wildspace. Spaceships land on the
Pawns in a Game. A war rages on for decades, its
characters’ world and disgorge hostile creatures
original cause all but forgotten. The people caught
armed with advanced technology.
up in it strive to find meaning and purpose in a
bleak and violent world.
D&D SETTINGS
Setting Description
Dark Sun Heroes make their mark on a postapocalyptic world defiled by magic and forsaken by
the gods.
Dragonlance The forces of good battle the evil queen of dragons and her armies in the world-shaking
War of the Lance.
Eberron In the aftermath of a deadly war, magically advanced nations rebuild as a cold war threat
ens lasting peace.
Exandria Heroes make names for themselves in the world made popular by the streaming show
Critical Role.
Forgotten Realms Larger-than-life heroes and villains struggle to determine the fate of the world as they
explore the ruins and dungeons of fallen kingdoms and long-forgotten empires.
Greyhawk As tensions rise among warring nations, heroes plunder dungeons to gain the magic and
might they need to defeat the growing forces of evil.
Planescape Sigil, the City of Doors, is where heroes begin to explore the wonders of the D&D multi
verse and its many planes of existence.
Ravenloft Heroes are drawn into the gloomy Domains of Dread—cursed realms ruled by evil
lords—and must find a means of escape.
Ravnica* In a world-spanning city, ten disparate factions draw heroes into a web of adventure and
danger.
Spelljammer Travel among the stars on a spelljamming ship, and visit worlds floating in the majestic
oceans of Wildspace.
Strixhaven* Strixhaven, a school of magic, serves as a hub of learning and adventure.
Theros* Heroic destinies wait to be fulfilled in this setting inspired by the myths of ancient Greec
*This setting is based on a Magic: The Gathering world.
&
3
that might serve as adventure locations, such as a
haunted house on the outskirts of town or a dun of this book, such as the “Nonplayer Characters”
geon complex tucked in the nearby hills. and “Settlements" sections in chapter 3, can help
5 if you’re using a published campaign setting, pick you expand your campaign quickly.
any location in that setting and develop it as you
like. A published setting or adventure might give EPISODES AND SERIALS ______________
you all the details you need. The Free City of Grey- I here are two basic ways to think about how
hawk, described later in this chapter, is an ideal adventures fit together in your campaign: as distinct
starting location and illustrates the kinds of things episodes or as a serialized story. If you're not sure
to consider as you detail a starting location. which type of campaign to run, ask your players
If you’re building your own setting, start small by what they prefer. If your players have different pref
detailing only this starting area. The rest of your erences, you can intersperse episodic, stand-alone
setting can remain undeveloped for now. Don’t adventures among serialized adventures to break
up the bigger story.
spend too much time fleshing out the geopolitical
landscape of your world or locations the adventur EPISODES
ers aren't likely to visit right away; save those fun An episodic campaign is a campaign in which the
tasks for when you and your players have a better component adventures don't combine to form an
sense of where the campaign is headed. overarching story. Episodic adventures are stand
alone quests, and the villains who appear in one
FIRST ADVENTURE adventure rarely resurface to trouble the characters
If you're using a published adventure to launch again. If your game group plays infrequently, an ep
your campaign, use the character hooks in that ad isodic campaign might be ideal because the players
venture to bring the characters from their starting can enjoy the current adventure even if they’ve for
location to the adventure’s action. Many campaigns gotten the details of earlier adventures.
begin with a published adventure and then develop Starting a New Episode. In an episodic campaign,
organically as the characters explore beyond the the start of a new adventure doesn’t necessarily
scope of the adventure. have any connection to the end of the last one. The
If you’re creating your own adventure for the action might pick up immediately after the end of
start of your campaign, refer to the advice in chap the previous adventure, but it might instead begin
ter 4. Keep the first adventure relatively short and weeks, months, or years after the last adventure,
simple, allowing plenty of time for the characters allowing interim events to unfold while the charac
to get to know each other as the players roleplay. ters take a break from adventuring.
What’s most important is that they begin to feel SERIALS
like an adventuring party and get comfortable with A serialized campaign is one continuous story bro
their abilities. The full scope of the campaign can ken up into smaller parts that flow naturally from
unfold to them later. one to the next. It often has one or more overarch
ing threats, and the outcome of one adventure can
PLAN ADVENTURES affect how the rest of the campaign unfolds. If your
A D&D campaign is like a garden. Each new game group meets regularly and often, a serialized
adventure plants new seeds in the garden, which campaign allows you to keep your players guessing
requires regular tending lest it run wild. Over time, what will come next as the campaign builds toward
your campaign will grow and flourish in ways you a satisfying conclusion.
expected and in ways that will surprise you. You Linking Adventures. In a serialized campaign,
might need to weed out elements that aren t reso make connections between the end of one adven
nating with your players while planting new ele ture and the start of the next to help it feel like a
ments to tantalize them. connected story. Sometimes you can simply con
Most D&D campaigns grow organically, rather tinue the current storyline with new locations to
than having all their elements set in stone from explore and new threats to overcome. Alternatively,
the get-go. From time to time, the characters deci you can use the Adventure Connections table to
sions will require you to improvise and create new inspire a link from one adventure to the next. The
table suggests things you can do near the end of one
campaign elements on the fly. For example, a new
adventure to lead characters into the next one.
location might need to be developed to address the
needs of the unfolding story, or certain NPCs might
need fleshing out at a moment's notice. Other par ts
Questions such as these don't need to draw on • What stories do NPCs know of the characters’
warm memories. Having players describe what un past exploits?
settles or disgusts their characters can make menac • How might an NPC comment on a character’s
ing encounters more impactful as well. In any case, abilities or recognize that they’re special?
take note of interesting character details that your
BREAK EPISODES
players share, and record them in your campaign
It’s easy to get caught up in a story with dramatic
journal, as these details might be useful inspiration
stakes, pitting characters against mounting threats.
for later adventures.
But every so often, at least once every three to five
ACKNOWLEDGE THE INCREDIBLE levels, give the characters a break-a low-stakes
Adventurers are, by their nature, remarkable. Even session or adventure that has nothing to do with the
at level 1, they perform miraculous deeds and pos overarching plot or broader perils.
sess qualities that set them apart from common A break episode can be an opportunity for the
folk. Reinforce this in your game. NPCs don t need characters to reflect on the events of the ongoing
to gush over the characters, but the characters campaign, explore the nuances of the world, and
further develop the relationships between them
reputations as heroes, problem-solvers, or wonder
in a more relaxed setting. Give the group space to
workers should be cemented early and develop
breathe, note developments you want to highlight
throughout a campaign.
later, then continue with your adventures.
During every session, look for opportunities to
Consider these ideas for a break episode.
make the characters feel like the stars of the story,
Bastions Episode. The characters take a break
and try to answer one or more of the following
from adventuring to tend to their Bastions (see
questions:
chapter 8), with players taking one or more Bastion
• How are the characters the perfect people to solve turns and describing w hat happens.
a problem? Carnival Episode. A carnival tempts the characters
How are the characters' talents highlighted dui ing with magical attractions, games, and prizes. The
the adventure?
TIMED EVENTS Player Input. If you’re running out of ideas for your
Extraordinary events coinciding with certain times campaign, your players might be more than happy
of year make for great adventure opportunities. to supply you with some. Find out what they’d like
Perhaps a ghostly castle appears on a certain hill on to have happen if the campaign continues. They
the winter solstice every year, or every thirteenth might give you all the inspiration you need!
full moon is blood red and fills werewolves with a Switch DMs. One of your players might have so
particularly strong bloodlust. The appearance of a many ideas about the future of the campaign that
comet in the sky might portend all manner of signif they’re willing to take over as the DM. You can
icant events. The festivals of the gods can serve as either take over that player’s character or make
opportunities to launch adventures, especially if the a new one of your own. Let go of your plans for
gods themselves are involved. where the story was going, and allow the new DM
to have creative control.
ENDING A CAMPAIGN Transport the Characters. If you or another DM
wants to start up a campaign in a new setting but
A campaign's ending should conclude the last of the
the players don’t want to make new characters,
major conflicts and tie up most of the threads of its
consider having the characters travel through a
beginning and middle. (It’s OK to leave some loose
portal to a new world.
ends for characters to explore in the next cam
Arrange a Grand Finale. Sometimes an end to the
paign.) You don’t have to take a campaign all the
campaign is the right answer. Look for ways to
way to level 20 for it to be satisfying; wrap up the
end the campaign with a bang, even if it’s earlier
campaign whenever the story reaches its natural
than you originally planned. Flip through your
conclusion.
campaign journal to see if there are forgotten t 1
Allow time near the end of your campaign for the
ments you can resurface for one last hurrah.
characters to finish up any personal goals. Their
GREYHAWK
Tie REYHAWK IS A D&D SETTING YOU CAN
, use as the backdrop for your campaign GREYHAWK’S PREMISE
(L) or as a model you can reference while I he year is 576 CY (Common Year). Evil is ascen
---/ creating your own setting. Important as- dant across the lands of Eastern Oerik. If something
e pects of Greyhawk are described herein so isn't done to curtail the growing threat. Eastern
that you can make it your own, expanding or Oerik will fall to tyrants, evil dragons, and mon
altering it however you wish. strous hordes. Heroes are needed to bring hope to
Greyhawk is the invention of Gary Gygax, one of the people of the Flanaess. Even if the heroes die
the D&D game’s original creators. Gary based many trying, the legends of their exploits will live on!
of D&D's earliest adventures in this home-brewed Adventuring parties from the Free City of Grey
setting. The version of Greyhawk presented here is hawk and other settlements trek across the vast
largely based on The World of Greyhawk gazetteer, wilderness of Eastern Oerik, slaying monsters and
published in 1980. exploring dungeons to find magic items the adven
turers can use to defend their homeland and take
IMPORTANT NAMES the fight to their enemies.
A handful of important names are defined below: GREYHAWK CONFLICTS
Oerth (pronounced orth or oyth) is the world of Although Greyhawk lends itself well to any D&D
Greyhawk. It has four continents, four oceans, adventure you might want to run, the default set
and a plethora of islands and seas. ting features conflicts with three major villainous
Oerik (pronounced or-ick or oy-rick) is one of groups: chromatic dragons, Elemental Evil cults,
Oerth’s continents. and luz and his followers. You can replace one or
Eastern Oerik, the vast region explored in this more of these conflicts with ones of your devising
chapter, is home to many powerful nations and or with ones from the “Flavors of Fantasy” section
some of the D&D game’s most famous dungeons earlier in this chapter.
and adventurers. If you use these conflicts, look for opportunities
The Flanaess (pronounced flah-nay-ess or in your adventures to introduce creatures in service
flay-nayz) is another name for Eastern Oerik to the three villainous groups. Give goals to these
and means “land of the Flan.” The region's first villains that bring their operatives into conflict with
human settlers and their descendants are known the player characters.
as the Flan. The three major conflicts and the goals of the
Greyhawk is an independent city in Eastern Oerik villainous groups are described below.
that attracts large numbers of adventurers.
CHROMATIC DRAGONS
Greyhawk doubles as the name of the campaign
Evil chromatic dragons dwell in the wilds of East
setting.
ern Oerik. For years, adventurers have kept these
evil dragons at bay, sometimes with the help of
POSTER MAP
benevolent metallic dragons. Lately, the chromatic
Included with this rulebook is a poster map show dragons have grown restless, their dreams invaded
ing the lands of Eastern Oerik on one side (each by the whispers of Tiamat, who is trapped in the
hex on the map is equivalent to 30 miles) and the Nine Hells. The five-headed queen of dragons be
Free City of Greyhawk on the other. These loca lieves her escape is nigh, and from the depths of her
tions are described in the "Free City of Greyhawk prison, she commands her kin to go forth and claim
and "Greyhawk Gazetteer" sections later in this the world of Oerth for themselves. Only the greatest
chapter. among them will live to become her consorts.
CHAPTER 5 I GREYHAWK
ADVENTURERS AND ORGANIZATIONS the north spur of I lepmonaland report dense rain-
Factions and organizations aimed at player char forests, severe tropical storms, steamy wetlands,
acters can connect adventurers to your world, and a fetid swamp (called the Pelisso Swamp). Ad
providing ties to key NPCs and a clear agenda be venturers are sometimes lured into Hepmonaland's
yond individual gain. In the same way, villainous rainforests by ancient ruins, including tombs and
organizations create an ongoing sense of menace shrines left behind by an ancient civilization of bat
beyond the threat of solitary foes. like humanoids whose history is largely forgotten.
Having different characters tied to different Devastating Magic. Almost a thousand years ago,
factions can create interesting situations at the the war between the Baklunish and Suloise empires
gaming table, as long as those factions have came to a horrific end. The Baklunish people who
similar goals and don’t work in opposition to one lived in what is now the Dry Steppes called down
another all the time. Adventurers representing a rain of colorless fire that burned all living things,
different factions might have competing interests ignited the landscape, and reduced the Suloise lands
or priorities while they pursue the same goals. to ashes, creating the Sea of Dust. In retaliation,
Adventurer organizations are also a great source Suloise survivors invoked their own magic to dev
of special rewards beyond Experience Points and astate the Baklunish lands. What magic was respon
treasure. Increased standing in an organization sible for the Rain of Colorless Fire and the Invoked
Devastation? What would happen if such magic fell
might come with concrete benefits such as ac
into the wrong hands today?
cess to an organization’s information, equipment,
A central portion of the Dry Steppes, where the
magic, and other resources. See “Renown” in
seat of the Baklunish empire stood, is said to remain
chapter 3 for rules you can use to track charac
pleasant and rich, roamed by Baklunish nomads.
ters’ standing in an organization.
The former Suloise capital, by contrast, in the heart
of the Sea of Dust, is beset by howling winds, terri
MAGIC IN GREYHAWK ble dust storms, and rains of volcanic ash and cin
in the world of Greyhawk, as in most D&D worlds, ders from the nearby Hellfurnaces.
magic is widespread but still wondrous and some Land of Black Ice. Those who have ventured far
times frightening. People everywhere know about north of the Burneal Forest tell of a strange phe
magic, and most people see evidence of it at some nomenon. Instead of normal stark-white snow and
point in their lives. Magic permeates the cosmos and translucent blue-white ice, there is an endless land
moves through the ancient possessions of legendary scape of deep-blue ice partially covered in snow.
heroes, the mysterious ruins of fallen empires, those Strange arctic monsters prowl these fields of dark
touched by the gods, creatures born with supernat ice. Stranger still, a verdant land is rumored to exist
ural power, and individuals who study the secrets of beyond the ice, where the sun never sets.
the multiverse. Histories and fireside tales are filled Riches of the Bright Desert. The Bright Desert,
with the exploits of those who wield magic. walled off from the rest of the Flanaess by the
What normal folk know of magic depends on monster-infested hills of the Abbor-Alz and the
where they live and whether they know people who aptly named Gnatmarsh, is supposedly filled with
practice magic. Citizens of an isolated hamlet might copper, silver, gold, and precious stones. The harsh
not have seen true magic used for generations ex climate, wildly varying temperatures, and hostile
cept the strange powers of the old hermit living in inhabitants discourage exploration. Expeditions
the nearby woods, which they regard with suspicion have attempted to penetrate the Bright Desert and
and mention only in whispers. extract its riches, but none have ever returned.
By contrast, magic is common enough in the Riftcanyon. Between the Bandit Kingdoms and
Free City of Greyhawk that the Guild of Wizardry the Shield Lands stretches a deep canyon, ten miles
teaches magic and sells spellcasting services. Exten- wide at the ends, thirty miles wide at its midsec
sive codes of law govern the use and abuse of magic. tion, and 180 miles long. The Riftcanyon, which is
The law treats magical coercion as a major crime, more than a mile deep, is home to at least one blue
and punishes the public use of magic in situations dragon and has tunnels near its base that lead to the
that could harm people or property. Underdark.
White Plume Mountain. Situated just south of the
MYSTERIES OF GREYHAWK Riftcanyon, the ever-smoking White Plume Moun
Eastern Oerik is a realm of many mysteries, several tain has always been a subject of superstitious awe
of which are described below. to the neighboring villagers. People still travel many
Bat-Folk of Hepmonaland. Separated from Eastern miles to gaze upon this natural wonder, though
Qerik by the Tilva Strait, Hepmonaland is a rela- few dare to approach it closely, as it is reputed to
tively small continent that few people of the I Ian be the haunt of demons and devils. The occasional
aess known much about. Those who have explored
CHAPTER 5 I GREYHAWK 147
CODS OF GREYHAWK
Home Plane Typical Worshipers Symbol
Name and Epithet
Material Plane Farmers, herders Green disk
Beory, Heart of Oerth*
Bytopia Families, farmers Sheaf of wheat stalks
Berei of the Hearth
Outlands Sages, spellcasters, seers Eye within a pentagram
Boccob the Uncaring, Arch-
mage of the Gods*
Celestian, the Far Wanderer Astral Plane Wanderers, astronomers Arc of seven stars inside
a circle
Cuthbert of the Cudgel Arcadia Practical, honest folk Circle at the center of a
starburst of lines
CHAPTER 5 I GREYHAWK
sisappearance of those who stray too close to the
plume reinforces this belief.
White Plume Mountain is detailed in Tales from
the Yawning Portal.
GODS OF GREYHAWK
The Gods of Greyhawk table shows many of the
most popular deities worshiped in the Flanaess.
Greater gods and demigods are marked as such; the
others are lesser gods. Many other deities and demi
gods are also worshiped in the Flanaess, beyond
those shown on the table. Some deities of Greyhawk
have also transcended their origin on this world
to impact the broader multiverse. Two of these,
Tharizdun and Veena, are described in appendix A.
The greater gods of Greyhawk rarely get directly
involved with happenings on Oerth. Lesser gods
are more likely to manifest in some form on the
Material Plane and interact with their worshipers.
Cuthbert, for example, is well known for appearing
in mortal guise, appearing as a dirt-covered farmer,
a wanderer robed in brown and green, or an elderly
tinker. And of the many quasi-deities that appear on
Oerth, most prominent among them is luz, a demi
god who rules his own nation in the Flanaess.
CHAPTER 5 I GREYHAWK
152
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A many-towered fortress looms above all quar The front of this building is a grand sweep of
ters of the city from its position atop a low rise. granite walls and tall columns. A wide ramp
Its outer walls, darkened by soot and smoke, leads to a pair of massive doors flanked by stone
could use a good scrubbing. carved dragons. Inside, it’s cool and musty
The grand edifice at the northern end of the High Weapons and armor aren't permitted in the Great
Quarter, simply called “the Citadel by the city s Library. If anyone wearing armor or carrying a vis
inhabitants, contains barracks for the City Watch, ible weapon tries to enter the library, or if a thief i,
the offices of the captain-general, the city's trea spotted trying to leave the library with one or more
sury, and a large store of armaments for the emer stolen books, the stone-carved bronze dragons
gency citizen militia. The Citadel also contains a flanking the entrance animate and attack. These
prison where the city’s most hardened criminals are statues are Stone Golems.
incarcerated. Abra Saghast, a crusty and irascible dragonborn
The captain-general of the City Watch is Sental sage, serves as the head librarian. Abra, an Arch
Nurev, a tall, human Veteran Warrior (Neutral mage (Chaotic Good), has bright-green eyes, and
Good) with thinning blond hair and a mustache. her bronze scales are tinged with aquamarine blue
Sental is usually incorruptible, but he is under great She typically wears a patchwork robe.
stress. The rulers of Stoink, a fortified town in the Abra sits behind a high desk in the main hall. Six
Bandit Kingdoms, have captured Sental’s brother open archways lead from the main hall to wings
Sarek and are forcing the captain-general to provide where the bulk of the library’s books are shelved,
information about Greyhawk's defenses and local free for visitors to peruse (but not remove from the
politicians. Sental gives this information to a human library). The library has several sages and scribes
Spy (Chaotic Evil) who stays at the Black Dragon under contract to write books, mostly detailing
Inn under the false name Skanda Drond. Sental is current affairs in the city.
unaware that the bandit lords of Stoink are pawns An iron door leads to a hallway behind the head
of luz, whose dreams of conquest extend to the Free librarian’s desk. Three scribes (Mages) labor here
City of Greyhawk and far beyond. and act as sentries, for next to their desks are three
The city’s constable-who serves as second-in- locked, iron doors to the library’s vaults. Arcane
command to the captain-general, manager to the Lock spells seal these doors, beyond which are re
members of the watch, and a member of the Di positories for the library’s most valuable or scandal
recting Oligarchy-is a compassionate Priest of ous works. Next to each scribe's desk is a pull cord
Pelor named Derider Fanshen (Neutral Good). Her hanging through a hole in the ceiling. A tug on any
kindness and talent for healing make her well loved one of these cords releases a homing pigeon from a
among the watch, and as a former adventurer, she is loft above the library. It takes the bird 1 minute to
sympathetic to adventurers' needs. She's unaware of find and alert an Archmage, who teleports to the
Sental’s compromised position. main hall of the library to investigate.
Character Backgrounds. Adventurers with the Character Backgrounds. Adventurers with the
Criminal or Guard background might have a con Sage or Scribe background might have a connection
nection to the Grand Citadel involving a past run-in to the Great Library and its proprietor.
with the law or past service on the watch. Reasons to Visit. Adventurers might visit the
Reasons to Visit. Adventurers might be drawn to Great Library for one of the following reasons:
the Grand Citadel for one of the following reasons:
Research. Adventurers searching for a specific
Appointment. The adventurers have an appoint book or more information about a specific topic
ment to speak with Sental Nurev, perhaps because might find what they’re looking for in the library
they need help freeing a companion who was ar Spellbooks. The adventurers might need to purloin
rested for a crime or because they wish to report a one of the many spellbooks kept in the library. ne
threat to the city. cessitating a carefully planned heist.
Break-In or Breakout. The adventurers are hired Spell Scrolls. Adventurers can commission the
to break into the Citadel's treasury vault or break scribes to create a Spell Scroll that bears a Wizar
someone out of the Citadel's prison. spell of level 5 or lower. See the Player's Handh<h "
Imprisonment. The adventurers are imprisoned in for the time required to craft a scroll; the scribe
the Citadel for some heinous crime. charge double the cost shown there.
CHAPTER 5 | GREYHAWK
154
T
HIGH TOWER INN Reasons to Visit. Adventurers might visit the High
Tower for one of the following reasons:
Conveniently located near the Selintan River, Information Source. Erlynn knows all the local
this inviting inn is distinguished by its tall tower, rumors. If she trusts the adventurers, Erlynn can
which is pointed at the top like the hat of an direct them to an NPC who needs their services.
Place to Stay. The adventurers need a place to stay,
eccentric wizard. The clientele is notably wealthy,
and the High Tower boasts comfortable quar
but the inn itself isn't at all ostentatious. ters, ample supplies of wine and ale, and spicy
•
food. The establishment has six private sleeping
The High Tower Inn's human proprietor, Erlynn chambers, each of which rents for 3 GP per night.
Goodfellow, is a soft-spoken, middle-aged, pot Three of these guest rooms are in the tower, each
bellied Mage (Lawful Good) with gray hair, bright- one on its own floor.
blue eyes, and platinum-rimmed spectacles. She Spellcaster. The adventurers might have business
dabbled in adventuring before realizing she had with a powerful spellcaster staying at the inn.
little taste for danger and her life’s calling might in SILVER DRAGON INN
volve more sedentary pursuits. Few guests know o
Erlynn’s magical abilities, as she rarely casts spells
in front of strangers. This grandiose, multistory inn sports a wooden
The High Tower, located in the Garden Quarter, is sign bearing the words “Silver Dragon Inn" in
a favorite haunt for some of the city s most famou fancy silver script, the S shaped like a silver drag
wizards, including Otto and Jallarzi. on. A more modest sign next to the front door
Character Backgrounds. Adventurers with the reads, “No metal armor. Shields and weapons
Merchant or Noble background might have a con must be checked at the door."
nection to the High Tower Inn, which caters to peo •
ple of means.
The grand Silver Dragon Inn, located in the For
eign Quarter, is often the first place sought by new
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CENTRAL FLANAESS Veluna. Their marriage would have united Fury
ondy and Veluna as a single entity, with the canon
The rich soil and pleasant climate of the region be
of Veluna ruling in matters spiritual and the king
tween the Nyr Dyv and the Yatil Mountains-com
of Furyondy ruling in matters temporal. This com
bined with healthy trade relations between these
bined state, with its powerful elf allies in Celene,
realms and their neighbors to the east, south, and
could wage a steady war against the evil plaguing
west-make this a strong and prosperous region.
Eastern Oerik. The prince’s disappearance has
BATTLE OF EMRIDY MEADOWS stalled these plans.
Seven years ago, knights and soldiers from Fury-
THE RISE OF luz
ondy, the Archclericy of Veluna, the Viscounty
of Verbobonc, and the elven kingdom of Celene luz is the offspring of the demon lord Graz’zt and a
formed an alliance to repel an evil horde that human archmage named Iggwilv. For ages, he ruled
had gathered in the grassy fields south of the the lands from the Howling Hills to Lake Whyestil,
Velverdyva River. This clash of armies-arguably naming his domain after himself. These lands are so
the greatest seen in Eastern Oerik-was called the despoiled and dangerous that the otherwise fierce
Battle of Emridy Meadows. The forces of evil were nomads of the Hunting Lands and Wegwiur pass
smashed, and their remnants were driven back into through the Cold Marshes rather than enter the
the dungeons under their stronghold, the Temple of merest edge of luz’s realm.
Elemental Evil. The forces of good, under the com luz’s evil reign was interrupted by a sixty-five-
mand of Prince Thrommel IV of Furyondy, besieged year imprisonment in the dungeon under Castle
the temple, which fell in a fortnight. Only a few of Greyhawk. During his absence, the Kingdom of
the temple's wicked leaders escaped, and it is sus furyondy and its allies prospered, while the land
pected that these individuals were responsible for of luz was overrun with evil bandits and monsters
the subsequent kidnapping of the prince. luz s absence turned him into a legend and attracted
Prince Thrommel was engaged to marry Lady a host of new followers, whose misplaced faith in
Jolene, a priest from a prominent noble family of vested him with the power of a demigod.
Pomarj, the —
Lawless peninsula; home to bandits and marauders
Shield Lands, the Various allied nobles Independent alliance of nobles protected by the Knights of
Holy Shielding, led by Knight Commander Aleshh Kaarth
(dragonborn) and fortified by Furyondy and Urnst
Veluna, the Canon Hazen (human) Theocracy ruled by priests of Rao, a divine beacon of jus
Archclericy of tice and hope
Verbobonc (Free City Viscountess Wilfrick Rejjin Vassal state of Veluna; site of the Temple of Elemental Evil
and Viscounty) (human)
Wild Coast, the Various burgomasters, Free territory with self-governing settlements; haven for
lord mayors, and others outcasts and dissidents
Upon winning his freedom, luz had no trouble re and the Horned Society) they have little tolerance
claiming his homeland. He forged tenuous alliances for would-be tyrants or aloof nobility. Amid a large
with the leaders of the Bandit Kingdoms ante number of free cities and confederations, the mon
Horned Society, whom he controls through terror archies of Furyondy and Celene are far more demo
With their aid, he aims to destroy his neigh ors an cratic in practice than those in other regions.
lay waste to the Free City of Greyhawk. Typical dress in the Central Flanaess includes
Since the resurgence of luz, the northern guar a tunic of varying length, sometimes worn with
close-fitting trousers. A cape or cloak, usually fea
ter of the Vesve Forest and the eastern part of the
Howling Hills have become filled with marau ers turing patterns of ovals or diamonds, completes the
snd monsters. While the Wegwiur battle luz s ensemble. The cuisine of the Central Flanaess uses
forces in the Howling Hills, scouts and troops from rice and potatoes alongside cheese and meat that is
typically boiled or roasted.
furyondy join forces with Highfolk s defender s to
drive out the Vesve Forest’s evil inhabitants. CENTRAL FLANAESS ADVENTURES
The dual threats of luz and Elemental Evil pres
CENTRAL FLANAESS CULTURE
ent abundant opportunities for adventure in the
The culture of the Central Flanaess is a result of the
Central Flanaess (see "Greyhawk Conflicts" in this
long imposition of the Great Kingdom's rule over a
chapter). This region is particularly appropriate for
Variety of peoples living in close proximity- nes - campaigns flavored with epic fantasy, supernatu
peoples, by and large, share the Great King om5 ral horror, or war (see "Flavors of Fantasy" in this
Practical, hardworking values, and they i e ly on , chapter). This region is also home to many of the
the family and local community, rather than most famous dungeons and ruins of Greyhawk, in
might of nations and armies. I hey have a strong cluding those described in the sections that follow.
egalitarian streak unlike the Great Kingdom s 5
Social hierarchy, and (beyond the domains o
Onnwal The Raven of Onnwal, Independent state; member of the Iron League
Zyl Grayshadow (dwarf)
Pale, the Theocracy Supreme Prelate Ogon Theocracy ruled by a priest of Pholtus
of the Tillit (human)
Rel Astra, City of Constable Mayor Drax Independent fief plotting in secret against the Great King-
(orc) dom, hoping to ally with Medegia or the Sea Baronies
Sea Baronies, the Four sea barons, includ- Independent island fiefdoms that serve as the Great
ing High Admiral Kalashe Kingdom’s navy
Asperdi (human)
Shar, the Hidden Father of Obedience Isolated order of Suloise militants whose spies operate
Empire of Korenth Zan (human?) across the Flanaess
Spindrift Isles, the The Council of Five (on Independent islands that keep watchful eyes on aggressive
the northern islands) and island neighbors
the Council of Seven (on
the southern island)
Sunndi Steward Valenta (elf) Independent fiefdom; member of the Iron League
Tenh, the Duchy of Duchess Ehliyah Raynar Independent fiefdom allied with Nyrond for defense
III (human) against luz
Urnst, the County of Countess Belissica Gellor Independent fiefdom
(human)
Urnst, the Duchy of Duke Jalken Lorinar Independent fiefdom
(human)
Vast Swamp, the Morass separating the Tilvanot Peninsula and Shar from
the rest of the East
A
BAKLUNISH NOMADS coniferous forests, and deep fjords. The kingdoms
The Chakyik and Wegwiur- called Tiger Nomads are named for the three distinct tribal lines that
and Wolf Nomads, respectively. by their neighbors inhabit them: the Cruski (whose name means “ice”),
are horse riders of Baklunish descent who dwell on the Fruzti (“frost”), and the Schnai ("snow”).
the steppes north of the Yatil Mountains and Lake The Schnai are strong and numerous. When
Quag. The climate in the steppes and pine forests Queen Ingrid of the Schnai has a mind to raid the
ranges from cool to frigid. Both peoples maintain isles of the Sea Baronies or the coasts of Aerdiaak
scattered trading outposts that welcome visitors and the Great Kingdom, she calls upon the king of
from neighboring and distant lands. the Fruzti and the queen of the Cruski to join her
The steppe nomads have a rich storytelling tradi army. King Hundgred of the Fruzti has no choice
tion that reinforces a strong sense of clan identity but to honor his oath to the Schnai, while Queen
and family line within the clan. Their tales include Tharla of the Cruski rarely turns down a chance to
stories not only of heroes within their clans, but attack her enemies. At other times, the Cruski raid
also of heroic horses, and the nomads trace equine the Fruzti, the Schnai, or the Hold of Stonefist.
lineages as carefully as their own. These nomads As their distinct kingdoms suggest, the people of
maintain the traditions of their people, many of the North Kingdoms value their connection to their
which can be traced back to the ancient Baklunish clan lineage. They preserve a love of learning from
empire. their distant ancestors of the Suel Imperium, and
The Baklunish nomads favor bright pastel col they value knowledge of the natural world as highly
ors in gowns and robes. When traveling or at war, as they do the skills of hunting, sailing, and war
though, they prefer more rugged gear of leather fare. Their clothing includes shirts and pants made
and hide. of wool, augmented with furs, capes, mittens, and
warm boots. They often wear large pins, brooches,
THE NORTH KINGDOMS or emblems in their cloaks as a sign of wealth or
Three kingdoms of related peoples occupy the Thill- accomplishment.
onrian Peninsula in the northeast of the Flanaess-a
beautiful subarctic landscape of high mountains,
Arn, the Archbarony of Archbaron of Arn (identity Remote and little-known region located near a ruined
unknown) castle with monster-filled dungeons
Four to six bandit lords Feuding kingdoms ruled by greedy bandit lords with
Bandit Kingdoms, the
private armies
Harsh, despoiled land where dragons roam and some
Barren Wastes, the —
times go to die
Land of the Tiger Nomads-horse riders with scattered
Chakyik Lord Agui Krusef (human)
trading outposts
Home to Flan nomads, known to their neighbors as the
Hunting Lands, the Overlord-Protector
Yhareen Sakarr (tiefling) Rovers of the Barrens
Fierce, seafaring berserkers of the North Kingdoms
North Kingdom of the Queen Tharla of the
Cruski, the Cruski (human)
Weakest of the three North Kingdoms, having suffered
North Kingdom of the King Hundgred of the
great losses battling in the Bone March
Fruzti, the Fruzti (human)
Strongest and most populated of the North Kingdoms
North Kingdom of the Queen Ingrid of the
Schnai, the Schnai (human) Former province of the Great Kingdom trying to ally with
Ratik, the Barony of Baron Lexnol Haarkof
the North Kingdoms
(human) Monarchy founded by a bandit leader who attracted
Stonefist, The Hold of King Sevvord Redbeard of malcontents from many nations
the Hold (human) Land of the Wolf Nomads-horse riders engaged in war
Wegwiur Wolf-Mother Bargra
against luz
Yefkos (human)
CHAPTER 5 1 GREYHAWK 167
—
ft
THE HUNTING LANDS north, the Horned Society and the Shield Lands
The People of the Hunting Lands (called Rovers of in the Central Flanaess, and the Duchy of Tenh in
the Barrens by their neighbors) have a history of the east. No single bandit lord is powerful enough
raiding the outskirts of Furyondy, the Bandit King to conquer the whole territory, and the combined
doms, Tenh, and Wegwiur, which hasn't won them strength of all is often required to defend against
many allies. The nomads’ legendary dominance of retaliation by neighboring states for the bandit
the north has faded, as the forces of luz and the lords’ aggression. At least one of the bandit lords,
Horned Society wage steady war against them Renfus the Mottled (ruler of Stoink), is wholly in
while raiders from the Hold of Stonefist prey on the the service of luz.
