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
Art Directors: Kate Irwin (lead), Josh Herman
Graphic Designers: Trish Yochum (lead), Matt Cole Consultants: Zac Clay, Jennifer Kretchmer, James Mendez, Matthew
Cover Illustrators: Tyler Jacobson, Simen Meyer, Olena Richards Mercer, Jonathan Tomhave, Alyssa Visscher, Deborah Ann Woll
Interior Illustrators: Helder Almeida, Joy Ang, David Astruga, Alfven Additional Consultation: Justice Ramin Arman, Kyle Brink, Amanda
Ato, Tom Babbey, Helge C. Balzer, Luca Bancone, Mark Behm, Hamon, Jay Jani, Carl Sibley, Emi Tanji, Jason Tondro
Eric Belisle, Olivier Bernard, Zoltan Boros, Bruce Brenneise,
Aleksi Briclot, Ekaterina Burmak, Filip Burburan, Paul Scott Producers: Dan Tovar (lead), Bill Benham, Siera Bruggeman,
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Aurore Folny, Jessica Fong, Vallez Gax, Justyna Gil, Ilse Gort,
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,

ON THE COVER ON THE ALT-COVER


Tyler Jacobson illustrates the archvillain Venger, his evil cohorts Lolth, the Demon Queen of Spiders, spins a tangled web of
Skylla and Warduke, and a legion of skeletal minions. schemes and snares in this illustration by Olena Richards.

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,
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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
. ly

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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,

D you and your friends take on roles and tell


a shared story. While the Players Handbook
teaches you how to play the game and how to cre­
ate characters who are the heroes of the story, the
impartial manner. The rules help you do this, but
when you need to act as referee, try to make deci­
sions that ensure everyone is having fun.
Communicate with Your Players. Open commu­
Dungeon Master's Guide is written for the player who nication is essential to a successful D&D game.
presides over the game and makes sure everyone is Many problems can be solved or even prevented
having fun. This player is the Dungeon Master, or with honest conversation. Ask questions and so­
DM. Being a Dungeon Master is a fun, empowering, licit feedback after or between sessions.
and rewarding experience, and this chapter walks It’s OK to Make Mistakes. If you overlook or mis­
you through the basics. represent something, correct yourself and move
on. No one expects you to memorize every rule or
WHAT DOES A DM Do? detail. Even if you don’t realize your mistake until
The DM gets to play many fun roles: after a game session is over, it’s OK to acknowl­
edge the mistake at the start of the next session
Actor. The DM plays the monsters, choosing their and make adjustments moving forward.
actions and rolling dice for their attacks. The DM
also plays all the people the characters meet. WHAT’S NEW IN THE 2024 VERSION?
Director. Like the director of a movie, the DM de­
This is the 2024 version of the fifth edition Dun­
cides (and describes) what the players’ characters
geon Master's Guide. Much of the book has been
encounter in the course of an adventure. The DM
reorganized, expanded, and rewritten from the
is also responsible for the pace of a play session
2014 version, and the versions of things in this
and for creating situations that facilitate fun.
book replace versions from older books. Here are
Improviser. A big part of being the DM is deciding a few highlights:
how to apply the rules as you go and imagining
the consequences of the characters’ actions in a Sound Advice. Every chapter (but especially chap­
way that will make the game fun for everyone. ters 1, 2, 4, and 5) has new advice for Dungeon
Referee. When it’s not clear what ought to happen Masters of all experience levels.
next, the DM decides how to apply the rules. Tracking Sheets. Helpful sheets throughout the
Storyteller. The DM crafts adventures, setting situ­ book give you tools to plan your game and keep
ations in front of the characters that entice them track of your campaign. These sheets are also
to explore and interact with the game world. available on DnDBeyond.com.
Teacher. It’s often the DM’s job to teach new players Encounter-Building Assistance. The rules for esti­
how to play the game. mating the difficulty of combat encounters have
Worldbuilder. The DM creates the world where the changed, as you’ll see in chapter 4.
game’s adventures take place. Even if you’re using Ready-Made Elements. Sample adventures in
a published setting, you get to make it yours. chapter 4, a campaign setting in chapter 5, and
new maps in appendix B make it easier to run a
DM TIPS game right away.
Expanded and Revised Magic Items. Chapter 7 is
The most important part of being a good DM is
packed with new magic items and old ones that
facilitating the fun of everyone at the table. Keep
have been revised.
these tips in mind to help things go smoothly.
Bastions. Chapter 8 has rules that allow player
Embrace the Shared Story. D&D is about telling a characters to build, maintain, and enjoy their
story as a group, so let the other players contrib­ own strongholds.
ute through the words and deeds of their charac­ Lore Glossary. In appendix A, a helpful glossary
ters. Encourage players to engage by asking them explains many of the iconic people and loca­
what their characters are doing. tions found throughout the D&D multiverse.
It’s Not a Competition. The DM isn’t competing
against the other players. It’s your job to provide
fun challenges and keep the story moving.

CHAPTER 1 I THE BASICS 5


needs you or they might have. Some players might
THINGS You NEED have difficulty with low light, background music,
What you need to play hasn’t changed much since strong odors, cramped spaces, or specific allergens.
the game’s first publication in 1974. Accommodate what you can; communicate what
you can’t as early as possible.
RULEBOOKS_________ If possible, play in an area with minimal visual or
As the Dungeon Master, you need this book plus the auditory distractions. Favor surroundings that rein­
Player's Handbook (which contains most of the rules force your desired atmosphere and have little non­
of the game) and the Monster Manual. Your players player traffic. If space is shared, reserve the space in
need access to the Players Handbook, too, but they advance.
can share as needed. You can also play D&D anywhere you might come
Let players know beforehand what books (other together in an online space, from a group video call
than the Players Handbook) they can reference to a sophisticated virtual tabletop.
during a playing session. For example, it’s not ap­
propriate for players to look up a monster in the DICE____
Monster Manual (or the equivalent digital tool) while You need a full set of polyhedral dice: d4, d6, d8,
fighting that monster. If you're running a published diO, dl2, and d20. It’s helpful to have at least two of
adventure, players should avoid reading that adven­ each kind. Ideally, each player should also have their
ture so they don’t spoil any surprises. own set of polyhedral dice.
Lots of digital dice rollers exist. Simple, browser­
A DUNGEON MASTER based dice rollers are easily found on the internet.
One player has the special role of Dungeon Master. Specialized dice apps can be found in app stores,
Some people love being the DM all the time, while and virtual tabletops typically have dice-rolling
others can end up feeling trapped as the “forever functionality built in.
DM” for their gaming group. The “Group Size” sec­
tion in chapter 2 discusses possibilities for sharing NOTE-TAKING MATERIALS
the role of Dungeon Master among multiple players Everyone needs some way to take notes. During ev­
in a group. ery round of combat, someone needs to keep track
of Initiative, Hit Points, conditions, and other infor­
PLAYERS ____________________
mation. Players often like to take notes about what
Players who aren’t the Dungeon Master take on the happens in the adventure, and at least one of them
roles of the heroes, also known as the characters or should record any clues and treasure the characters
the adventurers. collect.
D&D plays best with four to six players in addition
to the DM, but it’s possible to run a game with fewer CHARACTER SHEETS
or more adventurers. See the “Group Size” section Players need some way to record important infor­
in chapter 2 for advice on doing so. mation about their characters. Plain paper works
fine, but players might find official or fan-made
FINDING PLAYERS character sheets more helpful in organizing the
Where do you find players? Here are a handful of
suggestions: SCHEDULING GAMES
• Game or hobby stores (the Store Locator on the Sometimes the hardest thing about running a
Wizards of the Coast website can help you find game is finding a time when everyone can play.
stores near you that host D&D events) Some groups play for a few hours every week,
• Friends, family, community members, and work while others set aside a whole day once a month.
colleagues who enjoy gaming or fantasy Create a schedule that works best for your group.
• Gaming clubs at schools For new groups, it often helps to schedule a
• Social media and online messaging sites single-session game (often called a “one-shot”)
• Gaming conventions as a way for people to try it out. If everyone has a
great time at that one session, it can be easier to
A PLACE TO PLAY get them to make a long-term commitment.
The bare minimum of space you need to play D&D Scheduling conflicts are sometimes inescap­
is room for everyone in your group to gather and able. The “Group Size” section in chapter 2 offers
participate. some advice on what to do when a player has to
When choosing the space you’D be playing in, en­ miss a session.
list your players’ help. Think about any accessibility

6 CHAPTER 1 | THE BASICS


information. A variety of digital character sheets scenes when playing in person. A vinyl wet-erase
are also available if you’re playing online or using mat with a printed grid, a gridded whiteboard, a
digital devices at the table. cutting mat, a large sheet of gridded paper, or a
CAMPAIGN JOURNAL printed poster map-any of these can serve as a
battle grid. The grid should be marked in 1-inch
Throughout this book you’ll find tracking sheets
squares.
you can use to make your work as a DM easier.
You also need plastic or metal miniatures to rep­
They range from sheets you can use to track NPCs
resent characters and monsters in the game, but you
or settlements in your game to trackers you can use
can use coins, extra dice, paper counters, or even
to make sure you’re giving the adventurers a good
pieces of candy if miniatures are unavailable.
number of magic items. These tracking sheets can
Many software tools designed to facilitate online
form the basis of a campaign journal (see chapter 5),
D&D play provide a battle grid. Even without such
and they’ll help you plan your adventures and build
tools, though, many online D&D games use screen
your world. You can scan or photocopy these sheets
sharing in combination with drawing programs,
for your personal use, and you’ll find downloadable
shared whiteboards, or similar tools as simple battle
versions on DnDBeyond.com.
grids. Some DMs are comfortable with software
USEFUL ADDITIONS that allows them to control lighting and show the
players exactly what they can see; others find that
Various resources can enrich your game and make complex software gets in the way of the game. Use
it more fun. Many of these resources might have whatever works for you and your group.
digital versions, making computers, tablets, and
smartphones essential elements in some D&D games CARD ACCESSORIES
and for some players. Some players and DMs find it helpful to have infor­
mation available in the form of cards. You can buy
DM SCREEN (or make) cards with individual spells, magic items,
A DM screen shields your books, notes, and die rolls monster stat blocks, rules reference, and similar in­
from your players. (See the “Ensuring Fun for All” formation for easy reference.
section later in this chapter for more about when
and why you might want to hide die rolls.) Most DM
screens have art on the outward-facing panels and
WHAT DO YOU DO WHEN A DIE
handy rules information on the inside-facing panels.
LANDS COCKED? SEE THE END OF
Others might be made of fancy wood or sculpted to THIS CHAPTER FOR ADVICE.
help set the mood for your game.
You don’t need a physical screen to hide things if
you’re playing online, but it can be helpful to have
ready access to important information like condi­
tion definitions, common actions, and other key
rules. Some DMs set up a physical DM screen near f
their computer screen. A virtual tabletop might
have reference information like this built in.

ADVENTURES AND SOURCEBOOKS


Beyond the three core rulebooks, a plethora of ad­
ditional content is available from Wizards of the
Coast and other publishers. Adventures provide
hooks, plots, maps, and encounters you can use in
your game. Sourcebooks include things like new
character options, new monsters, and inspira­
tion for building your own adventures and
campaigns. You can play D&D without any of
these additional products, but many DMs (and
players) find them to be exciting additions to
the game.

BATTLE GRID AND MINIATURES


Some DMs use a battle grid and miniatures to run
combat encounters, which helps players visualize

CHAPTER 1 | THE BASICS 7


PREPARING A SESSION
The more you prepare before your game, the more
smoothly the game will go-to a certain point. To
avoid being either under- or overprepared, use the
one-hour guideline below and prioritize what to
prepare depending on the time you have available.

THE ONE-HOUR GUIDELINE


A D&D game session usually starts with some out-
of-game chatter as everyone settles down to play.
Once the session gets underway, most groups can
accomplish at least three things during one hour
of play, where each “thing” might be any of the
following:
• Explore a location such as a chamber in a castle or
a cave t
• Converse with an intelligent creature
• Reach consensus on a divisive issue
• Solve a tricky riddle or puzzle
• Survive a deadly trap
• Fight a low-difficulty combat encounter
A more difficult combat encounter might count as
two or three things, and a tense negotiation can use
most or all of an hour of play on its own.

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.

8 CHAPTER 1 | THE BASICS


How TO RUN A SESSION Whether you’re running a published adventure or
one of your own creation, your initial description of
This section explains how to run a game session; a room or situation should focus on what the char­
later on, chapters 4 and 5 detail how to combine acters can perceive. You don’t have to reveal every
sessions into adventures and adventures into detail at once. Most players begin to lose focus after
campaigns. about three sentences of descriptive text. As charac­
ters search rooms, open drawers and chests, and ex­
RECAP
amine things more closely, give players more details
Start each game session after the first with a recap about what their characters find.
of what happened in the previous session. A recap The “Narration” section in chapter 2 offers more
helps players get back into the story. It also provides extensive advice and examples of narration.
important information to players who missed the
previous session. You can provide this recap, or you STEP 2: LET THE PLAYERS TALK
can invite one or more players to deliver the recap Once you’re done describing the situation, ask the
instead. Each approach has benefits: players what their characters want to do. Note what
the players say, and identify how to resolve their ac­
DM Recap. Provide the recap yourself if you have
tions. Ask them for more information if you need it.
specific information you need to impart or if
Sometimes the players might give you a group
you want the recap to be concise and focused on
answer: “We go through the door.” Other times,
what’s relevant.
individual players might want to do specific things-
Player Recap. Let the players provide the recap if
one might search a chest while another examines
you want to gauge what they think is important
a bookshelf. Outside combat, the characters don’t
or learn more about what they’re getting out of
need to take turns, but you need to give each player
the game. If the players miss any important details
a chance to tell you what their character is doing so
in their recap, you can interject a reminder.
you can decide how to resolve everyone’s actions. In
ENCOUNTERs __________________ _________ combat, everyone takes turns in Initiative order.

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.)

CHAPTER 1 | THE BASICS


One Action at a Time. The rules about actions in players that and move on. Don t make the players
the Players Handbook limit how many things a spend time discussing which character cooks what
character can do at once. Keeping those rules in for dinner unless they enjoy such descriptions. It’s
mind can help you adjudicate situations. OK to gloss over mundane details and return to the
Combat. In combat, many situations involve attack action as quickly as possible.
rolls or saving throws. The rules of combat can Expect players to discuss the events of the game,
help you determine the effectiveness of a charac­ spend time planning, and engage in long conver­
ter’s actions. The "Running Combat section in sations in character. You don’t need to be involved
chapter 2 offers advice on combat. in those discussions unless they have questions for
Spellcasting. If a character casts a spell, you can you. Learn to recognize the times when you can
usually let the player tell you what the spell does take a break as the DM, and then resume the action
and how to resolve it. If questions arise, read the as soon as everyone’s ready.
text of the spell yourself-how a spell is supposed
to work is usually pretty clear. The general rules
ENDING A SESSION
of spellcasting in the Player's Handbook are also Try not to end a game session in the middle of an
essential for resolving a spell’s effects. encounter. It’s difficult to keep track of information
Exceptions Supersede General Rules. General such as Initiative order and other round-by-round
rules govern each part of the game, but the game details between sessions. An exception to this
also includes class features, spells, magic items, guideline is when you purposely end a session with
monster abilities, and other elements that can a cliffhanger, where the story pauses just as some­
contradict a general rule. When an exception and thing monumental happens or some surprising turn
a general rule disagree, the exception wins. For of events occurs. A cliffhanger can keep players in­
example, it’s a general rule that melee weapon trigued and excited until the next session.
attacks use the attacking character’s Strength If a player missed a session and you had that play­
modifier. But if a feature says that a character can er’s character leave the party for a while, make sure
make melee weapon attacks using Charisma, that that there’s a way to bring the character back when
exception supersedes the general rule. the player returns. Sometimes a cliffhanger can
When narrating results, try to give a flavorful serve this purpose: the character charges in to help
description while clearly communicating what’s their beleaguered companions.
happening in the language of the game. See the Allow a few minutes at the end of play for every­
"Narration in Combat” section in chapter 2 for more one to discuss the events of the session. Ask your
advice and examples. players what parts of the session they liked and
Describing results often leads to another decision what they would have liked to see more. Take notes
point, which returns the flow of the game to step 1. on what happened and the situation at the end of
the session so you can refer back to those notes as
PASSING TIME you prepare the next session.
The game has a rhythm and flow that includes peri­
ods of action and excitement interspersed with lulls. EXAMPLE OF PLAY
Think of how movies show time passing between These pages present a short example of play, similar
scenes. When an encounter ends, you can move to the ones in the Player's Handbook, to illustrate
on to the next one. You can often gloss over hours how everything outlined in the "How to Run a Ses­
of travel with a quick narrative summary (see the sion section works in practice. In this example, the
"Travel” section in chapter 2 for more advice). Sim­ Dungeon Master is running an adventure ("The
ilarly, if a rest period passes uneventfully, tell the Fouled Stream”) from chapter 4. The four players
— ■ - are Amy (playing Auro, a Halfling Rogue), Maeve
TAKING BREAKS (playing Mirabella, an Elf Wizard), Phillip (play­
When you finish a lengthy combat encounter ing Gareth, a Human Cleric), and Russell (playing
or a tension-filled scene, or if you need time to Shreeve, a Goliath Fighter).
think, take a quick break. Give your brain a few The DM starts by asking the players to recap the
moments to refocus, relax, or prepare for the action of the previous session, most of which con­
next encounter. It's OK to leave the players in sisted of creating characters.
suspense during a break while you figure out the
consequences of their actions.

CHAPTER 1 I THE BASICS


Jared (as DM): Last session, we met our four heroes
in the little farming village of High Ery. Who re­
members what happened?
Amy: We were at a village council meeting about the
weird stuff in the river making the fish inedible. We
volunteered to investigate.
Russell: So we set out and followed the river up­
stream. At the first fork, we met a treant named
Borogrove who pointed us to a cave that was the "s
source of the polluted stream.
Amy: Before he wandered off, he gave us a magic
acorn, and that’s where we ended last week.
Jared: So now you’re in this gloomy forest. Dry
leaves rustle under your feet. You’re still beside
the stream, which looks murky and unwholesome
beneath the shadowy trees. What do you want to
do now?
Russell (as Shreeve): We continue upstream? (The
others nod.) SINISTER SHAPES
Jared: OK, you make your way upstream for about LURK NEAR THE
CAVE ENTRANCE AS
another hour. The farther you go, the murkier and
THE ADVENTURERS
stinkier the water becomes. Rounding a bend, you APPROACH.

can see a cave in the hillside ahead of you. The


stream tumbles from the cave mouth. There are
withered shrubs clumped around the cave, appar­
ently poisoned by this nasty water.
Phillip (as Gareth): Into the cave!
( Jared: Who’s leading the way? The DM knows something the players don’t:
Russell: I’ll go first. the withered shrubs are actually monsters.
Jared: The cave entrance is ten feet wide, with the It's important to establish which characters
are closest to the hidden monsters.
stream running right down the middle. Do you
_ want to go single file or two abreast?
“ Phillip: I don't love the idea of stepping across the
stream. Let’s go single file, staying on this side of
the water. (Everyone else agrees.) ©
Jared: OK, who’s second? By asking the players to choose their char­
Phillip: Gareth will go second. acters’ marching order, the DM cleverly
Maeve (as Mirabella): I'll be third in line. pivots away from the withered shrubs. The
Amy (as Auro): I'll make sure nothing's following us. players don’t realize their characters are
Jared: OK, Shreeve, as you reach the cave mouth, in danger, and the DM is waiting for the
you hear the shrubs rustling. right time to reveal the hidden monsters.
Russell: Oh, I should’ve checked to make sure noth­
ing was hiding in the shrubs!
Jared: In fact, the shrubs themselves are moving.
They’re not rooted at all—each one has two little
legs and sharp claws! Everyone, roll Initiative. The DM rolls Initiative just once for all
Russell: How many shrubs are attacking? six monsters and writes down that they’ll
© Jared: Six. Auro, what’s your Initiative? go on Initiative count 17. The DM then
Amy: I got a 14. goes around the table to get each player’s
Russell: Shreeve goes on 5. Initiative roll. See the “Running Combat
Maeve: A natural 20 gives me a 21! section in chapter 2 for advice about roll­
Phillip: 19 for Gareth. ing and tracking Initiative.
Jared: Mirabella, you’re first. What do you do? s —-------
CHAPTER 1 1 THE BASICS
Maeve: How many of these walking bundles of kind­
ling can I get in a 15-foot Cone?
The DM doesn’t have the exact posi­ I Jared: There are three on your side of the stream and
tions of the monsters mapped out on a O three on the other side. You can get either group
grid, but it’s fair to assume that they’re in your Cone.
clumped close together as they move to Maeve: Mirabella puts her thumbs together and
attack the characters. wiggles her fingertips. (Maeve mimics this action.)
Fire shoots out from her fingers, catching the ones
on our side of the stream. Burning Hands!
OJared: OK, what do I need to do?
It’s always fair for the DM to expect Maeve: The shrub things need to make Dexterity
players to explain what their spells and saving throws. The DC is 14.
abilities do. The DM has enough to keep Jared: And how much damage do they take?
track of! Maeve: (Maeve rolls 3d6forthe spell's damage.) 13
0 Fire damage if they fail the save, 6 if they succeed.
Jared: Magical fire tears through them and leaves
smears of ash behind! Anything else, Mirabella?
Asking for the spell’s damage allows the Maeve: My work here is done. (She mimes blowing
DM to roll a saving throw for each mon­
smoke away from her fingertips.)
ster and mark off the right amount of
Jared: Gareth, you’re up next.
damage for that one. In this case, though,
the monsters have Vulnerability to Fire Phillip: Gareth holds his Holy Symbol and utters an
damage (because they’re just dry shrubs) imprecation while pointing at the closest shrub
and so few Hit Points that they’ll die no and casting Toll the Dead. The sound of a bell tolls,
matter what they roll. and the shrub makes a Wisdom save, DC 14.
Jared: Well, I rolled a l.
Phillip: It takes 7 Necrotic damage!
Jared: Whatever moisture was in this “bundle of
It’s not Shreeve’s turn, but the DM de­ kindling” seems to dry up, and the thing keels over
cides to allow the Goliath Fighter to step dead. Anything else, Gareth?
in the way of the monster’s attack because Phillip: He glares menacingly at the other shrubs.
it gives Shreeve a fun heroic moment. Jared: OK, their turn. One skitters toward Mirabella!
The DM changes the monster’s target to Russell: Can I interject myself between it and Mira­
Shreeve and makes an attack roll. bella?
Jared: Sure, I’ll allow it. You step into the monster’s
. path and ... (The DM makes an attack roll for the
THE RULE OF FUN Y monster but rolls a 7, which isn't going to hit.) It
D&D is a game, and everyone should have fun tears at your cloak but fails to wound you. The oth­
playing it. Everyone shares equal responsibility er one has lost any interest in fighting, and it starts
in moving the game along, and everyone running away. Now it’s Auro’s turn.
contributes to the fun when they treat each other
Amy: Auro looks at the one that just attacked
with respect and consideration: talking through
Shreeve and pulls out his dagger. I get a 23 to hit!
disagreements among players or their characters,
and remembering that arguments or mean- Jared: That hits! What’s your damage?
spirited squabbles can get in the way of the fun. Amy: Since Shreeve is next to it, I can use my Sneak
People have many different ideas about what Attack! The shrub takes 12 Piercing damage.
makes D&D fun. The “right way” to play D&D is Jared: It’s felled! Mirabella, the last one is running
the way you and your players agree to and enjoy. away. Will you let it escape?
If everyone comes to the table prepared to con­ Maeve: I think Borogrove would be disappointed in
tribute to the game, the entire table is likely to us if we let it escape into the woods. I’ll cast Fire
have a wonderful and memorable time. Bolt, getting a 14 to hit.
Jared: You nailed it.
Maeve: It takes 10 Fire damage!
Jared: Yeah, the last shrub is incinerated. Well done!

12 CHAPTER 1 | THE BASICS


EVERY DM Is UNIQUE ATMOSPHERE
The preceding example of play shows how one Dun Some DMs use music to create an appropriate
geon Master might run an encounter, but no two atmosphere for their game sessions. They might
DMs run the game in exactly the same way-and use soundtracks from adventure movies or video
that’s how it should be! You’ll be most successful as games, although classical, ambient, or other music
a DM if you choose a play style that works best for styles can also work well.
you and your players. Some DMs adjust lighting or use sound effects.
Miniatures and dioramas can contribute to the
PLAY STYLE_______ game's atmosphere and help players visualize
Here are some questions that can help you define events. Check with your players, though: some
your unique style as a DM and the kind of game you might find music, lighting, or sound effects distract­
want to run: ing; might prefer not to be startled by loud noises;
or might need to avoid certain lighting effects.
Hack and Slash or immersive Roleplaying? Does
the game focus on combat and action or on a rich DELEGATION
story with detailed NPCs? If there are parts of the game you prefer not to han­
All Ages or Mature Themes? Is the game for all dle yourself, assign them to players who enjoy them.
ages, or does it involve mature themes? If you don’t want to break your narrative stride by
Gritty or Cinematic? Do you prefer gritty realism, looking up a rule, designate another player to be the
or are you more focused on making the game feel rulebook reference expert. If you don’t like tracking
cinematic and superheroic? Initiative, ask another player to do so.
Serious or Silly? Do you want to maintain a seri­
ous tone, or is humor your goal? LEARNING BY OBSERVING
Preplanned or Improvised? Do you like to plan
One of the best ways to learn how to run a D&D
thoroughly, or do you prefer to improvise?
game is to observe other DMs in action. Another
General or Thematic? Is the game a mixture of
DM can give you a solid foundation for understand­
themes and genres, or does it center on a particu­
ing the role-as well as inspire you with cool things
lar theme or a genre such as horror?
you can do in your games.
Morally Ambiguous or Heroic? Are you comfort­
You can use these questions to help you reflect on
able with moral ambiguity, such as allowing the
a game you observe:
characters to explore whether the end justifies the
means? Or are you happier with straightforward Beginning the Session. How did the DM start the
heroic principles, such as justice, sacrifice, and session? Was there a recap?
helping the downtrodden? Body Language. What gestures did the DM use
when describing a scene? How did the DM’s body
HOUSE RULES language change when playing different NPCs?
House rules are new or modified rules you add to DM Voice. Did the DM use different voices or man­
your game to make it your own and to enhance the nerisms for NPCs? Did the DM change the pitch
style you have in mind for your game. Before you or tempo of narration in different situations?
establish a house rule, ask yourself two questions: Player Participation. Did the players participate in
the world-building or make decisions that seemed
• Will the rule or change improve the game?
to send the adventure in an unexpected direction?
• Will my players like it?
How did the DM handle it?
If you’re confident that the answer to both ques­ Rules Adjudication. To what extent did the DM
tions is yes, give the new rule a try. Present house lean on the rules to adjudicate outcomes? Did the
rules as experiments, and ask your players to pro­ DM adjudicate situations wisely or in ways that
vide feedback on them. If you introduce a house made the game fun to watch?
rule that isn’t fun, remove or revise the rule. Three Pillars. How much of the session was taken
up by combat, exploration, or social interaction?
RECORDING RULES INTERPRETATIONS Tone and Mood. How would you describe the tone
If a question about the interpretation of a rule and mood of the game? Did it change over the
comes up in your game, record how you decide to course of the session?
interpret it. Add that to your collection of house Turns of Phrase. Were there any words or bits of
rules so you and the players can reference it when narration you really liked? (If so, jot them down.)
the rule comes up again later. World-Building. What elements of the DM’s world
or the adventure grabbed your attention?

CHAPTER 1 I THE BASICS 13


GAME EXPECTATIONS

DM NAME:

PI AYER NAMI

GAME THEME AND FLAVOR

POTENTIALLY SENSITIVE ELEMENTS


EXAMPLES: SPIDERS. SNAKES, DEMONS. ROMANCE, MIND CONTROL

X HARD LIMIT: DON’T MENTION OR INCLUDE


? SOFT LIMIT: HANDLE WITH CARE OR OFF-CAMERA

PLAYER’S HOPES AND EXPECTATIONS


WHAT DO YOU WANT TO SEE IN THIS CAMPAIGN?

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.

CHAPTER 1 | THE BASICS 15


wa

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.

CHAPTER I | THE BASICS 17


for advice on this topic.) In exchange, the players
OVERLY CAUTIOUS PLAYERS
should go along with those hooks. It’s OK for your
Overly cautious players can slow down the game by
players to give you some pushback on why their
checking every flagstone, door, and wall in a dun
characters should want to do what you’re asking
geon for traps and hidden dangers. Sometimes this
them to do, but it’s not OK for them to invalidate
behavior is a learned response to too many unpleas­
the hard work you’ve done preparing the adventure
ant surprises in past adventures, and sometimes it s
by willfully going in a different direction.
just a manifestation of players personalities.
If you feel like you’re keeping up your end of the
Here are some in game techniques you can use to
bargain but your players aren’t, have a conversa­
encourage your players to act boldly:
tion with them away from the gaming table. Try to
Avoid Random Perils. Avoid traps and ambushes understand what hooks would motivate their char­
that feel random and have little importance to the acters, and make sure the players understand the
rest of the adventure. work you put into preparing adventures for them.
Create Time Pressure. Set up a situation where the
characters are racing toward a goal or destination. RULES DISCUSSIONS
(Use this technique with caution, as time pressure Work out a policy about rules discussions at the
can increase players’ anxiety.) table. Some groups don’t mind putting the game on
Telegraph Encounters. Give players advance warn­ hold while they discuss different interpretations of
ing that an encounter is imminent. Maybe they a rule. Others prefer to let the DM make a call and
hear the heavy footfalls of a giant or see a dragon continue playing. If you gloss over a rules issue in
flying overhead before they have to confront it. play, make a note of it and return to the issue later.
This can encourage your players to move toward Some players like to use the rules to argue against
or away from the encounters rather than anx­ your decisions. While such players can be helpful
iously anticipating an ambush. when you’re stuck or make a rules mistake that’s
easily corrected, players who argue the rules too
If these in-game techniques don’t have the desired
often can disrupt the flow of the game.
effect, have a conversation outside the game with
If a player wants to pause play to find a specific
your players about which game elements are caus­
rule or reference, you can invite the player to search
ing them to play in an overly cautious way. Come to
for it while you and the rest of the players continue
an agreement that those elements won’t appear in
the game. That player’s character essentially steps
your game, as keeping the game moving will result
out of the game for as long as it takes. Monsters
in a better experience.
don’t attack the character, and the character takes
RESPECT FOR THE DM the Dodge action in combat until the player rejoins
the group. This solution allows the other players
As the DM, you have the right to expect your play­
to keep playing instead of letting one player stop
ers to respect you and the effort you put into mak­
the game.
ing a fun game for everyone. The players need to let
you direct the campaign (with their input), arbitrate CHARACTER KNOWLEDGE
the rules, and settle arguments. And when you’re Encourage players to play their characters within
narrating the action of the game, the players should the limits of what the characters know and under­
be paying attention.
stand. It can be helpful to maintain the distinction
PLAYER DIE ROLLING between player and character knowledge by simply
Players should roll their dice in full view of every­ asking players, “What do your characters think?”
one. If a player scoops up their dice before anyone Anachronistic thinking is another potential pit-
else can see what they rolled, encourage that player fall. You might need to remind players that their
to be less secretive. characters don’t know how to make things that
When a die falls on the floor, do you count it or don’t exist in the game world, such as modern fire­
reroll it? When it lands cocked against a book, do arms or antibiotics, and they don’t have the players’
you pull the book away and see where it lands or understanding of modern science (which might not
reroll the die? Work with your players to answer apply in the game universe anyway).
these questions, and record the answers as house Similarly, sometimes a player is familiar with the
rules. published adventure you’re running or knows the
Monster Manual backward and forward. Encourage
THE SOCIAL CONTRACT OF ADVENTURES the player to keep that knowledge separate from
You must provide reasonably appealing reasons their character’s knowledge and allow the other
for characters to undertake the adventures you players to discover it through play.
prepare. (See “Draw In the Players” in chapter 4

CHAPTER 1 I THE BASICS


ANTISOCIAL BEHAVIOR Setting clear expectations is essential when deal­
People often play D&D because it lets them, through ing with this kind of rules exploitation. Bear these
their characters, do things they can’t do in real principles in mind:
life-fight monsters, cast spells, and so on. However,
Rules Aren’t Physics. The rules of the game are
for some players, this means wreaking havoc in
meant to provide a fun game experience, not to
towns or betraying their allies. What they want in
describe the laws of physics in the worlds of D&D,
the game has nothing to do with heroic adventure,
let alone the real world. Don't let players argue
but with using the game rules to act out antisocial
that a bucket brigade of ordinary people can
fantasies.
accelerate a spear to light speed by all using the
If this behavior comes up in your game, it might
Ready action to pass the spear to the next person
be time to reopen the conversation about the kind
in line. The Ready action facilitates heroic action;
of game you want to play. If it’s just one player
it doesn't define the physical limitations of what
causing the trouble, it's perfectly appropriate to
can happen in a 6-second combat round.
issue an ultimatum: an out-of-control player who The Game Is Not an Economy. The rules of the
wants to continue playing with the group must stop game aren't intended to model a realistic economy,
being disruptive and play as part of a team. Don’t and players who look for loopholes that let them
let players get away with being jerks to the other generate infinite wealth using combinations of
players using the excuse, “that's what my character spells are exploiting the rules.
would do.” Combat Is for Enemies. Some rules apply only
Evil Characters. Players who want to play evil during combat or while a character is acting in
characters might be looking to carry out antisocial Initiative order. Don’t let players attack each other
behavior in the game. If a player asks for permis­ or helpless creatures to activate those rules.
sion to play an evil character or comes to the table Rules Rely on Good-Faith Interpretation. The
with one already made, talk to that player about rules assume that everyone reading and interpret­
what they have in mind and make sure their plans ing the rules has the interests of the group’s fun at
square with the group’s expectations for your game. heart and is reading the rules in that light.
Sometimes a player wants to explore playing an evil
character for perfectly good (and nondisruptive) Outlining these principles can help hold players’
reasons, and sometimes a whole group decides it exploits at bay. If a player persistently tries to twist
might be fun to play evil characters together. These the rules of the game, have a conversation with that
are valid options, as long as everyone's on the same player outside the game and ask them to stop.
page about how the campaign will go.
RULES FOR THE VIRTUAL TABLE
PLAYERS EXPLOITING THE RULES Setting expectations is just as important in a digital
Some players enjoy poring over the D&D rules and environment as in person.
looking for optimal combinations. This kind of opti­ Some groups confine out-of-character jokes,
mizing is part of the game (see “Know Your Players” comments, and memes to a text channel, keeping
in chapter 2), but it can cross a line into being ex­ the voice channel focused on the game. But some
ploitative, interfering with everyone else’s fun. groups find it distracting to have a separate conver­
sation unfolding in text while the game is going on.
KNOWING THE RULES Choose an option that works best for your group.
You don’t have to be an expert on the rules to be Who moves tokens on a virtual tabletop? Are
a good DM. Of course it’s helpful to be familiar players expected to use the built-in dice roller, or is
with the rules, especially the ones in the Player’s it OK to roll physical dice and report the result? The
Handbook, but facilitating fun is more important particular technology you’re using might dictate
than implementing the rules perfectly. If you’re answers to these questions or raise other questions
not sure how to apply the rules in a situation, you’ll need to sort out as you play.
you can always ask the opinion of the players
as a group. It might take a few minutes, but it’s
usually possible to reach an answer that feels fair
to everyone, and that’s more important than a
“correct” answer.
You don’t need to know every spell in the Play­
er’s Handbook or the features of every class. Set
the expectation that players are responsible for
telling you what their abilities and spells do.

CHAPTER 1 I THE BASICS 19


20
CHAPTER 2

RUNNING THE GAME


UILDING ON THE BASICS LAID OUT IN
EXPLORING _____________________________

B chapter 1, this chapter goes into more depth


on running a D&D game as Dungeon Master.

KNOW YOUR PLAYERS


Players who desire exploration want to experience
the wonders that a fantasy world has to offer. They
want to know what’s around the next corner or hill
and like to find hidden clues and treasure.
While your players’ role is to create characters (the Engage players who like exploration by ...
protagonists of the campaign), breathe life into
them, and steer the campaign through their actions, • Dropping clues that hint at things yet to come.
your role as Dungeon Master is to keep the players • Letting them find things when they take the time
immersed in the world you’ve created and to give to explore.
the characters the opportunity to do awesome • Providing evocative descriptions of exciting envi­
things. ronments and using interesting maps and props.
Knowing what your players enjoy most about the • Giving monsters secrets for the players to uncover
D&D game helps you create and run adventures or cultural details for them to learn.
that they will enjoy and remember. Once you know
which of the following activities each player in your
FIGHTING
group enjoys, you can tailor adventures to your Players who enjoy fantasy combat like the excite­
players’ preferences. ment of battling villains and monsters. They thrive
It’s rare to gather a table of players who all enjoy in situations that can best be resolved in combat, fa­
the same aspects of the game. The trick is to find a voring bold action over negotiation or investigation.
balance so everyone can get some enjoyment out of Engage players who like fighting by ...
each game session, even if certain encounters don’t • Springing unexpected combat encounters.
match their preferences. At best, a group of players • Vividly describing the havoc their characters
is a lot like their characters, in that having different wreak with their attacks and spells.
interests and capabilities enables them to handle a • Including combat encounters with large numbers
broad range of challenges. of less powerful monsters.
ACTING_____________________________________ INSTIGATING___________
Players who enjoy acting like to embody their Players who like to instigate action are eager to
characters’ personalities, perspectives, and atti­ make things happen, even if that means taking per­
tudes. They might like dressing up or using their ilous risks. They would rather rush headlong into
characters’ voices while playing. They enjoy social danger and face the consequences than cautiously
interactions with NPCs, monsters, and their fellow plan their actions.
party members.
Engage players who like to instigate by ...
Engage players who like acting by...
• Allowing their actions to affect the environment.
• Giving them opportunities to develop their • Including things in your adventures to tempt
characters’ personalities and backgrounds. them.
• Allowing them to interact regularly with NPCs. • Letting their actions put the characters in a tight
- Highlighting the roleplaying elements of combat spot.
encounters.
• Including encounters with NPCs who are as feisty
• Incorporating elements from their characters’ and unpredictable as the players are.
backstories into your adventures.
OPTIMIZING
Players who enjoy optimizing their characters’
capabilities like to fine-tune their characters for
peak performance by gaining levels, new features,
and magic items. They welcome any opportunity to
demonstrate their characters’ excellence.

CHAPTER 2 | RUNNING THE GAME 21


game. These players want to participate, but they
Engage players who like optimization by ... tend not to care whether they’re deeply immersed
. Using desired magic items as adventure hooks and in the adventure, and they don’t tend to be assertive
rewards. or very involved in the details of the game, rules, or
. Including encounters that let them leverage their story. As a rule, don’t try to force these players to be
characters’most potent abilities. more involved than they want to be.
. Providing quantifiable rewards, like Experience
Points, for noncombat encounters. STORYTELLING
Players who love storytelling want to contribute to
PROBLEM SOLVING a narrative. They like it when their characters are
Players who want to solve problems like to scrub heavily involved in an unfolding story, and they
nize NPC motivations, untangle a villain’s machina enjoy encounters that are tied to and expand an
tions. solve puzzles, and come up with plans. overarching plot.
Engage players who like to solve problems by • Engage players who like storytelling by ...
• Including puzzles and tricky situations that . Using their characters’ backstories to shape the
require thinking. stories of the campaign.
• Rewarding planning and tactics with in game . Making sure encounters advance the story.
benefits. . Making their characters’ actions steer future
. Creating NPCs w ith complex motives. events.
. Giving NPCs characteristics and connections that
SOCIALIZING the adventurers can explore to uncover new ad­
Many groups include players who come to the game venture opportunities.
primarily because they enjoy the social event and . Including plot elements that call back to decisions
w ant to spend time with their friends, not because the adventurers made earlier.
they’re especially invested in any part of the actual

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.

CHAPTER 2 I RUNNING THE GAME 23


ADVENTURES REQUIRING STEALTH, LIKE
THIS INFILTRATION. ARE IDEAL FOR
SOME SMALL PARTIES OF ADVENTURERS

Give absent characters the same XP that the other


ABSENT PLAYERS characters earned each session, keeping the group
When one of your players is absent, what do you do at the same level.
with that player’s character? Consider the following Some groups like to work out a policy regarding
options: how many missing players is too many to proceed.
Fading into the Background. Have the character For example, your group might play as long as no
simply fade into the background. This requires ev­ more than one person is absent. If two or more peo­
eryone to step out of the game world a bit and sus­ ple can’t attend a session, consider playing a short
pend disbelief, but it might be the easiest solution. adventure with different characters, and perhaps a
Act as if the character were absent, but don’t try different Dungeon Master, or bring out a favorite
to come up with any in-game explanation. Mon­ board game.
sters don’t attack the character, who returns the
favor. On returning, the player resumes playing as INCORPORATING NEW PLAYERS
if the absence never happened. When introducing a new player to the group, revisit
Narrative Contrivance. Decide the character is the group’s expectations and limits (see “Ensuring
elsewhere while the rest of the party continues Fun for All” in chapter 1). Then have the new player
the adventure. Come up with in-game reasons for create a character who is the same level as the other
the character to temporarily leave the party and characters in the adventuring party.
rejoin later, such as following up on a rumor or
If the new player has never played D&D before
reporting back to the party’s patron.
and the rest of the group is higher than level 4,
Substitute Player. With the absent player’s consent,
consider taking a short break from the campaign
have another player run the missing player’s char­
and having everyone play a new level 1 character
acter, or run the character yourself if you feel you
for a session or two while the new player learns the
can do so. Whoever runs the character will need
ropes. (I his can also be a good opportunity for an­
a copy of that character’s character sheet and
other player to take a turn as DM.)
should strive to keep the character alive and use
that character's resources wisely. if you re incorporating a new character into the
81 oup in the middle of an adventure, work with that
character’s player to come up with a story hook for

24 CHAPTER 2 1 RUNNING THE GAME


how their character joins the group, and make sure
CONCURRENT CAMPAIGNS
the player is happy with the choice. Suggested story
hooks include the following: You and the other DMs in your group can take
turns running adventures for a few weeks or
Long-Lost Friend. The new character is a friend or months at a time, with your campaign on hold
relative of one of the adventurers. Alternatively, during another DM's turn. Some groups play mul­
the new character is connected to the adventur­ tiple times each week, with different DMs running
ers’ patron or a member of an organization the their campaigns on different days.
other characters are linked to. In either case, the
new character has been searching for the group, SHARED WORLD
perhaps bearing important news.
Some groups take a large, established campaign
Rescued Prisoner. The new character is a pris­
setting and divide it up geographically so different
oner of the foes the other characters are fighting. DMs can run separate campaigns in the same set­
When rescued, this character joins their group. ting. In theory, characters can travel from one DM’s
Sole Survivor. The new character is the sole sur­ region of the world to another’s, creating continuity
vivor of an ill-fated group of adventurers. The in the campaign even as characters might be in­
new character might be able to offer a clue to help volved in several plotlines.
the party avoid the same grim fate that befell the Rather than dividing a campaign geographically,
other group. you and the other DMs in your group could di­
SPECIAL GUEST STARS vide it thematically. Using the setting in chapter 5
of this book as an example, each DM could focus
The story hooks for incorporating new players can
their campaign on one of the three overarching
also work for occasions when you want to bring a
conflicts of that setting. This approach allows the
player into the group for a single session. For ex­
same group of adventurers to sink their teeth into
ample, you might have a friend visiting from out of
all three overarching conflicts while ensuring that
town who wants to join your game briefly. Or per­
each storyline feels distinct.
haps you have a player you’re thinking about adding
to the group, but you want to make sure they’ll be JOINT DMS
a good addition. Incorporating an occasional guest
player is also a great way to maintain a roster of Two or more DMs can share the creation of a single
players as backup in case one of your regular play­ campaign, working together to maintain continu­
ers has to drop out of the game. ity from session to session and making sure that
each DM's adventures advance the larger story of
the world and the characters. When players who
MULTIPLE DMS are also DMs are playing their characters, they
Many gaming groups switch DMs from time to shouldn’t let their knowledge of the campaign’s
time. The following sections describe situations that story influence their characters’ actions. Those
allow for multiple DMs and ways multiple DMs can characters step out of the action when their players
add to the group's fun. take their turns as DM.
Joint DMs can also team up to run each session of
OCCASIONAL BREAKS a campaign, with each DM focusing on
Take a break from being the DM if you need to re­ the aspects of the game they most
charge your creative juices, plan out the next arc of enjoy or the DMs trading focus
your campaign, or finish up the adventure you're from session to session. One DM
working on. By taking a break, you create an oppor­ might run combat description
tunity for another player to assume the DM role for and keep a battle moving
a session or two. while the other focuses on
If not everyone can make it to a scheduled session, miniatures and music.
that can also be an opportunity for a different DM The two DMs can play
to run a short adventure. two different NPCs
in a social interaction
VARIETY SERIES encounter. Between
Some groups don’t want a long campaign with sessions, they can col­
sweeping plotlines; they prefer short, unconnected laborate or divide up
adventures. With that style of game, different play­ world-building, en­
ers might take turns as DM for one to three ses­ counter creation, and
sions at a time, with each adventure standing as a other tasks.
self-contained story.

CHAPTER 2 I RUNNING THE GAME 25


Don’t Limit Options. In general, let the players use
/ NARRATION the information they’re given to decide what they
" Using a few time-honored narrative techniques, you want to do. Don’t put unnecessary limitations on
H can immerse your players in your world and bi ing the characters’ actions. That said, it can be helpful
the game to life. (especially with new players) to offer suggestions:
"You can go through the door, search the chest, or
LEAD BY EXAMPLE look down the shaft." Just make sure to finish by
When you roleplay and narrate with enthusiasm, saying, “or anything else you can think of!”
you add energy to the game and draw your players Don't Assume Character Actions. Don’t assume
into the world. Encourage the players to describe actions on the characters’ part. For example, don’t
their characters’ actions, then incorporate their say "You step into the room and look up" unless
narration into your accounts of the characters the player has already told you that's what their
successes and failures. character is doing.

BREVITY SECRETS AND DISCOVERY


Keep your descriptions short and evocative. Fo­ In the course of an adventure, the players and their
cus on the more important information to keep characters will uncover information that was previ­
players’ interest and to highlight important clues ously unknown to them. Make sure the information
and details. Players need to know about significant they need to complete the adventure is obtainable.
features their characters can perceive-especially Don’t hide important secrets or discoveries in
things like monsters in a room-before they decide places where the characters aren’t likely to uncover
what to do. Allow your players to ask follow-up them. Make sure they can’t miss an important se­
questions, and provide additional description as cret or discovery simply by failing an ability check,
needed. not talking to the right person, or not looking in the
right place.
ATMOS P H E R E___________________________ See also “Perception” in this chapter for more ad­
Bring a place to life by adding touches of atmo­ vice on hidden secrets in adventures.
sphere, such as a lingering smell of ash, tiny beetles
skittering along the dungeon floor, or blue flowers
GIVING INFORMATION TO ONE PLAYER
blossoming in the otherwise desolate and gloomy When one character separates from the rest of the
graveyard. Pick a couple of senses (sight, hearing, group, it’s usually OK to let the rest of the players
smell, touch, or taste) to highlight. know what happens, assuming the separated char­
Describe changes in the environment to direct acter will update the rest of the party when they’re
your players' attention. For example, a bird alighting reunited. You might need to remind the other play­
on a gravestone might draw the characters’ atten­ ers that their characters aren’t present, so they can’t
tion to it. offer advice or information to the lone character.
Sometimes, though, you’ll want to give informa­
DRAW PLAYERS’ ATTENTION tion to just one player. It might be information you
Good narration invites the players to examine de­ think the character won’t want to share with the
tails of the environment that lead to encounters or rest of the party, perhaps something related to ele­
important information. Anything you describe with ments of the character’s history that are still secret.
extra, subtle details draws the players’ attention. In this case, you can use one of these methods to
Give them just enough to invite further exploration, deliver that information:
but don’t create the equivalent of a flashing neon
Aside to Player. Pull the player into another room,
sign reading “This way to adventure!”
or have the other players leave the room. This
When using narration to guide your players, keep
approach is best if there’s a whole scene that plays
the following in mind:
out with just one character involved. Try to keep
Distinguish Options. When presenting options these scenes brief so other players don’t get bored
to players, add details to distinguish the options. or feel left out.
Should the characters take the left path or the Secret Message. If you just have a simple piece of
right path? Perhaps the left path smells of rot information to convey, you can whisper to the
and decay, while the faint sound of lapping water player, pass a note to them, or send them a text or
comes from the right. These details give players a direct message.
more information to make an informed decision
without explicitly telling them where to go.

26 CHAPTER 2 | RUNNING THE GAME


0

or saving throw. Refer to the Abilities, Ability


RESOLVING OUTCOMES Checks, and Saving Throws table for guidance.
You decide when a player makes a D20 Test based Also consider whether a skill or tool proficiency
on what the character is trying to do. Players might apply to an ability check.
shouldn’t just roll ability checks without context; What’s the DC? Based on how hard you think the
they should tell you what their characters are try­ task should be, set the DC as follows: 10 for an
ing to achieve, and make ability checks only if you easy task, 15 for a moderately difficult task, or 20
ask them to. for a hard task.
When a situation comes up and you’re not sure
how to adjudicate it using the rules, use these four The sections that follow offer advice on how to use
questions to help you decide: each kind of D20 Test, when to apply Advantage
and Disadvantage, and how to decide what the con­
Is a D20 Test Warranted? If the task is trivial or sequences of success or failure might be.
impossible, don’t bother with a D20 Test. A char­
acter can move across an empty room or drink ABILITY CHECKS
from a flask without making a Dexterity check,
An ability check is a test to see whether a charac­
whereas no lucky die roll will allow a character
ter succeeds at a task the character has decided to
with an ordinary bow to hit the moon with an ar­
attempt. The Abilities, Ability Checks, and Saving
row. Call for a D20 Test only if there’s a chance of
Throws table summarizes what each ability is used
both success and failure and if there are meaning­
for. (Constitution checks are rare, as tests of a char­
ful consequences for failure.
acter's endurance are usually passive or reactive,
What Kind of D20 Test? If a character is actively
making a saving throw more appropriate.)
trying to do something, use an ability check (or
an attack roll if the character is trying to hit PROFICIENCY
something). II the character is reactively trying to When the rules or a published adventure calls for
avoid or resist something, use a saving throw. an ability check, a skill or tool proficiency is often
Which Ability Does the Test Use? Think about called out: for example, “a character who succeeds
which ability has the most influence on a char­ on a DC 15 Intelligence (Arcana) check can puzzle
acter’s chance to succeed on the ability check out the magic involved.” Sometimes the rules allow

CHAPTER 2 I RUNNING THE GAME 27


ABILITIES, ABILITY CHECKS, AND SAVING THROWS
Ability Score Measures ... Make an Ability Check To ... Make a Saving Throw To ...
Strength Physical might Lift, push, pull, or break something Physically resist direct force
Dexterity Agility, reflexes, balance Move nimbly, quickly, or quietly Dodge out of harm's way
Constitution Health and stamina Push your body beyond normal limits Endure a toxic hazard
Intelligence Reasoning and memory Reason or remember Recognize an illusion as fake
Wisdom Perceptiveness and Notice things in the environment or Resist a mental assault
mental fortitude in creatures’ behavior
Charisma Confidence, poise, and Influence, entertain, or deceive Assert your identity
charm

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.

CHA PT ER 2 I RUNNING THE GAME


ATTACK ROLLS somewhere in the middle, such as 17 or 18 for a
task that is a little easier than “hard."
in combat, an attack roll is used to determine
Very Hard and Nearly Impossible. A DC 25 task is
whether an attack hits.
almost out of reach for low-level characters, but
You can also use attack rolls to resolve noncombat
more reasonable after level 10 or so. Low-level
activities that are similar to attacks in combat, such
characters have no chance to accomplish a DC 30
as an archcry contest or a game of darts. Assign an
task, while a level 20 character with proficiency
Armor Class to the target, decide whether the char
and a relevant ability score of 20 still needs a 19
acter is proficient with the weapon used, then have
or 20 on the die roll to succeed at a task of this
the player make an attack roll. (See also “Degrees of
difficulty.
Success" in this chapter.)
If you're setting the DC for a saving throw, don’t
SAVING THROWS____________ ______ go lower than 10 or higher than 20. If a creature is
In contrast to an ability check, a saving throw is an the source of the effect forcing a saving throw, use
instant response to an effect and is almost never the standard formula for calculating a save DC (see
made by choice. A saving throw makes the most “Calculated DCs" below).
sense when something bad threatens a character
and the character has a chance to avoid or resist it.
CALCULATED DCs
For some ability checks and most saving throws, the
Most of the time, a saving throw comes into play
rules default to the following formula:
when an effect-such as a spell, monster ability, or
trap-calls for it, telling you what kind of saving DC = 8 + ability modifier + Proficiency Bonus
throw is involved and providing a DC for it.
This formula often sets the saving throw DC when
In other situations that call for a saving throw, it’s
a creature is casting a spell or using a special abil­
up to you to decide which ability score is involved.
ity, but it can also apply to ability checks that are
The Abilities, Ability Checks, and Saving Throws
contests between two creatures. For example, if
table offers suggestions.
one creature is holding a door shut, use its Strength
DIFFICULTY CLASS modifier and Proficiency Bonus to set the DC for
opening the door. When another creature tries to
You establish the Difficulty Class for an ability force the door open, the creature makes a Strength
check or a saving throw when a rule or an adven­ (Athletics) check against that DC.
ture doesn’t give you one. Choose a DC from the Another way to handle similar situations is to
Typical DCs table based on the task's difficulty. have one creature’s ability check set the DC for
another creature's check. That's how hiding works,
TYPICAL DCs
for example: a hiding creature’s total Dexterity
Task DC Task DC (Stealth) check sets the DC for Wisdom (Percep­
Very easy 5 Hard 20 tion) checks made to find the hidden creature.
Easy 10 Very hard 25
ADVANTAGE AND DISADVANTAGE
Moderate 15 Nearly impossible 30
Advantage and Disadvantage are among the most
The task difficulties are explained below: useful tools in your toolbox. They reflect temporary
circumstances that might affect the chances of a
Very Easy. Most people can accomplish a DC 5 task
character succeeding at a task. Advantage is also a
with little chance of failure. Unless circumstances
great way to reward a player who shows exceptional
are unusual, let characters succeed at such a task
creativity in play.
without making a check.
Characters often gain Advantage or Disadvantage
Easy, Moderate, and Hard. These are the most
through the use of special abilities, actions, spells,
common difficulties, and you can run your game
or other features of their classes or species. In other
using only them. A character with a 10 in the as­
cases, you decide whether a circumstance would
sociated ability and no proficiency will succeed at
merit Advantage or Disadvantage.
an easy task around 50 percent of the time. For a
As described in the Player’s Handbook, if different
moderate task, a character needs either a higher
circumstances would give both Advantage and
score or proficiency to have a similar chance of
Disadvantage in the same situation, the Advantage
success, whereas a hard task typically requires
and Disadvantage cancel out, regardless of how
both to have a similar chance. If you can’t decide
many circumstances would grant Advantage or
between two levels of difficulty, choose a DC
Disadvantage.