Hunting Lands farther east. Many of the Rovers' Ratik. As a former province of the Great Kingdom.
mightiest warriors-the Wardogs-have perished in Ratik rides the boundary between the northern and
battles against all these relentless foes. eastern regions of the Flanaess. Without the protec
The people of the Hunting Lands value a close tion of the Great Kingdom, Ratik has been forced to
connection to the natural world. They view nature defend itself against frequent raids from the North
as an entity to be respected, not controlled, and Kingdoms and the Sea Baronies, as well as attacks
their myths and legends teach the value of accept from mountain-dwelling monsters. Baron Lexnol
ing nature’s bounty as a gift that evokes gratitude. Haarkof’s emissaries hope to forge an alliance wit
They wear clothes made entirely of animal skins, the North Kingdoms and redirect the berserkers
including belts, capes, robes, and slippers, and deco aggressions toward the Hold of Stonefist.
rate their skin with paints and tattoos. Wegwiur. Wolf-Mother Bargra Yefkos of theeuz
gwiur Hordes is preoccupied with the threat o per
NORTHERN FLANAESS AND ITS NEIGHBORS
and she meets frequently with clan leaders AlClur
I he regions of the north exist on the fringes of
renlander mercenaries to strategize. 1 he Wef River,
other regions of the Flanaess. Three realms are the
consider their territory to extend to the Du Tis
primary points of intersection between the North
ern I lanaess and neighboring areas. so they fiercely defend the western Howling
bandit Kingdoms. The Bandit Kingdoms is a law from the incursion of the hideous monsters fur
less frontier between the Hunting Lands in the serve luz. Several large battles between Wef area,
and the forces of luz have taken place in 1
. ... .
plains of the Various Ulakandar clan Land of the Ulakandar nomads, who roam between the
leaders Dry Steppes and the border of Zeif
Ulakandar, the
Sea of Dust, the Wasteland where the Suel Imperium once stood
Tusmit, the Pashalik of Pasha Qharlan Sylba Monarchy profiting by playing its neighbors against each
(human) other
Orakhan Drasika Borinok Independent fiefdom founded by Ulakandar nomads who
Ull
(human) settled the land
Zeif, the Sultanate of Sultan Naxas Murad Monarchy ruled by a reclusive philosopher who resists his
(human) advisers’ call to imperial expansion
clear of these schemes so he can avoid embroiling both Bissel (and the lands of Old Keoland) and Ve-
Tusmit in open warfare. But Tusmit’s spies are cur luna (and the Central Flanaess) makes it a vibrant,
rently causing discord by spreading rumors that multicultural land rich from extensive trade. Its
Zeif is planning to invade Ekbir. Ekbir’s sultan be culture reflects the breadth of its trade, including
lieves the rumors are true and is readying his army. sizable populations of dragonborn and tieflings and
Sultan Naxas Murad of Zeif is a reclusive man, a displaying a fusion of Baklunish and Oeridian influ
great philosopher, and a stern father figure to the ence. This mixture is visible in the title of its ruler,
rulers of Ekbir and Tusmit. Over the years, advisers which is a combination of a Baklunish title (bey)
and family members have urged Naxas to expand and an Oeridian one (graf). The beygraf is a noble
Zeif's borders through military conquest, but he re chosen by the lords of Lopolla’s wealthiest, most
fuses to do so, citing failed land grabs by kingdoms influential families. Many of these lords also serve
through history as proof that imperial expansion as generals in the Kettish military. The current
across the Flanaess rarely ends well. beygraf, Zoltana Lhaz, is a skilled diplomat who so
far has balanced the interests of different forces
WESTERN FLANAESS CULTURE both inside her nation and among her neighbors.
The culture of the Western Flanaess preserves
many of the ways and traditions of the ancient WESTERN FLANAESS ADVENTURES
Baklunish empire. Enormous value is placed on the The political and mercantile intrigue among Ekbir,
virtues of hospitality and generosity, particularly Tusmit, and Zeif provides abundant adventure op
almsgiving and pious donations to temples and portunities for characters in the Western Flanaess.
clergy. Since the fall of their ancient empire, the A campaign focused around intrigue or mystery
people of the Western Flanaess have demonstrated (see “Flavors of Fantasy” in this chapter) works par
more interest in trade-as a way of amassing power ticularly well in this region.
and wealth, but also as a means of connecting and Of course, the Western Flanaess has its fair share
coexisting with neighbors-than in imperial expan- of monsters, dungeons, and ruins as well. The ruins
sion or military domination. of the Baklunish Empire in the Dry Steppes, and
1 he clothing favored by the people of the Western those of the Suel Imperium in the Sea of Dust, at
anaess features bright patterns in vibrant colors, tract plenty of adventurers as well as villains hoping
worn in flowing gowns, robes, and long coats worn to claim the magical knowledge that caused the
with breeches. Their cuisine is renowned for its rich terrible catastrophes leading to the fall of those em
avors and spiciness. pires. Ket and Ull, too, suffer from the depredations
of the monsters in the Barrier Peaks and the Yatil
WESTERN FLANAESS AND ITS NEIGHBORS Mountains, just as their eastern neighbors do.
“t is the crossroads between the Western Flanaess
V the rest of the continent, nestled between the
al Mountains and Barrier Peaks. Though it was
ounded by Baklunish settlers, Ket’s proximity to
CHAPTER 5 | GREYHAWK
I J
ING I
s GE
172
CHAPTER 6
COSMOLOGY
. HE WORLDS OF D&D ARE PART OF AN Since the primary way of traveling from plane to
"T immense cosmos. Most campaigns and
plane is through magical portals, the spatial rela
adventures play out on worlds on the
tionship between different planes is largely theoret
terial Plane. The rest of the multiverse consists ical. No being in the multiverse can look down and
DAifferent planes of existence defined in relation to see the planes arranged like a diagram in a book. No
Ae Material Plane. mortal can verify whether Mount Celestia is sand
The planes of existence are strange and often dan- wiched between Bytopia and Arcadia; rather, this
ous environments undreamed of in the natural theoretical positioning is based on the philosophical
rid. Adventurers can stroll along streets of fire, shading among the three planes and the relative im
lest their mettle on battlefields where the fallen are portance they give to law and good.
resurrected with each dawn, and behold the terrify
ing majesty of the Lady of Pain as she floats above OTHER CONFIGURATIONS
the streets of the ring-shaped city at the center of For your campaign, you can use a different model of
the multiverse. the planes. Here are several examples:
• Planes situated among the roots and branches of a
THE PLANES great cosmic tree (literally or figuratively)
The planes of existence are realms of myth and • Material realms suspended between two other re
mystery. They’re not simply other worlds, but alities: the astral realms (the Astral Plane and the
dimensions formed and governed by spiritual and Outer Planes) above and the elemental realms (the
elemental principles. They fall into the following Inner Planes) below
categories: • A cosmology with fewer planes: a Material Plane;
the Transitive Planes; a single undifferentiated
Material Realms. Most D&D worlds are located on
Elemental Plane, where all four elements churn
the Material Plane, which has two planar echoes: in chaos; an Overheaven, where good deities and
the Feywild and the Shadowfell. Celestials dwell; and an Underworld, where evil
Transitive Planes. The Ethereal Plane and the deities and Fiends reside
Astral Plane are boundless realms that provide • Planes arranged in a complex system of orbits,
passage between other planes of existence. with planes exerting greater influence on the
Inner Planes. The four Elemental Planes (Air, Material Plane the closer they draw to it
Earth, Fire, and Water), plus the Para-elemental
Planes between them, are the Inner Planes. MATERIAL REALMS
Outer Planes. Seventeen Outer Planes correspond The Material Plane is where the philosophical and
to the nine alignments and shades of philosophical elemental forces of the other planes of existence
difference between them. collide in the jumbled existence of mortal life and
Positive and Negative Planes. These two planes matter. It is a thoroughly magical place, reflected
enfold the rest of the cosmology, providing the in the two planes that share its central place in the
raw forces of life and death that underlie all exis multiverse.
tence in the multiverse. The Feywild and the Shadowfell are parallel di
mensions occupying the same cosmological space
THE GREAT WHEEL as the Material Plane. The landscapes of these three
The default D&D cosmology includes more than planes are similar, but those of the Feywild are
two dozen planes, detailed in this chapter. The most more marvelous and whimsical, while those of the
common understanding of these planes visualizes Shadowfell are more bleak and ominous. Passage
t em as a group of concentric wheels, with the between the Material Plane and these other realms
material realms at the center. The Inner Planes form is sometimes effortless, even accidental. Adven
A wheel around the Material Plane, enveloped in the turers might enter a grove of trees on the Material
h ereal Plane. Then the Outer Planes form another Plane and suddenly find themselves in a lush, col
“ eel around and behind (or above or below) that orful forest on the Feywild or a grim wood of dead
one arranged according to alignment, with the trees on the Shadowfell.
utlands linking them all.
CHAPTER 6 | COSMOLOGY
*73
OUTER PLANES
INNER PLANES
If the Inner Planes are the raw matter and e
The Inner Planes surround the Material 1 lane,
that make up the multiverse, the Outer Plane.)
and its echoes, providing the raw elemental su
provide the direction, thought, and purpose
stance from which all worlds were made. I hi our
construction. These are realms of spirituality t
Elemental Planes Air. Earth, I ire, and Water
form a ring around the Material Plane. I he hot thought, the spheres where Celestials, Fiends a ,
der regions between these planes are sometimes deities dwell. The plane of Elysium, for exampl."
described as distinct planes in their own right. the isn't merely a home for good creatures or wherd
Para elemental Planes. spirits of good creatures go when they die. It is.
These realms exemplify the physical essence and embodiment of goodness, a spiritual realm where
elemental nature of air, earth, fire, and water. The evil can't abide. It is as much a state of being and o
entire substance of the Elemental Plane of lire, for mind as it is a physical location.
example, is suffused with the fundamental nature of When discussing anything to do with deities and
tire: energy . passion, transformation, and destruc their realms, the language used must be highly
tion. Even objects of solid brass or basalt seem to metaphorical. Their actual homes aren't literally
dance with flame in a manifestation of the vibrancy places at all but exemplify the idea that the Outer
of fire’s dominion. Planes are realms of thought and spirit.
At their innermost edges, where they are concep- The planes with an element of good in their na
tually closest to the Material Plane, the four Ele ture are called the Upper Planes, while those with
mental Planes and the four Para-elemental Planes an element of evil are the Lower Planes. A plane's
resemble places on the Material Plane. The four alignment (as shown in the Outer Planes table) is
elements mingle together as they do on the Material its essence, and a creature whose alignment doesn’t
Plane, forming land, sea, and sky. But the dominant match the plane’s alignment experiences a sense of
element strongly influences the environment, alter dissonance there. When a good creature visits Ely
ing those locations’ fundamental qualities. sium, for example, it feels in tune with the plane, but
The inhabitants of this inner ring include aarako- an evil creature feels uncomfortable.
era, azers, dragon turtles, gargoyles, genies, lizard-
folk. mephits, salamanders, and xorn. Some orig OUTER PLANES
inated on the Material Plane, and all can travel to Outer Plane Alignment
the Material Plane (if they have access to the magic
Abyss Chaotic Evil
required) and survive there.
As the Elemental Planes extend farther from the Acheron Lawful Evil, Lawful Neutral
Material Plane, they become increasingly unstable Arborea Chaotic Good
and hostile. In the outer regions, the elements exist
Arcadia Lawful Good, Lawful Neutral
in their purest form: great expanses of solid earth,
blazing fire, crystal-clear water, and unsullied air. Beastlands Chaotic Good, Neutral Good
Any foreign substance is extremely rare; little air Bytopia Lawful Good, Neutral Good
can be found in the outer reaches of the Plane of Carceri Chaotic Evil, Neutral Evil
Earth, and earth is all but impossible to find in the
outer reaches of the Plane of Fire. These areas are Elysium Neutral Good
much less hospitable to travelers from the Material Gehenna Lawful Evil, Neutral Evil
Plane than the border regions are. Such regions are Hades Neutral Evil
little known, so one who mentions the Plane of Fire,
Limbo Chaotic Neutral
for example, usually means the border region.
I he outer regions are the domains of creatures Mechanus Lawful Neutral
formed of the pure elements, including air, earth, Mount Celestia Lawful Good
fire, and water elemental. These are also the do-
Nine Hells Lawful Evil
mains of the Elemental Princes of Evil-primordial
beings of pure elemental fury. Outlands Neutral
At the outer most extents of the Elemental Planes, Pandemonium Chaotic Evil, Chaotic Neutra
the pure elements dissolve and bleed together Ysgard Chaotic Good, Chaotic Neu
into an unending tumult of clashing energies and
colliding substance called the Elemental Chaos. I he Upper Planes are the home of Celestia sEMn
Elementals can be found here as well, but they usu lower Planes are the home of Fiends. The p exam
ally don't stay long, preferring the comfort of their between host their own unique denizens echanus
native planes. pie, modrons are Constructs that inhabit
and slaadi are Aberrations that thrive in 1
PLANE OF ICE
. PLANE OF OOZE
"SELEMENTAL CHAOS
ETHEREAL PLANE
ASTRAL PLANE
ELYSIUM BeasTLanos
BYTOPIA
MOUNT ARBOREA
CELESTIA
ARCADIA YSGARD
ECSTASY
SYLVANIA
GLORIUM
■•FORTITUDE LIMBO
MECHANUS
7 AUTOMATA
BEDLAM
OUTLANDS •PLAGUE MORT
^RIBCAGE “
ACHERON
CARCERI
GEHENNA
HADES
OUTER PLANES
drawn to acts of cruelty or betrayal. Th,
As with the Elemental Planes, one can ima spend time on Mechanus and other lawful who
the perceptible part of the Outer Plane s as a might feel their ties of loyalty to each othe Planes
region, while extensive spiritual regions ie stronger, while those who visit Limbo and" STOwin,
ordinary sensory experience. Even in pt 1 ( “P 1 chaotic planes might become temporarily Other
regions, appearances can be deceptive. Initia Y independent or self-absorbed. These tend more
Outer Plane might appear hospitable and ami 1
best handled as DM suggestions and thensies are
to natives of the Material Plane. But the ant so ape
by the players, but you might award Heroic Played
can change at the whim of a deity or other power tion to characters who bring these charact. "TSPira-
forces that dwell on the plane, which c an re ma e
to life in their characters. Tistics
the realm completely, erasing and rebuilding exls
Planar Dissonance. Celestials who visit the
tence to better fulfill those forces needs.
Distance is a virtually meaningless concept on the Planes and Fiends who visit the Upper Plane. OWer
Outer Planes. A perceptible region of a plane might perience significant discomfort if their visits x
seem quite small on one visit, and on anol he i trip B more than a few hours. After finishing a Lon ast
can stretch on to what seems like infinity. Adven on a plane that is alien to its nature, a Celestial
Hirers could lake a guided tour of the Nine Hells, Fiend makes a DC 10 Constitution saving thrC or
from the first layer to the ninth, in a single day-if a failed save, whenever the creature makes a pn
the powers of the Nine Hells desire it. Or it could Test, the creature must subtract ld4 from the r
take weeks for travelers to make a grueling trek The effect is cumulative with each failed save and
across a single layer. ends when the creature finishes a Long Rest on a
plane that isn’t opposed to its nature.
LAYERS OF THE OUTER PLANES
Most Outer Planes include a number of distinct PLANAR TRAVEL
realms. These environments are often imagined as a
When adventurers travel to other planes of ex
stack of related parts of the same plane, so travelers
istence, they undertake a legendary journey in
refer to them as layers. For example, Mount Celes
which they might face supernatural guardians and
tia resembles a sacred mountain with seven great
undergo many ordeals. The nature of that journey
plateaus along its ascent, the Nine Hells is like a pit
where the River Styx plunges down through nine and the trials along the way depend in part on the
tiers, and the Abyss has a seemingly endless number means of travel, such as magical portals or spells.
of layers.
Like the planes themselves, the description of
PLANAR PORTALS
layers is highly metaphorical and subject to varying A portal is a stationary, interplanar connection that
interpretations. The plane of Carceri, for example, links a specific location on one plane of existence to
has been described as a long series of spherical a specific location on another. Some portals func
worlds arranged like beads on a string, with each tion like doorways, appearing as a clear window or
sphere consisting of six nested spheres-the layers a fog-shrouded passage, and interplanar travel is as
of the plane. This fanciful description is but one simple as moving through the portal. Other portals
attempt to make sense of the distorted geography of are locations-circles of standing stones, soaring
a place that isn’t even a place in the ordinary sense towers, sailing ships, or even whole towns-that
of the word, but an alternate state of reality. exist on multiple planes at once or flicker from one
Most portals from elsewhere reach the first layer plane to another. Some are vortices, joining an
of a multilayered plane. This layer is depicted as the Elemental Plane with a very similar location on the
top or bottom layer, depending on the plane. As the Material Plane, such as a swirling pool of magma in
arrival point for most visitors, the first layer func the heart of a volcano (leading to the Plane of Fire
tions like an antechamber for that plane. or a maelstrom in the depths of the ocean (leading
to the Plane of Water).
ALIGNMENT AND THE OUTER PLANES
Passing through a planar portal can be the sim
The Outer Planes are realms of thought and moral-
plest way to travel from the Material Plane to a ,
ily more than merely physical reality, and they can
affect visitors on a deeply personal level as well as a desired location on another plane. Often, thous
physical one. portal presents an adventure in itself. ads
At your discretion, a creature that spends a long First, the adventurers must find a portal thal.an
time on an Outer Plane that is not its home plan can where they want to go. Most portals exist in di^^
begin to take on aspects of that plane’s ethos Vis locations, and a portal’s location often has then
itors to the Upper Planes might feel strange urges similarities to the plane it leads to. For examp “
to perform deeds of kindness or compassion while a portal to Mount Celestia might be located "1
visitors to the Lower Planes might find themselves mountain peak.
CHAPTER 6 I COSMOLOGY
177
Planar adventures ought to be extraordi
RIVER STYX As adventurers reach the medium to high
The River Styx bubbles with grease, foul fotsap’ your campaign, they find more cause to venYelsof
and the putrid remains of battles along its an beyond the confines of the world they call NUre
The ill effects of the Styx are described under explore the planes. If you are ready for the Imeand
“Hazards" in chapter 3. . to undertake a truly mythic quest, such as
The Styx churns through the top layer s ” 1 11 a lost Artifact or an elusive extraplanar entif "nd
ron, the Nine Hells. Gehenna, Hades. ( arcerin vast multiverse is yours to explore. As their'
Abyss, and Pandemonium. Tributaries of the Styx and magical abilities are put to the test, the ‘YSica
snake through lower layers ol these planes. or ters might find their emotions, values, and . ara-
example, a tendril of the Styx winds through every challenged as well.
layer of the Nine Hells, allowing passage from one
layer of that plane to the next. THE BLOOD WAR
Sinister ferries float on the waters of the Styx,
Throughout history, the teeming demon hordes
crewed by pilots skilled in negotiating the unpre
the Abyss and the regimented legions of devils 2
dictable currents and eddies of the river. For a price,
the Nine Hells have battled for supremacy in theom
these pilots carry passengers from plane to plane.
Some pilots are Fiends, while others are the souls of cosmos. On worlds of the Material Plane, those w
know of the conflict refer to it as the Blood War" 0
dead creatures from the Material Plane.
conflict that has raged for millennia, ravaging the
YGGDRASIL, THE WORLD TREE Lower Planes.
The World Tree, Yggdrasil, is a cosmic ash tree that The battlefields of the Blood War are concen
spans the Outer Planes and links them to many trated in the Nine Hells and the Abyss, though fight
worlds of the Material Plane. Its roots stretch into ing also takes place on the Material Plane, on the
the Lower Planes, touching Hades, Pandemonium, planes between those realms on the Great Wheel,
and possibly other Lower Planes. Most of its mas- and anywhere else demons and devils congregate.
sive trunk rises through the plane of Ysgard, and Although the intensity of the conflict waxes and
its branches stretch through the Upper Planes and wanes, and the front lines of the war can shift
across the Astral to the Material Plane. drastically, a moment never goes by when demons
Some legends describe a great tree, a seedling of and devils aren’t battling each other somewhere in
Yggdrasil, that the god Corelion planted and tended the multiverse.
on the First World at the dawn of time. When the Many demons and devils are obsessed with find
First World was destroyed, seeds from this tree ing some advantage for their side in the Blood War,
scattered into the void and took root to form the and powerful mortal adventurers are sometimes
worlds of the Material Plane. Thus, many philos drawn into tangled schemes to that end. Addition
ophers and naturalists view all trees or even all
ally, open conflict between Fiends is a constant
plants as descendants of Yggdrasil, part of a vast
threat on most of the Lower Planes, even when it is
network of plant life across the multiverse.
incidental to the missions that bring characters to
Planar travelers can climb among the roots and
those planes. A simple quest to find a treasure lost
branches of Yggdrasil to travel from plane to plane
in Hades becomes much less simple when the trea
or world to world. Some creatures position them
sure is located in the midst of a raging battle!
selves as expert guides to this vast cosmic network
Natives of the Upper Planes also have roles to pJ
of branching pathways, constantly studying the
in the Blood War. While most of them are content
ever-changing paths as the tree continues its eter
nal growth. to watch evil feed on itself, they still take steps to
minimize the threat to the rest of the multiverse
Whenever the Blood War spills into a location ou
PLANAR ADVENTURING side the Abyss and the Nine Hells, angels and ot «
in real world myths, legends, and literature, ventur emissaries of the gods-including mortals of exc
ing onto other planes of existence isn't simply a mat
tional valor-stand ready to intervene.
ter of visiting an unusual environment inhabited
by strange creatures; it’s a journey with meaning PLANAR ADVENTURE SITUATIONS
expressed through layers of symbol and metaphor.
You can use the Planar Adventure Situations As
Adventuring on the planes of the D&D cosmology
is an opportunity to craft similarly meaningful and instead of the tables in the “Adventure Situasigures
prof ound journeys. by Level” section in chapter 4 to inspire aduence.
that draw characters into the planes of exister
l hese adventure ideas are most appropriate
characters of level 11+.
CHAPTER 6 | COSMOLOGY
COLOR POOLS
ASTRAL PLANE Gateways leading from the Astral p|a
1
The Astral Plane is a realm of though' and ear, planes appear as two-dimensional ne to ot.
where visitors travel as disembodied sou s pling colors, 1d6 * 10 feet in diameter^ of rip '
the Outer Planes. It is a great silvery sea, * K with everything in the Astral Plane ■ Color,
above and below, with swirling wisps of " 11 metaphor; since these portals are per” 3 Matter",
gray streaking among motes ol light thi i is tan Astral self and not by physical eyes treived by t.
stars of far flung Wildspace systems. Most o understood rather than seen.) Traveli T Colors,
Astral Sea is a vast, empty expanse. V isilot s occe plane requires locating a color pool th3 to anonhe;
sionally stumble upon the petrified corpse o a t ea desired plane. These gateways can be id edstoy,
god or other chunks of rock drifting for < ver hi t color, as shown on the Astral Color poonlifiedb,
silvery void. Much more commonplace are co or S 'able.
pools magical pools of colored light that flicker i e ASTRAL COLOR POOLS
radiant, spinning coins. ld20 Plane
Creatures on the Astral Plane don t age or suffer Pool Color
1 Abyss Amethyst
from hunger or thirst. For this reason, creatures
that live on the Astral Plane (such as githyanki) es- 2 Acheron Flame red
tablish outposts on other planes, often the Material 3 Arborea Sapphire blue
Plane, so their children can grow to maturity.
4 Arcadia Saffron
NAVIGATING THE ASTRAL PLANE 5 Beastlands Emerald green
X traveler in the Astral Plane can move by sim- Bytopia
6 Amber
ply thinking about moving, but distance has little
meaning. In combat, though, a creature has a Fly 7 Carceri Olive
Speed (in feet) equal to 5 times its Intelligence score 8 Elysium Orange
and can hover. 9 Ethereal Plane Spiraling white
Just as movement is accomplished by the power
10 Gehenna Russet
of thought, all that is required to find one’s destina
tion is to think about it. As long as the destination 11 Hades Rust
is somewhere in the Astral Plane (or in Wildspace, 12 Limbo jet black
as described below)-such as “the nearest githyanki
13-14 Material Plane Silver
outpost,” “the nearest color pool leading to the
Abyss” or “the Wildspace system of Realmspace”- 15 Mechanus Diamond blue
thinking about a place makes the creature aware of 16 Mount Celestia Gold
the most direct route to that location. The creature
17 Nine Hells Ruby
doesn’t know how long the journey will take or how
perilous it will be, just which direction to go in. 18 Outlands Leather brown
The DM decides how long it takes to get to a 19 Pandemonium Magenta
desired destination. A trek to a specific location-a 20 Ysgard Indigo
particular Wildspace system or Astral outpost, for
example-might take 4d6 days. For a more general WILDSPACE
location, such as a color pool leading to a specified Bobbing in the Astral Plane like corks in an ocean
plane, the journey might take ld4 x 10 hours. are vast, airless expanses called Wildspace syster
DEAD GODS in these systems, the Astral Plane overlaps wit Phe
the Astral Plane is where the petrified remains of the Material Plane, and the stars and planets ane
dead gods end up gods who were slain by more Material Plane are accessible from the Astra 3
powerful entities or who lost all their mortal wor Every world of the Material Plane is situate 1
shipers and perished as a result. A dead god looks Wildspace system. ace
like a gigantic, nondescript stone statue that bears As an Astral traveler approaches a W “PAually
little resemblance to the divine entity it once was. system, the silver fog of the Astral Plane 82the sun
Githyanki, mind flayers, and other residents of the thins until it falls away in Wildspace. I hen
Astral Plane sometimes turn these drifting hulks of the Wildspace system comes into vie" gas
into outposts and cities, many of which are hol millions of miles away-along with color THodies.
lowed out beneath the surface. The githyanki city of clouds, planets, moons, and other coSmisNelling
lu narath is perhaps the most infamous such place A Wildspace system teems with space c larger
life-forms, including spores, plankton and ammals
creatures that resemble fish and aquatie ' 3mally
Creatures and objects in Wildspace age 1
7a
CHAPTER 6 | COSMOLOGY
BEASTLANDS ADVENTURES
ASTRAL PLANE ADVENTURES as a The Beastlands embodies wild, beautic
Characters most often visit 111 stral (8 one or the and the vibrant power of life thriving " Nature
way of getting somewhere e se Material world. Visitors to the plane feel invigon] the nat,
Outer Planes or to different world
hih encoun- more vital-their minds more alert, the ed and "
Plane via Wildspace. En route they mipienas,
0
Slaadi, sharpened, and their strides quickened reflexe,
ter fellow travelers, such as Celestials, pangs are acute, but food and drink tast "Unger
modrons, or githyanki. . , the than ever before. Sleep is always deep a better
Asa realr. . . . thought, memory, and "2s and sleepers always awaken alert. nd restful
Astral plane can also be an adventure des™ ’ Adventures in the Beastlands might e
Characters might try to plumb the crys ‘ ways that good philosophies, while pur”D Jrethe
thoughts of dead gods or sift infor ma ion value life, actually devalue the physical Iting to
the torrent of a psychic wind. Or they cou i
life in favor of abstract concepts of law ana"reof
Astral manifestations of their own memories, tears, Characters might end up in conflict with sethics,
and dreams. dismiss animals as inferior and irrelevant "0Sewho
of life. n,fo*
BEASTLANDS ____________
The Beastlands is a plane of nature unbound, BYTOPIA
of forests ranging from moss-hung mangroves
to snow-laden pines, of thick jungles where the The surfaces of Bytopia’s two layers face each '
branches are woven so tight that no light pene like the covers of a closed book. Looking up FO er
trates, of vast plains where grains and wildflow Dothion, the “top” layer of the plane, a traveler"
ers wave in the wind with vibrant life. The plane see Shurrock, its other layer, about a mile overhead
embodies nature’s wildness and beauty, but it also Both layers are idealized worlds that reflect the
speaks to the animal within all living creatures-not plane’s philosophy of personal achievement along
necessarily in a fierce, predatory way but with re side social interdependence.
spect to their physical substance and fundamental
needs. The spirits of the dead on the Beastlands typ LAYERS OF BYTOPIA
ically take animal forms or part-animal forms (such Layer Description
as centaurs). Among the greatest inhabitants of this
Dothion Farms nestled among well-tamed
plane are the primal spirits called animal lords.
woods are hubs of pastoral activity and
Whenever a visitor slays a Beast native to the
plane, the slayer must succeed on a DC 10 Charisma individual industry.
saving throw or shape-shift into the type of Beast Shurrock Small communities thrive around quar
that was slain. The creature’s game statistics are ries and mills amid rough country and
replaced by the Beast’s stat block, but the creature harsh weather.
retains its alignment, personality, creature type,
Intelligence score, and ability to speak. At the end of BYTOPIA ADVENTURES
each Long Rest, the shape-shifted creature repeats Bytopia is the heaven of productive work, the sat
the save. On a successful save, the creature returns isfaction of a job well done. The goodness flowing
to its true form. After three failed saves, the trans through the plane creates feelings of goodwill
formation can be undone only by a Remove Curse
and happiness in creatures dwelling there W hile
spell or similar magic.
Dothion rewards those who seek a quiet life.
LAYERS OF THE BEASTLANDS Shurrock is the paradise of those who continua
challenge and better themselves. as
Layer Description
The two layers of Bytopia are often referre
Krigala The River Oceanus is a strong torrent the “Twin Paradises,” and it’s said that ever )
flowing through this wilderness of carried out on one layer has repercussions on 5
eternal summer noon. other-an equal and opposite reaction, thouk "erture
Brux A red sun hovers forever on the hori- more metaphorical than physical one. An a ' gnize
zon as mists and streams roil through in Bytopia might challenge characters to reso it-
the trees in eternal twilight. the impact their actions have on the wor 1 ' on the
nessing the mirrored reactions to their deed
Karasuthra A pale moon provides the only light in opposite layer.
this wilderness of eternal night.
LAYERS OF CARCERI
Layer Description
orthrys The River Styx meanders through a
layer of vast bogs and quicksand.
Cathrys The stench of decay hangs over fetid
jungles and scarlet plains.
Minethys Stinging sand blows in unending
storms, hiding the ruins of the ancient
city Payratheon.
Colothys Deep chasms cut between cruel
mountains make foot travel nearly
impossible.
Porphatys Cold, acidic oceans are fed by constant
black snow.
Agathys Black ice streaked with red covers this UNKNOWN HORRORS ARE ENTRAPPED
frigid realm. IN THE ICE OF CARCERI.
PRISON PLANE
DEMIPLANES
No one can leave Carceri easily. Magical efforts to
leave the plane by any spell other than Wish simply Demiplanes are extradimensional spaces that come
fail. Portals and gates that open onto the plane be into being by a variety of means and boast their
come one-way only. Secret passages out of the plane own physical laws. Some are created by spells.
exist, but they are hidden and well guarded by traps Others are natural folds of reality pinched off from
and deadly monsters. And though the River Styx the rest of the multiverse. Theoretically, a Plane
Shift spell can carry travelers to a demiplane, but
flows between Carceri and its neighbors, the pas-
the proper frequency required for the tuning fork
sage is extremely dangerous, and ferries leading out
can be extremely hard to acquire. The Gate spell
of Carceri are both rare and expensive.
is more reliable, assuming the caster knows of
CARCERI ADVENTURES the demiplane.
Carceri is a sunless plane of despair, of passions and A demiplane can be as small as a single chamber
poisons, and of realm-shattering betrayals. Hatreds or large enough to contain an entire realm. For
run like a deep, slow-moving river, and there’s no example, a Mordenkainen’s Magnificent Mansion spell
telling what the flood of treachery will consume creates a demiplane consisting of a foyer with multi
next it is said that prisoners can escape Carceri ple adjoining rooms, while the land of Barovia exists
entirely within a demiplane under the sway of its
n y by becoming stronger than whatever force
vampire lord, Strahd von Zarovich. When a demi
prisoned them there, but that’s a difficult task on
d Plane whose very nature breeds despair and be- plane is connected to the Material Plane or some
other plane, entering the demiplane can be as simple
raval. I he same tendency toward betrayal prevents
1 se who are imprisoned here from working to- as moving through a portal or passing through a
wall of mist.
6esher for long toward the common goal of escape,
s ventures on Carceri might explore the forces DEMIPLANE ADVENTURES
oilual and psychological as well as physical and Demiplanes are limited realities shaped according
o Sht demonic-that keep characters trapped to the will of whoever created them. Adventures in
onemprisoned there. Characters might help a pris- demiplanes might let characters explore how they
priF (SC ape, from an unjustly held spirit to some would shape reality to suit their desires and ideals,
meval god banished to oblivion here. or confront distortions of reality crafted by villains.
hu 009’7)
.ill ••HIM
lII
3
Ba
1
■
uncontrolled wildfires, heat waves, and droughts, clouds over and releases a deluge of rain, often
transforming the Material Plane into a mirror of accompanied by spectacular shows of lightning, be-
the Cinder Wastes. ore clearing up again. At night, a glittering array of
Adventurers frequently come to the City of Brass stars and auroras bedecks the sky.
on quests for legendary magic. If it’s possible to buy The weather on the plane is a lesson in extremes.
magic items in your campaign, the City of Brass is t e sea isn t calm, it is battered by storms. On rare
the most likely place to find any item for sale. The occasions, a tremor in the planar firmament sends
efreet are fond of trading in favors, especially when a rogue wave sweeping across the plane, swamping
they have the upper hand in negotiations. Perhaps a entire islands and driving ships down to the reefs.
magical contagion or poison can be cured only with Any land that rises above the surface of the sea
something that must be purchased in the markets of is hotly contested by the few air breathers that
the city. ive on the plane. Fleets of rafts and ships lashed
together serve as solid ground where nothing ^lse
ELEMENTAL PLANE OF WATER is available, although most natives of the plane
The Plane of Water is an endless sea, called the Sea never break the surface of the sea and thus ignore
of Worlds, dotted with atolls and islands that rise these habitations.
up from enormous coral reefs that seem to stretch The following are among the most important tea
forever into the depths. The storms that move tures of the Plane of Water:
ac ross the sea sometimes create temporary portals
Citadel of Ten Thousand Pearls. The nominal
to the Material Plane and draw ships into the Plane
emperor of the marids dwells in the Citadel of "
of Watei. Surviving vessels from countless worlds
and navies ply these waters with little hope of ever housand Pearls, an opulent palace made of con
returning home. and studded with pearls. The palace is the glit )
A warm sun ares across the sky of the Plane of tering centerpiece of the Sea of Light (see bel^
Watei, seeming to rise and set from within the sitor s are welcome to ask favors of the 6 nu
watei at the horizon. Several times a day, the sky “ ose mood is as changeable as the sea.
CHAPTER 6 | COSMOLOGY
Normally, creatures in the Border Ethe
ETHEREAL PLANE attack creatures on the overlapped planessal Sm
The Ethereal Plane is a misty. fogbound dimension. versa. A traveler on the Ethereal Plane isidvice
Its "shores," called the Bolder Ethereal, overlap the tible to someone on the overlapped plane TPereep
Material Plane, the Feywild, the Shadowfell, and the objects on the overlapped plane don't hamd soli
Inner Planes, and every location on those planes has movement of a creature in the Border Eth^ the
a corresponding location on the Ethereal Plane. Vis exceptions are certain magical effects (inc^"The
ibility in the Border Ethereal is usually limited to 60 anything made of magical force) and living SV%
feet The plane's depths comprise a region of swirl This makes the Ethereal Plane ideal for scoutin,"
ing mist and fog called the Deep Ethereal, where spying on opponents, and moving around with&:
v isibility is usually limited to 30 feet. being detected. The Ethereal Plane also disobe?"
Characters can use the Etherealness spell to enter laws of gravity, a creature there can freely moveh
the Border E thereal. The Plane Shift spell allows any direction.
transport to the Border Ethereal or the Deep Ethe-
real, but unless the intended destination is a specific DEEP ETHEREAL
location or a teleportation circle, the point of arrival To reach the Deep Ethereal, one typically needs a
could be anywhere on the plane. Plane Shift spell, a Gate spell, or a magical portal.
Visitors to the Deep Ethereal are engulfed by roiling
BORDER ETHEREAL mist. Scattered throughout the plane are curtains
From the Border Ethereal, a traveler can see into of vaporous color, and passing through a curtain
whatever plane it overlaps, but that plane appears leads a traveler to a region of the Border Ethereal
grayish and indistinct, its colors blurring into each connected to a specific Inner Plane, the Material
other and its edges turning fuzzy, limiting visibil Plane, the Feywild, or the Shadowfell. The color of
ity to 30 feet into the other plane. Conversely, the the curtain indicates the plane whose Border Ethe
Ethereal Plane is usually imperceptible to those on
real the curtain conceals; see the Ethereal Curtains
the overlapped planes, except with the aid of magic. table. The curtains are also distinguishable by
texture and temperature, each one reflecting some
thing of the nature of the plane beyond.
,1
ETHEREAL CURTAINS ingenuity and collaboration of twenty-seven great
Curtain Color
1012 plane civilizations on the Material Plane. Abandoned and
12 Material Plane Turquoise lost for ages, the Radiant Citadel was resurrected
3 Shadowfell Dusky gray from its slumber and reclaimed by descendants of
those societies.
4 Feywild Opalescent I he Radiant Citadel is a nexus of diplomacy and
s Elemental Plane of Air Pale blue trade, a repository of histories and secrets, and a
6 Elemental Plane of Earth Chestnut thriving sanctuary for those seeking safety or a bet
ter life. I he floating city is a miracle of architecture
7 Elemental Plane of Fire Orange
carved out of a single, massive fossil that snakes
9 Elemental Plane of Water Green around a colossal gemstone shard known as the
9 Para-elemental Plane of Ash Dark gray Auroral Diamond. The luminescence of the Auroral
10 Para-elemental Plane of Ice Diamond is mirrored in the constellation of fifteen
Aquamarine
structure-sized gemstones, the Concord Jewels,
11Para-elemental Plane of Maroon that orbit the city and provide transportation to the
Magma far-flung homes of the city’s founding civilizations.
12 Para-elemental Plane of Ooze Chocolate In the haze of the Ethereal Plane, the Auroral Di
amond is a scintillating beacon visible from miles
Traveling through the Deep Ethereal is unlike away. The diamond seems to have moods, changing
physical travel. Distance is meaningless, so although colors unpredictably, but it is always visible for
travelers feel as if they can move by a simple act of wanderers lost and in need.
will, it’s impossible to measure speed and hard to Just beyond the city whirls a massive ether
track the passage of time. A trip through the Deep cyclone known as the Keening Gloom-a looming
Ethereal takes IdlO * 10 hours from one curtain to threat that’s a grim reminder of the Radiant Cita
another, regardless of the origin and destination. In del’s precarious position.
combat, creatures move at their normal speeds. Heroes and paupers meet on equal footing in the
Radiant Citadel. By common agreement, power and
ETHER CYCLONES resources are equitably shared. Dignity is afforded
An ether cyclone is a serpentine column that spins to all, and great need is met with great aid.
through the plane. The cyclone appears abruptly,
distorting and uprooting everything in its path ETHEREAL PLANE ADVENTURES
and carrying the debris for miles. Travelers with Adventurers typically use the Ethereal Plane to
a Passive Perception score of 15 or higher receive travel from one place to another, either skirting
1 minute of warning: a deep thrum in the ethereal around Material Plane obstacles on the Border
matter. Travelers who can’t reach a curtain or por Ethereal or venturing into the Deep Ethereal to
tal leading elsewhere suffer the cyclone’s effect. Roll travel to the Inner Planes.
ld20 and consult the Ether Cyclone table to deter The Radiant Citadel can serve as a home base for
mine the effect on all creatures in the vicinity. any campaign built around the idea of exploring
new worlds. Several such worlds are introduced in
ETHER CYCLONE journeys through the Radiant Citadel, an anthology of
short adventures.
1d20 Effect
1-12 Extended journey. Each character in a group
traveling together makes a DC 15 Charisma
saving throw. If at least half the group suc
ceeds, travel is delayed by 1 dl 0 hours. Oth-
erwise, the journey’s travel time is doubled.
9 Blown to a location in the Border Ethereal
overlapping a random plane (roll on the
Ethereal Curtains table)
20 Hurled to a random destination on the
Astral Plane
RADIANT CITADEL
oainst the unending mist and unseen terrors
bri h Ethereal Plane, the Radiant Citadel stands
6 1 as a bastion of hope. It’s a living relic of the
CHAPTER 6 I COSMOLOGY
193
WHEN THE DRAGON’S TEAR COMET APPEARS
ABOVE FIRESTORM PEAK, THE VAST GATE FORMS A
BRIDGE TO THE FAR REALM.
,o
s
i
8.
GEHENNA HADES
nic mountain dominates each of the four
I he layers of Hades are called the Three Glooms-
AVO CAF Gehenna, and lesser volcanic earthbergs
layers “he air and smash into the greater moun places without joy, hope, or passion. A gray land
with an ashen sky, Hades is the destination of many
drift The rocky slopes of the plane make movement
souls that are unclaimed by gods or Fiends. These
ult and dangerous. The ground inclines at least
di । ees almost everywhere. In places, steep din's
souls become larvae and spend eternity in this
gr place, which lacks a sun, a moon, stars, or seasons.
4'\ deep canyons present more challenging obsta
Leaching away color and emotion, the gloom on this
and Hazards include volcanic fissures that vent plane is more than most visitors can stand.
clesius fumes or searing Hames.
"ehenna is the birthplace of yugoloths, greedy LAYERS OF HADES
CEesh Fiends that dwell here in great numbers.
and SC 1 Layer Description
CHAPTER 6 I COSMOLOGY
1
“w
EY Wii t
U
OF TECHNOLOGY,
WITH ITS MAGICAL MARVELS 1
EBERRON IS ONE OF COUNTLESS WORLDS ON IV\
flesh from bone. Cities embedded in the ice provide „f which rises the great citadel spire of Malsheem
shelter for guests and prisoners of < ania s rider, the home to Asmodeus and his infernal court.
brilliant and conniving archdevil Mephistopheles. Malsheem resembles a gigantic hollowed -out
Mephistopheles dwells in the ice citadel of aemite The citadel is also a prison for souls
Mephistar, where he plots to seize the throne of the that Asmodeus has locked away for safekeeping.
Nine Hells and conquer all the planes. He is Asmo- Convincing him to release even one of those souls
deus’s greatest enemy and ally, and the archduke of es at a steep price, and it is rumored that As-
Nessus appears to trust Mephistopheles's counsel. m^deus has claimed whole kingdoms in the past in
Mephistopheles knows he can't depose Asmodeus exchange for such favors.
until his adversary makes a fatal miscalculation, Asmodeus most often appears as a handsome,
and so both wait to discover what circumstances bearded man with four large horns, piercing red
might turn them against each other. Mephistopheles eyes, and flowing robes. He can also assume other
is also a godfather of sorts to Glasya, further com forms and sometimes carries a ruby-tipped scepter.
plicating the relationship between Mephistopheles Asmodeus is the most cunning and well-mannered
and Asmodeus. of archdevils. On the surface, he seems warm. pleas-
Mephistopheles is a tall, striking devil with im ant and lighthearted, doling out wisdom and small
pressive horns and a cool demeanor. He trades in acts of kindness like a caring father. The ultimate
souls, as do other archdevils, but he rarely gives his evil he represents can be seen only when he willsit
time to any creatures not worthy of his personal so or if he forgets himself and hies into a rage.
attention. It is said that only Asmodeus has ever
deceived or thwarted him.
FERNAL HIERARCHY status, but the demoted devil retains its memories-
The Nine Hells has a rigid hierarchy that define. and might seek vengeance if the severity of the de
' ry aspect of its society. Asmodeus is . 8 motion is excessive.
CePoFan devils and wields the Power of a supreme No devil can promote or demote another devil
d . Worshiped as such on the Material Plane that hasn’t sworn fealty to it, preventing rival arch
Asmodeus inspires evil cults and sinister War’ devils from demoting each other’s most powerful
locks. In the Nine Hells, he commands scores . servants. Since all devils swear fealty to Asmodeus,
fiend generals, which in turn command legions P he can freely demote any other devil, transforming
subordinates. it into whatever infernal form he desires.
A supreme tyrant, a brilliant deceiver and
NINE HELLS ADVENTURES
ter of subtlety. Asmodeus protects his throne gas
keeping his friends close and his enemies closer H I he Nine Hells embodies the cruelty and corrup
delegates most matters of rulership to the A R ’ 7 tion of law turned to evil ends. The devils of the
and lesser archdevils that make up the infern lends Nine Hells are more cunning, more insidious, and
reaucracy of the Nine Hells, even as he knows th 7 far more dangerous than other Fiends. Their intel
those powerful devils conspire to usurp his Sthat ligence, their delight in deceit and manipulation,
Asmodeus appoints archdevils, and he can r • one and their unhindered pursuit of their own agendas
make them truly terrifying foes.
" the infernal hierarchy of rank andskatls
A descent into the Nine Hells is a journey into the
heart of evil. Every shred of evil is used in the Nine
INFERNAL HIERARCHY Hells, and each layer specializes in some way to
Least Devils Greater Devils accommodate and exploit the vices and weaknesses
8. Horned devil of mortals. Far too many people who make such a
1. Lemure
journey discover their own hearts aren’t immune
Lesser Devils 9. Erinyes
to temptation and corruption, and they end up
2. Imp 10. Ice devil
making the Nine Hells their eternal home. To avoid
3. Spined devil 11. Pit fiend such a fate, good-hearted adventurers must resist
4. Bearded devil Archdevils the insidious manipulation, deceit, and treachery of
5. Barbed devil 12. Duke/duchess devils, even when the devils promise to fulfill their
6. Chain devil 13. Archduke/archduchess deepest longings.
Bone devil
OUTLANDS
Archdevils. The archdevils include all the current
The Outlands lies between the Outer Planes. It is
and deposed rulers of the Nine Hells, as well as
the plane of neutrality, keeping all aspects of the
the fiendish aristocrats that make up their courts,
planes in a paradoxical balance-simultaneously
attend them as advisers, and hope to supplant t em.
concordant and in opposition. The plane has
Promotion and Demotion. When the soul o an
varied terrain, with prairies, mountains, and
evil mortal sinks into the Nine Hells, it takes on t e
shallow rivers.
physical form of a wretched lemure. Archdevi s an
The Outlands is a great disk. In fact, those who
greater devils can promote lemures to lesser devi s’
envision the Outer Planes as a wheel point to the
Archdevils can promote lesser devils to greater ey
Outlands as proof, calling it a microcosm of the
ils, and Asmodeus alone can promote a greater devi
planes. That argument might be circular, since the
to archdevil status. All diabolic promotions involve
arrangement of the Outlands inspired the idea of
a brief, painful transformation, with the devil s
the Great Wheel in the first place.
memories passing intact from one form to the next.
Evenly spaced around the outside edge of the
Low-level promotions are typically based on
circle are the gate-towns: sixteen settlements, each
need, such as when a pit fiend transforms lemures
built around a portal leading to one of the Outer
into imps to gain stealthy spies under its comman Planes. The Gate-Towns of the Outlands table lists
High-level promotions are almost always based on all sixteen gate-towns and the Outer Planes they
merit, such as when a bone devil that distinguishes
connect to. Each gate-town shares many of the
itself in battle is transformed into a horned devil by characteristics of the plane where its gate leads.
the archdevil it serves. A devil is seldom promoted
Planar emissaries often meet in these gate-towns, so
more than one step at a time.
it isn’t unusual to see strange interactions, such as a
emotion is the customary punishment for fai Ur
Celestial and a Fiend arguing in a tavern while shar
or disobedience among the devils. Archdevils or ing a fine bottle of wine.
heater devils can demote a lesser devil to a lemure.
which loses all memory of its prior existence. An
C devil can demote a greater devil to lessei t evi
CHAPTER 6 | COSMOLOGY
GATE-TOWNS OF THE OUTLANDS PANDEMONIUM
Town Gate Destination Pandemonium is a plane of overwhe .
Automata Mechanus a great mass of rock riddled with tuning chaq,
Pandemonium by howling winds. It is cold, noisy anels carved
Bedlam
no natural light. Wind quickly extin dark, "With
Curst Carceri magical open flames such as torches lishes non-
Ecstasy Elysium It also makes conversation possible oAC sampfr,,
Excelsior Mount Celestia ing, and even then only to a maximum a Y yel].
Faunel Beastlands of 10 feet. See “Environmental Effects" listance
ter 3 for more information about the, In chap-
Fortitude Arcadia Pandemonium. inds of
Glorium Ysgard Most of the plane’s inhabitants are ere
Hopeless Hades were banished to the plane with no hope"ares that
The incessant winds force them to takesf"escape
Plague-Mort Abyss
places where the howls of the winds sound serin
Ribcage Nine Hells tant cries of torment. ike dis-
Rigus Acheron
LAYERS OF PANDEMONIUM
Sylvania Arborea
Layer Description
Torch Gehenna
Tradegate Bytopia Pandesmos Howling winds, dark streams bound
for the River Styx, and blowing snow
Xaos Limbo
pour through vast, desolate caverns.
OUTLANDS ADVENTURES Cocytus Winds blowing through narrower tun-
The Outlands is the closest the Outer Planes nels create a stronger force and louder
come to being like a world on the Material Plane. wails, making this the so-called "Layer
Adventurers can travel easily from one gate of Lamentation.”
town to the next, making a tremendous variety
Phlegethon Tunnel walls absorb light while water
of planar-themed adventures possible within the
creates intricate rock formations.
boundaries of the Outlands.
Adventures in the Outlands often involve the con Agathion Sealed-off tunnels are largely inaccessi
flicts between opposing planar influences. It's much ble from elsewhere, making them ideal
easier for a slaad to wreak havoc in the gate-town as vaults for ancient secrets.
of Automata than it is for even a horde of slaadi to
accomplish anything in Mechanus itself. Celestial PANDEMONIUM ADVENTURES
spies and Fiend assassins carry out subtle plots and Pandemonium is the plane of last straws. The inces
deadly sabotage across the Outlands. sant howling of its winds brings everyone on the
Despite these conflicts, the Outlands remains a plane, sooner or later, to the edge of lashing out in
plane of balance. Toward the center of the plane, frustration, breaking down in despair, or dissolving
away from the gate-towns, lie vast stretches of land into incoherence-and then some event, force, or
similar to the different environments found on creature on the plane pushes them over that edge
worlds of the Material Plane. Preserving nature’s Simply existing on the plane is exhausting, t ) inf9
balance from the pull of powerful extremes in any accomplish even a basic conversation is aggrav 0 .
direction can also be a theme of adventures here. An adventure in Pandemonium can be a WAXosst
Planescape: Adventures in the Multiverse includes explore what happens to characters on their “ ing
extensive information on the Outlands. day, when everything goes wrong and the Iustf
wind won’t let up. The trick is to convey t e there
tion that characters are bound to exper ieneplayers.
without transferring that frustration to t eed
A jagged spike somewhere in Cocytus. ca magical
Howler’s Crag, is rumored to have a Unigetne crag
property: anything yelled from the top o ient—
is said to find the ears of its intended reclgtter
carried on a shrieking, frigid wind-no be.
where in the multiverse that person mig
CHAPTER 6 I COSMOLOGY
a
212
TREASURE
A DVENTURERS STRIVE FOR MANY THIN.
. including glory, knowledge, and justice 2 COINS
’ Many adventurers also seek somethin, I he most basic type of treasure is money, including
more tangible: treasure. This chapter presents Copper Pieces (CP), Silver Pieces (SP), Electrum
treasure in all its forms, from coins to magic items Pieces (EP), Gold Pieces (GP), and Platinum Pieces
(PP). See the Player's Handbook for their relative
TREASURE THEMES value. Fifty coins of any type weigh 1 pound.
Monsters have treasure preferences, as explained
in the Monster Manual. These preferences are ex
TRADE BARS
pressed as themes, which helps you determine what Because large numbers of coins can be difficult to
treasures are found in monsters’ hoards as . transport and account for, many merchants prefer
rized in the Treasure Themes table, a to use trade bars-ingots of precious metals and
For advice on how to include treasure in an alloys (usually silver). These bars are valued by
adventure, see “Adventure Rewards” in chapter 4 weight, as shown in the Trade Bars table.
To randomly determine a magic item found as ’
TRADE BARS
treasure, use the tables at the end of this chapter
Bar Value Dimensions
TREASURE THEMES 2-pound silver bar 5 in. long x 2 in.
10GP
Theme Appropriate Treasure wide x 1/2 in. thick
Arcana Gemstones plus magic items of an 5-pound silver bar 25 GP 6 in. long x 2 in.
eldritch or esoteric nature wide x 1 in. thick
Armaments Coins or trade bars plus magic items 5-pound gold bar 250 GP 5 in. long x 2 in.
that are useful in battle wide x 3/4 in. thick
Implements Coins, trade bars, or trade goods plus
magic items that focus on utility TRADE GOODS
Relics Art objects plus magic items that Merchants commonly exchange trade goods with
have religious origins or purposes out using currency. The Trade Goods table shows
the value of commonly exchanged goods.
TRADE GOODS
COINS
Cost Goods
1 CP 1 lb. of wheat
2 CP 2 lb. of flour or one chicken
5 CP 1 lb. of salt
1 SP 1 lb. of iron or 1 sq. yd. of canvas
5 SP 1 lb. of copper or 1 sq. yd. of cotton cloth
1 GP 1 lb. of ginger or one goat
2 GP 1 lb. of cinnamon or pepper, or one sheep
3 GP 1 lb. of cloves or one pig
5 GP 1 lb. of silver or 1 sq. yd. of linen
10 GP 1 lb. of silk or one cow
15 GP 1 lb. of saffron or one ox
50 GP lib. of gold
500 GP 1 lb. of platinum
5 Black velvet mask stitched with silver thread 3 Embroidered silk and velvet mantle set with
numerous moonstones
6 Copper chalice with silver filigree
4 Platinum bracelet set with an emerald
7 Pair of engraved bone dice
5 Embroidered glove set with jewel chips
8 Handheld mirror set in a painted wooden
6 Jeweled anklet
frame
7 Gold music box
9 Embroidered silk handkerchief
8 Gold circlet set with four aquamarines
10 Cold locket with a painted portrait inside
9 Eye patch decorated with tiny blue sapphires
250 CP ART OBJECTS and moonstones
CHAPTER 7 | TREASURE
MAGIC ITEMS AWARDED BY LEVEL
Common Uncommon Rare Very Rare Legendary
Character Level
(Tier of Play) Items Items Items Items Items All
6 4 1 0 0 "er.
1-4 (tier 1)
17 6 1 11
5-10 (tier 2) 10 0
7 11 7 34
11-16 (tier 3) 3 2
0 5 11 30
17-20 (tier 4) 0 9
23 19 25
Total 19 28 11
100
.AWARDING MAGIC ITEMS level 1 to 4 might include fourteen items
eleven, in the expectation that three 3 rather than
Awarding magic items is the purview of the DM. be found. S Won’t
You can award a magic item because the story calls
for it or the players would be especially pleased to MAGIC ITEM TRACKER
have it. This section helps you to determine which You can use the Magic Item Tracker sheet to
magic items end up in the characters’ possession. how many magic items the characters have "Tack
quired. Each time the characters get a magic
MAGIC ITEMS AWARDED BY LEVEL
put a check mark in one of the empty circles'
The Magic Items Awarded by Level table shows the
spending to the item’s rarity and the currentTeet
number of magic items a D&D party typically gains
range of the characters. If the characters gain a
during a campaign, totaling one hundred magic
magic item of a rarity that has no unchecked circle
items by level 20. The table shows how many items
at the current level range, check off an empty cire
of each rarity are meant to be handed out during
from a lower tier. If all lower level ranges also have
each of the four tiers of play.
no circles left, check off an empty circle from a
Artifacts are omitted from the table because they
higher level range.
are most often used as plot devices in high-level ad
ventures, and characters rarely have them for long RANDOM MAGIC ITEM RARITY
(either because the Artifacts are meant to be de When you decide that a treasure contains magic
stroyed or because the campaign is nearing its end). items, there are two ways to determine the rarity of
Player Wish List. Encourage your players to keep those items. You can choose an appropriate rarity
a wish list of magic items they hope their charac based on the items you’ve given out already (using
ters will find in the course of the campaign. If you the Magic Item Tracker sheet to keep track), or you
want to award a magic item but don’t have a specific can roll on the Magic Item Rarities table.
magic item in mind, you can pick an item of the ap To use the table, find the level of the characters in
propriate rarity from your players’ wish list. the top row. Roll IdlOO, and read down that column
Overstocking an Adventure. When creating or to find your roll. Then read across to the right col
modifying an adventure, assume that the characters umn to find the rarity of the item.
won’t find all the magic items you place in it. An ad
venture usually can include a number of items that’s MAGIC ITEM RARITIES
25 percent higher than the number in the Magic
--------------- IdlOO Roll-
Items Awarded by Level table (round up). For exam
Levels Levels Levels Levels Item's
ple, an adventure designed to take characters from
1-4 5-10 11-16 17-20 Rarity
—-------------------------------------------------------------------------------- •
—- Common
ARE MAGIC ITEMS NECESSARY? 01-54 01-30 01-11
The D&D game assumes that magic items appear — Uncommon
55-91 31-81 12-34
sporadically and that they are a boon unless an 01-20 Rare
92-00 82-98 35-70
item bears a curse. Characters and monsters Very Rare
99-00 71-93 21-64
are built to face each other without the help of
magic items, which means that having a magic 65-00 Legend"
— 94-00
item makes a character more powerful or versa
tile than a generic character of the same level. ACTIVATING A MAGIC ITEM —
As DM, you never have to worry about awarding . ' te a 1140
It usually takes a Magic action to act,J do some
magic items just so the characters can keep up
item. The item’s user might also needIIem cates""
with the campaign's threats. Magic items are truly
thing special. The description of eac s activate"
prizes desirable but not necessary.
or individual item details how an item 1
LEVELS 1-4
RARITIES ITEMS
6 COMMON
4 UNCOMMON OOOO
1 RARE
LEVELS 5-10
RARITIES ITEMS \
10 COMMON
OOOOO 1
OOOOO
OOOOOO
1 7 UNCOMMON OOOOOO
6 RARE OOOOOO
1 VERY RARE O
LEVELS 11-16
RARITIES ITEMS
3 COMMON OOO
7 UNCOMMON OOOOOOO
OOOOOO
1 1 RARE
OOOOO
7 VERY RARE OOOOOOO
2 LEGENDARY OO
LEVELS 17-20
RARITIES ITEMS
5 RARE OOOOO
OOOOOO
11 VERY RARE
OOOOO
OOOOOO
9 LEGE NDARY
OOO
219
A magic item may require the u.
MAGIC ITEMS FOR STARTING CHARACTERS
own spellcasting ability when — to Use th .
If you’re starting a campaign for characters above
the item. If the user has more than DE a Spel r
level 1, the Player's Handbook offers sugges
ability, the user chooses which one?' Spella."
tions for how many magic items such characters
item. If the user doesn’t have a spento use With "
should start with and the rarity of those items.
their spellcasting ability modifier is as tingabil,
Consider these approaches to determining the
and the user’s Proficiency Bonus appliesr the i.
items each character receives:
DM Choice. Choose items for each character us
CHARGES
ing your own judgment. Some magic items have charges that
Player Choice. Let the players choose whatever pended to activate their properties must be e
items they want, within the specified rarity. of charges an item has remaining is e Dumber
Random Determination. Use the tables at the end the Identify spell is cast on it. A creatuealed when
of this chapter to randomly determine starting an item knows how many charges the attuned to
items. Use the Arcana tables for Sorcerers, War how many it regains. em has and
locks. and Wizards. Use the Armaments tables
THE NEXT DAWN
for Barbarians, Fighters, Paladins, and Rangers.
Use the Implements tables for Bards, Monks, Magic items often have charges or properti.
and Rogues. Use the Relics tables for Clerics recharge at the next dawn or some other sPe <
and Druids. Feel free to vary the tables you use time. If such an item is on a world or planeof ed
to give each character a mix of useful items and tence where the specified event doesn’t occur”?
to match character themes. For example, for a DM determines when the item recharges *
Fighter with the Eldritch Knight subclass, you
might choose one item from the Arcana tables
CURSED ITEMS
and the rest of the character’s items from the A magic item’s description specifies whether it bear
Armaments tables. a curse. Most methods of identifying items, includ
ing the Identify spell, fail to reveal such a curse.
Certain items use the following rules for their Attunement to a cursed item can't be ended volun
activation. tarily unless the curse is broken first, such as with a
Remove Curse spell.
COMMAND WORD
A command word is a word or short phrase that MAGIC ITEM RESILIENCE
must be spoken or signed for an item to work. Spo A magic item is at least as durable as a nonmagical
ken command words must be audible and fail to item of its kind. Most magic items, other than Po
work in areas where all sound is suppressed, as in tions and Scrolls, have Resistance to all damage.
the area of the Silence spell. An Artifact can be destroyed only in some special
way. Otherwise, it is impervious to damage. Learn
CONSUMABLE ITEMS ing how to destroy an Artifact usually requires
Some items are consumed-used up, in other
research or the completion of a quest.
words-when they are activated. A Potion of Healing
must be swallowed, for example, while the writing CRAFTING MAGIC ITEMS
vanishes from a scroll when it is read. Once used, a
The Player’s Handbook contains rules on brewlkae
consumable item loses its magic.
Potions of Healing and scribing Spell Scrolls. Ihese
SPELLS CAST FROM ITEMS other magic items, follow the rules beloy. ,the
Some magic items allow the user to cast a spell from rules, “you” refers to the character era in8
the item. The spell is cast at the lowest possible spell magic item.
and caster level, doesn’t expend any of the user’s
spell slots, and requires no components unless the
ARCANA PROFICIENCY . +ants must
To craft a magic item, you and any ass's
item's description notes otherwise. The spell uses
have proficiency in the Arcana skill
its normal casting time, range, and duration, and
the user of the item must concentrate if the spell re
quires Concentration. Many items, such as Potions, TOOLS toolisre
The Magic Item Tools table lists “ 1 ategory.10"
bypass the casting of a spell and confer the spell’s
quired to make a magic item of eac stem and 4
effects with its usual duration. Certain items make
must use the required tool to make a1 ssistants"")
exceptions to these rules, changing the casting time, have proficiency with that tool. An} inform3"o
duration, or other parts of a spell.
also have proficiency with it. For mor
on the tools, see the Player’s Handle <
CHAPTER 7 I TREASURE
MACIC ITEM TOOLS Work per Day. For each day of crafting, you must
Required Tool work for 8 hours. If an item requires multiple days,
ltem Category
Leatherworker’s Tools, Smith’s those days needn’t be consecutive.
Armor Tools, or Weaver’s Tools depend Assistants. Characters can combine their efforts
ing on the kind of armor as noted to shorten the crafting time. Divide the time needed
in the tools’ descriptions to create an item by the number of characters work
ing on it. Normally, only one other character can
Alchemist’s Supplies or assist you, but the DM might allow more assistants.
potion Herbalism Kit Raw Materials. The cost in the table represents
Jeweler’s Tools the raw materials needed to make a magic item. The
Ring DM determines whether appropriate raw materials
Woodcarver’s Tools
Rod are available. In a city, there is a 75 percent chance
Calligrapher’s Supplies that the materials are available, and in any other
Scroll
Woodcarver’s Tools settlement, that chance is 25 percent. If materials
Staff
Woodcarver’s Tools aren’t available, you must wait at least 7 days before
Wand checking on the availability again.
Weapon Leatherworker’s Tools, Smith’s If a magic item incorporates an item that has a
Tools, or Woodcarver’s Tools de purchase cost (such as a weapon or a suit of armor),
pending on the kind of weapon as you must also pay that entire cost or craft that item
noted in the tools’ descriptions using the rules in the Players Handbook. For exam
Wondrous Item Tinker’s Tools or the tool required ple, to make +1 Armor (Plate Armor), you must pay
to make the nonmagical item on 3,500 GP or pay 2,000 GP and craft the armor.
which the magic item is based
MAGIC ITEM CRAFTING TIME AND COST
Item Rarity Time* Cost*
SPELLS
if a magic item allows its user to cast any spells Common 5 days 50 GP
from it, you must have all those spells prepared ev Uncommon 10 days 200 GP
en’day you spend crafting the item. 50 days 2,000 GP
Rare
TIME AND COST Very Rare 125 days 20,000 GP
Crafting a magic item takes an amount of time and Legendary 250 days 100,000 GP
money based on the item’s rarity as shown in the
*The time and cost are halved for a consumable item other than a
Magic Item Crafting Time and Cost table. Spell Scroll, whose crafting time and cost are given in the Player's
Handbook.
MAGIC ITEM SPECIAL FEATURES ld20 Creator or Intended User
You can add distinctiveness to a magic item by 10 Elemental Water. Lustrous..
thinking about its backstory. Who made the item? place leather or cloth on this "Scales,
Is anything unusual about its construction? Why
seashells and worked coral (
was it made, and how was it used originally 2 What metal) replace metal portions, hardasan.
minor magical quirks set it apart from other items
11-12 Elf. The item is half the norma
of its kind? Answering these questions can help
turn a generic magic item, such as a +1 Longsword, is adorned with symbols of nasht,t
into a more flavorful discovery. vines, stars, and the like. "re leaves
Use the following tables to fill in details about 13 Fey. The item is exquisitely crafted,
a magic item’s history. Some table entries make finest materials and glows with "TOmthe
more sense for certain items than for others. If you
ancein moonlight, shedding DinPale rad.
roll something that doesn't make sense, roll again,
5-foot radius. Any metal in the it "8htina
choose a more appropriate entry, or use the rolled
or mithral rather than iron or steel "Ssive,
detail as inspiration to make up your own special
feature. 14 Fiend. The item is made of iron orh
On the Magic Item’s Minor Property table and the and any cloth or leather components"
Magic Item's Quirk table, “you" refers to the item’s crafted from the hide of Fiend. , are
r -i S' Leering
bearer.
faces or vile runes are engraved on its t
face. Celestials find it repulsive.