CHAPTER 2 I RUNNING THE GAME


ADVANTAGE DEGREES OF SUCCESS
Consider granting Advantage when ... A successful D20 Test can have degrees of success
• Circumstances not related to a creature’s own For example, when characters participate in an ar­
capabilities provide it with an edge. chery contest, you might decide that the more an
attack roll exceeds the target’s AC, the higher the
• Some aspect of the environment improves the
character’s score. The archery target might have
character’s chance of success.
• A player shows exceptional creativity or cunning AC 11, but it has five concentric rings indicating de­
grees of success. So you could decide that an attack
in attempting or describing a task.
roll of 11 or 12 lands in the outermost ring, a 13 or 14
• Previous actions (whether taken by the character
hits the next ring closer to the center, a 15 or 16 hits
making the attempt or some other creature) im
the third ring, a 17 or 18 hits the fourth, and a 19 or
prove the chances of success.
higher strikes the bull’s-eye.
DISADVANTAGE
CRITICAL SUCCESS OR FAILURE
Consider imposing Disadvantage when ...
Rolling a 20 or a 1 on an ability check or a saving
• Circumstances hinder success in some way. throw doesn’t normally have any special effect.
• Some aspect of the environment makes success However, you can take such an exceptional roll into
less likely. account when adjudicating the outcome. It’s up to
• An element of the plan or description of an action you to determine how this manifests in the game.
makes success less likely. One approach is to increase the impact of the suc­
cess or failure. For example, rolling a l on a failed
CONSEQUENCES attempt to pick a lock might jam the lock, and roll­
As a DM, you can use a variety of approaches when ing a 20 on a successful Intelligence (Investigation)
adjudicating success and failure to tailor the game check might reveal an extra clue.
to your liking. For attack rolls, the rules cover what happens
on a natural 20 (it’s a Critical Hit) or a natural 1 (it
SUCCESS AT A COST always misses). Resist the temptation to add addi­
When a character fails a D20 Test by only 1 or 2, tional negative consequences to a natural 1 on an
you can offer to let the character succeed at the cost attack roll: the automatic failure is bad enough. And
of a complication or hindrance. Such complications characters typically make so many attack rolls that
can run along any of the following lines: they’re bound to roll dozens of natural is over time.
• A character gets her sword past an enemy’s de­ What might seem like an interesting consequence,
fenses and turns a near miss into a hit, but she like breaking the weapon used for the attack, will
then drops the sword. quickly get tiresome.
• A character narrowly escapes the full brunt of a
Fireball spell but has the Prone condition.
IMPROVISING DAMAGE
• A character fails to intimidate a kobold prisoner, The Improvising Damage table gives guidelines for
but the kobold reveals its secrets anyway while determining damage on the fly.
shrieking at the top of its lungs, alerting other
nearby monsters. IMPROVISING DAMAGE
Damage Examples
By putting the choice of success at a cost in the
players’ hands, and even letting them choose the Idl0 Burned by coals, hit by a falling bookcase,
setbacks, you can give players more agency in craft­ pricked by a poison needle
ing the story of their characters’ deeds. 2dl0 Struck by lightning, stumbling into a
firepit
DEGREES OF FAILURE
Sometimes a failed D20 Test has different conse­ 4dl0 Hit by falling rubble in a collapsing
quences depending on the degree of failure. For tunnel, tumbling into a vat of acid
example, a character who fails to disarm a trapped 1 Odl0 Crushed by compacting walls, hit by
chest might accidentally spring the trap if the check whirling steel blades, wading through lava
fails by 5 or more, whereas a lesser failure means
18dl0 Submerged in lava, hit by a crashing fly­
the trap wasn’t triggered during the botched disarm
attempt. Consider adding similar distinctions to ing fortress
other checks. Perhaps a failed Charisma (Persua­ 24dl 0 Tumbling into a vortex of fire on the
sion) check means a queen won’t help, whereas a Elemental Plane of Fire, crushed in the
failure of 5 or more means she throws the character jaws of a godlike creature or a moon-size
in the dungeon for such a display of impudence. monster

CHAPTER 2 I RUNNING THE GAME


30
The Damage Severity and Level table is a guide to An equally important principle is “No, but...”
how deadly these damage amounts are for charac­ Sometimes characters can’t do what their players
ters of different levels. Cross-reference a character’s want, but you can keep the game moving forward
level with the damage being dealt to gauge the se­ by offering an alternative.
verity of the damage. For example, imagine the characters are search­
ing for a lich’s lair. A player asks you if there’s a
DAMAGE SEVERITY AND LEVEL mages’ guild operating in a nearby city, hoping to
Character Levels Nuisance Deadly find records that mention the lich. This wasn’t a
possibility you anticipated, and you don’t have any­
1-4 5 (IdlO) 11 (2dl0)
thing prepared for it. One option is to say yes and
5-10 11 (2dl0) 22 (4dl0) use the tools at your disposal to create a suitable
11-16 22 (4dl0) 55 (lOdlO) mages’ guild. By doing this, you reward the player
for thinking creatively. Also, the guild can become a
17-20 55 (lOdlO) 99 (18dl0)
great source for adventure hooks.
Nuisance damage rarely poses a risk of death to Another option is to say no, but a solitary mage in
characters of the levels shown, but a severely weak­ town might possess the desired information. This
ened character might be laid low by this damage. approach rewards the creative player while de­
Deadly damage poses a significant threat to char­ manding less work from you.
acters of the levels shown and could potentially kill
AIDS TO IMPROVISATION
such a character that’s missing many Hit Points.
When you need to make up something on the
IMPROVISING ANSWERS spot-say, a mages’ guild in a town where you hadn’t
previously planned for one-you have abundant
With a little preparation and a lot of flexibility, you
resources to draw on:
can handle any curveball your players throw at you.
One of the cornerstones of improvisational • Lists of NPC names (see “Nonplayer Characters”
theater is called “Yes, and ...” It’s based on the idea in chapter 3)
that an actor takes whatever the other actors give • Random tables (such as the ones in the “Settle­
and builds on that. A similar principle applies as you ments" section of chapter 3)
run sessions for your players. As often as possible, • Campaign journal (described in chapter 5)
weave what the players give you into your story. • Maps (see appendix B)

CHAPTER 2 I RUNNING THE GAME 3i


in social interactions, so let those players take the
spotlight and inspire the other players by their ex­
RUNNING ample However, be sure to tailor aspects of social
SOCIAL INTERACTION interactions to fit the other players’ tastes too.
During a social interaction, the adventurers usually Involve Specific Characters. If you have players
have a goal. They want to extract information. se who don’t readily get involved in social interactions,
cure aid, win someone’s trust, escape punishment, you can create situations tailored for their charac­
avoid combat, negotiate a treaty, or achieve some ters. Perhaps the NPC in question is a family mem­
other objective. Successfully completing the en ber or a contact of a particular adventurer and fo­
counter means achieving that goal. cuses attention on that character. Some NPCs might
Some DMs run social interaction as a free-form pay particular attention to characters with whom
roleplaying opportunity, where dice raiely tome they feel kinship.
into play. Other DMs resolve interactions by having If a couple of players are doing most of the talking
characters make Charisma checks. Most games fall in a social interaction, take a moment now and
somewhere in between, balancing roleplaying with then to involve someone else. You might have an
the occasional ability check. NPC address another character directly: “And what
about your hulking friend? What will you pledge in
ROLEPLAYING ___________________ exchange for my favor?” If a player is less comfort­
You don’t need to be a practiced thespian or come­ able with roleplaying, you can get them involved by
dian to create drama or humor through roleplaying. asking them to describe their character’s actions
The key is to pay attention to the story elements during the conversation.
and characterizations that make your players laugh Use Other Ability Scores. Consider the following
or feel emotionally engaged and to incorporate additional possibilities to give characters whose
those things into your roleplaying. Charisma is not their strong suit a chance to shine:
NPC PORTRAYALS Strength. An NPC won’t talk to the characters until
When thinking about how to roleplay an NPC or a one of them agrees to an arm-wrestling match.
monster, consider one or two adjectives that best Or a strong character needs to bodily prevent the
describe the creature. Knowing the creature’s align­ NPC from running away.
ment can also help with your portrayal. The classic Dexterity. An NPC is Hostile toward intruders, so
advice for writers holds true: show, don’t tell. For the characters must talk from hiding. Or the so­
example, rather than describe an NPC as jocular cial interaction provides a distraction that allows
and honest, have the NPC make frequent puns and a character to get close enough to the NPC to steal
freely share personal anecdotes. something from the NPC’s pockets.
You can further enhance your portrayal of a Intelligence. An NPC’s speech is so full of obscure
creature in the following ways. references to a particular area of knowledge that
Use Facial Expressions. Your facial expressions
the characters can’t use the information they re­
help convey a creature’s emotions. Smile, scowl,
ceive until they interpret those obscure facts. Or
snarl, yawn, or pout, as appropriate.
the NPC refuses to give a direct answer, speaking
Use Motions and Posture. Movement and posture
only in vague hints that the characters must piece
can help define an NPC’s personality. You might
together to get the information they seek.
reflect an archmage’s displeasure by rolling your
Wisdom. An NPC is hiding something important,
eyes and massaging your temples with your fingers.
and the characters must read the NPC’s nonverbal
Hanging your head and looking up at the players
conveys a sense of submissiveness or fear. Holding cues to understand what’s true and what’s decep­
your head and chin high conveys confidence. tion. Or key information is concealed in details
Use Voices. Changing the volume of your voice around the room where the interaction takes
and borrowing speech patterns from real life, mov­ place, which a perceptive character might notice.
ies, or television can make NPCs distinctive.
ATTITUDE
ENGAGING THE PLAYERS Each creature controlled by the DM has one of
Although some players enjoy roleplaying more than the following attitudes toward the adventurers:
others, social interactions help immerse all players Fi iendly, Indifferent, or Hostile. The “Monster Be-
in the game. Consider the following approaches to havioi section in chapter 4 offers guidance to help
make an interaction-heavy game session appeal to you determine a creature’s initial attitude.
players of any tastes.
Characters can shift a creature's attitude by their
Appeal to Player Preferences. Players who like act­
words or actions. For example, buying drinks for
ing (see “Know Your Players" in this chapter) thrive
an indifferent group of miners might shift their

32 CHAPTER 2 I RUNNING THE GAME


attitude to Friendly. When a shill occurs, describe it
to your players. For example, the miners might dis
play their newfound friendliness by imparting some
useful information, offering to repay the kind ges
ture at a future date, or challenging the characters
to a friendly drinking contest.

ABILITY CHECKS IN SOCIAL INTERACTION


You decide the extent to which ability checks shape
the outcome of a social interaction. A simple social
interaction might involve a brief conversation and
a single Charisma check, while a more complex
encounter might involve multiple ability checks
helping to steer the course of the conversation.

USING THE HELP ACTION


When a character uses the Help action to help
another character influence an NPC or a monster,
encourage the player of the helpful character to
contribute to the conversation or, at the very least,
describe what their character is doing or saying to
contribute to the other character’s success.

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.

34 CHAPTER 2 I RUNNING THE GAME


PERCEPTION ___________ _______ _____ about something under examination. Investigation
applies when characters are trying to figure out
As the DM, you're the interface between your play­
how a thing works-how to open a trick door, how
ers and the world of the game. You tell them what to get into a secret compartment, and so on.
their characters perceive, so it's important to make Don’t use the Investigation skill to determine if
sure you’re telling them important information a character notices something-that’s the purview
about their surroundings. The Perception skill and of Perception. For example, a successful Wisdom
Wisdom checks made using it are key tools for you. (Perception) check allows a character to find a se­
This section offers guidance to help you use the cret door or something that betrays its presence,
Perception rules in the Player’s Handbook. such as thin seams marking the edges of the door.
If the secret door is locked, a successful Intelligence
WHEN TO CALL FOR A CHECK
(Investigation) check would allow a character to fig­
An important time to call for a Wisdom (Percep­
ure out the trick to opening it-by turning a nearby
tion) check is when another creature is taking the
statue so it faces the door, for example.
Hide action. Noticing a hidden creature is never
trivially easy or automatically impossible, so char­ HIDDEN THINGS IN ADVENTURES
acters can always try Wisdom (Perception) checks Secret doors, hidden compartments, concealed
to do so. traps, and stashed treasures are common elements
Using Passive Perception. Sometimes, asking play­ in adventures. When using such elements, if some­
ers to make Wisdom (Perception) checks for their thing is hidden, allow for the possibility that the
characters tips them off that there’s something they characters might not find it. It’s fine to hide extra
should be searching for, giving them a clue you’d treasures or delightful surprises, but don't hide ele­
rather they didn't have. In those circumstances, use ments that are essential to the characters' success in
characters’ Passive Perception scores instead. places where characters might not find them.
Using the Investigation Skill. The Investigation Even if the hidden objects aren't essential to the
skill applies to situations where a character is us­ adventure’s success, plant hints that clue players in
ing reason and deduction to arrive at a conclusion to the idea that there might be something hidden

CHAPTER 2 | RUNNING THE GAME 35


for them to find. Such hints can he subtle (a char TRAVEL
acter hears a strange rattle when opening the desk The rules in the “Exploration” section in the Player's
drawer, suggesting the presence of a hidden coin Handbook cover the basics of travel on a scale rang­
partment in the back or bottom of the drawer) or ing from minutes to days. The tools in this section
obvious (clear footprints lead across the room to can add excitement to a longer trek.
a blank wall that is actually a secret door). These
hints let players discover fun secrets without re JOURNEY STAGES
quiring them to spend extensive time searching ev­ It can be helpful to break up a journey into stages,
ery square foot of every room and ballway. with each stage representing anything from a few
hours’journey to ten days or so of travel. A journey
PERCEPTION AND ENCOUNTERS might have only a single stage if the trip is a matter
If the characters encounter another group of crea­ of following a clear path to a well-known destina­
tures and neither side is being stealthy, the two tion. A journey consisting of three stages makes for
groups automatically notice each other once they a satisfying trek. For example, the characters might
are within sight or hearing range of one another. travel along a river to the forest’s edge (stage 1), fol­
The Audible Distance table can help you determine low a trail into the heart of the woods (stage 2), and
the hearing range, and the following sections ad­ then search the woods for an ancient ruin (stage 3).
dress visibility. If one group tries to hide from the A long journey might involve even more stages and
other, use the rules in the Players Handbook. occupy several game sessions.
You decide how to break up the journey, though
AUDIBLE DISTANCE
your decision can be shaped by the characters’ plan
Noise Distance for navigating the journey. When the characters
Trying to be quiet 2d6 x 5 feet know the route they must take, the stages of the
Normal noise level 2d6 x 10 feet journey should correspond to the way you might
give someone directions, as in the example above.
Very loud 2d6 x 50 feet
Planning the Stages. You can use the accompany­
Visibility Outdoors. When traveling outdoors, ing Travel Planner sheet to plan the stages of a jour­
most characters can see about 2 miles in any ney. (Use multiple copies of the Travel Planner for a
direction on a clear day, except where obstructions journey with more than three stages.)
block their view. That range increases to 40 miles For each stage, note where it starts and ends, the
if they are atop a mountain or a tall hill or are oth­ distance covered, and the predominant terrain.
erwise able to look down on the area from a height. Choose or randomly determine the weather on that
Lightly Obscured conditions reduce visibility: rain stage (see “Weather” later in this chapter). Plan
reduces maximum visibility to 1 mile, and fog re­ one or more challenges for each stage, such as an
duces it to between 100 and 300 feet.
Outdoor terrain determines the distance at which JOURNEYS WITHOUT DESTINATIONS
characters encounter other creatures. The Travel Sometimes, characters travel without a clear path
Terrain table (see “Travel” below) gives suggested to follow or a clear destination in mind. In such a
encounter distances for different types of terrain. case, use the grid of your map (squares or hexes)
Visibility at Sea. From a ship’s crow’s nest, a look­ to define the stages of the journey, however many
out can see things up to 10 miles away, assuming
miles each square or hex might be. (This style of
clear skies and a relatively calm sea. Overcast skies
play is sometimes called “hex crawling.”)
reduce that distance by half. Lightly Obscured con­
In this kind of wilderness exploration, you can
ditions reduce visibility just as they do on land.
take one of two approaches to travel challenges:
Visibility Underwater. Visibility underwater de­
pends on water clarity and the available light. Use Sandbox Approach. Your map of the area deter­
the Underwater Encounter Distance table to deter­ mines what characters find when they enter any
mine the encounter distances underwater. particular hex on the map. You might have en­
counters or obstacles in place for every hex, or
UNDERWATER ENCOUNTER DISTANCE they could be spread farther apart.
Visibility Encounter Distance Random Approach. Use tables to randomly deter­
Clear water, Bright Light mine encounters or obstacles in each hex the
60 feet
characters enter.
Clear water, Dim Light 30 feet
Murky water or Darkness Whichever approach you use, running a journey
10 feet
otherwise works the same as described in the rest
of the “Travel” section.

36 CHAPTER 2 1 RUNNING THE GAME


TRAVEL PLANNER
ORIGIN:------------------------------------------------------ DESTINATION:

STAGE 1
START: END: O FAST days/hrs

DISTANCE: TERRAIN: O NORMAL ----------------- days/hrs

WEATHER: O SLOW days/hrs

NARRATIVE NOTES CHALLENGES

ELAPSED TIME (DAYS/HRS)


-- ------------- - __ _ -__ _ -__

STAGE 2
START: END: O FAST __ ____days/hrs

DISTANCE: TERRAIN: O NORMAL ______ ____days/hrs


WEATHER: O SLOW _________ ____days/hrs
_J
NARRATIVE NOTES A ( CHALLENGES

ELAPSED TIME (DAYS/HRS)

STAGE 3

START: END: O FAST days/hrs

DISTANCE: TERRAIN: O NORMAL days/hrs


WEATHER: O SLOW days/hrs

NARRATIVE NOTES |K CHALLENGES

ELAPSED TIME (DAYS/HRS)

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

38 CHAPTER 2 I RUNNING THE GAME


Wind Walk or a magic item such as a Carpet of Flying, descriptions with truly fantastical elements. For
translate the party’s Speed into travel rates using example, a forest might be home to tiny dragonets
these rules: instead of birds, or its trees might be festooned with
Miles per hour = Speed : 10 giant webs or have eerie green, glowing sap. A single
fantastic element within an otherwise realistic and
Miles per day (Normal pace) = Miles per hour
memorable landscape is enough.
x number of hours traveled (typically 8)
Use the landscape to set the mood and tone for
Fast pace = Miles per day x 11/3 (round down) your adventure. In one forest, close-set trees might
Slow pace = Miles per day x 2/3 (round down) shroud all light and seem to watch the adventurers
If the characters are flying or their special move­ as they pass. In another, sunlight streams through
ment allows them to ignore Difficult Terrain, they the leaves above, and flower-laden vines twine up
can move at a Fast pace regardless of the terrain. every trunk. Signs of corruption-rotting wood,
Vehicles, Characters traveling in a vehicle use the foul-smelling water, and rocks covered with slimy
vehicle’s speed in miles per hour (as shown in chap­ moss-can be a signal that the adventurers are
ter 6 of the Players Handbook) to determine their drawing close to the site of evil power that is their
rate of travel, and they don’t choose a travel pace. destination or can provide clues to the nature of the
threats to be found there.
NARRATION DURING TRAVEL
Just as movies use travel montages to convey long JOURNEY STAGE CHALLENGES
and arduous journeys in a matter of seconds, you Challenges that adventurers might face during a
can use a few sentences of descriptive text to paint journey stage include the following, which are dis­
a picture of a journey in your players' minds before cussed in the sections that follow:
moving on. Describe the journey as vividly as you Encounters with other creatures
like, but keep momentum by focusing on the most Foraging
notable details that reinforce the desired mood.
Navigation (and becoming lost)
Visual aids can help set the scene for the char­
Obstacles
acters’ travels. Image searches on the internet can
lead you to breathtaking landscapes (in fact, that’s Searches
a good phrase to search for). You can spice up your Tracking

CHAPTER 2 1 RUNNING THE GAME 39


wrong branch of a river, orient themselves to the
Encounters with Other Creatures. The Encounter wrong mountain peak on the horizon, or get turned
Distance column in the Travel Terrain table gives
around in the forest. As a baseline, assume that get­
the range at which creatures might become aware
ting lost extends the length of the current journey
of each other while journeying through the wilder
stage by 1d6 * 10 percent. It might also affect subse­
ness. When staging an encounter, consider these
quent stages of the journey.
possibilities: Obstacles. An obstacle is terrain or weather that
Ambush. Monsters set up an ambush along a route obstructs the characters’ path. Examples include
they expect travelers to follow. a cliff, a blizzard, or a forest fire. To get past the
Attack from Above. Flying monsters swoop down obstacle, characters might need to backtrack and
to attack the characters. find an alternate route, or they might need to take
Distant Sighting. The characters and monsters shelter until the obstacle goes away. Let the players
spot each other from a distance in open terrain. spend time thinking about a solution, then be gener­
Found by Chance. The characters happen upon ous in adjudicating whether their plan works.
monsters that are camping, eating, hunting, bask­ In addition to the chance of a delay (adding a few
ing in the sun, walking along the same trail, or hours, a day, or a couple of days to the current stage
engaged in some other activity. of the journey), here are some other consequences
Pursuit. The characters are tracking monsters, or you can impose if characters fail to overcome or
the monsters are tracking them. The encounter bypass an obstacle:
begins when the two groups get close enough to
interact. Combat Encounter. The characters encounter one
or more Hostile creatures. For example, march­
Foraging. Characters without water and Rations ing through a burning forest instead of circling
can stave off dehydration and malnutrition by around it might prompt an encounter with raging
gathering food and water as they travel. A forag­ fire elementals.
ing character makes a Wisdom (Survival) check Damage. The characters take damage. For example,
once per journey stage (or once per day if a stage a character who tumbles over a waterfall might
is shorter than a day). The DC is determined by take Bludgeoning damage. See “Improvising Dam­
the abundance of food and water in the region, as
age” in this chapter for guidelines on determining
shown in the Foraging DC column of the Travel
how much damage is appropriate.
Terrain table. If multiple characters forage, each
Exhaustion. The obstacle fatigues the characters,
character makes a separate check.
causing them to gain Exhaustion levels. For
A foraging character finds nothing on a failed
check. On a successful check, roll ld6 and add the
character’s Wisdom modifier to determine how
Do PLAYERS NEED TO TRACK RATIONS?
much food (in pounds) the character finds per day You might decide that tracking Rations is unnec­
of the journey stage, then repeat the roll for water essary in your game. Even if the characters are in
(in gallons). a desert, you can assume that a character with
Navigation. If the characters aren’t following an proficiency in the Survival skill can find enough
established path or traveling with a landmark in food and water to sustain the party. Make sure
sight, they risk getting lost. Here are some circum­ you work that into your narration of the journey
stances that can cause a group to lose its way: so the player feels good about choosing that skill
proficiency. You can also assume the characters
• Branching passages underground
can load their mounts with enough Rations for
• Horizon-obscuring terrain, such as dense forest
their journey, or they can use magic (such as the
• Obscuring weather, such as heavy rain or fog
• Traveling at night Create Food and Water spell) to sustain them.
• Traveling at sea while unable to see the sky or any On the other hand, having players track Rations
familiar land seems appropriate for a more realistic campaign.
Characters in such a campaign should approach
Let the players know when the characters are at a long wilderness journey as a challenge in lo­
risk of getting lost, then have the characters choose gistics: how many pack animals do they need to
one of their number to make a Wisdom (Survival) carry the food for the journey, and how do they
check against a DC appropriate to the terrain, as feed the animals?
shown in the Navigation DC column of the Travel As always, communicate your expectations
Terrain table. Another member of the group can
about these rules to the players ahead of time. If
take the Help action to assist this check as normal.
you don’t plan on tracking Rations, tell your play­
If the check fails, the party goes off course. You
ers that before they spend an hour purchasing
decide what this looks like: they might follow the
supplies for their journey.

40 CHAPTER 2 I RUNNING THE GAME


example, marching through a blizzard instead of Shifting Weather or Terrain. The weather or ter­
taking shelter might cause each character to gain rain changes in a way that makes tracking harder.
Id4 Exhaustion levels. Terrain Obstacle. The trail crosses a river or simi­
Another Condition. The obstacle imposes another lar obstacle that allows no tracks.
condition on the characters. For example, wad
The DC for the check depends on how well the
ing through a fetid swamp rather than skirting
ground shows signs of a creature’s passage. No roll
around it might impose the Poisoned condition,
is necessary in situations where the tracks are obvi­
which lasts until removed by magic.
ous, such as following an army along a muddy road.
Searches. This challenge often comes up in the last Spotting tracks on bare rock is more challenging
stage of a journey: the characters have to find their unless the creature being tracked leaves a distinct
destination, which might be an island, an old mine, trail. Additionally, the passage of time often makes
an ancient ruin, a magical pool, a hag’s cottage, or tracks harder to follow. In a situation where there
some other feature. is no trail to follow, you can rule that tracking is
The Search DC column of the Travel Terrain table impossible.
suggests DCs for Wisdom (Perception) checks made Use the Search DC column of the Travel Terrain
to find something in different types of terrain. You table as a starting point for setting the DC for
can adjust these DCs based on the specific terrain tracking. If you prefer, you can choose a DC based
features and the nature of what the characters are on your assessment of the difficulty-higher if
trying to find, using the guidelines for setting DCs days have elapsed since the creature passed, lower
earlier in this chapter. if the creature is leaving an obvious trail such as
Tracking. A specific instance of searching on a blood. You can also grant Advantage on the check if
journey is when adventurers choose their path by there’s more than one set of tracks to follow or Dis­
following the tracks of other creatures. To track, advantage if the trail passes through a busy area.
one or more trackers must succeed on a Wis­ On a failed check, the character loses the trail
dom (Survival) check. You might require track­ but can attempt to find it again by carefully search­
ers to make a new check in any of the following ing the area. It takes 10 minutes to find a trail in a
circumstances: confined area, such as a series of caverns, or 1 hour
Resting. The trackers resume tracking after finish­ outdoors.
ing a Short or Long Rest.

*
A RIVER PRESENTS AN OBSTACLE

THROUGH THE WILDERNESS.

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

CHAPTER 2 1 RUNNING THE GAME


(x.

N PASS.

miniatures with small stickers of different colors or


USING AND TRACKING CONDITIONS
stickers with different letters or numbers on them.
For example, in a combat encounter with three Many rules and features in the game apply condi­
ogres, you could use three identical ogre miniatures tions to creatures. You can also apply conditions on
tagged with stickers marked A, B, and C, respec­ the fly when it makes sense to do so. For example,
tively. To track the ogres’ Hit Points, you can sort the Poisoned condition can reflect a variety of im­
them by letter, then subtract damage from their pairments, from influenza to intoxication.
Hit Points as they take it. Your records might look You can track monsters' conditions wherever
something like this after a few rounds of combat: you track their Hit Points. Players should track any
conditions affecting their characters. Character
conditions can also be marked on index cards or a
0^2: 625433 whiteboard.
0^6:59 You might also mark index cards or sticky notes
with conditions and their effects or use tokens or
Some DMs prefer to track how much damage a
some other tangible reminder. Then hand the cards,
monster has taken, adding to that number as char­
notes, or tokens to players when their characters
acters deal damage (instead of subtracting from
have a condition. Putting a sticky note with a con­
the monster’s Hit Points). Adding is generally easier
dition’s rules on a player’s character sheet can help
than subtracting, and you can track damage on
that player remember the effects of the condition.
a visible list of Initiative (such as a whiteboard)
You can also place tokens or colored plastic rings
without revealing to the players how many Hit
(the rings from soda bottle caps work well) on a
Points the monsters have. The tracking might look
creature’s miniature, helping everyone remember
like this:
which creatures are affected by conditions.
OyrA:91523+5459dead
0gr 2.947 38
O^e,C:

CHAPTER 2 I RUNNING THE GAME +3


MINIATURES CREATURE SIZE AND SPACE
Often, players can rely on your descriptions to A creature's size determines how much space it
imagine where their characters are in relation to occupies on squares or hexes, as shown in the
their surroundings and their enemies. Certain com­ Creature Size and Space table and the accompany-
ing diagrams.
bat encounters, however, can benefit from having
visual aids or physical props, the most common If the miniature you use for a monster takes up an
of which are miniatures and a battle grid. Minia­ amount of space different from what’s in the table,
tures are typically used in conjunction with model that's fine, but treat the monster as its official size
terrain, modular dungeon tiles, or maps drawn on for all rules. For example, you might use a miniature
that has a Large base to represent a Huge giant.
large vinyl mats. Most virtual tabletops for on­
line play simulate miniatures and grids in a digital That giant takes up less space on the battlefield tha
its size suggests, but it is still Huge for the purposes
environment.
of rules like grappling.
The following sections expand on the rules in the
Player’s Handbook for depicting combat using minia­ CREATURE SIZE AND SPACE
ture figures on a grid.
Size Space in Squares Space in Hexes
TACTICAL MAPS Tiny 4 per square 4 per hex
You can draw tactical maps with colored markers
Small 1 square l hex
on an erasable vinyl mat with 1-inch squares or a
similar flat surface. Preprinted poster-sized maps, Medium 1 square l hex
maps assembled from cardboard tiles, and terrain Large 4 squares (2 by 2) 3 hexes
made of sculpted plaster or resin are other options.
Huge 9 squares (3 by 3) 7 hexes
If you’re playing on a virtual tabletop, you can find
abundant tactical maps in digital form online. Gargantuan 16 squares (4 by 4) 12 hexes or
The most common unit for tactical maps is the or more more
5-foot square, and maps with grids are readily avail­
able and easy to create. However, you don’t have AREAS OF EFFECT
to use a grid at all. You can track distances with a An area of effect must be translated onto squares
tape measure, string, rulers, or pipe cleaners cut to or hexes to determine which potential targets are in
specific lengths. Another option is a play surface the area. If the area has a point of origin, choose an
covered by 1-inch hexagons (often called hexes), intersection of squares or hexes to be the point of
which makes movement more flexible while keeping origin, then follow its rules as normal. If an area of
the easy counting of a grid. Dungeon corridors with effect covers at least half a square or hex, the entire
straight walls and right angles don’t map easily onto square or hex is affected.
hexes, though.

CREATURE SIZE ON SQUARES AND HEXES


SMALL OR MEDIUM HUGE GARGANTUAN

CHAPTERS I RUNNING THE GAME


THREE-QUARTERS COVER

* 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.

CHAPTER 2 I RUNNING THE GAME


45
DESCRIBING ACTIONS
NARRATION IN COMBAT
Action Description
Although it's important that the players understand
what's going on in terms of the rides, the game can Dash "Dispensing with attacks, your foe hur­
get dull if everyone uses only "gamespeak : 1 hat s ries across the room.”
an 18 to hit,” “You hit; now roll damage," "11 points." Disengage "Careful not to drop its guard, your foe
and “OK, now we're to Initiative count 13. Instead, edges away from you."
use the rules and your knowledge of the scene to
Dodge "Your foe watches you closely and tries
help your narration. If 18 is barely a hit, but the 11
to parry your attacks."
points of damage is a bad wound for the enemy,
say: “You swing wildly, and the knight brings his Help "While its ally attacks, your foe darts
shield up just a second too late. Your blade catches around, causing a distraction.”
him along the jaw, drawing a deep gash. He recoils, Magic "Your foe gestures in a deliberate man­
bleeding badly!" ner and utters an invocation.”
As the characters fight monsters, you can reveal
Ready "Your foe seems to be waiting for
information to help the players make good choices,
something, ready to act."
as described in the sections that follow.

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).

46 CHAPTER 2 | RUNNING THE GAME


Some monsters have the special ability to ignore HASTEN A MONSTER’S DEMISE
some or all of a spell’s normal components, which If a combat has gone on long enough and the char­
might prevent characters from recognizing what acters’ victory is almost certain, you can simply
the monster is doing. Similarly, when monsters use have the monster drop dead. The players don’t ever
magical abilities that don’t involve casting spells, need to know that it still had 15 Hit Points left after
make sure it's clear to the players that the monster the characters’ last attack.
is drawing on its unique magical abilities, not cast­
ing a spell their characters could counter. END HOSTILITIES
Most monsters can see when a fight’s not going
KEEPING COMBAT MOVING their way (or not going anywhere at all). A sapient
Sometimes even the best-planned combat encoun­ monster might parley with the characters in an
ter can turn into a slog, where no one’s moving and effort to get out of the situation alive. Suddenly a
neither side is hitting or dealing much damage to combat encounter turns into a social interaction
the other. When that happens, here are a few tech­ as the monster and characters negotiate an end to
niques you can use to get things moving again or their hostilities. A nonsapient monster might play
bring the encounter to a speedy close. dead to try to get the characters to stop attacking it,
only to get up and run away as soon as it has the op­
DON’T REPEAT GAME STATES portunity. See “Fight or Flight" later in this chapter
When characters do something to change the tacti­ for more suggestions.
cal situation, don't respond by putting things back
to the way they were before. For example, if a char­ ADD A COMBATANT
acter takes the Disengage action to move away from To add excitement to a battle, consider adding a
a group of monsters, don’t respond by having those combatant. Maybe a monstrous predator wanders
same monsters chase the character. Move the mon­ onto the scene where the characters are locked in
sters somewhere else. battle with another foe. Or maybe the noise of the
ongoing combat attracts the attention of nearby

CHAPTER 2 I RUNNING THE GAME +7


dungeon denizens. The new combatant might at­ or lower if you like. On a failed save, the creatu
tack both the characters and their foes, or it might either flees or tries to parley with the enemy (se
join one side or the other. Each time one or more "Avoiding or Ending a Fight” below). On a succs
new combatants join the encounter, roll initiative ful save, the creature is willing to fight. Whenss
for them and weave them into the Initiative order. ing with a group of creatures, the leader makes sal
saving throw on behalf of the group. his
CHANGE THE TERRAIN
When creatures that are already engaged in h
Consider changing a battle's terrain to introduce a
realize they’re likely to lose, they usually try to aste
new element and give combatants reasons to move
that battle. A monster is likely to flee if either oes
around. Perhaps a powerful attack or an explosive following is true: e
spell topples a column, shatters a wall, or breaks up
the floor. Maybe a fissure opens in the floor, releas­ • The monster starts its turn Bloodied and more
ing noxious vapors, obscuring smoke, or lava. Magic than half its allies are dead or have the Incapaci
could tear open the boundaries between planes of tated condition, while no one is dead or Incapaci
existence, unleashing raw elements or other planar tated on the other side.
energy. Or perhaps a monster's desperation causes • The monster starts its turn Bloodied and has the
wild magic to warp the fabric of reality. You can Frightened condition.
use the environmental effects, hazards, and traps in In those circumstances, you can decide the monster
chapter 3 to represent these effects. flees, or you can have it make a DC 10 Wisdom sav­
ing throw and flee or parley on a failed save. In gen­
CHANGE THE MONSTER
eral, if it is obvious to you that a creature is going to
You can transform one monster into another to
lose, assume it’s obvious to that creature as well.
keep a fight interesting. Maybe a worg splits open,
and a gibbering mouther spills out to take its place. AVOIDING OR ENDING A FIGHT
Or a cultist is consumed in a pillar of infernal flame, A creature that wishes to end or avoid a fight has
and a devil erupts from the ashes. You can also alter two options:
a monster’s stat block in subtle ways in the middle
of combat; for example, you might decide that a Flight. The creature can retreat or run away on its
turn. Select a destination for the fleeing party,
monster flies into a frenzy when it’s Bloodied, giv­
ing it Advantage on its attack rolls-and giving the such as a known place of safety (perhaps a room
with a door that can be closed and barred). If the
characters Advantage on their attack rolls against it
opponents pursue, you can use the “Chases” sec­
as well, speeding the fight to an end.
tion in chapter 3 to help adjudicate what happens.
ADJUSTING DIFFICULTY___________________ Parley. A parley is an attempt to settle a conflict
nonviolently. The side that wishes to end or avoid
Many of the same techniques that help keep com­
combat offers to surrender or proposes some sort
bat moving can also be useful in situations where
of exchange. If one side wants to parley in the
a combat encounter is either harder or easier than
middle of combat and the other side agrees, you
you anticipated and you want to adjust it. Monsters
can suspend the Initiative order for some interac­
might initiate negotiations when they’re winning,
tion. If the two sides don’t come to an agreement,
allowing overmatched characters a chance to sur­
pick up the Initiative order where it left off.
render or retreat. One of the monsters might switch
sides and help the characters defeat its kin (for
noble or selfish reasons). A change of terrain can
CHARACTER ADVANCEMENT
provide characters a chance to escape or give over­ Experience Points (XP) fuel level advancement for
matched monsters an edge. player characters and are most often the reward for
completing combat encounters.
FIGHT OR FLIGHT _________
AWARDING XP
Few creatures fight to the death. Nearly all crea­
tures have survival instincts that cause them to Each monster has an XP value based on its Chai
reevaluate their tactics in the face of their own lenge Rating. When adventurers overcome one or
destruction. Sapient creatures confronted by more monsters-typically by killing, routing, cap
obviously more numerous or powerful opponents turing, or cleverly avoiding them-they divide the
usually try to avoid battle. But brave, desperate, or total XP value of the monsters evenly among them
devoted creatures might never retreat from a battle. selves. If the party received substantial assistance
If you can’t decide whether a creature is willing from one or more NPCs, count those NPCs as Pal[
to fight, have it make a DC 10 Wisdom saving throw members when dividing up the XP, since the N 1
before initiative is rolled. You can set the DC higher made the challenge easier. (See also "Nonplayer
Characters” in chapter 3.)

CHAPTER 2 I RUNNING THE GAME


NONCOMBAT CHALLENGES VARIANT: TRAINING TO GAIN LEVELS
You decide whether to award XP to characters As a variant rule, you can require characters to
for overcoming challenges outside combat. If the spend time between adventures training or study­
adventurers complete a tense negotiation with a ing before they gain the benefits of a new level. This
baron, forge a trade agreement with a guild of surly variant slows the passage of time in the game world,
smiths, or safely navigate the Chasm of Doom, you which can help support a more realistic or gritty
might decide the characters deserve XP. tone in your campaign.
As a starting point, use the rules for building If you choose this option, after earning enough
combat encounters in chapter 4 to gauge the diffi- Experience Points to attain a new level, a character
culty of the challenge. Then award the characters must train for a number of days before gaining any
XP as if it had been a combat encounter of the same class features associated with the new level. You
difficulty. can decide whether the character can train inde­
pendently or requires a trainer.
MILESTONES The training time required depends on the level to
You can also award XP when characters complete be gained, as shown on the Training to Gain Levels
significant milestones. When preparing your adven­ table. The training cost is for the total training time.
ture. designate certain events or challenges as mile­
stones, as with the following examples: TRAINING TO GAIN LEVELS
• Accomplishing one in a series of goals necessary Level Attained Training Time Training Cost
to complete the adventure. 2-4 10 days 20 GP
• Discovering a hidden location or piece of informa­
5-10 20 days 40 GP
tion relevant to the adventure.
• Reaching an important destination. 11-16 30 days 60 GP
17-20 40 days 80 GP
When awarding XP, treat a major milestone as a
high-difficulty encounter and a minor milestone as a
LEVEL ADVANCEMENT WITHOUT XP
low-difficulty encounter.
Other Milestone Rewards. If you want to reward You can do away with XP entirely and advance
your players for their progress through an adven­ characters based on how many sessions they play
ture with something more than XP and treasure, or when the characters accomplish significant story
also give them small rewards at milestone points, goals. This method of level advancement can be par­
such as the following: ticularly helpful if your campaign doesn’t include
much combat or includes so much combat that
• The adventurers gain the benefit of a Short Rest. tracking XP becomes tiresome.
• Characters recover a Hit Point Die or a level 1
spell slot. SESSION-BASED ADVANCEMENT
• Characters regain the use of magic items that A good rate of session-based advancement is to have
have had their limited uses expended. characters reach level 2 after the first session of
play, level 3 after another session, and level 4 after
LEVELING UP two more sessions. Then spend two or three ses­
Some DMs let characters gain the benefits of a new sions for each subsequent level. Above level 10, you
level as soon as the characters have the required can speed the rate of advancement so the characters
XP, which gives the players the joy of using the new gain a new level every one or two sessions. This
features and spells they gain immediately. Other assumes your sessions are about four hours long
DMs prefer to wait until the characters take a Long and include encounters of varying difficulty, ending
Rest or until the end of a session before letting char­ with a significant milestone as described above. You
acters level up, which keeps the adventure flowing can adjust the rate if you prefer significantly shorter
smoothly and lets players pore over their new op­ or longer sessions and to account for how much
tions during a lull in the action or between sessions. your group accomplishes in a typical session.
Do what works best for your group.
if a character levels up outside a Long Rest, the STORY-BASED ADVANCEMENT
character’s current Hit Points and Hit Point max­ Rather than having characters gain a level after a
imum both increase by the appropriate number certain number of sessions, you can instead tie their
for the new level, and the character gains access to advancement to accomplishing particular goals in
additional abilities and spell slots (if appropriate) the campaign. When the characters achieve those
without regaining any that are already expended. goals, they level up. Try to plan significant cam­
paign goals so the characters gain levels at about
the same rate as for session-based advancement.

CHAPTER 2 I RUNNING THE GAME 49


/
)

50
CHAPTER 3

DM’s TOOLBOX
HEREAS CHAPTERS 1 AND 2 TEACH THE When good- and evil-aligned adventurers coexist

W essentials of being a Dungeon Master,


this chapter provides advice on topics
that can surface as you prepare or run a D&D game
session, as well as rules for adventure elements
in the same party, they're likely to have disagree­
ments as the campaign unfolds. Many players enjoy
roleplaying such conflicts, but see “Ensuring Fun
for All” in chapter 1 if you run into trouble with evil
ranging from chases and doors to traps. It also in­ characters played in a disruptive way.
cludes guidance on creating new backgrounds, crea­
tures, magic items, and spells to amuse your players. PLANES AND ALIGNMENT
The Outer Planes (described in chapter 6) are
ALIGNMENT realms where alignment manifests in reality. When
creatures explore the Outer Planes, they can expe­
As described in the Player’s Handbook, alignment
rience those realms differently depending on their
is a roleplaying tool. It is a quick way to describe a
alignment.
creature’s moral and ethical orientation. Like other
elements of the game, it’s meant to be a tool to serve MONSTER ALIGNMENT
you and your game, not a constraint or burden.
Alignment can help you determine how a creature
Alignment can help your game in three ways: as a
behaves in your game in two simple ways.
tool for player characters, as a descriptor of a crea­
ture’s demeanor, and as a summary of an organiza­ STARTING ATTITUDE
tion’s ethos. A creature’s alignment can help you determine the
creature's attitude in an encounter. A Chaotic Evil
CHARACTER ALIGNMENT monster is likely to be Hostile, while a Lawful Good
Some common misconceptions about alignment one is more likely to have a Friendly attitude, ready
can cause conflicts between players and DMs. The to help those in need.
following sections can help you navigate how player
characters interact with alignment. PERSONALITY
Chapter 2 of the Player’s Handbook offers a table of
ACTIONS INDICATE ALIGNMENT brief personality traits linked to alignment that can
A character might think they’re good and profess to inspire you in playing an NPC or another monster
believe that senseless slaughter is wrong, but if that in your game.
character repeatedly engages in senseless slaughter,
the character’s beliefs aren't what they profess. ORGANIZATION ETHOS
Alignment doesn’t limit the actions characters it can be useful to assign an alignment to an organi­
can take; rather, the actions they take indicate what zation-including a faction, a guild, or a nation-to
their alignment is. It’s OK to stray from the tenets of describe its ethos. This can help you decide how
one’s alignment now and then, and players can (and groups interact with each other.
should) change their characters' alignments if these An organization’s ethos doesn’t dictate the align­
alignments no longer describe their characters. ment of its members or even the alignment of its
leaders. In fact, a stark difference between a soci­
GOOD AND EVIL CAN COOPERATE ety’s ethos and the alignment of its leadership can
Good and evil characters can share common goals, generate interesting material for adventure. For ex­
though they’ll likely use different tactics to pursue ample, imagine a Neutral Good queen ascending to
those goals. the throne of a Lawful Evil empire and struggling
Imagine two characters-one Lawful Good, the to reform its institutions.
other Lawful Evil-who are both dedicated to stop­
ping monsters from preying on the people of their
city. The Lawful Evil character is willing to employ
methods (such as bribing or threatening potential
witnesses) that the Lawful Good character isn’t.

CHAPTER 3 I DM’S TOOLBOX 5i


2 p
RUNNING THE CHASE
CHASES
The rules for movement in combat don’t translate to Participants in the chase are strongly motivated to
every situation. In particular, they can make a po­ take the Dash action every round. Pursuers who
tentially thrilling chase seem dull and predictable. stop to cast spells and make attacks run the risk of
Faster creatures always catch up to slower ones, losing their quarry, and a quarry that doesn’t take
while creatures with the same Speed never close the Dash action is likely to be caught.
the distance between each other. Use the follow­
DASHING
ing rules to introduce random elements that make
A chase participant can take the Dash action a num­
chases more exciting.
ber of times equal to 3 plus its Constitution modifier
Know the capabilities of the characters in your
(minimum of once). Each additional Dash action
party before you make a chase an important feature
it takes during the chase requires the creature to
of an adventure. A character with a high Speed or
the right spell (such as Dimension Door, Fly, or Hold succeed on a DC 10 Constitution saving throw at
Monster) can often end a chase before it begins. the end of its turn or gain 1 Exhaustion level. A
participant drops out of the chase if its Speed is 0.
BEGINNING A CHASE
SPELLS AND ATTACKS
A chase requires at least one quarry and at least one A chase participant can make attacks and cast spells
pursuer. Any participants not already in Initiative
against other creatures within range.
order must roll Initiative as the chase begins. As in
Chase participants can’t normally make Oppor­
combat, each participant in the chase can take one
tunity Attacks against each other, since they are all
action and move on its turn.
assumed to be moving in the same direction at the
When a chase begins, determine the starting
same time. However, participants can still be the
distance between the quarry and the pursuers.
targets of Opportunity Attacks from creatures not
Track the distance between them, and designate the
participating in the chase. For example, adventurer
pursuer closest to the quarry as the lead. The lead
who chase a thief past a gang of ruffians might pro
pursuer might change from round to round.
voke Opportunity Attacks from the ruffians.

52 CHAPTER 3 I DM’S TOOLBOX


ENDING A CHASE evade the thieves pursuing them. Roll Initiative for
A chase ends when one side or the other stops, the new arrivals, and run both chases simultane­
when each quarry escapes, or when the pursuers ously. Alternatively, the fleeing thief might run into
are close enough to their quarry to catch it. his accomplices. The outnumbered characters might
If neither side gives up the chase, the quarry then flee with the thieves in pursuit.
makes a Dexterity (Stealth) check on Initiative
MAPPING THE CHASE
count 0 each round, after every participant in the
chase has taken its turn. If the quarry is never out When you plan a chase, draw a rough map that
of the lead pursuer’s sight, the check fails automat­ shows the route. Insert obstacles and complications
ically. Otherwise, compare the check’s total to the at specific points, especially ones that require the
Passive Perception scores of the pursuers. If the characters to make ability checks or saving throws
quarry consists of multiple creatures, they all make to avoid slowing or stopping, or use the random ta­
the check separately, so it’s possible for one quarry bles of complications in the “Chase Complications"
to escape while others remain in the chase. section to choose obstacles that occur at specific
The quarry can gain Advantage or Disadvantage points.
on its check based on the circumstances, as shown Complications can be barriers to progress or op­
in the Escape Factors table. portunities for mayhem. Characters being chased
through a forest by bugbears might spot a wasp nest
ESCAPE FACTORS and slow down long enough to attack the nest or
throw rocks at it to enrage the wasps within, thus
Factor Check Has ...
creating an obstacle for their pursuers.
Many things to hide behind Advantage A map of a chase can be linear or have many
A very crowded area Advantage branches, depending on the nature of the chase. For
Few things to hide behind Disadvantage example, a mine cart chase might have few (if any)
branches, while a sewer chase might have several.
An uncrowded area Disadvantage
Other factors might help or hinder the quarry’s
CHASE COMPLICATIONS
ability to escape, at your discretion. For example, a Unexpected complications make a chase more excit­
quarry with a Faerie Fire spell cast on it might have ing. The accompanying Urban Chase Complications
Disadvantage on checks made to escape because it’s table and Wilderness Chase Complications table
much easier to spot. provide several examples. Each participant in the
If the total of the quarry’s check is greater than chase rolls ldl2 at the end of its turn. Consult the
the highest Passive Perception score of the pursu­ appropriate table to determine whether a complica­
ers, the quarry escapes. If not, the chase continues tion occurs. If it does, it affects the next chase par­
for another round. Escape doesn’t necessarily mean ticipant in the Initiative order, not the participant
the quarry has outpaced its pursuers. For example, who rolled the die.
in a city, escape might mean the quarry ducked into Characters can create their own complications
a crowd or slipped around a corner, leaving no clue to shake off pursuers or slow their quarry (for ex­
as to where it went. ample, casting the Web spell in a narrow alleyway).
Adjudicate these at your discretion.
SPLITTING UP
DESIGNING YOUR OWN CHASE TABLES
Creatures being chased can split up into smaller
Unusual environments might suggest unique chase
groups. This tactic forces pursuers to either divide
tables. A chase through the sewers of the Free City
their forces or allow some of the quarry to escape.
of Greyhawk or through the spiderweb-filled alleys
If a pursuit splits into several smaller chases, re­
of Menzoberranzan (a subterranean city teeming
solve each chase separately. You can keep all the
with spiders and worshipers of Lolth) might inspire
creatures in Initiative order, but track the distances
you to create your own tables.
separately for each group.

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

CHAPTER 3 I DM’S TOOLBOX 53


WILDERNESS CHASE COMPLICATIONS
URBAN CHASE COMPLICATIONS
ld12 Complication
ldl2 Complication
I You pass through a Swarm of Insects (See
1 A cart or another large obstacle blocks your
the Monster Manual, with the DM choosing
way. Make a DC 10 Dexterity saving throw
whichever kind of insects makes the most
to get past the obstacle. On a failed save,
the obstacle counts as 10 feet of Difficult sense). The swarm uses one of its actions
targeting you.
Terrain for you.
2 A crowd blocks your way. Make a DC 10 2 A stream or ravine blocks your path. Make
a DC 10 Strength or Dexterity saving throw
Strength, Dexterity, or Charisma saving
throw (your choice) to navigate through the (your choice) to cross the impediment. On a
crowd. On a failed save, the crowd counts failed save, the impediment counts as 10 feet
of Difficult Terrain for you.
as 10 feet of Difficult Terrain for you.
Make a DC 10 Constitution saving throw. On
3 A maze of barrels, crates, or similar ob­
stacles stands in your way. Make a DC 10 a failed save, blowing sand, dirt, ash, snow, or
Dexterity or Intelligence saving throw (your pollen causes you to have the Blinded condi-
choice) to navigate the maze. On a failed tion until the end of your turn. While you are
save, the maze counts as 10 feet of Difficult Blinded in this way, your Speed is halved.
Terrain for you. A sudden drop catches you by surprise. Make
4 The ground is slippery with rain, spilled oil, a DC 10 Dexterity saving throw to navigate
or some other liquid. Make a DC 10 Dexter­ the impediment. On a failed save, you fall
ity saving throw. On a failed save, you have 10 feet.
the Prone condition. 5 Your path takes you near a patch of razorvine
5 You encounter a brawl in progress. Make (see "Hazards” in this chapter). Make a DC 15
a DC 15 Strength, Dexterity, or Charisma Dexterity saving throw or use 10 feet of move­
saving throw (your choice) to get past the ment (your choice) to avoid the razorvine. On
brawlers unimpeded. On a failed save, you a failed save, you take 1 dl0 Slashing damage.
take 2d4 Bludgeoning damage, and the 6 A creature native to the area notices you. (The
brawlers count as 10 feet of Difficult Terrain DM chooses a creature appropriate for the
for you. terrain.) Make a DC 10 Wisdom or Charisma
6 You must make a sharp turn to avoid col­ saving throw (your choice). On a failed save,
liding with something impassable. Make a the creature joins the chase, with you as its
DC 10 Dexterity saving throw to navigate quarry.
the turn. On a failed save, you collide with 7-12 There is no complication.
something hard and take ld4 Bludgeoning
damage.
7-12 There is no complication. AN ILL-ADVISED ATTEMPT TO
STEAL XANATHAR'S PET GOLDFISH.
SYLGAR, LEADS TO A HEATED CHASE

CHAPTER 3 I DM’S TOOLBOX


54
ouMIGHT ALTER THE SAILOR
ACKGROUND ro REFLECT A

MARACTER’s YOUTH ON THE


EAS OF GREYMAWK.

CREATING A BACKGROUND Charisma. This ability is ideal for a background


that involves performance or social interaction.
A character’s background represents what the char­
acter did prior to becoming an adventurer. Creating 2: CHOOSE AFEAT
a unique background or customizing an existing
Choose one feat from the Origin category. See the
one from the Player’s Handbook can reflect the par­
Player’s Handbook for examples of Origin feats.
ticular theme of your campaign or elements of your
world. You can also create a background to help a 3: CHOOSE SKILL PROFICIENCIES
player craft the story they have in mind for their
character. Choose two skills appropriate for the background.
This section describes, step by step, how you can There needn’t be a relationship between the skill
create backgrounds like the ones in the Player's proficiencies a background grants and the ability
Handbook, tailored for your world and the heroes scores it increases.
in it.
4: CHOOSE A TOOL PROFICIENCY
1: CHOOSE ABILITIES_____________ Choose one tool used in the practice of the back­
Choose three abilities that seem appropriate for the ground or often associated with it.
background:
5: CHOOSE EQUIPMENT
Strength or Dexterity. These abilities are ideal for Assemble a package of equipment worth 50 GP (in­
a background involving physical exertion. cluding unspent gold). Don’t include Martial weap­
Constitution. This ability is ideal for a background ons or armor, as characters get them from their
that involves endurance or long hours of activity. class choices.
Intelligence or Wisdom. One or both abilities are
ideal for a background that focuses on cerebral or
spiritual matters.

CHAPTER 3 I DM'S TOOLBOX


55
Armor Class, or Hit Points, which in turn can alter
CREATING A CREATURE its Challenge Rating.
Use the approaches and examples in the following
sections to build custom creatures for your game. LANGUAGES
You can change any or all of the languages the
MINOR ALTERATIONS creature knows. You might want to add languages
You can change the superficial details of a creature’s if you’ve made a creature sapient that wasn’t be­
appearance however you like, and you can alter fore. You can also add or remove telepathy or other
any of the following pieces of a monster’s stat block forms of communication.
without impacting its functionality.
PROFICIENCIES
SIZE AND CREATURE TYPE You can give a creature any skill proficiencies you
You can alter a creature’s size and creature type as want and give it Expertise if you want it to be very
you please. For example, you can use an Ogre stat skilled. If you want a creature to be good at hid-
block for a human bully-just make it a Medium Hu­ ing, give it Expertise in the Stealth skill. If its keen
manoid instead of a Large Giant. senses make it an excellent tracker or otherwise
adept at finding hidden foes, give it Expertise in the
ABILITY SCORES
Perception skill. (You can also increase its Wisdom,
You can usually change a creature's intelligence,
as noted above.)
Wisdom, and Charisma scores freely unless the
You can also swap a monster’s saving throw profi
ability is used for spellcasting. For example, a Black
ciencies. If it has none, you can add one or two.
Pudding stat block could represent a sapient alien
if you raise its Intelligence and Charisma to 10 or SENSES
so. It’s usually best to leave its Strength, Dexterity,
Blindsight, Darkvision, Tremorsense, and Truesight
and Constitution scores alone, as changes to these
have no bearing on a creature’s Challenge Rating.
scores can alter a monster’s attack bonus, damage,
You can add or remove them freely.

CHAPTER 3 I DM'S TOOLBOX


SPELLS
Fey Ancestry. The creature has Advantage on saving
If a stat block has spells, you can replace any of its
throws it makes to avoid or end the Charmed condition,
spells with a different spell of the same level. Avoid
and magic can't put it to sleep.
replacing a spell that deals damage with one that
doesn’t and vice versa. Forbiddance. The creature can’t enter a residence with­
out an invitation from one of its occupants.
ATTACKS
Gloom Shroud. Imperceptible energy channeled from
You can freely change the name and flavor of an the Shadowfell extends from the creature in a 20-foot
attack, as well as its damage type. For example, you Emanation. Other creatures in that area have Disadvan­
can turn an ordinary Skeleton into an ice skeleton tage on Charisma checks and Charisma saving throws.
that deals Cold damage as it accosts characters with
a blade of ice or hurls shards of ice at them. Light. The creature sheds Bright Light in a 10-foot
radius and Dim Light for an additional 10 feet. As a
RESISTANCES AND IMMUNITIES Bonus Action, the creature can suppress this light
if a creature doesn’t have Resistance or Immunity or cause it to return. The light winks out if the crea­
to one or more damage types, you can give it Re­ ture dies.
sistance or Immunity to one or two damage types. Mimicry. The creature can mimic Beast sounds and
You can also change the damage type of its existing Humanoid voices. A creature that hears the sounds can
Resistances and Immunities. tell they are imitations with a successful DC 14 Wisdom
(Insight) check.
TRAITS _______
Poison Tolerant. The creature has Advantage on saving
You can add traits to a creature’s stat block to com­ throws it makes to avoid or end the Poisoned condition.
municate aspects of the creature’s nature. See the
Creature Traits list for sample traits. Resonant Connection. The creature has a supernatural
You can also use traits from other stat blocks in connection to another creature or an object and knows
the Monster Manual, provided you don’t add traits the most direct route to it, provided the two are within
that alter a creature’s Hit Points, confer Temporary 1 mile of each other.
Hit Points, or change the amount of damage the Siege Monster. The creature deals double damage to
creature deals to other creatures. objects and structures.
Slaad Host. When the creature dies, a Hostile Slaad
CREATURE TRAITS
Tadpole bursts from its innards in the same space.
Aversion to Fire. If the creature takes Fire damage, it
Steadfast. The creature has Immunity to the Frightened
has Disadvantage on attack rolls and ability checks un­ condition while it can see an ally within 30 feet of itself.
til the end of its next turn.
Telepathic Bond. The creature is linked psychically to
Battle Ready. The creature has Advantage on Initia­ another creature. While both are on the same plane of
tive rolls. existence, they can communicate telepathically with
Beast Whisperer. The creature can communicate with each other.
Beasts as if they shared a common language. Telepathic Shroud. The creature is immune to any effect
Death Jinx. When the creature dies, one random crea­ that would sense its emotions or read its thoughts, as
ture within 10 feet of the dead creature is targeted by a well as to spells from the school of Divination. As a
Bane spell (save DC 13), which lasts for its full duration. Bonus Action, the creature can suppress this trait or
reactivate it.
Dimensional Disruption. Disruptive energy extends
from the creature in a 30-foot Emanation. Other crea­ Ventriloquism. Whenever the creature speaks, it can
tures can’t teleport to or from a space in that area. Any choose a point within 30 feet of itself; its voice ema­
attempt to do so is wasted. nates from that point.
Disciple of the Nine Hells. When the creature dies, its Warrior’s Wrath. The creature has Advantage on melee
body disgorges a Hostile Imp in the same space. attack rolls against any Bloodied creature.
Disintegration. When the creature dies, its body and Wild Talent. Choose one cantrip; the creature can cast
nonmagical possessions turn to dust. Any magic items that cantrip without spell components, using Intelli­
it possessed are left behind in its space. gence, Wisdom, or Charisma as the spellcasting ability.

Emissary of Juiblex. When the creature dies, its body


disgorges a Hostile Ochre Jelly in the same space.