MAGIC ITEM’S CREATOR OR INTENDED USER
15 Giant. The item is larger than normal
1 d20 Creator or Intended User
and was crafted by Giants for use by their
1 Aberration. The item is ancient. At a glance, smaller allies.
it seems to be covered with mucus.
16 Gnome. The item is crafted to appear ordi
2 Celestial. The item is half the normal weight nary and well used. It could also incorporate
and inscribed with feathered wings, suns, gears and mechanical components, even if
and stars. Fiends find it repulsive. these aren’t essential to its function.
3 Devotees of Lolth. The item is half the nor 17-19 Human. The item was created during the
mal weight. It is inscribed with spiders and heyday of a fallen human kingdom, or it is
webs in honor of Lolth. tied to a human of legend. It might hold
4 Dragon. This item incorporates precious writing in a forgotten language or symbols
metals and gems from a dragon’s hoard. whose significance is lost to the ages.
It grows warm when within 120 feet of a 20 Undead. The item incorporates symbols
Dragon. of death, such as bones and skulls, and .
5-6 Dwarf. The item is durable and has Dwar- might be crafted from parts of corpses. •
vish runes worked into its design. It might feels cold to the touch.
be associated with a clan that would like to
see it returned to their ancestral halls. MAGIC ITEM’S HISTORY
Elemental Air. The item is half the normal 1d8 History
weight and feels hollow. If it's made of fab 1 Arcane. This item was created fo 2 an
ric, it is diaphanous. cient order of spellcasters and b62
8 Elemental Earth. This item might be crafted order’s symbol.
from stone. Any cloth or leather elements Bane. This item was created to opt 3
are studded with finely polished rock. creatures of a particular type. suc
Elemental Fire. This item is warm to the Aberrations or Dragons. -
touch, and any metal parts are crafted :lded this
Heroic. A great hero once wi Cistory ex
from black iron. Flame imagery covers its Anyone who knows the item s Swner
surface. pects great deeds from the new evert
rc a specld
Ornament. The item honors inlays
Inset gemstones, gold or plat t surf“
and gold or silver filigree ado
ARTIFACT PROPERTIES
MAJOR BENEFICIAL PROPERTIES
In addition to its defined properties, an Artifact
might have other properties that are either benefi IdlOO Property
cial or detrimental. You can choose such properties 01-20 While attuned to the Artifact, one ofyour
from the tables in this section or determine them ability scores (DM’s choice) increases by 2.
randomly. You can also invent new beneficial and to a maximum of 24.
detrimental properties. These properties typically
21-30 While attuned to the Artifact, you regain
change each time an Artifact appears in the world.
An Artifact can have as many as four minor ben 1 d6 Hit Points at the start of each ofyour
eficial properties and two major beneficial proper turns if you have at least 1 Hit Point.
ties. It can have as many as four minor detrimental 31-40 When you hit with an attack roll while at
properties and two major detrimental properties. tuned to the Artifact, the target takes an
extra ld6 Force damage.
41-50 While you’re attuned to the Artifact, you
Speed increases by 10 feet.
51-60 While attuned to the Artifact, you can
one level 4 spell (chosen by the DM "Is
it. After you cast the spell, roll 1^6 0
roll of 1-5, you can’t cast it again
until the next dawn. ,
| - leve )
61-70 As 51-60 above, except the spell
H x level
71-80 As 51-60 above, except the spells
0
ll • leve '•
81-90 As 51-60 above, except the spe ”
have IT
91-00 While attuned to the Artifact, you petrified,
munity to the Blinded. Deafened
and Stunned conditions.
CHAPTER 7 I TREASURE
DETRIMENTAL PROPERTIES
MAJOR DETRIMENTAL PROPERTIES
MiNO* property
10100 While attuned to the Artifact, you have IdlOO Property
ADAMANTINE ARMOR
। Tor Any Medium or Heavy, Except Hide Armor),
Thi
one "1 of armor is reinforced with adamantine,
you' 2 the hardest substances in existence. While
tre wearing it, any Critical Hit against you be-
es a normal hit.
AMMUNITION OF SLAYING
Weapon (Any Ammunition), Very Rare
This magic ammunition is meant to slay creature
of a particular type, which the DM chooses or de
termines randomly by rolling on the table below. |f
a creature of that type takes damage from the am
munition, the creature makes a DC 17 Constitution
saving throw, taking an extra 6dl0 Force damage
AMMUNITION OF on a failed save or half as much extra damage on a
SLAYING (ARROW) successful one.
After dealing its extra damage to a creature, the
ammunition becomes nonmagical.
IdlOO Creature Type IdlOO Creature Type
9
01-10 Aberrations 51-60 Fey
9
11-15 Beasts 61-70 Fiends
9 16-20 Celestials 71-75 Giants
21-25 Constructs 76-80 Monstrosities
26-35 Dragons 81-85 Oozes
1 9 36-45 Elementals 86-90 Plants
46-50 Humanoids 91-00 Undead
9 C
9 9 AMULET OF HEALTH
Wondrous Item, Rare (Requires Attunement)
Your Constitution is 19 while you wear this amulet
AMULET or t as no effect on you if your Constitution is 19 or
HEALTH higher without it.
APPARATUS OF
KWALISH
AMULET OF THE
PLANES
INVULNERABILITY
ARMOR OF GLEAMING
Armor (Any Light, Medium, or Heavy), Common
This armor never gets dirty.
ARMOR OF INVULNERABILITY
Armor (Plate Armor), Legendary (Requires Attunemem
You have Resistance to Bludgeoning, Piercing, and
Slashing damage while you wear this armor.
230 CHAPTER7TREASURE
DWARVISH LOROS
1 i
ARMOR OF RESISTANCE
Armor (Any Lig-ht, Medium, or Heavy), Rare (Requires
Attunement)
You have Resistance to one type of damage while
you wear this armor. The DM chooses the type or
determines it randomly by rolling on the following ARROW-CATCHING SHIELD
table. Armor (Shield), Rare (Requires Attunement)
IdlO Damage Type IdlO Damage Type You gain a +2 bonus to Armor Class against ranged
attack rolls while you wield this Shield. This bonus
1 Acid 6 Necrotic is in addition to the Shield’s normal bonus to AC.
2 Cold 7 Poison Whenever an attacker makes a ranged attack roll
3 against a target within 5 feet of you, you can take a
Fire 8 Psychic
Reaction to become the target of the attack instead.
4 Force 9 Radiant
5
— d
Lightning 10 Thunder
AXE OF THE DWARVISH LORDS
Weapon (Battleaxe), Artifact (Requires Attunement)
ARMOR OF VULNERABILITY A young dwarf prince set out to forge a weapon
Armor (Any Light, Medium, or Heavy), Rare (Requires that would be regarded as a symbol of unity among
Attunement) his people. Venturing deep under the mountains,
deeper than any dwarf had ever delved, the prince
“ hile wearing this armor, you have Resistance to
came to the blazing heart of a great volcano. With
one of the following damage types: Bludgeoning, the aid of Moradin, a god of creation, he first
fjercing, or Slashing. The DM chooses the type or crafted four mighty tools: the Starmetal Pick, the
etermines it randomly. Earthheart Forge, the Anvil of Songs, and the Shap
curse. 1 his armor is cursed, a fact that is revealed ing Hammer. With these tools, he forged the Axe of
only when the Identify spell is cast on the armor or the Dwarvish Lords.
you attune to it. Attuning to the armor curses you Armed with the Artifact. the prince brought
ntil you are targeted by a Remove Curse spell or peace to the dwarf clans, ending grudges and an
"milar magic; removing the armor fails to end the swering slights. The clans became allies, and they
of^ While cursed, you have Vulnerability to two threw back their enemies and enjoyed an era of
' e three damage types associated with the ar prosperity. This young dwarf is remembered as
or (not the one to which it grants Resistance).
CHAPTER 7 I TREASURE 231
the First King. When he became old, he passe 1 )
weapon, which had become his badge ol office, to
his heir. The rightful inheritors passed the axe on
for many generations. . ,
Later, in an era marked by treachery and wu e
ness, the axe was lost in a bloody civil war fomented
by greed for its power and the status it bestowe
Centuries later, the dwarves still search for the axe,
and many adventurers have made careers of chas
ing after rumors and plundering old vaults to line it.
Magic Weapon. The Ave of the Dwarvish Lords is a
magic weapon that grants a +3 bonus to attack rolls
and damage rolls made with it.
When you attack a creature with the axe and roll ~0* YAGa’;
a 20 on the d20 for the attack roll, the axe deals an DANcis ,
extra 20 Slashing damage.
The axe has the Thrown property with a normal
range of 20 feet and a long range of 60 feet. When
you hit with a ranged attack using this weapon, it
deals an extra Id8 Force damage, or an extra 2d8
Force damage if the target is a creature of the Giant
type. Immediately after hitting or missing, the
weapon flies back to your hand. Travel the Depths. You can take a Magic action to
Blessings ofMoradin. While attuned to the axe, touch the axe to a fixed piece of dwarven stonework
you gain the following benefits: and cast Teleport from the axe. If your intended des
tination is underground, there is no chance of a mis
Darkvision. You gain Darkvision with a range of hap or arriving somewhere unexpected. You can't
60 feet. If you already have Darkvision, its range use this property again until 3 days have passed.
increases by 60 feet. Destroying the Axe. The only way to destroy the
Fortitude of Stone. Your Constitution increases by axe is to melt it down in the Earthheart Forge,
2, to a maximum of 20. where it was created. It must remain in the burning
Gifts of the Creator. You have proficiency with forge for 50 years before it finally succumbs to the
Brewer’s Supplies, Mason’s Tools, and Smith’s fire and is consumed.
Tools.
One with the Forge. You have Immunity to Poison
damage and Resistance to Fire damage. BABA YAGA’S DANCING BROOM
Sunder. When you hit an object with the axe, the Wondrous Item, Uncommon (Requires Attunement)
object takes the maximum amount of damage
possible. The archfey Baba Yaga crafted many of these
magic brooms. No two appear exactly alike. While
Conjure Earth Elemental. While holding the axe, holding the broom, you can take a Magic action to
you can take a Magic action to summon an Earth transform it into an Animated Broom under your
Elemental. It appears in an unoccupied space you control. The broom then moves into an unoccupie
choose within 30 feet of yourself, understands your space as close to you as possible. The broom act
languages, obeys your commands, and takes its turn immediately after you on your Initiative count and
immediately after you on your Initiative count. The remains animate until you take a Bonus Action
elemental disappears after 24 hours, when it dies, or use a command word to render it inanimate an
when you dismiss it as a Bonus Action. You can’t use On your turn, you can mentally comman " u
this property again until the next dawn.
imated broom if it is within 30 feet of you angion
Random Properties. The axe has the following ran don’t have the Incapacitated condition (no as lakes
dom properties (see “Artifacts" in this chapter): required). You decide what action the bi oom ou can
• 2 minor beneficial properties and where it moves during its next turn. °t your
• 1 major beneficial property issue it a general command, such as to attac
• 2 minor detrimental properties enemies or guard a location. shatter
if the broom is reduced to 0 Hit Points. • inanr
and is destroyed. If the broom reverts to "eegains
mate form before losing all its Hit Points 1
all of them.
CHAPTER 7 I TREASURE
IdlOO Effect
BAG OF BEANS
^,ndrous Rem. Rare 51-60 1 d4 + 4 bright-pink toads crawl forth.
Whenever a toad is touched, it transforms
This heavy cloth bag contains 3d4 drv p. .
found. The bag weighs half a pound regaranswhe n into a Large or smaller monster of the
how many beans it contains and becomes a n DM’s choice that acts in accordance with
magical item when it no longer contains any Ka, its alignment and nature. The monster
if you dump one or more beans out of the ba remains for 1 minute, then disappears in a
they explode in a 10-foot-radius Sphere centered puff of bright-pink smoke.
them. All the dumped beans are destroyed in th ° 61-70 A hungry Bulette burrows up and attacks.
plosion and each creature in the Sphere, including
71-80 A fruit tree grows. It has 1 dl0 + 20 fruit,
you, makes a DC 15 Dexterity saving throw takind
5d4 Force damage on a failed save or half . — 8 1 d8 of which act as randomly determined
damage on a successful one. ch potions. The tree vanishes after 1 hour.
if you remove a bean from the bag, plant it in d Picked fruit remains, retaining any magic
or sand, and then water it. the bean disappears as i for 30 days.
produces an effect 1 minute later from the ,ro 81-90 A nest of 1 d4 + 3 rainbow-colored eggs
where it was planted. The DM can choose an effect springs up. Any creature that eats an egg
from (he following table or determine it randomly makes a DC 20 Constitution saving throw.
IdlOO Effect On a successful save, a creature perma
01 5d4 toadstools sprout. If a creature eats a nently increases its lowest ability score
toadstool, roll any die. On an odd roll, the by 1, randomly choosing among equally
low scores. On a failed save, the creature
eater must succeed on a DC 15 Constitu
takes 10d6 Force damage from an internal
tion saving throw or take 5d6 Poison dam
explosion.
age and have the Poisoned condition for 1
hour. On an even roll, the eater gains 5d6 91-95 A pyramid with a 60-foot-square base
Temporary Hit Points for 1 hour. bursts upward. Inside is a burial chamber
containing a Mummy, a Mummy Lord, or
02-10 A geyser erupts and spouts water, beer,
some other Undead of the DM’s choice.
mayonnaise, tea, vinegar, wine, or oil
Its sarcophagus contains treasure of the
(DM’s choice) 30 feet into the air for 1 d4
DM’s choice.
minutes.
96-00 A giant beanstalk sprouts, growing to a
11-20 ATreant sprouts. Roll any die. On an odd height of the DM’s choice. The top leads
roll, the treant is Chaotic Evil. On an even where the DM chooses, such as to a great
roll, the treant is Chaotic Good. view, a cloud giant’s castle, or another
21-30 An animate but immobile stone statue plane of existence.
in your likeness rises and makes verbal
threats against you. If you leave it and
others come near, it describes you as the
most heinous of villains and directs the
newcomers to find and attack you. If you
are on the same plane of existence as the
statue, it knows where you are. The statue
becomes inanimate after 24 hours.
40 A campfire with green flames springs
forth and burns for 24 hours or until it is
extinguished.
50 Three Shrieker Fungi sprout.
BAG Of Be ANi
BAG or DEVOURING
BERSERKER AXE
Weapon (Battleaxe, Greataxe, or Halberd), Rare BLACKRAZOR
(Requires Attunement) Weapon (Greatsword), Artifact (Requires Attunement
You gain a +1 bonus to attack rolls and damage rolls Hidden in the dungeon of White Plume Mountain,
made with this magic weapon. In addition, while Blackrazor shines like a piece of night sky filled with
you are attuned to this weapon, your Hit Point stars. Its black scabbard is decorated with pieces of
maximum increases by 1 for each level you have
cut obsidian.
attained.
Curse. This weapon is cursed, and becoming at
tuned to it extends the curse to you. As long as you
BERSERKER Axe
remain cursed, you are unwilling to part with the (BATTLEAXE)
weapon, keeping it within reach at all times. You
BELT OF GIANT
STRENGTH (FIRE)
BELT OF GIANT
STRENGTH (STONE)
BOOK OF VILE
DARKNESS ?
3 minor beneficial properties While wearing these boots, you can have them leave
major beneficial property tracks like those of any kind of Humanoid of your
3 minor detrimental properties size.
major detrimental properties
^pells. While holding the book and holding it, you BOOTS OF LEVITATION
n cast the following spells (save DC 18) from it:
Wondrous Item, Rare (Requires Attunement)
’ Animate Dead While you wear these boots, you can cast Levitate
’ Circle of Death on yourself.
’ Pominate Monster
,n^er of Death
Boors or Sorto
Boors OF STRIDING
AND SPRINGING
0
Boors or rue
) WINTERLANOS
Doors OF
ELVENKINO
BROOCH o>
5M1ELOINO
BROOM or
CERS OF
uERY 1
BRAUER or V
COMMANDING 5
FIRE ELEMENTAL^
BROOM OF FLYING
w
W
BRACERS OF DEFENSE Wondrous Item, Uncommon (Requires Attunement)
Wondrous Item, Rare (Requires Attunement)
This wooden broom functions like a mundane
While wearing these bracers, you gain a +2 bonus to
broom until you stand astride it and take a Magic
Armor Class if you are wearing no armor and using
action to make it hover beneath you, at which time
no Shield. it can be ridden in the air. It has a Fly Speed of 50
feet. It can carry up to 400 pounds, but its Fly
Speed becomes 30 feet while carrying over 200
BRAZIER OF COMMANDING FIRE pounds. The broom stops hovering when you land
ELEMENTALS
or when you’re no longer riding it.
Wondrous Item, Rare
As a Magic action, you can send the broom to
While you are within 5 feet of this brazier, you c travel alone to a destination within 1 mile of you if
take a Magic action to summon a Fire Elementa you name the location and are familiar with it. The
The elemental appears in an unoccupied space as broom comes back to you when you take a Magic
close to the brazier as possible, understands your action and use a command word if the broom is still
languages, obeys your commands, and takes its" within 1 mile of you.
immediately after you on your Initiative count,
elemental disappears after 1 hour, when it dies, or
when you dismiss it as a Bonus Action. The brazier CANDLE OF INVOCATION
can't be used this way again until the next dawn. Wondrous Item, Very Rare (Requires Attunement)
This candle’s magic is activated when the candle is
lit, which requires a Magic action. After burning
BROOCH OF SHIELDING . for 4 hours, the candle is destroyed. You can snuff
Wondrous Item, Uncommon (Requires At tun to it out early for use at a later time. Deduct the time it
While wearing this brooch, you have Resista mage burned in increments of 1 minute from its total burn
force damage, and you have Immunity 0 time.
Wom the Magic Missile spell. While lit, the candle sheds Dim Light in a 30-foot
radius. While you are within that light, you have
Advantage on D20 Tests. In addition, a Cleric or
Druid in the light can cast level 1 spells they have
prepared without expending spell slots.
CANDLE OF THE DEEP You can make this carpet hover and fly by taking a
Wondrous Item, Common Magic action and using the carpet’s command word
It moves according to your directions if you are
The flame of this candle isn’t extinguished when
within 30 feet of it.
immersed in water. It gives off light and heat like a
Four sizes of Carpet of Flying exist. The DM
normal candle. chooses the size of a given carpet or determines it
randomly by rolling on the following table. A car
pet can carry up to twice the weight shown on the
CAPE OF THE MOUNTEBANK
table, but its Fly Speed is halved if it carries more
Wondrous Item, Rare
than its normal capacity.
This cape smells faintly of brimstone. While wear
ing it, you can use it to cast Dimension Door as a
CARPET OF FLYING
CAPE OF THE
MOUNTEBANK
CANDLE
INvocA
You can doff this armor as a Magic action While gently swinging this censer, you can take a
Magic action to summon an Air Elemental. The
elemental appears in an unoccupied space as close
CAULDRON OF REBIRTH to the censer as possible, understands your lan
Wondrous Item, Very Rare (Requires Attunement by a guages, obeys your commands, and takes its turn
immediately after you on your Initiative count. The
Pruid or Warlock)
elemental disappears after 1 hour, when it dies, or
This Tiny pot bears relief scenes of heroes on its
when you dismiss it as a Bonus Action. The censer
cast-iron sides. can’t be used this way again until the next dawn.
You can use the cauldron as a Spellcasting Focus
for your spells, and it functions as a suitable compo
nent for the Scrying spell. CHARLATAN’S DIE
Brew Potion. When you finish a Long Rest, you Wondrous Item, Common (Requires Attunement)
can use the cauldron to create a Potion of Healing
Whenever you roll this six-sided die, you can con
(greater), which takes 1 minute. The potion lasts for
trol which number it rolls.
24 hours, then loses its magic if not consumed.
Raise Dead. As a Magic action, you can cause the
cauldron to grow large enough for a Medium crea
ture to crouch within. You can revert the cauldron
to its normal size as a Magic action, harmlessly
shunting anything that can’t fit inside to the nearest
unoccupied space.
CAULDRON OF
REBIRTH
CENSER OF
CONTROLLING AiR
CLOAK or
DISPLACEMENT
-oAK Or
BiLlowing
CHIME OF OPENING -
Wondrous Item, Rare
CLOAK OF BILLOWING
This hollow metal tube measures about 1 foot long Wondrous Item, Common •
and weighs 1 pound. As a Magic action, you can
strike the chime to cast Knock. The spell’s custom- While wearing this cloak, you can take a Bonus
ary knocking sound is replaced by the clear, ringing Action to make it billow dramatically for 1 minute.
tone of the chime, which is audible out to 300 feet.
The chime can be used 10 times. After the tenth
CLOAK OF DISPLACEMENT
time, it cracks and becomes useless.
Wondrous Item, Rare (Requires Attunement)
While you wear this cloak, it magically projects an
CIRCLET OF BLASTING illusion that makes you appear to be standing in a
Wondrous Item, Uncommon place near your actual location, causing any crea
While wearing this circlet, you can cast Scorching ture to have Disadvantage on attack rolls against
Ray with it (+5 to hit). The circlet can’t cast this spell you. If you take damage, the property ceases to
again until the next dawn. function until the start of your next turn. This
property is suppressed while your Speed is 0.
CLOAK OF ARACHNIDA
Wondrous Item, Very Rare (Requires Attunement) CLOAK OF ELVENKIND
Wondrous Item, Uncommon (Requires Attunement)
This fine garment is made of black silk interwoven
with faint, silvery threads. While wearing it, you While you wear this cloak, Wisdom (Perception
gain the following benefits. checks made to perceive you have Disadvantage
Poison Resistance. You have Resistance to Poison and you have Advantage on Dexterity (Stealt
damage. checks.
Spider Climb. You have a Climb Speed equal to
your Speed and can move up, down, and across ver
tical surfaces and along ceilings, while leaving your CLOAK OF INVISIBILITY
hands free. Wondrous Item, Legendary (Requires Attuneme ded
Spider Walk. You can't be caught in webs of any This cloak has 3 charges and regains 1d3 SX k you
sort and can move through webs as if they were Dif charges daily at dawn. While wearing the er your
ficult Terrain.
can take a Magic action to pull its hood Ithe Invis
Web. You can cast Web (save DC 13). The web
head and expend I charge to give your se " if you
created by the spell fills twice its normal area. Once
ible condition for 1 hour. The effect ends cease
used, this property can't be used again until the
pull the hood down (no action required)
next dawn.
wearing the cloak.
MANTA RAY
I
P
ELvENKIND
MANY FASHIONS
CUBE OF FORCE
Wondrous item. Rare (Requires Attunement)
This cube is about an inch across. Each face has a
distinct marking on it. You can press one of those
faces, expend the number of charges required tor
it, and thereby cast the spell associated with it (save
DC 17), as shown in the Cube of Force Faces table.
The cube starts with 10 charges, and it regain
expended charges daily at dawn.
CUBE OF SUMMONING
Id6 Spell F
I Summon Aberration
2 Summon Beast
3 Summon Construct
4 Summon Dragon
5 Summon Elemental
6 Summon Fey
CUBIC GATE
Wondrous Item, Legendary L9
■"
This cube is 3 inches across and radiates palpable
magical energy. The six sides of the cube are each
keyed to a different plane of existence, one of which
is the Material Plane. The other sides are linked to
planes determined by the DM. CUBE OF
The cube has 3 charges and regains ld3 expended FORCE
charges daily at dawn. As a Magic action, you can
expend 1 of the cube’s charges to cast one of the fol
lowing spells using the cube.
Gate. Pressing one side of the cube, you cast Gate,
opening a portal to the plane of existence keyed to CUBE OF
SUMMONING
that side.
A
Plane Shift. Pressing one side of the cube twice,
you cast Plane Shift, transporting the targets to the
plane of existence keyed to that side.
DAGGER OF VENOM
DARK SHARD
AMULET
Wal
248 ( H AFI ER 7 | RE
DECK OF ILLUSIONS
DECANTER OF ENDLESS WATER
IdlOO Illusion*
wondrous ltem. Uncommon
01-03 Adult Red Dragon
This stoppered flask sloshes when shaken, as if it
'OI’tains water. The decanter weighs 2 pounds. 04-06 Archmage
Cu can take a Magic action to remove the stop- 07-09 Assassin
and issue one of three command words, where-
10-12 Bandit Captain
Peon an amount of fresh water or salt water (your
choice) pours out of the flask. The water stops pour 13-15 Beholder
ing out at the start of your next turn. Choose from 16-18 Berserker
the following command words:
19-21 Bugbear Warrior
Splash. The decanter produces 1 gallon of water. 22-24 Cloud Giant
Fountain. The decanter produces 5 gallons of water.
25-27 Druid
Geyser. The decanter produces 30 gallons of water
that gushes forth in a Line 30 feet long and 1 foot 28-30 Erinyes
wide. If you’re holding the decanter, you can aim 31-33 Ettin
the geyser in one direction (no action required).
34-36 Fire Giant
One creature of your choice in the Line must suc
ceed on a DC 13 Strength saving throw or take 37-39 Frost Giant
Id4 Bludgeoning damage and have the Prone con 40-42 Gnoll Warrior
dition. Instead of a creature, you can target one
43-45 Goblin Warrior
object in the Line that isn’t being worn or carried
and that weighs no more than 200 pounds. The 46-48 Guardian Naga
object is knocked over by the geyser. 49-51 Hill Giant
52-54 Hobgoblin Warrior
DECK OF ILLUSIONS 55-57 Incubus
Wondrous Item, Uncommon 58-60 Iron Golem
This box contains a set of cards. A full deck has 34 61-63 Knight
cards: 32 depicting specific creatures and two with 64-66 Kobold Warrior
a mirrored surface. A deck found as treasure is usu
67-69 Lich
ally missing ld20 - 1 cards.
The magic of the deck functions only if its cards 70-72 Medusa
are drawn at random. You can take a Magic action 73-75 Night Hag
to draw a card at random from the deck and throw
76-78 Ogre
it to the ground at a point within 30 feet of yourself.
An illusion of a creature, determined by rolling on 79-81 Oni
the Deck of Illusions table, forms over the thrown 82-84 Priest
sard and remains until dispelled. The illusory crea- 85-87 Succubus
ture created by the card looks and behaves like a
ral creature of its kind, except that it can do no 88-90 Troll
arm. While you are within 120 feet of the illusory 91-93 Veteran Warrior
feature and can see it, you can take a Magic action Wyvern
94-96
move it anywhere within 30 feet of its card.
97-00 The card drawer
tuADY physical interaction with the illusory crea-
thr reveals it to be false, because objects pass *Stat blocks for these creatures (except the card drawer) appear in
visoHsh it. A creature that takes a Study action to the Monster Manual.
an if % inspect the illusory creature identifies it as
vest "sion with a successful DC 15 Intelligence (In-
is mation) check. The illusion lasts until its card
Mapeed or the illusion is dispelled (using a Dispel
end. spell or a similar effect). When the illusion
can e image on its card disappears, and that card
nt be used again.
CHAPTER 7 I REASURE
251
DEFENDER
AVATAR OF DEATH Weapon (Any Melee Weapon), Legendary p
Medium Undead, Neutral Evil Attunement) eIuires
AC 20 Initiative +3 (13)
HP Half the HP maximum of its summoner You gain
witha this
.3 bonus
magictoweapon.
attack rolls and damage MU
lc
Speed 60 ft., Fly 60 ft. (hover)
The first time you attack with the weapon on each
STR 16 +3 3 Dtx 16 +3 +3 CON 16 +3 +3 of your turns, you can transfer some ”
all of the
INT 16 *3 *3 Wis 16 +3 +3 CH* 16 +3 +3
Weapons bonus to your Armor Class Forexample,
“d could reduce the bonus to your attack rolls and
Immunities Necrotic, Poison; Charmed, Exhaustion, 1 maze rolls to +1 and gain a *2 bonus to Armor
Frightened, Paralyzed, Petrified, Poisoned. “The adjusted bonuses remain in effect until
Unconscious U tart of your next turn, although you must hold
Senses Truesight 60 ft., Passive Perception 13
languages All languages known to its summoner
theseapontogainabonustoACfromit
CR None (XPO; PB equals its summoner’s)
DEMON ARMOR
TRAITS__________________ _____________ Armor (Any Light, Medium, or Heavy), Very Rare
Incorporeal Movement. The avatar can move through (Requires Attunement)
other creatures and objects as if they were Difficult Ter
While wearing this armor, you gain a +1 bonus to
rain. It takes 5 (IdlO) Force damage if it ends its turn
Armor Class, and you know Abyssal. In addition,
inside an object.
the armor’s clawed gauntlets allow your Unarmed
ACTIONS Strikes to deal ld8 Slashing damage instead of the
Multiattack. The avatar makes a number of Reaping usual Bludgeoning damage, and you gain a *1 bonus
Scythe attacks equal to half the summoner’s Profi to the attack and damage rolls of your Unarmed
ciency Bonus (rounded up). Strikes.
Curse. Once you don this cursed armor, you cant
Reaping Scythe. Melee Attack Roll: Automatic hit, reach
doff it unless you are targeted by a Remove Curse
5 ft. Hit: 7 (1 d8 + 3) Slashing damage plus 4 (ld8)
spell or similar magic. While wearing the armor,
Necrotic damage.
you have Disadvantage on attack rolls against de
mons and on saving throws against their spells and
Star. Increase one of your ability scores by 2, to a
special abilities.
maximum of 24.
Sun. A magic item (chosen by the DM) appears on
your person. In addition, you gain 10 Temporary Hit DEMONOMICON OF IGGWILV
Points daily at dawn until you die.
Talons. Every magic item you wear or carry
Wondrous R em< Artifact (Requires Attunement)
disintegrates. Artifacts in your possession vanish his treatise, composed by Iggwilv the archmage.
instead. . ouments the Abyss’s layers and inhabitants and
Throne. You gain proficiency and Expertise in wi e y regarded as the most thorough and blas-
your choice of History, Insight, Intimidation, or Per Premous tome of demonology in the multiverse.
suasion. In addition, you gain rightful ownership of “ ome recounts both the oldest and most current
a small keep somewhere in the world. However, the P ° anities of the Abyss and demons. Demons have
keep is currently home to one or more monsters, empted to censor the text, and while sections
which must be cleared out before you can claim the aye een ripped from the book’s spine, the genera*
keep as yours. c apters remain, ever revealing demonic secrets.
Void. Your soul is drawn from your body and .8 k ehind lines of script roils a secret piece of
contained in an object in a place of the DM's choice. yss itself, which keeps the book up-to-date.
One or more powerf ul beings guard the place. । matter how many pages are removed, and it
While your soul is trapped in this way, your body is 85 to be more than mere reference material
inert, ceases aging, and requires no food, air, or wa ^byssal Lore. You can reference the Demonomi^
ter. A Wish spell < an’t return your soul to your body, whenever you make an Intelligence check to discer
but the spell reveals the location of the object that " rmation about demons or a Wisdom (Surviva
holds your soul. You draw no more cards.
' eck related to the Abyss. When you do so. you
gain Advantage on the check.
The first ten pages of the Dem°rZ
are ank. As a Magic action while holding ‘
DtMONOMICON
DREAD HELM
DRAGON SCALE MAIL Wondrous Item, Common
Armor (Scale Mail), Very Rare (Requires Attunement) While you’re wearing this fearsome steel helm, your
Dragon Scale Mail is made of the scales of one kind eyes glow red and the rest of your face is hidden in
of dragon. Sometimes dragons collect their cast-off shadow.
scales and gift them. Other times, hunters carefully
preserve the hide of a dead dragon. In either case,
Dragon Scale Mail is highly valued. DRIFTGLOBE
While wearing this armor, you gain a +1 bonus to Wondrous Item, Uncommon
Armor Class, you have Advantage on saving throws This small sphere of thick glass weighs 1 pound If
against the breath weapons of Dragons, and you
you are within 60 feet of it, you can command it
have Resistance to one damage type determined by
to emanate light equivalent to that of the Light or
the kind of dragon that provided the scales (see the
accompanying table). Daylight spell (your choice). Once used, the
effect can’t be used again until the next dawn.
Additionally, you can focus your senses as a
You can issue another command as a Magic as .
Magic action to discern the distance and direction
to the closest dragon within 30 miles of yourself
thee
tion to make the illuminated globe rise into
that is of the same type as the armor. This action and float no more than 5 feet off the ground * 2
can t be used again until the next dawn globe hovers in this way until you or another com
ture grasps it. If you move more than 60 feet
DUST OF
XY DlSAPPFARANCF
V
DUST or SNEEIING
ANO CHOKING
De IF
DUST OF DISAPPEARANCE
Constitution saving throw, taking 10d6 Necrotic
Wondrous Item, Uncommon
damage on a failed save or half as much damage on
This powder resembles fine sand. There is enough a successful one.
of it for one use. When you take a Utilize action to
throw the dust into the air, you and each creature
and object within a 10-foot Emanation originating DUST OF SNEEZING AND CHOKING
from you have the Invisible condition for 2d4 min Wondrous Item, Uncommon
utes. The duration is the same for all subjects, and Found in a small container, this powder resembles
the dust is consumed when its magic takes effect. Dust of Disappearance, and Identify reveals it to be
Immediately after an affected creature makes an at such. There is enough of it for one use.
tack roll, deals damage, or casts a spell, the Invisible As a Utilize action, you can throw the dust into
condition ends for that creature. the air, forcing yourself and every creature in a 30-
foot Emanation originating from you to make a DC
15 Constitution saving throw. Constructs, Elemen-
DUST OF DRYNESS tals, Oozes, Plants, and Undead succeed on the save
Wondrous Item, Uncommon automatically.
| his small packet contains ld6 + 4 pinches of dust. On a failed save, a creature begins sneezing un
35 a Utilize action, you can sprinkle a pinch of the controllably; it has the Incapacitated condition and
d"st over water, turning up to a 15-foot Cube of is suffocating. The creature repeats the save at the
“ater into one marble-sized pellet, which floats or end of each of its turns, ending the effect on itself
ests near where the dust was sprinkled. The pellet’s on a success. The effect also ends on any creature
targeted by a Lesser Restoration spell.
aasht is negligible. A creature can take a Utilize
eauen to smash the pellet against a hard surface,
the 6 the pellet to shatter and release the water
DWARVEN PLATE
e . ust absorbed. Doing so destroys the pellet and Armor (Half Plate or Plate Armor), Very Rare
dS its magic.
While wearing this armor, you gain a +2 bonus to
the / Utilize action, you can sprinkle a pinch of
Armor Class. In addition, if an effect moves you
that s on an Elemental within 5 feet of yourself
against your will along the ground, you can take a
Elem composed mostly of water (such as a Water
Reaction to reduce the distance you are moved by
exposntal or a Water Weird). Such a creature
to a pinch of the dust makes a DC 13 up to 10 feet.
CHAPTER 7 I TREASURE
DWARVEN THROWER
Weapon (Warhammer), Very Rare (Requires
Attunement by a Dwarf or a Creature Attuned to a Belt
of Dwarvenkind)
You gain a +3 bonus to attack rolls and damage rolls
made with this magic weapon. It has the Thrown
property with a normal range of 20 feet and a long
range of 60 feet. When you hit with a ranged at
r tack using this weapon, it deals an extra 1d8 Force
damage, or an extra 2d8 Force damage if the target
is a Giant. Immediately after hitting or missing, the
weapon flies back to your hand.
ELIXIR OF HEALTH
Potion, Rare
W hen you drink this potion, you are cured of all
magical contagions. In addition, the following con-
ditions end on you: Blinded, Deafened, Paralyzed,
and Poisoned.
- he clear. red liquid has tiny bubbles of light in it.
DURING SPELLBOOK
Ondr°us Item, Common
This spellbook, along with anything written on its
(Pkes, can’t be damaged by fire or water. In addi
D, the spellbook doesn’t deteriorate with age
( H APTER 7 I TREASURE 257
20 Strength (Athletics) check to try to break the charges and regains Id6 expended charges d i
restraint, ending the effect on itself on a successful dawn. While holding the staff, you can exper Yat
check. charge to cast its spell. If you expend the staff I
Arrow of Transport. As a Magic action, you can charge, roll ld20. On a 1, the staff loses its Pro ' ast
fire one energy arrow from this weapon at a target ties and becomes a nonmagical Quarterstaff "
you can see within 60 feet of yourself. The target The level of the spell bound into the staff dete
can be cither a willing Medium or smaller creature mines the spell's saving throw DC and attack hr
or an object that isn't being worn or carried, pro as well as the staff’s rarity, as shown in the foil nus,
vided the object is small enough to fit inside a 5-foot ing table.
Cube. The arrow teleports the target to an unoccu Spell Level Rarity Save DC
pied space you can see within 10 feet of you. Attack Bonus
Cantrip Uncommon 13
Energy I adder. As a Magic action, you can loose a +5
flurry of energy arrows from this weapon at a wall 1 Uncommon 13 +5
up to 60 feet away from yourself. The arrows be 2 Rare 13 +5
come glowing rungs that stick out of the wall, form
3 Rare 15 +7
ing a magical ladder up to 60 feet long on the wall.
This ladder lasts for 1 minute before disappearing. 4 Very Rare 15 +7
5 Very Rare 17 +9
ENSPELLED ARMOR 6 Legendary 17 +9
Armor (Any Light, Medium, or Heavy), Rarity Varies 7 Legendary 18 +10
(Requires Attunement) Legendary
8 18 +10
Bound into this armor is a spell of level 8 or lower.
The spell is determined when the armor is created
and must belong to the Abjuration or Illusion school ENSPELLED WEAPON
of magic. The armor has 6 charges and regains ld6 Weapon (Any Simple or Martial), Rarity Varies
expended charges daily at dawn. While wearing the (Requires Attunement)
armor, you can expend 1 charge to cast its spell.
Bound into this weapon is a spell of level 8 or lower.
The level of the spell bound into the armor deter
mines the spell’s saving throw DC and attack bonus, The spell is determined when the weapon is created
as well as the armor’s rarity, as shown in the follow and must belong to the Conjuration, Divination.
ing table. Evocation, Necromancy, or Transmutation school
of magic. The weapon has 6 charges and regains ld6
Spell Level Rarity Save DC Attack Bonus expended charges daily at dawn. While holding the
Cantrip Uncommon 13 +5 weapon, you can expend 1 charge to cast its spell.
1 Uncommon 13 The level of the spell bound into the weapon de
+5
termines the spell’s saving throw DC and attack bo
2 Rare 13 +5 nus, as well as the weapon's rarity, as shown in the
3 Rare 15 +7 following table.
4 Very Rare 15 +7 Spell Level Rarity Save DC Attack Bonus
5 Very Rare 17 +9 Cantrip Uncommon 13 +5
6 Legendary 17 +9 1 Uncommon 13 +5
7 Legendary 18 +10 2 Rare 13 +5
8 Legendary 18 +10 3 Rare 15 +7
4 Very Rare 15 +7
5 Very Rare 17 +9
ENSPELLED STAFF
Staff, Rarity Varies (Requires Attunement by a 6 Legendary 17 +9
Spellcaster) 7 Legendary 18 +10
Bound into this staff is a spell of level 8 or lower. 8 Legendary 18 +10
The spell is determined when the staff is created
and can be of any school of magic. The staff has 6
EVERSMOKING BOTTLE
BoTTLe
Wondrous ltem- Uncommon
As a Magic action, you can open or close this bottle.
Opening the bottle causes thick smoke to billow
out. forming a cloud that fills a 60-foot Emanation
d
originating from the bottle. The area within the
smoke is Heavily Obscured.
Each minute the bottle remains open, the size of
the Emanation increases by 10 feet until it reaches
its maximum size of 120 feet.
Closing the bottle causes the cloud to become
fixed in place until it disperses after 10 minutes. A
strong wind (such as that created by the Gust of
Wind spell) disperses the cloud after 1 minute.
EXECUTIONER’S AXE
Weapon (Battleaxe, Greataxe, Halberd, or Handaxe), Random Properties of the Eye and Hand. The Eye of
Ven Rare Vecna and the Hand of Vecna each have the follow ing
random properties (see “Artifacts” in this chapter):
You gain a +1 bonus to attack rolls and damage rolls
made with this magic weapon. • 1 minor beneficial property
Any Humanoid you hit with the weapon takes an • 1 major beneficial property
extra 2d6 Slashing damage, and you gain Tempo • 1 minor detrimental property
rary Hit Points equal to the extra damage dealt. Attuning to the Eye. To attune to the eye, you must
press it into your empty socket. The eye grafts itself
to your head and remains there until you die. If the
EYE AND HAND OF VECNA
eye is ever removed, you die.
Wondrous Item, Artifact (Requires Attunement)
Properties of the Eye. While you are attuned to the
Vecna was a mighty wizard who, through magic eye, your alignment is Neutral Evil, and you gain
and conquest, forged a terrible empire. For all his the following benefits:
power, however, Vecna feared death and took steps
Truesight. You have Truesight out to 240 feet.
to prevent his demise by becoming a lich.
Spellcasting. The eye has 8 charges and regains ld4
A treacherous lieutenant named Kas brought
+ 4 expended charges daily at dawn. You can cast
Veena’s rule to an end in a terrible battle. Of Vecna,
a spell on the Eye of Vecna Spells table from the
all that remained were one hand and one eye, grisly
eye (save DC 18). The table indicates how many
Artifacts that still seek to work Veena’s will in
charges you must expend to cast the spell. Each
the world.
time you cast a spell from the eye, there is a 5 per
1 he Eye of Vecna and the Hand of Vecna are sep-
cent chance that Vecna tears your soul from your
arate Artifacts that might be found together or
body, devours it, and then takes control of the
separately. The eye looks like a bloodshot organ
body like a puppet. If that happens, you become
torn free from the socket. The hand is a shriveled
an NPC under the DM’s control.
left extremity.
EVES OF CHARMING
ndrous Item. I Incommon (Requires Attunement)
These crystal lenses fit over the eyes. They have 3
Targes. While wearing them, you can expend 1 or
dre charges to cast Charm Person (save DC 13). For
Tharge. you cast the level 1 version of the spell. You
THE EAGLE
grease the spells level by one for each additional
hargeyou expend. The lenses regain all expended
harges daily at daw n.
EYES OF MINUTE SEEING The creature exists for a duration specific to each
Wondrous Item. Uncommon figurine. At the end of the duration, the creature
reverts to its figurine form. It reverts to a figurine
These crystal lenses fit over the eyes. While wear-
early if its creature form drops to 0 Hit Points or
ingthem, your vision improves significantly out to a
if you take a Magic action while touching the crea
range of 1 foot, granting you Darkvision within that ture to make it revert to figurine form. When the
range and Advantage on Intelligence (Investigation) creature becomes a figurine again, its property can’t
checks made to examine something within that be used again until a certain amount of time has
range. passed, as specified in the figurine’s description.
Bronze Griffon (Rare). This bronze statuette is of a
griffon rampant. It can become a Griffon for up to 6
EYES OF THE EAGLE hours. Once it has been used, it can’t be used again
Wondrous item, Uncommon until 5 days have passed.
These crystal lenses fit over the eyes. While wear Ebony Fly (Rare). This ebony statuette, carved in
ing them, you have Advantage on Wisdom (Per the likeness of a horsefly, can become a Giant Fly
ception) checks that rely on sight. In conditions of (see the accompanying stat block) for up to 12 hours
dear visibility, you can make out details of even and can be ridden as a mount. Once it has been
extremely distant creatures and objects as small as used, it can’t be used again until 2 days have passed.
2 feet across. Golden Lions (Rare). These gold statuettes of lions
are always created in pairs. You can use one fig
urine or both simultaneously. Each can become a
FIGURINE OF WONDROUS POWER Lion for up to 1 hour. Once a lion has been used, it
Wondrous Item, Rarity Varies can’t be used again until 7 days have passed.
ID1AN STE 1 0)
I
1
4
FIGURINE OF WONDROUS
FIGURINES OF WONDROUS
POWER (EBONY FLY)
POWER (GOLDEN LIONS)
Ivory Goats (Rare). These ivory statuettes of goats Goat of Travail. This figurine can become a Giant
are always created in sets of three. Each goat looks Goat for up to 3 hours. Once it has been used, it
unique and functions differently from the others. can’t be used again until 30 days have passed.
Their properties are as follows: Marble Elephant (Rare). This marble statuette
Goat of Terror. This figurine can become a Giant resembles a trumpeting elephant. It can become an
Goat for up to 3 hours. The goat can’t attack, but Elephant for up to 24 hours. Once it has been used,
you can (harmlessly) remove its horns and use it can’t be used again until 7 days have passed.
them as weapons. One horn becomes a +1 Lance, Obsidian Steed (Very Rare). This polished obsidian
and the other becomes a +2 Longsword. Removing horse can become a Nightmare for up to 24 hours.
a horn requires a Magic action, and the weapons The nightmare fights only to defend itself. Once it
disappear and the horns return when the goat has been used, it can’t be used again until 5 days
reverts to figurine form. While you ride the goat, have passed.
any Hostile creature that starts its turn within The figurine has a 10 percent chance each time
a 30-foot Emanation originating from the goat you use it to ignore your orders, including a corn
must succeed on a DC 15 Wisdom saving throw or mand to revert to figurine form. If you mount the
have the Frightened condition for 1 minute, until nightmare while it is ignoring your orders, you
you are no longer riding the goat, or until the goat and the nightmare are instantly transported to a
reverts to figurine form. The Frightened creature random location on the plane of Hades, where ‘
repeats the save at the end of each of its turns, nightmare reverts to figurine form.
ending the effect on itself on a success. Once it Onyx Dog (Rare). This onyx statuette of a d ehas
succeeds on the save, a creature is immune to this become a Mastiff for up to 6 hours. I he mast also
effect for the next 24 hours. Once the figurine has an intelligence of 8 and can speak Common t
been used, it can’t be used again until 15 days have has Blindsight with a range of 60 feet. Once have
passed. been used, it can’t be used again until 7 days
Goat of Traveling. This figurine can become a passed. tteof
Laige goat with the same statistics as a Riding Serpentine Owl (Rare). This serpentine stal urs.
Horse It has 24 charges, and each hour or por an owl can become a Giant Owl for up to youat
tion thereof it spends in goat form costs I charge. The owl can communicate telepathically “ 1 ofex
While it has charges, you can use it as often as you any range if you and it are on the same p al d again
wish. When it i uns out of charges, it reverts to a istence. Once it has been used, it can t be "
figurine and can't be used again until 7 days have until 2 days have passed.
passed, when it i egains all expended charges.
(LONGSwORD)
WONDROUS Powro
(SERPENTINE OwL)
FROST BR^NO
GLOVES OF
MISSILE SNARING
GAUNTLETS OF
OGRE POWER
5EEiN6
HAMMER OF THUNDERBOLTS
GOGGLES OF NIGHT
Weapon (Maul or Warhammer), Legendary (Requires
Wondrous item, Uncommon
Attunement)
While wearing these dark lenses, you have Darkvi
You gain a +1 bonus to attack rolls and damage rolls
sion out to 60 feet. If you already have Darkvision,
made with this magic weapon.
wearing the goggles increases its range by 60 feet.
The weapon has 5 charges. You can expend 1
charge and make a ranged attack with the weapon,
hurling it as if it had the Thrown property with a
normal range of 20 feet and a long range of 60 feet.
HAMMER OF
THUNDERBOLTS
G0GGLES
(53
0
HAT OF
Har OF VfRMIN DISGUISE
HELM OF , LANGUAGES
BRILLIANCE
HEADBAND OF INTELLECT
Wondrous Item. Uncommon (Requires Attunement)
Fireball (fire opal), Prismatic Spray (diamond), or Wal
Your Intelligence is 19 while you wear this head- of Fire (ruby). The gem is destroyed when the spell is
band. It has no effect on you if your Intelligence is cast and disappears from the helm.
19 or higher without it. Taking Fire Damage. Roll ld20 if you are wearing
the helm and take Fire damage as a result of failing
a saving throw against a spell. On a roll of 1. the
HELM OF BRILLIANCE
helm emits beams of light from its remaining gems
Wondrous Item, Very Rare (Requires Attunement)
and is then destroyed. Each creature within a 60-
This helm is set with IdlO diamonds, 2dl0 rubies, foot Emanation originating from you must succeed
3dl0 fire opals, and 4dl0 opals. Any gem pried from on a DC 17 Dexterity saving throw or be struck by a
the helm crumbles to dust. When all the gems are beam, taking Radiant damage equal to the number
removed or destroyed, the helm loses its magic. of gems in the helm.
You gain the following benefits while wearing the
helm.
Diamond Light. As long as it has at least one
diamond, the helm emits a 30-foot Emanation. WoX 0 FCONPR
5 item. Uncommon
E HENDINCLANCUAGES
When at least one Undead is within that area, the
Emanation is filled with Dim Light. Any Undead tnguagsrosth " helm, you can cast CompreW
that starts its turn in that area takes ld6 Radiant
damage.
Fire Opal Flames. As long as the helm has at least
one fire opal, you can take a Magic action to cause HELM OF TELEPATHY
(Requires Attuned
one weapon you are holding to burst into flames.
I he flames emit Bright Light in a 10-foot radius and While wearing this helm, you have telepathy wimn-
Dim Light for an additional 10 feet. The flames are Su? 0 0 feet, and you can cast Detect Thougl'1' d
harmless to you and the weapon. When you hit with soell DC 13) from the helm. Once either
an attack using the blazing weapon, the target takes from s cast from the helm, that spell can’t be
1
cast
an extra 1d6 l ire damage. The flames last until you again until the next dawn.
take a Bonus Action to extinguish them or until you
drop or stow the weapon.
Kuby Resistance. As long as the helm has at least HELM OF TELEPORTATION
one luby, you have Resistance to Fire damage. r°US ^tem‘ (Requires Attunement)
Spells. You can cast one of the following spells
(save DC 18), using one of the helm’s gems of the expend Im has 3 charges. While wearing it youf
specified type as a component: Daylight (opal), regain ch arge to cast Teleport from it. The •
expended charges daily at dawn
\
HOLY AVENGER
(GREATSWORD)
ELEPORTATION
HFWARDSHANDY HAVERSACK W
Wondrous Item, Rare 5„
HORN OF BI ASTING
01-40 Silver 2 PeQutem,,
None
41-75 Brass 3
Wondrous Item. Rare
Proficiene.
You can take a Magic action to blow the ho 1
76-90 Bronze
Simplewe,"tha
which emits a thunderous blast in a 30 00 . 4
that is audible out to 600 feet. Each creature 11 Tainingwh,,
Cone makes a DC 15 Constitution saving throw. n
91-00 Iron 5 MedumarnS,
a failed save, a creature takes 5d8 Thunder damage
and has the Deafened condition for 1minute, on a
Proficiency.
successful save, a creature lakes hall as muc dam
age only. Glass or crystal objects in the Cone that
aren't being worn or carried take 10d8 l hunder HORSESHOES OF A ZEPHYR
Wondrous Item, Very Rare
damage.
Each use of the horn's magic has a 20 percent These horseshoes come in a set of four 4
chance of causing the horn to explode. The ex action, you can touch one of the horseshoV Magic
plosion deals 10d6 Force damage to the user and hoof of a horse or similar creature, whees) to the
destroys the horn. horseshoe affixes itself to the hoof. RemoviPn the
horseshoe also takes a Magic action.
While all four shoes are affixed to the hoovesof
HORN OF SILENT ALARM
a horse or similar creature, they allow the creature
Wondrous Item, Common to move normally while floating 4 inches above/
This horn has 4 charges and regains ld4 expended surface. This effect means the creature can cross
charges daily at dawn. As a Magic action, you can or stand above nonsolid or unstable surfaces, such
blow the horn while expending 1 charge. One crea as water or lava. The creature leaves no tracksand
ture of your choice hears the horn’s blare, provided ignores Difficult Terrain. In addition, the creature
that creature is within 600 feet of the horn. No can travel for up to 12 hours a day without gaining
other creature hears the horn. Exhaustion levels from extended travel.
Poo
How or VALHALLA
HORN or
BLASTING
/
INSTRUMENT OF ILLUSIONS
Wondrous Item, Common
While you are playing this musical instrument, you
can take a Magic action to create harmless, illusory
visual effects within a 5-foot Emanation originating
from the instrument. If you are a Bard, the size of
the Emanation increases to 15 feet. Sample visual
effects include luminous musical notes, a spectral
dancer, butterflies, and gently falling snow. The
magical effects have neither substance nor sound,
and they are obviously illusory. The effects end
when you stop playing.
((
1
INSTRUMENT OF SCRIBING 3
Wondrous /tern, Common ILLUSIONS
strumegtrumnents of theasBards
1 he to all instruments, tableliststhe
well as the spells spe
common each one and its rarity. A creature that
specinc 10 nlav the instrument without being at
attempt S it must succeed on a DC 15 Wisdom Savin
throw ror
tuned tar 244 Psychic damage.
take
You can play the instrument to cast one of its
Us Once the instrument has been used to cast
SPe 11 it can’t be used to cast that spell again until
V the next dawn. The spells use your spellcasting abi-
ity and spell save DC.
(2
INSTRUMENTS OF THE BARDS
Instrument Rarity Spells
ANSTRUTH
HARP _
OLLAMH
HARP
4 All Fly, Invisibility, Levitat
Protection from Evil
4 and Good, plus the
spells listed for the
particular instrument
A
Ollamh harp Legendary
Weather, Fire
CHAPTER 7 I TREASURE
273
IRo, F
LIN or
CHAPTE R 7 I TREASURE
274
Lock BLADE
(SuoR1$WORO)
LANTfUN OF
ZevenLinc
JAVELIN OF LIGHTNING
Weapon (Javelin), Uncommon
Each time you make an attack roll with this magic LOCK OF TRICKERY
weapon and hit, you can have it deal Lightning dam Wondrous Item, Common
age instead of Piercing damage. This lock appears to be an ordinary Lock (of the
Lightning Bolt. When you throw this weapon at a type described in chapter 6 of the Player’s Handbook)
target no farther than 120 feet from you, you can and comes with a single key. The tumblers in this
forgo making a ranged attack roll and instead turn lock magically adjust to thwart burglars. Dexterity
the weapon into a bolt of lightning. This bolt forms checks made to pick the lock have Disadvantage.
a 5-foot-wide Line between you and the target. The
target and each other creature in the Line (exclud
ing you) makes a DC 13 Dexterity saving throw, tak LUCK BLADE
ing 4d6 Lightning damage on a failed save or half Weapon (Glaive, Greatsword, Longsword, Rapier,
as much damage on a successful one. Immediately Scimitar, Sickle, or Shortsword), Legendary (Requires
after dealing this damage, the weapon reappears in Attunement)
your hand. This property can’t be used again until You gain a +1 bonus to attack rolls and damage rolls
the next dawn. made with this magic weapon. While the weapon is
on your person, you also gain a +1 bonus to saving
throws.
KEOGHTOM’S OINTMENT Luck. If the weapon is on your person, you can call
Wondrous Item, Uncommon on its luck (no action required) to reroll one failed
This glass jar, 3 inches in diameter, contains ld4 + 1 D20 Test if you don’t have the Incapacitated condi
doses of a thick mixture that smells faintly of aloe. tion. You must use the second roll. Once used, this
I he jar and its contents weigh 1/2 pound. property can’t be used again until the next dawn.
As a Utilize action, you can swallow one dose of Wish. The weapon has ld3 charges. While holding
the ointment or apply it to a creature within 5 feet it, you can expend 1 charge and cast Wish from it.
of yourself. The creature that receives it regains Once used, this property can’t be used again until
2d8 * 2 Hit Points and ceases to have the Poisoned the next dawn. The weapon loses this property if it
condition. has no charges.
MACE OF
SMITING
MACE OF MAN
DISRUPTION Rest
C
MANUAL OF BODILYHEALTH
Wondrous Item, Very Rare MANUAL OF GOLEMS
Wondrous Item, Very Rare
This book contains health and nutrition tins
its words are charged with magic. If you spena", I his tome contains information and incantations
hours over a period of 6 days or fewer studvi i necessary to make a particular type of golem. The
book's contents and practicing its guidelines 8 the I M chooses the type or determines it randomly by
Constitution increases by 2. to a maximum SPPJ rolling on the accompanying table. To decipher and
The manual then loses its magic but regains it i use the manual, you must be a spellcaster with at
century. n a least two level 5 spell slots. A creature that can’t use
a Manual of Golems and attempts to read it takes 6d6
Psychic damage.
MANUAL OF GAINFUL EXERCISE To create a golem, you must spend the time shown
on the table, working without interruption with the
Wondrous Item, Very Rare
manual at hand and resting no more than 8 hours
This book describes fitness exercises, and its . , per day. You must also pay the specified cost to pur
are charged with magic. If you spend 48 hours over
a period of 6 days or fewer studying the book’s con
chase supplies.
Once you finish creating the golem, the book is
tents and practicing its guidelines, your Strength in consumed in eldritch flames. The golem becomes
creases by 2, to a maximum of 30. The manual then animate when the ashes of the manual are sprinkled
loses its magic but regains it in a century. on it. See the Monster Manual for the golem’s stat
block. The golem is under your control, and it un
derstands and obeys your commands.
ld20 Golem Time Cost
1-5 Clay Golem 30 days 65,000 GP
6-17 Flesh Golem 60 days 50,000 GP
18 Iron Golem 120 days 100,000 GP
MANUAL
19-20 Stone Golem 90 days 80,000 GP
OF GOLEMS
MANUAL OF
GOLEMS (FLESH)
MANUAL OF
10s
BOOILV HEALTH
hs
MANUAg
a?
ARMOR
(LEATHER
ARMOR)
(LONGSWORD)
weapons have faded from the world, their magic lost
as family lines have become extinct. Others have
vanished with their bearers during great quests.
Thus, only a few of these weapons remain.
Every Moonblade longs for a bearer whose dis
that permits planar travel. Otherwise, the creature
position and goals are compatible with its own. If
is confined to the cell until freed.
you try to attune to a Moonblade that doesn’t want
if the mirror traps a creature but its twelve ex
you as its bearer, the weapon not only rejects you
tradimensional cells are already occupied, the mir
but also places a curse on you, causing you to make
ror frees one trapped creature at random to accom
D20 Tests with Disadvantage for 24 hours or until
modate the new prisoner. A freed creature appears
the curse is ended by a Remove Curse spell or similar
in an unoccupied space within sight of the mirror magic. If you're accepted by the weapon and try to
but facing away from it. If the mirror is shattered, attune to it, you become attuned to it instantly, and
all creatures it contains are freed and appear in un a new rune appears on it. You remain attuned to the
occupied spaces near it. weapon until you die or the weapon is destroyed. A
While within 5 feet of the mirror, you can take a Moonblade functions like a nonmagical weapon of
Magic action to name one creature trapped in it or its kind for anyone other than its chosen bearer.
call out a particular cell by number. The creature A Moonblade has one rune on it for each bearer
named or contained in the named cell appears as an it has willingly served (typically ld6 + 1). The first
image on the mirror’s surface. You and the creature rune grants a +1 bonus to attack rolls and damage
can then communicate. rolls made with this magic weapon. Each rune be
In a similar way, you can take a Magic action and yond the first grants the Moonblade an additional
use a second command word to free one creature property. The DM chooses each property or de
trapped in the mirror. The freed creature appears, termines it randomly by rolling on the Moonblade
along with its possessions, in the unoccupied space Properties table.
nearest to the mirror and facing away from it. Minor Property. In addition to its aforementioned
Placing the mirror inside an extradimensional properties, each Moonblade has a minor property
space created by a Bag of Holding, Portable Hole, or determined by rolling on the Magic Item’s Minor
similar item instantly destroys both items and opens Property table (see earlier in this chapter).
a gate to the Astral Plane. The gate originates where Sentience. A Moonblade is a sentient weapon with
the one item was placed inside the other. Any crea- an Intelligence of 12, a Wisdom of 10, and a Cha
ture within 10 feet of the gate and not behind Total risma of 12. It has hearing and Darkvision out to
over is sucked through it to a random location on 120 feet. Its alignment matches that of its creator.
‘ ‘e Astral Plane. The gate then closes. The gate is The weapon communicates by transmitting
one way only and can’t be reopened. emotions, sending a tingling sensation through the
wielder’s hand when it wants to communicate some
thing it has sensed. It can communicate through
M THRAL ARMOR visions or dreams when the wrielder is either in a
mor (Any Medium or Heavy, Except Hide Armor), trance or asleep.
Common Personality. A Moonblade has a personality similar
to that of its creator. Once a Moonblade has decided
Mithral is a light, flexible metal. Armor made of this
on an owner, it believes that only that person should
armsance can be worn under normal clothes. If the wield it, even if the bearer’s alignment differs from
(St el normally imposes Disadvantage on Dexterity
that of the weapon’s or the bearer’s goals later clash
mith th) checks or has a Strength requirement, the
1 with the weapon’s goals.
a version of the armor doesn’t.
CHAPTER 7 I TREASURE
Moos Tn
Swo%o(225"o
MAN
CHAPTER 7 | TREASURE
283
An orb is an etched crystal globe a 1011 ;nches ORB OF TIME
in diameter When used, it grows to a ou Wondrous Item, Common
in diameter, and mist swirls inside it. .
While attuned to an orb, you can take a • R This orb can be used as an Arcane F
action to peer into the orbs depths. You mu "en. While holding the orb, you can take
make a DC 15 Charisma saving throw. ( n a s tion to determine whether it is morning Magicac.
ful save, you control the orb for as long as w ‘ evening, or nighttime. This propertv r 8: aftern
main attuned to it. On a failed save, the orb imposes on the Material Plane. "nctions,
"Ily
the Charmed condition on you lor as long as 90
remain attuned to it.
While you are Charmed by the orb. you can PEARL OF POWER
voluntarily end your Attunement to it. and the or Wondrous Item, Uncommon (Reauirp<..
casts Suggestion on you at will (save D( 18), urging Spellcaster) "Attunementby,
you to work toward the evil ends it desires. The
While this pearl is on your person, you ca
dragon essence within the orb might want many
Magic action to regain one expended spell akea
things the annihilation of a particular society or
level 3 or lower. Once you use the pearl it ' of of
organization, freedom from the orb, to spread suf
used again until the next dawn.
fori ng in the world, to advance the worship of Tia
mat, or something else the DM decides.
Random Properties. An Orb of Dragonkind has the
PERFUME OF BEWITCHING
follow ing random properties (see “Artifacts in this
Wondrous Item, Common
chapter):
This tiny vial contains magic perfume, enough (
• 2 minor beneficial properties
one use. You can take a Magic action to apply the
• 1 minor detrimental property
perfume to yourself, and its effect lasts 1 hour. For
• 1 major detrimental property
the duration, you have Advantage on all Charisma
Spells. The orb has 7 charges and regains ld4 + 3 (Deception and Persuasion) checks made to influ
expended charges daily at dawn. If you control the ence a creature within 5 feet of yourself.
orb, you can cast one of the spells on the following
table from it. The table indicates how many charges
you must expend to cast the spell. PERIAPT OF HEALTH
Spell ChargeCost Wondrous Item, Uncommon (Requires AttunementI
Cure Wounds (level 9 version) 4 While wearing this pendant, you can take a Magic
action to regain 2d4 + 2 Hit Points. Once used, this
Daylight 1
property can’t be used again until the next dawn.
Death Ward 2 In addition, you have Advantage on saving throws
Detect Magic 0 to avoid or end the Poisoned condition while you
wear this pendant.
Scrying (save DC 18) 3
^OUNO CLosune
V
V
/
PIPE OF
SMOKE
MONSTERS
PIPES OF THE
SEWERS A
PHILTER OF LOVE
Potion, Uncommon
it at the end of each of its turns, ending the effect
The next time you see a creature within 10 minutes on itself on a success. A creature that succeeds on
after drinking this philter, you are charmed by that its save is immune to the effect of these pipes for 24
creature and have the Charmed condition for 1 hours.
hour.
This rose-hued, effervescent liquid contains one — ■ — -----
easy-to-miss bubble shaped like a heart. PIPES OF THE SEWERS
Wondrous Item, Uncommon (Requires Attunement)
While these pipes are on your person, ordinary rats
PIPE OF SMOKE MONSTERS and giant rats are Indifferent toward you and won’t
Wondrous Item, Common attack you unless you threaten or harm them.
W hile smoking this pipe, you can take a Magic ac- The pipes have 3 charges and regain ld3 expended
tion to exhale a puff of smoke that takes the form charges daily at dawn. If you play the pipes as a
of a creature, such as a dragon, a flumph, or a slaad. Magic action, you can take a Bonus Action to ex
■ he form must be small enough to fit in a 1-foot pend 1 to 3 charges, calling forth one Swarm of
ube and loses its shape after a few seconds, becom- Rats with each expended charge if enough rats
ing an ordinary puff of smoke. are within half a mile of you to be called in this
fashion (as determined by the DM). If there aren’t
enough rats to form a swarm, the charge is wasted.
PIPES OF HAUNTING Called swarms move toward the music by the short
^ndrotu item, Uncommon est available route but aren’t under your control
‘he 4 Pipes have 3 charges and regain ld3 expended otherwise.
Whenever a Swarm of Rats that isn't under an
sarges daily at dawn You can take a Magic action
other creature’s control comes w ithin 30 feet of you
play them and expend 1 charge to create an eerie,
while you are playing the pipes, the swarm makes
ling tune l at h < i eat ui e of your 1 hole e
a DC 15 Wisdom saving throw On a successful
hin SO feet of you must succeed on a DC 15 Wis
save, the swarm behaves as it normally would and
com aving throw or have the Frightened condition
1
can't be swayed by the pipes’ music for the next 24
minute. A creature that fails the save repeats
( HAPTER 7 1 RE ASURE
285
hours. On a failed save, the swarm i
pipes’ music and becomes Friendly t Waved by,
allies for as long as you continue to and y
each round as a Magic action. A Friend the Pipe,"
obeys your commands. If you issue no VSWarm
to a Friendly swarm, it defends itself pCOTmand,
takes no actions. If a Friendly swarm sr Otherw,,
more than 30 feet away from you, your“sitstur,
that swarm ends, and the swarm behavesontrol ov
mally would and can't be swayed by th ds it nor
for the next 24 hours. e Pipes’ muse
POLE OF ANGLING
Wondrous Item, Common
This item functions as a Pole. While holding it. you
can take a Magic action to cause it to transform into
a fishing pole with a hook, a line, and a reel, or have
the fishing pole revert to a Pole.
POLE OF COLLAPSING
Wondrous Item, Common
This item functions as a Pole. While holding it.
you can take a Magic action to collapse it into a
1-foot-long rod for ease of storage (the poles weight
doesn’t change) or cause the 1-foot-long rod to r
vert to a Pole. The rod elongates only as far as the
surrounding space allows.
PORTABLE HOLE
Wondrous Item, Rare the
This fine black cloth, soft as silk, is folded "P Xr
dimensions of a handkerchief. It unfolds i
cular sheet 6 feet in diameter. Porta-
You can take a Magic action to unfold J
ble Hole and place it on or against a soli ■ adi-
whereupon the Portable Hole creates an sal space
mensional hole 10 feet deep. The cylind11 of esis
within the hole exists on a different plans sages
fence, so it can't be used to create open I can exit
Any creature inside an open Portable '
the hole by climbing out of it.