CHAPTER 3 I DM’S TOOLBOX 57


however, gives a character the ability to deal Fo
CREATING A MAGIC ITEM damage.
rce
The magic items in chapter 7 are but a few of the The simpler your approach, the easier it is for a
magic treasures that characters can discover during character to use the item in play. Giving the item
their adventures. You can modify these magic items charges is fine, especially if it has several different
or create new ones using the guidelines in this abilities, but simply deciding that an item is always
section. active or can be used a fixed number of times per
Rules for characters crafting magic items are in day might be easier to manage.
chapter 7.
POWER LEVEL
MODIFYING A MAGIC ITEM If you make an item that lets a character kill what­
You can create a new magic item by tweaking one ever they hit with it, that item will likely unbalance
or more existing ones. Suggestions are provided in your game. On the other hand, an item whose bene
the sections that follow. fit rarely comes into play isn’t much of a reward
Use the Magic Item Power by Rarity table as a
ALTERED CAPABILITIES guide to help you determine how powerful a magic
One capability can replace a similar one. For ex­ item should be based on its rarity.
ample. a Potion of Climbing could become a Potion of
Swimming, MAGIC ITEM POWER BY RARITY
Rarity Max. Spell Level Max. Bonus
ALTERED FORM
You can alter a magic item’s form while leaving its Common 1 —
properties intact. For example, you can turn a Ring Uncommon 3 +1
of the Ram into a wand or a Cloak of Protection into Rare 5 +2
some other worn object (such as a circlet) without
Very Rare 8 +3
altering the item’s properties.
Legendary 9 +4
ALTERED DAMAGE TYPES
An item that deals damage of one type could instead Maximum Spell Level. This column of the table in­
deal damage of another type. For example, a Flame dicates the highest-level spell effect the item should
Tongue sword could deal Lightning damage instead confer, in the form of a once-per-day or similarly
of Fire damage. limited property. For example, a Common magic
item might confer the benefit of a level 1 spell once
COMBINING ITEMS per day (or just once if it’s consumable). A Rare,
You can merge the properties of two magic items of Very Rare, or Legendary magic item might allow its
the same rarity into a single item, provided no more possessor to cast a lower-level spell more frequently.
than one of them requires Attunement. For exam­ Maximum Bonus. If an item delivers a static bonus
ple, you could combine the properties of a Helm of to AC, attack rolls, saving throws, or ability checks,
Comprehending Languages with those of a Helm of this column suggests an appropriate bonus based on
Telepathy into a single helmet. This makes the item the item’s rarity.
more powerful (and probably increases its rarity),
but it won’t break your game. ATTUNEMENT
Decide whether the item requires a character to be
SPECIAL FEATURES AND SENTIENCE attuned to it to use its properties. Consider the fol­
Chapter 7 has rules for giving magic items inter­ lowing guidelines.
esting histories, minor properties, quirks, and Limit Sharing. If having all the characters in a
sentience. party pass an item around to gain its lasting ben­
efits would be disruptive, the item should require
CREATING A NEW ITEM
Attunement.
If modifying an item doesn’t quite fulfill the need, Limit Stacking. If the item grants a bonus that
you can create one from scratch. other items also grant, it’s a good idea to require
A magic item should either let a character do Attunement so characters don’t try to collect too
something they couldn’t do before or improve many of those items.
the character’s ability to do something they can
do already. For example, a Ring of Jumping lets its
wearer jump greater distances, thus augmenting
what a character can already do. A Ring of the Ram,

CHAPTER 3 I DM'S TOOLBOX


WTWWTM

You can use different damage dice than the ones


CREATING A SPELL in the table if the average damage is about the same.
When creating a new spell, use existing ones as ex­ For example, you could change a cantrip’s damage
amples. Here are some things to consider: from ldlO (average 5.5) to 2d4 (average 5), reducing
Name. The spell must have a unique name. the maximum damage and making an average result
Balance. If the spell is so good that a caster would more likely.
want to use it all the time, it’s probably too power­
SPELL DAMAGE
ful for its level.
Identity. Make sure the spell fits with the identity Spell Level One Target Multiple Targets
of those who can cast it. Sorcerers and Wizards Cantrip IdlO ld6
don’t typically cast healing spells, for example.
1 2dl0 2d6
Spell Duration, Range, and Area. A longer dura­
tion, greater range, or larger area can make up for 2 3dl0 3d6
a lesser effect, depending on the spell. 3 5dl0 6d6
Utility. Avoid spells that have very limited use, such 4 6dl0 7d6
as one that works only against Oozes. Few charac­
5 7dl0 8d6
ters will bother to learn or prepare such a spell.
6 lOdlO lld6
SPELL DAMAGE 7 lldlO 12d6
For any spell that deals damage, use the Spell Dam­ 8 12dl0 13d6
age table to determine approximately how much
9 15dl0 16d6
damage is appropriate given the spell's level, rhe ta­
ble assumes the spell deals half as much damage on
HEALING SPELLS
a successful saving throw or a missed attack. II your
spell doesn’t deal damage on a successful save, you You can also use the Spell Damage table to deter­
can increase the damage by 25 percent. mine how many Hit Points a healing spell restores.
A cantrip shouldn’t provide healing.

CHAPTER 3 | DM’S TOOLBOX 59


CURSES AND
14
MAGICAL CONTAGIONS A
A curse is a magical burden that lasts for a specified
time or until it is ended by some means. A magical
contagion is an adverse effect of magical origin that
is contagious by definition. I
The following sections discuss curses and magical
contagions in detail.

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.

60 CHAPTER 3 I DM'S TOOLBOX


MAGICAL CONTAGIONS
Alchemists, potion brewers, and areas of wild magic SEWER PLAGUE
are credited with creating the first magical conta Magical Contagion
gions. An outbreak of such a contagion can form
Fouled potions and alchemical waste can give rise to
the basis of an adventure as characters search for a
Sewer Plague, which incubates in sewers and refuse
cure and try to stop the contagion's spread.
heaps and is sometimes transmitted by creatures
RESTAND RECUPERATION that dwell in such areas, including otyughs and rats.
If a creature infected with a magical contagion Any Humanoid that is wounded by a creature that
spends 3 days recuperating-engaging in no carries the contagion or that comes into contact
activities that would interrupt a Long Rest-the with contaminated filth or offal must succeed on a
creature makes a DC 15 Constitution saving throw DC 11 Constitution saving throw or become infected
at the end of the recuperation period. On a suc­ with Sewer Plague. A creature suffers the following
cessful save, the creature has Advantage on saving effects ld4 days after infection:
throws to fight off the magical contagion for the Fatigue. The creature gains 1 Exhaustion level.
next 24 hours. Weakness. While the creature has any Exhaustion
levels, it regains only half the normal number of
EXAMPLE CONTAGIONS Hit Points from spending Hit Point Dice.
The following examples show how magical conta­ Restlessness. While the creature has any Exhaus­
gions can work. Feel free to alter the saving throw tion levels, finishing a Long Rest neither restores
DCs, effects, and other characteristics of these con­ lost Hit Points nor reduces the creature’s Exhaus­
tagions to suit your campaign. tion level.
Fighting the Contagion. Daily at dawn, an infected
CACKLE FEVER creature makes a DC 11 Constitution saving throw.
Magical Contagion On a failed save, the creature gains 1 Exhaustion
level as its fatigue worsens. On a successful save,
Cheaply made potions and elixirs are sometimes the creature’s Exhaustion level decreases by 1. If the
tainted by Cackle Fever, which affects Humanoids creature’s Exhaustion level is reduced to 0, the con­
only (gnomes are strangely immune). A creature tagion ends on the creature.
suffers the following effects ld4 days after infection:
Fever. The creature gains 1 Exhaustion level, which
lasts until the contagion ends on the creature.
SIGHT ROT
Uncontrollable Laughter. While the creature has Magical Contagion
the Exhaustion condition, the creature makes Any Beast or Humanoid that drinks water tainted
a DC 13 Constitution saving throw each time it by Sight Rot must succeed on a DC 15 Constitution
takes damage other than Psychic damage. On a saving throw or have the Blinded condition until
failed save, the creature takes 5 (IdlO) Psychic the contagion ends.
damage and has the Incapacitated condition as Fighting the Contagion. Magic such as a Heal or
it laughs uncontrollably. At the end of each of its Lesser Restoration spell ends the contagion immedi­
turns, the creature repeats the save, ending the ately. A character who is proficient with an Herbal­
effect on itself on a success. After 1 minute, it suc­ ism Kit can use it to create one dose of nonmagical
ceeds automatically. ointment, which takes 1 hour. When applied to the
eyes of a creature suffering from Sight Rot, the oint­
Fighting the Contagion. At the end of each Long ment suppresses the contagion on that creature for
Rest, an infected creature makes a DC 13 Constitu­ 24 hours. If the contagion is suppressed in this way
tion saving throw. After the creature succeeds on for a total of 72 hours (requiring three doses and
three of these saves, the contagion ends on it, and applications of the ointment), the contagion ends on
the creature is immune to Cackle Fever for 1 year. the creature.
Spreading the Contagion. Any Humanoid (other Spreading the Contagion. Any Humanoid that
than a gnome) that starts its turn within a 10-foot makes skin contact with a creature infected with
Emanation originating from a creature infected Sight Rot must succeed on a DC 15 Constitution
with Cackle Fever must succeed on a DC 10 Consti­ saving throw or also become infected with the con­
tution saving throw or also become infected with tagion. On a successful save, the Humanoid can't
the contagion. On a successful save, the Humanoid catch the contagion from that particular infected
can’t catch the contagion from that particular in­ creature for the next 24 hours.
fected creature for the next 24 hours.

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.

DEATH MUST BE EAIR SCALING LETHALITY


The best way to avoid hard feelings connected to You can adjust the lethality of your campaign using
the death of a beloved character is to make sure the the encounter-building guidelines in chapter 4. If
players know you’re being fair. Keep these princi­ your players enjoy games that test their charac­
ples in mind: ters to the utmost and are prepared to create new
Don't Cheat in the Monsters' Favor. Rolling dice in characters at a moment's notice, consider using
front of the players when a situation is especially high-difficulty encounters over and over, with little
deadly is one way to communicate that you're not opportunity for rests between encounters, to create
cheating in the monsters’ favor or singling out a a more lethal adventure. Conversely, using only
single character for punishment. low-difficulty encounters is less likely to lead to
Don t Make It Personal. Don’t punish a character character death, especially if characters have ample
for a player’s behavior or some personal grudge. opportunity to rest during the adventure.
That s probably the quickest way to undermine
your players' trust in you as DM and as a fair arbi­
ter of the rules.

SOMETIMES DEATH-EVEN THE DEATH


OF AN ENTIRE PARTY-IS JUST A

PASSAGE TO NEW ADVENTURES.


DEFEATED, NOT DEAD
It’s also possible for dead characters to be brought
If you and your players agree to avoid character
back to life. The most common way is through spells
death in your game, you might consider an alterna
such as Revivify and Raise Dead. It's up to you to
tive: a character who would otherwise die is instead
decide how easy it is for characters to access those
“defeated." The following rules apply to a defeated
spells if they can’t cast them. The Player’s Handbook
character.
offers suggested prices for spellcasting services.
Comatose. The character has 1 Hit Point and the
Unconscious condition. The character can regain WHAT IF EVERYONE DIES?_________________
Hit Points as normal, hut the character remains
Misadventure can wipe out an entire group. (You'll
Unconscious until they are targeted by a Greater
sometimes hear players refer to this as a "total party
Restoration spell or experience a sudden awakening
kill" or “TPK.”) Such a catastrophe doesn’t have to
(see below).
end the whole game-rather, it presents an opportu­
Sudden Awakening. After finishing a Long Rest, nity to take the game in a new direction. Consider
the character makes a DC 20 Constitution saving these possibilities.
throw. On a successful save, the Unconscious con­
dition ends on the character. On a failed save, the A FRESH START
condition persists. Everyone makes new characters, and the campaign
starts anew. This might be the most drastic option,
DEATH SCENES __________ but it allows for new stories and fresh character
When a character is reduced to 0 Hit Points, the dynamics.
player sometimes has to sit out one or more rounds
of combat with nothing to do but roll Death Saving
DIVINE COUNCIL
The characters find themselves before a council of
Throws. One way to keep a player involved in the
deities who are arguing about the characters’ fate.
game is to prompt some roleplaying along with each
The characters must convince the council to return
Death Save. You might ask the player to describe a
them to life.
memory that surfaces in the character’s mind while
hovering near death. Consider these possibilities: ESCAPE FROM THE UNDERWORLD
On a Successful Death Save. A memory that The dead characters wake up in Hades (see chapter
inspires hope and courage. A beloved person 6) and must find a way to escape the grim under­
who would urge the character to cling to life. A world and return to the world of the living.
thought of something to live for. A favorite child­ IMPRISONED
hood memory. The characters wake up in cells, kept alive and im­
On a Failed Death Save. A memory that stirs up prisoned by their foes for some purpose.
shame or grief. A beloved person who is already
dead, beckoning the character to join them. An RAISED BY ANOTHER
experience of weariness or despair. A powerful individual finds the adventurers’ bodies
You can also reward a player who describes a mem­ and has them raised from the dead, putting the ad­
ory or something else occupying the dying charac­ venturers in the debt of their rescuer. What if the
adventurers wake up decades after their death, re­
ter's thoughts with Advantage on the Death Save.
turned to life by a Resurrection spell cast by someone
When a character dies, either from failed Death
who believed they had an important role to play in
Saves or from an effect that kills the character out­
this future era?
right, consider giving the player some ownership
over the character’s final moments by asking what RESCUE MISSION
the character's last words are or how the character The players create new, temporary characters who
greets death. are tasked with retrieving the bodies of the fallen
heroes, so they can be raised from the dead or given
DEALING WITH DEATH proper burials. If the dead characters have Bastions
When a character dies, consult with the players to (see chapter 8), the stand-in party could consist of
decide what happens next. Some players are per­ hirelings from those Bastions.
fectly happy to make new characters, especially
when they’re eager to try out new options. A new
party member should start at the same level as the
other characters in the party and have gear of sim­
ilar value.

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

64 CHAPTER 3 | DM'S TOOLBOX


DUNGEONS
IdlOO Quirk
Some dungeons are old strongholds abandoned by
39-40 Built in or among the branches of a tree
the folk who built them. Others are natural caves
or lairs carved out by monsters. Dungeons attract 41-43 Built to house a planar portal but aban­
cults, groups of monsters, and reclusive creatures doned when creatures or energy from the
Because of their varied origins and purposes, dun other side of the portal seeped into the
geons have a range of distinctive qualities. For dungeon
example, a dungeon that serves as a stronghold for 44-46 Carved into a meteorite (before or after it
hobgoblin soldiers has a different mood and features fell to earth)
than an ancient temple inhabited by yuan-ti.
47-49 Carved into a sheer cliff face
You can use the Dungeon Quirks table to add dis­
tinctive character to a dungeon you’re creating or 50-52 Caverns carved by a beholder's disintegra­
one in a published adventure. The quirks on the ta­ tion eye ray, with unnaturally smooth walls
ble reflect the characteristics of a dungeon's creator, and vertical shafts connecting different
its intended purpose, its location, or some (often levels
catastrophic) event in its history. You can use a sin­ 53-55 Contains something that led to the downfall
gle quirk or combine quirks as you see fit, and roll of its creators or inhabitants
or choose a result that inspires you.
56-58 Dug as a burrow by a monster that might
DUNGEON QUIRKS still live inside

IdlOO Quirk 59-61 Entrance concealed behind a waterfall

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

CHAPTER 3 I DM'S TOOLBOX 65


MAPPING A DUNGEON Wear and Tear. If you’d like to show wear and tear
caused by time or the elements, collapsed passages
A dungeon can range in size from a few chambers can be commonplace, cutting off formerly con­
to a huge complex of rooms and passages extending nected sections of the dungeon from each other.
hundreds of feet. The adventurers’ goal often lies as
Past earthquakes might have opened chasms within
far from the dungeon entrance as possible, forcing
a dungeon, splitting rooms and corridors to make
characters to delve deeper underground or push
interesting obstacles.
farther into the heart of the complex.
Natural Features. Many dungeons include nat­
A dungeon is usually mapped on a grid like graph
ural features. An underground stream might run
paper, with each square on the paper representing
through the middle of a stronghold, causing varia­
an area of 5 feet by 5 feet. Appendix B shows several
tion in the shapes and sizes of rooms and necessitat­
examples. If you play with miniatures on a grid, this
scale makes it easy to transfer a map to a battle grid. ing features such as bridges and drains.
Secrets. Add secret doors and secret rooms to re­
MAPPING PRINCIPLES ward players who take the time to search for them.
As you draw or adapt a dungeon map, keep the fol­ For each door and room, consider their original
lowing in mind. purpose: were secret doors a defense against invad­
Asymmetry. Asymmetrical rooms and map layouts ers, or do denizens of the dungeon scheme to keep
make a dungeon interesting and unpredictable. secrets from each other? Secrets can help you de­
Three-Dimensional Layout. Stairs, ramps, lifts, velop the story of a dungeon.
platforms, ledges, balconies, pits, and other changes
of elevation make a dungeon interesting and make DESIGNING DUNGEON ROOMS
combat encounters in those areas challenging. Keep the following things in mind when designing3
Multiple Pathways. Add multiple entrances and dungeon room:
exits-to the dungeon as a whole and to individual
rooms. By offering multiple paths the characters Ceiling Support. Underground chambers are prone
can follow, you present meaningful decision points to collapse, so many rooms-particularly large
to the players. ones-have arched ceilings or pillars to support
the weight of the rock overhead.

66 CHAPTER 3 | DM’S TOOLBOX


Decoration. Most sapient creatures decorate their
SHRINES
lairs. Statues, bas-reliefs, murals, and mosaics of­
Any sapient creature might have some place ded­
ten adorn dungeon rooms. Equally common are
icated to worship. Depending on the creature’s
scrawled messages, marks, and maps left behind
resources and piety, such a shrine can be humble
by others who have passed through the area.
or extensive. Adventurers are likely to encounter
Some of these marks are simply graffiti, while
priests, cultists, and similar creatures there, and
others may be useful to adventurers who examine
wounded monsters might flee to a shrine to seek
them closely.
healing.
Exits. Creatures that can’t open doors can’t make a
lair in a sealed room without some sort of exter­ VAULTS
nal assistance. Strong creatures without the abil­ A vault contains treasure and is usually sealed
ity to open doors smash them down if necessary. behind a locked or secret door. Many vaults are
Burrowing creatures might dig their own exits. further protected by magic, monsters that can sur­
Common dungeon rooms fall into the broad catego­ vive without food and water, and traps (see “Traps”
ries described below. in this chapter).

CRYPTS WORK AREAS


Sapient creatures often have laboratories, work­
Although it sometimes resembles a vault, a crypt
shops, libraries, forges, and studios. Because such
can also be a series of individual rooms, each with
areas tend to contain valuable equipment, their
its own sarcophagus, or a long hall with recesses on
doors are often locked and sometimes even warded
either side to hold coffins or bodies.
by Glyph of Warding spells and similar effects.
Crypt builders who are worried about undead
rising from the grave lock and trap crypts from DUNGEON DECAY
the outside-making the crypts easy to get into but
The States of Ruin table can help you determine the
difficult to exit. Other builders worried about tomb
general conditions of a dungeon area.
robbers make their crypts difficult to get into. Some
builders make both entry and exit difficult, just to
STATES OF RUIN
be safe.
Id6 Features
GUARD POSTS 1 Perilous. The area is dangerously worn and
Sapient, social denizens of the dungeon generally prone to collapse. Any impacts or damage to
guard the entrances to their shared spaces. A guard the structure, including from spells and other
post may just be a room with a table where bored areas of effect, have a 50 percent chance of
sentries play a dice game, or it might be a pair of
causing a collapse.
iron golems backed up by spellcasters hiding in bal­
conies overhead. 2 Crumbling. Areas within the dungeon section
When you design a guard post, decide how many are choked with rubble and have a 50 percent
guards are on duty, note their Passive Perception chance of being Difficult Terrain. Half Cover
scores, and decide what they do when they notice and hiding places are plentiful.
intruders (see “Monster Behavior” in chapter 4). 3 Neglected. One dungeon hazard—such
Some will rush headlong into a fight, while others as brown mold, green slime, or yellow
will negotiate, sound an alarm, or flee to get help. mold (see “Hazards" in this chapter)—is
LIVING QUARTERS abundant.
Most creatures have a lair where they can rest, eat, 4 Abandoned. Most of the dungeon is de­
and store their treasure. Living quarters commonly serted. Dexterity (Stealth) checks have Dis­
include beds (if the creatures sleep), possessions advantage because any sounds stand out as
(both valuable and mundane), and some sort of food unusual.
preparation area (anything from a well-stocked 5 Secure. Ability checks made to break down
kitchen to a firepit to a hunk of rotting meat). doors, open locks, or carry out similar activi­
NATURAL SUBTERRANEAN AREAS ties have Disadvantage.
Built dungeons often intersect with natural caverns, 6 Thriving. The dungeon is heavily populated.
grottoes, and passages that are home to subterra­ Any loud noises draw the attention of nearby
nean creatures, strange rock formations, pools of creatures.
water, molds, fungi, and bioluminescent moss.

CHAPTER 3 I DM'S TOOLBOX 67


the end of each hour or gain 1 Exhaustion level.
ENVIRONMENTAL EFFECTS Creatures that have Resistance or Immunity to Cold
Characters crossing a frigid tundra might suffer the damage automatically succeed on the save.
effects of extreme cold, while a visit to a cloud gi­
ant’s castle might subject characters to the effects of EXTREME HEAT
high altitude. The following sections provide rules
When the temperature is 100 degrees Fahrenheit or
for handling these and other environmental effects.
higher, a creature exposed to the extreme heat and
DEAD MAGIC ZONE______ __________ without access to drinkable water must succeed on
a Constitution saving throw at the end of each hour
A dead magic zone is an area where the fabric of or gain 1 Exhaustion level. The DC is 5 for the first
magic is torn. The effect is the same as the Antimagic
hour and increases by 1 for each additional hour.
Field spell, except that it is permanent and typically
Creatures wearing Medium or Heavy armor have
covers an area no more than 300 feet in diameter.
Disadvantage on the save. Creatures that have Re-
DEEP WATER sistance or Immunity to Fire damage automatically
succeed on the save.
Swimming through deep water (more than 100 feet
deep) presents additional challenges because of the FRIGID WATER
water's pressure and cold temperature. After each
A creature can be immersed in frigid water for a
hour of swimming in deep water, a creature that
number of minutes equal to its Constitution score
lacks a Swim Speed must succeed on a DC 10 Con­
before suffering any ill effects. Each additional min
stitution saving throw or gain 1 Exhaustion level.
ute spent in frigid water requires the creature to
EXTREME COLD succeed on a DC 10 Constitution saving throw or
gain 1 Exhaustion level. Creatures with Resistance
When the temperature is 0 degrees Fahrenheit or
or Immunity to Cold damage automatically suc­
lower, a creature exposed to the extreme cold must
ceed on the save, as do creatures that are naturally
succeed on a DC 10 Constitution saving throw at
adapted to living in ice-cold water.

68 CHAPTER 3 | DM'S TOOLBOX


HEAVY PRECIPITATION the caster must succeed on a DC 10 Charisma sav­
Everything within an area of heavy rain or heavy ing throw, or the spell fails and is wasted.
snowfall is Lightly Obscured, and creatures in the
WINDS OF PANDEMONIUM
area have Disadvantage on all Wisdom (Perception)
The winds of Pandemonium are common in Pan­
checks. Heavy rain also extinguishes open flames.
demonium and regions where its influence is felt,
HIGH ALTITUDE including parts of the Underdark. A creature makes
a DC 10 Wisdom saving throw after each hour
Traveling at altitudes of 10,000 feet or higher above spent among the howling winds. On a failed save,
sea level is taxing for most creatures because of the the creature gains 1 Exhaustion level. The winds
reduced amount of oxygen in the air. Each hour can't increase a creature’s Exhaustion level above
such a creature spends traveling at high altitude 3. Finishing a Long Rest doesn't reduce a creature’s
counts as 2 hours for the purpose of determining Exhaustion level unless the creature can somehow
how long that creature can travel (see "Travel Pace” escape the winds.
in chapter 2).
Creatures can become acclimated to a high alti­ SLIPPERY ICE
tude by spending 30 days or more at this elevation.
Slippery ice is Difficult Terrain. A creature that
Creatures can’t become acclimated to elevations
moves onto slippery ice for the first time on a
above 20,000 feet unless they are native to such
turn or starts its turn there must succeed on a
environments.
DC 10 Dexterity saving throw or have the Prone
PLANAR EFFECTS condition.

Certain planes of existence-and areas on the Ma­ STRONG WIND


terial Plane affected by them-have supernatural Strong wind imposes Disadvantage on ranged at­
effects on creatures within them. Several examples tack rolls with weapons. It also extinguishes open
are presented below. See chapter 6 for more infor­ flames and disperses fog. A flying creature in a
mation about the planes of existence. strong wind must land at the end of its turn or fall.
ACHERONIAN BLOODLUST A strong wind in a desert can create a sandstorm
that imposes Disadvantage on Wisdom (Perception)
The plane of Acheron rewards a creature for harm­
checks.
ing other creatures by imbuing it with the strength
to keep fighting. While in Acheron or a region un­ THIN ICE
der its influence, a creature gains Temporary Hit
Points equal to half its Hit Point maximum when­ Thin ice has a weight tolerance of 3dl0 x 10 pounds
ever it reduces another creature to 0 Hit Points. per 10-foot-square area. Whenever the total weight
on an area of thin ice exceeds its tolerance, the ice
ARCADIAN VITALITY in that area breaks. All creatures on broken ice fall
On the plane of Arcadia and in regions where its through. Below the ice is frigid water (see “Frigid
influence is felt, creatures benefit from supernatural Water” above).
vitality, which grants them Immunity to the Fright­
ened and Poisoned conditions. WILD MAGIC ZONE
A past magical disaster or uncontrolled surge of
BLESSED BENEFICENCE power in a particular place can cause the fabric of
On the plane of Mount Celestia and in regions magic to unravel, creating a wild magic zone. In
where its influence is felt, creatures are blessed by such an area, which is typically no more than 300
the pervasive beneficence of the plane. Creatures feet in diameter, magic behaves unpredictably.
other than Fiends and Undead gain the benefit of Whenever a creature expends a spell slot to cast a
the Bless spell as long as they remain in an area of spell in a wild magic zone, roll ld20. If you roll a 20
blessed beneficence. In addition, such a creature on the die, roll on the Wild Magic Surge table in the
that finishes a Long Rest in the area gains the bene­ Player's Handbook to create a magical effect.
fit of a Lesser Restoration spell.

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,

CHAPTER 3 I DM'S TOOLBOX 69


FEAR AND MENTAL STRESS MENTAL STRESS EFFECTS
Due to the nature of their vocation, adventurers When a character is subjected to an effect that
tend to he less susceptible to fear and mental stress causes intense mental stress, Psychic d.n .
than common folk. Whereas a farmer might flee in best way to emulate that effect, the
terror from a hear or an apparition, adventurers are The Sample Mental Stress Effects table provid
made of sterner stuff. Thal said, certain creatures few examples of such effects, with suggested es a
and game effects can terrify or fray the mind of throw DCs and damage. Mental stress can udoving
even the most stalwart adventurer. be resisted with a successful Wisdom save but y
If you plan to use any of these rules, discuss them sometimes an Intelligence or Charisma save is
with your players at the start of the campaign. See appropriate. On a successful save, a character more
“Ensuring Fun for All" in chapter 1. take half as much damage instead of no dama ight
8-, at
your discretion.
FEAR EFFECTS______________________
SAMPLE MENTAL STRESS EFFECTS
W henever the characters encounter something that
is supernaturally frightful, use the Frightened con­ Save Psychic
dition as the baseline effect. Fear effects typically Example DC Damage
require a Wisdom saving throw, with a save DC A character ingests a hallucino­ 10 ld6
based on how terrifying the situation is. The Sample genic substance that distorts the
Fear DCs table provides some examples. character’s perception of reality.

SAMPLE FEAR DCs A character touches a fiendish idol 15 3d6


that tears at the character’s mind,
Example Save DC
threatening to shatter it.
When the characters open a sarcopha- 10
A magical trap flings a character 20 9d6
gus, a harmless yet terrifying apparition
into the Far Realm until the end of
appears.
that character’s next turn.
A character triggers a magical trap that 15
creates an illusory manifestation of that
PROLONGED EFFECTS
character’s worst fears, visible only to that
Exposure to mental stress can cause prolonged ef­
character.
fects. Consider the following possibilities.
A portal to the Abyss opens, revealing 20 Short-Term Effects. The character has the Fright­
a nightmarish realm of torment and ened, Incapacitated, or Stunned condition for IdlO
slaughter. minutes. This condition might be accompanied by
alarming behavior or hallucinations. These effects
Typically, a Frightened creature repeats the saving can be suppressed with the Calm Emotions spell or
throw at the end of each of its turns, ending the ef­ removed by the Lesser Restoration spell.
fect on itself on a success. Long-Term Effects. The character has Disadvan­
At your discretion, a Frightened creature might tage on some or all ability checks for IdlO * 10
be subject to other effects as long as the Frightened hours, stemming from an unwillingness or inability
condition lasts. Consider these examples: to exert a particular set of abilities. The character
• The Frightened creature must take the Dash ac­ might feel enervated and unable to exert much
tion on each of its turns and uses its movement to Strength, for example, or become so suspicious of
get farther away from the source of its fear. others that Charisma checks are more difficult
• Attack rolls against the Frightened creature have These effects can be suppressed with the Calm Emo
Advantage. tions spell or removed by the Lesser Restoration SPe
• The Frightened creature can do only one of the Indefinite Effects. An indefinite effect is a long
following on each of its turns: move, take an ac­ term effect (see above) that lasts until removed 0X
tion, or take a Bonus Action. a Greater Restoration spell. It can be suppressed byJ
Calm Emotions spell.

CHAPTER 3 I DM’S TOOLBOX


70
I

t 2

WHEN FACED WITH A TROLL, THERE’S


NO TIME TO FIGURE OUT THE RIGHT
WAY TO HOLD A SHOTGUN.

FIREARMS AND EXPLOSIVES AMMUNITION


Firearm Bullets are destroyed upon use in a modern
Renaissance-era pistols and muskets appear in
firearm. Futuristic firearms use Energy Cells that
the Player's Handbook. In a campaign involving a
become depleted but could possibly be recharged
crashed spaceship or elements of modern-day Earth,
characters might find the items described here. with the proper equipment, at your discretion. An
Energy Cell weighs 1/2 lb.
FIREARMS
EXPLOSIVES
The Firearms table provides examples of modern
and futuristic firearms. If you make them available The Explosives table has examples of explosives. If
for purchase (perhaps in the fantastical market­ no cost is given for an explosive, it can't typically be
places of the City of Brass), treat modern items as bought. If you make these explosives available for
Rare magic items and futuristic items as Very Rare purchase, treat them as Rare magic items. Rules for
ones (see chapter 7). explosives are given below.
PROPERTIES BOMB
Some weapons in the Firearms table have the As an action, you can light a Bomb and throw it at
following properties, in addition to properties a point up to 60 feet away, where it explodes. Each
described in the Player's Handbook.
creature in a 5-foot-radius Sphere centered on that
Burst Fire. As an action, you can expend 10 pieces
of a Burst Fire weapon’s ammunition to spray shots point makes a DC 12 Dexterity saving throw, taking
Fire damage on a failed save or half as much
in a 10-foot Cube within the weapon’s normal range.
damage on a successful one.
Each creature in that area must succeed on a DC
15 Dexterity saving throw or take damage. Roll the DYNAMITE STICK
weapon’s damage once, and apply it to each creature
that failed the save. Anan action, you can light a Dynamite Stick and
Reload. You can make a limited number of shots 9 iata point up to 60 feet away, where it ex-
with a Reload weapon. You must then reload the tered on th I creature in a 5-foot-radius Sphere cen
weapon as an action or a Bonus Action. throw t that point makes a DC 12 Dexterity saving
half as mi ing— 6 Force damage on a failed save or
72 CHAPTER 3 | DM’S TOOLBOX as much damage on a successful one.
FIREARMS
Modern Item Damage
Properties Mastery Weight
Martial Ranged Weapons
Automatic Rifle 2d8 Piercing
Ammunition (Range 80/240; Bullet), Burst Fire, Slow 8lb.
Reload (30 shots), Two-Handed
Hunting Rifle 2dl0 Piercing
Ammunition (Range 80/240; Bullet), Slow 8lb.
Reload (5 shots), Two-Handed
Revolver 2d8 Piercing
Ammunition (Range 40/120; Bullet), Sap 3 lb.
Reload (6 shots)
Semiautomatic Pistol 2d6 Piercing Ammunition (Range 50/150; Bullet), Vex 3 lb.
Reload (15 shots)
Shotgun 2d8 Piercing Ammunition (Range 30/90; Bullet), Push 7lb.
Reload (2 shots), Two-Handed

Futuristic Item Damage Properties Mastery Weight


Martial Ranged Weapons
Antimatter Rifle 6d8 Necrotic Ammunition (Range 120/360; Energy Cell), Sap 10 lb.
Reload (2 shots), Two-Handed
Laser Pistol 3d6 Radiant Ammunition (Range 40/120; Energy Cell), Vex 2lb.
Reload (50 shots)
Laser Rifle 3d8 Radiant Ammunition (Range 100/300; Energy Cell), Slow 7lb.
Reload (30 shots), Two-Handed

It takes 1 minute to bind two or more Dynamite EXPLOSIVES


Sticks together so they explode at the same time. Item Cost Weight
Each stick after the first increases the damage by
Bomb 100 GP 1 lb.
Id6 (to a maximum of 10d6) and the effect’s radius
by 5 feet (to a maximum of 20 feet). Dynamite Stick — 1 lb.
It takes 1 minute to rig dynamite with a longer Grenade, Fragmentation — 1 lb.
fuse so it explodes after a longer period of time, — 7 lb.
Grenade Launcher
such as 1 minute or 10 minutes.
Grenade, Smoke 50 GP 2lb.
GRENADES AND GRENADE LAUNCHERS Gunpowder (keg) 250 GP 20 lb.
As an action, you can either throw a grenade at a
Gunpowder (powder horn) 35 GP 2lb.
point up to 60 feet away or use a Grenade Launcher
to propel the grenade to a point up to 1,000 feet
away. The grenade explodes at that point, creating a ALIEN TECHNOLOGY
particular effect in a 20-foot-radius Sphere. When adventurers find a piece of technology that
Fragmentation Grenade. Each creature in the isn’t from their world or time period, they can
Sphere makes a DC 15 Dexterity saving throw, tak­ deduce what it is with a successful Intelligence
ing 17 (5d6) Piercing damage on a failed save or half (Investigation) check, with the DC depending on
as much damage on a successful one. the complexity of the item: DC 10 for a relatively
Smoke Grenade. The area of the Sphere is Heavily simple item like a calculator or a lighter, or DC 20
Obscured by smoke for 1 minute. A strong wind for a complex item such as a computer, a chainsaw,
(such as the Gust of Wind spell) disperses the smoke. or a hovercraft. You may require a separate Intelli­
gence (Investigation) check to determine whether a
GUNPOWDER character can activate or operate the technology; a
Setting fire to a container full of Gunpowder causes
character who has observed the item in use or has
it to explode. When a container explodes, each operated a similar item either has Advantage on the
creature in a 10-foot-radius Sphere centered on the
check or succeeds on the check automatically (your
container makes a DC 12 Dexterity saving throw,
choice).
taking 10 (3d6) Fire damage (for a powder horn) or
24 (7d6) Fire damage (for a keg) on a failed save or
half as much damage on a successful one.
CHAPTER 3 I DM'S TOOLBOX 73
the activities of mortal life or limited aspects of th.
GODS AND OTHER POWERS natural world. They share the fundamentally ineff
Different deities rule the various aspects of the cos­ ble nature of greater gods, but they are more likely
mos and mortal life, sometimes cooperating with to manifest in mortal realms.
each other, sometimes competing. People gather in Quasi-deities have a divine origin, but they don't
public shrines to worship gods of life and wisdom or receive or answer prayers. They are still immensely
meet in hidden places to venerate gods of deception powerful beings, and in theory, they could ascend
to godhood if they amass enough worshipers.
or destruction.
Quasi-deities fall into the following subcategories:
DIVINE RANK Demigods are divine beings with mortal origin.
The divine beings of the multiverse are often cat­ Some were born mortal and attained godhood,
egorized according to their relative cosmic power. while others were born from the union of a deity
Some gods who are worshiped on multiple worlds and a mortal. Their mortal parentage makes demi­
have a different rank on each world, depending on gods the weakest quasi-deities.
their influence there. Titans are the creations of deities. They might be
Greater deities are generally the oldest gods of a manufactured on a divine forge, born from the
pantheon, responsible (at least in myth) for creating blood spilled by a god, or otherwise brought about
or parenting the other gods. Their provinces are through divine will or substance. Some titans, in­
major areas of nature and mortal life, such as agri­ cluding krakens and the tarrasque, appear in the
culture. the sun, and death. Greater deities are ul­
Monster Manual.
timately beyond mortal understanding, and they're
Vestiges are deities who have lost nearly all their
often known by different names across regions,
worshipers and are considered dead from a mortal
cultures, and worlds. Having no fixed appearance or
perspective. Esoteric rituals can sometimes con­
gender, they can assume whatever forms they like.
tact vestiges and draw on their latent power.
Occasionally these deities manifest and perform
mythic deeds among mortals. HOME PLANE AND ALIGNMENT
Lesser deities are typically described in myth as
the creations, children, or servitors of the greater Gods aren’t defined by mortal conceptions of align­
deities. They govern narrower provinces, such as ment, and different mortal worshipers might in­
—_____________________ • terpret a god’s behavior and teachings through the
BUILD YOUR OWN PANTHEON lens of different alignments. That said, gods tend
Most of the published D&D settings described to live on the Outer Planes that most closely match
in chapter 5 have their own pantheons of gods. If their general alignment tendencies, so it’s safe to
you're creating your own setting, you can use the assume that the teachings of a god who resides in
list of Greyhawk gods in chapter 5 or build your Pandemonium (a plane of rampant chaos and evil),
own pantheon. encourage behavior that is Chaotic Evil, while a god
A simple way to build a basic pantheon is to who resides in Elysium (the plane of pure good) en­
create one god for each of the Outer Planes de­ courages Neutral Good behavior.
scribed in chapter 6, except for the Nine Hells People can worship a god without obeying that
(ruled by the archdevil Asmodeus) and the Abyss god s tenets or conforming to the god’s presumed
(the domain of demons). So Arborea might be alignment. People from all walks of life might par­
the domain of a god who is patron of the arts, ticipate in the annual festival of innocent mischief
celebrated at great feasts, while Gehenna’s deity associated with a trickster god—even people whose
might be a greedy, vengeful god worshiped by alignment is generally lawful and opposed to the
people of the same bent. If you prefer, you can trickster s teachings. To stave off disease, good-
also put multiple deities on the same plane, so hearted people might make offerings to appease the
Arcadia might be home to twin gods who are pa­ wrath of a god associated with plague. Even Cleric
trons of merchants and smiths. characters don’t need to have any particular align­
Alternatively, you might decide that your world ment to serve their gods.
has only one god (who might be viewed differ­
ently by various sects or religions) or one good GODS AND DIVINE MAGIC
god and one evil god. Or your world might be
Divine magic-which includes the spells cast by
alive with spirits great and small, from lesser river
Clerics, Druids, Paladins, and Rangers-is mediated
spirits to the godlike spirits who inhabit great
thi ough beings and forces that are categorized as
mountains. Impersonal forces and philosophies
can also fill the role of gods in a campaign. divine. These can include gods but also include the
pi imal forces of nature, the beneficent power of

74 CHAPTER 3 | DM’S TOOLBOX


ancestral spirits, the sacred weight of a Paladin’s
victory, nor should a god’s interference portend
oath, and impersonal principles or entities such
immediate defeat. Gods can act to change the bal­
as Fate or the order of the universe. These beings
ance of an encounter or offer an avenue of escape,
and forces grant characters the power to wield the but they count on mortal heroes to act like heroes.
magic of their planar domains.
For game purposes, wielding divine power isn't With those principles in mind, you might have gods
dependent on the gods' ongoing approval or the intervene in dire situations in one of these ways:
strength of a character’s devotion. The power is a Blessings. A god might bestow a Blessing (see
gift offered to a select few; once given, it can't be “Supernatural Gifts” in this chapter) to help a
rescinded. character in need.
That said, characters’ relationships with the di­ Emissaries. A god might send a Celestial, a Fiend,
vine forces they access to wield their magic, much or some other kind of emissary to aid a character
like Warlocks’ relationships with their patrons, with information, guidance, or combat.
are ripe for exploration. A Cleric might accompany Miracles. As the simplest form of miracle, a god
every casting of a spell with a litany of complaints can produce the effect of any spell that devotees
directed at the gods. The Paladin class description of that god might cast (typically Cleric or Druid
in the Player's Handbook offers some suggestions for spells). But a god’s direct intervention can take
how a player might roleplay a situation where their any form you choose, often reflecting the god’s
Paladin has broken their oath. You can also decide nature.
how NPCs react to a character whose behavior
doesn’t square with the ideals implied by the Holy CREATING RELIGIONS
Symbol the character wears. A list of gods is a good starting point, and it can be
sufficient to get a campaign started. But you can add
DIVINE KNOWLEDGE more depth to your campaign world by fleshing out
The Commune spell allows its caster to ask a deity more details of religious belief and practice.
(or an agent of the god) yes-or-no questions and
receive correct information, and other spells of the MYTHS
Divination school have similar effects. As the Com­ Stories about the gods explore their relationships
mune spell description states, gods aren’t necessarily with each other, with the natural world, and with
omniscient. But they are tremendously knowledge­ the realm of mortals. Myths might describe familial
able, particularly with regard to their particular relationships among the gods, deeds of creation,
areas of influence. A sea god can be reasonably ex­ past interactions with mortals, or battles between
pected to know anything that has happened in or on gods and other cosmic forces. Given the incompre­
a sea, for example, and a martial god knows details hensible nature of the gods, these myths might not
about wars. Gods can reliably predict the future, at actually reveal anything about the gods, but they
least in the short term (hence their ability to answer certainly describe people’s understanding of their
spells such as Augury and Divination). And some own place in relation to the gods.
gods might be unwilling to reveal their ignorance, RELIGIOUS PRACTICE
choosing to give an unclear answer rather than ad­ People honor multiple gods of a pantheon in differ­
mit that they don’t know the truth. ent circumstances. A person might burn incense
to a hearth or family deity at a kitchen altar in the
DIVINE INTERVENTION morning, pray to a deity of the hunt while hunting
In some campaigns, gods are fond of meddling in in the afternoon, and join a communal harvest feast
mortal affairs, and heroes sometimes call on the at the temple of an agricultural deity in the evening.
gods for aid beyond what divine magic ordinarily Cities and large towns can host numerous tem­
provides. The gods sometimes also send dreams, ples dedicated to individual gods important to the
omens, or emissaries to direct mortals along a community, while smaller settlements might have
certain path. Keep these two principles in mind a single shrine devoted to any gods the locals re­
to guide your use of divine intervention in your vere. Temples and shrines outside settlements often
campaign: mark places where a god (or the manifestation of
Don’t Eliminate Character Choice. The gods can a god) appeared or caused a miracle. These sites
tell characters to do things and even threaten to can become the focus of pilgrims who travel long
punish them if they don’t do things, but the gods distances to partake in the holy power assumed to
can't control mortal actions. linger there.
Don’t Eliminate Risk and Danger. The interven
tion of a god should never guarantee success or

CHAPTER 3 I DM'S TOOLBOX 75


A fireball fungus has AC 10, HP 6, and Immui
HAZARDS to Psychic damage. When it drops to 0 Hit Point y
The Player's Handbook describes common hazards the fungus explodes as if a Fireball spell (save DC
that adventurers encounter, such as falling and had been centered on it. )
dehydration. This section details some unusual At Higher Levels. The explosion of a fireball fur
hazards you can add to a location to make it more gus causes other fireball fungi in the area of effect
challenging. to explode as well. You can scale the hazard for
higher levels by adding one additional fungus at lev
SEVERITY AND LEVEL
els 11-16 or three additional fungi at levels 17-20
Each hazard in this section is designated as a nui-
sance or as deadly for characters of certain levels.
A nuisance hazard is unlikely to seriously harm GREEN SLIME
characters of the indicated levels, whereas a deadly Nuisance Hazard (Levels 1-4)
hazard can grievously damage characters of the Acidic green slime devours flesh, organic material
indicated levels. and metal on contact. Bright green, wet, and sticky
Use caution when introducing a hazard to charac­ it clings to walls, floors, and ceilings in patches.
ters of a level lower than the hazard's level range. A One patch of green slime covers a 5-foot square
hazard that is a nuisance at one level range could be Green slime has Blindsight with a range of 30 feet
deadly to characters in the next-lower range. and it drops from walls and ceilings when it detects
movement below itself. Beyond that, it can’t move
EXAMPLE HAZARDS_________________
A creature aware of the slime’s presence can avoid
Hazards are presented in alphabetical order. being struck by it with a successful DC 10 Dexterity
saving throw.
A creature that comes in contact with green slime
BROWN MOLD
takes 5 (IdlO) Acid damage. The creature takes the
Deadly Hazard (Levels 5-10) or Nuisance Hazard (Levels damage again at the start of each of its turns until
11-16)
the slime is scraped off (requiring an action) or de­
Brown mold resembles a furry, light-brown carpet. stroyed. Against wood or metal, green slime deals 11
This fungus feeds on warmth, drawing heat from (2dl0) Acid damage each round, and any nonmagi-
anything around itself. One patch of brown mold cal wood or metal item used to scrape off the green
covers a 10-foot square, and the temperature within slime is destroyed.
30 feet of it is always frigid. Direct sunlight or any amount of Cold, Fire, or
When a creature enters a space within 5 feet of Radiant damage destroys a patch of green slime.
the mold for the first time on a turn or starts its
turn there, the creature makes a DC 12 Consti­
tution saving throw, taking 22 (4dl0) Cold dam­ INFERNO
age on a failed save or half as much damage on a Deadly Hazard (Levels 5-10) or Nuisance Hazard (Levels
successful one. 11-16)
Brown mold has Immunity to Fire damage, and
Whenever an uncontrolled fire spreads, it can cre­
any source of fire brought within 5 feet of it causes
ate an inferno that quickly engulfs creatures, ob­
the mold to instantly expand across a surface and
jects, and vegetation.
toward the fire, creating a new patch that covers a
An inferno consists of at least four contiguous
10-foot square. A patch of brown mold exposed to
10-foot Cubes of fire. Each of the inferno’s 10-foot
an effect that deals any amount of Cold damage is
Cubes can be doused with 10 gallons of water. Ex­
destroyed instantly.
posure to a strong wind for 1 minute causes the
inferno to grow, adding ld4 new 10-foot Cubes to its
FIREBALL FUNGUS volume. An inferno deprived of fuel burns itself out
Deadly Hazard (Levels 5-10) after IdlO minutes.
An inferno damages any vegetation or object that
A fireball fungus is a Small, inanimate mushroom isn’t being worn or carried that it touches, dealing
that can grow anywhere fungi are found in abun­ 22 (4dl0) Fire damage immediately and again at the
dance. Its luminous, orange cap sheds Bright Light end of each minute. Any creature that enters the
in a 15-foot radius and Dim Light for an additional
inferno for the first time on a turn or starts its turn
15 feet.
there takes 22 (4dl0) Fire damage and is burning

CHAPTER 3 I DM'S TOOLBOX


POISONOUS GAS QUICKSAND PIT
Nuisance Hazard (Levels 1-4) Nuisance Hazard (Levels 1-4)
Poisonous gas is usually encountered in an enclosed A quicksand pit is 10 feet deep and covers the
space, such as a sewer or sealed tomb. The gas fills ground in a 10-foot square. A creature that enters
as much space as it can, up to a maximum of ten 10- the area sinks ld4 + 1 feet into the quicksand and
foot Cubes. The transparent gas carries a foul odor. has the Restrained condition. At the start of each
The gas is continuously or periodically replenished of the creature’s turns, it sinks another ld4 feet. As
by some natural or magical source, though a strong long as the creature isn’t completely submerged in
wind disperses the gas for 1 minute. quicksand, it can take an action to try to escape, do­
Any creature that enters poisonous gas for the ing so with a successful Strength (Athletics) check
first time on a turn or starts its turn there makes (DC 10 plus the number of feet the creature has
a DC 12 Constitution saving throw, taking 5 (IdlO) sunk into the quicksand). A creature that is com­
Poison damage on a failed save or half as much pletely submerged in quicksand has Total Cover and
damage on a successful one. Creatures in the gas the Blinded condition and risks suffocation.
also have Disadvantage on Death Saving Throws. A creature can pull another creature within its
At Higher Levels. You can scale the hazard for reach out of a quicksand pit by taking an action and
higher levels by increasing the Poison damage and succeeding on a Strength (Athletics) check (DC 5
the save DC, as shown in the following table. plus the number of feet the creature has sunk into
the quicksand).
Levels Poison Damage Save DC
At Higher Levels. You can scale this hazard for
5-10 11 (2dl0) 14 higher levels by making the pit deeper and increas­
11-16 22 (4dl0) 16 ing the number of feet a creature sinks at the start
of each of its turns, as shown in the following table.
17-20 55 (lOdlO) 18

CHAPTER 3 I DM'S TOOLBOX


77
rockslide. On a successful save, a creature take
Levels Pit Depth Sinking Rate
as much damage only. half
5-10 15 feet 1 d6 feet When the rockslide stops, its space becomes he
11-16 20 feet ld8 feet cult Terrain, and all Prone creatures in its space
IdlO feet buried under rocks and debris. A creature buried e
17-20 30 feet
this way has the Restrained condition and has T n
Cover. As an action, a creature can try to crawl / a
from under the rock pile. If the creature succeed"
RAZORVINE
on a DC 15 Strength (Athletics) check, it is no Ion
Nuisance Hazard (Levels 1 4)
ger Restrained; instead, it has the Prone condition
Razorvine is a plant that grows in wild tangles and and is atop the rock pile. If the check fails, the cre
hedges. It also clings to the sides of buildings and ture remains buried and gains 1 Exhaustion level
other surfaces as ivy does. A 10 foot high, 10-foot- A creature that has neither the Incapacitated no
wide. 5 foot thick wall or hedge of razorvine has AC the Restrained condition can spend 1 minute free
11: HP 25; and Immunity to Bludgeoning, Piercing, another creature buried by the rockslide.
and Psychic damage. At Higher Levels. You can scale this hazard for
When a creature comes into contact with razor­ higher levels by increasing the Bludgeoning damap
vine for the first time on a turn, the creature must as follows: 22 (4dl0) at levels 5-10, 55 (lOdlO) at
succeed on a DC 10 Dexterity saving throw or take levels 11-16, and 99 (18dl0) at levels 17-20.
5 (IdlO) Slashing damage from the bladelike thorns.

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

CHAPTER 3 I DM’S TOOLBOX


0

WEBS YELLOW MOLD


Nuisance Hazard (Levels 1-4) Deadly Hazard (Levels 1-4) or Nuisance Hazard (Levels
Giant spiders weave thick, sticky webs across pas­ 5-10)
sages and at the bottom of pits to snare prey. These Yellow mold grows in dark places, and one patch
web-filled areas are Difficult Terrain. covers a 5-foot square. If touched, the mold ejects a
A creature that enters a web-filled area for the cloud of spores that fills a 10-foot Cube. Any crea­
first time on a turn or starts its turn there must suc­ ture in that area must succeed on a DC 15 Constitu­
ceed on a DC 12 Dexterity saving throw or have the tion saving throw or take 11 (2dl0) Poison damage
Restrained condition. As an action, a creature Re­ and have the Poisoned condition for 1 minute. While
strained by the webs can try to escape from them, Poisoned in this way, the creature takes 5 (IdlO)
doing so with a successful DC 12 Strength (Athlet­ Poison damage at the start of each of its turns. The
ics) or Dexterity (Acrobatics) check. creature repeats the save at the end of each of its
Each 10-foot Cube of webs has AC 10; HP 15; Vul­ turns, ending the effect on itself on a success.
nerability to Fire damage; and Immunity to Pierc­ Direct sunlight or any amount of Fire damage
ing, Poison, and Psychic damage. destroys a patch of yellow mold.

CHAPTER 3 | DM'S TOOLBOX


79
the gift of a fortification as a pretext for the charae
MARKS OF PRESTIGE ters acquiring their Bastions.
Sometimes the most memorable reward for adven­ The individual bequeathing the fortification miph
turers is the prestige they acquire throughout a offer to pay its maintenance costs for one or more"
realm. Their adventures often earn them fame and months, after which the characters inherit that re
power, allies and enemies, and titles the adventur­ sponsibility. The type of fortification determines it,
ers can pass on to their descendants. This section maintenance costs, as shown in the Maintenance
details the most common marks of prestige that ad­ Costs table.
venturers might acquire during a campaign.
The best rewards in an adventure are directly re­ MAINTENANCE COSTS
lated to the circumstances of the adventure. For ex­ Fortification Cost per Day
ample, if a merchant hires the characters to retrieve
a family heirloom from a long-abandoned tower,
Fortified outpost or watchtower 50 Gp
the merchant might give the deed to the tower as a Keep or small castle 100 Gp
reward. Large castle or fortress 400 Gp
FORTIFICATIONS___________________
A fortification is a reward usually given to seasoned LETTERS OF RECOMMENDATION
adventurers who demonstrate unwavering fealty to A benefactor might provide adventurers with a let­
a powerful political figure or ruling body, such as a ter of recommendation rather than payment. Such a
monarch, a knighthood, or a council of wizards. A letter is usually enclosed in a handsome folio, case,
fortification can be anything from a fortress in the or scroll tube for safe transport, and it usually bears
heart of a city to a provincial keep on the border- the signature and seal of whoever wrote it.
lands. While the fortification is for the characters A letter of recommendation from a person of im­
to govern as they see fit, the land on which it sits peccable reputation can grant adventurers access
remains the property of the crown or local ruler. to NPCs whom they would otherwise have trouble
Should the characters prove disloyal or unworthy meeting, such as a duke, duchess, viceroy, or mon­
of the gift, they can be asked or forced to relinquish arch. Moreover, carrying such a recommendation
custody of the fortification. In that respect, the for­ on one’s person establish a baseline of trust with
tification is different from the characters’ Bastions local authorities.
(described in chapter 8). However, you can also use
A letter of recommendation is worth only as much deal. A Neutral Good or Neutral NPC might pay off
as the reputation of the person who wrote it and of­ favors to protect their reputation. A Chaotic Good
fers no benefit where its writer holds no sway. NPC is more concerned about doing right by the
adventurers, honoring any obligations without wor­
MEDALS rying too much about personal risk or adherence to
Although they are often fashioned from gold and the law.
other precious materials, medals have an even
greater symbolic value to those who award and re­ SPECIAL RIGHTS
ceive them. Medals are typically awarded by politi­ A politically powerful person can reward characters
cal figures for acts of heroism, and wearing a medal by giving them special rights, which might be artic­
is usually enough to earn the respect of those who ulated in some sort of official document or procla­
understand its significance. mation. For example, characters might be granted
Different acts of heroism can warrant different special rights to attack pirate ships or other enemies
kinds of medals. The king of Breland (in the Eber- of the crown, to lead rites or ceremonies in a com­
ron setting) might award a Royal Badge of Valor munity, or to negotiate on a ruler’s behalf. They
(shaped like a shield and made of ruby and elec­ might receive a lifetime of free room and board
trum) to adventurers for defending Brelish citizens. from the grateful citizens of a community or gain
The Golden Bear of Breland (a medal made of gold the sworn service of local soldiers to assist them as
and shaped in a likeness of a bear’s head, with gems needed.
for eyes) might be reserved for adventurers who Special rights last only as long as the legal docu­
prove their allegiance to the Brelish Crown. ment dictates, and such rights can be revoked if the
A medal doesn’t offer a specific in-game benefit adventurers abuse them.
to one who wears it, but it can affect dealings with
NPCs. For example, a character who displays the TITLES ____
Golden Bear of Breland is regarded as a hero of A politically powerful figure has the ability to dis­
the people within the kingdom of Breland. Outside pense titles. A title often comes with a parcel of
Breland, the medal carries far less weight, except land (see above). For example, a character might be
among allies of Breland’s king. awarded the title Earl of Stormriver or Countess of
Dun Fjord, along with a parcel of land that includes
PARCELS OF LAND a settlement or region of the same name. Archfey
A parcel of land usually comes with a letter from a are fond of granting whimsical (and alliterative)
local ruler, affirming that the land has been granted titles, such as Chancellor of Chocolates or Grand
as a reward for some service. Such land usually re­ Duke of Giggles, which might come with minor
mains the property of the local ruler or ruling body supernatural gifts (see “Supernatural Gifts” in this
but is lent to a character with the understanding chapter) rather than land.
that it can be taken away, especially if the charac­ A character can hold more than one title, and in a
ter’s loyalty is ever called into question. feudal society, those titles can be passed down to (or
Characters who receive a parcel of land are free distributed among) one’s children. A character who
to build on it and are expected to safeguard it. They holds a title is expected to act in a manner befitting
may yield the land as part of an inheritance, but that title. By decree, titles can be stripped away if
they can’t sell or trade it without permission from the character fails to meet the obligations and re­
the local ruler or ruling body. If a character already sponsibilities that come with the title.
has a Bastion (see chapter 8), the parcel of land
might surround the Bastion or be close to it. TRAINING
Parcels of land make fine rewards for adventurers A character might be offered special training. This
who are looking for a place to settle or who have kind of training isn’t widely available and thus is
family or a personal investment in the region where highly desirable.
the land is located. The character must spend 30 days with the
trainer to receive a special benefit. Possible training
SPECIAL FAVORS benefits include the following:
A reward might be a favor the characters can call • The character gains proficiency in a skill.
on at some future date. Special favors work best • The character gains proficiency with a tool.
when the individual granting them is trustworthy. • The character learns a language.
A Lawful Good or Lawful Neutral NPC will do
whatever can be done to fulfill an obligation when
the time comes, short of breaking laws. A Lawful
Evil NPC does the same, but only because a deal is a

CHAPTER 3 | DM'S TOOLBOX 81


MOBS of the area, then read down until you find it
Then check the rightmost column to see aboul”e
1 his section can help you speed up play when re­
how many creatures are caught in the area if
solving outcomes with large groups of monsters,
imagine that the targets are spread out, deer Xou
also known as mobs.
the number by ld3. If they’re bunched up, yous
Ttps_____ increase the number by ld3. Of course, an area an
encompass more creatures than are present in sant
Follow these tips to smooth a combat encounter encounter. an
wit h a large number of monsters: Your judgment always outweighs these guide!
Damage. Use the average damage specified in a and it’s fine to err on the side of affectin, • 8Ines,
ore Cre
monster’s stat block. tures. For example, if eight zombies are crowded 54
Hit Points. If a spell or attack reduces a monster around a Fighter when the Bard centers a Shatt
to a handful of Hit Points, assume the monster is spell on the Fighter’s space, the spell’s area should
killed or otherwise taken out of the fight. definitely engulf all eight zombies, even though
Monster Mobs. Divide a large number of identical according to the table, a 10-foot-radius Sphere in
monsters into smaller mobs and spread their turns eludes only three creatures.
out between the characters' turns. Mobs of five to
eight identical creatures work well, but don't have
EXAMPLES
more mobs than there are characters. The following scenario shows examples of how you
as the DM can apply the guidelines described in the
AVERAGE RESULTS_____ ___ rest of this section.
Whenever you would otherwise make a number of Eight Zombies surround and attack a Fighter. The
D20 Tests for identical monsters, the Mob Results zombies’ attack bonus is +3, and the Fighter's AC is
table can help you determine the number of suc­ 18, so the roll needed is 15 (18 - 3). Finding 15 in the
cessful D20 Tests the monsters get without having Normal column and reading across to the Out of
to roll dice. Follow these steps: 8 column, the DM gets a result of 2/8—two of the
zombies hit. Using the zombies’ average damage (4
Step 1. Determine the minimum d20 roll the mon­ Bludgeoning damage), the Fighter takes 8 Bludgeon­
sters need to succeed on the D20 Test using the ing damage.
following formula: After seeing the Fighter mauled by zombies, the
Roll needed = target number - monster’s bonus Bard casts Shatter, centering the spell on the Fighter.
(The Bard trusts that the Fighter will succeed on
Step 2. Find the roll needed on the Mob Results the Constitution saving throw and survive the re­
table. If all the monsters have Advantage on the sulting damage.) The spell affects a 10-foot-radius
roll (for example, if they’re attacking and have Sphere, and the Targets in Area of Effect table
the Pack Tactics trait, or if they’re making a suggests that such an area should encompass three
saving throw against a spell and have the Magic zombies. However, the DM decides that all eight
Resistance trait), find the roll needed in the With zombies (and the Fighter) are affected. The zom­
Advantage column. If all the monsters have Dis­ bies’ Constitution saving throw bonus is +3, and the
advantage (for example, if they’re attacking a Bard’s spell saving throw DC is 16, so the roll needed
creature protected by the Blur spell), use the With is 13 (16 - 3). Finding 13 in the Normal column and
Disadvantage column. Otherwise, use the Normal reading across to the Out of 8 column, the DM gets
column. a result of 3/8, so three of the zombies succeed on
Step 3. Read across the table to find a fractional
their saving throws.
number of successes you can easily apply to the
Seeing a larger crowd of zombies in the dis­
group of monsters. That's the fraction of monsters tance, the Wizard casts Fireball. The spell covers a
that succeed on the D20 Test. 20-foot-radius Sphere. The Targets in Area of Ec
ADJUDICATING AREAS OF EFFECT table suggests that area covers ten zombies, but
DM rules that they’re densely packed together an
When the characters are fighting a large number of adds ld3, rolling a 2. So the spell engulfs twelve
monsters, it’s not always practical to use miniatures zombies in its area. The zombies’ Dexterity savinbc
on a battle grid or some other visual aid. So how throw modifier is -2, and the Wizard’s spell says, i
do you determine how many monsters are affected is 16, so the roll needed is 18 (16 - [-2]). Finding .
by the Wizard’s Fireball spell or some other area of the Normal column and reading across to the
effect? 6 column, the DM gets a result of 1/6. Twelve tin
The Targets in Area of Effect table offers a guide­ 1/6 is 2, so two of the twelve zombies succeed C
line. To use the table, find the column for the shape the save.