You can take a Magic action to close a Portable
u eby taking hold of the edges of the cloth and
"ling it up. Folding the cloth closes the hole, and I O i ION OF COMPREHENSION
I creatures or objects within remain in the ex Potion, Common
Aldimensional space. No matter what s in it, the When you drink this potion, you gain the effect of
"ole weighs next to nothing. the ( omprehend Languages spell for 1 hour.
if the hole is folded up, a creature within the holes I his potion s liquid is a clear concoction with bits
stradimensional space can take an action to make of salt and soot swirling in it.
“pc 10 Strength (Athletics) check. On a successful
Check, the creature forces its way out and appears
within 5 feet of the Portable Hole. A closed Portable POTION OF DIMINUTION
Mole holds enough air for 1 hour of breathing, di Potion, Rare
ided by the number of breathing creatures inside, When you drink this potion, you gain the "reduce”
placing a Portable Hole inside an extradimensional effect of the Enlarge/Reduce spell for 1d4 hours (no
space created by a Bag of Holding Hewards Handy Concentration required).
^versack, or similar item instantly destroys both 1 he red in the potion’s liquid continuously con
items and opens a gate to the Astral Plane. The gate tracts to a tiny bead and then expands to color the
originates where the one item was placed inside the clear liquid around it. Shaking the bottle fails to
other. Any creature within 10 feet of the gate and interrupt this process.
not behind Total Cover is sucked through it and
deposited in a random location on the Astral Plane.
The gate then closes. The gate is one-way only and POTION OF FIRE BREATH
can’t be reopened. Potion, Uncommon
After drinking this potion, you can take a Bonus
Action to exhale fire at a target within 30 feet of
POTION OF ANIMAL FRIENDSHIP yourself. The target makes a DC 13 Dexterity saving
Potion, Uncommon throw, taking 4d6 Fire damage on a failed save or
When you drink this potion, you can cast the level 3 half as much damage on a successful one. The effect
version of the Animal Friendship spell (save DC 13). ends after you exhale the fire three times or when I
Agitating this potion’s muddy liquid brings little hour has passed.
bits into view: a fish scale, a hummingbird feather, a This potion’s orange liquid flickers, and smoke fills
cat claw, or a squirrel hair. the top of the container and wafts out whenever it
is opened.
POTION OF CLAIRVOYANCE
POTION OF FLYING
Potion, Rare
Potion, Very Rare
W hen you drink this potion, you gain the effect of
When you drink this potion, you gain a Fly Speed
the Clairvoyance spell (no Concentration required).
equal to your Speed for 1 hour and can hover. If
An eyeball bobs in this potion’s yellowish liquid
you’re in the air when the potion wears off, you fall
but vanishes when the potion is opened. unless you have some other means of staying aloft.
This potion’s clear liquid floats at the top of its
container and has cloudy white impurities drifting
POTION OF CLIMBING
^tion, Common in it.
POTION OF INVULNERABILITY
POTION OF GREATER INVISIBILITY Potion, Rare
Potion, Very Rare For 1 minute after you drink this potion, you have
This potion's container looks empty but feels as Resistance to all damage.
though it holds liquid. When you drink the potion, This potion’s syrupy liquid looks like liquefied
you have the Invisible condition for 1 hour. iron.
R---------------------------------------------------------------
POTIONS OF HEALING
Potion, Rarity Varies POTION OF MIND READING
You regain Hit Points when you drink this potion. rotion, Rare
T he number of Hit Points depends on the potion’s i k hen you drink this potion, you gain the effect of
rarity, as shown in the table below. e Detect Thoughts spell (save DC 15) for 10
Whatever its potency, the potion's red liquid glim (no ।Concentration required).
mers when agitated. is potion s dense, purple liquid has an ovoid
Potion HP Regained Rarity cloud of pink floating in it.
Potion of Healing 2d4 + 2 Common
Potion of Healing 4d4 + 4 Uncommon POTION OF POISON
(greater) Potion, Uncommon
Potion of Healing 8d4 + 8 Rare I his concoction looks, smells, and tastes s
(superior) Potion of Healing or another beneficial pl 1
POTION or
MfAUNG | 5
POTION O^
QUAAL’s FEATHER
TOKEN (BIRO)
CRE
QuAA- ‘..89
I
FEATHER TOKEN
(ANCHOR)
CHAPTER 7
Whip (Rare). You can take a Magic acti
he token to a point within 10 feet of. on to throw a Quarterstaff; the weapon will elongate only as far
disappears, and a floating wnpXeursef The as the surrounding space allows.
You can then take a Bonus Action to ma. ' S place, In certain forms, the weapon has the following
spell attack against a creature within 10 / a melee additional properties.
whip, with an attack bonus of .9 O, . . . e* of the Acrobatic Assist (Quarterstaff or 10-Foot Pole
get takes 1d6 ♦ 5 Force damage. " 116 the tar- Forms Only). While holding this weapon, you have
As a Bonus Action, you can direct th ■ Advantage on Dexterity (Acrobatics) checks.
up to 20 feet and repeat the attack atainu lip to fly Attack Deflection (Quarterstaff Form Only). When
you are hit by an attack while holding the weapon,
ture within 10 feet of the whip. The whin a crea-
you can take a Reaction to twirl the weapon around
after 1 hour, when you take a Magic acti, * Isappears
you, gaining a *5 bonus to your Armor Class against
miss it, or when you die or have the Incan to dis-
condition. capacitated the triggering attack, potentially causing the attack
to miss you. You can't use this property again until
you finish a Short or Long Rest.
QUAAL’s FEATHER TOKENS
Ranged Weapon (Quarterstaff Form Only). This
1d100 Token Rarity weapon has the Thrown property with a normal
01-20 Anchor Uncommon range of 30 feet and a long range of 120 feet. Im
mediately after you make a ranged attack with the
21-35 Bird Rare
weapon, it flies back to your hand.
36-50 Fan Uncommon
P— -
51-65 Swan boat Rare
QUIVER OF EHLONNA
66-90 Tree Uncommon Wondrous Item, Uncommon
91-00 Whip Rare Each of the quiver’s three compartments connects
to an extradimensional space that allows the quiver
to hold numerous items while never weighing more
QUARTERSTAFF OF THE ACROBAT than 2 pounds. The shortest compartment can hold
Weapon (Quarterstaff), Very Rare (Requires up to 60 Arrows, Bolts, or similar objects. The mid
Attunement) size compartment holds up to 18 Javelins or similar
objects. The longest compartment holds up to 6 long
You have a +2 bonus to attack rolls and damage rolls
objects, such as bows, Quarterstaff’s, or Spears.
made with this magic weapon.
You can draw any item the quiver contains as if
While holding this weapon, you can cause it to
doing so from a regular quiver or scabbard.
emit green Dim Light out to 10 feet, either as a Bo
nus Action or after you roll Initiative, or you can
extinguish the light as a Bonus Action.
W hile holding this weapon, you can take a Bonus
Action to alter its form, turning it into a 6-inch rod
‘or ease of storage) or a 10-foot pole, or reverting it
QUIVER OF
EHLONNA
QUAAL'S FEATHER
TOKEN (TREE)
Qe
QUARTERSTAF
(
CHAPTER 7 I TREASURE 291
R
g
COM,
Ar
L\0
RING or DJINNI
SUMMONING
CHAPTER 7 I TREASURE
RING OF
jNvifitmrr
/
VI
RING OF MIND
RING OF EvASION SHIELDING
RING or FEATHER
( HAPTER 7 I i RE ASURE
293
RING or
Res It
PRorec TION
Ring or
RING OF ~
REGENERATION
If you die while wearing the ring, your soul enters IdlO Damage Type Gemstone
it. unless it already houses a soul. You can remain in
1 Acid Pearl
the ring or depart for the afterlife. As long as your
soul is in the ring, you can telepathically commu 2 Cold Tourmaline
nicate with any creature wearing it. A wearer can’t 3 Fire Garnet
prevent this telepathic communication.
4 Force Sapphire
5 Lightning Citrine
RING OF PROTECTION
6 Necrotic Jet
Ring, Rare (Requires Attunement)
7 Poison Amethyst
You gain a +1 bonus to Armor Class and saving
throws while wearing this ring. 8 Psychic Jade
9 Radiant Topaz
CHAPT nt 7 I TREASURE
we
"4
RING OF "
TELEKINESIS
2 NG OF SPELL RING oF SPEL
STORING
Total Cover. the sphere discharges lightning at that expended without effect. The level of the slot used
creature and disappears. That creature makes a to cast the spell determines how much space it uses.
DC 15 Dexterity saving throw. On a failed save, the While wearing this ring, you can cast any spell
creature takes Lightning damage based on the num stored in it. The spell uses the slot level, spell save
ber of spheres you created, as shown in the follow- DC, spell attack bonus, and spellcasting ability of
ing table. On a successful save, the creature takes the original caster but is otherwise treated as if you
half as much damage. cast the spell. The spell cast from the ring is no lon
ger stored in it, freeing up space.
Number of Lightning Number of Lightning
Spheres Damage Spheres Damage
1 4dl2 3 2d6 RING OF SPELL TURNING
2 5d4 4 2d4 Ring, Legendary (Requires Attunement)
While wearing this ring, you have Advantage on
Shooting Stars. You can expend 1 to 3 charges
saving throws against spells. If you succeed on the
as a Magic action. For every charge you expend,
save for a spell of level 7 or lower, the spell has no
you launch a glowing mote of light from the ring
effect on you. If that spell targeted only you and
at a point you can see within 60 feet of yourself.
didn’t create an area of effect, you can take a Reac
Each creature in a 15-foot Cube originating from
tion to deflect the spell back at the spell’s caster: the
that point is showered in sparks and makes a DC 15 caster must make a saving throw against the spell
Dexterity saving throw, taking 5d4 Radiant damage
using their own spell save DC.
on a failed save or half as much damage on a suc-
cessful one.
RING OF SWIMMING
Ring, Uncommon
BINo OF SPELL STORING
‘g bare (Requires Attunement) You have a Swim Speed of 40 feet while wearing
this ring.
hi r ing stores spells cast into it, holding them un-
the attuned wearer uses them. The ring can store
P "O ) levels worth of spells at a time. When found, RING OF TELEKINESIS
th plains 1d6 I levels of stored spells chosen by Ring, Very Rare (Requires Attunement)
While wearing this ring, you can cast Felekinoiy
nJ 1 creature can cast a spell of level I through 5
from it.
TK2 1 " ring by touching the ring as the spell is cast,
the Pell has no effect other than to be stored in
"6 If the ring can’t hold the spell, the spell is
C HAPTER 7 I TREASURE
w,o
X)
RING or
Tnaec WISHES
RING OF
ROBE OF EYES
Wondrous ltem- Rare (Re^u'res Attunement)
his robe is adorned with eyelike patterns. While
Jou wear the robe, you gain the following benefits:
RIvAL COINS
ROBE OF STARS
" ondrous Item, yery ^are (/^eqUires Attunement) OF Ev
I HSHEER 7 I TREASURE
Rose or rue
ARCHMAGI
200 OF
it are wasted, The rod can absorb and store up to
50 levels of energy over the course of its existence.
Once the rod absorbs 50 levels of energy, it can’t ab
sorb more. If you are targeted by a spell that the rod
can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know
how many levels of energy the rod has absorbed
over the course of its existence and how many levels
of spell energy it currently has stored.
idioo Patch If you are a spellcaster holding the rod, you can
01-08 Bag of 100 CP convert energy stored in it into spell slots to cast
09-15 Silver coffer (1 foot long, 6 inches wide and spells you have prepared or know. You can create
deep) worth 500 CP spell slots only of a level equal to or lower than your
own spell slots, up to a maximum of level 5. You use
16-22 Iron door (up to 10 feet wide and 10 feet the stored levels in place of your slots but otherwise
high, barred on one side of your choice), cast the spell as normal. For example, you can use 3
which you can place in an opening you can levels stored in the rod as a level 3 spell slot.
reach; it conforms to fit the opening, attach A newly found rod typically has IdlO levels of
ing and hinging itself spell energy stored in it. A rod that can no longer
23-30 10 gems worth 100 CP each absorb spell energy and has no energy remaining
becomes nonmagical.
31-44 Wooden ladder (24 feet long)
45-51 Riding Horse with a Riding Saddle
ROD OF ALERTNESS
52-59 Open pit (a 10-foot Cube), which you
Rod, Very Rare (Requires Attunement)
can place on the ground within 10 feet of
yourself This rod has the following properties.
Alertness. While holding the rod, you have
60-68 4 Potions of Healing Advantage on Wisdom (Perception) checks and on
69-75 Rowboat (12 feet long) Initiative rolls.
76-83 Spell Scroll containing one spell of level 1, 2, Spells. While holding the rod, you can cast the fol
lowing spells from it:
or 3 (your choice)
84-90 2 Mastiffs • Detect Evil and Good
• Detect Magic
91-96 Window (2 feet by 4 feet, up to 2 feet deep),
• Detect Poison and Disease
which you can place on a vertical surface • See Invisibility
you can reach
Protective Aura. As a Magic action, you can plant
97-00 Portable Ram
the haft end of the rod in the ground, whereupon
the rod's head sheds Bright Light in a 60-foot radius
and Dim Light for an additional 60 feet. While
ROD OF ABSORPTION in that Bright Light, you and your allies gain a *1
Rod, Very Rare (Requires Attunement) bonus to Armor Class and saving throws and can
While holding this rod, you can take a Rt a sense the location of any Invisible creature that is
absorb a spell that is targeting only you and Coect is also in the Bright Light.
create an area of effect. The absorbe SPe ,, itself The rod’s head stops glowing and the effect ends
canceled, and the spell's energy - not the SP after 10 minutes or when a creature takes a Magic
is stored in the rod. The energy has the sams issi action to pull the rod from the ground. Once used,
as the spell when it was cast. A cancele SPe cast this property can’t be used again until the next
Pates with no effect, and any resources use dawn.
CHAPTER 7 | TREASURE
Button 1. A fiery blade sprouts from t
site the rod’s flanged head. The flames ‘ndopp
Ron OF I OR PI Y MIGHT Light in a 40-foot radius and Dim I shed Br,,
Rod. I e/rendary (Requires Attunement) additional 40 feet, and the blade funk t for an
This rod has a flanged head, and it functions as a magic Longsword or Shortsword (younsasa
magic Mace that grants a *3 bonus to attack rolls that deals an extra 2d6 Fire damage J choice)
and damage rolls made with it. The rod has proper Button 2. The rod’s flanged head folds doshit.
ties associated with six different buttons that are set two crescent-shaped blades spring out t n and
in a row along the hall it has three other properties ing the rod into a magic Battleaxe thatransform.
as well. detailed below. +3 bonus to attack rolls and damac.—Erants a
Buttons. You can press one of the following but Withit. 5=rollsmade
tons as a Bonus Action; a button’s effect lasts until Button 3. The rod’s flanged head folds down
you push a different button or until you push the spear point springs from the rod’s tip, and f
same button again, which causes the rod to revert rod’s handle lengthens into a 6-foot haft e
to its normal form: forming the rod into a magic Spear that pans
+3 bonus to attack rolls and damage rolls madla
with it.
Button 4. The rod transforms into a climbing pol
Poo or
up to 50 feet long (you specify the length), thoue,
RULERSHIP the rod’s buttons remain within your reach I 5
surfaces as hard as granite, a spike at the bot
tom and three hooks at the top anchor the pole
Horizontal bars 3 inches long fold out from the
sides, 1 foot apart, forming a ladder. The pole can
bear up to 4,000 pounds. More weight or lack
of solid anchoring causes the rod to revert to its
normal form.
ROD OF Button 5. The rod transforms into a handheld
LOROLV MIGHT battering ram and grants its user a *10 bonus
to Strength (Athletics) checks made to break
through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its nor
Poo or mal form and indicates magnetic north. (Nothing
' RESURRECTION
happens if this function of the rod is used in a
location that has no magnetic north.) The rod also
gives you knowledge of your approximate depth
beneath the ground or your height above it.
Drain Life. When you hit a creature with a melee
attack using the rod, you can force the target to
make a DC 17 Constitution saving throw. On a 31
save, the target takes an extra 4d6 Necrotic am^
age, and you regain a number of Hit Points eq a ty
half that Necrotic damage. Once used, this pre p
can’t be used again until the next dawn.
Paralyze. When you hit a creature with a make
tack using the rod, you can force the target a save,
ROPE OF
ENTANGLEMENT
a DC 17 Constitution saving throw. On a "al minute
the target has the Paralyzed condition for h ofits
The target repeats the save at the end of eossed.
turns, ending the effect on a success. Oncenest
this property can’t be used again until the
ROD OF RULERSHIP
Rod Rare (Requires Attunement) ROPE OF CLIMBING
You can take a Magic action to present the rod and Wondrous Item, Uncommon
command obedience from each creature of your This 60-foot length of rope can hold up to 3,000
choice that you can see within 120 feet of your pounds. While holding one end of the rope, you can
self. Each target must succeed on a DC 15 Wisdom take a Magic action to command the other end of
saving throw or have the Charmed condition for 8 the rope to animate and move toward a destination
hours. While Charmed in this way, the creature re you choose, up to the rope’s length away from you.
gards you as its trusted leader. If harmed by you or That end moves 10 feet on your turn when you first
your allies or commanded to do something contrary command it and 10 feet at the start of each of your
to its nature, a target ceases to be Charmed in this subsequent turns until reaching its destination or
way. Once used, this property can’t be used again until you tell it to stop. You can also tell the rope
until the next dawn. to fasten itself securely to an object or to unfasten
itself, to knot or unknot itself, or to coil itself for
carrying.
ROD OF SECURITY If you tell the rope to knot, large knots appear at
Rod, Very Rare 1-foot intervals along the rope. While knotted, the
rope shortens to a 50-foot length and grants Advan
W hile holding this rod, you can take a Magic action
tage on ability checks made to climb using the rope.
to activate it. The rod then instantly transports you
The rope has AC 20, HP 20, and Immunity to Poi
and up to 199 other willing creatures you can see
son and Psychic damage. It regains 1 Hit Point every
to a demiplane. You choose the form the demiplane
5 minutes as long as it has at least 1 Hit Point. If the
takes. It could be a tranquil garden, a cheery tavern,
rope drops to 0 Hit Points, it is destroyed.
an immense palace, a tropical island, a fantastic car-
nival, or whatever else you can imagine. Regardless
J- its nature, the demiplane contains enough water ROPE OF ENTANGLEMENT
and food to sustain its visitors, and the demiplane’s
Wondrous Item, Rare
environment can't harm its occupants. Everything
i that can be interacted with there can exist only This rope is 30 feet long. While holding one end of
tre for example, a flower picked from a garden the rope, you can take a Magic action to command
sredisappears if it is taken outside the demiplane. the other end to dart forward and entangle one
re ! each hour spent in the demiplane, a visitor creature you can see within 20 feet of yourself. The
AB n > Hit Points as if it had spent 1 Hit Point Die. target must succeed on a DC 15 Dexterity saving
throw or have the Restrained condition. You can re
pa < Creatures don’t age while there, although time
lease the target by letting go of your end of the rope
200° normally. Visitors can remain there for up to (causing the rope to coil up in the target’s space)
ent i ays divided by the number of creatures pres-
"Wrounddown). or by using a Bonus Action to repeat the command
(causing the rope to coil up in your hand).
tio, " n the time runs out or you take a Magic ac
( nd the effect, all visitors reappear in the
CHAPTER 7 I TREASURE
301
A target Restrained by the rope can take an action
to make its choice of a DC 15 Strength (Athleti
Dexterity (Acrobatics) check. On a successful checK,
the target is no longer Restrained by the rope,
you’re still holding onto the rope when a targe
capes from it. you can take a Reaction to commar
the rope to coil up in your hand; otherwise, the rope
coils up in the target's space. ,
The rope has AC 20, HP 20. and immunity to I or
son and Psychic damage. It regains I Hit Point every
5 minutes as long as it has at least 1 Hit l oint । * e
rope drops to 0 Hit Points, it is destroyed.
ROPE OF MENDING
Wondrous item. Common
This 50 foot coil of rope can repair itself when cut
into any number of smaller pieces. As a Magic ac
tion, you can cause all pieces of the rope that are in
contact with each other and not otherwise in use
to knit back together. A Rope of Mending is forever
shortened if a section of it is lost or destroyed.
RUBY OF THE WAR MAGE can take a Reaction to expend 1 charge and turn
Wondrous Item, Common (Requires Attunement by a the failed save into a successful one. The scarab
Spellcaster) crumbles into powder and is destroyed when its last
Etched with eldritch runes, this 1-inch-diameter charge is expended.
ruby allows you to use a Simple or Martial weapon Spell Resistance. You have Advantage on saving
as a Spellcasting Focus for your spells. For this throws against spells.
property to work, you must attach the ruby to the
weapon by pressing the ruby against it for at least
10 minutes. Thereafter, the ruby can’t be removed SCIMITAR OF SPEED
unless you detach it as a Magic action, the weapon Weapon (Scimitar), Very Rare (Requires Attunement
is destroyed, or your Attunement to the ruby ends. You gain a +2 bonus to attack rolls and damage roils
made with this magic weapon. In addition, you can
make one attack with it as a Bonus Action on each
SADDLE OF THE CAVALIER
of your turns.
Wondrous Item, Uncommon
This saddle confers the following benefits while you
are seated in it and astride a mount. SCROLL OF PROTECTION
Protected Mount. Attack rolls against the mount Scroll, Rare
have Disadvantage.
Each Scroll of Protection works against creaturgrer
Secure Rider. You can't be dismounted against
a specific creature type chosen by the DM 0
your will. This property is suppressed while you
mined by rolling on the following table.
have the Incapacitated condition.
Creature Typ®
IdlOO Creature Type IdlOO
01-10 Aberrations 51-60 Fey
SCARAB OF PROTECTION
Wondrous Item, Legendary (Requires Attunement) 11-15 Beasts 61-70 Fiends
I his beetle shaped medallion provides three bene 16-20 Celestials 71-75 Giants
fits while it is on your person. 21-25 Constructs 76-80 Monstros"83
Defense. You gain a ‘ bonus to Armor Class
26-35 Dragons 81-85 Oozes
Preservation. I he scarab has 12 charges. If you
fall a saving throw against a Necromancy spell or 36-45 Elementals 86-90 Plants
a hat inful effect originating from an Undead, you Undead
46-50 Humanoids 91-00
Sc ROLL OF
POOTt CTION
2
■%"
00
EL O Of
5et
HAPTER 7 I TREASURE
ceilings, while leaving your hands free Y
Climb Speed equal to your Speed. Howe o have a
pers don’t allow you to move this wav oner the slip SPELL SCROLL
surface, such as one covered by ice or | a Slippery Scroll, Rarity Varies
SPELL
SCROLL SLIPPERS OF
SPIDER CLIMB ING
R---------------------------------------- -----------
SPIRIT BOARD
Wondrous Item, Very Rare
Copying a Scroll into a Spellbook. A Wizard spell
on a Spell Scroll can be copied into a spellbook. This ornate wooden board has the letters of the
When a spell is copied in this way, the copier must Common alphabet printed on one side, alongside
succeed on an Intelligence (Arcana) check with a the words “Yes” and “No” and symbols representing
DC equal to 10 plus the spell’s level. On a successful “Weal” and “Woe.” The board comes with a heart-
check, the spell is copied. Whether the check suc shaped, wooden planchette. This planchette must
ceeds or fails, the Spell Scroll is destroyed. be resting on the lettered side of the board for the
board’s magic to function.
This board has 3 charges and regains l expended
SPHERE OF ANNIHILATION charge daily at dawn. While touching the planch
Wondrous Item, Legendary ette, you can take 1 minute to cast one of the spells
T his 2-foot-diameter black sphere is a hole in the on the table below. The table indicates how many
multiverse, hovering in space and stabilized by a charges you must expend to cast the spell. As yo"
magical held surrounding it. cast the spell, you call on the spirits of the dead
I he sphere obliterates all matter it passes through guide the planchette across the board s surface:
and all matter that passes through it. Artifacts are answering your questions by pointing to the lette
the exception Unless an Artifact is susceptible or words on the board.
to damage from a Sphere of Annihilation, it passes Spell Charge Cost
through the sphere unscathed. Anything else that
' > u h< the phere but isn’t wholly engulfed and Augury 1
obliterated by it takes 8dl0 Force damage. Commune 3
Controlling the Sphere. A Sphere of Annihilation is
'at. oaf y until someone takes control of it. If you
are within 60 feet of a sphere, you can take a Magic STAFF OF ADORNMENT
action to make a DC 25 Intelligence (Arcana) check. Staff Common ।
On a sun < ful check, you control the sphere until
If you place a liny object weighing no mor 5 stone
the start of your next t ur n, and if it was under an
pound (such as a shard of crystal, an egg C1 objed
other creature s control, that creature loses control
above the tip of this staff while holding it.
STAFF OF BIRDCALLS
Staff. Common Ge
This wooden staff is decorated with bird carvings.
It has 10 charges. While holding it, you can take a
Magic action to expend 1 charge from the staff and
cause it to create one of the following sounds, which
can be heard out to 120 feet: a finch’s chirp, a ra
ae
ven's caw, a duck’s quack, a chicken’s cluck, a goose’s
honk, a loon’s call, a turkey’s gobble, a seagull’s cry,
an owl’s hoot, or an eagle’s shriek.
Remaining Charges. The staff regains ld6 + 4 ex
pended charges daily at dawn. If you expend the
last charge, roll ld20. On a 1, the staff explodes in a
harmless cloud of bird feathers and is lost forever.
STAFF OF CHARMING
Staff Rare (Requires Attunement by a Bard, Cleric,
Druid, Sorcerer, Warlock, or Wizard)
1 his staff has 10 charges. While holding the staff, STAFF OF FIRE
you can use any of its properties: Staff, Very Rare (Requires Attunement by a Druid,
Sorcerer, Warlock, or Wizard)
Cast Spell. You can expend 1 of the staff’s charges
to cast Charm Person, Command, or Comprehend You have Resistance to Fire damage while you hold
this staff.
Languages from it using your spell save DC.
Spells. The staff has 10 charges. While holding the
Reflect Enchantment. If you succeed on a saving
staff, you can cast one of the spells on the follow ing
throw against an Enchantment spell that targets
table from it, using your spell save DC. The table in
only you, you can take a Reaction to expend 1
dicates how many charges you must expend to cast
harge from the staff and turn the spell back on
the spell.
A. aster as if you had cast the spell.
"is! Enchantment. If you fail a saving throw Charge Charge
sain ’ an Enchantment spell that targets only Spell Cost Spell Cost
7 " you can turn your failed save into a success Burning Hands 1 Wall of Fire 4
ne You can’t use this property of the staff
"bain until the next dawn. Fireball 3
R Regaining Charges. The staff regains ldb - 4 ex
^ninKcharKei- The staff regains ld8 ♦ 2 ex
chas charges daily at dawn. If you expend the last pended charges daily at daw n. If you expend the
6 roll ld20. On a l, the staff« rumbles to dust last charge, roll ld20. On a I. the staff crumbles into
dnd is destroyed. cinders and is destroyed
c HAPTER 7 1 TREASURE
307
Regaining Charges. The staff regains 1d6
pended charges daily at dawn. if you ex 4 e
STAFF OF FLOWERS
charge, roll ld20. On a 1, the staff vanishes i thelay
Staff. Common of light, lost forever. ‘allash
This wooden staff has 10 charges. While holding
it, you can take a Magic action to expend I charge
from the staff and cause a flower to sprout from a STAFF OF POWER
pah h of earth or soil within 5 feet of yourself, or
Staff. Very Rare (Requires Attunement by a Sorcerer
from the stall itself Unless you choose a specific Warlock, or Wizard)
kind of flower, the staff creates a mild scented
daisy The flower is harmless and nonmagical, and it This staff has 20 charges and can be wielded a
grow s or withers as a normal flower would. magic Quarterstaff that grants a *2 bonus to attack
Reclining Charges. The staff regains ld6 + 4 ex rollsand damage rolls made with it. While hold
pended charges daily at dawn. If you expend the last ing it you gain a *2 bonus to Armor Class, saving
charge, roll ld20. On a l. the staff turns into flower throws, and spell attack rolls. .
petals and is lost forever. Spells. While holding the staff, you can cast one of
the spells on the following table from it, using your
ell save DC. The table indicates how many charges
STAFF OF FROST you must expend to cast the spell.
Staff. Very Rare (Requires Attunement by a Druid,
Spell Charge Cost
Sorcerer, Warlock, or Wizard)
Cone of Cold 5
You have Resistance to Cold damage while you hold
this staff. Fireball (level 5 version) 5
Spells. The staff has 10 charges. While holding the Globe of Invulnerability 6
staff, you can cast one of the spells on the following
Hold Monster 5
table from it, using your spell save DC. The table in
dicates how many charges you must expend to cast Levitate 2
the spell. Lightning Bolt (level 5 version)
Charge Charge Magic Missile 1
Spell Cost Spell Cost
Ray of Enfeeblement 1
Cone of Cold 5 Ice Storm 4
Wall of Force 5
Fog Cloud 1 Wall of Ice 4
Regaining Charges. The staff regains 2d8 - 4 ex
Regaining Charges. The staff regains ld6 + 4 ex pended charges daily at dawn. If you expend the
pended charges daily at dawn. If you expend the last last charge, roll ld20. On a 1, the staff retains its -2
charge, roll ld20. On a 1, the staff turns to water bonus to attack rolls and damage rolls but loses all
and is destroyed.
other properties. On a 20, the staff regains ld8 - 2
charges.
STAFF OF HEALING to Strike. You can take a Magic action
Staff, Rare (Requires Attunement by a Bard, Cleric, or sureaed The staff over your knee or against a solid
Druid) in an = e staff is destroyed and releases its magic
explosion that fills a 30-foot Emanation orig
I his staff has 10 charges. While holding the staff,
to ' D8 rom itself. You have a 50 percent chance
you can cast one of the spells on the following table ns antly travel to a random plane of existence
f i om it, using your spellcasting ability modifier. The
table indicates how many charges you must expend
v ) \ the explosion. If you fail to avoid the effect
L "
3 e Force damage equal to 16 times the num
to cast the spell.
rot charges in the staff. Each other creature in
Spell Charge Cost a C ar ea makes a DC 17 Dexterity saving throw, on
Curt Wounds t ed save, a creature takes Force damage eq^1"
1 charge per spell level
.. mes the number of charges in the staff On a L
(maximum 4 for a
5""l save, a creature takes half as much dam^
level 4 spell)
LtSUr Restoration 2
Mun Curt Wounds 5
Light 0
Lightning Bolt (level 7version) 7
Mage Hand 0
Passyvall 5
Plane Shift 7
Protection from Eviland Good 0
Telekinesis 5
Wall of Fire 4
Web •
CHAPTER 7 l TREASURE
3U
GOOD LUCK
SrAFF or T^uNOt a
^ND /
S^OOD Of KAS
SuNBLADe
(SCIMITAR) .
fXt
4\I
1. Y
TALKING DOLL
TALISMAN OF ULTIMATE EVIL Wondrous Item, Common (Requires Attunement)
Wondrous Item, Legendary (Requires Attunement)
While this doll is within 5 feet of you, you can
his item symbolizes unrepentant evil. A creature spend a Short Rest telling it to say up to six phrases,
that isn't a Fiend or an Undead that touches the none of which can be more than six words long, and
talisman takes 8d6 Necrotic damage and takes the set a condition under which the doll speaks each
damage again each time it ends its turn holding or phrase. You can also replace old phrases with new
carrying the talisman. . ones. Whatever the condition, it must occur w ithin
Holy Symbol. You can use the talisman as a o y 5 feet of the doll to make it speak. For example,
: mbol. You gain a *2 bonus to spell attack rolls
whenever someone picks up the doll, it might say.
While you wear or hold it. “I want a piece of candy.” The doll’s phrases are lost
Ultimate End. The talisman has 6 charges. While when your Attunement to the doll ends.
“ar ng or holding the talisman, you can take a
ak action to expend 1 charge and target one
are you can see on the ground with the TANKARD OF SOBRIETY
lee J yourself. A flaming fissure opens under, Wondrous Item, Common
target and the target makes a DC 20 Dexteni u This tankard has a stern face sculpted into one side.
.. w. If the target is aCelestial, it hasrget You can drink ale, wine, or any other nonmagical
adv..... a
fall ge on the save. On failed save, '
h
alcoholic beverage poured into it without becoming
to the fissure and is destroyed, leavir EC into inebriated The tankard has no effect on magical liq
mail On a successful save, the target iSDem the uids or harmful substances such as poison.
" ‘ ure but takes 446 Psychic damage
CH APTER 7 TREASURE
315
The weapon has the following additional
properties.