82 CHAPTER 3 I DM’S TOOLBOX


MOB RESULTS
___________ Roll Needed--------------------- . , Ol -_____
------------ Numuer —--”2. ___ _______________
With With
Normal Advantage Disadvantage Out of 4 Out of 6 Out of 8 Out of 10
Out of 5
1 1-4 1 4/4 6/6 8/8 10/10
5/5
2 5-6 — 4/4 6/6 8/8 10/10
5/5
3 7-8 2 4/4 5/5 5/6 7/8 9/10
4 9 — 3/4 4/5 5/6 7/8 9/10
5 10 3 3/4 4/5 5/6 6/8 8/10
6 11 — 3/4 4/5 5/6 6/8 8/10
7 12 4 3/4 4/5 4/6 6/8 7/10
8 13 5 3/4 3/5 4/6 5/8 7/10
9 14 — 2/4 3/5 4/6 5/8 6/10
10 — 6 2/4 3/5 3/6 4/8 6/10
11 15 7 2/4 3/5 3/6 4/8 5/10
12 16 — 2/4 2/5 3/6 4/8 5/10
13 — 8 2/4 2/5 2/6 3/8 4/10
14 17 9 1/4 2/5 2/6 3/8 4/10
15 18 10 1/4 2/5 2/6 2/8 3/10
16 — 11 1/4 1/5 2/6 2/8 3/10
17 19 12 1/4 1/5 1/6 2/8 2/10
18 — 13 1/4 1/5 1/6 1/8 2/10
19 20 14-15 0 1/5 1/6 1/8 1/10
20 — 16-17 0 0 0 0 1/10

TARGETS IN AREA OF EFFECT


-------- ICo JlldUC dliu 2 Number of
Targets
Cone Cube Circular* Line
10-foot 5- to 10-foot 5-foot-radius — 1

15- to 20-foot 15-foot — 30-foot-long, 5-foot-wide 2

25-foot — 10-foot-radius 30-foot-long, 10-foot-wide or 60-foot-long, 3


5-foot-wide
— — 90- or 100-foot-long, 5-foot-wide 4
20-foot
— 60-foot-long, 10-foot-wide or 120-foot-long, 5
30-foot —
5-foot-wide
15-foot-radius — 6
3 5-foot 25-foot
— 90- or 100-foot-long, 10-foot-wide 8
40-foot 30-foot
_ — — 9
4 5-foot
50-foot 20-foot-radius 120-foot-long, 10-foot-wide 10
3 5-foot
55-foot — — 12
40-foot
60-foot 25-foot-radius — 16
45-foot
— 50-foot 30-foot-radius — 20
‘Use this column for Cylinders, Emanations (using the size of the Emanat.on rather than its radius), and Spheres.

CHAPTER 3 | DM'S TOOLBOX 83


NONPLAYER CHARACTERS NAME
You’ll need a name for any NPC who plays a prom­
Nonplayer characters (NPCs) are supporting char­
inent role in your campaign. You can pick a given
acters controlled by you, the DM. Examples include
name and a surname from any of the accompanying
the local innkeeper, the sage who lives in the tower
tables; a name can include options from different ta­
on the outskirts of town, and the death knight out
bles. If you like, you can roll ld6 to determine which
to destroy the kingdom.
table to choose a name from, then roll id 12 to get
The Monster Manual contains stat blocks you can
a name. You can also alter or combine names, pull
use to represent NPCs in your game. You can add
from a book of names, or use a name inspired by a
details to make them distinctive and memorable.
movie or book.
For example, your players will have no trouble re­
membering the no-nonsense blacksmith with the STAT BLOCK
tattoo of the black rose on her right shoulder or the Choose a stat block from the Monster Manual to
badly dressed musician with the broken nose. NPCs represent the NPC’s game statistics. You don’t need
in your game rarely need much more complexity to do this if you don’t expect the NPC to engage in
than that. combat or use any special abilities (such as casting
DETAILED NPCS spells). You can customize the stat block using the
guidelines under “Creating a Creature” in this chap
Flesh out NPCs who play prominent roles in your ter to better reflect the NPC you have in mind.
adventures. You can use the accompanying NPC
Tracker to record information as you determine ALIGNMENT
these six elements of your NPC: Choose the NPC’s alignment, which can help you
sketch the outlines of an NPC’s behavior and per
Name Alignment Appearance
sonality. See the Players Handbook and "Alignment
Stat Block Personality Secret
in this chapter for more information.

84 CHAPTER 3 I DM’S TOOLBOX


1: COMMON NAMES
4: MONOSYLLABIC NAMES
U12 Common Given Name Common Surname Monosyllabic
Monosyllabic
1 Adrik Brightsun ld12 Given Name Surname
2 Alvyn Dundragon 1 Chen Dench

3 Aurora Frostbeard 2 Creel Drog


4 Eldeth Garrick 3 Dain Dusk

5 Eldon Goodbarrel 4 Dorn Holg

6 Farris Greycastle 5 Flint Horn


Kathra Ironfist 6 Glim Imsh
7
Kellen Jaerin 7 Henk Jask
8
Lily Merryweather 8 Krusk Keth
9
Nissa Redthorn 9 Nox Ku
10
Xinli Stormriver 10 Nyx Kung
11
Zorra Wren 11 Rukh Mott
12
12 Shan Quaal
2: GUTTURAL NAMES
ldl2 Guttural Given Name Guttural Surname 5: SINISTER NAMES
ldl2 Sinister Given Name Sinister Surname
1 Abzug Burska
1 Arachne Doomwhisper
2 Bajok Gruuthok
2 Axyss Dreadfield
3 Bharash Hrondl
3 Carrion Gallows
4 Grovis Jarzzok
4 Grinnus Hellstryke
5 Gruuna Kraltus
5 Melkhis Killraven
6 Hokrun Shamog
6 Morthos Nightblade
7 Ma rd red Skrangval
7 Nadir Norixius
8 Rhogar Ungart
8 Scandal Shadowfang
9 Skuldark Uuthrakt
9 Skellendyre Valtar
10 Thokk Vrakir
10 Thaltus Winterspell
11 Urzul Yuldra
11 Valkora Xandros
12 Varka Zulrax
12 Vexander Zarkynzorn
2: LYRICAL NAMES
6: WHIMSICAL NAMES
ldl2 Lyrical Given Name Lyrical Surname
Whimsical
1 Arannis Arvannis Whimsical Surname
ldl2 Given Name
2 Damaia Brawnanvil Borogove
1 Cricket
3 Darsis Daardendrian Goldjoy
2 Daisy
4 Dweomer Drachedandion Hoddypeak
3 Dimble
5 Evabeth Endryss 4 Ellywick Huddle
6 Jhessail Meliamne 5 Erky Jollywind
7 Keyleth Mishann Fiddlestyx Oneshoe
6
8 Netheria Silverfrond 7 Fonkin Scramblewise
9 Orianna Snowmantle Golly Sunnyhill
8
10 Sorcyl Summerbreeze Mimsy Tallgrass
9
11 Umarion Thunderfoot Pumpkin Timbers
10
12 Velissa Zashir 11 Quarrel Underbough
12 Sybilwick Wimbly

CHAPTER 3 I DM'S TOOLBOX 85


PERSONALITY
With the NPC’s alignment and ability scores as
a starting point, use the guidelines in the Player's
Handbook to pick a few words that describe the
NPC’s personality. You can choose or randomly de­
termine one personality trait associated with each
element of the NPC’s alignment, or with the NPC’s
highest and lowest ability scores, and combine them
to inspire a persona.
For example, if you find the adventurers unex­
pectedly arguing with a Lawful Neutral guard, you
might create a cooperative but laconic guard who
is happy to help the adventurers but speaks curtly, f
hoping to end the conversation as quickly as possi­
ble. Or, looking at the Imp stat block in the Players
Handbook and noting its highest ability (Dexterity)
and its lowest (Strength), you might decide that the
little devil is fidgety and indirect, constantly on the %
A
move and talking in circles to get to its point.

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

Describe a secret the NPC is trying to hide or pro­


tect. The NPC Secrets table provides several ideas.

86 CHAPTER 3 | DM’S TOOLBOX


( NPC TRACKER
NPC NAME:______________

STAT BLOCK: MM PAGE:

STAT BLOCK ALTERATIONS

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.

CHAPTER 3 I DM’S TOOLBOX


LOYALTY example, given a magic weapon as a gift) or rescued
Loyalty is an optional rule you can use to determine by another party member. An NPC’s Loyalty Score
how far an NPC party member will go to protect or can never be raised above its maximum.
assist the characters (even those the NPC doesn't When other party members act in a manner that
particularly like). An NPC party member who is runs counter to the NPC’s alignment or personality,
abused or ignored is likely to abandon or betray the reduce the NPC’s Loyalty Score by Id4. Reduce the
party, whereas an NPC who owes a life debt to the NPC's Loyalty Score by 2d4 if the NPC is abused,
characters or shares their goals might fight to the misled, or endangered by other party members for
death for them. You can simply decide on an NPC's purely selfish reasons. A Loyalty Score can never
loyalty, or you can track a Loyalty Score using the drop below 0.
following rules. Meaning of Loyalty. An NPC with a Loyalty Score
Loyalty Score. An NPC’s loyalty is measured on a of 10 or higher risks anything to help fellow party
numerical scale from 0 to 20. The NPC's maximum members. An NPC whose Loyalty Score is between
Loyalty Score is equal to the highest Charisma 1 and 10 is tenuously faithful to the party. An NPC
score among all adventurers in the party, and its whose Loyalty Score drops to 0 no longer acts in
starting Loyalty Score is half that number. If the the party’s best interests. The disloyal NPC either
highest Charisma score changes-perhaps a char- leaves the party (attacking characters who attempt
acter dies or leaves the group-adjust the NPC’s to intervene) or works in secret to bring about the
Loyalty Score accordingly. party’s downfall.
Crew Loyalty and Mutiny. If the characters own or
Tracking Loyalty. Keep track of an NPC’s Loyalty
operate a sailing ship or similar vessel, you can use
Score in secret so that the players won’t know for
these rules to track the loyalty of individual crew
sure whether an NPC party member is loyal or
disloyal. members or the ship's crew as a whole. If at least
half the crew’s Loyalty Scores drop to 0 during a
An NPC s Loyalty Score increases by Id4 if other
voyage, the crew turns Hostile and stages a mutiny.
party members help the NPC achieve a personal
If the ship is berthed, disloyal crew members leave
8oal Likewise, an NPC’s Loyalty Score increases
the ship and never return.
y 1d4 if the NPC is treated particularly well (for

CHAPTER 3 I DM’S TOOLBOX


89
ZARAK APPLIES POISON
PURCHASING POISON
TO HIS DAGGER In some settings, laws prohibit the possession
use of poison, but an illicit dealer or unscrupuld
apothecary might keep a hidden stash. Charad "5
with criminal contacts might be able to acquire
son easily. Other characters might have to make” 9
tensive inquiries and pay bribes before they ac *
the poison they seek.

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

CHAPTER 3 I DM'S TOOLBOX


90
or have the Poisoned condition for 1 minute. The
creature also has the Paralyzed condition while
poisoned in this way. The creature repeats the save PALE TINCTURE (250 GP)
at the end of each of its turns, ending the effect on Ingested Poison
itself on a success. A creature subjected to Pale Tincture must succeed
on a DC 16 Constitution saving throw or take 3
(Id6) Poison damage and have the Poisoned condi­
ESSENCE OF ETHER (300 GP) tion. The Poisoned creature repeats the save every
Inhaled Poison 24 hours, taking 3 (ld6) Poison damage on a failed
A creature subjected to Essence of Ether must suc­ save. The damage the poison deals can't be healed
by any means while the creature remains Poisoned.
ceed on a DC 15 Constitution saving throw or have
After seven successful saves against the poison, the
the Poisoned condition for 8 hours. The creature
creature is no longer Poisoned.
also has the Unconscious condition while Poisoned
in this way. The creature wakes up if it takes dam­
age or if another creature takes an action to shake
PURPLE WORM POISON (2,000 GP)
it awake.
Injury Poison
A creature subjected to Purple Worm Poison makes
LOLTH’S STING (200 GP) a DC 21 Constitution saving throw, taking 35 (10d6)
Injury Poison Poison damage on a failed save or half as much
damage on a successful one.
A creature subjected to Lolth’s Sting must succeed
on a DC 13 Constitution saving throw or have the
Poisoned condition for 1 hour. If the creature fails SERPENT VENOM (200 GP)
the save by 5 or more, the creature also has the Un­ Injury Poison
conscious condition while Poisoned in this way. The
creature wakes up if it takes damage or if another A creature subjected to Serpent Venom must suc­
creature takes an action to shake it awake. ceed on a DC 11 Constitution saving throw, taking
10 (3d6) Poison damage on a failed save or half as
much damage on a successful one.
MALICE (250 GP)
Inhaled Poison
TORPOR (600 GP)
A creature subjected to Malice must succeed on a Ingested Poison
DC 15 Constitution saving throw or have the Poi­
soned condition for 1 hour. The creature also has A creature subjected to Torpor poison must succeed
the Blinded condition while Poisoned in this way. on a DC 15 Constitution saving throw or have the
Poisoned condition for 4d6 hours. The creature’s
P-------------- ~ ' ----- Speed is halved while the creature is Poisoned in
this way.
MIDNIGHT TEARS (1,500 GP)
Ingested Poison
A creature that ingests Midnight Tears suffers no TRUTH SERUM (150 GP)
effect until the stroke of midnight. Any effect that Ingested Poison
ends the Poisoned condition neutralizes this poi-
A creature subjected to Truth Serum must succeed
son. If the poison hasn’t been neutralized before
on a DC 11 Constitution saving throw or have the
midnight, the creature makes a DC 17 Constitution
Poisoned condition for 1 hour. The Poisoned crea­
saving throw, taking 31 (9d6) Poison damage on a
ture can’t knowingly communicate a lie.
ailed save or half as much damage on a successful
one.

WYVERN POISON (1,200 GP)


Injury Poison
OILOFTAGGIT (400 GP)
Contact Poison A creature subjected to Wyvern Poison makes a DC
14 Constitution saving throw, taking 24 (7d6) Poi­
A creature subjected to Oil of Taggit must succeed
son damage on a failed save or half as much damage
on a DC 13 Constitution saving throw or have the
on a successful one.
oisoned condition for 24 hours. The creature also
as the Unconscious condition while Poisoned in
15 way. It wakes up if it takes damage.

CHAPTER 3 | DM’S TOOLBOX


RANK
RENOWN Some groups have hierarchies that characters
Renown is an optional rule you can use to track ascend as they improve their Renown Scores san
characters' standing, individually or as a party, groups have positions of honor that characters her
within a particular group, such as a faction, an or­ apply for if their Renown Score is high enough can
ganization, or a community. Characters can earn promotions as their Ren
A character’s or party's Renown Score starts at 0, Scores increase. You can establish certain Ren"
then increases as characters earn favor and reputa­ Score thresholds as prerequisites (though not
tion with respect to the group. You can tie benefits essarily the only prerequisites) for advancing in °
to a character’s renown, including ranks, titles, and rank. You can set these thresholds however you
access to resources. like, creating ranks and titles for the groups in you
Players track renown separately for each group campaign.
their characters are associated with. For example,
an adventurer might have a Renown Score of 5 with PERKS
one faction and a Renown Score of 20 with another, Earning renown within a group might come with
based on the character’s interaction with each certain benefits. A character with a Renown Score
group. of 3+ might gain access to a reliable contact, a safe
You can use renown over the course of an entire house, or a discount on adventuring gear. With a
campaign or within a single adventure. At a cam­ Renown Score of 10+, a character might gain access
paign scale, you might set up factions or guilds that to Potions and Scrolls, the ability to call in a favor
characters can join, individually or as a group, and or backup on dangerous missions. A character
the characters pursue ranks and rewards by gaining whose Renown Score rises to 50 might be able to
Renown within their organizations. At an adven­ call on a small army, acquire a Rare magic item, gain
ture level, you might decide that the characters as access to a helpful spellcaster, or assign special mis­
a group need to earn a Renown Score of 5+ with sions to members of lower status.
the council before the council trusts the characters
enough to share resources with them. LoSING RENOWN
Disagreements with members of a group aren’t
GAINING RENOWN__________________ enough to cause a loss of renown within that group.
At your discretion, a character or party can in­ However, serious offenses committed against the
crease their renown in the following ways: group or its members can result in a loss of renown
Completing Missions. Advancing a group’s inter­ and rank within the organization. The extent of the
ests increases a character’s Renown Score within loss depends on the infraction and is left to your dis­
that group by 1. Completing a mission specifically cretion. A character’s Renown Score with a group
assigned by that group or that directly benefits can never drop below 0.
the group increases the character’s Renown Score
by 2. Hugely significant quests might grant Re­
LEVEL-BASED RENOWN____
nown Score increases of 3 or 4 at once. If you want to use the benefits of renown without
Group Involvement. Once a character has estab­ tracking Renown Scores, you can use a characters
lished a Renown Score of 1+ with a group, the level as a shorthand for the character’s Renown
character can gain renown by spending time Score with a group, assuming the character has
between adventures undertaking minor tasks for worked with or for that group for most of the char­
the group and socializing with its members. After acter’s career. The Level-Based Renown table shows
doing so for a number of days equal to 10 times equivalencies between Renown Score and character
the character's current Renown Score, the charac­ level.
ter's Renown Score increases by 1.
LEVEL-BASED RENOWN
BENEFITS OF RENOWN_______________ Renown Score Character Level
Use these guidelines when determining the benefits
1 1
of increasing renown.
3 3
RECOGNITION
10 5
A character who has a Renown Score of 3+ with a
group is a respected member of that group. Other 25 11
members of the group are Friendly toward the 50 17
character by default and provide the character with
lodging and food in dire circumstances.

92 CHAPTER 3 I DM’S TOOLBOX


1
r

,a

SETTLEMENTS DEFINING TRAITS


Your campaign world is likely to include settlements
that characters can visit. The characters might even ld20 Trait
adopt one of these settlements as a home base, in or 1-2 Fortified outer wall
near which they can build their Bastions when they 3-4 Lots of gardens, parks, and greenery
are of high enough level to do so (see chapter 8).
5-6 Lots of mud, filth, and litter
The Settlements by Size table provides population
ranges for villages, towns, and cities as well as the 7-8 Sprawling cemetery
value of the most expensive item the settlement is 9-10 Lingering fog
likely to have for sale. Adjust these numbers as you
11-12 Noise and smoke from smithies and forges
wish to account for special circumstances. For ex­
ample, a Potion of Healing (which costs 50 GP) is too 13 Canals and bridges
expensive an item to purchase in most villages, but 14 Cliffs on one or more sides
a village that happens to have an alchemist, an herb­
15-16 Clean streets and well-maintained buildings
alist, or a potion brewer might have one or more
such potions for sale. 17-18 Ancient ruins within the settlement
19-20 Impressive structure (such as a keep, tem­
SETTLEMENTS BY SIZE ple, circle of standing stones, or ziggurat)
Settlement Population Range Max. CP Value
Village Up to 500 20 CP Do I NEED A SETTLEMENT MAP?
Town 501-5,000 2,000 CP A settlement doesn’t always require a map. Sim­
City 5,001 and higher 200,000 CP ply describing the settlement to your players is
usually sufficient. But if it's important for the
players to know where certain buildings or other
SETTLEMENT TABLES AND TRACKER locations are in the settlement, having a map is
' fie following tables allow you to flesh out details helpful.
about a settlement. You can use the accompanying For an example of a settlement map, see the
Settlement Tracker to record important informa- Crossroads Village map in appendix B.
tion about a village, town, or city in your campaign.

CHAPTER 3 I DM'S TOOLBOX 93


CLAIMS TO FAME TAVERN NAMES*
ld20 Claim to Fame ld20 Claim to Fame ld20 First Part Second Part
1 Delicious food 11 Piety 1 The Golden Lyre
2 Rude people 12 Gambling 2 The Silver Dolphin
3 Friendly folk 13 Godlessness 3 The Beardless Dwarf
4 Artists or writers 14 Education 4 The Laughing Pegasus
5 Great hero/savior 15 Wines 5 The Dancing Hut
6 Flowers 16 High fashion 6 The Gilded Rose
7 Seasonal festival 17 Political intrigue 7 The Stumbling Stag
8 Hauntings 18 Powerful guilds 8 The Wolf and Duck
9 Spellcasters 19 Patriotism 9 The Fallen Lamb
10 Decadence 20 Ancient ruins 10 The Leering Demon
11 The Drunken Goat
CURRENT CALAMITIES 12 The Wine and Spirit
ldT2 Calamity 13 The Roaring Horde
1 Monsters infest the settlement. 14 The Frowning Jester
2 A key figure died; murder is suspected. 15 The Barrel and Bucket
3 War brews between rival guilds or gangs. 16 The Thirsty Crow
4 A plague or famine sparks riots. 17 The Wandering Satyr
5 Monsters attack anyone who approaches or 18 The Barking Dog
leaves the settlement.
19 The Happy Spider
6 Trade disputes cause economic hardship.
20 The Witch and Dragon
7 A natural disaster threatens the settlement.
*Roll a separate d20 for each part of the tavern's name.
8 A prophecy of doom has residents on edge.
9 Locals are being drafted to fight in a war. RANDOM SHOPS
10 Political or religious strife threatens violence. ld20 Type ld20 Type
11 The settlement is under siege. 1 Pawnshop 11 Smithy
12 Scandal threatens powerful local families. 2 Apothecary 12 Carpenter
3 Grocer 13 Weaver

LOCAL LEADERS 4 Delicatessen 14 Jeweler

ldl2 Leader 5 Potter 15 Baker


6 Undertaker 16 Mapmaker
I Respected, fair, and just leader or council
7 Bookstore 17 Tailor
2 Feared tyrant
8 Moneylender 18 Ropemaker
3 Coward manipulated by others
9 Armorer 19 Mason
4 Illegitimate leader causing civil unrest
10 Chandler 20 Scribe
5 Powerful monster
6 Mysterious, anonymous conspirators
7 Contested leadership (with open fighting)
8 Acrimonious council unable to make
decisions
9 Doltish lout
10 Dying leader (with disputed succession)
11 Iron-willed and respected leader or council
12 Religious leader or council

CHAPTER 3 I DM’S TOOLBOX


SETTLEMENT TRACKER
SETTLEMENT NAME:________________________________

O VILLAGE (POP. UP TO 500) O TOWN (POP. 501-5,000) O CITY (POP. 5,001+)

DEFINING TRAIT

CLAIM TO FAME

CURRENT CALAMITY

LOCAL LEADER

NOTEWORTHY PLACES
NOTEWORTHY PEOPLE

GP VALUE OF THE MOST EXPENSIVE ITEM FOR SALE: _____


_ e permission is granted to photocopy this page for personal use
TM & © 2024 Wizards of the CO«M +
SIEGE EQUIPMENT KEG LAUNCHER

Siege equipment includes objects designed to assail


castles and other walled fortifications. Most siege
weapons require creatures to move them, as well as
to load, aim, and fire them.

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

Throw: DC 15, each creature in a 10-foot square


directly below the cauldron. Failure: 10 (3d6) Fire
damage. Success: Half damage.

CHAPTER 3 I DM’S TOOLBOX 97


I

-o

god might give a Blessing for a particular purpose,


SUPERNATURAL GIFTS such as recovering a holy person’s remains or top­
A supernatural gift is a special reward granted by a pling a tyrannical empire, and could revoke the
being or force of great magical power. Supernatural Blessing if a character fails to pursue that purpose
gifts come in two forms: or acts counter to it.
Blessing. A Blessing is usually bestowed by a god or A character retains the benefit of a Blessing
a godlike being. forever or until it is taken away by the being who
Charm. A Charm is usually the work of a powerful granted it.
spirit, a magical location, or a mythic creature. There is no limit on the number of Blessings a
character can receive, but it should be rare for a
Unlike a magic item, a supernatural gift isn’t an
character to have more than one at a time. More­
object and doesn’t require Attunement.
over, a character can’t benefit from multiple in­
BLESSINGS___ stances of a Blessing at the same time. For example,
a character can’t benefit from two instances of the
A character might receive a Blessing from a deity
Blessing of Health at once.
for doing something truly momentous-an accom­
You can easily create more Blessings by mimick
plishment that catches the attention of both gods
ing the properties of a Wondrous Item.
and mortals. A Blessing is an appropriate reward for
one of the following accomplishments:
• Restoring a god’s most sacred shrine BLESSING OF HEALTH
• Foiling an apocalyptic plot by a god’s enemies Supernatural Gift (Blessing)
• Helping a god’s favored servant complete a quest
Your Constitution score increases by 2, up to a
An adventurer might also receive a Blessing in ad­ maximum of 22.
vance of a perilous quest. For example, a Paladin
could receive one before setting out on a quest to
slay a terrifying lich that is responsible for a magi­ BLESSING OF MAGIC RESISTANCE
cal plague sweeping the land. Supernatural Gift (Blessing)
A character should receive a Blessing only if it is
You have Advantage on saving throws against Sh
useful to that character, and some Blessings come
and other magical effects.
with expectations on the part of the benefactor. A

98 CHAPTER 3 | DM'S TOOLBOX


BLESSING OF PROTECTION
Supernatural Gift (Blessing) CHARM OF ANIMAL CONJURING
Supernatural Gift (Charm)
You ga>n a +1 bonus to AC and saving throws
This Charm allows you to cast Conjure Animals.
Once used three times, the Charm vanishes from
BLESSING OF UNDERSTANDING you.
Supernatural Gift (Blessing)
Your Wisdom score increases by 2, up to a maxi­ CHARM OF DARKVISION
mum of 22. Supernatural Gift (Charm)
This Charm allows you to cast Darkvision. Once
used three times, the Charm vanishes from you.
BLESSING OF VALHALLA
Supernatural Gift (Blessing) — --------------------------------------
This Blessing grants you the power to summon CHARM OF FEATHER FALLING
spirit warriors, as if you are blowing a silver Horn of Supernatural Gift (Charm)
Valhalla. Once you use this Blessing, you can’t use it This Charm grants you the benefits of a Ring of
again until 7 days have passed. Feather Falling. These benefits last for 10 days, after
which the Charm vanishes from you.
p—’ -=—
— 1 =
BLESSING OF WEAPON ENHANCEMENT
Supernatural Gift (Blessing) CHARM OF HEROISM
One nonmagical weapon in your possession be­ Supernatural Gift (Charm)
comes a +1 Weapon while you wield it. This Charm allows you to give yourself the benefit
of a Potion of Heroism as a Magic action. Once you
do so, the Charm vanishes from you.
BLESSING OF WOUND CLOSURE
Supernatural Gift (Blessing)
CHARM OF RESTORATION
This Blessing grants you the benefits of a Periapt of
Wound Closure. Supernatural Gift (Charm)
This Charm has 3 charges. You can expend some
CHARMS of its charges to cast one of the following spells:
Charms can be received in many different ways. For Greater Restoration (2 charges) or Lesser Restoration
example, a Wizard who finds an eldritch secret in (1 charge). Once all its charges have been expended,
a dead archmage's spellbook might be infused with the Charm vanishes from you.
the magic of a Charm, as might a character who
solves a sphinx's riddle or drinks from a magical
CHARM OF THE SLAYER
fountain. Mythic creatures sometimes grace their
Supernatural Gift (Charm)
allies with Charms, and some explorers find them­
selves bearing a Charm after discovering a long-lost One weapon in your possession becomes a Dragon
location drenched in primeval magic. Slayer or Giant Slayer (DM's choice) for the next 9
Some Charms can be used only once; others can days. The Charm then vanishes from you, and the
be used a specific number of times before vanishing. weapon returns to normal.
If a Charm lets a character cast a spell, the char­
acter can do so without expending a spell slot or
providing any spell components. Unless otherwise CHARM OF VITALITY
stated, the spell uses its normal casting time, range, Supernatural Gift (Charm)
and duration; if the spell requires Concentration, This Charm allows you to give yourself the benefit
the character must concentrate. of a Potion of Vitality as a Magic action. Once you do
A Charm can’t be removed from a creature by so, the Charm vanishes from you.
anything short of divine intervention or a Wish
spell. A character can’t benefit from multiple in­
stances of a Charm at the same time.
A typical Charm mimics the effects of a Potion
or spell, so it is easy to create more Charms of your
own.

CHAPTER 3 | DM'S TOOLBOX 99


damage on a failed save or half as much darn
TRAPS a successful one. Rubble from the collapse ture On
Traps should be used sparingly, lest they lose their trapped area into Difficult Terrain. ns the
charm. A hidden pit can he a fun surprise, but too Detect and Disarm. As a Search action, a cr
many traps in an adventure can lead players to be­ can examine the trapped area and make a DC i"re
come overly cautious, which slows down the game. Wisdom (Perception) check, detecting the trip i
The best traps are fleeting distractions that skilled and the unstable section of ceiling on a successtre
characters can overcome in a short amount of time check. Once detected, the trip wire can be eadl "
or deadly puzzles that require quick thinking and or avoided (no ability check required), cut
teamwork to overcome. Traps that are undetectable At Higher Levels. You can scale the trap for hi
and inescapable are rarely fun. levels by increasing the damage and the save Dr sr
shown in the following table.
PARTS OF A TRAP___________
Levels Bludgeoning Damage Save DC
The description of a trap includes the following
parts after the trap's name: 5-10 22 (4dl0) 15
11-16 55 (lOdlO) 17
Severity and Levels. A trap is designated as a
nuisance or as deadly for characters of certain 17-20 99 (18dl0) 19
levels. A nuisance trap is unlikely to seriously
harm characters of the indicated levels, whereas a
deadly trap can grievously damage characters of FALLING NET
the indicated levels. Nuisance Trap (Levels 1-4)
Trigger. Traps are often set to go off when a crea­
Trigger: A creature crosses a trip wire
ture enters an area or touches an object. Examples
Duration: Instantaneous
of triggers include stepping on a pressure plate,
crossing a trip wire, turning a doorknob, or using A falling net trap uses a trip wire to release a
the wrong key in a lock. weighted, 10-foot-square Net suspended from the
Duration. Some traps have durations expressed in ceiling. The trip wire is 3 inches off the ground and
rounds, minutes, or hours. Others specify that stretches between two columns or trees.
their effects last until the trap is destroyed or The first creature that crosses the trip wire
dispelled. If a trap’s duration is instantaneous, its causes the Net to fall on it. The target must succeed
effect is resolved instantly. If a trap resets after on a DC 10 Dexterity saving throw or have the
activating, that fact is noted in this entry. A trap is Restrained condition until it escapes. The target
otherwise inert after activation. succeeds automatically if it’s Huge or larger. A crea­
Use caution when introducing a trap to characters ture can take an action to make a DC 10 Strength
of a level lower than the trap’s level range. A trap (Athletics) check, freeing itself or another creature
that is a nuisance at one level range could be deadly within its reach from the Net on a successful check.
to characters of a lower level range. Detect and Disarm. As a Search action, a creature
can examine the trapped area and make a DC 11
EXAMPLE TRAPS Wisdom (Perception) check, detecting the trip wire
and the suspended Net on a successful check. Once
Traps are presented in alphabetical order.
detected, the trip wire can be easily cut or avoided
(no ability check required).
COLLAPSING ROOF Destroy the Net. Reducing the Net to 0 Hit Point'
Deadly Trap (Levels 1-4) frees any creature trapped in it (see the Player's
Handbook for the Net’s statistics).
Trigger: A creature crosses a trip wire
Set the Trap. A creature that has Thieves Tools
Duration: Instantaneous
and all the trap’s components (including a Net) cal
This trap uses a trip wire to collapse an unstable try to set a falling net trap, doing so with a success
section of ceiling. I he trip wire is 3 inches off the ful DC 13 Dexterity (Sleight of Hand) check. Each
ground and stretches between two weak supports attempt to set this trap takes 10 minutes.
that topple when the trip wire is pulled. At Higher Levels. You can scale the trap for hig
The first creature that crosses the trip wire causes levels by increasing the weight of the Net, which,
the supports to topple and the unstable section of increases the save DC and the DC of the Strength
ceiling to collapse. Each creature beneath the unsta (Athletics) check as follows: DC 12 at levels 5-10
ble section of ceiling must succeed on a DC 13 Dex DC 14 at levels 11-16, or DC 16 at levels 17-20.
terity saving throw, taking 11 (2d 10) Bludgeoning

CHAPTER 3 I DM 'S TOOLBOX


check, detecting the pit on a successful check.
FIRE-CASTING STATUE Once the pit is detected, an iron Spike or a similar
peadly Trap (Levels h4) object can be wedged between the pit's lid and the
surrounding floor to prevent the lid from opening,
Trigger: A creature moves onto a pressure plate
thereby making it safe to cross. The cover can also
Duration: Instantaneous, and the trap resets at th
be held shut using Arcane Lock or similar magic.
start of the next turn Escape. A creature needs a Climb Speed, climbing
When a creature moves onto this trap’s pressure gear, or magic such as Spider Climb to scale the pit’s
plate for the first time on a turn or starts its turn smooth walls. You can make the pit easier to escape
there, a nearby statue exhales a 15-foot Cone of by adding cracks in the walls big enough to serve as
magical flame. The statue can look like anything, handholds and footholds.
such as a dragon or a wizard. Each creature in the At Higher Levels. You can scale the trap for higher
Cone must succeed on a DC 15 Dexterity saving levels by increasing the pit's depth and damage, as
throw, taking 11 (2dl0) Fire damage on a failed save shown in the following table.
or half as much damage on a successful one. Levels Pit Depth Bludgeoning Damage
Detect and Disarm. A Detect Magic spell reveals
5-10 30 feet 10 (3d6)
an aura of Evocation magic around the statue. As a
Search action, a creature within 5 feet of the statue 11-16 60 feet 21 (6d6)
can examine it and make a DC 10 Wisdom (Percep­ 17-20 120 feet 42 (12d6)
tion) check, detecting a tiny glyph on the statue
on a successful check. Once the glyph is found, a R-------------
character can take a Study action to examine it and POISONED DARTS
make a DC 15 Intelligence (Arcana) check, ascer­ Deadly Trap (Levels 1-4)
taining that the glyph means “fire" on a successful
Trigger: A creature moves onto a pressure plate
check. As an action, a character can use a sharp tool
Duration: Instantaneous, and the trap resets at the
to deface the glyph, which disarms the trap.
start of the next turn if it has activated fewer than
As a Search action, a creature can examine the
section of floor that forms the pressure plate and three times
make a DC 15 Wisdom (Perception) check, detecting When a creature moves onto this trap's pressure
the pressure plate on a successful check. Wedging plate for the first time on a turn, poisoned darts
an Iron Spike or similar object under the pressure shoot from tubes embedded in the surrounding
plate prevents the trap from triggering. walls. The holes that house these tubes are ob­
At Higher Levels. You can scale the trap for higher scured by dust and cobwebs or skillfully hidden
levels by increasing the damage and the area of ef­ amid bas-reliefs, murals, or frescoes.
fect, as shown in the following table. Each creature in the darts’ path must succeed on
Area of Effect a DC 13 Dexterity saving throw or be struck by ld3
Levels Fire Damage
darts, taking 3 (ld6) Poison damage per dart.
5-10 22 (4dl0) 30-foot Cone Detect and Disarm. As a Search action, a creature
11-16 55 (lOdlO) 60-foot Cone can examine the walls and make a DC 15 Wisdom
120-foot Cone (Perception) check, detecting the holes on a success­
17-20 99 (18dl0)
ful check. Plugging all the holes with wax, cloth, or
detritus prevents the darts from firing.
As a Search action, a creature can examine the
HIDDEN PIT
section of floor that forms the pressure plate and
Nuisance Trap (Levels 1-4)
make a DC 15 Wisdom (Perception) check, detecting
Trigger: A creature moves onto the pit s lid the pressure plate on a successful check. Wedging
Duration: Instantaneous an Iron Spike or a similar object under the pressure
This 10-foot-deep pit has a hinged lid constructed plate prevents the trap from triggering.
from material identical to the surrounding floor. At Higher Levels. You can scale the trap for higher
When a creature moves onto the lid, it swings open levels by increasing each dart’s Poison damage as
like a trapdoor, causing the creature to fall into the follows: 7 (2d6) at levels 5-10, 14 (4d6) at levels
pit. The lid remains open thereafter. 11-16, or 24 (7d6) at levels 17-20.
A creature that falls into the pit takes 3 (1d6)
Bludgeoning damage from the fall.
Detect and Disarm. As a Study action, a creature
can examine the section of floor that for ms the pit s
lid and make a DC 15 Intelligence (Investigation)

CHAPTER 3 | DM S TOOLBOX IOI


A

BOBBY AND HANK BARELY AVOID A


FUSILLADE OF POISONED DARTS.'

At Higher Levels. You can scale the trap for higher


levels by increasing the damage and the save DC, as
POISONED NEEDLE
shown in the following table.
Nuisance Trap (Levels 1-4)
Trigger: A creature opens the trap’s lock improperly or Levels Poison Damage Save DC
fails to disarm the trap 5-10 11 (2dl0) 13
Duration: Instantaneous 15
11-16 22 (4dl0)
A poisoned needle is hidden in a lock. When a crea­ 17-20 55 (lOdlO) 17
ture opens the lock with any object other than the
proper key, the needle springs out and stabs the
creature. The creature makes a DC II Constitution
ROLLING STONE
saving throw. On a failed save, the creature takes 5
(IdlO) Poison damage and has the Poisoned condi­ Peadly Trap (Levels 11-16) or Nuisance Trap (Levels
1/40)
tion for 1 hour. On a successful save, the creature
takes half as much damage only. Trigger: A creature moves onto a pressure plate
Avoid. The trap doesn’t trigger if the lock is Duration: Until the stone stops rolling
opened using a Knock spell or similar magic.
When a creature moves onto a hidden pressure
Detect and Disarm. As a Search action, a creature
Plate, a 5 foot-radius orb of solid stone is released
can examine the trapped lock and make a DC 15
‘ m a sec i et compartment and begins to roll. । he
Wisdom (Perception) check, detecting the needle
stone and all creatures nearby roll Initiative; the
on a successful check. Once the trap is detected, a
one gets a *8 bonus on its Initiative roll.
character can take an action to try to disarm the
n its turn, the stone moves 60 feet in one direc
tiap, doing so with a sue c essful I)(: 15 Dexterity
(Sleight of Hand) check. On a failed check, the crea ns anging course if redirected by an obstacle
‘ stone can move through creatures’spaces,
ture triggers the trap.
1 reatur es can move through the stone’s space

JO2 CHAPTER 3 I DM S I OOI BOX


treating it as Difficult Terrain. Whenever the st A creature that falls into the pit lands at the bot­
enters a creature's space for the first time on a ne tom and takes 3 (ld6) Bludgeoning damage from the
or a creature enters the stone’s space while the rh fall plus 9 (2d8) Piercing damage from the spikes.
stone is rolling, that creature must succeed on p Detect and Disarm. As a Study action, a creature
15 Dexterity saving throw or take 55 (10dl0) Blud. can examine the section of floor that forms the pit's
geoning damage and have the Prone condition " lid and make a DC 15 Intelligence (Investigation)
The stone stops when it hits a wall or similar check, detecting the pit on a successful check. Once
barrier. It can't go around corners, but creative dun the hidden pit is detected, an Iron Spike or a similar
geon builders incorporate curving turns into nearbv object can be wedged between the pit's lid and the
passages that allow the stone to keep moving surrounding floor to prevent the lid from opening,
Detect and Disarm. As a Study action, a creature thereby making it safe to cross. The cover can also
can examine the section of floor that forms the be held shut using an Arcane Lock spell or similar
pressure plate and make a DC 15 Intelligence (Inves­ magic.
tigation) check, deducing the pressure plate’s func­ Escape. A creature needs a Climb Speed, climbing
tion on a successful check. Wedging an Iron Spike gear, or magic such as a Spider Climb spell to scale
or a similar object under the pressure plate prevents the pit's smooth walls. You can make the pit easier
the trap from triggering. to escape by adding cracks in the walls big enough
Destroy the Stone. The stone is a Large object that to serve as handholds and footholds.
has AC 17. HP 100, a Damage Threshold of 10, and At Higher Levels. You can scale the trap for higher
Immunity to Poison and Psychic damage. levels by increasing the pit’s depth and damage, as
Slow the Stone. As an action, a creature can try to shown in the following table.
slow down the stone with a DC 20 Strength (Ath­ Damage
Levels Pit Depth
letics) check. If the check is successful, the distance
5-10 30 feet 10 (3d6) Bludgeoning plus
the stone moves on its turn is reduced by 15 feet If
that distance drops to 0, it stops moving and is no 13 (3d8) Piercing
longer a threat. 11-16 60 feet 21 (6d6) Bludgeoning plus
36 (8d8) Piercing
17-20 120 feet 42 (12d6) Bludgeoning plus
SPIKED PIT
57 (13d8) Piercing
Deadly Trap (Levels 1-4)
Trigger: A creature moves onto the pit’s lid BUILDING YOUR OWN TRAPS
Duration: Instantaneous
When designing your own traps, use the Build­
A 10-foot-deep pit has a hinged lid constructed from ing a Trap table to determine an appropriate total
material identical to the surrounding floor. When amount of damage for the trap to deal based on its
a creature moves onto the lid, it swings open like a level and severity. If the trap also applies a condi­
trapdoor, causing the creature to fall into the pit, tion, consider reducing the damage.
which has sharpened wooden or metal spikes at the If the trap requires an attack roll or allows a sav­
bottom. The lid remains open thereafter. ing throw, use the appropriate columns on the table
to determine the attack bonus or an appropriate
save DC.

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)

5-10 +4 12-14 11 (2dl0) +8 15-17 22 (4dl0)

11-16 +4 14-16 22 (4dl0) +8 17-19 55 (lOdlO)

17-20 +4 16-18 55 (lOdlO) +8 19-21 99 (18dl0)

CHAPTER 3 | DM’S TOOLBOX


*

p
A MYSTERIOUS CARRIAGE

STRAHO VON ZARovich 009 FR”M clFROM


YAMPIRE
C
ASTLE RAVENLOFT.

104
CREATING ADVENTURES
HETHER YOU’RE CREATING YOUR OWN defeat that villain. Otherwise, players can feel as if

W adventures or using published ones, this


w w chapter helps you create fun and memo­
rable experiences for your players.
Creating an adventure involves blending scenes
they've been railroaded set onto a course that has
only one destination or outcome, no matter how
hard they try to change it.
You might find it helpful to think about an adven­
of exploration, social interaction, and combat into a ture not as a narrative that arcs from beginning
unified whole that meets the needs of your players to end with little chance for deviation, but more in
and your campaign. The basic elements of good terms of situations that you are presenting to the
storytelling should guide you throughout this pro­ characters. The adventure unfolds organically from
cess, joining the encounters into a coherent story. the players' responses to the situations you present.

STEP-BY-STEP ADVENTURES ADVENTURE PREMISE


Follow these steps to create an adventure: One way to start brainstorming an adventure is to
imagine a situation that might pique the characters
Step 1: Lay Out the Premise. Determine the situ­ interest. For some D&D players, a rumor of a dun­
ation or conflict that underscores the adventure. geon filled with treasure is enough of a premise to
Also think about the adventure’s setting and what launch an adventure. A brewing war between two
is unique and fun about it. small nations, the death of a leader and the acces­
Step 2: Draw In the Players. Think about how the sion of a new one, a migration of dangerous mon­
characters will get drawn into the situation you’ve sters, the appearance of a comet, and the opening
established. Consider how the adventure might tie of a portal to another plane of existence are other
in with the characters’ goals. situations that could lead to adventure.
Step 3: Plan Encounters. Determine the encoun­ A simple premise might also boil down to “a magic
ters or events that take the characters from the item that the characters want is hidden away in a
beginning of the adventure to the end. dungeon.” Browsing the magic items in chapter 7
Step 4: Bring It to an End. How do you expect the can inspire you to create a simple adventure seed.
adventure will end? Think about possible endings _
as well as rewards for the characters. USING PUBLISHED ADVENTURES
The rest of this chapter offers inspiration and ad­ A published adventure includes a pregenerated
vice for each of these four steps. scenario with the maps, NPCs, monsters, and
treasures you need to run it. This allows you to
LAY OUT THE PREMISE focus your preparation time on plot develop­
ments that arise from the characters’ actions.
An adventure shares many of the features of a
You can adjust a published adventure so it
novel, a movie, an issue of a comic, or an episode of
better suits your campaign and appeals to your
a FV show. Comic series and serialized TV dramas
players. For example, you can replace the villain
are particularly good comparisons because of the
of an adventure with one the players have already
way individual adventures are limited in scope but
encountered in your campaign, or add details
blend together (to some degree) to create a larger
from your campaign setting so the adventure
narrative. If an adventure is a single episode or sea­
involves your players’ characters in ways that the
son of a series, a campaign is the series as a whole.
adventure’s designer never could have imagined.
But while it’s worthwhile to compare an adven­
Published adventures also provide inspiration
ture to these other forms of storytelling, remember
for your own adventures. You can even take a part
that an adventure isn't a complete story until you
of an adventure and incorporate it into a differ­
play it. Your players are coauthors of the story with
ent one. For example, you might use a map of a
you, and the events of the story shouldn't be pre­
temple but repopulate it with monsters of your
determined; the actions of the players’ characters
choice, or you might use a chase sequence as a
have to matter. For example, if a major villain shows
model for a pursuit scene in your campaign.
up before the end of the adventure, the adventure
should allow for the possibility that the heroes

CHAPTER 4 | CREATING ADVENTURES 105


ADVENTURE SITUATIONS BY LEVE
GUIDE RAILS AND RAILROADS
Players need to feel like they’re in control of their Use the tables in this section to inspire advent
characters, the choices they make matter, an ideas for characters of different levels, with there
what they do has some effect on the outcome o range of possible levels grouped into four tiers
the adventure and on the game world. Keep that can roll on the tables and see if the result spark.ou
in mind as you’re planning adventures. If your your imagination or read the entries on the tab
adventure relies on certain events, plan for multi­ until you find something that grabs you.
ple ways they might come about, or be prepared
for clever players to prevent those events from LEVELS 1-4: LOCAL HEROES
happening as you expect. Otherwise, your players The fate of a village might depend on the abilities
might end up feeling railroaded. of fledgling adventurers. These characters navipat
On the flip side, players sometimes willfully dangerous terrain and explore haunted crypts e
disregard the adventure hooks you put in front of where they might fight ferocious wolves, giant ‘si
them and go entirely off the rails. See "Respect ders, evil cultists, flesh-eating ghouls, and ruthless
for the DM" in chapter 1 and “Draw In the Play­ brigands.
ers” later in this chapter for advice about dealing
with this situation.
LEVELS 5-10: HEROES OF THE REALM
One way to give players impactful choices is to At this tier, characters undertake adventures that
keep multiple adventure possibilities available to might determine the fate of a region. These adven­
them at the same time. If the characters have two turers venture into fearsome wilds and ancient
or three things they can investigate or pursue, ruins, where they confront giants, hydras, golems,
they have a meaningful choice. And if whatever devils, demons, and mind flayers. They might also
threads they don’t investigate turn into bigger face a young dragon that has just established a lair.
problems, you’ve clearly demonstrated that their
LEVELS 11-16: MASTERS OF THE REALM
decisions matter.
The fate of a nation or even the world depends on
the characters at this tier. These adventurers ex­
ADVENTURE CONFLICT_______________ plore uncharted regions and delve into forgotten
A premise can be a good starting point, but before dungeons, where the characters confront terrible
you can turn it into an adventure, it needs a conflict schemers of the Lower Planes, cunning rakshasas
worthy of the heroes’ attention. The conflict might and beholders, and hungry purple worms. They
be driven by a single villain or monster, a villain might encounter and even defeat a powerful adult
with lackeys, an assortment of monsters, or an evil dragon. At this tier, they broker peace between
organization. But it need not involve the forces of nations or lead them into war, and their formidable
evil; it could be a rivalry or disagreement between reputations attract the attention of powerful foes.
two families, organizations, or nations; a looming
natural (or magical) disaster; or even conflict within LEVELS 17-20: MASTERS OF THE WORLD
the adventuring party about how to pursue the At this tier, adventures have far-reaching conse­
characters’ goals. quences, possibly determining the fate of millions
Given a premise of a dungeon filled with treasure, on the Material Plane and even places beyond.
what conflict awaits the characters when they enter Characters traverse otherworldly realms and ex­
the dungeon? That might be as simple as “hostile plore demiplanes and other extraplanar locales,
monsters want to eat the characters" or “two rival where they fight terrible balor demons, titans, arch
factions of monsters inhabit the dungeon.” It might devils, liches, ancient dragons, and even manifesta­
also involve a rival or a villain hoping to plunder the tions of the gods.
dungeon first, a rumbling volcano threatening to —__________ ________________________________________*
erupt and bury the dungeon, or two rival families WRITING FOR YOURSELF
claiming ownership of the treasure left behind in When you're preparing an adventure to run for
the dungeon by their ancestors. your friends, you don’t need to write hundreds
If you’re stuck, browse through the Monster Man­ of pages describing each location in exhaustive
ual until you find a monster that inspires you. detail. You can run a game with no more written
notes than you’ll find in one of the short adven­
tures at the end of this chapter.

106 CHAPTER 4 | CREATING ADVENTURES


LEVELS 1-4 ADVENTURE SITUATIONS
LEVELS 5-10 ADVENTURE SITUATIONS
1d20 Situation
ld20 Situation
1 A dragon wyrmling has gathered a band of 1 A group of cultists has summoned a demon
kobolds to help it amass a hoard.
to wreak havoc in the city.
2 Wererats living in a city’s sewers plot to take
2 A rebel lures monsters to the cause with the
control of the governing council.
promise of looting the king's treasury.
3 Bandit activity signals efforts to revive an evil 3 An evil Artifact has transformed a forest into
cult long ago driven from the region. a dismal swamp full of horrific monsters.
4 A pack of gnolls is rampaging dangerously 4 An Aberration living in the Underdark sends
close to local farmlands. minions to capture people from the surface
5 A rivalry between two merchant families esca­ to turn those people into new minions.
lates from mischief to mayhem. 5 A monster (perhaps a devil, slaad, or hag) is
6 A new sinkhole has revealed a long-buried impersonating a prominent noble to throw
dungeon thought to hold treasure. the realm into civil war.
7 Miners discovered an underground ruin and 6 A master thief plans to steal royal regalia.
were captured by monsters living there. 7 A golem intended to serve as a protector has
g An innocent person is being framed for the gone berserk and captured its creator.
crimes of a shape-shifting monster. 8 A conspiracy of spies, assassins, and necro­
9 Chouls are venturing out of the catacombs at mancers schemes to overthrow a ruler.
night. 9 After establishing a lair, a young dragon is
10 A notorious criminal hides from the law in an trying to earn the fear and respect of other
old ruin or abandoned mine. creatures living nearby.
11 A contagion in a forest is causing spiders to 10 The approach of a lone giant alarms the peo­
grow massive and become aggressive. ple of a town, but the giant is simply looking
for a place to live in peace.
12 To take revenge against a village for an imag­
ined slight, a necromancer has been animat­ 11 An enormous monster on display in a menag­
ing the corpses in the village cemetery. erie breaks free and goes on a rampage.

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.

CHAPTER 4 | CREATING ADVENTURES 107


LEVELS 11-16 ADVENTURE SITUATIONS LEVELS 17-20 ADVENTURE SITUATIONS

ldl2 Situation IdlO Situation


1 A portal to the Abyss opens in a cursed loca­ 1 An ancient dragon is scheming to destroy a
tion and spews demons into the world. god and take the god's place in the pantheon.
2 A band of hunting giants has driven its The dragon’s minions are searching for Arti­
prey—enormous beasts—into pastureland. facts that can summon and weaken this god.

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.

COMMON MAP SYMBOLS

C
D
DOOR OPEN Pi TRAP DOOR SINKHOLE
OPEN DOORWAY

Dousce DOOR Cove RED PIT LADDER

U 1||I III D S
DAIS RUBBLE
SekRe r Doon STAIRS DOOR

CHAPTER 4 ) CREATING ADVENTURES


DRAW IN THE PLAYERS
Each creature’s entry in the Monster Manual indi­
If an adventure situation directly affects the char
cates the terrain types where that creatine is most
acters or the people and places they care about, th
often found, and that book also includes tables list­
is often enough motivation for the characters to ”
ing the creatures commonly found within each type
involved. (However, see “Respect for the Playerss
of terrain. Using that information, you can decide
chapter 1 for advice about harming the people and
which creatures inhabit an adventure location
within a particular environment. You can choose a places characters love.)
If the adventure situation doesn't have an obviou,
range of creatures, from common vermin to sapient
impact on the characters or the people or things
inhabitants and terrifying predators, and decide
they care about, you can use other techniques to
how they live together. draw in the players. These are best tailored to the
Factions. Particularly in larger areas, groups of
creatures might compete for resources. When these motivations of your players and their characters.
groups consist of sapient creatures, opportunities For example, some adventuring groups are noble
abound for the adventurers who enter those ar­ heroes who respond without hesitation to the pleas
eas. Characters might ally with one group or play of innocent villagers crying for help; other groups
groups against each other to reduce the threat of are hardened mercenaries who respond only to of­
the more powerful monsters. For example, in a dun­ fers of payment. Some groups are devoted to gods,
geon inhabited by mind flayers and the grimlocks rulers, or other patrons who might send them on
they rule, the adventurers might try to incite the quests, either directly or through intermediaries.
grimlocks to revolt against the mind flayers.
Bring the NPC leaders of groups to life as de­ ADVENTURE PATRONS
scribed in the “Nonplayer Characters” section in Many adventures begin with a patron asking the
chapter 3, fleshing out their personalities and goals. characters to undertake a quest or mission, offering
Then use those elements to decide how those lead­ a reward in exchange for this service.
ers respond to adventurers. Take the time to flesh out an NPC who serves as a
patron. Once in a while, it can be interesting for the

WHEN RIVAL FACTIONS INHABIT

A RUINED CITY, SOMETIMES THE

BEST COURSE IS TO STAY OUT OF

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.

CHAPTER 4 I CREATING ADVENTURES III


RUN A GAUNTLET
PLAN ENCOUNTERS The adventurers must pass through a dangerou
Encounters are the individual scenes in the larger area. As with retrieving an object, reaching th 5
story of your adventure. Reduced to fundamentals, is a higher priority than killing opponents in the*it
an encounter is an objective with an obstacle. It area. A time limit adds a complication, as does
accomplishes one or more of the following: cision point that might lead characters astray fe
• Moving characters closer to achieving a goal might be an exploration encounter, with traps a s
• Frustrating the characters' progress toward a goal hazards as complications, or a combat encounnd
• Revealing new information against Hostile monsters.

CHARACTER OBJECTIVES SNEAK IN


The adventurers need to move through the ence
The following objectives can be foundations for
ter area without their enemies noticing. This is t n
encounters. Although these objectives focus on a
cally an exploration encounter, but if the charadl P
single encounter during an adventure, using the
are detected, a combat encounter or social interac
same objective in multiple encounters allows you to
tion might result.
combine these encounters into a larger obstacle or
problem the adventurers must overcome. STOP A RITUAL
The plots of evil cult leaders, malevolent spellcast­
MAKE PEACE
ers, and Fiends often involve rituals that must be
The characters must convince two opposing groups
foiled. In a combat encounter, characters might
(or their leaders) to end the conflict that embroils
have to fight their way through evil minions before
them. As a complication, the characters might have
attempting to disrupt the ritual’s magic. This could
enemies on one or both of the opposing sides, or
also drive an exploration encounter, where the
some other group or individual might be instigating
challenge is getting to the place where the ritual is
the conflict to further its own ends. An encounter
occurring, or a social interaction encounter, where
aimed at making peace might involve only social
the objective is convincing the ritual leaders to
interaction, perhaps with the threat of combat if ne­
stop their rite. As a complication, the ritual might
gotiations go poorly. It could also begin as a combat
encounter, with the characters trying to stop the be close to completion when the characters arrive,
fighting and get the parties talking to each other. imposing a time limit. The ritual’s completion might
have immediate consequences, too.
PROTECT AN NPC OR OBJECT
The characters must act as bodyguards or protect
TAKE OUT A SINGLE TARGET
some object in their custody. As a complication, an A villain the characters seek to defeat is surrounded
NPC under the party’s protection might be cursed, by minions powerful enough to kill the adventurers.
panicked, unable to fight, or apt to risk the lives of The characters can flee and hope to confront the
the adventurers through dubious decisions. The villain another day, or they can try to fight their
object the adventurers have sworn to protect might way through the minions. As a complication, the
be sentient, cursed, or difficult to transport. Such minions might be innocent creatures under the
an encounter might be a combat encounter or an villain’s control. Killing the villain means breaking
exploration encounter, with either Hostile monsters that control, but the adventurers must endure the
or a dangerous environment threatening the NPC minions’ attacks until the villain falls.
or object the characters are trying to protect. If the
characters are protecting an NPC, this objective can
KEEPING THE ADVENTURE MOVING
add an element of social interaction to a combat or Make sure your players have clear objectives they
exploration encounter. can pursue at every stage of the adventure. Three
simple techniques can ensure that the players un
RETRIEVE AN OBJECT derstand the task at hand and how to pursue it:
The adventurers must gain possession of a specific
object in the area of the encounter, often with a Adviser NPCs. A helpful NPC in a social interaction
time limit. This might be a combat encounter, with can offer advice and suggestions to the character
monsters protecting the object, or an exploration Such an NPC might be the patron who initially
encounter, with traps or hazards preventing access sent the characters on the adventure, someone
to the object. As a complication, enemies might de­ they met along the way, or a character’s contact
sire the object as much as the adventurers do, add­ When you're planning an adventure, include
ing a combat element to an exploration encounter NPCs who can fill this role.
or complicating a combat.

112 CHAPTER 4 | CREATING ADVENTURES


4

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

CHAPTER 4 I CREATING ADVENTURES


COMBAT ENCOUNTERS
The following features can make a combat
ter more interesting or challenging: "nCOun-
Changes in Elevation. Terrain features that
vide a change of elevation (such as stacks of TO-
empty crates, ledges, and balconies) reward
positioning and encourage characters to u s ever
climb, fly, or teleport. Pr
Defensive Positions. Enemies in hard-to-reach
► locations or defensive positions force char
who normally attack at range to move around
Hazards. The “Hazards" section in chapter 3 de
scribes dangerous features, such as patches of
green slime, that characters or their enemies can
use to their advantage.
Mixed Monster Groups. When different types of
monsters work together, they can combine their
abilities-just like characters with different class
and origins. A diverse force is more powerful
Reasons to Move. Use features that encourage
characters and their enemies to move around,
such as chandeliers, kegs of gunpowder or oil, and
rolling stone traps.

COMBAT ENCOUNTER DIFFICULTY


Use the following guidelines to create a combat en­
counter of a desired level of difficulty.
Step 1: Choose a Difficulty. Three categories de­
scribe the range of encounter difficulty:

SOCIAL INTERACTION ENCOUNTERS Low Difficulty. An encounter of low difficulty is


likely to have one or two scary moments for the
The “Running Social Interaction” section in chapter players, but their characters should emerge vic­
2 offers advice for handling social interaction en­ torious with no casualties. One or more of them
counters and can help you craft these encounters. might need to use healing resources, however.
The “Nonplayer Characters” section in chapter 3 is As a rough guideline, a single monster generally
also essential for creating these encounters. presents a low-difficulty challenge for a party of
four characters whose level equals the monster's
EXPLORATION ENCOUNTERS Challenge Rating.
An encounter centered on exploration might in­ Moderate Difficulty. Absent healing and other re­
volve the characters trying to disarm a trap, find a sources, an encounter of moderate difficulty could
secret door, or discover something about the adven­ go badly for the adventurers. Weaker characters
ture location. An exploration encounter could also might get taken out of the fight, and there’s a slim
involve the characters spending a day crossing a chance that one or more characters might die-
rolling plain or traversing vast caverns. High Difficulty. A high-difficulty encounter could
The “Running Exploration” section in chapter 2 be lethal for one or more characters. To survive
can help you craft these encounters as well as run it, the characters will need smart tactics, quick
them. Various sections in chapter 3 can also help thinking, and maybe even a little luck.
you detail obstacles and dangers in an exploration
encounter: see “Chases,” “Curses and Magical Con­ Step 2: Determine Your XP Budget. Using the V
Budget per Character table, cross-reference the
tagions," “Doors,” “Environmental Effects,” "Haz-
party’s level with the desired encounter difficulty.
ards,” “Poison,” and “Traps” in particular.
Multiply the number in the table by the numb11
characters in the party to get your XP budget " 1
the encounter.

CHAPTER 4 I CREATING ADVENTURES


114
XP BUDGET PER CHARACTER Example 3. A high difficulty encounter for six level
Party's ---------Encounter Difficulty_______ 15 characters has an XP budget of 7,800 * 6, for a
Low Moderate total of 46,800 XP. With that, you could build this
Level High
encounter:
1 50 75 100
• 2 Adult Red Dragons (18,000 XP each) and 2 Fire
2 100 150 200
Giants (5,000 XP each), for 46,000 XP total
3 150 225 400
250 375 TROUBLESHOOTING
4 500
When creating and running combat encounters,
5 500 750 1,100 keep the following in mind.
6 600 1,000 1,400 Many Creatures. The more creatures in an en­
750 1,300 counter, the higher the risk that a lucky streak on
7 1,700
their part could deal more damage to the characters
8 1,000 1,700 2,100 than you expect. If your encounter includes more
9 1,300 2,000 2,600 than two creatures per character, include fragile
creatures that can be defeated quickly. This guide­
10 1,600 2,300 3,100
line is especially important for characters of level 1
11 1,900 2,900 4,100 or 2.
12 2,200 3,700 4,700 Adjustments. A player's absence might warrant
removing creatures from an encounter to keep it
13 2,600 4,200 5,400
at the intended difficulty. Also, die rolls and other
14 2,900 4,900 6,200 factors can result in an encounter being easier or
15 3,300 5,400 7,800 harder than intended. You can adjust an encounter
on the fly, such as by having creatures flee (making
16 3,800 6,100 9,800
the encounter easier) or adding reinforcements
17 4,500 7,200 11,700 (making the encounter harder).
18 5,000 8,700 14,200 CR 0 Creatures. Creatures that have a CR of 0,
particularly ones that are worth 0 XP, should be
19 5,500 10,700 17,200
used sparingly. If you want to include many CR
20 6,400 13,200 22,000 0 critters in an encounter, use swarms from the
Monster Manual instead.
Step 3: Spend Your Budget. Every creature has an
XP value in its stat block. When you add a creature
to your combat encounter, deduct its XP from your
XP budget to determine how many XP you have left
to spend. Spend as much of your XP budget as you
can without going over. It’s OK if you have a few
unspent XP left over. Examples are given below:
Example 1. A low-difficulty encounter for four level
1 characters has an XP budget of 50 x 4, for a total
of 200 XP. With that, you could build any of the
following encounters:
• 1 Bugbear Warrior (200 XP)
• 2 Giant Wasps (100 XP each), for 200 XP total
• 6 Twig Blights (25 XP each), for 150 XP total
Example 2. A moderate-difficulty encounter for five
level 3 characters has an XP budget of 225 x 5,
for a total of 1,125 XP. With that, you could build
either of these encounters:
• 2 Nothics (450 XP each) and 9 Stirges (25 XP each),
for 1,125 XP total
1 Wight (700 XP), 1 Warhorse Skeleton (100 XP), 0
and 6 Skeletons (50 XP each), for 1,100 XP total

CHAPTER 4 | CREATING ADVENTURES


115
Number of Stat Blocks. The best combat encoun­ INITIAL ATTITUDES
ters often pair one kind of creature with another,
A published adventure typically notes or implies
such as fire giants paired with hell hounds. Be mind­
whether a creature’s initial attitude toward the ad­
ful of the number of stat blocks you need to run the
venturers is Friendly, Indifferent, or Hostile. In an
encounter. Referencing more than two or three stat
encounter you’ve created, you can decide that start­
blocks for a single encounter can be daunting, par­
ing attitude, or you can randomly determine it using
ticularly if the creatures are complex.
the Initial Attitude table.
Powerful Creatures. If your combat encounter
includes a creature whose CR is higher than the INITIAL ATTITUDE
party’s level, be aware that such a creature might
deal enough damage with a single action to take out 1d12* Initial Attitude
one or more characters. For example, an Ogre (CR 4 or lower Hostile
2) can kill a level 1 Wizard with a single blow.
5-8 Indifferent
Unusual Features. If a monster has a feature that
lower-level characters can’t easily overcome, con­ 9 or higher Friendly
sider not adding that monster to an encounter for * Rol 1 different dice to alter the range and likelihood of possible att
characters whose level is lower than the monster’s tudes. For example, you could roll 1 d6 for a predatory monster 1d6
Challenge Rating. + 3 for ordinary travelers, or 1 d6 + 6 for kindhearted individuals-

MONSTER BEHAVIOR___________ MONSTER PERSONALITY


If an encounter involves a significant individual, use
The attitudes, motivations, and behavior of the
the guidance in the “Nonplayer Characters’’ section
monsters in an encounter help determine how a
social interaction plays out (and whether it might of chapter 3 to flesh out the details of that individ­
erupt into combat) and influence the course of ual s personality and aims. For a group of nameless
combat. monsters, you can decide on a personality based on
the monsters’ entries in the Monster Manual, or you
can use the Monster Personality table to inform

116 CHAPTER 4 | CREATING ADVENTURES


how you portray the monsters and their actions It’s
simplest to assign the same personality traits to an REACTIVE TACTICS
entire group of monsters in an encounter. For ex A great way to make an adventure location feel
ample, one bandit gang might be an unruly mob of alive-particularly an organized base or strong-
hold-is to allow its denizens to react to the pres­
braggarts, while the members of another gang are
ence of the adventurers. Once they are aware of
always on edge and ready to flee at the first sign of
trespassers, sapient creatures might either fortify
danger. their own locations or leave those locations to assist
MONSTER PERSONALITY colleagues and expel the invaders.
Take a copy of the adventure map, and pencil in
Id8 Personality the locations of all its inhabitants to give yourself
1 Cowardly; surrenders easily a sense of where they're located relative to each
2 Greedy; wants treasure other. When the adventurers engage in combat or
any other noisy activity, assume that nearby crea­
3 Boastful; makes a show of bravery but runs tures hear the noise and are alerted to the adven­
from danger turers’ presence. (Creatures that can’t hear might be
4 Disorderly; poorly trained and easily rattled alerted by vibrations or other sensory cues.) Once
alerted, a creature has several options:
5 Fanatical; ready to die fighting
Ambush. The creature leaves its current location
6 Brave; stands firm against danger
and takes up a position near the adventurers' lo­
7 Jocular; taunts enemies cation, hoping to catch the adventurers unaware.
8 Orderly; difficult to rattle Ambushers try to hide and, once hidden, take ad­
vantage of any opportune moment to attack.
MONSTER RELATIONSHIPS Fortify. The creature attempts to fortify its loca­
Encounters with groups of monsters can be more tion by using furniture or heavy objects to block
interesting if rivalries, hatreds, or attachments exist doors or entry ways. Increase the DC to force
among the monsters in the group. The death of a open a blocked door by 3, and hastily blocked pas­
much-revered leader might throw its followers into sageways are Difficult Terrain. A creature with a
a frenzy. On the other hand, a monster might flee ranged attack that selects this option seeks cover
if its hunting companion is killed, or a mistreated in its location.
toady might be eager to surrender and betray its Hide/Flee. If possible, the creature hides in its cur­
boss in return for its life. You can use the Monster rent location, hoping to avoid any adventurers
Relationships table to inspire such relationships that enter. If there is nowhere to hide, the crea­
within a monster group. ture flees to a location farther from the adventur­
ers or flees to any nearby location occupied by its
MONSTER RELATIONSHIPS allies. If a fleeing creature reaches allies, those al­
lies are immediately alerted to the presence of the
Id6 Relationship adventurers; determine how those allies react.
1 Two monsters have a bitter rivalry; each Investigate. The creature rushes to the sound of
wants the other to suffer. the disturbance to investigate, possibly joining
2 One monster, bullied by the others, hangs any battle that is underway. A creature that
passes near an ally while moving to investigate a
back and flees at the first opportunity.
disturbance might ask that ally to accompany it.
3 One monster is revered or even worshiped by
if you can’t decide what an alerted creature should
the others, who will die for it.
do, have it make a DC 10 Wisdom saving throw. On
4 One monster is admired by the group; its a successful save, the creature either investigates or
allies try to impress or help it. lays an ambush; on a failed save, it hides or fortifies
5 One monster cares only for itself and not the its location. When dealing with a group of crea­
tures, the leader makes this saving throw on behalf
rest of the group.
of the entire group.
6 One monster bullies the others; it forces As creatures employ reactive tactics, make notes
them into danger, but they want it defeated. about their new locations on your adventure map.

CHAPTER 4 | CREATING ADVENTURES 117


of tension (generally, combat encounters offer
PREPARED DEFENDERS most), but they also feel very different and car e
Sapient creatures that have reason to believe t nei have drastically different stakes.
lair is likely to be invaded might set up a defense.
Vary Encounter Difficulty. Include encounters
Reasons to set up a defense include the following.
that offer low, moderate, and high difficulty, A
• Adventurers invaded the lair recently and mix of low- and moderate-difficulty encounters
retreated. early in the adventure can lead to a climactic
• Scouts affiliated with the lair’s denizens noticed high-difficulty fight, perhaps against the adven­
the adventurers heading toward the lair. ture's primary villain or another threat.
• A spy in a nearby settlement overheard or discov­ Vary Threats. Build encounters using different
ered the adventurers' plans and alerted the lair s threats. If the characters are delving into a kuo.
occupants. toa temple and therefore expect many encounters
Prepared defenders commonly use one or more of to include various kuo-toa, look for opportunities
the following tactics: to include different monsters that might serve as
guards, pets, or allies to the kuo-toa. Include a
Ambushes and Barricades. Some defenders might variety of hazards, environmental dangers, and
move from their original locations to locations traps in exploration encounters, and use NPCs
where they can hide near critical passageways.
with different personalities and different goals in
Defenders might also use furniture and debris to social interaction encounters.
block off passages, hoping to channel invaders to­
ward prepared strongpoints. URGENCY AND RESTS
Sentries and Alarms. Some creatures might move While successive encounters increase tension, tak­
from their keyed locations to locations that allow ing a Short Rest relaxes the tension somewhat, as
them to monitor entrances to the lair. If possible, characters have a chance to replenish some of their
these creatures might equip themselves with resources. In many adventures, though, the char­
an alarm such as a horn or improvised gong (an acters and their players have a sense that they need
empty kettle, perhaps). At the first sight of intrud­ to act quickly to deal with the situation presented
ers, they raise the alarm, alerting nearby allies so by the adventure. This creates tension between the
those comrades can employ the reactive tactics need to rest and the sense that things are getting
described above. worse while the characters are resting.
Traps. The defenders might place additional traps, You can influence the pace and tension of your
such as falling nets, throughout the lair (see
adventure by determining where and when the
“Traps” in chapter 3).
characters can rest. If the characters are exploring a
If the denizens of an adventure location employ any vast dungeon, consider scattering a few small rooms
of these tactics, update your map as appropriate. with only one door, where the characters can bar
the door and reasonably expect to spend an hour or
ENCOUNTER PACE AND TENSION even a night resting in safety. On the flip side, cau­
A good story hooks you in with an interesting in­ tious characters might try to take a Short Rest be­
troduction, builds tension steadily throughout the tween every encounter, never really straining their
story, then reaches a climactic conclusion. It’s not resources. It's OK to interrupt those rests once in a
always easy to mimic that structure in an adventure while to maintain a sense of tension or to heighten
where the players control their characters’ actions, the urgency, making it clear that even an hour spent
but you can use the encounters you plan to build resting could jeopardize their chances of success.
tension toward a climax. Easing Up. It is possible to dial up the urgency to
Each encounter in an adventure is an opportunity the point that the players feel they don't have time
to make the characters' situation more complex to investigate the interesting details they encounter
and urgent, with more significant consequences. in the world. When this happens, consider using a
Successive encounters raise the tension in an ad­ helpful NPC to take some of the pressure off. A wise
venture naturally, as characters spend their limited elder might advise them that the situation is not as
resources. Variety also contributes to a sense of es­ urgent as they fear, a whimsical Fey being might use
calating tension. Build variety into your encounters magical mischief to force them to slow down, or a
in three ways: kindly Celestial could tell them they’re taking the
concerns of the mortal world just a bit too seriousl)
Vary Encounter Type. Use a mix of social interac­
tion, exploration, and combat encounters. Differ-
ent types of encounters provide different amounts

118 CHAPTER 4 I CREATING ADVENTURES


RANDOM ENCOUNTERS zombies creates a sense of horror and suggests the
Random encounters are randomly determined en­ possibility of even more terrifying foes.
counters that don't occur in a fixed location. The Provide Assistance. Some random encounters can
options are often presented in a table. When a ran­ benefit the characters instead of hindering or harm­
dom encounter occurs, you roll a die and consult ing them. Helpful creatures might give the charac­
the table to determine what the party encounters. ters useful information or assistance.
Reinforce Campaign Themes. Random encounters
Sample random encounter tables appear in the
can remind the players of the major themes and
adventure examples later in this chapter. Similar
conflicts in your campaign. For example, if a war
tables appear in many published adventures and
between two nations is a major conflict in your
rulebooks, and you can easily create your own by
campaign, you might design random encounter ta­
following these examples.
bles to reinforce the ever-present threat of that con­
Handled well, random encounters can serve a
flict, including encounters with bedraggled troops
variety of useful purposes.
returning from battle, refugees fleeing invaders,
Create Urgency. Wandering monsters encourage
lone messengers riding for the front lines, enemy
characters to keep moving and to find a safe place
war parties, and so on.
to rest. Sometimes you can create a sense of danger
A Life of Its Own. Sometimes a random encounter
and urgency by rolling dice behind your DM screen,
that starts off incidental can become important to
even without an actual encounter! the story. A random encounter with a wandering
Urain Character Resources. By draining the party s
ogre might end with the ogre offering to help the
Hit Points and spell slots, leaving the adventurers characters get where they need to go, or the ogre
feeling underpowered and vulnerable, random en might have something in a nearby den that is sig­
counters can build tension in an adventure. nificant to the adventure story-a prisoner, a stolen
Establish Atmosphere. Thematic links among mon item, or important information. Or the players
sters appearing in random encounters create a tone might find the ogre's personality delightful, prompt­
and an atmosphere that define the environment the ing you to make the ogre a more important part of
characters are exploring. For example, an encoun
the story.
ter table filled with bats, wraiths, giant spiders, and

CHAPTER 4 | CREATING ADVENTURES 119


is in the dragon's hoard, an award ceremony whe
BRING IT TO AN END the queen gives medals to the victorious heroes"e
The climactic ending of an adventure fulfills the even a time to mourn adventuring companions T
promise of all that came before. I he best climax didn’t survive the battle.
is one the players see coming, so if a dragon is the The denouement can also be an opportunity f0
mastermind behind all the nefarious activity hap the players to identify loose threads that haven/
pening in an adventure, having the dragon’s min been tied up-threads that can lead them into the
ions mention the nature of their boss sets up the next adventure. The “Episodes and Serials” Section
coming climactic encounter. in chapter 5 offers suggestions for weaving these
Although the climax must hinge on the successes connecting threads.
and failures of the characters up to that moment,
the Adventure Climax table can provide suggestions ADVENTURE REWARDS
to help you shape the end of your adventure.
For some characters, the prospect of material
ADVENTURE CLIMAX reward is their primary reason for going on adven­
tures. For others it’s a welcome added benefit to
IdlO Climax
pursuing their other goals.
1 The adventurers confront a villain and a Chapter 7 describes different kinds of treasure,
group of minions in a battle to the finish. but see also “Marks of Prestige” in chapter 3 for
2 The adventurers chase a villain while dodging other rewards you might use.
obstacles designed to thwart them, leading to The following sections describe how treasure is
a final confrontation in the villain’s refuge. typically dispersed in an adventure.

3 The actions of the adventurers or a villain INDIVIDUAL TREASURE


result in a cataclysmic event that the adven­
Characters might find small amounts of treasure in
turers must escape.
the pockets, pouches, or personal stashes of individ­
4 The adventurers race to the site where a ual monsters. Even if a monster doesn’t intention­
villain is bringing a master plan to its conclu­ ally collect treasure, characters might find scattered
sion, arriving just as that plan is about to be coins and other monetary treasure left behind by
completed. the monster’s previous victims.
5 A villain and two or three lieutenants perform You can use the Random Individual Treasure table
separate rites in a large room. The adventur­ to determine how much treasure a single monster
has based on its Challenge Rating (CR). The table
ers must disrupt all the rites.
includes the average total in parentheses, which you
6 An ally betrays the adventurers as they’re can use instead of rolling. To determine the total
about to achieve their goal. (Use this climax amount of treasure for a group of similar creatures,
carefully, and don’t overuse it.) you can roll once and multiply the total by the num­
7 A portal opens to another plane of existence. ber of creatures in the group.
Creatures on the other side spill out, forcing
the adventurers to close the portal while deal­ RANDOM INDIVIDUAL TREASURE
ing with a villain at the same time. CR Treasure
8 The dungeon begins to collapse while a villain 0-4 3d6 (10) CP
attempts to escape in the chaos. 5-10 2d8xl0(90)CP
9 The adventurers must choose whether to pur­ 11-16 2dl0 x 10 (110) PP
sue a fleeing villain or save an NPC they care
174 - 2d8 x 100 (900) PP
about or a group of innocents.
10 Just when the characters think the main TREASURE HOARDS
threat is defeated, it transforms into a differ­
Adventurers sometimes discover large caches of
ent monster or a more powerful form. treasure, the accumulated wealth of a large group
of creatures or the belongings of a single power fu
DE NOUEMENT
creature that hoards valuables. The Random Trea
In most stories, there’s a period after the climax, in sure Hoard table can help you create such a cache
which loose plot threads are lied up and everything When determining the contents of a hoard belong
is explained. An adventure might also include this ing to one monster, use the row for that monster s 1
kind of denouement: lime to discover what treasure Challenge Rating (CR). When the hoard belongs to

120 CHAPTER 4 I CREATING ADVENTURES


large group of monsters, use the CR of the monster MONSTER TREASURE PREFERENCES
that leads the group. Each row includes average
results for monetary treasure, which you can use The Monster Manual gives treasure preferences for
monsters in that book. These preferences are cate­
instead of rolling. To create a hoard for a monster
gorized as follows:
that is particularly fond of amassing treasure (such
as a dragon), you can roll twice on the table or roll Any. The monster has a treasure hoard, the con­
once and double the total. tents of which you can determine by rolling on
As a rough benchmark, aim to roll on the Random the Random Treasure Hoard table. Monetary
Treasure Hoard table about once per game session. treasure can take the form of coins, trade bars,
Use the guidelines in chapter 7 to determine which trade goods, gems, or art objects (all described in
magic items are in the hoard (see “Awarding Magic chapter 7). Magic items can belong to any trea­
Items” and “Random Magic Items”). sure theme or category (see “Treasure Themes”
and “Magic Item Categories” in chapter 7).
RANDOM TREASURE HOARD Individual. The monster doesn’t have a treasure
CR Monetary Treasure Magic Items hoard; however, it might have monetary treasure,
which you can determine by rolling on the Ran­
0-4 2d4 x 100 (500) GP 1 d4 - 1 dom Individual Treasure table. This treasure can
5-10 8dl0 x 100 (4,400) GP 1d3 take the form of coins, trade bars, trade goods,
11-16 8d8 x 10,000 (36,000) GP ld4 gems, or art objects (all described in chapter 7).
Treasure Theme (Arcana, Armaments, Imple­
17+ 6dlOx 10,000 (330,000) GP 1d6 ments, or Relics). The monster has a treasure
hoard skewed toward a particular theme (see
QUEST REWARDS “Treasure Themes” in chapter 7). You can deter­
ometimes, characters are paid for completing a mine the size of the hoard by rolling on the Ran­
duest. To determine a suitable quest reward, roll dom Treasure Hoard table. If the hoard contains
once on the Random Treasure Hoard table, using magic items, use the guidelines and tables in chap­
t e characters’ level for the Challenge Rating (CR). ter 7 to determine each one.

CHAPTER 4 | CREATING ADVENTURES


ADVENTURE EXAMPLES THE FOULED STREAM
This section contains example adventures that Adventure for Level I Characters
demonstrate the principles described throughout Situation. An alien fungus in a cave is polluti
the chapter. Each provides enough information for stream that flows past the village of High Ery p
you to run a one session adventure, with the help of fungus has spawned vile creatures in and am he
the maps in appendix B and the monster stat blocks 11 cave.
the —ound
in the Monster Manual. Hook. The folk of High Ery are noticing fungal
Each adventure in this section includes the fol­ growths on the riverbanks and a layer of scum
lowing information: the water. The characters might live in the villa?"
Title. An adventure title can help you organize your or a contact in the Free City of Greyhawk migh"
ask them to investigate.
campaign notes, and if you share the title with
your players, it can set the tone for what’s ahead. ENCOUNTERS
Character Level. Each adventure specifies the
The adventure consists of these encounters.
level of characters it’s aimed at. The difficulty of
The First Fork. A mile upstream from the village
encounters in each adventure is tailored for four
a stream flows into the river from a little wood on
characters of that level. You can use adventures
the river’s south side. Characters can tell that this
for characters of higher or lower level or for
stream is the source of the pollution.
larger or smaller groups. However, the encounters
Journey Upstream. Borogrove, a kindly Treant.
might be easier or harder than you expect unless
keeps watch over the wood and meets the charac­
you adjust them.
ters as they follow the polluted stream. He knows
Situation. Each adventure lays out what’s going
the source of the corruption is inside a cave that the
on-the situation that the adventurers are called
stream spills out of. He gives the characters a magic
on to deal with. See “Lay Out the Premise” earlier
acorn. If swallowed, the acorn conveys the benefits
in this chapter.
of a Potion of Healing and the Lesser Restoration spell.
Hook. Each adventure offers one way to draw char­
Twig Blights. Just outside the cave, the characters
acters in to the adventure. See “Draw In the Play­
encounter six Twig Blights.
ers” earlier in this chapter.
Corrupted Cave. Use the Underdark Warrens map
Encounters. The rest of each adventure description
in appendix B for the corrupted cave. Ignore the
is a series of encounters. The text describes the
secret door and the inner chambers behind it. Close
location where the encounter occurs, often point­
off the tunnels leading off the map to the south,
ing to the maps in appendix B, and any triggering
east, and north. The characters enter the cave in the
event that might provoke the encounter. Monster
southeast, following the stream. The cave’s main
names in bold point you to the stat blocks in the
features and inhabitants are as follows:
Monster Manual. Some encounters also specify
treasure the characters might find. Entrance. A Shrieker Fungus just inside the cave
entrance alerts the inhabitants to the characters
Use your imagination to bring the locations and
arrival. On watch near the entrance and quick to
encounters to life, and build on the ideas the players
bring to each encounter. Alter these outlines freely respond to the shriekers’ cry are four Bullywug
Warriors who have fungal growths on them.
to suit your tastes-and those of your players-and
Berserk Bear. In a side cave to the southeast is a
your ideas for your campaign.
Brown Bear that drank from the stream. It s up­
A STARTING CAMPAIGN set because the water made it ill. If the characters
can make it eat Borogrove’s acorn or otherwise
You can use the adventures in this section to get
rid it the Poisoned condition, the bear recovers
a new campaign off the ground. These adven­
tures are linked to locations near the Free City immediately and leaves them alone.
Ooze’s Lair. At the north end of the stream are a
of Creyhawk, as described in chapter 5. You can
run the first three adventures in sequence, having Psychic Gray Ooze and six Stirges. After defeat
the characters gain a level after each adventure. ing these creatures, the characters can destroy
They might return to their home base in the city the brain-like fungus in the water, which is the
between adventures, or they could travel to Grey­ source of the corruption. If they do, each chai at
hawk after they complete “The Winged God.” Use ter earns a bonus 100 XP.
the encounters and interactions the characters Journey Home. As they leave the wood, the char
have in these early levels, and the situations that acters encounter Borogrove again. If they used
interest your players, to plan later adventures. acorn, he gives them another one. If they pur ifies
the source of the stream, he gives them a Staff17
Flowers in gratitude.

122 CHAPTER 4 I CREATING ADVENTURES


MINER DIFFICU LT IE S
THE WINGED GOD________
Venture for Level 2 Characters
Adventure for Level 5 Characters
Situation. After miners dug into an Underdark tun
Situation. A few weeks ago, a Red Dragon Wyrm-
nd. a Hook Horror found its way into the mine
ling drove a band of kobolds out of their warren
and became trapped. It has eaten a few miners,
to claim the place as its lair. Now some of the
and the others are too terrified of the echoing
kobolds are causing trouble in the Cairn Hills.
dicks in the mine to hunt down the predator. They're raiding merchants, hoping the dragon will
Hook. The mayor of the village of Blackstone, allow them to return home as its loyal servants.
Kristryd Splitanvil (a Lawful Good, dwarf Tough), Hook. A merchant named Nondy Barducks (a Law­
hires the adventurers-perhaps because of how ful Neutral, gnome Commoner) hires the char­
adeptly they handled the situation in “The Fouled acters to escort his wagon to the remote mining
Stream”-to deal with the monster in the mines. village of Diamond Lake, which happens to be
She offers a precious topaz worth 500 GP to ad­ near the dragon’s new lair. Nondy was robbed by
venturers who kill the creature or drive it away. kobolds on his last trip, and he wants protection
ENCOUNTERS this time. He offers to pay each character 150 GP.
The adventure consists of these encounters. ENCOUNTERS
Exploring the Mine. Use the Mine map in appen­ The adventure consists of these encounters.
dix B. In the weeks since the miners abandoned the Kobold Bandits. Along the road, the wagon is sur­
place, pests have flourished in the tunnels. Each rounded by eight Kobold Warriors (Neutral) who
time the characters enter a distinct area of the demand that the merchant surrender his goods.
mine, roll on the following table. In combat, the kobolds shout things like “For the
1d6 Encounter Winged God!” and “Fight to reclaim our home!" If
four of them fall in battle, the remaining kobolds try
1 Four Violet Fungi and one Rust Monster
to flee. Any captured kobold explains the situation.
2 One Giant Spider and two Swarms of Insects Kobold Supplicants. If the characters continue on
(spiders) their way without pursuing the kobolds, twelve Ko­
3 One Darkmantle and three Piercers bold Warriors (including any survivors of the first
encounter) and six Winged Kobolds (all Neutral)
4 A patch of yellow mold (see “Hazards” in approach the wagon. These kobolds humbly ask the
chapter 3) on a miner’s remains adventurers to help them. They promise to return
5 One Gelatinous Cube the goods they stole from Nondy if the adventurers
drive off the dragon.
6 Sounds of Terror (see below)
Kobold Camp. If the adventurers follow fleeing ko­
Sounds of Terror. The first time this encounter bolds, they can find the kobolds’ camp on a nearby
occurs, the characters hear eerie clacking and outcropping. The kobolds there don’t fight, though,
scraping noises echoing in the mine shafts and no­ instead begging the adventurers to help them (as in
tice gouges in the walls. The second time, they find “Kobold Supplicants” above).
the source of those sounds and markings-the Hook Dragon’s Lair. Use the Volcanic Caves map in ap­
Horror. The creature is hungry, but what it really pendix B for the dragon’s lair, but close off passages
wants is to find its way back to the Underdark. It to keep the lair small. Near the entrance, the char­
retreats from a fight that is going badly for it. acters encounter a gang of four Magma Mephits
Underdark Connection. The tunnel in the south- and three Smoke Mephits, drawn to the lair by the
east corner of the bottom level of the mine is where magic of the dragon.
the miners accidentally connected to an Underdark In the inner cave, the troublesome Red Dragon
tunnel. The hook horror entered the mine through Wyrmling rests on its little hoard:
a hole in the wall, but the hole closed behind it in a . Crate holding Nondy's stolen goods (worth 400 GP)
cascade of rubble. If the characters clear away the . 4,200 CP, 2,000 SP, and 180 GP
rubble from the hole, they hear clacking and scrap- • Seven gemstones worth 50 GP each
ing from the other side. The hook horror hears it . Potion of Healing
too and hurries here to rejoin its kin. As long as the
. Rope of Climbing
characters stay out of its way, it ignores them as it
. Two Spell Scrolls (Alarm and Comprehend Languages)
scrambles back through the hole, never to plague
the mine again. Each character then earns a bonus If the characters defeat or drive off the dragon, each
200 XP. of them earns a bonus 400 XP.

CHAPTER 4 | CREATING ADVENTURES


HORNS OF THE BEAST ld20 Encounter
Adventure for Level 5 Characters 18 Two Ankylosauruses tromp through the f
Situation. A long-forgotten ruin is rumored to hold est nearby. They are territorial and age "
a fiendish Artifact called the Horns of the Beast. A but indifferent, and they won't pursue a fl
villain hopes to claim the Artifact and put it to ing party.
terrible use. 19 A band of humans, including a Veteran
Hook. An unassuming human merchant named
Warrior and eight Infantry Warriors, watch
Melchis (secretly a Chaotic Evil Fiend Cultist
the party. They are Indifferent; they live in
devoted to Iuz) hires the characters to escort him
on an expedition to find an ancient temple lost in the jungle and aren’t used to seeing other
people.
the jungle. He offers to pay them a total of 2,000
GP in trade bars-half when they reach the tem­ 20 Four Minotaurs of Baphomet prowl the jun
ple and half when they safely return to civiliza- gle looking for Humanoids they can capture
tion— and promises to support them with what he and bring back to the temple.
claims to be “limited magical ability.”
Stage 3. Once the characters reach the edge of
ENCOUNTERS the lake, Melchis leads them southwest along the
You can use the poster map of the world of Grey- shore until they find the ruin. This stage covers 90
hawk for this adventure; the temple is located near miles through coastal terrain. The second day of
the southern edge of the map, in the Amedio Jungle. the journey, heavy rain obscures vision and creates
The journey unfolds in three stages (see “Travel” in quicksand pits (see “Environmental Effects” and
chapter 2), culminating in the discovery of the ruins “Hazards” in chapter 3). The front rank of the partv
and the artifact. might fall into a quicksand pit while two Giant
Stage 1. Melchis hires a ship to carry the party Crocodiles attack at the same time. The rest of the
to the Amedio Jungle. Use the map to determine journey passes without incident.
how long the sea voyage takes, depending on where The Ruins. For the ruins, use the western half of
the adventurers begin the trip and figuring that the ground floor of the Dungeon Hideout map in ap­
the ship covers about 1% hexes per day. Near the pendix B, and ignore the stairs leading to the lower
end of the trip, as the ship crosses Jeklea Bay, it’s levels. Dwelling in the ruins are six Minotaurs of
attacked by a group of Hostile sahuagin, including Baphomet who are Hostile to all intruders. They
two Sahuagin Priests, six Sahuagin Warriors, and are spread out around the ruins but come quickly
a Water Elemental. (Assume the ship’s crew stays when they hear combat.
out of the way of these terrifying monsters and lets The Artifact. The Horns of the Beast—a jagged
the characters and Melchis deal with this threat.) crown made from the horns of demons and wild an­
Stage 1 ends when Melchis and the characters row a imals-rests on a pedestal in the northwest corner
launch ashore. of the ruins. Melchis immediately attempts to seize
Stage 2. Melchis leads the characters into the the Artifact and place it on his head. If he does, he
jungle, aiming for the shore of the lake. This stage is transformed into a Hezrou and tries to kill the
covers about 180 miles through the dense forest. characters. A character who dons the Artifact is
Each day of the journey, roll once on the following cursed with Demonic Possession (see “Curses and
table to determine what the characters encounter Magical Contagions” in chapter 3). The Artifact
on their journey, if anything. can’t be removed from the character’s head until
ld20 Encounter a Remove Curse spell is cast on the character. If the
characters defeat Melchis and search him, they find
1-14 No encounter
a Bag of Holding containing twelve 5-pound gold
15 An Indifferent Giant Ape protects its terri­ trade bars (worth 250 GP each) and a Spell Scroll
tory; its primary concern is getting the party of Teleportation Circle. The scroll also contains the
to leave. sigil sequence for a permanent teleportation cirs "
16 A Hostile Tyrannosaurus Rex is on the hunt At the end of the adventure, each character ear n
and tries to eat the characters. bonus 1,000 XP.
Destroying the Artifact. The Horns of the Beast
17 Three Allosauruses are hunting in the jungle; can be destroyed only by dropping it in the River
they are Hostile and treat the party as prey. Oceanus, which flows through the Upper Planes
(see chapter 6). A character can learn this by ca
ing Identify on the Artifact.

124 CHAPTER 4 | CREATING ADVENTURES


\
s-

BOREAL BALL • Fidget is a playful Pixie who is Indifferent and


pesters the adventurers with pranks throughout
Adventure for Level 7 Characters the evening, without causing any actual harm.
Situation. The Baron of the Boreal Ball, a minor • Granny Snailtongue is a Hostile Green Hag who
noble of the Feywild, holds an unending ball in his sees the adventurers as potentially useful tools.
ice palace. Behind the revelry, the ball is the scene She offers to help them at every turn in hopes of
for schemes and intrigues. putting them in her debt.
Hook. The adventurers receive a magical invitation • Raxas Albrethin is an arrogant, Chaotic Neutral
to the Boreal Ball that teleports the group to the drow Mage who is initially Hostile and wants to
ball at the appointed time. see the adventurers humiliated. However, once
the characters’ Renown Score reaches 6, Raxas
ENCOUNTERS admits he misjudged them and becomes Friendly.
The adventure plays out over three dances. During
Rude Interruption. After the second dance, the ball
each one, the characters can decide whether they
is interrupted by a Neutral Evil Hobgoblin Warlord
dance, mingle, watch the dancers, or engage in some
named Varka, who is accompanied by a Hobgoblin
other activity. (The Manor map in appendix B can
Captain and five Hobgoblin Warriors. The hobgob­
serve as a floor plan for the baron’s palace.) Each
lins are offended by the adventurers’ presence and
character has the opportunity to earn renown for
attack them. If the characters defeat the hobgoblins,
the party (see “Renown” in chapter 3) by making a
their Renown Score increases by 2.
positive impression on whomever they’re interact-
Conclusion. After three dances, the Baron of the
ing with-a potential Renown Score increase of 1
Boreal Ball appears. If the party’s Renown Score is
per character per dance. These guests pay particu-
at least 6, he bestows on each character a Charm
lar attention to the characters: of the Boreal Ball. This charm (see “Supernatural
Cannifer is a Satyr Revelmaster who is used Gifts” in chapter 3) allows a character who has it to
to being the center of attention at every ball he cast the level 3 version of the Ice Knife spell. Once
attends and is thus Hostile to the adventurers. used, the Charm vanishes. Each character also
Daris is a Friendly, fun-loving Dryad who wants earns a bonus 1,700 XP.
to be seen dancing with all the adventurers.
CHAPTER 4 I CREATING ADVENTURES

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

CHAPTER 5 1 CREATING CAMPAIGNS


CAMPAIGN JOURNAL

SESSION NUMBER: ------------------ SESSION DATE: -------------- -----------------

SESSION/ADVENTURE TITLE: ---- ---------------------------------------------------------------------------—

Important events from earlier sessions that might have bearing on this game session:

Brief summary of what’s planned for 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

CHARTER 5 | CREATING CAMPAIGNS


r.1 -
DM’S CHARACTER TRACKER

CHARACTER’S NAME: ________

PLAYER'S NAME:

PLAYER MOTIVATION

O ACTING O EXPLORING O FIGHTING INSTIGATING

O OPTIMIZING O PROBLEM-SOLVING O SOCIALIZING STORYTELLING


NOTES ON PLAYER EXPECTATIONS

CHARACTER DETAILS

CLASS SUBCLASS LEVEL

BACKGROUND SPECIES ALIGNMENT

GOALS AND AMBITIONS FAMILY, FRIENDS, AND FOES

QUIRKS AND WHIMS

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.

CHAPTER 5 I CREATING CAMPAIGNS 131


CAMPAIGN CONFLICTS

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.

CHAPTER 5 I CREATING CAMPAIGNS 135


CAMPAIGN SETTING CREATING YOUR OWN SETTING
One advantage of creating your own world is it
just like an adventure’s setting (as described in
can be whatever you want it to be. Your players
chapter 4), a campaign setting is an essential part of
will never know more about the world than you do
a campaign's premise, shaping the kinds of stories
which can be both a comfort to you and a source of
that unfold there.
wonder to your players. Moreover, you don’t need
As the DM, you have two options when choosing
memorize any source material about the campaign 1
a campaign setting:
setting, other than what you create for yourself.
• Use a published campaign setting. Whether you create a setting from scratch or bor.
■ Create your own campaign setting. row elements from established settings, the result
W hether you create your own campaign setting needs to resonate with your players. As you create
or use a published one, the world of your game is your world, ask your players what settings and
always your own. You can customize it to suit your genres they enjoy, then use those sources for inspi-
tastes and those of your players. ration to create compelling locations, memorable
inhabitants, exciting conflicts, and an internal logic
USING A PUBLISHED SETTING that will resonate with your players.
One advantage of using a published campaign set­ Five Questions to Consider. As you contemplate a
ting is that much of the world-building is done for new campaign setting, think about your answers to
you. However, this means your players might know the following questions:
as much about the setting as you do. You can get
What’s Your Campaign Setting Called? Choose an
around this by changing key aspects of the setting evocative name for your setting. It can be a word
to better serve your needs, which has the added or phrase that reflects the theme and tone of the
benefit of challenging your players’ expectations.
game, or just a made-up name that sounds cool to
The D&D Settings table describes several estab­ you. Keep a running list of ideas as you decide on
lished campaign settings. other aspects of your setting.

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.

CHAPTER 5 I CREATING CAMPAIGNS


what Factions and Organizations Are Prom­
inent? Nations, temples, guilds, orders, secret CHARACTER CREATION
societies, and colleges shape the social fabric of When players are choosing their characters’ classes
the setting. What organizations or societal groups and origins, you can restrict options that are un­
play an important part in your setting? Which suitable for the campaign.
ones might be involved in the lives of player char­ Encourage the players to choose different classes
acters as patrons, allies, or enemies? What orga- so that the adventuring party has a range of abili­
nizations can characters join, becoming part of ties. It’s less important that the party include mul­
something larger than themselves? tiple backgrounds or species; sometimes it’s fun to
play an all-Dwarf party or a troupe of adventuring
How Common Is Magic? Spellcasters and magic
Entertainers.
item shops might be common, rare, or practically
The origins the players choose define who their
nonexistent in your world. How readily available
characters were before becoming adventurers.
are spells such as Lesser Restoration, Raise Dead,
Think about how the characters’ backgrounds
and Teleportation Circle? Is magic so widespread
might inform adventures in your campaign. For ex­
that it’s part of daily life, or so rare that it con­
ample, if a player chooses the Criminal background,
jures all sorts of superstitions?
help the player flesh out their character’s criminal
What Mysteries Does the World Hold? Every
past, and use that information when building rele­
campaign setting has mysteries: a fabled land vant storylines into the larger campaign.
across the sea, a grim forest hiding a terrible se­ Starting Level. What level are the characters
cret, restless spirits haunting a ruined keep for when they start? Many D&D campaigns start the
reasons unknown, an ancient dungeon built for a characters at level 1. If you want the characters to
forgotten purpose, and so on. Dream up as many be a bit more resilient and your players are expe­
mysteries as you wish-you never know which rienced, start the campaign at level 3 instead. (See
ones will seize your players’ imaginations and be­ the Players Handbook for rules on starting at higher
come central to the campaign-and record them in levels.)
your campaign journal.
What Roles, If Any, Do the Gods Play? What BRINGING THE PARTY TOGETHER
greater gods, lesser gods, and quasi-deities are During session zero, help the players come up with
present or worshiped in your world? If there are explanations for how their characters know each
gods, how involved are they in the world? Are other and have some sort of history together, how­
they distant and detached beings, or do they ever brief that history might be. To get a sense of
appear before their worshipers and meddle in the party’s relationships, here are some questions
mortal affairs? you can ask the players as they create characters:
• Are any of the characters related to each other?
CAMPAIGN START • What keeps the characters together as a party?
With your campaign journal in hand and the basic • What does each character like most about each
premise of your campaign (characters, conflicts, member of the party?
and setting) in mind, it’s time to consider how to be­ • Does the group have a patron-an individual
gin the campaign. or organization that points them toward their
adventures?
SESSION ZERO If the players are having trouble coming up with a
At the start of a campaign, you and your players can story for how their characters met, you can suggest
run a special session-called session zero because it the following options.
comes before the first session of play-to establish Bonding Event. Some bonding event (such as a
expectations, share ideas, and discuss house rules, wedding, a festival, or a funeral) brings the charac­
with the goal of ensuring the game is a fun experi­ ters together, whereupon they quickly discover a
ence for everyone involved. The “Ensuring Fun for shared sense of purpose.
All” section in chapter 1 covers some of the most Happenstance. Someone puts out a call for ad­
important groundwork you need to establish at the venturers to complete a quest, and the characters
start of a new campaign. answer the call. Alternatively, all the characters
Often session zero includes building characters could meet by accident, only to discover they’re
together. As the DM, you can help players during headed to the same place, or they could find them­
character creation by advising them on which op- selves trapped together.
tions best suit the campaign. Mutual Acquaintance. The characters are
introduced to one another by a mutual NPC

CHAPTER 5 I CREATING CAMPAIGNS >37


acquaintance whom they all trust. I his shared ac­ Key Events. Describe any current or past ev
quaintance could serve as a patron for the party- that help frame the campaign. For example P
perhaps a representative of an organization (an campaign might start on the heels of a great “
academy, a criminal syndicate, a guild, a military or on the day of a festival. Describing key evoar
force, or a religious order), a politically powerful helps set the mood and prepare players for up S
person (an aristocrat or even a sovereign), or a mag­ coming adventures.
ical creature like a sphinx or a dragon. House Rules. If you’re using any house rules (as
Shared History. The characters grew up in the discussed in chapter 2), or adopting any of the
same place and have known one another for years. variant rules presented in this or any other book
Despite their different backgrounds and training, let your players know about them.
they're already good friends. Remember, you'll always know more about your
Tavern Gathering. The characters meet in a tavern campaign world than the players do. Having spent
over mugs of ale and decide to embark on a life of
all their lives in this world, though, the characters
adventure together-a tried and true trope!
also know more than their players do. Fill in the
SETTING THE STAGE basics of what the characters should know anytime
Session zero is a great time to share basic informa­ that information matters to their adventures.
tion about the campaign with your players. Such
STARTING LOCATION
information typically includes the following:
Begin your campaign in a location you can detail,
Starting Location Details. Your players need basic
such as a village, a neighborhood in a larger city,
information about the place where the characters
an outpost, or a roadside tavern. Be prepared to
are starting, such as the name of the settlement,
give players enough information about that loca­
important locations in and around it, and prom­
tion to help them figure out what ties, if any, their
inent NPCs they’d know about (see “Starting
characters have to it. Once you have this campaign
Location”).
hub fleshed out, create one or two local attractions

&
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

CHAPTER 5 | CREATING CAMPAIGNS >39


need help, such as a local leader, an innL
ADVENTURE CONNECTIONS patron, a retired adventurer, or a famil Ceper a
Adventure Connection Friendly Resources. Provide experts orY‘embe
1d6
Introduce a person, an object, or informa that can assist the characters, like a ter"Nitui,,,
1
can provide healing or a learned sage w e that
tion that the characters need to transport help solve mysteries. 0 can
safely to a location involved in the new
Likable Villain. Craft a villain who has at |
adventure likable or redeeming quality the charactesstone
2 Have a major villain flee to a lor ation that appreciate ideally a villain who isn’t pred can
features in the new adventure. The charge with killing or harming the characters EOCCUpieg
ters might be able to pursue the villain, or
As your campaign continues, introduce new
they might have to search for clues about
and locations, and bring back favorites fromPCODle
where the villain has gone.
in the campaign for the occasional cameo earlier
3 Introduo e < lues suggesting that a villain or
another NPC in this adventure is part of a PLAYER FAVORITES
larger group a group that features promi It’s often easier to describe people and placestha
nently in the new adventure. are hostile or frightening than it is to detail a f/
ture you want characters to love. How can you
Introduce a villainous group that’s featured
know what rustic scene will make a character as.
in the new adventure by having Its agents
ciate a place with home or what personality quirk
spy on or interfere with the characters’
will remind a character of their favorite mentor’
activities.
You can ask a character’s player directly, but instead
5 Have travelers bring news of events trans­ consider handing over your narrative reinsand let
piring elsewhere, leading characters toward ting a player describe the perfect detail.
the new adventure. For example, say you have a peaceful village you
6 Give the characters a treasure that’s plan to feature across several adventures. You hope
wrapped in mystery they’ll need to unravel the characters will connect with the place and treat
in the new adventure. it as home. As the characters enter the community
they smell something amazing. At this point, you
GETTING PLAYERS INVESTED could describe something you think smells good or
something you think a character would like. Or you
To get your players excited about and invested in
can ask a player, “The smell of something amazing
your campaign, create a setting that features people
drifts from around the corner. What is it?” What
and places they recognize and where their charac­
ever the player’s answer cinnamon rolls from a
ters’ choices matter.
nearby baker, firework charges being prepared for
Ihe following sections suggest ways to help
you create a world your players will be excited to a celebration, or anything else becomes part of the
explore. village, and the player has added an impi
to the location.
RECURRING ELEMENTS You can use player input whenever you want to
When c haracters form relationships friendships, pinpoint something meaningful to the characters
business arrangements, or even lasting anlago and their players. Consider asking players question
nism with the people and places of your selling, like I hose whenever you want to describe vom
those people and places stick in the players’ minds. in an impactful way:
Introduc e opportunities to forge these lasting rela
tionships early and often. • I he tavern owner brings out your favorite di 1
( onsider featuring rec urring elements such as cooked to perfection. What's the dish. and " 1
these in youi game; makes this one remarkable? ds
• I he curio shop is selling a trinket that rem Ihe
Community. Introduc e a small group or commo you of one of your family members. What
oily the < harac ters < an think of as their people, trinket, and who does it remind you of „aved
like a village, neighborhood, guild, or (1 ew.
• I he local children are playing a game you 1
Hon Givi the ' h "... I. । . p| „ , to ( all
in your hometown. What is it? cone
home, su< h as a taver n, a hideout. or a ship has
• । he young pickpocket reminds you of son
tion a pr ented in chapter 8 ar ideal home
bases foi ( har at ters. you once knew W ho? lsscram
• From the animate mass of murderous ‘ • d te
Prominent Friend. ( reate a supportive NPC whom
the characters can trust and turn to when they 1bles a figure that reminds you of your a
hildhood toy. What is it?

14.0 < HAFTEK1’ Ki A IING ( A MH MG lib


N

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?

CHAPTER 5 I CREATING CAMPAIGNS


Witchlight Carnival, described in The Wild Beyond stories need to end in a satisfying way, just as the
campaign story does. Ideally, some of the charac
the Witchlight, is one such carnival.
Creature Comedy. The characters encounter mon- ters’ individual goals will be fulfilled by the fina
sters with a comedic flavor such as flumphs, pixies, adventure. Give characters with unfinished goal,
faerie dragons, or chatty mimics in a situation that chance to finish them before the very end.
leads to mischief and humor rather than combat. Once your campaign has ended, a new one can
Missing Pet Episode. Someone’s pet is missing. I he begin. If you intend to run a new campaign for the
characters must search a settlement and connect same group of players in the same setting, using
with locals to help find it. their previous characters' actions as the basis for
Shopping Episode. A friendly NPC asks the char­ legends is one way to invest your players in the nev
acters to help shop for someone’s birthday. campaign. Let the new characters experience how
Special Event Episode. The characters are invited the world has changed because of the actions or a
to a sporting event, holiday celebration, fancy complishments of the previous campaign’s charac­
dinner, or ball. ters. In the end, though, the new campaign is a new
Vacation Getaway. The characters relax on a quiet story with new protagonists. They shouldn't have t
beach, enjoy the comforts of a grateful noble’s villa, share the spotlight with the heroes of days gone by
withdraw to a serene monastery, or while away the
hours in a fairy hot spring.
ENDING SOONER THAN EXPECTED
Sometimes you run out of ideas for your campaign,
TIME IN THE CAMPAIGN or it gets so sidetracked that you have no idea how
Most conflicts in a D&D campaign take weeks or to bring it to a satisfying conclusion. You might just
months of in-world time to resolve. A typical cam­ not feel excited about it anymore, or you might be
paign concludes within a year of in-world time so excited with ideas for a new campaign that you
unless you allow the characters to enjoy lengthy can’t focus on the current one. Any of these might
periods of quiet time between adventures. signal the end of your campaign.
If you don’t want to track the passage of days, The best way forward when you want to end a
weeks, and months, you might instead track the campaign is to talk to your players about it. If you're
passage of time using seasons and seasonal festivals. not excited about the game anymore, it’s quite pos­
The answer to the question “When does this adven­ sible they’re not either, and you can change or end
ture take place?” can be as simple as “in the winter” the campaign to everyone’s satisfaction. Consider
or “during the fall harvest festival.” the following possibilities:

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

142 CHAPTER 5 I CREATING CAMPAIGNS


1
A

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.