TENTACI F ROD Clap of Thunder. As a Magic action. you
Rod, Rare (Requires Attunement) strike the weapon against a hard surface on
This rod ends in three rubbery tentacles. While a loud clap of thunder audible out to 300 f sTeate
holding the rod, you can take •' Magic action to also create a 30-foot Cone of thunderous =t You
direct the tentacles to stretch outward, each one Each creature in the Cone must succeed onFTEX
attacking a creature you can see within 15 feet of Strength saving throw or have the Prone c " 15
yourself. I or each tentacle, make a melee at tai k Nonmagical objects in the Cone that aren’t gelltion
roll w ith a 9 bonus. A tentacle deals Id6 Psychic worn or carried take 3d8 Thunder damage 6
damage on a hit. If you hit the same target with all Earthquake. As a Magic action, you can strife
three tentacles, the target must succeed on a DC 15 weapon against the ground to create an intense '
Dexterity sav ing throw or have the Restrained con mic disturbance in a 50-foot-radius circle centered
dition until you have the Incapacitated condition, on the point of impact. Structures in contact with
until you take a Bonus Action to release the target, the ground in that area take 50 Bludgeoning dam
or until the target is no longer within 15 feet of you. age, and each creature on the ground in that area
While Restrained in this way, the target takes 3d6 must succeed on a DC 20 Dexterity saving throw
Psychic damage at the start of each of its turns. At or have the Prone condition. If that creature is also
the end of each of its turns, the target repeats the concentrating, it must succeed on a DC 20 Consti
save, ending the effect on itself on a success. tution saving throw or its Concentration is broken
In addition, you can cause a 30-foot-deep. 10-foot-
wide fissure to open up on the ground anywhere in
THUNDEROUS GREATCLUB the area. Any creature on a spot where the fissure
Weapon (Greatclub), Very Rare (Requires Attunement)
opens must succeed on a DC 20 Dexterity saving
W hile you are attuned to this magic weapon, your throw, falling into the fissure on a failed save or
Strength is 20 unless your Strength is already equal moving with the fissure’s edge on a successful one
to or greater than that score. The weapon deals an Any structure on a spot where the fissure opens
extra Id8 Thunder damage to any creature it hits collapses into the fissure. Once you use this prop
and an extra 3d8 Thunder damage to objects it hits erty, it can’t be used again until the next dawn.
that aren’t being worn or carried.
TALKING Don
Te NYACLE Coo
316
While attuned to this item, you can use it as a
F CLEAR THOUGHT Spellbook and an Arcane Focus. In addition, while
TOXMFous irem. Very Rare holding the tome, you can take a Bonus Action to
cast a spell you have written in this tome, without
" k contains memory and logic exercises, and
shisb ° are charged with magic. If you spend 48 expending a spell slot or using any Verbal or So
ios“OTSer a period of 6 days or fewer studying the matic components. Once used, this property of the
ho"s.ontents and practicing its guidelines, your tome can’t be used again until the next dawn.
|5 ence increases by 2, to a maximum of 30. Only you can remove the tongue from the book’s
Intel cover. If you do so, all spells written in the book are
The igen,
manualthen loses its magic but regains it in
permanently erased.
3 century. Veena watches anyone using this tome and can
write cryptic messages in it. These messages typi
TOME OF LEADERSHIP AND INFLUENCE cally fade away after they are read.
UNDERSTANDING
1
1
‘J
jann
1
I HAPTER 7
3»7
TRIDENT or
FISH COMMUNO
VORPAL SwORD
t
(LONGSWORD)
CHAPTER 7 I TREASURE
pereCTON
OF
WAND OF
CHAPTER 7 I TREASURE
WAND OF LIGHTNING BOLTS
Wand. Rare (Requires Attunement by a Spellcast,,)
This wand has 7 charges. W hile holding it, you
espend no more than3 charges to cast Lightni nap
T'7 version
DC 15)offrom ” For You
the spell. charge,
canyou cast thel
increase the
level by 1 each additional charge you expend
Regaining Charges. The wand regains 1d6.1
vnended charges daily at dawn. If you expend
ke wand’s last charge, roll 1420. On a 1. the
F MAc
crumbles into ashesandis destroyed- Wand
WAND OF ORCUS
Wand, Artifact (Requires Attunement)
Crafted and wielded by Orcus, this ghastly wand
SPS rom the demon lord’s grasp from time totime
WAND OF en it does, it magically appears w herever the
PARALYSIS
demon lord senses an opportunity to achieve some
mil goal.
The wand is topped with a skull that once be
onged to a human hero slain by Orcus. The wand
can magically change in size to better conform
the grip of its user. All Holy Water within 10 fee
to
thewand is destroyed.
the nX creature besides Orcus that tries to attune
On a makes a DC 17 Constitution saving thro
erotic ccess ul save, the creature takes 10d6 M
and if damage. On a failed save, the creature die
Matrir 15 a * lumanoid, turns into a Zombie -
^ace th eapon- You can wield the wandasa"
320 ( HA HI
gondom Properties. The ..
colowing random properties (see "Artifacts”
Fapter): " this
the Destroying the Wand. Destroying the Wand of Or
Fus requires that it be taken to the Positive Energy
I lane by the ancient hero whose skull surmounts
2 minor beneficial properties it. l or this to happen, the long lost hero must first
^tjor beneficial property e restored to life no easy task, given the fact that
minor detrimental properties f h < us has imprisoned the hero’s soul and keeps it
^jjor detrimental property hidden and well guarded.
Bathing the wand in positive energy (such as that
^detrimental properties of the Wandof()r
which permeates the Positive Plane) causes it to
pressed while the wand is attuned to o, are
crack and explode, but unless the above conditions
Protection. You gain a +3 bonus to Arm TS.
are met, the wand instantly re-forms on Orcus’s
9 hjl e holding the wand. Class layer of the Abyss.
Spelk. The wand has 7 charges and regains 1 ,
upended charges daily at dawn. While hol r 4 * 3
the ^nd. you can cast one of the spells on th* WAND OF PARALYSIS
following table from it (save DC 18) Thr , he Wand, Rare (Requires Attunement by a Spellcaster)
cates how many charges you must expend e indi-
the spell. exP^dtocast This wand has 7 charges. While holding it, you can
take a Magic action to expend 1 charge to cause a
Charge Cost thin blue ray to streak from the tip toward a crea
ornate Dead 1 ture you can see within 60 feet of yourself. The
target must succeed on a DC 15 Constitution saving
Blight 2
throw or have the Paralyzed condition for 1 minute.
Circle of Death 3 At the end of each of the target’s turns, it repeats
zmger of Death 3 the save, ending the effect on itself on a success.
Regaining Charges. The wand regains ld6 * 1
Doufer Word Kill 4 expended charges daily at dawn. If you expend
Speak with Dead 1 the wand’s last charge, roll ld20. On a 1, the wand
crumbles into ashes and is destroyed.
While attuned to the wand, Orcus or a follower
blessed by him can cast each of the wand’s spells
using 2 fewer charges (minimum of 0). WAND OF POLYMORPH
Call Undead. While holding the wand, you can Wand, Very Rare (Requires Attunement by a Spellcaster)
take a Magic action to conjure 15 Skeletons and This wand has 7 charges. While holding it, you can
15 Zombies. These Undead magically rise up from expend 1 charge to cast Polymorph (save DC 15)
the ground or otherwise form in unoccupied spaces
from it.
within 300 feet of you and obey your commands Regaining Charges. The wand regains ld6 * 1
until they are destroyed or until the next dawn, expended charges daily at dawn. If you expend
when they collapse into inanimate piles of bones the wand’s last charge, roll ld20. On a 1, the wand
and rotting corpses. Once you use this property, crumbles into ashes and is destroyed.
you can't use it again until the next dawn.
" hile holding the wand, Orcus can summon any
kind of indead, not just skeletons and zombies, WAND OF PYROTECHNICS
hese Indead don’t perish at dawn the following Wand, Common
dax remaining until Orcus dismisses them. This wand has 7 charges. While holding it, you can
entience. j he Wand of Orcus is a sentient Chaotic take a Magic action to expend 1 charge and create a
"" item with an Intelligence of 16, a Wisdom of 12, harmless burst of multicolored light at a point you
and a Charisma of 16. It has hearing and Darkvision
can see up to 120 feet away. The burst of light is
out to 120 feet
accompanied by a crackling noise that can be heard
. el wand communicates telepathically with its up to 300 feet away. The light is as bright as a torch
p " ’ and speaks Abyssal and Common. flame but lasts only a second.
On SOnality. I he wand's purpose is to help satisfy Regaining Charges. The wand regains ld6 * 1
T desire to slay everything in the multiverse expended charges daily at dawn. If you expend
T and is cruel, nihilistic, and bereft of humor, the wand’s last charge, roll ld20. On a I, the wand
toi UrtherOrcus’s goals, the wand feigns devotion erupts in a harmless pyrotechnic display and is
that U rent user and makes grandiose promises destroyed
tohe nas no intention of fulfilling, such as vowing
' ’s user overthrow Orcus.
WAND OF SECRErS
WAND OF Wee
WONDEn
00 Effect IdlOO Effect
141 You cast Lightning Bolt The Line created by
RI 87 Nothing happens at the chosen point of ori-
46 50 he spell extends from you to the chosen
gin Instead, you cast invisibility on yourself
point of origin.
RR 92 Nothing happens at the chosen point of
The creature closest to the chosen point of
origin Instead, a stream of 1 d4 x 10 gems,
51-55 origin is enlarged as if you had cast Enlarge/ each worth 1 GP, shoots from the wand's tip
Reduce on it. If the target isn't you and can't in a Line 30 feet long and 5 feet wide toward
be affected by that spell, you become the the chosen point of origin. Each gem deals
target instead. 1 Bludgeoning damage, and the total dam
A magically formed creature appears in an age of the gems is divided equally among all
56 60
unoccupied space as close to the chosen creatures in the Line.
point of origin as possible. The creature 93-97 You cast Polymorph, targeting the creature
isn’t under your control, acts as it normally closest to the chosen point of origin Roll
would, and disappears after 1 hour or 1 d4 to determine the target’s new form On
when it drops to 0 Hit Points. Roll 1 d4 to a 1, the new form is a Black Bear; on a 2
determine which creature appears. On a 1, the new form is a Giant Wasp: on a 3-4, the
a Rhinoceros appears; on a 2, an Elephant new form is a Frog
appears; and on a 3-4, a Rat appears.
98-00 The creature closest to the chosen point of
61-64 Crass covers a 60-foot-radius circle of origin makes a DC 15 Constitution saving
ground, with the center of that circle as throw. On a failed save, the creature has
close to the chosen point of origin as pos the Restrained condition and begins to turn
sible. Crass that’s already there grows to to stone. While Restrained in this way, the
ten times its normal size and remains over creature repeats the save at the end of its
grown for 1 minute. next turn. On a successful save, the effect
65-68 An object of the DM’s choice disappears ends. On a failed save, the creature has the
into the Ethereal Plane. The object must be Petrified condition instead of the Restrained
neither worn nor carried, within 120 feet of condition. The petrification lasts until the
the chosen point of origin, and no larger creature is freed by the Greater Restoration
than 10 feet in any dimension. If there are spell or similar magic.
no such objects in range, nothing happens.
69-72 Nothing happens at the chosen point of WAVE
origin. Instead, you shrink as if you had cast Weapon (Trident), Artifact (Requires Attunement'
Enlarge/Reduce on yourself and remain in
Held in the dungeon of White Plume Mountain,
that state for 1 minute. Wave is engraved with images of waves, shells, and
73-77 Leaves grow from the creature nearest to sea creatures.
the chosen point of origin. Unless they are You gain a +3 bonus to attack rolls and damage
picked off, the leaves turn brown and fall off rolls made with this magic weapon. When you roll
after 24 hours. a 20 on the d20 for an attack roll with this weapon,
the target takes an extra 21 Necrotic damage.
82 Nothing happens at the chosen point of ori While holding Wave, you gain the following
gin. Instead, a burst of colorful, shimmering benefits:
ght extends from you in a 30-foot Emana-
Combat Ready. You have Advantage on Initiative
tion. Each creature in the area must succeed
rolls.
on a DC 15 Constitution saving throw or Underwater Adaptation. A bubble of air forms
have the Blinded condition for 1 minute. A around your head while you are underw a
creature repeats the save at the end of each ler, allowing you to breathe normally in that
of its turns, ending the effect on itself on a environment.
Success.
CHAPTER 7 I TREASURE
Aquatic Command. Wave has 3 charges and i e You can take a Magic action to . .
gains ld3 expended charges daily al dawn. While Many Worlds and place it on a solid sfold the w,
you carry it, you can expend 1 charge to cast Domi upon it forms a two-way, 6-foot -di race, wL /
note Beast (save DC 20) from it on a Beast that has a portal to another world or plane of ster circus
Swim Speed, time the item opens a portal, the DNIStence, "
Globe of Invulnerability. While holding Wave, you it leads. The portal remains open undecides wi."
can cast the level 9 version of Globe of Invulnerability within 5 feet of it takes a Magic actio 4 Creature ’
from it Once used, this property can t he used again by taking hold of the edges of the onto close it
until the next dawn it up, and foldin.
Sentience. Wave is a sentient weapon of Neutral Once the Well of Many Worlds has on
alignment, w ith an Intelligence of 14, a Wisdom of it can’t do so again for ld8 hours. Pned a Porta
10. and a Charisma of 18. It has hearing and Darkvi
sion out to 120 feet.
The weapon communicates telepathically with its WHELM
wielder and speaks Aquan. Weapon (Warhammer), Artifact (RequiresAtt
Personality. Wave zealously encourages mortals by a Dwarf or a Creature Attuned to a Belt of "nement
to worship sea gods and has a habit of humming sea Dwarvenkind)
chanteys. Conflict arises if the wielder fails to fur Whelm is a powerful weapon forged by dwar
ther the weapon's objectives in the world.
lost in the dungeon of White Plume Mountain sand
Destroying Wave. Wave can be destroyed only on
You gain a +3 bonus to attack rolls and damap.
the island of Thunderforge, where it was forged. rolls made with this magic weapon.
The weapon must be melted down by a storm giant
Hurl. Whelm has the Thrown property with a
or someone imbued with a storm giant's strength. normal range of 60 feet and a long range of 180
Destroying Wave angers a god of the sea, who sends
feet. When you hit with a ranged attack roll using
powerful agents to attack the island and punish the
Whelm, the target takes an extra Id8 Force damage
destroyers.
or an extra 4d8 Force damage if the target is a Con
struct, an Elemental, or a Giant. Immediately after
hitting or missing, the weapon flies back to your
WEAPON, +1, +2, OR +3
hand.
Weapon (Any Simple or Martial), Uncommon (+1), Rare
Shock Wave. You can take a Magic action to strike
(+2), or Very Rare (+3)
the ground with Whelm and send a shock wave out
You have a bonus to attack rolls and damage rolls from the point of impact. Each creature of your
made with this magic weapon. The bonus is deter choice on the ground within 60 feet of that point
mined by the weapon’s rarity. must succeed on a DC 20 Constitution saving throw
or have the Stunned condition for 1 minute. A crea
ture repeats the save at the end of each of its turns
WEAPON OF WARNING ending the effect on itself on a success. Once used
Weapon (Any Simple or Martial), Uncommon (Requires this property can't be used again until the next
Attunement)
dawn.
As long as this weapon is within your reach and you Supernatural Awareness. While you are holding
are attuned to it, you and allies within 30 feet of the weapon, it alerts you to the location of anyn
you gain the following benefits. cret or concealed doors within 30 feet of Yo":
Alarm. The weapon magically awakens each sub addition, you can cast Detect Evil and Goo or
ject who is sleeping naturally when combat begins. Object from the weapon. Once you cast eit lithe
This benefit doesn’t wake a subject from magically you can’t cast it from the weapon again un
induced sleep.
Supernatural Readiness. Each subject has Advan next dawn. . . Neutral
Sentience. Whelm is a sentient, Law domof!2.
tage on its Initiative rolls. weapon with an Intelligence of 15. a W " Narkvision
and a Charisma of 15. It has hearing and
WELL OF MANY WORLDS out to 120 feet. ally withi
The weapon communicates telepat a Goblin,
Wondrous Item, Legendary
wielder and speaks Dwarvish, Gianta f clan thel
I his fine black cloth, soft as silk, is folded up to the Personality. Whelm has ties to the AWAeyhamme"
dimensions of a handkerchief. It unfolds into a cir created it, called the Dankil or the N >8 Whelns
cular sheet b feet in diameter. clan. It longs to be returned to that iat arises if t
purpose is to protect dwarves. Con
wielder doesn’t share this goal
CHAPTER 7 I TREASURE
We ^OON or WAR
(TRIDENY)
Wis
-1 WEAPON
(WAR PICK)
4
4
1
^/INO FAN
WINGED BOOTS
24-27 Ensor ed Staff (level 6. 7, 01-04 Adamantine Armor 38-40 Flame Tongue
or 8 spell) 05-08 Adamantine Weapon 41-43 Giant Slayer
28-31 ioun Stone (greater ab- 09-13 Ammunition, +1 44-46 Horn of Blasting
sorption, mastery, or 14-18 Bracers of Archery 47-48 Horn of Valhalla (brass or
regeneration) silver)
19-23 Enspelled Armor (cantrip
32-33 Iron Flask or level 1 spell) 49-51 loun Stone (protection)
34-41 Potion of Ciant Strength
24-28 Enspelled Weapon (cantrip 52-54 Mace of Disruption
(storm)
or level 1 spell) 55-57 Mace of Smiting
42-45 R of Djinni Summoning
29-33 Gauntlets of Ogre Power 58-60 Mace of Terror
46-49 Ring of Elemental Com
34-38 Javelin of Lightning 61-63 Potion of Giant Strengzr
mand (air, earth, fire, or
39-43 Mariner’s Armor (fire)
water)
44-48 Mithral Armor 64-66 Potion of Giant Strength
50-53 Ring of Invisibility
49-53 Potion of Giant Strength (frost or stone)
54-57 Ring of Spell Turning
(hiH) 67-69 Potion of Heroism
58 Ring of Three Wishes
54-58 Potion of Pugilism 70-72 Potion of Invulneraa it\
59 Robe of the Archmagi
59-62 Quiver of Ehlonna 73-75 Ring of Protection
60-61 Scroll of Titan Summoning
63-66 Saddle of the Cavalier 76-78 Ring of the Ram
62-65 Sovereign Clue
67-71 Sentinel Shield 79-81 Shield, ^2
66-83 Spell Scroll (level 9 spell)
72-76 Shield,+1 82-84 Shield of Missile Attract'
84 Sphere of Annihilation
77-81 Sword of Vengeance 85-86 Sun Blade
85 Staff of the Magi
82-85 Trident of Fish Command 87-88 Sword of Life Suahng
86-88 Talisman of the Sphere
86-90 Weapon, +1 89-90 Sword of Wounding
89-92 Tome of the Stilled Tongue
91-95 Weapon of Warning 91-92 Tentacle Rod
93-96 Universal Solvent
96-00 Wraps of Unarmed 93-94 Vicious Weapon
97-00 Well of Many Worlds
Power, +1
95-97 Weapon, ^2
ARMAMENTS TABLES 98-00 Wraps of Unarmed
ARMAMENTS-RARE
ARMAMENTS—COMMON IdlOO Item Power, ^2
CHAPTER7 TREASURE
IdlOO Item IdlOO Item IdlOO Item
13-14 Belt of Giant Strength 13-18 Belt of Giant Strength 35-36 Orb of Direction
(fire) (cloud) 37 38 Orb of Time
15-17 Belt of Giant Strength 19 21 Belt of Giant Strength 39 40 Perfume of Bewitching
(frost or stone) (storm)
41 42 Pipe of Smoke Monsters
18 19 Dancing Sword 22 27 Defender
43-44 Pole of Angling
20 22 Demon Armor 28 33 Efreeti Chain
45-46 Pole of Collapsing
23-25 Dragon Scale Mail 34-39 Enspelled Armor (level 6,
47 52 Potion of Climbing
26-28 Du*arv*en Plate 7, or 8 spell)
53 - 58 Potion of Comprehension
29-31 D^arven Thrower 40 45 Enspelled Weapon (level 6,
7, or 8 spell) 59-74 Potion of Healing
32-34 Energy Bow
46-51 Hammer of Thunderbolts 75-76 Prosthetic Limb
35-37 Enspelled Armor (level 4
52-56 Holy Avenger 77-78 Rope of Mending
or 5 spell)
57-62 Horn of Valhalla (iron) 79-80 Staff of Birdcalls
38-40 Enspelled Weapon (level 4
or 5 spell) 63-68 81-82 Sylvan Talon
Luck Blade
41 -43 Executioner’s Axe 69-72 83-84 Talking Doll
Moonblade
44-46 Frost Brand 85-86 Tankard of Sobriety
73-78 Plate Armor of
47-49 Horn of Valhalla (bronze) Etherealness 87-90 Veteran’s Cane
79-87 Potion of Giant Strength 91-93 Walloping Ammunition
50-52 loun Stone (strength)
(storm) 94-96 Wand of Conducting
53-55 Lute of Thunderous
Thumping 88-90 Rod of Lordly Might 97-00 Wand of Pyrotechnics
CHAPTER 7 1 TREASURE
330
IdlOO Item IdlOO item 11100 Item
61-65 Ring of Water Walking 52 54 Ring of Animal Influence 44 50 Potion of Vitality
66-70 Sending Stones 55 58 Ring of Resistance 51-55 Rod of Alertness
71-80 Spell Scroll (level 2 or 3 59 61 Ring of Spell Storing 56 65 Spell Scroll (level 6, 7, or
spell) 62 65 Scroll of Protection 8 spell)
81 85 Staff of the Adder 66-73 Spell Scroll (level 4 or 5 66 70 Spirit Board
86 90 Staff of the Python spell) 71 75 Staff of Fire
91-95 Wand of Magic Detection 74 76 Staff of Charming 76-80 Staff of Frost
96 00 Wand of the War Mage, +1 77-79 Staff of Healing 81 85 Staff of Striking
80-82 Staff of Smarming Insects 86-90 Staff of Thunder and
RELICS —RARE Lightning
83-85 Staff of the Woodlands
IdlOO Item Tome of Understanding
86-88 Staff of Withering 91-95
01-03 Amulet of Health
89-90 Stone of Controlling Earth 96-00 Wand of the War Mage, +3
04-07 Armor, +1
Elementals
08-09 Bowl of Commanding Wa RELICS —LEGENDARY
91-93 Tentacle Rod
ter Elementals IdlOO Item
94-96 Wand of Paralysis
10-11 Brazier of Commanding 01-08 Armor of Invulnerability
Fire Elementals 97-00 Wand of the War Mage, +2
09-18 Armor, +3
12-13 Censer of Controlling Air RELICS —VERY RARE 19-27 Enspelled Staff (level 6, 7.
Elementals or 8 spell)
IdlOO Item
14-16 Elixir of Health 28-36 Holy Avenger
01-05 Armor, +2
17-19 Enspelled Staff (level 2 or 37-45 Horn of Valhalla (iron)
06-10 Candle of Invocation
3 spell)
11-15 Cauldron of Rebirth 46-54 Rod of Resurrection
20-22 Horn of Blasting Scarab of Protection
16-20 Enspelled Staff (level 4 or 55-63
23-25 Horn of Valhalla (brass or 64-72 Scroll of Titan Summoning
5 spell)
silver)
21-25 Horn of Valhalla (bronze) 73-80 Spell Scroll (level 9 spell)
26-28 loun Stone (reserve or
26-30 loun Stone (insight) 81-90 Talisman of Pure Cood
sustenance)
31-35 Manual of Bodily Health 91-00 Talisman of Ultimate Evil
29-31 Mace of Disruption
36-43 Potion of Healing
32-34 Mace of Smiting
(supreme)
35-37 Mace of Terror
38-40 Necklace of Prayer Beads
41-43 Periapt of Proof against
Poison
44-51 Potion of Healing
(superior)
1/
f
5
4
s
332
CHAPTER 8
BASTIONS
BASTION is A LOCATION THAT BELONGS them a Paladin's Bastion might be similar to a Cler
CHAPTER 8 BASTIONS
333
Bastion is completely enclosed by defensive walls
BASTION MAP and it comes under attack (see "Bastion Events" at
Encourage players to create floor plans of their the end of this chapter), reduce by 2 the number
c haracters’ Bastions, configuring its facilities as of dice rolled to determine how many Bastion
they see fit and using the same techniques you use
Defenders are lost in the attack.
to create dungeon maps (see “Dungeons" in chapter
Doors and Windows. Each facility comes w ith one
3 and 'Adventure Maps" in chapter 4).
or more doors and shuttered windows, placed
n addition to basic and special facilities (de-
wherever the player sees fit. See "Doors" in chap
sc ribed later in this chapter), a Bastion can have the
ter 3 for kinds of doors to choose from, including
following features:
locked doors, secret doors, and portcullises. These
Closets. A basic or special facility can have one or features are free.
mor e closets, washrooms, or similar enclosures.
The closets must be inside the facility and can't COMBINING BASTIONS
inc rease the facility's area in squares. These fea Two or more players can combine their characters
tures are free. Bastions into a single structure. Doing so does*11
Corridors, Ramps, and Staircases. A facility can change the number of special facilities each Bas
< ontain one or more corridors, lamps, or stair tion can have, how those special facilities work. 01
case leading to other facilities in the Bastion. who issues orders to each Bastion. Each Bastion
I hese features are free. retains its own hirelings, which can't be sent to or
Defensive Walls. A character i an add defensive shared with another Bastion. Bastion Defenders
wall around their Bastion. A defensive wall is are handled differently: if some event deprives one
20 ft < i high and may include a walkway along its
charac ters Bastion of defenders, another characte
top. with a means to at < ess it (sueh as a ladder or
i an apply all or some of those losses to their Bast"
lift). Eac h 5 foot square of defensive wall takes
10 days to build and costs 250 GP || a chai ad tee's
inslc.nl, provided thetwo Bastions are
CHAPTER 8 I BASTIONS
FACILITY SPACE ENLARGING BASIC FACILITIES
The amount of space in a basic or special facility There is no in game benefit to enlarging a basic
determines its maximum area in 5 fool squares, facility, but a charac ter might enlarge a facility for
as shown in the Facility Space table. A player can cosmetic reasons or to increase the Bastion's size.
configure the squares of a facility as they please A character can spend money and time to increase
on their Bastion’s map The squares can be stacked the space of a basic facility in their Bastion by one
so that a facility’s area is distributed over multiple category, as shown on the table below.
levels or stories.
Space Increase Cost Time Required
FACILITY SPACE Cramped to Roomy 500 CP 25 days
Space Maximum Area Roomy to Vast 2,000 GP 80 days
Cramped 4 squares
Roomy 16 squares SPECIAL FACILITIES
36 squares Special facilities are Bastion locations where certain
Vast
activities yield game benefits. A character’s Bastion
initially has two special facilities of the character’s
BASIC FACILITIES choice for which they qualify. Each special facility
A character’s Bastion starts with two free basic fa can be chosen only once unless its description says
cilities. which the character's player chooses from otherwise.
the Basic Facilities list below. One of the chosen fa Unlike basic facilities, special facilities can’t be
cilities is Cramped. and the other is Roomy (see the bought; a character gains them through level ad
Facility Space table). A Bastion can have more than vancement. At level 9, a character gains two ad
one of each basic facility. ditional special facilities of their choice for which
they qualify; they gain one additional facility at
BASIC FACILITIES level 13 and another at level 17. The Special Facility
Bedroom Dining Room Parlor Acquisition table shows the total number of special
Courtyard Kitchen Storage facilities in a character’s Bastion. Each new special
facility immediately becomes part of the character’s
A basic facility comes with nonmagical furnishings
Bastion when the character reaches the level.
and decor appropriate for that facility.
Each time a character gains a level, that character
Basic facilities don’t have any game effects, but
can replace one of their Bastion’s special facilities
they can inspire roleplaying opportunities and en with another for which the character qualifies.
hance a Bastion’s verisimilitude. A Bastion with a
kitchen is functionally the same as one without, but SPECIAL FACILITY ACQUISITION
the former gives you and your players a fun setting
Special Special
to start game sessions, have in-character discus
Level Facilities Level Facilities
sions. or introduce new NPCs.
A character can add new basic facilities or enlarge 5 2 13 5
existing ones by spending money and time, as dis 9 4 17 6
cussed in the sections that follow. Any number of
basic facilities can be added or enlarged at the same REQUIREMENTS
time. A character doesn’t need to be in their Bastion Each special facility has a level. A character must
while basic facilities are being added or enlarged. be that level or higher to gain that facility. A special
facility might also have a prerequisite the character
ADDING BASIC FACILITIES
must meet to gain that facility. For example, only a
A character can add a basic facility to their Bastion character who can use an Arcane Focus or a tool as
by spending money and time. The cost of adding a a Spellcasting Focus can have an Arcane Study.
basic facility and the time required depend on the
facility's space, as shown on the table below. SPACE
Facility Space Cost Time Required A special facility occupies a certain amount of
20 days space (see “Facility Space”). A player can configure
Cramped 500 GP
the squares of a special facility as desired on the
Roomy 1,000 CP 45 days Bastion’s map. A special facility can be enlarged to
Vast 3,000 GP 125 days grant additional benefits if its description says so.
ORDERS______________________________ _
ARCANE STUDY
On a Bastion turn, a character in their Bastion can Level 5 Bastion Facility
issue special orders called Bastion orders-to one
Prerequisite: Ability to use an Arcane Focus or tool as
or more of their Bastion's special facilities. A char-
a Spellcasting Focus
acter needn’t issue orders to all the special facilities
Space: Roomy
in their Bastion on a given Bastion turn.
Hirelings: 1
The Maintain order is unusual; it is issued to the
Order: Craft
whole Bastion rather than to one or more special
facilities. If a character isn’t in their Bastion on a An Arcane Study is a place of quiet research that
given Bastion turn, the Bastion acts as though it contains one or more desks and bookshelves.
were issued the Maintain order on that turn unless Arcane Study Charm. After spending a Long Rest
the owner can communicate with the Bastion hire in your Bastion, you gain a magical Charm (see
lings using the Sending spell or similar magic. “Supernatural Gifts" in chapter 3) that lasts for 7
The orders are as follows: days or until you use it. The Charm allows you to
Craft. Hirelings in the special facility craft an item cast Identify without expending a spell slot or using
that can be made in that facility. During the time Material components. You can’t gain this Charm
required to craft an item, the facility can't be used again while you still have it.
to craft anything else, even if a special ability al Craft Options. When you issue the Craft order to
lows the facility to carry out two orders at once. this facility, choose one of the following options:
The hirelings have proficiencies with Artisan's Craft: Arcane Focus. You commission the facility s
Tools as specified in the facility’s description. hireling to craft an Arcane Focus. The work takes
Empower. The special facility confers a temporary 7 days and costs no money. The Arcane Focus re
empowerment to you or someone else. mains in your Bastion until you claim it.
Harvest. Hirelings gather a resource produced in Craft: Book. You commission the facility's hireling
the special facility. During the time required to to craft a blank book. The work takes 7 days and
harvest a resource, the facility can’t be used to costs you 10 GP. The book remains in your Bas
harvest anything else, even if a special ability al tion until you claim it.
lows the facility to carry out two orders at once. Craft: Magic Item (Arcana). If you are level 9*. you
Maintain. All the Bastion’s hirelings focus on main-
can commission the facility's hireling to craft a
taining the Bastion rather than executing orders Common or an Uncommon magic item chosen by
in spec ial facilities. Issuing this order prohibits
you from the Arcana tables in chapter 7. I he facil
o' her orders from being issued to the Bastion on
ity has the tool required to craft the item. and the
the current Bastion turn. Each time the Maintain
hireling has proficiency with that tool as well as
older is r sued, the DM rolls once on the Bastion
proficiency in the Arcana skill. See the “Crafting
) vents table at the end of this chapter. Bastion
Magic Items" section in chapter 7 for the time an
events are re solved befoie the next Bastion turn.
money that must be spent to craft the item. If the
Recruit. Hirelings recruit creatures to the Bastion.
item allows its user to cast any spells from it, yo"
I hese creatures might include one or more Bas
must craft the item yourself (the facility s hirelin
tion Defenders, who e main pur pose is to defend
can assist), and you must have all those spells Pr
tlit Bastion if it is attacked (see “Bastion Events"
pared every day you spend crafting the item.
at the end of tins chapter) I he Bastion generates
enough income to provide for the needs of its Bas
tion Defenders.
• BASTIONS
ARMORY BARRACK
Level 5 Bastion Facility Level 5 Bastion Facility
Prerequisite: None Prerequisite: None
Space: Roomy Space: Roomy
Hirelings: 1 Hirelings: 1
Order: Trade Order: Recruit
An Armory contains mannequins for displaying A Bastion can have more than one Barrack, each of
ar mor, hooks for holding Shields, racks for storing which is furnished to serve as sleeping quarters for
weapons, and chests for holding ammunition. up to twelve Bastion Defenders.
Trade: Stock Armory. When you issue the Trade Recruit: Bastion Defenders. Each time you issue
order to this facility, you commission the facility’s the Recruit order to this facility, up to four Bas
h ir e ling to stock the Armory with armor, Shields, tion Defenders are recruited to your Bastion and
weapons, and ammunition. This equipment costs assigned quarters in this Barrack. The recruitment
o J 100 GP plus an extra 100 GP for each Bastion costs no money. You can’t issue the Recruit order to
Defender in your Bastion. If your Bastion has a this facility if it’s fully occupied.
Smithy, the total cost is halved. Keep track of the Bastion Defenders housed in
While your Armory is stocked, your Bastion De each of your Barracks. If you lose Bastion Defend
fenders are harder to kill. When any event causes ers, deduct them from your roster. Assign names
0 * to roll dice to determine if your Bastion loses and personalities to your Bastion Defenders as you
ne or more of its defenders (see “Bastion Events see fit.
al the end of this chapter), roll 1d8 in place of each Enlarging the Facility. You can enlarge your Bar
d6 you would normally roll. When the event is over, rack to a Vast facility by spending 2,000 GP. A \ ast
'" equipment in your Armory is expended regard Bai rack can accommodate up to twenty five Bas
of how many Bastion Defenders you have or tion Defenders.
how many you lost, leaving your Armory depleted
ntil you issue another Trade order to the facility
d pay the cost to restock it.