L ... CHAPTER 5 | GREYHAWK 143


ELEMENTAL EVIL
Goals of Chromatic Dragons. Fortify their lairs to
“Elemental Evil” is the name given to a host of de-
safeguard their treasure hoards; strike out across
structive, extraplanar entities-demon lords, evil
Eastern Oerik, raiding poorly defended sett emen
elemental princes, and elder gods-who ravaged the
and stealing cattle; demand tribute in the orm°
world of Oerth long ago. Many of these entities are
food or treasure; and destroy territorial i iva s ra
now trapped in dungeons, with cults and monsters
conic or otherwise).
A Chromatic Dragon Arc. The conflict between seeking to free and serve them. Adventurers are the
adventurers and chromatic dragons might follow only ones equipped to keep these malign entities
from escaping their subterranean prisons.
this broad outline:
Goals of Elemental Evil. Search for a demon lord,
Levels 1 4. Consider introducing this conflict as an elemental prince, or an elder god trapped in a
the adventurers reach level 3 or 4, with the ad dungeon; build a stronghold above or near the dun­
venturers confronting an aggressive chromatic geon; drive other inhabitants out of the region; and
dragon wyrmling. (You can use the adventure use a special magic item or ritual to free whatever is
"The Winged God" from chapter 4.) trapped in the dungeon.
Levels 5 10. The adventurers might face a handful
An Elemental Evil Arc. Two published adventures
of ambitious young chromatic dragons, without
have explored campaign arcs centered around Ele­
hinting at a more significant conflict.
mental Evil. The Temple of Elemental Evil (published
Levels 11-16. It eventually becomes clear that the
in 1985) is set in the world of Greyhawk, in the
behavior of the adult dragons the characters face
Kron Hills between Verbobonc and Celene. It be­
isn’t normal. The characters might get involved in
gins in the unremarkable village of Hommlet, with
one dragon’s schemes to undermine or overthrow
characters slowly discovering that agents of Ele­
another, or the characters might hear whispers of
mental Evil have taken up residence in the nearby
the dragons’ dream of liberating Tiamat.
ruins and are working to rebuild their great temple.
Levels 17-20. The conflict reaches its world­
The rest of the adventure focuses on exploring the
shattering conclusion, with ancient dragons
ruined Temple of Elemental Evil and dealing with
threatening nations and clashing with each other
the varied evil factions and forces within (including
in devastating battles. The campaign might end
with Tiamat herself appearing in the Flanaess- agents of luz, described below).
perhaps emerging from the Riftcanyon (see “Mys­
teries of Greyhawk” in this chapter) or from the
depths of the Nyr Dyv.
-
Princes of the Apocalypse, inspired by The Temple of
pirmenta1 Evil, presents an alternative arc for an Ele- of luz to the characters. After their return from
that expedition, they start having unpleasant en­
hental Evil-themed campaign: counters with the City Watch in Greyhawk. Even­
evels
1-4. The characters discover the villainous tually, they discover that Captain-General Sental
Lactivity of four elemental cults. Nurev is being manipulated by the leaders of
evels 5-10. The characters strike at the four head Stoink, a petty fief in the Bandit Kingdoms. When
quarters of these evil cults while investigating the characters undertake an expedition into that
the cults’ activities in the surrounding region. dangerous realm to confront Stoink’s leaders and
While the characters are battling one cult in its free the captain general’s captive brother, they
headquarters, the other three cults might still be discover that the villains were agents of luz.
wreaking havoc nearby, forcing the characters to Levels 11-16. luz and the Horned Society launch an
divide their attention. all out invasion into the Shield Lands, overwhelm­
Levels 11-16. Finally, the characters discover an ing its defenses and moving toward Furyondy.
ancient Temple of the Elder Elemental Eye deep The characters might have adventures to muster
beneath the cults’ separate temples, and they forces in surrounding lands and bring them to
strive to contain the damage wrought by the cults’ Furyondy’s defense or hinder luz's advance.
activities and thwart the cults’ evil leaders before Levels 17-20. Finally, the characters discover that
these leaders unleash an apocalypse. luz’s assault is merely a cover to distract the
southern realms from his true aim: retrieving the
Though this adventure is set in the world of the For- Eye and Hand of Veena from an ancient keep on
gotten Realms, it includes notes on how you might Lake Quag. The characters confront luz at the
transplant it into Greyhawk or any other setting. shores of the lake, perhaps facing a terrible choice:
Will they wield the power of Veena to stop luz,
IUZ THE EVIL
or will they risk luz wielding that awful might
North of the Free City of Greyhawk, a demigod
against them?
named luz has reclaimed the vast tract of land he
lost after being imprisoned under Castle Greyhawk THE GREYHAWK SETTING
by the archmage Zagig Yragerne. The newly freed
The planet Oerth is at the very center of a Wild­
luz aims to lay waste to the kingdoms, steadings,
space system called Greyspace. (See chapter 6 for
temples, and outposts of his rivals. To that end,
more information about Wildspace). Oerth has two
luz's spies are searching for powerful Artifacts
moons: Luna (a great white moon, also called the
they can use to ensure victory, while evil creatures
Mistress) and Celene (a smaller blue moon, also
spawn in luz’s homeland and threaten neighboring
called the Handmaiden). Greyspace’s sun orbits
realms. Adventurers can thwart luz by keeping evil Oerth, rather than the other way around.
Artifacts out of his hands and defeating the vile The sun takes 360 days to travel once around
creatures that serve him. Oerth. Luna waxes and wanes in fixed cycles of 28
Goals of luz. Install loyal operatives in settlements days each, upon which the months are based, while
across Eastern Oerik, search libraries and vaults Celene follows a path that has full moons only four
for lore pertaining to ancient and powerful magic, times each year, coinciding with four lunar festivals.
scour dungeons for lost Artifacts and other magic
items, secure such items, and use magic and mon­ YOUR WORLD’S CALENDAR
sters to conquer rival nations. What does your campaign’s calendar look like?
An luz Arc. The conflict between adventurers and
The more your campaign calendar resembles the
luz might follow this broad outline: one that's familiar to you and your players, the
Levels 1-4. Early in their adventuring careers, the easier it will be to remember and use. Familiar
characters might face what appear to be ordinary names for months and days of the week lend
toughs who are disrupting mining operations your campaign a wonderful simplicity that many
near the Free City of Greyhawk (see “Beyond players will appreciate. A calendar that uses ten-
the City Walls” in this chapter), only to discover day weeks or names such as “Moonday" and
these toughs are agents of some greater villain. “Coldeven” is harder for players to internalize
I he identity of this villain remains a mystery-for but reminds them they're in a fantasy world.
now. If you use the adventure “Miner Difficulties The Greyhawk calendar has twelve months and
from chapter 4, NPCs speaking to the characters seven-day weeks like the Gregorian calendar, but
might assume the trouble in the mine is related to gives unique names to months and days and in­
these toughs and their bullying. troduces festivals that fall outside the calendar’s
evels 5-10. You might use the adventure Horns months, giving it a fantastical feel.
of the Beast” from chapter 4 to introduce an agent

CHAPTER 5 | GREYHAWK 145


DAYS OF THE WEEK
Starday Sunday Moonday Codsday Waterday Earthday
Freeday
(Saturday) (Sunday) (Monday) (Tuesday) (Wednesday) (Thursday)
(Friday)
Day of Worship
Day of Rest
MONTHS AND FESTIVALS
1 he standard year is 360 days long and consists
of twelve twenty-eight day months (each
1 2
month divided into four seven-day weeks)
and four six-day lunar festivals (Need­
fest, Growfest, Richfest, and Brewfest). 00
The midwinter festival of Needfest is 12 U.
considered the start of the year. The $

diagram here shows the months and


festivals that make up a year. cx
FACTIONS AND
ORGANIZATIONS
11
/ Readyreat p\azon%
in addition to the many political
entities that dot the lands of the
Flanaess and the temples of its
lme
many gods, several organizations
operate across national borders in
pursuit of their goals. Some of these
organizations could serve as patrons .0 0x8
or allies of adventurers in a Greyhawk
campaign, while others might appear as
O
2
. (6 I
villains. Some might even accept adven­
turers as members.
Circle of Eight. Some of the greatest spell­ 8
casters of the world of Greyhawk form the
Circle of Eight, a group dedicated to preserving
balance in the world. The group’s general aim is
to prevent any single country, faction, or other
organized group from becoming too powerful and
overwhelming others. The membership of the Circle first line of defense against these varied threats. In
of Eight is secret but includes Mordenkainen (the recent years, they have mobilized against the rising
strategist behind the group), Bigby, Jallarzi Sallavar- threats of luz and Elemental Evil, forcing them to
ian, Otiluke, and Otto. broaden the scope of their operations into neighbor­
Knights of the Watch. The order of the Knights of ing realms where these evils are active.
the Watch originated as a military force protecting Scarlet Order. The Scarlet Order is a monastic or­
the lands of Bissel, Gran March, Geoff, and Keoland der of Suloise militarists whose spies and assassins
from hostile neighbors to the north and west (par­ have infiltrated many courts and castles through­
ticularly Ket and the Ulakandar). Though Watchers out the Flanaess, ready to strike. The leader of the
maintain strongholds along the border with Ket, order is a seemingly immortal being known as the
most of their energy is spent defending against father of Obedience, Korenth Zan. He is rumored
giants and dragons in the western mountains. The to be a Suloise monk who walked the lands of Oerik
Watchers are sworn to an ascetic and disciplined long before the Rain of Colorless Fire destroyed
code, and they train rigorously to the exclusion of the Suloise Empire. Others claim Korenth is a red
personal property or other attachments. dragon-a former consort of Tiamat who became
Order of the Hart. The knights of the Order of the trapped in human form. Whatever the true story,
Hart were organized to preserve the freedom of the the Father of Obedience is revered by all who pleds
states of Furyondy, Veluna, and I lighfolk against their lives to the Scarlet Order. His goals-and, by
the threats of bandits and hostile neighbors. These extension, the order’s goals-are shrouded in my '
nations have little centralized authority or military tery and could one day tilt the balance of power
power, so the knights have historically served as a across the whole of Eastern Oerik.

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

Ehlonna of the Forests Beastlands Hunters, foragers Unicorn horn

Erythnul, the Many Pandemonium Raiders, bandits, berserkers Blood drop

Fharlanghn, the Dweller on Outlands Travelers Circle crossed by a curved


the Horizon horizon line
Heironeous the Invincible Mount Celestia Knights, soldiers Lightning bolt
Hextor, Scourge of Battle Acheron Soldiers, tyrants Six down-pointing arrows
in a fan
Incabulos, the Black Rider* Hades Necromancers, those who Reptilian eye within a hor­
seek to ward off illness izontal diamond
Istus, Weaver of Our Fate* Mechanus Seers, advisers Spindle with three
strands
luz the Evilt Material Plane His subjects and allies Grinning human skull
Kord, the Brawler Ysgard Athletes, berserkers Spears and maces radiat­
ing from a point
Nerull, the Reaper* Carceri Murderers, necromancers Skull with a scythe
Obad-Hai, the Shalm Outlands Hunters, gatherers, hermits Oak leaf and acorn
Olidammara, the Laughing Ysgard Revelers, gamblers, Laughing mask
Rogue pranksters
Pelor, the Radiant Sun* Elysium Healers, the compassionate Sun
Pholtus of the Blinding Light Arcadia Judges, lawyers, arbiters Silver sun partially
eclipsed by a crescent
moon
Ralishaz, the Unlooked For Limbo Gamblers Three bone fate-casting
sticks
Rao, the Mediator* Mount Celestia Mediators, sages, scientists White heart
Syrul Oathbreaker Gehenna Liars, charlatans, traitors Forked tongue
Tharizdun, the Eater of Imprisoned in a Nihilistic cultists Spiral rune
Worlds demiplane
Trithereon, the Summoner Arborea Rebels, individualists Triskelion
Ulaa, the Bejeweled Arcadia Miners, jewelers, quarriers Ruby-hearted mountain
Veena, the Whispered One Unknown Necromancers, undead, those An eye in the palm of a
who keep or unearth secrets left hand
Wee Jas, the Witch Acheron Spellcasters, advisers Red skull in front of
fireball
‘Greater god
Demigod

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.

FREE CITY OF GREYHAWK


Would-be heroes are drawn to the Free City of
Greyhawk by promises of adventure. The city is rife
with opportunities for peril and plunder.
BASTION FRIENDLY
The city stands on the eastern banks of the Selin-
There are ample places within the city and on
tan River. The river flows south from the Nyr Dyv
the city’s outskirts where adventurers can build
(the Lake of Unknown Depths) down to Woolly Bay
Bastions (see chapter 8).
and remains easily navigable for its entire length.
Once a frontier hub of the Great Kingdom of KEY CONFLICTS
Aerdy, Greyhawk proclaimed itself free and inde­ Two of the three central conflicts of the Greyhawk
pendent seventy-eight years ago, claiming the Selin- setting-the threats of Elemental Evil and luz-are
tan basin as its territory. Adventurers drawn to the the source of major tension and intrigue in the Free
nearby ruins of Castle Greyhawk have provided a City of Greyhawk. The third conflict, involving evil
steady influx of cash to the city in the years since. dragons, is a looming threat nearby, particularly in
Throughout this section, if a creature’s name the Mistmarsh, the hills of the Abbor-Alz, and the
appears in bold type, you’ll find that creature's stat Bright Desert.
block in the Monster Manual. If a creature’s align­
ment isn't specified, you can decide what it is. LOCAL HURLY-BURLY
Greyhawk has a frontier spirit atypical for a settle­
START HERE________________ ment of its size. The locals are a tough and rowdy
fhe City of Greyhawk is a great starting point for lot. Adventurers seeking action don't need to look
a D&D campaign for many reasons, as discussed in far, as the city contains more than its fair share of
troublemakers.
the sections that follow.
NEARBY ATTRACTIONS
ADVENTURE HOOKS
North of the city are the Cairn Hills, which are
fhe city contains plenty of rumors, local legends,
known to have tombs and dungeons hidden among
and quest givers, any of which could point char­
them. Nearby are a forest, a swamp, and a desert.
acters to their next adventure. The sample adven
The monsters that haunt these areas tend to be
tures in chapter 4 can all begin in the Free City of
weak perfect for testing the mettle of low-level
Greyhawk.
adventurers.

CHAPTER 5 | GREYHAWK 149


CITY ACTIVITIES
Greyhawk is an ideal place for activities that sup-
PORT IN THE STORM
The city provides a place to rest. heal, acquire in- port adventuring. There’s endless opportunity for
formation. and procure magic items. Adventurers social interaction in such a hustling place, as well
looking to visit distant lands can book passage on as places where characters can rest and recuperate
ships docked at the wharf. between adventures, acquire new adventuring gear
and spend their gold.
TRADE HUB
Adventurers can buy gear and sell their hard-won HOME BASE
loot in the city’s shops and markets. As a home base for characters, Greyhawk can serve
as a place to live, train, and recuperate between
How TO USE THE CITY adventures. As described under “Getting Players
A bustling city like Greyhawk can serve the follow­ Invested” in this chapter. Greyhawk offers a host of
ing important functions in a campaign. potential friends, rivals, villains, and resources. Use
the people and locations mentioned in this chapter
BACKGROUND CONNECTIONS as a starting point for fleshing out characters' con­
Use the backgrounds of the characters to connect nections to the city, and work with your players to
them to people and places in the city. These con­ develop those connections. Choose one neighbor­
nections help the players feel like Greyhawk is their
hood of the city (see “City Neighborhoods" below)
characters’ home-or will quickly become their
as a focus for the characters and their activities.
new home. A character who was born and raised
in Greyhawk might have known one of the city’s URBAN ADVENTURES
prominent figures for many years, while someone A city isn’t just a place to spend time between ad-
who has just arrived in the city might have a mutual ventures-plenty of adventures happen within the
friend with that connection or might carry a letter city walls. From wererats in the sewers to schem­
of introduction recommending them to that per­ ing bureaucrats in the halls of power, dangers lurk
son. (Each location detailed in the “City Locations”
around every corner.
section includes potential connections for two char­
acter backgrounds.)
CITY OVERVIEW
an adult halfling. The city’s portcullises are usually
The city is yours to make your own. A few im- left open even when the gates are closed.
rtant features and locations are described in the Each gate is contained within a small gatehouse
Potions that follow, but otherwise flesh out the city flanked by a pair of towers. The tower tops and con­
Xvou and your players see fit. necting blockhouse are equipped with arrow slits
and holes for pouring boiling oil straight down onto
CITY GOVERNMENT
invaders. Each gatehouse tower connects to the city
The Free City of Greyhawk is ruled by a council through a door in its base and to the wall top by a
"alled the Directing Oligarchy, made up of six- door in its side. The towers contain three platforms,
seen coequal rulers. This council elects its chief beginning at the top of the wall and extending up­
ficer, the lord mayor-a position currently held ward. Each of these can shelter and provide a firing
6y a human Spy Master (Lawful Neutral) named platform for up to forty archers.
NerofGasgol. The other directors include the I hree of the city’s gates typically remain open
captain-general and constable of the City Watch, throughout the day and night: the Highway Gate
several guild masters, priests of Boccob and Rao, the (the grand entrance to the city), the Cargo Gate
inspector of taxes, and a few influential magic-users (used primarily by traders and merchants), and the
with ties to politically active secret societies. Sev­ Garden Gate (one of the city’s two inner gates). The
eral of these directors represent criminal or unsa­ remaining gates are closed from dusk until dawn,
vory’ interests, including Nerof Gasgol himself, who and a visitor must produce a written message from
achieved his position and wealth as the owner of a the lord mayor of Greyhawk, the captain-general
notorious gambling den. of the City Watch, or a head of state to be allowed
through. In the latter case, the guards ensure the
CITY WATCH traveler is harmless before opening the gates.
The City Watch is a standing garrison of some eight Those passing through open gates aren’t asked
hundred Guards and Veteran Warriors. Bolstering to explain their business, nor are they detained or
these defenders are Mages from the city’s Guild of turned back unless they are recognized as known
Wizardry, as well as Priests from local temples. fugitives. Wagons and carts might get searched if
The captain-general and constable of the City they trigger the guards’ suspicions, but most ve­
Watch are stationed at the Grand Citadel (see “City hicles are waved through without inspection. The
Locations”). guards keep a daily roster of who and what pass
through their gates.
CITY WALLS
A 30-foot-high stone wall winds like a snake around CRIME
the city. Two other walls, identical in height to the The Free City of Greyhawk is home to many
outer wall, separate the city into its three great thieves, vandals, charlatans, and hooligans. Crimes
sections. Access to the wall tops can be gained via are divided into three categories.
lifts in each gatehouse. In addition, along the inside Petty Crime. Public unarmed brawling, pickpock­
base of the outer wall are secret compartments at eting, vandalism, and other crimes that cause up to
300-foot intervals, each one containing a 30-foot- 50 GP in property damage are petty crimes. The
tall wooden ladder. All members of the City Watch perpetrator pays a fine of 2dl0 GP or works to pro­
know the locations of these secret ladders, which, vide restitution.
in an emergency, can be pulled out and used by city Minor Crime. The category of minor crimes in­
defenders to quickly reach the parapets. cludes armed assault (defined as any nonfatal attack
The walls are patrolled regularly. During daytime, made with a weapon or damaging spell) and prop­
the typical patrol is one sentry (a Guard) placed erty crimes that cause between 50 and 250 GP in
damages. The perpetrator must pay a fine of at least
every 300 feet along the top of the wall. At night,
100 GP and is sentenced to ld6 years in prison.
the guard patrol is quadrupled, with two sentries
Major Crime. Crimes more severe than those de­
Posted together every 150 feet along the wall. Also
scribed above-including murder, bribery or imper­
at night, torches light the wall top at 150-foot inter-
sonation of a city official, and magical coercion-are
vals between the guards so each sentry station is 75
major crimes. The criminal faces 2dl0 years of
eet from a torch in each direction.
imprisonment, the death penalty, or permanent ex­
CITY GATES ile. A city magistrate decides which punishment is
Each city gate consists of a pair of iron-reinforced appropriate.
wooden doors that can be barred from the inside.
These heavy doors are backed by a massive por teul
s of iron bars. A very small child might be able to
Squeeze between the bars, but not a youth or even

CHAPTER 5 | GREYHAWK 151


RELIGION CITY LOCATIONS
The city has temples and shrines dedicated to var­ The locations detailed here can serve as a good
ious gods. Religious practices that are certifiably starting point for your campaign. Use them as ex
evil aren’t tolerated, however. When an evil sect is amples when fleshing out new locations for your
discovered in the city, its wealth is confiscated, its game.
leaders are put to death, and all other members are
banished from the city for life. BLACK DRAGON INN
See the “Gods of Greyhawk" table for many deities
worshiped by the inhabitants of the Free City.
This three-story, slightly run-down inn is situated
CITY NEIGHBORHOODS in the heart of the city. A sign carved to resemble
the grinning visage of a black dragon hangs over
The Free City of Greyhawk is split into three main
sections by two internal walls running west to east. the front door. A stable is located behind the inn
The northern section is home to the High Quarter I
and the Garden Quarter, where the wealthiest folk The Black Dragon Inn in Clerkburg has good food
of the city reside. The central section is home to the and affordable rooms. The inn’s stable can hold up
River Quarter, Clerkburg, the Artisans’ Quarter, to a dozen steeds.
and the Foreign Quarter. The southern portion, The inn’s proprietor is Miklos Dare, a human Vet­
known as the Old City, includes the poorer and eran Warrior (Chaotic Good) who loves to recount
rowdier neighborhoods of the Slum Quarter and the his heroic exploits in the Battle of Emridy Mead­
Thieves’ Quarter, ows seven years ago, when warriors from across
Brief descriptions of the city’s neighborhoods are the Central Flanaess united to drive the forces of
presented below: wickedness from the Temple of Elemental Evil (see
Artisans' Quarter. The Artisans’ Quarter is built “Central Flanaess” in this chapter). A red-bearded
around a large marketplace. The finest artisans bear of a man with a prosthetic leg, Miklos is affable
live and work here, and the city’s trade guilds are and proud. His friendly rivalry with Olaf and Sivan,
headquartered here. the proprietors of the Silver Dragon Inn just up the
Clerkburg. Clerkburg is the university district of street, is the talk of the city. Olaf and Sivan recently
Greyhawk, with dozens of schools and colleges hired a mage to make Miklos’s black dragon sign
and the businesses that support them. Temples drool acid, much to the chagrin of visitors entering
line the appropriately named Street of Temples in and leaving the Black Dragon. Miklos is itching to
the southeast corner of the district. pull a similar prank of his own.
Foreign Quarter. The Foreign Quarter is among Character Backgrounds. An adventurer with the
the most multicultural districts of the city, and it Soldier background might have a tie to Miklos, per­
boasts fine apartments and restaurants. haps having fought alongside him at the Battle of
Garden Quarter. The Garden Quarter is an extrav­ Emridy Meadows. A character with the Wayfarer
agant neighborhood similar to the High Quarter, background might know Miklos as a generous man
but the mansions aren’t quite as ornate, the es­ who gives away food and sometimes even lodging to
tates aren't as large, and it’s not as gaudy. people in need.
High Quarter. Palaces, temples, mansions, and Reasons to Visit. Adventurers might visit the Black
gardens fill the posh High Quarter. Extravagant Dragon Inn for one of the following reasons:
architecture and wide-open spaces define this
Eavesdropper’s Paradise. Many clandestine meet­
quarter.
ings occur at the Black Dragon. Adventurers
River Quarter. The River Quarter encompasses
eavesdropping on private conversations might
taverns and entertainment venues, as well as the
overhear tantalizing rumors or uncover valuable
wharves along the Selintan River outside the city
information.
wall. Because it’s a hub of trade, it's the most di­
Information Source. If the adventurers let Miklos
verse, multicultural part of the city.
tell stories of his past exploits or agree to help him
Slum Quarter. The Slum Quarter is the poorest,
play a prank on his rivals, he can steer them to­
most desperate region within Greyhawk's walls,
ward new adventure opportunities. He's also quite
full of crime-ridden apartments.
familiar with the nature of Elemental Evil.
Thieves’ Quarter. The buildings of the Thieves'
Place to Stay. I he Black Dragon is close to the
Quarter are slightly less run down than their
city’s central marketplace. A traveler can sleep in.
Slum Quarter equivalents, and its people are mar-
a common room for 2 SP per night or secure a pn
ginally better off.
vate room for 5 SP per night. A luxury suite costs
2 GP per night.

CHAPTER 5 I GREYHAWK
152
3V
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CHAPTER 5 | GREYHAWK >53


GREAT LIBRARY
GRAND CITADEL

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

CHAPTER 5 I GREYHAWK <55


Reasons to Visit. Adventurers might visit the te
arrivals to the city. The prices are average, but the
pie for one of the following reasons:
food servings are huge. The inn’s menu includes
spicy bean dishes, seafood delicacies of the Wild Adventurers Wanted The priests keep tabs on
Coast, and rice and vegetable entrees. threats in the region around the city. They're n
Weapons larger than daggers must he checked at ing close attention tc 1 rumors of dragon activity f
the door, together with shields. (Customers weat ing the nearby Cairn Hil is, and they’re looking in
metal armor aren't admitted. Two bouncers (Neu adventurers to investigate these rumors.
tral Tough Bosses) stand at the door, politely en Healing. Adventurers can purchase Potions of Heal
forcing the rule. ing for 50 GP each, and the temple’s priests have
The inn's married human proprietors, Olaf Al- Id4 such potions in stock on any given day. The
Azul (Chaotic Good Veteran Warrior) and Sivan priests also have Cure Wounds and Lesser Resto­
Al-Azul (Chaotic Neutral Assassin), speak multiple ration spells prepared and customarily cast them
languages and use humor to raise spirits and diffuse for free. For more powerful magic, such as Greater
tensions. Olaf can almost always break up a fight Restoration and Raise Dead spells, the priests direct
before it starts, generally with a round of drinks for the adventurers to the Temple of the Radiant Sun
the instigators. Sivan is quiet and introspective, but Safe Travels. By making a small donation to the
he always keeps a hilarious joke or cutting remark temple, adventurers increase the likelihood of safe
at the ready. travel to their next destination.
Character Backgrounds. Adventurers with the Teleportation Circle. Though it isn’t the only per­
Artisan or Entertainer background might do busi­ manent teleportation circle in the city, the circle
ness with the Silver Dragon Inn. within the Temple of the Far Horizon is the easiest
Reasons to Visit. Adventurers might visit the Sil­ to access. The priests allow free access to the tele­
ver Dragon for one of the following reasons: portation circle in either direction. For 2,000 GP,
Meeting with Foreign Dignitaries. Foreign dig­ the chief priest will cast the Teleportation Circle
nitaries come here to enjoy the Silver Dragon’s spell to open a connection to another permanent
food and accommodations. Characters who plan circle on the Material Plane.
to visit distant lands might connect with these
esteemed visitors. TEMPLE OF THE RADIANT SUN
Place to Stay. The Silver Dragon is centrally lo­ <) •
cated in the city and has twenty-four guest rooms This copper-roofed temple has a gold-inlaid sym­
on the upper floors. A traveler can sleep in a com­ bol of the sun above its double-door entrance.
mon room for 1 SP per night, a private room for 3
During the day, sunlight shines through high win­
SP per night, or a luxury suite for 1 GP per night.
dows to illuminate the temple’s interior, which is
Security. The Silver Dragon Inn prides itself on
being a safe stop for visitors. Its proprietors and adorned with golden draperies.
11 •
bouncers are trained to deal with trouble without
the support of the City Watch. This temple, dedicated to serving the god Pelor in
the heart of the Garden Quarter, opens at dawn and
TEMPLE OF THE FAR HORIZON
closes at dusk. In a sanctuary in the heart of the
temple, Priests conduct daily morning rites, as well
Hidden among the city’s grander temples is a as all-day observances every Godsday.
quiet, modest house of worship with clay-tiled Sarana, the temple’s Archpriest (Neutral Good). 1S
rooftops, a corner bell tower, and well-tended a middle-aged, human woman wearing a sun-shaped
vegetable gardens. Sick and hungry folk gather headdress and yellow-and-gold robes. She is never
in short lines outside as they wait for priests to seen in public without her Staff of Healing. Sarana
attend to their needs. has straw-colored hair, green eyes, and a forgiving
nature.
Character Backgrounds. Adventurers with the
Situated in the Garden Quarter, this temple is dedi­ Acolyte background might have served in the Tem
cated to Fharlanghn, a god favored by travelers and ple of the Radiant Sun, while those with the Farmer
mercenaries. The Priests who staff the temple offer background might seek it out as a place for blessmP
nourishment, rest, and healing to those in need, day Reasons to Visit. Adventurers might visit the ter
and night. Several small rooms are maintained for ple for one of the following reasons:
guests, and simple, hot meals are free to all visitors.
Character Backgrounds. Adventurers with the Healing. The temple sells Spell Scrolls of Greater ke
Guide or Sailor background might have a connec­ toration for 3,200 GP apiece and Spell Scrolls of
tion to the temple, which offers help to travelers. move Curse for 300 GP apiece, and the priests hi

156 CHAPTER 5 I GREYHAWK


1d3 copies ofeach scroll in stock on any giver .
The priests also have Cure Wounds and .1nday. UNEARTHED ARCANA

torationspells prepared, which they customarny


This quaint, two-story shop has a sign depicting
Raise Dead. Archpriest Sarana is one of 1 , a white-bearded human wizard holding a staff
Ul
of people in the Free City of Greyhawk who that has a copper ball affixed to its tip. Displayed
cast the Raise Dead spell, but she needs the • ' an
in the store's window box are various potions,
site 500 GP diamond to do so. Sarana can r sui
scrolls, wands, and wondrous oddities.
mend a jeweler who sells diamonds ofsumescom
value. Before agreeing to cast the spell Saran '
casts Zone of Truth and asks questions about 14 Magic items are bought and sold in Unearthed Ar­
the deceased individual to make sure she’s not cana, a quaint shop in Clerkburg. Magical wards
returning to life someone who should stay de t render the store's windows and doors shatterproof,
Service to the Greater Good. The temple might and no one can use magic to enter or leave the shop
call upon the adventurers to perform good arts in without the consent of its proprietor, Morley, whose
the city or abroad. Sarana is particularly vigi. quarters take up the second floor.
about the threat of Elemental Evil since she 1 Morley is an Adult Copper Dragon (Chaotic
involved in the battle at the Temple of Elemental Good) who spends his days shape-shifted into a
Evil seven years ago In exchange for their service talkative, alert, white-bearded human mage wear­
the characters and their companions are entitled ing a pointed hat, frayed robes, and pointed slippers.
to a 50 percent discount on goods purchased at Only a few people in the city-including the es­
the temple. — teemed local members of the Circle of Eight, Jallarzi
Sallavarian and Otto-know Morley's true form.
Morley is one of the city’s secret weapons, ready
to repel invaders or break a siege should the need
arise. The dragon has a soft spot for adventurers
who risk their lives for good causes. He occasionally
loans magic items free of charge to valorous heroes
who can’t afford them, on the condition that the
items be returned to him as soon as they're no lon­
ger needed.
Character Backgrounds. Adventurers with the
Charlatan or Hermit background might have a con­
nection to Unearthed Arcana, as Morley has a vari­
ety of unusual interests.
Reasons to Visit. Adventurers might visit Un­
s earthed Arcana for one of the following reasons:
Buying and Selling Magic Items. Morley buys and
sells magic items at standard prices (see chapter
7). Although he keeps a few magic items in the
shop to catch the eye, most of his inventory is
stored in extradimensional vaults only he can ac­
cess. The shop sells many Common, Uncommon,
and Rare magic items-mainly potions, rings, rods,
staffs, wands, and wondrous items. Morley has
access to a few Very Rare and Legendary magic
items as well.
Free Loan. A benefactor arranges for Morley to
loan the characters a magic item to help them
complete a quest. Before giving them the item,
Morley asks they return it in pristine condition.
Magic Item Identification. Morley can cast the
Identify spell at will. He charges 50 GP for each
casting of the spell.

CHAPTER 5 I GREYHAWK. 157


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158 CHAPTER 5 | GREYHAWK


BEYOND Got ge of the Selintan. Soaring cliffs flank the
- of Greyhawk and Environs map shows t he Selintan River for nearly ten miles. Spanning this
The. Around the Free City of Greyhawk. Locations gorge, 800 feet above the river, is a stone arch
andsmap are presented below as places where bridge sculpted to look like an extension of the
natural bedrock. The bridge allows easy travel
ggenrures can happen: between Greyhawk and Grossettgrottell. As a
Lfair Manor. Typical of several manor houses
defensive measure, the bridge’s gnome architects
Blasa keeps scattered across the Plain of Greyhawk,
hid an iron pin somewhere in the bridge; if this
Akfair Manor was founded by a distinguished
pin is removed, the entire structure collapses.
BlSairy commander. Its stable is the most famous Grossettgrottell. An industrious community of
C Hirer of fast, durable warhorses across the gnome miners and foragers lives in this network
Seadth ofthe Flanaess, drawing shrewd shoppers of hewn tunnels and natural caverns. The gnomes
com Greyhawk and beyond. The manor house is trade gemstones and rare fungi in exchange for
IT rounded by farms, extensive pastureland, and help repelling monsters from the Underdark.
3 small village with a mill, taverns, a smithy, and a Marsh Keep. Like Blackwall Keep, Marsh Keep
saddlery. is newly built and watches over the Mistmarsh.
Blackstone. See “Mining Towns” below. The Dwarfwalk road leads east from the tower to
Blackwall Keep. One of two new keeps built to Greysmere, a quarrying town with a large popula­
keep an eye on the Mistmarsh, Blackwall Keep tion of dwarves.
is a strong, stone tower with a horse corral sur­ Mining Towns. Blackstone, Diamond Lake, and
rounded by a wooden stockade. Soldiers from Steaming Springs are small mining towns gov­
Greyhawk garrison the keep and venture out from erned and protected by the Free City of Grey­
it to patrol the northern edge of the swamp. hawk. The city frequently dispatches adventurers
Cairn Hills. Hidden among the hills north and east to quell threats to the towns’ miners and mining
of the city are ancient tombs and half-buried ruins operations, which of late includes agents of luz
that attract adventurers, bandits, cultists of Ele­ intent on destabilizing the city’s economy.
mental Evil, and monsters. Mistmarsh. This vast swamp holds the half-sunken
Castle Greyhawk. Travelers who follow the Selin- ruins of an ancient city that is now shrouded by
tan River westward from the city come to a stone fog and guarded by a family of black dragons.
bridge. From there, they must travel several miles Will-o’-wisps lure prey to the ruins, where doom
northeast to reach the ruins of Castle Greyhawk. awaits.
Built by the archmage Zagig Yragerne and aban­ Peculiar Manor. Like other manors in the Plain of
doned with his demise, the ruins (and the many­ Greyhawk, Peculiar Manor was established by a
leveled dungeon below) are a powerful draw to now-forgotten hero of an ancient war. However, a
adventurers who seek wealth, glory, and magical few years ago it was purchased by retired adven­
might. All manner of marvels are said to fill the turers from Ekbir, Sanjarah and Chetna Mohsin.
ruins, including numerous portals to other planes. The Mohsins brew an extraordinary ale they call
Diamond Lake. See “Mining Towns” below. Old Peculiar, which lends its name to the manor.
Elmshire. This sleepy town with a sizable halfling Steaming Springs. See “Mining Towns” above.
population lies on the shore of the Nyr Dyv. Fish­ Stone Bridge. A small garrison in the fort of Stone
ing boats crowd the wharves. The townsfolk wel­ Bridge keeps careful watch over river traffic
come peaceful visitors-particularly adventurers approaching Greyhawk.
who can help fend off monsters, bandits, and cults Stonefort. A garrison of soldiers from Greyhawk
watches over the southern Nyr Dyv from the high
of Elemental Evil lurking in Cairn Hills.
battlements of Stonefort. The fort also guards a
Ery Villages. 1 he villages of High Ery and Erybend
are populated largely by farmers who send most gravel quarry.
Tokhel Castle. This blasted ruin stands on a rocky
of their produce for sale in Greyhawk. I he two
promontory above the Nyr Dyv. A dead magic
villages are both dominated by two prominent
zone (see “Environmental Effects” in chapter
families, the Fairheights and the Witherwinns. 3) encompasses most of the ruin, and monsters
he families have a complicated history including
guard whatever secrets the ancient castle and its
a undant instances of feuding and intermarriage,
dungeons might hold.
pS well as a catalog of lesser slights and favors.
Two Ford. The small village of Two Ford relies on
Id Keep. A ferry crossing allows traffic from river trade to supply its inns, smithies, and mer­
sreyhawk and regions to the south to cross the
e intan River at its first major bend. I he lord
chants. Ore from the mining towns is also traded
here, as it is easier to transport it by river than
payor of Greyhawk built Ford Keep here to pro- overland.
ect the crossing from bandits.

CHAPTER 5 I GREYHAWK 159


Northern Flanaess. In vast wilderness expanses
GREYHAWK GAZETTEER populated by indigenous folk, one’s mettle is
The poster map in this book shows the entire region tested by the environment and roving dragon.
of the Flanaess, with the Free City of Greyhawk Old Keoland. The former provinces of Keoland
near the center. As characters venture beyond the contend against evil monsters from the western
confines of the city and its surrounding lands, you mountains, including dragons and giants.
can use the map and the information on these pages Western Flanaess. The Baklunish peoplesand
to inspire your own adventures and world details. nations navigate complex political relationshin
PO.
THE BIG PICTURE LIVING HISTORY
To understand the Greyhawk of today (the year Creyhawk has a long history of ancient empires
576 in the Common Year), it is helpful to picture and more recent wars, but the only relevant
the Flanaess about 200 years ago. At that time, the details of this history are those that feature in
Great Kingdom of Aerdy stretched from the Vast your adventures. Highlight significant in-world
Swamp to the Rakers, and from the Solnor Ocean details by revealing them in the course of your
to the Yatil and Lortmil Mountains. Between the adventures. Use the following techniques to share
Lortmil Mountains and the Crystalmists was the lore with your players:
Kingdom of Keoland, mimicking the Great King­
dom in its imperialist approach. To the west of the Echoes of the Past. Features like a crater in the
mountains, the Baklunish nations-survivors of the side of a mountain, a defaced statue in the town
Invoked Devastation-stood much as they do now. square, or a holiday celebrating a local hero
And to the north, nomadic peoples (the Chakyik, provide concrete touchstones to past events.
the Wegwiur, the rovers of the Hunting Lands) and The characters might learn that a ruin they're
the North Kingdoms were, as now, independent of exploring was destroyed in a catastrophic battle
the politics of the south. or natural disaster.
The contraction of the two southern realms over Historical Records. Written historical details
the last two centuries is the primary force that has might appear anywhere in an adventure: glyphs
shaped the modern Flanaess. First, the provinces on ancient dungeon walls, books in a library,
of Perrenland, Veluna, and Furyondy-far from the files in a royal vault, or tapestries depicting key
overking’s throne in Rauxes-declared their inde­ events. Use such set dressing to share import­
pendence from the Great Kingdom. When Nyrond ant details. Summarize what lengthy works say,
joined them (in 356 CY), the stage was set for the and focus on the most plot-worthy parts.
slow disintegration of the Great Kingdom and the Scholarly Expertise. Characters who have profi­
ongoing rebellion that dominates the eastern part of ciency in the Arcana, History, or Religion skill
the Flanaess to this day. can be fonts of useful information. When it
The beginning of Aerdy's decline marked the would be helpful for a group to know something
high-water mark of Keoland’s expansionist poli­ about the setting, ask such characters to make
cies, as it held sway from the Pomarj to the borders an Intelligence check using the relevant skill,
of Ket. Aided by Celene, rebels in the Ulek region then share plot-relevant details if their roll war­
strove to curb the kingdom’s warlike ways, and the rants it.
accession of King Tavish IV in 453 CY marked a Magical Footnotes. Spells such as Contact Other
dramatic shift in royal policy. The Yeomanry and Plane, Legend Lore, and Speak with Dead allow
the Ulek states were granted autonomy, the Gran characters to learn information while leaving
March and Sterich became semi-independent while you control of the particulars.
remaining loyal to the crown, and the diverse Primary Sources. Personify the past through a
peoples of this region coexist in relative peace tragic ghost, an otherworldly guardian, an ar­
once again. tificial intelligence, an ancient sage, or another
With this big picture in mind, you can think of the long-lived individual. Such NPCs give you a way
Flanaess beyond the Free City of Greyhawk as five to share relevant information and respond to
major regions, each with its own store of adventure questions from the party. If the characters miss
possibilities waiting to be explored: an important detail, this NPC can reinforce de­
tails in a way books and recollected facts can t
Central Flanaess. Diverse peoples clash against luz
and the forces of Elemental Evil. Any one of these methods is useful for revealing
Eastern Flanaess. The remnants of the Great King a few details. You can combine them to share nu-
dom struggle to determine the fate of the lands in anced histories and help players feel like they re
the overking’s wicked clutches. digging into a rich and realistic history.

160 CHAPTER 5 I CREYHAWK


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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.

162 CHAPTER 5 I GREYHAWK


AL FLANAESS LOCATIONS
ceNTAA Ruler
cocation Queen Yolande (elf)
Description

celene Magister Thymantia


monarchy with large gnome and halfling populations
oyvers(Free"") Gortoz (aasimar) P tant port and trading center with a powerful navy

King Belvor IV (human)


purondy. the mer province of the Great Kingdom, among the first to
Kingdom of Mayor Talisyr (appears as
claim independence
Highfolk (Free City) Fortified city with large population of elves; the mayor is a
an elf)
isguised adult silver dragon
Nine hierarchs (mostly
Horned Society, the
Theocracy ruled by devil worshipers allied with luz, sup­
humans and hobgoblins)
ported by mercenaries enforcing their tyrannical rule
luz (cambion demigod)
luz The monster-infested domain of the demonic dictator,
steeped in wickedness
Nyr Dyv The Lake of Unknown Depths; home to barge dwellers
perrenland Voorzitter Yrenda
Fiercely independent confederation of canons
Schwartzen (human)

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

CHAPTER 5 | GREY HAWK 163


Ghost Tower of Inverness. Ages ago. an archmage SHAR
raised the mighty fortress of Inverness from the Fanatical Suloise militarists called the Scarlet Order
very rock of the Abhor-Alz. In the great inner tower founded the Hidden Empire of Shar, which is closed
of the keep, he hid his most prized possession: the to outsiders. The order controls the peninsula west
Soul Gem. Legend says this great white diamond of the Tilva Strait, as far north as the Vast Swamp.
fell from the sky and glowed with the brilliance See "Factions and Organizations” in this chapter for
of the sun, and its magic could drag mortal souls more about the Scarlet Order.
screaming from their bodies and trap them. The
fortress was ruined long ago, but on foggy nights EASTERN FLANAESS CULTURE
the great central tower still appears. The culture of the Eastern Flanaess is largely that
Lost Caverns of Tsojcanth. The archmage Iggwilv of the ancient Aerdi tribe of humans that conquered
is said to have acquired much of her prowess from the region and established the Great Kingdom al­
the hidden magic she discovered within the Lost most 800 years ago. The Aerdi valued common
Caverns of Tsojcanth (pronounced SAWJ-kahn). sense, hard work, and knowing one’s place in a
in these caverns she conducted experiments and strict social order. Having claimed their position of
rituals to increase her powers. One of these rituals power through conquest, they put great emphasis
led to her downfall, though, when she accidentally on military power and martial skill. These values
freed the demon lord Graz'zt from the prison where persist throughout the region, reinforced in the
she had bound him. Though Graz’zt fled to the Great Kingdom by strict laws and even stricter
Abyss, Iggwilv was weakened and forced to aban­ social mores.
don the caverns, but a secret cache of her treasure These same values persist in many of the lands
is said to remain. The Lost Caverns of Tsojcanth are resisting the overking’s reign. Nyrond and Almor,
detailed in Quests from the Infinite Staircase. in particular, share the stratified social structure of
Maure Castle. Maure Castle is a forlorn and fore­ the Great Kingdom, with their king and prelate re­
boding place surrounded by boggy ground and maining distant from the common people they rule.
scraggly trees. Rumors suggest that a tome holding The independent states of the Iron League are more
eldritch lore of unimaginable evil is held within, egalitarian, sharing that trait with the peoples of
guarded by a powerful demon. the Central Flanaess.
Temple of Elemental Evil. The Temple of Elemental Typical clothing in the Eastern Flanaess is a tunic
Evil, built long ago, spawned hordes of bloodthirsty of varying length, often worn with trousers, with a
monsters that ravaged the lands between Celene cape or cloak. The fabrics of the east are often pat­
and Veluna. As far as anyone in the area knows, the terned with checks or plaids, with different patterns
temple is currently abandoned and has not posed a often relating to the wearer’s lineage. Eastern cui­
threat since the Battle of Emridy Meadows in 569 sine pairs rice and potatoes with a variety of meats,
CY, but the forces of good in the region keep vig­ especially seafood.
ilant against any sign that the temple and its cults
EASTERN FLANAESS AND ITS NEIGHBORS
might arise once more.
The Duchy and County of Urnst bridge the regions
EASTERN FLANAESS of the Central and Eastern Flanaess. Once part of
the Great Kingdom’s province of Nyrond, they de­
Once a powerful force for order and good, the
clared their independence from the Great Kingdom
Great Kingdom of Aerdy has declined over the last
and the new Kingdom of Nyrond at the same time,
century to a state of utter decadence. The reign­
achieving their separation from Nyrond with min
ing overking-ivid V, patriarch of the House of
imal bloodshed. While the people of Urnst distrust
Naelax—is rumored to have fiendish advisers as well
as a noble court infested with evil. Ruling from the the king of Nyrond, they don’t hate him like they do
Malachite Throne in Rauxes, Ivid commands an the overking.
unmatched army currently embroiled in two wars The proximity of the Nyr Dyv, the Cairn Hills,
at once: one against the Kingdom of Nyrond and and the Shield Lands means the Urnst lands cant
the Prelacy of Almor, and the other against the iron ignore the rising threat of luz or the politics of t
League (consisting of Idee, Irongate, the Lordship Free City of Greyhawk. At the same time, Nyron
of the Isles, Onnwal, and Sunndi). To pay for these stands as a buffer between Urnst and the Great he
costly wars, the overking has imposed heavy taxes Kingdom, but the overking’s threat still looms |
on his subjects, further diminishing his popularity. duke and countess of Urnst believe that a uniteg
Aerdiaak, Ahlissa, Medegia, and Rei Astra are Urnst will stand more strongly against pressur
provinces and fiefs of the Great Kingdom. The Sea from east and west, which they hope to achieysor
Baronies are vassal states that provide most of the through the marriage of Countess Belissica PSrinar.
kingdom's navy. to Byron Lorinar, eldest son of DukeJalken

164. CHAPTER 5 I GREYHAWK


EASTERN FLANAESS LOCATIONS
Location Ruler
Description
Aerdiaak Herzog Varz Grenell N
(human) th province of the Great Kingdom, ruled by a cousin of
Ahlissa
Herzogin s the overking; its court is rife with debauchery and intrigue
(human) P alyn South province of the Great Kingdom, ruled by a cousin of
- , the overking; embroiled in war with the Iron League
Almor, the Prelacy of Prelate Xanther Klimstvn — , 6
(human) , eocracy ruled by a priest of Pelor who declared indepen-
ence when the Great Kingdom descended into evil
Bone March. the
Fallen territory of the Great Kingdom, now held by armies
from Almor and Nyrond
Celadon Forest
Ancient forest protected by druidic circles and fey
Flinty Hills and
Gamboge Forest Home to several independent communities with no great
love for Nyrond or the Pale
Great Kingdom, the Overking Ivid V (human) Unspeakably evil monarchy
Idee
cumskysiek Donsten Independent fiefdom; member of the Iron League
Irongate (Free City)
ayor Unthera Selvich Thriving metropolis; member of the Iron League; the
pp ars as a dwarf) mayor is a disguised adult bronze dragon
Lordship of the Isles, the
Princess Ronthal III Independent principality; member of the Iron League
(human) •
Medegia, the See of
Holy Censor Starvik Jerel Theocratic fiefdom ruled by a priest whose power is
( uman) rumored to come from pacts with archdevils
Nyrond, the Kingdom of King Dunstan 1 (human) Center of resistance to the Great Kingdom

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

CHAPTER 5 | GREYHAWK 165


.. and rich and magical treasures. Some-
monst within rests the demilich Acererak, who
EASTERN FLANAESS ADVENTURES where WieR of the region long ago. The demilich is
I he story of the Eastern Flanaess is a tale of
Xt^
scrappy rebels Nyrond, Almor, and the lion
League defying the overwhelming power of a cor Tomb of Horrors is detailed in Tales from the
rupt and decadent empire. This story lends itself to
campaigns exploring themes of supernatural hor
ror (in the fiend haunted courts of the overking),
Yawrin EPo’chhe chilly mists of the Tr011 Fens, 10
1 eainst the shoulders of the Griff Mountain,
swashbuckling (in the cities across the region as
well as the eastern seas), and war (see "Flavors of catedkeAakers at the head of the Yol River, cloak a
Xe of unnameable horrors. As the name implie,,
Fantasy" in this chapter). Ri fens are infested with particularly large and
Havens of Unrest. Those who despise and chai the " trolls The Pale carefully hedges the place
lenge the Great Kingdom's oppression outlaws "uh watchtowers and keeps, and strong patrols
both good and bad find refuge in borderlands just ride the verges of the southern end of the Troll Fen,
beyond the reach of the overking’s soldiers. These to watch for unwelcome visits from the monsters
include the woods and swamp near Rei Astra (the
dwelling within.
eastern reaches of the Grandwood Forest and the
l one Heath) and the Hestmark Highlands east of NORTHERN FLANAESS
Sunndi. The outlaws in the Grandwood include
The northern region of the Flanaess includes three
significant numbers of elves and halflings as well
distinct areas populated by different peoples: the
as humans, while those in the Hestmark Highlands
dii , a horse riders of the Chakyik and the
include dwarves and gnomes. Wegw’iur, the Suloise people of the North King-
Tomb of Horrors. Deep within the Vast Swamp is
Xms, and the Flan nomads of the Hunting Lands.
the sinister Tomb of Horrors-a labyrinthine crypt
filled with terrible traps, strange and ferocious

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,

NORTHERN FLANAES s LOCATIONS


Location Ruler Description

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

ADVENTURERS IN THE NORTH KINGDOMS HELP A


FROST GIANT'S PET MAMMOTH FIND ITS WAV HOME.

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

168 CHAPTER 5 GREYHAWK


A KEOLAND LOCATIONS
0- Ruler
Location Description
1 the March of Margrave ImranRendulkar
Bone of contention between Keoland, Veluna, and Ket
Bissel" (human)

Geoff, the Grand Grand Duchess Owena


Isolated fiefdom with a long history of battling giants in
Blackthorn (human)
Duchy of the nearby mountains
Gran March, the Commandant Magnus
Nominal vassal of Keoland and ally with Bissel; the com­
Onyxbeard (dwarf)
mandant is elected from among the March’s noble houses
Hold of the Sea Prince Zygmund III of
Independent oligarchy of sea traders founded by bucca­
princes, the Monmurg (human)
neers; now a powerful naval force
Keoland, the King Kimbertos Skotti Heart of the Old Keoland region, surrounded by friendly
Kingdom of (human) neighbors that swear fealty to Keoland’s monarch
Lortmil Mountains, the Natural border between the Old Keoland region and the
Central Flanaess
Sterich, the March of Marquise Quercha Nominal vassal state of Keoland, but its ruler is more like
Emondav (human) a sister than a vassal to the king of Keoland
Ulek, the County of Countess Lewenn Richfield Former vassal of Keoland
(human)
Ulek, the Duchy of Duke Grenowin (elf) Former vassal of Keoland with a large population of elves
Ulek, the Principality of Princess Olynn Corond Fiefdom with a significant navy; its princess commands
(dwarf) the respect of many dwarves beyond Ulek
Valley of the Mage, the The Mage of the Valley Secluded refuge of an ancient archmage; current inhabi­
(identity unknown) tants unknown
Yeomanry, the Freeholder Vyndi Skyspear Independent republic governed by an elected freeholder
(goliath)

NORTHERN FLANAESS ADVENTURES OLD KEOLAND CULTURE


The cold north is an ideal location for a campaign Old Keoland is a diverse region of the Flanaess
featuring themes of sword-and-sorcery fantasy (see where different cultures have mingled for many
“Flavors of Fantasy” in this chapter). The peoples of centuries. Keolish folk often garden, maintain close
the Northern Flanaess battle giants, dragons, and family ties, have a down-to-earth nature, and love
other horrific monsters in equally dangerous envi storytelling.
ronments, while remaining suspicious of the deca The clothes worn in Old Keoland tend toward
dence of the cities and nations of the south. loose-fitting shirts and wide-legged pants, volu­
minous cloaks for cold or wet weather, and sturdy
OLD KEOLAND boots. This region’s cuisine represents a fusion of
Central Flan dishes of rice, potato, and meat with
United by their shared history as part of the ancient
some spices and seasonings brought from the west,
Kingdom of Keoland, the marches and fiefdoms
creating unique flavors.
between the Lortmil Mountains and the higher
mountains to the west gather diverse populations o OLD KEOLAND AND ITS NEIGHBORS
many different species in relative peace with each The long chain of the Lortmil Mountains forms a
other. Even the long standing feud between Keoland natural barrier between Old Keoland and the region
and the Hold of the Sea Princes might be drawing of the Central Flanaess. The mountains contain
to an end under the leadership of Keoland s cur rent some of the richest gem and precious metal de­
ruler. King Kimbertos Skotti. The region enjoys a posits in Eastern Oerik. The humans, dragonborn,
warm, mild climate but faces many threats from dwarves, gnomes, halflings, goblinoids, goliaths, and
monstrous foes. orcs that live in these mountains and their foothills
are subjects of the realms that surround the moun
tain range, but they often band together to deal
with greater threats on both sides of the mountains.

. ... .

J Y --- z 2 S - *" * g-- 51 CHAPTER 5 I GREYHAWK 169


V

BENEATH THE BEAUTIFUL SURFACE OF THE


HELLFURNACES LIE ENDLESS HIDDEN EVILS

OLD KEOLAND ADVENTURES


One reason for the amicable relations among the connect to the Underdark, wherein lie hidden cities,
nations of Old Keoland is the danger posed by drag­ strongholds, and temples harboring terrible evil.
ons, giants, and other monsters found throughout Jotens. Hill giants, manticores. and wyverns from
the region. That makes this region particularly well thejotens regularly threaten the tranquility of both
suited to a heroic fantasy campaign (see “Flavors Sterich and the Yeomanry.
of Fantasy” in this chapter). The most dangerous
Rushmoors. Hungry black dragons, otyug s. an
places include those described below.
other monsters haunt the Rushmoors.
Barrier Peaks. These forbidding highlands are
home to strange monsters. “Expedition to the Bar­ WESTERN FLANAESS
rier Peaks,” an adventure in Quests from the Infinite
Staircase, explores the origin of these monsters. Survivors of the Invoked Devastation that the
Crystalmist Mountains. Giants, white dragons, and destroyed the ancient Baklunish empire seslf
other monsters frequently descend from the Crys­ temperate prairies, forests, and coastal Ian C a go.
talmist Mountains into Geoff and Sterich, searching the Western Flanaess about a thousand yeare.s
lor food and plunder. An ancient tunnel stretches Largely separated from the rest of the Flanaseal-
from the western end of the Yeomanry into the Sea by the Yatils, the Barrier Peaks, and the “Rdof
mist Mountains, these realms are a strong
its Dust,
of attracting many adventurers to explore
lengths.
Baklunish cultures. resent
Dim Forest I hough elves inhabit the western The nations of Ekbir, Tusmit, and Zeif b Blashik
part of the Dim Forest, the eastern part is wild and the heart of the region, and two rivers t e between
prowled by monsters, including green dragons mund and the Tuflik- form natural boi “ peace
Hellfurnaces. I he I fell! urnaces are a volc anically them. Although the nations currently eno Jolitical
active ' . . . . . . . . . . . . . . fthe: ry talmist Mountains ful relations, Tusmit profits by playing its At zeif.
populated with thi cuts ini luding fire giants and
neighbors against each other-Ekbir agalakandaf
dragons Beneath the mountains are labyrinths that Zeif against the Ulakandar nomads, the Ofarlan
nomads against Ket, and so forth. Pasha well
170 Sylba of Tusmit is careful to keep his nan1
CHAPTER 5IGREYHAWK
ASTERN FLANAESS LOCATIONS
Ruler
Location Description
pry Steppes, the Desert where the Baklunish empire once stood
Ekbir, the Sultanate of Sultan Xargun II (aasimar)
Monarchy in an uneasy peace with its neighbors, bracing
for a rumored invasion from Zeif
Beygraf Zoltana Lhaz Crossroads region
Ket (human)

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

CHAKI 1 k 6 I COSMOL OGY


174
INNER PLANES
"PLANE OFWATERIrG

PLANE OF ICE
. PLANE OF OOZE

PLANE OF AIR MATERIAL PLANE ( PLANE OF EARTH


/ /.4s t*i
. SHADOWFELL

PLANE, OF ASH PLANE OF MAGMA

"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 “

, TORCH WOP—0 PANDEMONIUM


HOPELESS

ACHERON

NINE HELLS ABYSS

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.

176 CHAPTER 6 I COSMOLOGY


ond, portals often have guardians charged
insuring that certain creatures don’t pass TRAVELING THE OUTER PLANES
“ugh. A portal's guardian is typically a powerful Described in the sections that follow are four planar
thrgical creature, such as a djinni, a sphinx, a titan, features that connect multiple Outer Planes:
mas inhabitant of the portal’s destination plane.
• IhelnfiniteStairca.se
Anally, most portals aren’t open all the time, hut
• I he River Oceanus
n only in particular situations or when a certain • The River Styx
°P Tirement is met. A portal can have any require ’ Yggdrasil, the World Tree
reg t but the following are the most common:
mene Other planar crossings might exist in your cam­
command. The portal functions only if a particular paign, or it might be possible to walk (or journey
command is given. A command is usually a word aboard a wondrous train or similar vehicle) from
that can be invoked in any language (including a one plane to another in your cosmology.
signed language). Sometimes the command must
be given as a character passes through the portal INFINITE STAIRCASE
(which is otherwise a mundane doorway, window, The Infinite Staircase is an extradimensional stair­
or similar opening). Other portals open when the case that connects the planes. An entrance to the
command is given within 15 feet of themselves, Infinite Staircase usually appears as a nondescript
and they remain open for id 12 minutes. door. Beyond the portal lies a small landing with a
Kev item. The portal functions if the traveler car­ stairway leading up and down. The Infinite Stair­
ries a particular object; the item acts much like a case changes appearance as it climbs and descends,
key to a door. This item can be a common object going from simple stairs of wood or stone to a
or a particular one created for that portal. The chaotic jumble of stairs hanging in radiant space,
city’ of Sigil above the Outlands is known as the where no two steps share the same gravitational
City of Doors because it features an overwhelm­ orientation. It includes ramps, hovering platforms,
ing number of such item-keyed portals. and clockwork conveyor belts along its endless
Random. The portal functions for a random period, construction. The adventure anthology Quests from
then shuts down for a similarly random duration. the Infinite Staircase provides more details about this
Typically, such a portal allows ld6 + 6 travelers to planar pathway.
pass through, then closes for ld6 days. The staircase is home to Nafas, a noble genie cre­
Situation. The portal functions only if a particular ated by the planar winds that blow into the expanse
condition is met. A situation-keyed portal might through its myriad doors. A distant and benevolent
observer, Nafas hears wishes spoken throughout
open on a clear night, when it rains, or when a
the multiverse-wishes he fulfills with the help of
certain spell is cast in its vicinity.
adventurers who happen upon his aeolian palace.
Time. The portal functions only at particular times
Doors to the Infinite Staircase are often tucked
on the Material Plane: during a full moon, during
away in dusty, half-forgotten places that no one fre­
the spring equinox or winter solstice, or when the
quents or pays any attention to. On any given plane,
stars are in certain positions. Once it opens, such
multiple doors might lead to the Infinite Staircase,
a portal remains open for a limited time, such as
though entrances aren’t common knowledge and
for 3 days following the full moon, for 1 hour, or
are occasionally guarded by devas, sphinxes, yugo-
for 10 minutes.
loths, and other powerful monsters.
Learning and meeting a portal’s requirements can
draw characters into further adventures as they RIVER OCEANUS
chase down a key item, scour old libraries for com- The water of the Oceanus is sweet and fragrant,
mands, or consult sages to find the right time to as befits its headwaters in the Blessed Fields of
visit the portal. Elysium. This plane-spanning waterway provides
a path through some of the Upper Planes. It flows
SPELLS ____ through each of Elysium’s layers, passes through
the top layer of the Beastlands, streams across the
f number of spells allow direct or indirect access
top layer of Arborea, and finally drains away some­
"O different planes of existence. Gate and Plane Shift
where in Arborea’s second layer.
an directly transport adventurers to any other Though it isn’t as far-reaching as the Styx, the
P ane, with different degrees of precision. Ethereal Oceanus is still a commonly used path between
ness allows adventurers to enter the Ethereal Plane.
planes and layers. Trading vessels sail up and down
nd Astral Projection lets adventurers project them its length, and small towns line its banks. Travelers
selves into the Astral Plane and from there travel to can usually find a boat to hire somewhere along
the Outer Planes.
its shores.

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+.

I78 CHAPI ER 6 I COSMOLOGY


PLANAR ADVENTURE SITUATIONS
IdlO Situation IdlO Situation
When magic fails to revive a dead person, 7 A foolhardy knight carried a holy weapon
the only solution is to venture to the Outer on a doomed mission into the Nine Hells,
Planes to find the person’s spirit and either and the powers of Mount Celestia want the
release it from some prison or convince the weapon and the knight’s remains retrieved.
person to return to life. 8 A titan is imprisoned on an Outer Plane.
2 People who venture into the woods keep The characters might be trying to stop
those who seek to release it, or they might
accidentally wandering into the Feywild or
want to release it to help defend the world
the Shadowfell. They might never return,
from a greater threat.
return with no sense of how much time has
passed, or return dramatically changed. 9 To prove themselves worthy of an even
greater quest, the characters are sent to slay
A long-dead oracle is the only one who
a horrible monster, win the favor of a pow­
knows how a terrible prophecy might be
erful planar being, negotiate peace between
averted, but the cataclysmic fulfillment of
two warring planar factions, or retrieve a
the prophecy has already begun.
long-lost item on another plane.
A god has stopped answering prayers and
10 An item of legend is being sold at auction in
won’t respond to any Commune spell. Sigil, the City of Brass, or some other planar
5 A devil has tricked an angel into meddling metropolis.
in the Blood War, and the angel seeks
mortal aid.
A ancestor of one of the characters must be
convinced to bless the character before the
full power of the character’s bloodline can
be unleashed.
CHAPTER 6 | COSMOLOGY 179
layers of the Abyss. Other portals 1e d
TOUR OF THE MULTIVERSE monium, Sigil, the gate-town of Plag to Pand.
Each plane in the multiverse is described below, Outlands, and the Astral Plane, make Mort,
planes are presented in alphabetical order the best way to escape the horrors ofthisay.
Iron fortresses dot the landscape ho ne Abys,
ABYSS lords and upstart demons that are asss to Petty
the Abyss itself. angeabl.
The Abyss embodies all that is perverse, gruess The portal leading to Plague-Mort i
and chaotic. Its virtually endless layers spn a
within a fortress called the Broken R "ked
ward into ever more appalling forms.
Each layer of the Abyss boasts a horrific environ by a succubus named Red Shroud in h ’ ruled
ment that is harsh and inhospitable to mortals; Reach, those who can prove their stre en
layer also reflects the entropic nature of the Abyss. tie can stay unharmed for a few days "। and met
Much of the plane seems to be in a decaying, crum Layers 45-47: Azzagrat. The demon lord?
bling. or corroded state, and its corruption affects embodies manipulation and cruelty tern razzt
visitors (see "Curses and Magical Contagions in tals with the promise of appalling delights Smor-
chapter 3). adent luxuries. He rules over the realm of And dec-
which encompasses three interconnected 1
L AYERS OF THE ABYSS of the Abyss. His seat of power is the fantask"
The layers of the Abyss are numbered based on the gent Palace in the city of Zelatar, whose bustlin ‘
sequence of their discovery and cataloging by ex­
markets and pleasure palaces draw visitors from
plorers from Sigil. Thus, the Plain of Infinite Portals
across the multiverse in search of obscure magical
is identified as the first layer, Azzagrat encompasses
lore and perverse delights. By Graz’zt’s command
the 45th, 46th. and 47th layers; the Demonweb is
the demons of Azzagrat present a veneer of civility
the 66th layer; and so on. The Layers of the Abyss
and courtly comity. However, the so-called Triple
table presents several infamous layers; detailed
Realm holds as much danger as any other part of
descriptions of these layers follow the table.
the Abyss, and planar visitors can vanish without
LAYERS OF THE ABYSS a trace in its mazelike cities and in forests whose
trees have serpents for branches.
Layer Description
Layer 66: The Demonweb. Lolth is the Demon
The Plain of On layer 1, corroded iron fortresses Queen of Spiders, whose schemes entangle entire
infinite Portals defend routes to lower layers. civilizations on worlds across the multiverse. Of all
Azzagrat Graz'zt's corrupt, decadent city is demon lords, she might have the most active inter­
split across layers 45, 46, and 47. est in the worlds of the Material Plane and in the
cultists who do her bidding on those worlds, but her
The On layer 66, Lolth’s web snares all
interest lies only in domination.
Demonweb and hides portals to other planes.
Lolth’s layer is an immense network of thick, mag
Gaping Maw Layer 88 is a malevolent wilderness ical webbing that forms passageways and cocoon­
surrounding Demogorgon’s ocean like chambers. Structures, ships, and other objects
fortress. are caught in the webbing. The webs conceal ran
hanatos On layer 113, an endless graveyard dom portals that snare objects from demiplanes an
hosts Orcus and the sleepless Material Plane worlds that figure into the scheme
dead. of the Spider Queen. Lolth’s servants also build ,
dungeons amid the webbing, trapping and hungs
The Slime Pits Layer 222, a fetid realm of ooze
Lolth’s hated enemies within crisscrossing COgeons
(Shedaklah) and fungi, obeys the whims of
of web-mortared stone. Far beneath these " bider
Juiblex and Zuggtmoy.
lie the bottomless Demonweb Pits where the chol
The Yeenoghu and his gnoll servants Queen dwells with her most loyal servants khtier
Death Dells prowl layer 422-a cruel, desolate demons created to serve her that outrank mlb
realm. demons while in the Spider Queen’s realm
The Endless Layer 600‘s endless labyrinth turns Layer 88: The Gaping Maw. The Sibilant e rgon
Maze visitors into Baphomet’s prey. and the self-styled Prince of Demons, Deleerof
yearns for nothing less than undoing theOseems
iMyer 1: The Plain of Infinite Portals. This layer is the multiverse. A two-headed monster “ her be-
the miser able gateway to the infinite layers of the as much in conflict with himself as with o 3 hatred
Abyss. Under a glaring red sun, the rocky ground ings, the Prince of Demons inspires fear
contains gaping craters that are portals to the other among other demons and demon lords

180 CHAPT ER 6 I COSMOLOGY


.1
Ui

mausoleums, gravestones, and sarcophagi litter the


Demogorgon’s layer is a vast wilderness of bru-
landscape. Undead swarm across the plane, bursting
tality and horror known as the Gaping Maw, where
from their tombs and graves to tear apart any crea­
even powerful demons are overcome by fear.
tures foolish enough to journey here.
Reflecting Demogorgon’s dual nature, the Gaping
Orcus rules Thanatos from a vast palace known
Maw consists of a massive primeval continent cov
as Everlost, crafted of obsidian and bone. Set in a
ered in dense jungle, surrounded by a seemingly howling wasteland called Oblivion’s End, the palace
endless expanse of ocean and brine flats. The Prince is surrounded by tombs and graves dug into the
of Demons rules his layer from two serpentine tow sheer slopes of narrow valleys, creating a tiered
ers, which emerge from a turbid sea. Each tower is
necropolis.
topped with an enormous fanged skull. The spires Layer 222: The Slime Pits. Also known as
constitute the fortress of Abysm, where echoes o Shedaklah, this layer is ruled by two separate yet
Demogorgon’s turbulent thoughts resound throug equally repugnant demon lords-Juiblex and Zuggt-
the halls, tearing at the minds of creatures who moy—who coexist with little conflict.
dare to enter. Juiblex, the Demon Lord of Slimes and Oozes, is
Layer 113: Thanatos. Known as the Demon Prince an amorphous mass that lurks in the abyssal depths.
of Undeath and the Blood Lord, the demon lord Ur The wretched Faceless Lord cares nothing for
cus is worshiped by Undead and by living creatur 3 cultists or mortal servants, and its sole desire is to
-hat channel the power of undeath. A br oodinga turn all creatures into formless copies of its horrid
nihilistic entity, Orcus yearns to make the mu 1 self. Zuggtmoy is the Demon Queen of Fungi and
verse a place of death and despair, forever unchang the Lady of Rot and Decay. Her primary desire is
ing except by his will, and to turn all creatures in to infect the living with spores, transforming them
Undead under his control. . into her servants and, eventually, into decomposing
Orcus's realm of Thanatos is a land of ls hosts for the mushrooms, molds, and other fungi
mountains, barren moors, ruined cities, an » that she spawns.
of twisted black trees under a black sky- om
CHAPTER 6 I COSMOLOGY 181
As the name suggests, the Slime Pits is a hubbling
ACHERON
morass of fetid sludge. The landscape is covered in Acheron is made of immense iron blocks
vast expanses of caustic slimes, and strange organic metallic surfaces ring beneath the marehWhose
forms rise from the oceans of ooze at Juiblex s com endless armies. These blocks drift throupl’Sfeet of
mand, Zuggtmoy’s palace consists of two dozen void, sometimes colliding with a fearsome an airy
immense mushrooms, among the largest in exis crushing all between them and sending sh clang,
fence, hollowed into grand chambers and twisting through the plane. "dders
corridors. The palace is surrounded by a field of Acheron has four layers, with the largest ,
acidic puffballs and poisonous vapors. gravitating to the top layer. Some scholars h Jocks
I over 422: The Death Dells. The demon lord Yeeno- orized that the crashing blocks of the upp ave the
ghu hungers for slaughter and senseless destruction. are eventually broken down into smaller enuAYers
Gnolls are his instruments on the Material Plane, of matter that sink to the lower layers. The "nks
and he drives them to ever-greater atrocities in his actually the opposite: the tiny shards of 0 ruth is
name. Delighting in sorrow and hopelessness, the the lowest layer, break off from an icy mianthus,
Gnoll Lord yearns to turn the cosmos into a waste­ —cIn fe
deepest recesses and are gradually assembled
land in which the last surviving gnolls tear one an­ organized, perhaps under the influence of ne and
other apart for the right to feast upon the dead. Mechanus, into the perfect cubes of Avalas ‘ )
Yeenoghu rules a layer of ravines and badlands
The nature of Acheron instills bloodlust in thos
known as the Death Dells. Here, creatures must
who visit the plane (see “Environmental Effects" =
hunt to survive. Even plants try to snare the un­
chapter 3).
wary to bathe their roots in blood. Yeenoghu’s
servants, helping to sate their master's hunger as LAYERS OF ACHERON
he prowls his kingdom, capture creatures from the
Layer Description
Material Plane for release in the Gnoll Lord’s realm.
Layer 600; The Endless Maze. The demon lord Avalas Spirit soldiers wage endless wars
Baphomet, also known as the Horned King and the across debris-strewn battlefields.
Prince of Beasts, embodies bestial bloodlust. If he Thuldanin Pitted, hollow cubes arefilled with the
had his way, civilization would crumble and all mor­ cast-off machinery of war.
tals would embrace their predatory instincts.
Baphomet’s layer is a never-ending dungeon with Tintibulus Jagged blocks tumble indarkness,
the Horned King’s enormous palace at its center. A holding frozen memories sapped by
confusing jumble of crooked hallways and myriad the River Styx and crystallized into
chambers, the palace is surrounded by a mile-wide fleeting images.
moat concealing a confounding series of submerged Ocanthus Maelstroms of razor-sharp debris swirl
stairs and tunnels leading deeper into the fortress.
above a mire of black ice.
ABYSS ADVENTURES
The Abyss embodies the loathsome corruption of
ACHERON ADVENTURES
Acheron is a plane of enforced order, where rigid
chaos and evil. A descent into the Abyss is a journey
into a hostile and uncharted environment. It's also conformity leads to crushed spirits and broken
an opportunity to confront the evil in one’s own hopes. The spirits here can't conceive of anyone
heart and to resist the temptation to turn against refusing to obey the will of their commanders. They
allies in order to survive. Heroic characters might are dedicated soldiers, forever lacking a cause.
make a desperate last stand against endless hordes A journey into Acheron is a confrontation with
of demons here, or they might try to avoid detection the bleak nihilism of unending conflict, thehars",
while seeking a holy relic left behind by some lost reality of authoritarian rule, and the uncaring I
hero who dared to venture here. sures of social conformity. It’s also an oppor ‘"Dhat
It's the nature of the Abyss to contaminate the for characters to grapple with the question OPP
other planes it touches. Opening a portal to the they are fighting for, among armies that have
Abyss from any other plane allows the Abyss to cre­ gotten how to even ask the question. ron
ate tiny pockets of Abyssal evil that can eventually On a more literal level, an adventure in As
become so corrupted that they're drawn into the can involve preventing a villain from scaven8 he
Abyss. I hus, adventurers exploring a desecrated I huldanin for some new horror of warfare e
temple or fetid swamp on the Material Plane can unleashed on the battlefield. Or it might Tellgntsor
unexpectedly find themselves in a demon infested retrieving a secret from the imprisoned the 1
environment very much like the Abyss without ever memories found in the blocks of I intibulus
leaving their home plane.

182 CHAPTER 6 I COSMOLOGY


ARBOREA ARCADIA
a is a plane of extremes: stupendously craggy
A tains; unbelievably deep gorges; forests of
Arcadia thrives with orchards of perfectly lined
trees, ruler-straight streams, orderly fields, im­
molltrously huge trees; and vast stretches of wheat maculate roads, and cities laid out in geometrically
mOR. orchards, and arbors. Wild-hearted nature pleasing shapes. The mountains bear no trace of
fields, dwell in every glade and stream, brooking no erosion.
SPFIngement. Travelers must tread lightly. Night and day are determined by an orb that
The air of Arborea seems charged with excite- floats in the sky above both of Arcadia’s layers. Half
Sudden squalls brew up out of nowhere, of the orb radiates sunlight and brings about the
"eting the tree-lined paths with heavy winds. The day; the other half sheds moonlight and brings on
bed ms pass within minutes and leave behind warm the starry night. The orb rotates evenly without
StOl of sunlight filtering through the forest canopy, fail, spreading day and night across the entire plane.
arcs, wavs seems to be playing in the distance;
Music —Y) ..e p The weather in Arcadia is governed by four allied
sometimes it originates from groups of elf musi- demigods called the Storm Kings: the Cloud King,
Hans but just as often the faint tune is merely the the Wind Queen, the Lightning King, and the Rain
wind curling through the boles of the great trees. Queen. Each one lives in a castle surrounded by the
type of weather that ruler controls.
LAYERS OF ARBOREA Arcadia is suffused with a vigorous life en­
Layer Description ergy that bestows great vitality on visitors (see
Arvandor Towering trees, colorful wildflowers, “Environmental Effects” in chapter 3).
abundant grain, and delicious fruit
LAYERS OF ARCADIA
create a lush environment.
Layer Description
Aquallor An eternal ocean fed by the River
Abellio Everything in these fields of plenty is
Oceanus is home to teeming sea life
dedicated to the good of all.
and mighty storms.
Buxenus Military forces gather their strength,
Mithardir A desert of white sand is abandoned
amid pleasant valleys and orchards, to
by whatever powers once lived there.
reclaim the lost layer of Menausus—
now part of Mechanus.
ARBOREA ADVENTURES
Arborea is a larger-than-life place of violent moods
ARCADIA ADVENTURES
and deep affections, of whim backed by steel, and of
Everything on Arcadia works toward the common
passions that blaze brightly until they burn out. Its
good and a flawless existence. Here, purity is eter­
good-natured inhabitants are dedicated to fighting
nal, and nothing intrudes on harmony. Individuality
evil, but their reckless emotions sometimes break
is subsumed to peaceful life in community, and
free with devastating consequences. Rage is as com­ military might can be brought to bear on those who
mon and as honored as joy in Arborea. disrupt that peace.
An adventure in Arborea can be an opportunity An adventure in Arcadia can be
for characters to discover who they are when masks an opportunity to explore
fall away and the honesty of unfettered emotion is the tension between *|
revealed. The inhabitants of the plane are accus- individual freedom T-eae
tomed to this emotional honesty. Lifelong friends and societal re- yedr
might share a laugh over food and wine, cross sponsibility for
lades over a mutual lover, and write songs cele- the common
rating each other’s courage and integrity, all in a good. Even law ue P P t
jingle evening. For those who aren’t accustomed to
fully " fse)
1 in
is candor, though, it can lead to hurt feelings and
‘gering resentment. rarely conform
( ) ano-”
• (aag
Ta
features that visit Arborea and then leave some-
mes experience a desperate desire to return-a
Sree a ' 26
expectations, e4.
yearning so intense that it can interfere with day- and a visit to 22y
to day life.
this plane can rn) 47
AWhat secrets lie buried in the sands of Mithardir/
poexpedition might involve investigating whatever
highlight that Bh
" .bre tdjmm
find O Celestials once inhabited the silver desei t o
Some knowledge they possessed.

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

184 CHAPTER 6 1 COSMOLOGY


A SPELLJAMMING WASP SHIP APPROA

7a

PSYCHIC WIND LOCATION EFFECTS


ld20 Location Effect
1-8 Diverted; add 1 d6 days to travel time
and exist on both the Astral Plane and Material 9-12 Blown astray; add 3dl0 days to travel time
Plane simultaneously. This overlap enables crea­ 13-16 Lost; at the end of the travel time, the char­
tures to use spells such as Teleport to travel from acters arrive at a location other than the
W ildspace to a nearby world, or vice versa. A crea­
intended destination
ture or ship traveling from one Wildspace system
to another must cross the Astral Plane unless it has 17-20 Sent through a random color pool (roll on
some other magical means of traveling from one the Astral Color Pools table)
- to another. (See “Material Plane” in this chap-
Each traveler caught in a psychic wind makes a DC
ter.) Spelljammer: Adventures in Space contains exten-
15 Intelligence saving throw. On a failed save, the
sive information about Wildspace and Astral travel.
traveler suffers a random effect from the Psychic
PSYCHIC WIND Wind Psychic Effects table as well.
psychic wind is a storm of thought that batters
PSYCHIC WIND PSYCHIC EFFECTS
travelers minds rather than their bodies. The storm
made of lost memories, forgotten ideas, and sub- ld20 Psychic Effect
nscious fears that went astray in the Astral Plane 1-8 You have the Stunned condition for 1 min­
ang conglomerated into this powerful force. ute; you repeat the saving throw at the end
oPsychic wind is first sensed as a rapid darkening of each of your turns, ending the effect on
8 the silver gray sky. After ld4 minutes, the area yourself on a success.
ascomes as dark as a moonless night. As the sky 9-12 You take 11 (2dl0) Psychic damage.
assesns, the traveler feels buffeting and shaking,
13 17 You take 22 (4dl0) Psychic damage.
au the plane were rebelling against the storm. As
sk y as it comes, the psychic wind passes, and the 18- 20 You have the Unconscious condition for 5
X [eturns to normal in 1 minute. (1 d 10) hours; the effect on you ends if you
jetted IP of travelers journeying together is sub take damage or if another creature takes an
inp to one location effect, determined by consult action to shake you awake.
e Psychic Wind Locations Effects table.

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.

186 CHAPT ER 6 I COSMOLOGY


- grim inspiration for all other prisons in exis-
ee Carceri is a plane of desolation and despair
“six lavers hold vast hogs, fetid jungles, wind
dept deserts, jagged mountains, frigid oceans, and
Slack ice. All form a miserable home for the traitors
d backstabbers trapped on this prison plane.

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.

L CHAPTER 6 I COSMOLOGY 187


==
AARAKOCRA SCOUTS RETURN HOME TO
A CITV ON THE PLANE OF AIR.

ELEMENTAL PLANE OF AIR Labyrinth Winds. Much of the Plane of Air is a


The Plane of Air is home to constant winds of vary­ complex web of air streams, currents, and winds
ing strength. Here and there, chunks of earth drift called the Labyrinth Winds. These range from
in the openness, many covered with lush vegetation. stiff breezes to howling gales that can rip a crea­
These earth motes serve as homes for djinn and ture apart. Even the most skilled flying creatures
other natives of the plane. Other creatures live on must navigate these currents carefully, flying
cloud banks infused with magic to become solid with the winds, not against them.
surfaces, supporting towns and castles. Mistral Reach. Located near the Para-elemental
Drifting clouds can obscure visibility in any di­ Plane of Ice, the Mistral Reach is a region of frigid
rection in the plane. Storms are frequent, ranging winds and driving snowstorms. Earth motes in
from strong thunderstorms to fierce tornadoes or the reach are covered with snow and ice.
mighty hurricanes. The air is mild, except near the Sirocco Straits. The Sirocco Straits is the region
Para elemental Planes at either end of the plane, the plane nearest to the Para-elemental Plane of
where the temperature is more extreme. Rain and Ash, where hot, dry winds scour earth motes int"
snow fall only in the part of the plane nearest to the barren chunks of rock.
Para elemental Plane of Ice.
Although few landmarks distinguish one area of PLANE OF AIR ADVENTURES
the Plane of Air from any other, the following are The essential nature of air is movement, animatis
notable features of the plane: and inspiration. Air is the breath of life, the winds
0 change, the fresh breeze that clears away the
Aaqa. Here and there are hidden realms reachable
only by following a particular sequence of flowing of ignorance and the stuffiness of old ideas. of
winds. Fabled Aaqa is one such realm, a shining When turned toward wicked ideals by cultist .
domain of silver spires and verdant gardens atop ■ emental Evil, elemental air represents destr" .,
a lei tile eai th mote l he Wind Dukes of Aaqa power turned to vengeful ends. Cultists of E'1
are dedicated to law and good, and they main wield howling storms to forcefully express the
tain a vigilant watch against the depredations of Personal freedom or lay claim to things they e
Elemental Evil. I hey are served by aarakocra. ey have been wrongfully denied.

188 CHAPTER 6 COSMOLOGY


EEMENTAL PLANE Or EARTH I he weather on the plane is marked by fierce
- Plane of Earth is a chain of mountains rising winds and thick ash. Although the air is breathable,
The than any mountain range on the Material creatures not native to the plane must cover their
hishe It has no sun of its own, and no air surrounds mouths and eyes to avoid stinging cinders. The
Pla"seaks of its highest mountains. Most visitors to efreet use magic to keep the cinder storms away
the Pane arrive by way of vast caverns that honey- from the City of Brass, but elsewhere in the plane,
thmbthemountains. the wind always blows, sometimes rising to hurri­
Important features of the Plane of Earth include cane force during the worst storms.
I he heat on the Plane of Fire is comparable to a
thefollowing:
hot desert on the Material Plane and poses a similar
of Jewels. The plane’s largest cavern, called the threat to travelers (see “Environmental Effects” in
Great Dismal Delve or the Sevenfold Mazework,
chapter 3). Sources of water are rare, so travelers
s home to the City of Jewels-the capital city of
must carry their own supplies or produce water by
the dao. The dao take great pride in their wealth magic.
and send teams across the plane in search of new Important features of the Plane of Fire include the
veins of ore and gemstones. Thanks to these ex­ following:
peditions, every building and significant object in
the city is made from precious stones and metals, Cinder Wastes. The Plane of Fire is dominated by a
including the slender gemstone-inlaid spires that great expanse of black cinders and embers crossed
top most buildings. The city is protected by a by rivers of lava. Roving bands of salamanders
powerful spell that alerts the entire population if a battle each other, raid azer outposts, and avoid
visitor steals even a single stone. patrols from the City of Brass. Obsidian ruins dot
the desert-remnants of forgotten civilizations.
Furnaces. The Furnaces are the mountains nearest
City of Brass. Perhaps the best-known location on
the Para-elemental Plane of Magma. Lava seeps
the Inner Planes is the City of Brass, which stands
through their caverns, and the air reeks of sulfur.
on the shores of the Sea of Fire. This is the fabled
The dao have great forges and smelting furnaces
city of the efreet, and its ornate spires and spiked
here to process ores and shape precious metals.
walls reflect the efreet’s grandiose and cruel
Mud Hills. The Mud Hills abut the swampy
nature. True to the nature of the Plane of Fire,
Para-elemental Plane of Ooze. Landslides wear
everything in the city seems alive with dancing
away the slopes of the hills, sending cascades of
flames, reflecting the vibrant energy of the place.
earth and stone into the bottomless swamp. The The heart of the city is the formidable Charcoal
Plane of Earth constantly regenerates the land, Palace, where the tyrannical emperor of the
pushing new hills up as the old ones erode to efreet reigns supreme, surrounded by nobles and a
nothing. host of servants, guardians, and sycophants.
Sea of Fire. Lava flows through the Fountains of
PLANE OF EARTH ADVENTURES
Creation toward the Para-elemental Plane of Ash
Earth symbolizes stability, rigidity, stern resolve,
and pools into a great expanse of lava called the
and tradition. The plane’s position opposite the Sea of Fire, traversed by efreeti and azer sailors in
Plane of Air in the ring of the Elemental Planes great brass ships. Islands of obsidian and basalt jut
reflects its opposition to almost everything air up from the sea, dotted with ancient ruins and the
represents.
lairs of powerful red dragons.
Elemental Evil views earth instead as an implaca- Torchy’s. Built atop a tall basalt crag in the middle
de force of destruction, perfectly willing to crush of a lava river is an iron-walled tavern that is most
venerable institutions and respected traditions in easily reached by hot-air balloon. The proprietor
advance. Cultists of Evil Earth crave the power is a sentient Flame Tongue (Mace) named Torchy,
J estroy the works of civilization with landslides, who sells a fine ale and seems to have a new
n oles, or mighty earthquakes, and they believe wielder every few months. Torchy’s is a popular
earth thirsts for the blood of those who don’t hangout for ballooning enthusiasts.
venerate it properly.
ELEMENTAL FIRE ADVENTURES
ELEMENTAL PLANE OF FIRE Fire represents vibrancy, passion, and change. At
Abla
abos"in sun hangs at the zenith of a golden sky its best, fire reflects the light of inspiration, the
24 K ' e Plane of Fire, waxing and waning on a warmth of compassion, and the flame of desire.
dee pour cycle. It ranges from white hot at noon to The cults of Elemental Evil represent fire at
plan at midnight, so the darkest hours of the its worst: cruel and wantonly destructive. Cult­
isint "splay a deep-red twilight. At noon, the light ists of Evil Fire seek the power to burn away the
impurities of the world with volcanic eruptions,
beloW"SC Most business in the City of Brass (see
takes place during the darker hours.
CHAPTER 6 I COSMOLOGY
Twe CITY or BRASS il * NUB FOR

TRADE FROM AcRoss tut MULTIVERSE

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.

CHAPT E R 6 I COSMOI OGY


. ned Depths. The deeper extents of the plane
par" . no sunlight reaches, are called the Dark ELYSIUM
whe Depths. Horrid creatures dwell here, and the Elysium is home to creatures of unfettered kind­
eneoute cold and crushing pressure mean a swift ness and a refuge for planar travelers seeking a safe
abSN creatures accustomed to the surface or the haven. I he plane’s bucolic landscapes glimmer with
ens of Light- Krakens and other mighty leviathans life and beauty.
i n this realm. I he River Oceanus originates in the lowest layer
calf Dread. One of the few islands on the plane of Elysium, Thalasia, and flows through the plane’s
Ise he Isle of Dread, which is connected to the layers before cascading onward to the Beastlands.
SSPerial Plane by means of a storm that regu- I hough illustrations of the plane’s layers seem to
) a sweeps over the island. Ships from different show the river flowing “up” from each layer to the
aTkids of the Material Plane end up wrecked on one “above” it, the experience of passing from one
“ rocks and reefs around the island, and settle- layer to another on the river is no more dramatic
"Tents across the island are populated by the de- than weathering rapids on any ordinary river.
endants of sailors who never found a way home. Along its course, the great river splits into myriad
Theoretically, travelers who understand the work- smaller flows, recombines, and splits again.
ings of the storm could use it to travel to a desired
LAYERS OF ELYSIUM
Material Plane world.
Sea of lee. Bordering the Para-elemental Plane of Layer Description
ice is the Sea of Ice. The frigid water is choked Amoria Small towns on the banks of the River
with icebergs and sheet ice, which are inhabited Oceanus, surrounded by lush mead­
by cold-loving creatures from the Plane of Ice. ows, are among the most hospitable
Drifting icebergs can carry these creatures far­ refuges on the Outer Planes.
ther into the Plane of Water to threaten ships and
Eronia Steep hills, craggy mountains, and
islands in warmer seas.
Sea of Light. Life flourishes in the sunlit waters of white granite valleys offer a rugged
the Sea of Light, located in the upper reaches of home for hardy souls.
the Sea of Worlds. Aquatic peoples craft castles Belierin Lighthouses pierce the fog and form
and fortresses in the coral reefs here. hubs for small communities amid
Silt Flats. The region of the Plane of Water nearest sprawling marshlands.
to the Para-elemental Plane of Ooze is called the Thalasia The Heroic Isles, rising from the head­
Silt Flats. The water is thick with soil and sludge, waters of the River Oceanus, hold the
turning into muddy ground before giving way to
best departed souls.
the great swamp that is the Para-elemental Plane.
ELYSIUM ADVENTURES
ELEMENTAL WATER ADVENTURES
Tranquility and contentment seep into the bones
he nature of water is to flow, not like the gust­
and souls of those who enter Elysium. The longer
ing wind or the leaping flame, but smoothly and
a visitor remains on the plane, the less reason they
steadily. It is the rhythm of the tide, the nectar of
find to ever leave. An adventure in Elysium can
life, the bitter tears of mourning, and the balm of
challenge characters’ devotion to doing good by
sympathy and healing. Given time, it can erode all
in its path. offering them the opportunity (or the temptation)
to rest from their labors and enjoy a well-earned
Elemental Evil emphasizes the erosive power of
reward.
water, as well as the destruction wrought by surg- Belierin is said to be the prison of some deadly
"6 tides, deadly maelstroms, and raging torrents,
creature. Some tales say it’s a powerful titan, per­
cultists of Evil Water believe the seas and deep haps the tarrasque, while others claim it’s a deposed
gasers are eager to reclaim the water trapped in the duke of the Nine Hells, a banished elemental prince,
69 its of living creatures, and think it’s their duty or even a near-dead deity. Evil creatures sometimes
return others to the primal waters by drowning lurk in the marshes, seeking to free the prisoner or
em or shedding their blood. claim some power from it.
Characters might also venture to Elysium to seek
out some ancient spirit on the Heroic Isles. When
faced with the once-a-millennium task of forestall­
ing a prophesied disaster, characters might consult
with the valorous knight who accomplished the
deed a thousand years ago.

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.

FAR REALM civilization imploded in bloody terror, and the


The Far Realm is outside the known multiverse. In portals location-even its home world—is long for­
fact, it might be an entirely separate universe with gotten. Lost portals might still exist, marked by an
its own physical and magical laws. Where stray en­ a len magic that transforms the surrounding area.
ergies from the Far Realm leak onto another plane,
matter is warped into alien shapes that defy under­ FAR REALM ADVENTURES
standable geometry and biology. Aberrations such The Far Realm is the home of entities so far beyond
as mind flayers and beholders are either from this comprehension that mortals can’t fathom their mo­
plane or shaped by its strange influence. tivations. To see these beings is to become lost in
The entities that abide in the Far Realm are too t eir magnitude and the evidence that mortalshave
alien for mortal minds to accept without strain. never, will never, and could never matter to the cos­
Titanic creatures swim through nothingness there, mos at large.
and unspeakable beings whisper awful truths to Adventures involving travel to the Far Realm or
those who dare listen. For mortals, knowledge of its influence seeping into the Material Plane might
the Far Realm is a struggle of the mind to over­ touch on fundamental questions of what it means
come the boundaries of matter, space, and rational to be a person, what mental and bodily autonomy
thought Some Warlocks embrace this struggle by mean and their value, and whether mortals have
for ming pacts with entities there. Anyone who has any control over their fate or any importance in [n‘
seen the I ar Realm mullers about eyes, tentacles, grand scheme of things. (Its an especially good ide4
and horror. to review your players' limits that might pertain "
I he Far Realm has no well known portals, or sue issues before planning an adventure explorn
at least none that are still viable. Ancient elves these themes, as discussed in the "Ensuring Fun 0
once opened a vast portal to the Far Realm within section in chapter 1.)
a mountain called Firestorm Peak, but their

194 CHAP ft* 6 COSMOLOGY


FEYWILP the music of hooting owls and croaking frogs. The
reywild, also called the Plane of Faerie, is a l ey of the Gloaming Court shun the formalized
The of soft lights and wonder, a place of music and etiquette and rituals of the Summer Court (see be­
land. The plane responds to unfettered emotion: low), instead prizing behavior that is intuitive and
mabkrs turn and tremble in the presence of a heated instinctual.
flolment, grass withers under the feet of one who Prismeer. Prismeer is a large domain belonging to
aTbhes with malice, and birds chip merrily in the the archfey Zybilna. It encompasses a vast swamp
Seesence of those who are joyous and squawk an called Hither; an ancient forest named Thither;
P "s at those who are dour. and a stormy, mountainous landscape called Yon.
8Time and distance in the Feywild are mutable, as Zybilna resides in the Palace of Heart’s Desire,
. the plane’s geography. Roads are uncommon, and situated where the three portions of her realm
the ones that exist change as frequently as the land meet. As its name suggests, the palace is fabled as a
ound themselves. Feywild natives are accustomed destination for anyone seeking their heart’s desire.
to the plane’s mutability, but it can be terribly dis­ On some worlds, Zybilna is regarded as a fairy god­
orienting to visitors. mother of sorts, granting wishes for the lost, the
The Feywild exists in parallel to the Material forsaken, or the betrayed. Sometimes her wishes
plane as an alternate dimension that occupies the bring happiness, other times despair. (Prismeer is
same cosmological space. When moving from the detailed in The Wild Beyond the Witchlight.)
Summer Court. Ruled by the archfey Queen
Material Plane to the Feywild, travelers usually find
Titania, the Summer Court is the most settled and
themselves in a location similar to the one they left,
pastoral domain in the Feywild. Wrapped in the
but more marvelous and magical-and often more
warmth of a perpetual summer day, with fluttering
vibrant and colorful, too. Adventurers climbing a
butterflies and a riot of colorful flowers, the lands of
volcano on the Material Plane might suddenly find
the Summer Court mimic the trappings of courtly
themselves scaling a Feywild mountain topped with
life in some realms of the Material Plane. The resi­
skyscraper-sized crystals that glow with internal
dents of this court wear elegant clothing and value
fire. Leaving behind a wide and muddy river on the
elaborate ceremony and ritualized etiquette, and the
Material Plane, characters might appear beside a
Fey are quick to shun those who flout the Summer
clear and winding brook whose waters glitter like
Court’s baroque rules.
diamonds in the Feywild. In the heart of a dismal
marsh might lie a portal leading to a vast bog filled FEY CROSSINGS
with eerie lights and sinister shapes twisting in the Fey crossings are places of mystery and beauty
water. And moving to the Feywild from old ruins on on the Material Plane that have a near-perfect
the Material Plane might put a traveler at the door mirror in the Feywild, creating a portal where the
of an archfey’s castle. two planes touch. A traveler passes through a fey
crossing by entering a clearing, wading into a pool,
DOMAINS OF DELIGHT passing into a circle of mushrooms, or crawling un­
Much of the Feywild is governed by powerful Fey der the trunk of a tree. To the traveler, it seems like
called archfey. The area under a particular archfey s simply moving into the Feywild. To an observer, the
command-called a Domain of Delight-reflects the traveler is there one moment and gone the next.
character and desires of its ruler. Some domains Like other portals between planes, most fey
are bright and cheery, bathed in perpetual sunlight crossings open infrequently. A crossing might open
and awash in colorful wildflowers, while others only during a full moon, on the dawn of a particu­
are gloomy and drab, cast in unending twilight. lar day, or for someone carrying a certain type of
Most of them change with the emotional state of item. A fey crossing can be closed permanently if
their rulers. the land on either side is dramatically altered-for
1 he following sections describe a handful of the example, if a castle is built over the clearing on the
best-known Domains of Delight. Material Plane.
Fablerise. The domain of a story-spinning spider
archfey named Yarnspinner, Fablerise is a rambling FEYWILD MAGIC
thicket of twisted roots, thorny vines, and sinuous Tales speak of children kidnapped by Fey creatures
creepers. This vegetation weaves together to form and spirited away to the Feywild, only to return
ng tunnels, grand hallways, and enormous domes, to their parents years later without having aged a
arnspinner loves reading stories to the animals day and with no memories of their captors or the
that occupy his domain. realm they came from. Likewise, adventurers who
Roaming Court. The Queen of Air and Darkness return from an excursion to the Feywild are often
oules the Gloaming Court, a realm of twilight, fire- alarmed to discover upon their return that time
ies, cobwebs, and autumn leaves accompanied by

CHAPTER 6 | COSMOLOGY 195


FEYWILD TIME WARP
flows differently on the Plane of Faerie and that the ld20 Result
memories of their visit are hazy. You can use the S
1-2 Days become minutes
optional rules to reflect the strange magic that suf
3-6 Days become hours
fuses the plane.
Memory Loss. A creature that leaves the Feywild 7-13 No change
makes a DC 10 Wisdom saving throw. Icy creatures
14-17 Days become weeks
automatically succeed on the saving throw, as do
creatures that have the I cy Ancestry trail, such 18-19 Days become months
as elves. On a failed save, the creature remembers 20 Days become years
nothing from its time spent in the Feywild. On a
successful save, the creature’s memories remain FEYWILD ADVENTURES
intact but are a little hazy. Any spell that can end a The Feywild gives physical expression to powerful
curse can restore the creature’s lost memories. a and excels at metaphor. When characters
Time Warp. While time seems to pass normally in emotiep into the Feywild. they might find them-
the Fey wild. characters might spend a day there and Lives robbed of a cherished memory or deep regret,
realize. upon leaving the plane, that less or more rh n later find the stolen memories embodied in lit-
time has elapsed everywhere else in the multiverse. purines or lockets. A mischievous sprite might
W henever a creature or group of creatures leaves . behind a character who is laughing loudly
the feywild after spending at least 1 day on that snea : P rheir laughter, robbing the character of
plane, you can choose a time change that works and stealt to laugh until the sprite is found and the
best for your campaign, if any, or roll on the Fey­
wild I ime Warp table. A Wish spell can be used theahili
of lovelyXSerhaps taking physical form as a bouquet
flowers-reclaimed.
to remove the effect on up to ten creatures. Some
powerful Fey have the ability to grant such wishes
and might do so if the beneficiaries agree to subject
themselves to a Geas spell and complete a quest after
the Wish spell is cast.

,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

LAYERS OF GEHENNA Oinos A land of dead-gray ash, stunted trees,


Description and virulent disease is stalked by rov­
Lay" ing bands of Fiends looking for a fight
ghalas Lava illuminates clouds of volcanic ash
or recruits for the Blood War.
and steam from the River Styx.
Niflheim Cray pine trees blanket rolling hills
Ramada Constant lava flows and eruptions
and rocky bluffs, and thick mists coil
make overland travel difficult. Iron
around their trunks.
zeppelins piloted by yugoloths drift
Pluton Shriveled willows, olive trees, and
through the constant gray ashfall.
poplars contribute to the gloom of this
Mungoth Acidic ash mingles with falling snow concentration of the deepest despair in
on this freezing layer. the multiverse.
Krangath The Dead Furnace is a great mountain
suspended in silence and darkness, PLANE OF GLOOM
home to a coterie of liches. At the end of each Long Rest taken on the plane, a
visitor makes a DC 10 Wisdom saving throw. On
GEHENNA ADVENTURES a failed save, the creature gains 1 Exhaustion level
Gehenna is the plane of suspicion and greed, with that can’t be removed while the creature is in Ha­
no space for mercy or compassion. Adventures des. If the creature reaches 6 Exhaustion levels, it
on this plane might be an opportunity to explore doesn’t die. Instead, it permanently transforms into
a Larva, whereupon all Exhaustion levels afflicting
themes of betrayal, examining how characters be­
the creature are removed.
have when tensions run high and they can trust no
one-perhaps not even each other. (See “Environ­ HADES ADVENTURES
mental Effects” in chapter 3 for one way this atmo­ Hades embodies despair manifested as apathy. Pure,
sphere can manifest.) Characters might encounter undiluted evil is like an inescapable force of gravity,
people in need who turn out to be yugoloths in dragging all creatures down-not in body, but in
disguise, pitting the characters’ growing suspicion spirit. Even the consuming rage of the Abyss and
against their empathy and compassion. the devious plotting of the Nine Hells are subju­
Characters might make their way to the Teardrop gated to hopelessness in the Gray Wastes of Hades.
Palace on Khalas to purchase something they can t The plane slowly kills dreams and desires, draining
ind elsewhere, probably at a terrifying cost. This hope and optimism from formerly fiery spirits.
bustling market, crowded with Fiends and occa- An adventure in Hades can challenge characters
sional mortal visitors, offers all manner of forbidden to find an answer to the ever-present question that
and sinister goods for sale. Its name comes from its hangs over this plane: why bother? As apathetic
3 ape the point is on the palace’s uphill side so it despair saturates their hearts and spirits, they must
diverts the ever-present lava flow to either side of find a way to rekindle the passion of life and the
the structure. sense of purpose that drives them or else succumb
r characters could try to infiltrate the Tower to the hopelessness of the plane.
orsane in search of some great secret from yugo- Adventurers might pursue a hag, a lich, or another
( s ancient history. The tower, a sinister struc evil spellcaster who comes to Hades to collect lar­
are adorned with blades and spikes and guarded by vae for vile purposes. Once they are in the Three
r analoths, stands somewhere on Chamada. It is
Glooms, the adventurers risk becoming trapped by
mored to hold yugoloths' history and the records the overwhelming despair of the place.
their contracts.

CHAPTER 6 | COSMOLOGY 197


LIMBO ADVENTURES
LIMBO Limbo is change. That constant churn is mo
1 imbo is a plane of pure chaos, a roiling soup of easily discerned in the ever-shifting physical
impermanent matter and energy. Stone melts into of elements altering and reconfiguring in the Irm
water that freezes into metal, then turns into C ia expanse of the plane, but it applies just as mulas
mond that burns up into smoke that becomes snow,
a mental and emotional level. Visitors to the , On
and on and on in an endless, unpredictable process
find themselves caught up in a storm of intrusADe
of change. Fragments of more ordinary land thoughts and unruly emotions, forcing them
scapes bits of forest, meadow, ruined castles, an front the transient nature of so much of what (fon
even burbling streams drift through the disot der. think of as their identity. The key to success on J
The whole plane is a nightmarish riot. plane-both in shaping the physical environmen[
Limbo has no gravity, so creatures visiting the
and in mastering the internal landscape of chaos_
plane float in place. A creature can move up to its
asserting one’s sense of self, identifying what is ur.
Speed in any direction by merely thinking of the
changing amid the storm of constant change.
desired direction of travel.
The sanctuaries of the githzerai are among the
Limbo has no layers-or if it does, the layers
few havens that adventurers can hope to find on
continually merge and part, each is as chaotic as
this tumultuous plane. Although githzerai aren’t
the next, and distinguishing one from another is
generally hostile to visitors who come in peace, they
impossible.
don’t welcome those who bring the chaos of Limbo
POWER OF THE MIND with them: a tumultuous heart brought into a ref­
Limbo conforms to the will of the creatures inhab­ uge can unravel the entire sanctuary.
iting it. Creative imaginations can create whole Adventurers might also come to Limbo to ex
islands of their own invention within the plane, nlore the secrets of the Spawning Stone. Said to
sometimes maintaining those places for years. A have been created by Primus, the overlord of the
nonsapient creature such as a fish, though, might Todrons, the Spawning Stone absorbs chaotic
have less than a minute before the pocket of water energy and makes it possible to shape enclaves of
surrounding it freezes, vanishes, or turns to glass. order in Limbo, but the chaotic energy it absorbs is
Slaadi live here and swim amid this chaos, creating responsible for the creation of slaadi.
nothing, whereas githzerai build entire monasteries
with their minds.
MATERIAL PLANE
As a Magic action, a creature in Limbo can make Worlds of the Material Plane are infinitely diverse,
an Intelligence check to mentally move an object but it was not always so. Some legends speak of a
within 30 feet of itself that is on the plane and isn’t primordial state, a single reality called the First
being worn or carried. The DC depends on the ob­ World, where many of the peoples and monsters
ject’s size: DC 5 for Tiny, DC 10 for Small, DC 15 for that inhabit the worlds on the Material Plane orig­
Medium, DC 20 for Large, and DC 25 for Huge or inated. After the First World was shattered by a
larger. On a successful check, the creature moves great cataclysm, the many worlds were formed like
the object 5 feet plus a number of a feet equal to reflections or (in some cases) distortions of that
how much the total exceeded the DC. original reality.
A creature can also take a Magic action to make Some myths describe a great tree that grew on
an Intelligence check to alter a nonmagical object the First World at the dawn of time. Planted and
within 30 feet of itself that isn’t being worn or car­ tended by the god Corellon, this tree was a seed­
ried. The DC is based on the object’s size: DC 10 for ling of Yggdrasil, the World Tree that connects all
Tiny, DC 15 for Small, DC 20 for Medium, and DC the Outer Planes (see “Traveling the Outer Planes
25 for Large or larger. On a successful check, the earlier in this chapter). When the First World was
creature changes the object into another nonliving destroyed, seeds from this great tree scattered into
form of the same size, such as turning a boulder the void of the Material Plane. Legends say that
into a ball office. these seeds sprouted and formed worlds of the the
Finally, a creature in Limbo can take a Magic ac­ own-all the myriad worlds that now constitute*
tion to make a DC 20 Intelligence check to stabilize Material Plane. that
an area within a 30-foot-radius Sphere centered I he most widely known worlds are the ones y
on a point it can see on the plane. On a successful have been published as official campaign settin&h
check, the creature prevents the area from being al­ for the D&D game over the years, many of “ 165.1
tered by the plane for 24 hours or until the creature are shown on the D&D Settings table in charfings
takes this Magic action again. your campaign takes place in one of these set s
your version of it can diverge wildly from “
in print.

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\

THE MATERIAL PLANE.

be located at or near the roots of the worlds-the


TRAVELING BETWEEN WORLDS places where the seedlings of the First World’s great
Transit between the worlds of the Material Plane is
tree took root and grew into a new world.
rare but not impossible and can be accomplishe in A nexus point can be a geographical feature,
a variety of ways. such as an enormous tree, a mountain or mesa, a
The Dream of Other Worlds. Aided by magic, yawning cavern deep under the mountains, or a
travelers can fall into a deep slumber and dream meteorite in an enormous crater. It might also be
themselves into a new realm. a constructed feature: a lonely tower or castle, a
The Great Journey. Characters can undertake an bustling tavern, or even a city. Normally, visitors
epic voyage fraught with peril and obstacles to e to these places return to the same world they came
overcome. One route leads through Wildspace an from when they depart, but it’s also possible to use a
across the Astral Plane aboard a vessel powered by nexus point to travel from one world to another. De­
magic. (The "Astral Plane” section in this chapter pending on the place, shifting worlds might require
describes Wildspace.) It is also possible to travel the use of magic, an object from the desired destina­
through the Shadowfell or the Fey wild, though sue tion world as a sort of key, or nothing more than an
routes are less charted and no less perilous. act of will.
The Leap to Another Realm. The most direct Some nexus points exist in multiple worlds-but
method involves the use of spells such as Teleporta not at the same time. They flit from world to world,
hon Circle or Teleport, or magical portals like those disappearing from one and appearing in another
described in this chapter. This magic causes t e according to a regular schedule. Such a place might
to appear in a known teleportation circle or som linger on one world for anywhere from a year to an
other location in another world. hour before moving on to another, carrying every­
The Roots of the Worlds. Similar to magica PO one inside with it to a new world.
tals, nexus points are locations that exist in m
tiple worlds at the same time. T hese points mlgn
CHAPTER 6 | COSMOLOGY 199
MECHANUS
MECHANUS ADVENTURES
Mechanus is where perfectly regimented order Mechanus embodies absolute order, and it
reigns supreme. It consists of equal measures of ences those who spend time here. Individual
light and dark, and equal proportions of heat and sciousness is subordinated to the search for
cold. On Mechanus, law is reflected in a realm of order and “I" is ultimately subsumed into "we" *1
gigantic clockwork gears, interlocked and turning An adventure on Mechanus might lead charaet.
according to I heir measure. The cogs seem to he to examine their individual egos in
the light of the
engaged in a calculation so vast that no deity can adventuring party. It might challenge a charactert
fathom its purpose. Some theories hold that they ,et aside personal goals for the benefit of the g,w
are the clockwork of time throughout the cosmos- lor the greater cause of cosmic law), or alternatives,
that time itself would stop if the gears ceased their might encourage characters to assert their own '
turning. Other theories propose that the cogs up­ individual identities, distinct from the party and
possessing their own goals and needs.
hold the basic rules and order of the cosmos.
Modrons are the primary inhabitants of Mecha­ MOUNT CELESTIA
nus and maintain its intricate clockworks. The
plane is also home to the creator of the modrons: The Seven Heavens of Mount Celestia rise like
a godlike being called Primus, whose realm is a mountain from a shining Silver Sea to utterly
called Regulus. incomprehensible heights, with seven plateaus
Mechanus has no distinct layers. Each turning cog marking its seven heavenly layers. The plane is the
has its own force of gravity pulling toward its cen­ model of justice and order, of celestial grace and
ter, with structures built on the faces of the cogs. endless mercy, where angels and champions of good
Some of the cogs are like small islands, while others guard against incursions of evil. It is one of the few
are hundreds of miles across. places on the planes where travelers can let down
their guard. Its inhabitants strive constantly to be
righteous as possible. Countless creat
toreach the highest and most sublime Deas aim On the edge of a clear lake in Mertion stands the
fountain, of
but only the purest souls can ar the c it y ol Empyrea, renowned for the healing power of
fills even the most jaded of travelers with at peak its fountains and springs. Pilgrims from across the
The pervasive goodness of Mount Cell awe planes seek out the healers, hospitals, and restor­
stows blessings on creatures on the plane , be- ative magic found here.
Vironmental Effects” in chapter 3). (see En-
NEGATIVE PLANE____________________
LAYERS OF
MOUNT CELESTIA t upped like a bowl beneath the other planes, the
Negative Plane is the source of necrotic energy
Description
Layer that destroys the living and animates the Undead.
in the Silver Heaver , L , A lightless void without end, it is a needy, greedy
Luma
the Silver Sea laps a te bo!zveteror plane, sucking the life out of anything that is vul­
celestial mountain under a starry k. nerable. Heat, fire, and life itself are all drawn
The Golden Heaven's tame slopes and into the maw of this plane, which always hungers
Mercuria for more.
lush valleys are bathed in golden l u
To an observer, there’s little to see on the Negative
that evokes the hope of a new da^
Plane. It is a dark, empty place, an eternal pit where
Venya In the Pearly Heaven, terraced fields a traveler can fall until the plane steals away all
and tended woodlands dot the snowy light and life. Merely entering the plane is compa­
slopes. rable to the life-draining touch of a wraith, so only
creatures that have Immunity to Necrotic damage
Solania In the Crystal Heaven, holy shrines
can survive there for long.
glitter under a silvery sky amid lumi­
In some locations on the Negative Plane, the in­
nescent fog.
tensity of the plane is so great that the negative en­
Mertion On the sweeping plains of the Plati­ ergy folds in on itself, stabilizing into solid chunks
num Heaven, holy soldiers muster in of matter that devour light. These chunks, called
grand citadels for battles across the voidstones, are thought to be the source of Spheres
planes. of Annihilation and similar magical effects. Anything
that comes into contact with a voidstone is de­
Jovar The Glittering Heaven, strewn with
stroyed in seconds.
beautiful rubies and garnets, is home
to the seven-tiered Heavenly City. NEGATIVE PLANE ADVENTURES
An adventure on the Negative Plane is a face-to-face
Chronias The Illuminated Heaven is an ineffable
confrontation with annihilation, which is unlikely
mystery.
to end well for the adventurers. Even if their magic
enables them to survive the environment of the
MOUNT CELESTIA ADVENTURES
plane, the experience tends to drain all the vitality,
The plane of ultimate law and good is sometime
energy, and happiness from body and soul. The Neg­
imagined to be the most boring place in t e mu
ative Plane has all the apathy and despair of Hades
verse, but in truth Mount Celestia s nature ma
and the Shadowfell, combined and concentrated in
it the target of unrelenting attacks by evi orc
an infinite expanse of nonbeing and uncreation.
The devils of the Nine Hells, in particular, ong
corrupt the goodness of the Seven Heavens. e NINE HELLS
yugoloths of the Lower Planes covet the wea t
The Nine Hells inflames the imaginations of trav­
of the plane, particularly the mines of Solania an
elers, the greed of treasure seekers, and the battle
the scattered gems of Jovar. And the demons o
Abyss would like nothing better to smear t eu fury of all moral creatures. It is the ultimate plane
of law and evil, and the epitome of premeditated
on the gleaming purity of Mount Celestia. cruelty. The devils of the Nine Hells are bound to
But while Fiends of all sorts launch doomed as
obey the laws of their superiors, but they squabble
vaults on the shores of Lunia, evil s tr ue loot 10
within their individual castes. Most undertake any
on the plane is in the hearts of those well mean’r plot, no matter how foul, to advance themselves. At
visitors who bring their secret shame and i e the very top of the hierarchy is Asmodeus, who has
sins to the holy mountain. An adventur e in yet to be bested. If he were vanquished, the victor
Celestia is an opportunity for characters to PL, would rule the plane in turn. Such is the law of the
themselves worthy of the many blessings it o Nine l lells.
or to become worthy by forswearing the se is
Greed, and hatred that lurk in their hearts.