GARDEN TYPES
Garden Type Description Harvest
Decorative Aesthetically pleasing garden full of flowers Ten exquisite floral bouquets (worth 5 GP each'
and topiaries. ten vials of Perfume, or ten Candles
Food Garden of delicious mushrooms or 100 days worth of Rations
vegetables
Herb Garden of rare herbs, some of which have Herbs that are used to create either ten Healer 5
medicinal uses Kits or one Potion of Healing
Poison Garden stocked with plants and fungi from Plants that are used to create either two vials of
which poisons and antitoxin can be extractedAntitoxin or one vial of Basic Poison
made from healing herbs. The work takes 7 days
GREENHOUSE and costs no money.
l evel 9 Bastion Facility Harvest: Poison. You commission the facility’s
hireling to extract one application of a poison
Prerequisite: None
from rare plants or fungi. Choose the type of poi
Space: Roomy
son from the following options: Assassin's Blood,
Hirelings: 1
Malice, Pale Tincture, or Truth Serum. See “Poi
Order: Harvest
son" in chapter 3 for each poison's effect. Once
A Greenhouse is an enclosure where rare plants and harvested, the poison can be contained in a vial.
fungi are nurtured in a controlled climate. The work takes 7 days and costs no money.
Fruit of Restoration. One plant in your Green
house has three magical fruits growing on it. Any
creature that eats one of these fruits gains the ben GUILDHALL
efit of a L esser Restoration spell. Fruits that aren't Level 17 Bastion Facility
eaten within 24 hours of being picked lose their Prerequisite: Expertise in a skill
magic. The plant replaces all picked fruits daily at Space: Vast
dawn, and it can't be transplanted without killing it. Hirelings: 1
Harvest Options. When you issue the Harvest Order: Recruit
order to this facility, choose one of the following
options: A Guildhall comes with a guild, for which you are
the guild master. Choose the type of guild from
Harvest: Healing Herbs. You commission the facil the options in the Sample Guilds table, or work
ity's hireling to create a Potion of Healing (greater) with your DM to create a new guild. The facility is
SAMPLE GUILDS
Guild Symbol Assignment
Adventurers'Guild Lit torch You send adventurers to track down a Beast that has a Challenge Rating
of 2 or lower and is known to lair within 50 miles of your Bastion. The ad
venturers slay or capture the creature (your choice) in 1 d6 + 1 days. If the
creature is slain and your Bastion has a Trophy Room, you can add a tro
phy taken from the creature to that facility. If the creature is captured and
your Bastion has a Menagerie, you can add the creature to that facility,
provided the facility has space to house it.
Bakers' Guild Pastry You assign bakers to create baked goods for a prestigious event that oc
curs within the next 7 days. You can receive payment in coin (500 GP) or
in the form of a favor owed to you by the event's host, the details of which
are left to you and the DM.
Brewers’ Guild Foaming mug You assign brewers to deliver fifty 40-gallon barrels of ale (worth 10 GP
each) to your Bastion in 7 days.
Masons' Guild Stone mask You assign masons to add a defensive wall to your Bastion at no cost
Alternatively, you can have the masons perform this work for another
character’s Bastion, provided their Bastion is within 1 mile of yours. Each
5-foot square of defensive wall takes 1 day to build instead of 10 (see
"Bastion Map”).
Shipbuilders’ Guild Crossed oars You assign shipbuilders to build one of the vehicles in the Airborne and
Waterborne Vehicles table of the Player's Handbook. You pay the full cost
of the vehicle, and the work takes 1 day per 1,000 GP of the vehicle's cost
(a Rowboat can be made in 1 day).
Thieves’ Guild White key You assign thieves to infiltrate a location within 50 miles of your Bastion
and steal a nonmagical object from it. The object can be no bigger than
5 feet in any dimension and is delivered to your Bastion in ld6 + 1 days.
The DM may decide this activity leaves you at risk of retaliation from law
enforcement or the victim.
CHAPTER 8 ! BASTIONS
Craft: Poison. You commission the facility’s hi
a meeting room where members of your guild can
ling to craft a vial containing one application"
discuss important matters in your presence.
poison. The poison must be one of the follow? ’
Your guild has roughly fifty members made up of
Burnt Othur Fumes, Essence of Ether, or Tor 7
skilled folk who live and work outside your Bastion,
This work takes 7 days, and you must pay hal"
usually in nearby settlements
the poison's cost. See "Poison" in chapter 3 for ,
Recruit: Guild Assignment. I ach time you issue the
script ions and costs of poisons.
Recruit order to this facility, you commission the
facility s hireling to rec i uit guild members to per
form a spec ial assignment Each guild in the Sample
LIBRARY
Guilds table spec ifies the natur e of that assignment.
Levels Bastion Facility
W ith your DM s permission and help, you can ere
ate new assignments for guild members to complete. Prerequisite: None
Space: Roomy
Hirelings: 1
I ABORATORY Order: Research
I evel 9 Bastion Facility
This Library contains a collection of books plus one
Prerequisite: None or more desks and reading chairs.
Space: Roomy Research: Topical Lore. When you issue the Re
Hirelings: 1 search order to this facility, you commission the
Order: Craft facility’s hireling to research a topic. The topic can
A 1 aboratory contains storage space for alchem be a legend, a known event or location, a person
ical supplies and workspaces for crafting various of significance, a type of creature, or a famous
concoctions. object. The work takes 7 days. When the research
Craft Options. When you issue the Craft order to concludes, the hireling obtains up to three accurate
this facility, choose one of the following options: pieces of information about the topic that were pre
viously unknown to you and shares this knowledge
Craft: Alchemist’s Supplies. The facility's hireling with you the next time you speak with them. The
crafts anything that can be made with Alchemist's DM determines what information you learn.
Supplies, using the rules in the Player's Handbook
and chapter 7 of this book.
MEDITATION CHAMBER
Level 15 Bastion Facility
Prerequisite: None
Space: Cramped
Hirelings: 1
Order: Empower
have it SCRIPTORIUM
Craft: Sacred Focus. When you issue the ( I aft Level 9 Bastion Facility
order to this fac ility . you commission the facility’s
Prerequisite: None
hireling to craft a Druidic I ocus (wooden staff) or Space: Roomy
a Holy Sy mbol l he work takes 7 days and i oMs no
Hirelings: 1
money The item remains in your Bastion until you
Order: Craft
claim it
A Scriptorium contains desks and writing supplies
Craft Options. When you issue the Craft order to
SANCTUM this facility, choose one of the following options
I < iv 17 Bastion Facility
Craft: Book Replica. You commission the facility s
Prerequisite: Ability to use a Holy Symbol or Druidic hireling to make a copy of a nonmagical Book.
Focus as a Spellcasting Focus Doing so requires a blank book. The work takes
Space: Roomy 7 days.
Hirelings: 4
Craft: Spell Scroll. You commission the facility’s
Order Empower hireling to scribe a Spell Scroll containing one
A Sanctum is a place of solace and healing. Cleric or Wizard spell of level 3 or lower. The
Sanctum Charm. After spending a Long Rest in facility has the necessary Calligrapher’s Supplies
y our Bastion, you gain a magical Charm (see "Su- and the hireling meets all the prerequisites needed
pc: natural Gifts” in chapter 3) that lasts for 7 days to scribe the scroll. The “Crafting Equipment"
or until you use it. The Charm allows you to cast section in the Player's Handbook specifies the time
Heal once without expending a spell slot. You can’t needed to scribe the scroll and the cost of the
gain this Charm again while you still have it. scroll, which you must pay.
Empower Fortifying Rites. When you issue the Craft: Paperwork. You commission the facility s
Empower order to this facility, you inspire its hireling to create up to fifty copies of a broad
hirelings to perform daily rites that benefit you sheet, a pamphlet, or another loose-leaf paper
or another character you name. The beneficiary product. The work takes 7 days and costs you 1GP
doesn't need to be in the Bastion when the rites are per copy. At no additional cost in time or money,
performed to gain their benefit. Each time the ben- the facility’s hireling can distribute the paper
eficiary finishes a Long Rest, they gain Temporary work to one or more locations within 50 miles of
Hit Points equal to your level. This effect lasts for your Bastion.
7 days.
Sanctum Recall. While the Sanctum exists, you
alway s have the Word of Recall spell prepared.
W hene ver you cast Word of Recall, you can make
. our Sanctum the destination of the spell instead
of another place you have previously designated. In
addition, one creature of your choice that arrives in
the Sanctum via this spell gains the benefit of a Heal
animals are available for purchase-horses. ponies,
SMITHY and mules being the most common. The Mounts
I cvcl5 Bastion Facility and Other Animals table in the Plovers Handbook
Prerequisite: None gives standard prices for various mounts. You bear
the total cost of any purchases.
Space: Roomy
Hirelings: 2 When you sell a mount from your Stable, the
buyer pays you 20 percent more than the standard
Order: Craft
price; this profit increases to 50 percent when you
This Smithy contains a forge, an anvil, and other reach level 13 and 100 percent when you reach
tools needed to craft weapons, armor, and other level 17.
equipment. Enlarging the Facility. You can enlarge your Sta
Craft Options. When you issue the ('raft order to ble to a Vast facility by spending 2,000 GP. If you
this facility, choose one of the following options: do so, the Stable is large enough to house six Large
animals.
Craft: Smith’s Tools. The facility’s hirelings craft
anything that can be made with Smith’s Tools, us
ing the rules in the Players Handbook.
STOREHOUSE
Craft: Magic Item (Armament). If you are level 9+,
Level 5 Bastion Facility
can you commission the facility’s hirelings to craft
a Common or an Uncommon magic item chosen Prerequisite: None
by you from the Armaments tables in chapter 7. Space: Roomy
The facility has the tool required to craft the item, Hirelings: 1
and the hirelings have proficiency with that tool Order: Trade
as well as proficiency in the Arcana skill. See the A Storehouse is a cool, dark space meant to contain
“Crafting Magic Items” section in chapter 7 for objects from the Trade Goods table in chapter 7 and
the time and money that must be spent to craft from chapter 6 of the Player's Handbook.
the item. If the item allows its user to cast any Trade: Goods. When you issue the Trade order to
spells from it, you must craft the item yourself this facility, its hireling spends the next 7 days pro
(the facility’s hirelings can assist), and you must curing nonmagical items that have a total value of
have all those spells prepared every day you spend 500 GP or less and stores them in the Storehouse,
crafting the item. or the hireling uses those 7 days to sell goods in
the Storehouse. You bear the total cost of any pur
chases, and the maximum value of the items pur
STABLE chased increases to 2,000 GP when you reach level
Level 9 Bastion Facility 9 and 5,000 GP when you reach level 13.
Prerequisite: None When you sell goods from your Storehouse. the
Space: Roomy buyer pays you 10 percent more than the standard
Hirelings: 1 price; this profit increases to 20 percent when you
Order: Trade reach level 9, 50 percent when you reach level 13,
and 100 percent when you reach level 17.
A Bastion can have more than one Stable. Each Sta-
ble you add to your Bastion comes with one Riding
Horse or Camel and two Ponies or Mules; see the TELEPORTATION CIRCLE
Poyer's Handbook or the Monster Manual for these Level 9 Bastion Facility
' atures' stat blocks. The facility is big enough to
Prerequisite: None
ouse three Large animals. Two Medium creatures
Space: Roomy
' upy the same amount of space as one Large
Hirelings: 1
'* ature there. The facility’s hireling looks after
Order: Recruit
' hese creatures.
After a Beast that can serve as a mount spends Inscribed on the floor of this room is a permanent
I ast 14 days in this facility, all Wisdom (Animal teleportation circle created by the Teleportation Cir
Handling) checks made with respect to it have de spell.
Advantage. Recruit: Spellcaster. Each time you issue the Re
Trade: Animals. When you issue the Trade order to cruit order to this facility, its hireling extends an
his facility, you commission the facility’s hireling invitation to a friendly NP( spellcaster. Roll any
to buy or sell one or more mounts at normal cost, die. If the number rolled is odd, the invitee declines
' eeping the ones you buy in your Stable. I he work the invitation, and you gain no benefit from having
ikes 7 days, and the DM decides what types ot issued the order. If the number rolled is even, the
CHAPTER 8 BASTIONS
rehearsals end. a character can expend their The
invitee accepts the invitation and arrives in your
ater die to roll it and add the number rolled to one
Bastion via your Teleportation Circle.
While you are in your Bastion, you can ask the 1)20 Test they make, immediately after rolling (he
spellcaster to cast one Wizard spell of level 4 or d20. If a character hasn’t expended their Theater
lower; if you are level 17+, the spell's maximum level die before gaining another, their first die is lost.
increases to 8 The spellcaster is assumed to have
the spell prepared if the spell has one or more Ma
TRAINING AREA
terial components that cost money, you must pay
Level 9 Bastion Facility
for them before the spell can be cast.
The spellcaster stay s for 14 days or until they cast Prerequisite: None
a spell for you. The spells aster won’t defend your Space: Vast
Bastion and departs immediately if the Bastion is Hirelings: 4
attacked (see Bastion Events" at the end of the Order: Empower
chapter).
A Bastion can have more than one Training Area.
A Training Area might be an open courtyard, a
THEATER
gymnasium, a music or dance hall, or a cleverly
1 owl 9 Bastion Facility built gauntlet of traps and hazards. It might contain
inanimate targets (for weapon practice), padded
Prerequisite: None mats, and other equipment. One of the facility’s
Space: Vast
hirelings is an expert trainer; the others serve as
Hirelings: 4
training partners.
Order: Empower
When a Training Area becomes part of your Bas
The Theater contains a stage, a backstage area tion, choose one trainer from the Expert Trainers
where props and sets are kept, and a seating area table. On each Bastion turn, you can replace that
for a small audience. trainer with another one from the table.
Empower Theatrical Event. When you issue the
Empower order to this facility, its hirelings be EXPERT TRAINERS
gin work on a theatrical production or concert. Trainer Type Empower Effect
Rehearsals and other preparations take 14 days, When you take damage from an at
Battle Expert
f ollowed by at least 7 days of performances. The
tack made with an Unarmed Strike
performances can continue indefinitely until a new
or a weapon, you can take a Reac
production gets underway.
You or another character can contribute to a pro tion to reduce this damage by 1d4.
duction in the following ways: Skills Expert You gain proficiency in one of the
Composer/Writer. A character can compose music following skills of your choice: Ac
or write a script for a concert or production that robatics, Athletics, Performance.
hasn’t started rehearsals yet. This effort takes Sleight of Hand, or Stealth.
14 days. Tools Expert You gain proficiency with one tool
Conductor/Director. A character who remains in of your choice.
the Bastion for the entirety of the production can
Unarmed When you hit with your Unarmed
serve as the concert's conductor or the produc
Combat Expert Strike and deal damage, the attack
tion's director.
Performer. A character who remains in the Bastion deals an extra 1 d4 Bludgeoning
for the entirety of the rehearsal period can be damage.
a star performer in one or more of the perfor- Weapon Expert Choose a kind of Simple or Martia
manc > •>; one of the 1 heater’s hirelings can serve as weapon,such as Spear or Long
an understudy for additional performances. bow. If you aren't proficient with
At the end of a rehearsal period, each character the weapon, you gain proficiency
who contributed to the concert or production can with it. If you already have profi
make a It* 15 ( bar isma (Pei for manic) chec k If ciency with the weapon, you can
more of these checks succeed than fail, you and use its mastery property.
any other chai at ter who contributed to the concert
or produr tion ear h gain a I heater die, a d6. I his Empower: Training. When you issue the Empower
die changes to a d8 when you reach level 13 and a order to this facility, the facility’s hirelings conduct
diO when you reach level 17. At any point after the training exercises for the next 7 days. Any character
CHAPTER 8 I BASTIONS
ld100 Treasure
BASTION TRACKER 01 40 Roll on the 25 GP Art Objects table
Players can use the Bastion Tracker sheet as a 41 -63 Roll on the 250 GP Art Objects table
record of the facilities and other characteristics of
their Bastions Encourage your players to list their 64 73 Roll on the 750 GP Art Objects table.
hirelings on this sheet and develop them more 74 75 Roll on the 2,500 GP Art Objects table
fulls as NPCs on separate sheets (perhaps using
76 90 Roll on a Common Magic Items table of
the NPC Tracker in chapter 1) Similarly, the Bas
your choice (Arcana. Armaments. Imple.
tion Trac ke i provides space to indicate the space
of eac h special facility but encourage players to ments, or Relics).
draw maps of their Bastions (see "Bastion Map' 91 98 Roll on an Uncommon Magic Items table
earlier in this chapter) of your choice (Arcana, Armaments, Imple.
ments, or Relics).
LOST HIRELINGS
99-00 Roll on a Rare Magic Items table of your
One of your Bastion's special facilities (determined
choice (Arcana, Armaments, Implements
randomly) loses its hirelings. The cause of their
departure is up to you. The facility can't be used or Relics).
on your next Bastion turn, but the hirelings are re-
placed at no cost to you at that point. FALL OF A BASTION
A player character can lose their Bastion in the fol
M AGICAL DISCOVERY
lowing ways:
Your hirelings discover or accidentally create an
Uncommon magic item of your choice at no cost to Divestiture. A character can give up their Bastion
you. The magic item must be a Potion or Scroll. anytime, releasing the Bastion's hirelings and
abandoning the location. The divested Bastion is
REFUGEES
quickly vacated, is eventually looted, and might
A group of 2d4 refugees fleeing from a monster even be burned to the ground.
attack, a natural disaster, or some other calamity Neglect. If a character issues no orders to their
seeks refuge in your Bastion. If your Bastion lacks
Bastion for a number of consecutive Bastion turns
a basic facility large enough to house them, the ref
equal to the character's level (typically because
ugees camp right outside the Bastion. The refugees
the character is dead or otherwise out of commis
offer you 1d6 x 100 GP as payment for your hospi
sion), the hirelings abandon the Bastion and the
tality and protection. They stay until you find them
site is eventually looted. If the character returns
a new home or a hostile force attacks your Bastion.
later, they can start a new Bastion, perhaps build
REQUEST FOR AID ing it amid the ruins of the old one.
Your Bastion is called on to help a local leader. Ruination. Drawing the Ruin card from the Deck '
Perhaps there's a search on for a missing person, Many Things (as described in chapter 7) instantly
or brigands are plaguing the area. If you help, you deprives a character of their Bastion. When such
must dispatch one or more Bastion Defenders. Roll an event occurs, the player can decide what tern
1 d6 for each Bastion Defender you send. If the total ble fate befalls the Bastion. The Bastion might be
is 10 or higher, the problem is solved and you earn sacked by enemies or destroyed by an earthquake
a reward of ld6 * 100 GP. If the total is less than 10, for example.
i he pi oblem is still solved, but the reward is halved Regardless of how the Bastion falls, the player can
and one of your Bastion Defenders is killed. Remove work with the DM to establish a new Bastion and
that Bastion Defender from your Bastion’s roster. determine how it comes into being. Use the Special
TREASURE Facility Acquisition table to determine how mans
Your Bastion acquires an art object ora magic item special facilities come with it. The new Bastion also
detei mined by rolling on the table below and then starts with two basic facilities (one Cramped and
rolling on the spec ified table in chapter 7. How the one Roomy) of the player's choice.
Bastion at quilt s this treasure is up to you. It might
i cpi << nt an inher itanc e, a gift from a guest or an
admit ei. a theft, oi a fortunate disc overy. If you're
in the Bastion, you can claim the treasure immedi
ately; other wise it is plat id in storage until you < an
claim it.
CHAPTEK • I BASTIONS
j, BASTION TRACKER
BASTION'S NAME:_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
BASIC FACILITIES
BASTION DEFENDERS:
SPACE: SPACE:
ORDER: ORDER:
HIRELINGS: HIRELINGS:
NOTES NOTES
SPACE: SPACE:
ORDER: ORDER:
HIRELINGS: HIRELINGS:
NOTES NOTES
SPACE SPACE
ORDER ORDER
HIRELINGS HIRELINGS
NOTES NOTES
APPENDIX A
LORE GLOSSARY
This appendix prov ides brief descriptions for many . eyes now glow with demonic flame. A secre-
of the D&D game’s most famous heroes. villains, and ..It of Ashardalon’s followers and spawn serve,
creatures locations, and materials. (If something tie on I he Material Plane. furthering the dragon’s
isn’t listed here, chec k the index to see whether it s EeTemes to attain godhood.
cox ered elsew here in the book.) 1 he entries are pi e
BABA YAGA
tented in alphabetical order
Ter ms in bold have their own entries in this Baba Yaga (BAH bah YAH-gah) is an arch hag known
the Mother of All Witches. She is also the
appendix. as
adoptive mother of Iggwilv. Baba Yaga is famous
ACERERAK for her chicken-legged hut. in which she travels
Acererak (ah S AIR-er rack) is a powerful lich who across the planes of the multiverse. This impatient,
travels between worlds and takes pleasure in de- foul-tempered hag is a font of knowledge about all
x ouring the souls of adventurers, whom he lures things magical.
into trap ridden dungeons to suffer horrible deaths.
The most famous of such dungeons is the Tomb of BAHAMUT
Horrors, hidden in the Vast Swamp in the Grey- Bahamut (ba-HA-mutt) is one of the primordial
haw k setting (see “Greyhawk Gazetteer" in chapter dragons who (along with Tiamat) is said to have
5); another lies under the lost city of Omu in the created the First World. For practical purposes, he
jungles of Chult in the Forgotten Realms setting is a god-ageless and immortal-who has dwelled in
(described in the adventure Tomb of Annihilation). Mount Celestia (see chapter 6) since the destruc
tion of the First World. In the Dragonlance setting,
ADAMANTINE where he is called Paladine (PAL-a-deen), he is the
Adamantine is one of the hardest substances in exis greatest of the gods of good. On other worlds, he
tence. a dark metal found in meteorites and extraor is revered as a god of justice and nobility and is fa
dinary mineral veins. (See the Adamantine Armor vored by Paladins.
and Adamantine Weapon magic items in chapter 7.)
ALUSTRIEL SiLVERHAND
Alustriel tah-LOOSE-tree-ell) Silverhand is the second
> if sex tn daughters of Mystra, a deity of magic in
the I -gotten Realms setting. (Laeral Silverhand
is Alustriel’s younger sister.) She ruled the city of
Silver .moon for centuries but stepped down from
that position a little over a century ago to promote
goodness and compassion in the multiverse. She has
be f r ie nded adventurers such as Drizzt Do’Urden
and worked alongside the Harpers in pursuit of
these aims.
ASHARDALON
! he ter i ibie red di agon Ashardalon (ah SHAR-iluh-
lawn) is legendary ac loss the multiverse for his
rampage which turned lush grasslands into ashen
plains and caused mighty citadels to be swallowed
into the earth As he gi ew aware of worlds be
yond his home, he recruited a balor demon named
Ammet the Eater of Souls, to help him extend his
reach and increase his power When an adventurer
IGGWILV KERAPTIS
Before she changed her name and conquered According to legend, Keraptis (kuh RAP tiss) was an
enough of I astern Oerik (the Greyhawk setting) evil archmage who long ago seized power as a petty
to rightfully call herself the Witch Queen of Per- tyrant somewhere in the northern mountains of
renland, Iggwilv (IGG uih) was known as Tasha, a the Greyhawk setting. When his demands on the
human mage who began her career as the appren local populace became too extreme, a revolt drove
tice of Zagig Yragerne (see Zagyg). Later, as an him into hiding. He disappeared into the tunnels
adventurer, she created several new spells, includ beneath White Plume Mountain (see “Greyhawk s
ing Tasha's Hideous Laughter and Tasha's Bubbling Premise" in chapter 5). It’s conceivable that he
Cauldron, leaning on the teachings of her adoptive became a lich as the grim climax of his magical
mother, the arch-hag Baba Yaga. As Tasha grew in research.
power and made powerful enemies, she changed
her name to Iggwilv. In this guise, she became
enchanted with the power of the Abyss and wrote
the definitive treatise on demonkind: the Demonom-
icon of Iggwilv (see chapter 7). She also bound and
trapped the demon lord Graz’zt (see chapter 6).
Iggwilv ruled Perrenland as a tyrant. When
Graz zt escaped his magical prison, Iggwilv went
into hiding. Iggwilv’s current location is unknown,
but she left behind a cambion son (luz), who
has his mother’s tyrannical bent, and a
daughter (Drelnza), who is now a vam
pire and lairs in the Lost Caverns of
Tsojcanth (see “Greyhawk Gazetteer” in
chapter 5), not far from her mother’s old
haunts.
IUz V
luz (EYE ooze or eye-OOZE) is a cambion and
the son of Iggwilv and Graz’zt (see chapter 6).
He is every bit as evil as his father and as bent
on conquest as his mother at her very worst. He
r ules a significant portion of Eastern Oerik (in the
Greyhawk setting), and some fear that he aspires
to < onquer even more territory. See “Greyhawk’s
Premise' in chapter 5.
JALLARZI SALLAVARIAN
I he youngest and most recently appointed member
of the Circle of Eight (see chapter 5), Jallarzi Salla
varian (juh l AB zee sal ah VAIR ee en) is a Warlock
with a celestial patron She is more inclined toward
good than the more neutt al member s of the ( ircle
of Eight and enjoys wander ing the l i ee ( ity of
Greyhawk (see chapter 5) in disguise, monitor ing
sinister elements of society there
KYUSS
Variously identified as an Elder Evil, as a demigod,
or as a mortal priest of the demon lord Onus (see
chapter 6). Kyuss (K YE uss) is a mysterious figure
best known as the Worm That Walks. Kyuss man
ifests on the Material Plane as a colossal mass of
maggots and worms animated by a single evil will.
OTTO
Otto (AW-toe) is an affable dwarf Bard with a taste
for fine food, good music, and expensively tailored
clothes. His sociable and outgoing personality
masks the fact that he’s also a member of the Circle
of Eight (see chapter 5) and committed to the goals
of that organization. He is well-known across the
multiverse for his creation of the Otto’s Irresistible
Dance spell.
PH AN DA LIN
I he frontier town of Phandalin (IAN duh tin or fan
DAY hn) in the Sword Coast region of the Forgotten
Realms setting is built on the ruins of a much older
settlement Hundreds of years ago, old Phandalin
was a thriving town until it was sacked by bandits
and lay abandoned for centuries.
In the past few years, hardy folk from the cities of
Neverwinter and Waterdeep have begun settling
atop the ruins of old Phandalin. It's now home to
LORE GLOSSARY
Bral is populated by an outlandish collection of
traders, scoundrels, mercenaries, pirates, nobles,
and entrepreneurs. Generally, law enforcement is
sporadic, which means that order is elusive. Most
folks who call the Rock home adhere to two prin
ciples: mind your own business whenever possible,
and enough gold can fix anything.
TIAMAT
Tiamat (TEE-a-mat) is one of the primordial dragons
who (along with Bahamut) is said to have created
the First World. Since the destruction of the First
World, she has made her home in the Nine Hells (see
chapter 6), where she is served by devils and enjoys
the worship of mortals across the multiverse. In the
Dragonlance setting. where she is known as Takhi
sis (ta-KEE-sis), she is the greatest of the gods of evil.
On many worlds, she is known as a god of greed,
wealth, and vengeance.
Chromatic dragons might fear, respect, envy, and
appease Tiamat as a sovereign, but they don't wor
ship her. Their devotion to her rarely supersedes
their devotion to their own goals.
UNDERDARK. THE
THE SUMMER QUEEN 39
The Underdark is a vast subterranean realm of nat
ural caverns and passages extending far beneath
the surface of most D&D worlds. Many creatures
inhabit the Underdark, including drow, duergar,
SUMMER QUEEN, THE svirfneblin. and other species that have adapted to
Titania, the Summer Queen, is the regal and char the world below the surface.
ismatic ruler of the Summer Court in the Feywild
UNDERMOUNTAIN
(see chapter 6). Perhaps the mightiest of the arch
Undermountain is the largest, deepest dungeon in
fey, she can ripen a crop with a smile and summon
the Forgotten Realms setting. It's a series of inter
wildfires with the merest crinkling of her brow.
connected dungeon levels sprawling far beneath
SWORD COAST, THE the city of Waterdeep. Its tunnels connect to pre
The Sword Coast is the western edge of the conti existing mithral mines and natural caverns of the
nent of the Forgotten Realms setting, running along Underdark. The best-known entrance to Under
the Sea of Swords. It's a narrow band of territory mountain is through the Yawning Portal tavern in
dominated by several major city-states, from Nev- Waterdeep, but other routes also exist. A reclusive
erwinter in the north to Baldur's Gate in the south, and cantankerous archmage named Halaster Black
with Waterdeep in between. cloak claims Undermountain as his domain. al
though his overlordship isn't widely acknowledged
SZASS TAM by the dungeon’s other denizens.
Szass Tam (ZASS TAM) is a powerful lich and necro
mancer in the Forgotten Realms setting. As leader VAJRA SAFAHR
of the Red Wizards of Thay, he has countless spies, Vajra Safahr (VAWJ-rah sahFAR) is a human Wiz
assassins, and other agents at his service, and his ard in her midthirties, making her the youngest
schemes span centuries and reach to the ends of person ever to hold the position of Blackstaff the
the world. chief mage of Waterdeep and the head of Blackstaff
Academy, a school for mages. Several of the older
TASHA and more seasoned mages of Waterdeep consider
See Iggwilv Vajra an upstart, but they are smart enough not to
him as a bootblack and scribe. He studied magic in
secret until he amassed enough power to slaughter
the order, and then he turned his efforts toward
scribing the Book of Vile Darkness (described in
chapter 7). Armed with that dread tome, he forged
a kingdom to rule, with the vampire Kas as his
lieutenant. But Kas betrayed and killed him, leaving
only one hand and one eye intact (the Eye and Hand
of Vecna are described in chapter 7).
Veena’s evil will was so great that he persisted
beyond death and eventually became a demigod of
secrets and evil magic. His ambition drives him to
pursue greater divine power across the multiverse.
VENGER
Venger (VENjur) was once both human and good-
hearted, but some fiendish force transformed him
into a winged, one-horned villain. His schemes have
spanned centuries and worlds, as he seeks to seize
ever-increasing magical power. He has a particular
loathing for Tiamat and longs to overthrow her. He
is often seen astride a flying black steed, his shad
owy adviser in tow.
Vl
Vi (VYE) is a gnome artificer, entrepreneur, and
traveler of many worlds who originally hails from
Eberron. After helping to create terribly destructive
VECNA weapons during the Last War. Vi sought to atone
for this guilt by establishing the Fixers, an organiza
tion dedicated to solving apparently hopeless prob
lems. From the Fixers’ headquarters in Sigil, Vi has
brought her genius, warm heart, and love for a stiff
challenge her. As the badge of her office, she carries drink to many worlds across the multiverse.
the Blackstaff, an Artifact that holds the spirits of all
VLAAKITH
her predecessors.
Vlaakith (VLAH-kith) is the lich-queen of the
VALOR’S CALL githyanki city of Tu’narath, adrift in the Astral
1 he noble adventuring party known as Valor’s Call Plane (see chapter 6). She is ancient, having fought
was founded by Strongheart, a resolute human Pal alongside a leader named Gith to win her people’s
adin committed to destroying evil wherever it rears freedom from the mind flayers that enslaved them.
its head. Strongheart alone determines who can Githyanki of Tu’narath swear unquestioning obe-
become a member of this prestigious group, and he dience to the lich-queen, and she promises access
is always looking for courageous heroes willing to to paradise to those who serve her loyally. In truth,
devote themselves to a good cause. she feasts on the souls of any subjects who grow
Only good-aligned characters can join Valor’s powerful enough to dream of challenging her.
Call. The group enjoys the patronage of Yolande,
WATERDEEP
the queen of Celene, and carries out missions on her
behalf both in the Greyhawk setting (see chapter 5) Waterdeep is the most famous and cosmopolitan
and in the Fey wild (see chapter 6). city in the Forgotten Realms setting. It's a center of
Prominent members of Valor’s Call include the wealth and influence where people come to make
dwarf Fighter Elkhorn, the human Cleric Mercion, their dreams come true. The city is home to the
the human Rogue Molliver, and the human Wizard Yawning Portal, the best known point of access to
Ringlerun. the sprawling dungeon of Undermountain.
XANATHAR
VECNA
Veena (VECK nah) had humble beginnings in the Xanathar (ZAN a-thar) is an eccentric beholder
Greyhawk setting, where an order of Wizards used crime lord dwelling beneath Waterdeep Desiring to
YOL ANDE
Yolande (yoh-LAWND), known as the Faerie Queen,
is the benevolent and beloved elf monarch of Celene
(see chapter 5). Raised in the court of the Summer
Queen. Yolande had no wish to rule. She preferred
the life of an adventuring magic-user. She built her
reputation on triumphs, such as her capture of the
fomorian brigand Solgna and the theft of the Prince
of Frost's sentient sword, Winterflash. Yolande was
among the first elves to migrate from the Feywild to
the Greyhawk setting.
ZAGYG
The archmage Zagig Yragerne (ZAG-igg EE-rag-airn)
was an adventurer in the Greyhawk setting and a
member of the Company of Seven. At the climax of
a long and prosperous adventuring career, he built
a fortress known as Castle Greyhawk outside the
Free City of Greyhawk (see chapter 5). From this
stronghold, he took an increasingly powerful role
in the politics of the city, contributing to its repu
tation as “the Gem of the Flanaess.” He obsessively
delved deeper under his castle and withdrew from
the outside world until he managed to entrap nine
demigods in magical prisons and claim a fragment
of their divine power. He ascended to a minor form
of godhood, took the name Zagyg, and took a place
m the court of Boccob, a god of magic.
A LORE GLOSSARY
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