CHAPTER 6 I COSMOLOGY 201


THE NINE LAYERS Zanel appears as an angel whose .
The Nine Hells has nine layers. The first eight are are scorched. Her eyes burn with a in and wi
ruled by archdevils who answer to Asmodeus, the light that can cause creatures looErious w&
archduke of Nessus, the ninth layer. (Collectively, the burst into flame. Her seat of power 76 Upon he"
rulers of the Hells are called the Lords of the Nine. citadel that rakes the battlefields of Av flyingb,"
To reach Nessus, one must descend through all eight Dis. DIS, the second layer of the Ni Yernus, al
layers above it in order. The most expeditious means labyrinth of canyons wedged between Hells, is a
of doing so is the River Styx, which plunges ever tains rich with iron ore. Iron roads .Sheer mo.
deeper as it flows from one layer to the next. Only through the canyons, watched over gon and wend
the most courageous adventurers can withstand the of iron fortresses perched atop jacc.d the garris
torment and horror of that journey. The second layer takes its namerroMPinnacle,."
The Layers of the Nine Hells table summarizes lord, Dispater. A manipulator and dece ‘ CUrrent
each layer; detailed descriptions of these layers fol­ archduke is devilishly handsome, bea rirer the
low the table. horns, a tail, and a cloven left hoof to dilf Onlysma
him from a human. His crimson throne nguish
LAYERS OF THE NINE HELLS the heart of the Iron City of Dis, a hideolandsin
Layer Description olis. Planar travelers come here to cons t metrop-
devils and to close deals with night hagsrawith
Avernus The Blood War rages across battle­
incubi, succubi, and other Fiends. Contracts Shasas,
fields littered with corpses and the
on his layer contain special provisions thatallsned
wreckage of hellish war machines. Dispater to collect a cut of the deal.
Dis Iron roads in deep canyons lead to the Dispater is one of Asmodeus’s most loyal and
dreaded Iron City of Dis. sourceful vassals, and few beings in the multiverse
Minauros Acid falls like rain on putrid bogs and can outwit him. He is more obsessed than most *
decaying cities. devils with striking deals with mortals in exchange
for their souls, and his emissaries work tirelessly to
Phlegethos Obsidian fortresses bask in the heat of foster evil schemes on the Material Plane.
raging volcanoes and magma rivers. Minauros. The third layer of the Nine Hells is a
Stygia Levistus's prison is a frigid hellscape of stench-ridden bog. Acidic rain spills from the layer's
jagged ice and cold fire. brown skies, thick layers of scum cover its putrid
Malbolge An ever-crumbling mountain threatens surface, and yawning pits lie in wait beneath the
murk to engulf careless wanderers.
to bury visitors.
Cyclopean cities of ornately carved stone rise up
Maladomini Swarms of hungry flies plague dead from the bog, including the great city of Minauros.
cities surrounded by utter desolation. for which the layer is named. The slimy walls of the
Cania Ice-trapped cities provide shelter in a city rise hundreds of feet, protecting the flooded
realm cold enough to freeze the soul. halls that are the lair of Mammon, the archduke of
Nessus Mighty fortresses stand watch over the Minauros. Mammon resembles a massive serpent
with the upper torso and head of a hairless, horned
deepest pits of the Nine Hells.
humanoid. Mammon’s greed is legendary, and he is
Avernus. By Asmodeus’s orders, no planar portals one of the few archdevils who will trade favors for
connect directly to the lower layers of the Nine gold instead of souls. His lair is piled high with tea
Hells. The first layer, Avernus, is the arrival point sures left behind by those who tried-ami failed to
for visitors, a rocky wasteland with rivers of blood best him in a deal.
and clouds of biting flies. Fiery comets occasionally Phlegethos. Phlegethos, the fourth layer, is afum
fall from the darkened sky and carve out fuming landscape whose seas of molten magma brew ash.
impact craters. Empty battlefields are littered with canes of hot wind, choking smoke, and volcanlsest
weapons and bones, showing where the legions of Within the fire-filled caldera of Phlegethos >
the Nine Hells prevailed against invading enemies. volcano rises Abriymoch, a fortress city ma ava
The archdevil Zariel rules Avernus, having sup­ obsidian and dark glass. With rivers of Dolkgles the
planted her rival, Bel, who fell out of Asmodeus’s fa­ pouring down its outer walls, the city TEebuntain.
vor and was forced to serve as Zariel’s adviser. Tia­ sculpted centerpiece of a gigantic, hellis 00 arch-
mat, the Queen of Evil Dragons, is a prisoner on this Abriymoch is the seat of power for the t' and
layer, ruling her own domain but confined to the devils who rule Phlegethos in tandem. Be 1 devils
Nine Hells by Asmodeus in accordance with some Fierna, Belial’s daughter. Both are handSAEmall
ancient contract (the terms of which are known who resemble tieflings, with red skin an car")
only to Tiamat and the Lords of the Nine). horns. Belial exudes civility, even as his "

202 CHAPTER 6 I COSMOLOGY


regain Asmodeus’s favor. Malbolge is a seemingly
an undercurrent of threat. His daughter is said to
endless slope, like the sides of an impossibly huge
have the wickedest heart in the Nine Hells. The al­
mountain. Parts of the layer break off from time
liance of Belial and Fierna is unbreakable, for both
to time, creating deadly, booming avalanches. The
are aware that their mutual survival hinges on it.
inhabitants of Malbolge live in crumbling fortresses
Stygia. The fifth layer of the Nine Hells is a freez­
and great caves carved into the mountainside.
ing realm of ice within which cold flames burn. A Malbolge’s current ruler is Asmodeus’s daughter,
frozen sea surrounds the layer, and its gloomy sky Glasya. Her cruelty and love of wicked schemes ri­
crackles with lightning. val those of her father. The citadel that serves as her
Archduke Levistus once betrayed Asmodeus and domicile on the slopes of Malbolge, called Osseia, is
now encased deep in the ice of Stygia as punish supported by cracked pillars and buttresses that are
ment. He rules this layer all the same, communicat­ sturdy yet seem on the verge of collapse. Beneath
ing telepathically with his followers and servants, the palace is a labyrinth lined with cells and torture
ne Hells and on the Material Plane. chambers, where Glasya confines and torments
Stygia is also home to its previous ruler, the ser- those who displease her.
pentine archdevil Geryon, who was dismissed by Maladomini. The seventh layer, Maladomini, is
Asmodeus to allow the imprisoned Levistus to re- ruin-covered wasteland. Dead cities form a des­
gain his rule. Geryon’s fall from grace has spur red olate urban landscape, and between them are
much debate within the infernal courts. No one is empty quarries, crumbling roads, slag heaps, the
Certain whether Asmodeus had some secret cause to hollow shells of empty fortresses, and swarms of
dismiss the archdevil or whether he is testing Gei y hungry flies.
on allegiance for some greater purpose. I'he archduke of Maladomini is Baalzebul, the
Malbolge. Malbolge, the sixth layer, has outlasted Lord of Flies. He is a tall, powerful devil with the
many rulers, among them Malagard the Hag Count compound eyes of a fly. I'he archduke has long con
ess and the archdevil Moloch. Malagard fell out of spired to usurp Asmodeus, yet has failed at every
avor and was struck down by Asmodeus in a lit 0 turn. Asmodeus laid a curse on him that causes any
Pique, while her predecessor, Moloch, still linger s deal made with him to lead to calamity. Asmodeus
Somewhere on the sixth layer as an imp, plotting to
CHAPTER 6 I COSMOLOGY 203
occasionally shows Baalzebul favor for reasons no Nessus. The lowest layer of the Nine Hell, .
other archduke can fathom, though some SUsps ct sus is a realm of dark pits whose walls are set ?
that Asmodeus still respects the worthiness of this bleak fortresses. There pit fiend generals loyal *
Asmodeus garrison theirdiabolical legions
adversary.
Cania. Cania, the eighth layer of the Nine Hells, the conquest of the multiverse. At the cent,, of"
is a frozen hellscape whose ice storms can tear the layer stands a vast rift of unknown depth,ou 0

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

206 CHAPTER 6 I COSMOLOGY


F■
r17
■a
I

PARA-ELEMENTAL PLANES The Frostfell's monsters and bitter cold make it


a dangerous place to travel. Most planar voyagers
The regions where the Elemental Planes collide and keep to the air, braving the powerful winds and
their elemental substances overlap are called Para- driving snow to avoid setting foot on the great
elemental Planes. glacier.
PLANE OF ASH PLANE OF MAGMA
On the Plane of Ash, also called the Great Confla­ The boundary between the Plane of Earth and the
gration, howling winds from the Plane of Air mix Plane of Fire is a great range of volcanic mountains.
with the cinder storms and lava of the Sea of Fire. The Plane of Magma, also called the Fountains
his plane is an endless storm of flames, smoke, of Creation, is home to azers, fire giants, and red
and ash. The thick ash obscures sight beyond a few dragons, as well as creatures from the neighboring
dozen feet, and the battering winds make travel planes. Lava flows down the slopes of these moun­
difficult. Here and there, ash clusters into floating tains toward the Plane of Fire.
realms where outlaws and fugitives take shelter.
PLANE OF OOZE
PLANE OF ICE The border region between the Plane of Water and
The Plane of Ice, also called the Frostfell, forms the Plane of Earth is a horrid swamp where gnarled
border between the Plane of Air and the Plane trees and thick, stinging vines grow from the dense
Water. I his plane is a seemingly endless glaciei muck and slime. Here and there on the Plane of
Swept by constant, raging blizzards. Frozen cav Ooze (also called the Swamp of Oblivion), stag­
sns twist through the Plane of Ice, home to yetis, nant lakes and pools play host to thickets of weeds
emor hazes, white dragons, and other creatures and monstrous swarms of mosquitoes. The few
settlements here consist of wooden structures sus­
I cold. I he inhabitants of the plane engage in a
ever-ending battle to prove their strength and pended above the muck on platforms between trees.
thsure their survival.
CHAPTER 6 1 COSMOLOGY 207
SHADOWFELL
Visitors to the plane have sometimes tried e tv ing
houses on poles stuck in the mud, but since no The Shadowfell, also called the Plane
earth underlies the muck, even such structure! a gloomy dimension whose sky is a bi2 3 adow ,
eventually sink. ,e neither sun nor stars. “CK Vault.
It is said that any object cast into the Swamp( The Shadowfell overlaps the Material Pi
Oblivion can't be found again for at least a cen " V much the same way as the Fey wild AS. lane in
Now and then, a desperate soul casts an Artifact o bleak landscape, it appears similar to th “from the
power into this place, keeping it away from e res Plane. Travelers from the Material Plan 6 Material
of the multiverse for a time. I he promise o power the Shadowfell often observe landmaree Who enter
ful magic lures adventurers to brave the monstrous to the world they left, but distorted andoAmilar
insects and hags of the swamp. ister. A mountain on the Material Plan olen sin-
PARA ELEMENTAL PLANE ADVENTURES replaced in the Shadowfell by a skull-skJisht be
The Para-elemental Planes are extreme environ­ outcropping, a heap of rubble, or the cruS rock
ments but fundamentally similar to places found of a once-great castle. The forests of the SEDgruin
on the Material Plane-the place where all four ele­ hold sinister-looking trees, their branches adowfel
out to snare travelers’ cloaks, and their roopsaChing
ments mingle freely.
At a symbolic level, the Para-elemental Planes rep­
to trip those who pass by. Coiling
resent the interaction and sometimes the contrast Shadow dragons and Undead haunt this bleak
between the forces and ideals embodied by their plane, as do other creatures that thrive in the
constituent elements. The Plane of Ash, for exam­ gloom, including cloakers and darkmantles.
ple. highlights the commonality between air and SHADOW CROSSINGS
fire-the tendency to movement and change, given a
Shadow crossings are locations where the veil
destructive tone by the raging conflagration of the
between the Material Plane and the Shadowfell
plane. The Plane of Ooze heightens the contrast be­
is so thin that creatures can pass from one plane
tween stable, rigid earth and steadily flowing water.
to the other. A blot of shadow in the corner of a
POSITIVE PLANE_______________ dusty crypt might be a shadow crossing, as might
an open grave. Shadow crossings form in gloomy
Like a dome above the other planes, the Positive places where spirits or the stench of death lingers,
Plane is the source of radiant energy and the raw such as battlefields, graveyards, and tombs. They
life force that suffuses all living beings. Like the
manifest only in darkness, closing as soon as they
heart of a star, it is a continual furnace of creation,
feel light’s kiss.
a domain of brilliance beyond the ability of mortal
eyes to comprehend. It is a vibrant plane, so alive DOMAINS OF DREAD
that travelers are empowered by visiting it. In a far-flung corner of the Shadowfell drifts a hid­
The Positive Plane has no surface and is akin den expanse of roiling mist and vague semireality.
to the Elemental Plane of Air with its wide-open At this eerie edge of the multiverse, mysterious
nature. However, every bit of this plane glows entities known as the Dark Powers collect the most
brightly with innate power. This power is dangerous wicked beings from across ages and worlds within
to mortal forms, which can’t handle it for long. Only inescapable, mist-shrouded demiplanes. In these
creatures that have Immunity to Radiant damage shadowy prisons, the villainous beings become
can survive there. Darklords, able to exercise great power but confined
to realms that twist their desires, capturing them
POSITIVE PLANE ADVENTURES
cycles of dread and despair.
Vibrant life, creative energy, and radiant health are
Mists surround each of the Domains of Drea
the essential characteristics of the Positive Plane,
making it difficult to leave one domain and even nd
though touching this fundamental energy can be
just as dangerous as entering the soul-siphoning harder to find a path to another. The Mistsrisean
fall at the whim of the Dark Powers. and they i
annihilation of the Negative Plane. Characters who
survive an excursion into the Positive Plane often even slip across the planes to drag people uDV in
tingly into the dread domains. Those who "YFiesto
find that it leaves them with a lasting charge, mak­
ing it hard to calm down, to stem the flow of ideas, these domains ascribe all sorts of sinister St. lica-
and even to sleep. On the other hand, they also find the Mists-any supernatural happening, "eblamed
themselves with a persistent resistance to disease ble disappearance, or malicious force can
and despair. on the Mists.

208 CHAPTER 6 I COSMOLOGY


The following Domains of Dread are among the whose efforts to create life and abolish death have
most infamous. They are described in more detail in led to the creation of many monsters.
Van Richtens Guide to Ravenloft. Mordent. Death in Mordent heralds the beginning
Barovia. The towering spires of Castle Ravenloft of a haunted afterlife as a restless spirit, for this
loom above the valley of Barovia, which is ruled by domain is the realm of ghost stories and hauntings.
Strahd von Zarovich, the first vampire. The dead here earn no rest, no finality, no peace-
Borca. Amid opulent estates and impoverished just a passage into a shadow w orld of wispy phan­
villages, two Darklords-the vicious poisoner toms, mournful groaning, and clanking chains.
Ivana Boritsi and the childishly cruel stalker Valachan. The devious hunter Chajuna roams the
jungles of her domain, hunting the most dangerous
Ivan Dilisnya-pursue their obsessive schemes.
beasts she can find. When she grows dissatisfied
falkovnia. Empty countryside surrounds ruined
with simpler prey, she draws people into a fatal
or crumbling cities, with only a few pockets of civ-
contest, ensuring that the land remains steeped in
1 ization fighting a losing battle against an endless
plague of zombies. General Vladeska Drakov com- blood.
mands a fierce military force that desperately clings SHADOWFELL DESPAIR
to power. A melancholic atmosphere pervades the Shadowfell,
^lakeri. A beautiful land of rainforests, rivers, and extended forays to this plane can afflict charac­
and lakes is a quagmire of intrigue and despair as ters with despair.
three royal heirs transformed into monsters by When you deem it appropriate, though usually
their depravity and hatred battle endlessly to claim not more than once per day, you can require a char­
1 e throne of their ancient dynasty. acter not from the Shadowfell to make a DC 10 Wis­
Lamordia. Inventors and scholars violate both dom saving throw. On a failed save, the character is
natural and moral laws amid the frozen bogs and affected by despair. Roll on the Shadowfell Despair
facial expanses of Lamordia. The worst of them is
the domain’s Darklord, Doctor Viktra Mordenheim,
CHAPTER 6 I COSMOLOGY 209
table to determine the effects. You can substitute YSGARD
different despair effects of your own creation.
Ysgard is a rugged realm of soaring mountain,
fiords, and windswept battlefields, with .
SHADOWFELL DESPAIR
that are long and hot and winters that are cold
ld6 Effect unforgiving. Its continents float above
1-3 Apathy. The character has Disadvantage on volcanic rock, below which are enormous icy cav.
Death Saving Throws and Initiative rolls. erns that hold entire kingdoms of giants, humans
4-5 Dread. The character has Disadvantage on all dwarves, gnomes, and other beings. Heroes come
saving throws. ., Ysuard to test their mettle not only against the
6 Delusion. The character has Disadvantage aneitself, but also against giants, dragons, and
Pir mighty creatures across Ysgard s vast terrain
on ability checks and saving throws that use
other al the home of slain heroes who wage
Intelligence, Wisdom, or Charisma.
a battle on fields of glory. Any creature, other
if a character is already suffering a despair effect eterna Construct or Undead, that is killed in combat
and fails the saving throw, the new despair effect than a Ysgard is restored to life at dawn the next
replaces the old one. After finishing a Long Rest, a while in, creature has all its Hit Points restored, and
character can attempt to overcome the despair with conditions that affected it before its death m
removed.
a DC 15 Wisdom saving throw. (The DC is higher
because it’s harder to shake off despair once it has
LAYERS OF YSGARD
taken hold.) On a successful save, the despair effect
ends for that character. A Calm Emotions spell or Layer Description
magic that removes curses cures the despair. Ysgard Immense rivers of floating earth grind
together in eternal rumbling.
SIGIL, CITY OF DOORS______________
Muspelheim The ground smokes and burns be­
At the center of the Outlands, like the axle of a
neath the earthbergs of the top layer.
great wheel, is the Spire, a needle-shaped mountain
that rises high into the sky. Above this mountain's Nidavellir Floating chunks of earth are closer
narrow peak, not part of the Outlands but a plane together, giving the appearance of
in its own right, floats the ring-shaped city of Sigil, endless tunnels with rich mineral
its myriad structures built on the ring’s inner sur­ deposits.
face. Creatures standing on one of Sigil’s streets can
see the city curve up over their heads and-most YSGARD ADVENTURES
disconcerting of all-the far side of the city directly The nature of Ysgard is glory earned through heroic
overhead. Called the City of Doors, this bustling deeds in battle. It’s the euphoria of an athlete, the
planar metropolis holds countless portals to other exhilaration of a summer storm, and the trium­
planes and worlds. phant celebration of victory. Since those who die on
Sigil is a trader’s paradise. Goods and information the plane return to life to fight again the next day.
come here from across the planes. The city sustains Ysgard can overlook the horrors of war and focus
a brisk trade in information about the planes, par­ entirely on the glory.
ticularly the commands or items required for the An adventure in Ysgard can be an opportunity
operation of particular portals. or "Shthearted combat without consequences, for
The city is the domain of the inscrutable Lady of e aracters to prove their mettle against truly epic
Pain, a being whose purpose and goals are unknown oes and perhaps even against each other. Adven-
to even the sages of her city. She appears almost urers might find themselves on the Plain of Ida on
human, although she most definitely isn’t. She wears t e topmost layer of Ysgard, where daily festivals
ornate robes that shroud her body, and a mantle let warriors and athletes show off their bravery and
of blades coated in blue green verdigris surrounds skill. Or they might venture into the lower layers
her masklike face. No one is certain who or what to face greater challenges-or secrets buried in the
exactly the Lady of Pain is, but it’s widely accepted deep caverns of the plane.
she's a being on par with deities. Is Sigil her prison?
Is she the fallen creator of the multiverse? No one
knows or if they do, they aren’t telling.
Planescape: Adventures in the Multiverse includes
extensive information on Sigil,

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

CHAPTER 7 | TREASURE 213


GEMSTONES 100 CP GEMSTONES
Gemstones are small, lightweight, and easily se­ 1d10 Stone
cured compared to their same value in coins. 1 Amber (watery gold to rich gold)
If a treasure hoard includes gemstones, you can
2 Amethyst (deep purple)
use the following tables to randomly determine the
kind of gemstones found, based on their value. You 3
Chrysoberyl (yellow green to pale green
can roll once and assume all the gems are the same 4 Coral (crimson)
or roll multiple times to create mixed collections.
5
Carnet (red, brown green, or violet)
10 CP GEMSTONES 6
Jade (light green, deep green, or white)
1d12 Stone 7 Jet (deep black)
1 Azurite (mottled deep blue) 8 Pearl (lustrous white, yellow, or pink)
2 Banded agate (striped brown, blue, white, or 9 Spinel (red, red brown, or deep green)
red) 10
Tourmaline (pale green, blue, brown, or red)
3 Blue quartz (pale blue)
4 Eye agate (circles of gray, white, brown, blue, 500 CP GEMSTONES
or green) ld6 Stone
5 Hematite (gray black) 1 Alexandrite (dark green)
6 Lapis lazuli (light and dark blue with yellow 2 Aquamarine (pale blue green)
flecks) 3 Black pearl (pure black)
7 Malachite (striated light and dark green) 4 Blue spinel (deep blue)
8 Moss agate (pink or yellow white with mossy 5 Peridot (rich olive green)
gray or green markings)
6 Topaz (golden yellow)
9 Obsidian (black)
10 Rhodochrosite (light pink) 1,000 CP GEMSTONES
11 Tiger eye (brown with golden center) ld8 Stone
12 Turquoise (light blue green) 1 Black opal (dark green with black mottling
and golden flecks)
50 CP GEMSTONES
2 Blue sapphire (medium blue)
ldl2 Stone
3 Emerald (deep bright green)
1 Bloodstone (dark gray with red flecks)
4 Fire opal (fiery red)
2 Carnelian (orange to red brown)
5 Opal (pale blue with green and golden
3 Chalcedony (white) mottling)
4 Chrysoprase (green) 6 Star ruby (ruby with white star-shaped cente
5 Citrine (pale yellow brown) 7 Star sapphire (blue sapphire with white star
6 jasper (blue, black, or brown) shaped center)
7 Moonstone (white with pale-blue glow) 8 Yellow sapphire (fiery yellow or yellow g
8 Onyx (bands of black and white, or pure black
or white) 5,000 CP GEMSTONES

9 Quartz (white, smoky gray, or yellow) 1^4 Stone


1 Black sapphire (lustrous black with glowing
10 Sardonyx (bands of red and white)
highlights)
11 Star rose quartz (rosy stone with white star­ 2
shaped center) Diamond (blue white, canary, pink, brown. or
blue)
12 Zircon (pale blue green)
3 Jacinth (fiery orange)
4 Ruby (clear red to deep crimson)

214 CHAPTER 7 I TREASURE


AAT OBJECTS IdlO Object
P st of solid gold, necklaces studded with pre-
5 Gold comb shaped like a dragon with red
dols COnes, paintings of ancient kings, bejeweled
cioulss art objects include all these and more, garnets as eyes
dishe treasure hoard includes art objects, you can
1 the following tables to randomly determine
6 Bottle stopper cork embossed with gold leaf
and set with amethysts
use ' art objects are found, based on their value, 7 Detailed, life-sized dragonborn skull cast in
whan a table as many times as there are art ob electrum
Ro I the treasure hoard. There can be more than
8 Silver and gold brooch
SXeoragivenart object. 9 Obsidian statuette with gold fittings and inlay
GP ART OBJECTS 10 Painted gold war mask
25
idlO Object
1 Silver ewer 2,500 GP ART OBJECTS

2 Carved bone statuette IdlO Object

3 Cold bracelet 1 Fine gold chain set with a fire opal

4 cloth-of-gold vestments 2 Old masterpiece painting

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

IdlO Object 10 A necklace string of small pink pearls

1 Gold ring set with bloodstones


7,500 GP ART OBJECTS
2 Carved ivory statuette
IdlO Object
3 Bejeweled gold bracelet 1 Jeweled gold crown
4 Silver necklace with a gemstone pendant 2 Jeweled platinum ring
5 Bronze crown 3 Gold statuette set with rubies
6 Silk vestments with gold embroidery 4 Gold cup set with emeralds
7 Well-made tapestry that is 10 feet by 10 feet 5 Gold jewelry box with platinum filigree
8 Brass mug with jade inlay 6 Set of gold nesting dolls
9 Box of turquoise animal figurines 7 Jade game board with gold playing pieces
10 Gold birdcage with electrum filigree 8 Bejeweled ivory drinking horn with gold
filigree
750 CP ART OBJECTS
9 Gilded royal coach or funeral barge
1410 Object
10 Ceremonial gold armor with black pearls
1 Silver chalice set with moonstones
Bundle of sheet music representing the lost
dirges of a famous composer
Carved wooden harp with ivory inlay and
zircon gems
4 Gold idol

CHAPTER 7 I TREASURE 215


two are combined, roll again for eact
MAGIC ITEMS potion, combining the results. Unl Subsequ,
Magic items are gleaned from the hoards of felled immediately obvious, reveal them
monsters or discovered in long lost vaults. Such become evident. them only wher“ar
items grant capabilities a character could rarely ‘hey
have otherwise, or they complement their owner s POTION MISCIBILITY
capabilities in wondrous ways. IdlOO Result
MAGIC ITEM CATEGORIES 01 Both potions lose their effects
1very magic item belongs to a category. I he Magic mixture creates a magical explo@"Othe
Item Categories table lists the nine categories and 5-foot-radius Sphere centered o nin a
provides examples. Rules for the categories appear Each creature in that area takes asef
a fl er the table. damage. "FOrce
02-08 Both potions lose their effects and
MAGIC ITEM CATEGORIES
ture becomes an ingested poiso” J emiy.
Category Examples
choice (see “Poison” in chapter 3)
Armor +1 Leather Armor, +1 Shield 09-15 Both potions lose their effects
Potions Potion of Healing 16-25 One potion loses its effect.
Rings Ring of Invisibility 26-35 Both potions work, but with their numet
Rods immovable Rod effects and durations halved. If a potior "
Scrolls Spell Scroll has no numerical effect and no duration t
instead loses its effect.
Staffs Staff of Striking
36-90 Both potions work normally.
Wands Wand of Fireballs
Weapons +1 Ammunition, +1 Longsword 91-99 Both potions work, but the numerical
effects and duration of one potion are
Wondrous Items Bag of Holding, Boots of Eluenkind
doubled. If neither potion has anything to
ARMOR double in this way, they work normally.
An item in the Armor category is typically a mag­ 00 Only one potion works, but its effects are
ical version of armor from the Player’s Handbook. permanent. Choose the simplest effect to
Unless an armor’s description notes otherwise, the make permanent or the one that seems the
armor must be worn for its magic to function. most fun. For example, a Potion of Healing
Some suits of magic armor specify the type of ar­ might increase the drinker's Hit Point max-
mor they are, such as Chain Mail or Plate Armor. If imum by 2d4 + 2, or a Potion of Invisibility
no type is specified, choose the type or determine it
might give the drinker the Invisible condi­
randomly.
tion indefinitely. At your discretion, a Dispe
POTIONS Magic spell or similar magic might end. S
An item in the Potion category might be a magical lasting effect.
brew that must be imbibed or an oil that must be
applied to a creature or an object. A typical potion RINGS at
consists of 1 ounce of liquid in a vial. For its magic to function, an item in the kins Iit
Using a Potion. Potions are consumable items. egory must be worn on a finger or a similar
Drinking a potion or administering it to another unless its description notes otherwise.
creature requires a Bonus Action. Applying an oil
might take longer as specified in its description. KOUS sually
An item in the Rod category is a scepter us weighs
Once used, a potion takes effect immediately, and it
is used up. made of metal, wood, or bone. A typica
Mixing Potions. A character might drink one po­ 2 to 5 pounds. arodcan
tion while still under the effects of another or pour Unless its description notes othei “ P
seveiai potions into a single container. The strange be used as an Arcane Focus.
ingredients used in creating potions can result in
unpredictable interactions. SCROLLS epaper or ।
An item in the Scroll category is a ro JOden rods3""
When a character mixes two potions together,
parchment, sometimes attached to wo de leathef
roll on the Potion Miscibility table. If more than
typically kept safe in a tube of ivory, 4

216 CHAPTER 7 I TREASURE


wood. The most prevalent scroll is the
MAGIC ITEM RULES
metak-Pol. a spell stored in written form. However
Spell ' rolls, like the Scroll of Protection, bear an in- Rules for identifying, attuning to, and using magic
sometion that isn’t a spell. items appear in the Player’s Handbook. Additional
can. a Scroll. Scrolls are consumable items. Un- rules are presented below.
' hTe the magic in a scroll requires the user to Attunement Prerequisites. If a magic item has a
leas the scroll. When its magic has been invoked, class prerequisite, a creature must be a member
rea mil can't be used again. Its words fade, or it of that class to attune to the item. If a creature
theSCT. J . must be a spellcaster to attune to an item, the
bles into dust. creature qualifies if it can cast at least one spell
CIIV creature that can understand a written lan-
Da can read a scroll and attempt to activate it using its traits or features, not by using a magic
item or the like.
FlAss its description notes otherwise.
Items Made for Specific Creatures. Magic items
that are meant to be worn tend to magically ad­
STAFFS
Items in the Staff category vary widely in appear- just themselves to the wearer. However, you can
some are of nearly equal diameter throughout decide that a magic item doesn’t adjust its size to
and smooth, others are gnarled and twisted, some fit any wearer. For example, a particular armorer
are made of wood, and others are composed of pol­ might make items usable only by folk who are
ished metal or crystal. A staff weighs between 2 and sized and shaped like dwarves.
7 pounds and serves well as a walking stick or cane. Unusual Anatomy. Use your discretion to de­
Unless its description notes otherwise, a staff cide whether a creature can wear an item not
can be used as a nonmagical Quarterstaff and an made for its anatomy. A ring placed on a tentacle
Arcane Focus. might work, but a yuan-ti with a snakelike tail in­
stead of legs can’t wear magic boots.
WANDS Paired items. You can allow exceptions to the
An item in the Wand category is typically 12 to 15 rule that paired items must both be worn. For
inches long and crafted of metal, bone, or wood. It example, a character with only one arm might be
is tipped with metal, crystal, stone, or some other able to use a single Glove of Missile Snaring so
material. long as the matching glove is on their person.
Unless its description notes otherwise, a wand can
be used as an Arcane Focus. MAGIC ITEM VALUES BY RARITY
Common magic items can often be bought in a
WEAPONS town or city. Uncommon and Rare magic items are
A magic weapon is typically a magical version of usually found only in cities, and rarer magic items
a weapon from the Players Handbook. Some magic might be sold only in wondrous locations, such as
weapons specify the type of weapon they are in the City of Brass or Sigil. If you allow characters to
their descriptions, such as a Longsword or Long- buy and sell magic items in your campaign, rarity
bow. If no weapon type is specified, you may choose can help you set prices for those items. Gold Piece
the type or determine it randomly. values are provided in the Magic Item Rarities and
Ammunition. If a magic weapon has the Ammuni- Values table, though a seller might ask for a service
tion property, ammunition fired from it is consid- rather than coin as payment.
ered magical for the purpose of any rule that cares if a magic item incorporates an item that has a
whether a weapon is magical or not. purchase cost in the Player’s Handbook (such as a
WONDROUS ITEMS weapon or a suit of armor), add that item’s cost to
the magic item’s value. For example, +1 Armor (Plate
p rous items include wearable items such as Armor) has a value of 5,500 GP, which is the sum of
829 s, belts, capes, amulets, brooches, and circlets. a Rare magic item’s value (4,000 GP) and the cost of
8s. carpets, figurines, horns, musical instruments,
Plate Armor (1,500 GP).
more also fall into this category.
MAGIC ITEM RARITIES AND VALUES
MAGIC ITEM RARITY_________________
Every m Rarity Value'* Rarity Value’*
rou h d8ic item has a rarity, which provides a Common 100 CP Very Rare 40,000 CP
map measure of an item’s power relative to other
iter items. I he rarities are shown in the Magic Uncommon 400 CP Legendary 200,000 CP
Co arities and Values table. Rare 4,000 GP Artifact Priceless
are (nmon magic items, such as a Potion of Healing,
*Halve the value for a consumable item other than a Spell Scroll.
orcusmost plentiful. Artifacts, such as the Wand oj The value of a Spell Scroll is double what it costs to scribe the scroll
are priceless, unique, and difficult to acquire. (as specified in the Player's Handbook).

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

218 CHAPTER 7 I TREASURE


MAGIC ITEM TRACKER

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

222 CHAPTER7I TREASURE


1d8 Histor u. ,
prophecy. The item features in a prophecy:
ld20 Minor Property

5 13 Songcraft. Whenever this item is struck or


its bearer is destined to play a key role in
is used to strike a foe, you hear a fragment
future events.
of an ancient song.
Religious. This item was used in religious
14—15 Strange Material. The item was created
ceremonies dedicated to a particular deity.
from a material that is bizarre given its pur­
It has religious symbols worked into it.
pose. Its durability is unaffected.
Sinister. This item is linked to a deed of
16 Temperate. You are unharmed by tempera­
great evil, such as a massacre or an assas­
tures ofO degrees Fahrenheit or lower, and
sination. It might have a name or be closely
100 degrees Fahrenheit or higher.
associated with a villain who used it.
17 Unbreakable. The item can’t be broken.
9 Symbol of Power. This item was once used Special means must be used to destroy it.
as part of royal regalia or as a badge of high
18 War Leader. You can take a Magic action to
office.
cause your voice or signal to carry clearly
for up to 600 feet until the end of your next
MAGIC ITEM’S MINOR PROPERTY
turn.
1d20 Minor Property
19 Waterborne. This item floats on water
1- 2 Beacon. You can take a Bonus Action to and other liquids. You have Advantage on
cause the item to shed Bright Light in a 10- Strength (Athletics) checks to swim.
foot radius and Dim Light for an additional
20 Roll twice, rerolling any additional 20s.
10 feet, or to extinguish the light.
3 Compass. You can take a Magic action to MAGIC ITEM’S QUIRK
learn which way is magnetic north. Nothing ld8 Quirk
happens if this property is used in a loca­
1 Blissful. You feel fortunate and optimistic
tion that has no magnetic north.
about what the future holds. Butterflies and
4 Delver. While underground, you always other harmless creatures might frolic in the
know the item’s depth below the surface item’s presence.
and the direction to the nearest staircase, 2 Confident. The item helps you feel
ramp, or other path leading upward. self-assured.
5 -6 Guardian. The item warns you, granting a 3 Covetous. You become obsessed with mate­
+2 bonus to your Initiative rolls if you don’t rial wealth.
have the Incapacitated condition.
4 Fragile. The item crumbles, frays, chips,
7 -8 Harmonious. Attuning to this item takes or cracks slightly when wielded, worn, or
only 1 minute. activated. This quirk has no effect on its
9 Key. The item is used to unlock a container, properties.
chamber, vault, or door. 5 Loud. The item makes a loud noise—such
Secret Message. A message is hidden as a clang, a shout, or a resonating gong—
somewhere on the item. It might be visible when used.
only at a certain time, under the light of one 6 Metamorphic. The item periodically alters
phase of the moon, or in a specific location. its appearance in slight ways. You have no
11-19 control over these minor alterations, which
Sentinel. The DM chooses a kind of crea-
ture, such as mind flayers or trolls. This have no effect on the item’s use.
item glows faintly when such creatures are 7 Painful. You experience a harmless flash of
within 120 feet of it. pain when using the item.
8 Repulsive. You feel a sense of distaste when
in contact with the item and continue to ex­
perience discomfort while bearing it.

CHAPTER 7 I TREASURE 223


MINOR BENEFICIAL PROPERTIES
ARTIFACTS IdlOO Property
An Artifact is a unique, singularly powerful magic
01-20 While attuned to the Artifact
item with its own origin and history. It could have
been created in the midst of a crisis that threatenc ciency in one skill of the DM’s cnofain Pros
a kingdom, a world, or the entire multiverse, and 21-30 While attuned to the Artifact, yol F
carry the weight of that pivotal moment in history. Immunity to the Poisoned conditio^’
Some Artifacts appear when they are needed 31-40 While attuned to the Artifact, you f
most. For others, the reverse is true; when these
Artifacts are discovered, the world trembles at the Immunity to the Charmed and Fri ave
ramifications of the find. In either case, introducing
conditions. ‘8 tened
an Artifact into a campaign requires forethought. 41-50 While attuned to the Artifact, you ha
It could be an item that opposing sides are hoping sistance to one damage type of the "ePe
to claim, or it might be something the adventurers choice. S
need to overcome their greatest challenge. 51-60 While attuned to the Artifact, vo f
Characters don't typically find Artifacts in the
one cantrip (chosen by the DM) from ’ '
normal course of adventuring. In fact, Artifacts
appear only when you want them to, for they are as 61-70 While attuned to the Artifact, you can
much plot devices as magic items. Tracking down one level 1 spell (chosen by the DM) f—"
and recovering an Artifact is often the main goal of it. After you cast the spell, roll l d6. on a
an adventure. Characters must chase down rumors, roll of 1-5, you can’t cast it again in this w
undergo significant trials, and venture into danger­ until the next dawn.
ous, half-forgotten places to find the Artifact they
71-80 As 61-70 above, except the spell is level -
seek. Alternatively, a major villain might already
have the Artifact. Obtaining and destroying the Ar­ 81-90 As 61-70 above, except the spell is level 3
tifact could be the only way to ensure that its power 91-00 While attuned to the Artifact, you gain a-'
can’t be used for evil. bonus to Armor Class.

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

01-08 01-09 You can’t attune to other magic items


Disadvantage on any ability check or saving
while you’re attuned to the Artifact. When
throw that uses Strength or Constitution.
you become attuned to the Artifact, your
While attuned to the Artifact, you have Attunement to other magic items ends
09-16 Disadvantage on Intelligence, Wisdom, and
immediately.
Charisma saving throws.
10-18 When you become attuned to the Artifact,
While attuned to the Artifact, you have Vul­ a random one of your ability scores is re­
17-24
nerability to Poison damage. duced by 2, to a minimum of 3. A Greater
While attuned to the Artifact, you have the Restoration spell restores the ability.
25-32
Blinded condition when you’re more than 19-27 When you become attuned to the Artifact,
10 feet away from it. you take 8dl0 Psychic damage.
33-40 While attuned to the Artifact, you have the 28-36 The first time you become attuned to the
Deafened condition when you’re more than Artifact, it gives you a quest determined by
10 feet away from it. the DM. You can’t use any of the Artifact’s
41-48 While attuned to the Artifact, you lose all properties until you complete the quest.
sense of smell. 37-45 Each time you become attuned to the Arti­
49-66 While you’re attuned to the Artifact, your fact, there is a 10 percent chance that you
appearance changes as the DM decides. attract the attention of a god who sends an
avatar to wrest the Artifact from you. The
67-72 While attuned to the Artifact, you emit a
avatar has the same alignment as its creator
sour stench noticeable from up to 10 feet
and uses the Empyrean stat block. Once it
away.
obtains the Artifact, the avatar vanishes.
73-76 Whenever you touch a nonmagical gem
46-54 Each time you become attuned to the Arti­
or an art object while attuned to this Arti­
fact, you must succeed on a DC 10 Consti­
fact, the value of the gem or art object is
tution saving throw or die from the shock.
reduced by half. This affects a particular
If you die, you’re instantly transformed into
object only once. a Wight under the DM’s control that must
77-80 While you’re attuned to the Artifact, all Holy protect the Artifact.
Water within 10 feet of you is destroyed. 55-63 The Artifact dilutes potions within 10 feet of
81-84 While you’re attuned to the Artifact, non­ itself, rendering them nonmagical.
magical flames are extinguished within 30 64-72 The Artifact erases scrolls within 10 feet of
feet of you. itself, rendering them nonmagical.
85-88 While you’re attuned to the Artifact, other 73-81 While you're attuned to the Artifact, crea­
creatures can't take Short or Long Rests tures of a particular type other than Hu­
while within 300 feet of you. manoid (chosen by the DM) are always
89-92 While attuned to the Artifact, you kill any Hostile toward you.
nonmagical vegetation you touch that isn't 82-90 While attuned to the Artifact, you have
a creature. Vulnerability to all damage.
93-00 While you’re attuned to the Artifact, Beasts 91-96 The Artifact imprisons a Death Slaad. Each
within 30 feet of you that have a Challenge time you become attuned to the Artifact,
Rating of 6 or lower are Hostile toward you. the slaad has a 10 percent chance of escap­
ing, whereupon it appears in an unoccu­
pied space as close to you as possible and
attacks you.
97-00 While attuned to the Artifact, you can’t
spend Hit Point Dice or regain Hit Points.

CHAPTER 7I TREASURE 225


SENTIENT ITEM’S COMMON
SENTIENT MAGIC ITEMS ICATION
1d10 Communication
Some magic items have sentience and personality
1-6 The item communicates by tran.
Such an item might be possessed, haunted by t e
spirit of a previous owner, or self aware than s to ting emotion to the creature c5mit-
the magic used to create it. A sentient item mig 1 c wielding it. "Vingor
a cherished ally to its wielder or a continual thorn 7-9 The item speaks one or more |a
in the side. 10 "guages
Most sentient items are weapons, but other in s The item speaks one or more |a
of items can manifest sentience. Single-use items addition, the item can commun"&uages,In
such as potions and scrolls are never sentient. pathically with any creature thaticate tele
The DM controls sentient magic items and their wields it. Carries or
activated properties. A bearer who maintains a
good relationship with the item can access those SENTIENT ITEM’S SENSES
properties. If the relationship is strained, a conflict ld4 Senses
can ensue (see “Conflict" below).
1 Hearing and standard vision
out to 30 feet
SENTIENT MAGIC ITEM TRAITS 2 Hearing and standard vision
When you make a sentient magic item, you create out to 60 feet
3 Hearing and standard vision
the item’s persona much as you would create an out to 120 fee,
NPC (as described in the “Nonplayer Characters" 4 Hearing and Darkvision out to 120 feet
section of chapter 3), with these exceptions.
Abilities. A sentient magic item has Intelligence, SENTIENT ITEM’S SPECIAL PURPOSE
Wisdom, and Charisma scores. Choose the item’s IdlO Special Purpose
abilities, or determine them randomly as follows:
roll 4d6 for each one, dropping the lowest roll and 1 Aligned. The item seeks to defeat or destroy
totaling the rest. those of a diametrically opposed alignment.
Alignment. A sentient magic item has an align­ Such an item is never Neutral.
ment. Its creator or nature might suggest an align­ 2 Bane. The item seeks to thwart or destroy
ment. Otherwise, pick an alignment or roll on the
creatures of a particular type, such as Con­
Sentient Item’s Alignment table.
structs, Fiends, or Undead.
Communication. A sentient item communicates
by sharing its emotions, broadcasting its thoughts 3 Creator Seeker. The item seeks its creator
telepathically, or speaking aloud. You can choose and wants to understand why it was created.
how it communicates or roll on the Sentient Item's 4 Destiny Seeker. The item believes it and its
Communication table. bearer have key roles to play in future events
Senses. A sentient item can perceive its surround­
ings out to a limited range. You can choose its 5 Destroyer. The item craves destruction and
senses or roll on the Sentient Item’s Senses table. goads its user to fight arbitrarily.
Special Purpose. You can give a sentient item an 6 Glory Seeker. The item seeks renown as. -
objective it pursues, perhaps to the exclusion of all greatest magic item in the world by winn =
else. As long as the wielder’s use of the item aligns
fame or notoriety for its user.
with that special purpose, the item remains coop­
erative. Deviating from this course might cause 7 Lore Seeker. The item craves knowledge X
conflict between the wielder and the item (see “Con­ is determined to solve a mystery, learn a
flict” below). You can pick a special purpose or roll cret, or unravel a cryptic prophecy.
on the Sentient Item's Special Purpose table. 8 Protector. The item seeks to deter d a
ticular kind of creature, such as elves
SENTIENT ITEM’S ALIGNMENT
werewolves.
IdlOO Alignment IdlOO Alignment
9 Soulmate Seeker. The item seeks anat s
01-15 Lawful Good 74-85 Chaotic Neutral
sentient magic item, perhaps one
16-35 Neutral Good 86-89 Lawful Evil similar to itself.
36-50 Chaotic Good 90-96 Neutral Evil 10 Templar. The item seeks to defenoelty.
51-63 Lawful Neutral 97-00 Chaotic Evil vants and interests of a particular
64-73 Neutral

226 CHAPTER 7 I TREASURE


Co the bearer of a sentient item acts in a manner
ADAMANTINE WEAPON
Whel, to the item’s alignment or purpose, conflict
Weapon (Any Ammunition or Melee Weapon),
opPOSK. When such a conflict occurs, the item’s
Uncommon
can arlmakes a Charisma saving throw (DC 12 plus
bears" ,Charisma modifier). On a failed save, the I his weapon or piece of ammunition is made of ada
the iten. one or more of the following demands: mantine, one of the hardest substances in existence.
item mare Whenever this weapon or piece of ammunition hits
My Dreams. The item demands that its an object, the hit is a Critical Hit.
Caarer pursue the item S goals to the exclusion of
a|| other goals. .....
Rid of it. The item demands that its bearer dis- ALCHEMYJUG
of anything the item finds repugnant. Wondrous Item, Uncommon
"Time for a Change. The item demands to be This ceramic jug appears to be able to hold a gal
riven to someone else. ion of liquid and weighs 12 pounds whether full or
Keep Me Close. The item insists on being carried or empty. The jug sloshes when it is shaken, even if the
worn at all times. jug is empty.
if its bearer refuses to comply with the item’s de­ You can take a Magic action and name one liquid
mands. the item can do any of the following: from the Alchemy Jug Liquids table to cause the jug
to produce the chosen liquid. Afterward, you can
. Make it impossible for its bearer to attune to it.
uncork the jug as a Utilize action and pour that liq­
. Suppress one or more of its activated properties. uid out, up to 2 gallons per minute. The maximum
. Attempt to take control of its bearer, whereupon amount of liquid the jug can produce depends on
the bearer makes a Charisma saving throw (DC the liquid you named.
12 plus the item's Charisma modifier). On a failed
save, the bearer has the Charmed condition for
ldl2 hours. While Charmed in this way, the
ALCHEMY JUG
bearer must try to follow the item’s commands.
If the bearer takes damage, it repeats the save,
ending the effect on a success. Whether or not the 0
attempt to control its bearer succeeds, the item
can’t use this power again until the next dawn.

MAGIC ITEMS A-Z


Magic items are presented in alphabetical order.
If a magic item description capitalizes a creature’s
name and presents it in bold type, that’s a visual cue
pointing you to the creature’s stat block. Unless the
text states otherwise, the stat block is in the Mon-
s^r Manual. How to read and use a stat block is ex-

plained in the Monster Manual and to a lesser degree


in the Players Handbook.

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.

CHAPTER 7 I TREASURE 227


Once the jug starts producing a liquid, it can t
produce a different one, or more of one that has —ON +1,+2,OR+3
reached its maximum, until the next dawn.
X- (Any Ammunition). Uncommon (-D),Rore(2
or Very Rare (+3)
ALCHEMY JUG LIQUIDS . .. have a bonus to attack rolls and damage
Max. Max.
Amount
. .u this Piece of magic ammunition. Th.
Liquid Amount Liquid made.vittthinea by the rarity of the
Acid 8 ounces Oil 1 quart Once it hi» a target, the ammunition »no longer
Vinegar 2 gallons
Basic Poison 4 ounces
Beer 4 gallons Water, fresh 8 gallons magical munition is typically found or sold in
, , of ten or twenty pieces. Ten pieces of th,
itie
12 gallons ammunition
quantitie are 1 equivalent in value to a potion of
Honey 1 gallon Water, salt
the same rarity.
Mayonnaise 2 gallons Wine 1 gallon

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.

AwVESESKZsOor against DETECTION


dr ous Item, Uncommon (Requires Attunement)
W hile wearing this amulet, you can’t be targeted
sen vination spells or perceived through magical
AMULT r OF Paooe AGAINLT y'ng sensors unless you allow it.
Of IK ’ION ANU LOLA’ION

228 CHAPT ER 7 | TREASURE


VM^L^TOFTHE PLANES
ANIMATED SHIELD
wondrous Item, Very Rare (Requires Attunement)
Armor (Shield), Very Rare (Requires Attunement)
while wearing this amulet, you can take M
While holding this Shield, you can take a Bonus
action to name a location that you are far Nagic
Action to cause it to animate. The Shield leaps into
^another plane of existence. Then make a the air and hovers in your space to protect you as if
intelligence (Arcana) check. On a succelee / 15
you were wielding it, leaving your hands free. The
you cast Plane Shift. On a failed check y ' check,
Shield remains animate for 1 minute, until you take
creature and object within 15 feet of J., and each
a Bonus Action to end this effect, or until you die or
a random destination determined by roll; ' avel to have the Incapacitated condition, at which point the
and consulting the following table. g 1d100
Shield falls to the ground or into your hand if you
Destination have one free.
idlOO
01-60 Random location on the plane you named
61-70 Random location on an Inner Plane deter­ APPARATUS OF KWALISH
mined by rolling ld6: on a 1, the Plane of Wondrous Item, Legendary
Air; on a 2, the Plane of Earth; on a 3, the This item first appears to be a sealed iron barrel
Plane of Fire; on a 4, the Plane of Water; on weighing 500 pounds. The barrel has a hidden
a 5, the Feywild; on a 6, the Shadowfell catch, which can be found with a successful DC 20
Intelligence (Investigation) check. Releasing the
71-80 Random location on an Outer Plane deter­
catch unlocks a hatch at one end of the barrel, al­
mined by rolling ld8: onal, Arborea; on a
lowing two Medium or smaller creatures to crawl
2, Arcadia; on a 3, the Beastlands; on a 4,
inside. Ten levers are set in a row at the far end,
Bytopia; on a 5, Elysium; on a 6, Mechanus; each in a neutral position, able to move up or down.
on a 7, Mount Celestia; on an 8, Ysgard When certain levers are used, the apparatus trans­
81-90 Random location on an Outer Plane deter­ forms to resemble a giant lobster.
mined by rolling 1 d8: on a 1, the Abyss; on The Apparatus ofKwalish is a Large object with the
a 2, Acheron; on a 3, Carceri; on a 4, Ge­ following statistics: AC 20; HP 200; Speed 30 ft.,
Swim 30 ft. (or 0 ft. for both if the legs aren’t ex­
henna; on a 5, Hades; on a 6, Limbo; on a 7,
tended); Immunity to Poison and Psychic damage.
the Nine Hells; on an 8, Pandemonium
To be used as a vehicle, the apparatus requires
91-00 Random location on the Astral Plane one pilot. While the apparatus’s hatch is closed,
the compartment is airtight and watertight. The
1 compartment holds enough air for 10 hours of

APPARATUS OF
KWALISH

AMULET OF THE
PLANES

CHAPTER 7 | TREASURE 229


ARMOR or Res"sr"E
(LEATWE R ARMOR) ... divided by the number of L
breathing,
tures inside.
insio “
tures floats on water, It can also,

TheaapPas ’ depe of 900 feet Belo™


Venice takes 246 Bludgeonins damase each mi,
frompegssresn the compartmentcan
A. to move as many as two of the apparatus"
action up or down. After each use. a lever goest,,
leve neutral position. Each lever, from left tori
its " as shown
tofunctions as 0 in the Apparatus of Kwalish
Levers table.
ARMOR or

INVULNERABILITY

ARMOR. +1, +2, OR +3


Armor (Any Light, Medium, or Heavy), Rare (-1),Very
Rare (+2), or Legendary (+3)
You have a bonus to Armor Class while wearingthi,
armor. The bonus is determined by its rarity.

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.

APPARATUS OF KWALISH LEVERS


Lever Up Down
1 Legs extend, allowing the apparatus to walk and Legs retract, reducing the apparatus’s Speed and
swim. wim Speed to 0 and making it unable to benefit
from bonuses to speed.
2 Forward window shutter opens. Forward window shutter closes.
3 Side window shutters open (two per side). Side window shutters close (two per side).
4 Two claws extend from the front side of the The claws retract.
apparatus.
5 Each extended claw makes the following melee at­ Each extended claw makes the following melee
tack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning attack: +8 to hit, reach 5 ft. Hit: The target has the
damage.
Grappled condition (escape DC 15).
6 The apparatus walks or swims forward provided its The apparatus walks or swims backward provided
legs are extended.
its legs are extended.
7 I he apparatus turns 90 degrees counterclockwise The apparatus turns 90 degrees clockwise provided
provided its legs are extended.
its legs are extended.
8 Eyelike fixtures emit Bright Light in a 30-foot radius
The light turns off.
and Dim Light for an additional 30 feet.
9 The apparatus sinks up to 20 feet if it's in liquid.
The apparatus rises up to 20 feet if it’s in liquid
10 The rear hatch unseals and opens.
The rear hatch closes and seals.

230 CHAPTER7TREASURE
DWARVISH LOROS

1 i

Metal Shell. You can take a Magic action to give


*1 APMOQ
yourself Immunity to Bludgeoning, Piercing, and
(PLATE ARMOR)
Slashing damage for 10 minutes or until you are
no longer wearing the armor. Once this property is
used, it can’t be used again until the next dawn.

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

CHAPTER 7 I TREASURE 233


BAG OF TRICKS
BAG OF DEVOURING
Wondrous Item. Very Rare Wondrous Item, Uncommon
This bag resembles a Rag of Holding but is a feeding This bag made from gray, rust, or tan d
orifice for a gigantic extradimensional creature. empty. Reaching inside the bag, howev.oth appe,,
Turning the bag inside out closes the orifice. presence of a small, fuzzy object. "n reveal, '
The extradimensional creature attached to the You can take a Magic action to pull th
bag can sense whatever is placed inside the bag. ject from the bag and throw itup to 20 r«2*
Animal or vegetable matter placed wholly in the the object lands, it transforms into a cr When
bag is devoured and lost forever. When part of a determine by rolling on the table that tureyou
living creature is placed in the bag, as happens when to the bag's color. See the Monster ManTeSpond,
someone reaches inside it, there is a 50 percent creature's stat block. The creature van- “ or the
chance that the creature is pulled inside the bag. A next dawn or when it is reduced to O Hit p" the
creature inside the bag can take an action to try to The creature is Friendly to you and yourints
escape, doing so with a successful DC 15 Strength and it acts immediately after you on your . Alles,
(Athletics) check. Another creature can take an ac­ count. You can take a Bonus Action to co nitiative
tion to reach into the bag to pull a creature out, do­ how the creature moves and what action itand
ing so with a successful DC 20 Strength (Athletics) its next turn, such as attacking an enemy, inkes on
check, provided the puller isn't pulled inside the bag sence of such orders, the creature acts in a fash*
first. Any creature that starts its turn inside the bag appropriate to its nature.
is devoured, its body destroyed. Once three fuzzy objects have been pulled from
Inanimate objects can be stored in the bag, which the bag, the bag can’t be used again until the next
can hold a cubic foot of such material. However, dawn.
once each day, the bag swallows any objects inside it
and spits them out into another plane of existence. GRAY BAG OF TRICKS
The DM determines the time and plane. ld8 Creature ld8 Creature
If the bag is pierced or torn, it is destroyed, and
1 Weasel 5 Panther
anything contained within it is transported to a
random location on the Astral Plane. 2 Giant Rat 6 Giant Badger
3 Badger 7 Dire Wolf
BAG OF HOLDING 4 Boar 8 Giant Elk
Wondrous Item, Uncommon
RUST BAG OF TRICKS
This bag has an interior space considerably larger
than its outside dimensions-roughly 2 feet square 1d8 Creature ld8 Creature
and 4 feet deep on the inside. The bag can hold up 1 Rat 5 Giant Coat
to 500 pounds, not exceeding a volume of 64 cubic
2 Owl 6 Giant Boar
feet. The bag weighs 5 pounds, regardless of its
contents. Retrieving an item from the bag requires a 3 Mastiff 7 Lion
Utilize action. 4 Goat 8 Brown Bear
If the bag is overloaded, pierced, or torn, it is de­
stroyed, and its contents are scattered in the Astral
TAN BAG OF TRICKS
Plane. If the bag is turned inside out, its contents Creature
spill forth unharmed, but the bag must be put right 1d8 Creature ld8
before it can be used again. The bag holds enough 5 Black Bear
1 Jackal
air for 10 minutes of breathing, divided by the num­ Giant Weasel
2 Ape 6
ber of breathing creatures inside. Giant Hyena
Placing a Bag of Holding inside an extradimen­ 3 Baboon 7
sional space created by a Heward's Handy Haversack, 4 8 Tiger
Axe Beak
Portable Hole, or similar item instantly destroys both
items and opens a gate to the Astral Plane. The gate
originates where the one item was placed inside the BEAD OF FORCE
other. Any creature within a 10 foot-radius Sphere
Wondrous Item, Rare -hin
centered on the gate is sucked through it to a ran­
dom location on the Astral Plane. The gate then This small black sphere measures 3/4,034.4
diameter and weighs an ounce. Typically,
closes. The gate is one way and can’t be reopened.
Beads of Force are found together.

234. CHAPTER 7I TREASURE


BAo OF HOL DING

BAG or DEVOURING

You can take a Magic action to throw the bead


up to 60 feet. The bead explodes in a 10-foot-radius
Sphere on impact and is destroyed. Each creature
in the Sphere must succeed on a DC 15 Dexterity
saving throw or take 5d4 Force damage. A sphere
of transparent force then encloses the area for 1
minute. Any creature that failed the save and is
D^ARVENKINO
completely within the area is trapped inside this
sphere. Creatures that succeeded on the save or are
partially within the area are pushed away from the
center of the sphere until they are no longer inside
it. Only breathable air can pass through the sphere’s
wall. No attack or other effect can pass through.
BELT OF DWARVENKIND
Wondrous Item, Rare (Requires Attunement)
An enclosed creature can take a Utilize action to
push against the sphere’s wall, moving the sphere While wearing this belt, you gain the following
up to half the creature’s Speed. The sphere can be benefits:
picked up, and its magic causes it to weigh only 1 Dwarvish. You know Dwarvish.
pound, regardless of the weight of creatures inside. Friend of Dwarvenkind. You have Advantage on
Charisma (Persuasion) checks made to interact
with dwarves and duergar.
BEAD OF NOURISHMENT Toughness. Your Constitution increases by 2, to a
Wondrous Item, Common maximum of 20.
This flavorless, gelatinous bead dissolves on your In addition, while attuned to the belt, you have a 50
tongue and provides as much nourishment as 1 day percent chance each day at dawn of growing a full
of Rations.
beard if you can grow one, or a thicker beard if you
already have one.
if you aren’t a dwarf or duergar, you gain the fol­
BEAD OF REFRESHMENT lowing additional benefits while wearing the belt:
^drous item, Common
Darkvision. You have Darkvision with a range of
his flavorless, gelatinous bead dissolves in liquid,
60 feet.
“"isfor ming up to a pint of the liquid into fresh, Resilience. You have Resistance to Poison damage.
ead drinking water. The bead has no effect on mag You also have Advantage on saving throws you
‘quids or harmf ul substances such as poison.
make to avoid or end the Poisoned condition.

CHAPTER 7 I TREASURE 235


also have Disadvantage on attack rolls withwe
ons other than this one.
Whenever another creature damages you
BELT OF GIANT STRENGTH the weapon is in your possession, you must sucee..
Wondrous Item. Rarity Varies (Requires Attunement)
a DC 15 Wisdom saving throw or go berserk
While wearing this belt, your Strength changes to This berserk state ends when you Start your turn
a score granted by the belt. The type of giant deter­ and there are no creatures within 60 feet of you
mines the score (see the table below). I he item has that you can see or hear.
no effect on you if your Strength without the belt is While berserk, you regard the creature nearest
equal to or greater than the belt’s score. to you that you can see or hear as your enemy. If
Str. Rarity
ea Rarity there are multiple possible creatures, choose one at
Belt Rare random. On each of your turns, you must moveas
21
Belt of Giant Strength (hill) Te to the creature as possible and take the Attack
23 Very Rare
Belt of Giant Strength (frost E n targeting the creature. If you’re unable to

or stone) get close enough to the creature to attack it with


25 Very Rare 8e weapon, your turn ends after you ve used up all
Belt of Giant Strength (fire)
27 Legendary the r available movement. If the creature dies or can
Belt of Giant Strength (cloud) your pr be seen or heard by you, the next nearest
29 Legendary
Belt of Giant Strength (storm) feature that you can see or hear becomes your
new target.

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)

236 CHAPTER 7 I TREASURE


U gain a +3 bonus to attack rolls and damage
1ade with this magic weapon. If you hit an
r0 lead with this weapon, you take id 10 Necrotic
1 "dage, and the target regains id 10 Hit Points. If
dA Necrotic damage reduces you to 0 Hit Points,
Slackrazor devours your soul (see "Devour Soul”
below). ...
while you hold this weapon, you have immunity
, the Charmed and Frightened conditions, and you
save Blindsight with a range of 30 feet.
Devour Soul. Whenever you use Blackrazor to
reduce a creature to 0 Hit Points, the sword slays
the creature and devours its soul unless it is a Con-
struct or an Undead. A creature whose soul has
been devoured by Blackrazor can be restored to life
only by a Wish spell.
When Blackrazor devours a soul that isn’t yours,
vougain Temporary Hit Points equal to the slain
creature’s Hit Point maximum.
Haste. Blackrazor can cast Haste on you, after
which it can’t cast this spell again until the next
dawn. Blackrazor decides when to cast the spell,
which takes effect at the start of your turn. The
spell lasts for 1 minute (no Concentration required)
or until Blackrazor decides to end it, which it can do
at the end of any of your turns.
Sentience. Blackrazor is a sentient Chaotic Neutral
weapon with an Intelligence of 17, a Wisdom of 10,
and a Charisma of 19. It has hearing and Darkvision
out to 120 feet.
The weapon speaks Common and can communi­ BOOK OF EXALTED DEEDS
cate with its wielder telepathically. Its voice is deep Wondrous Item, Artifact (Requires Attunement)
and echoing. While you are attuned to it, Blackrazor The definitive treatise on all that is good in the
also understands every language you know. multiverse, the Book of Exalted Deeds figures promi­
Personality. Blackrazor speaks with an imperious nently in many religions. Rather than being a scrip­
tone, as though accustomed to being obeyed. ture devoted to a particular faith, the book’s au­
The sword’s purpose is to consume souls. It thors filled the pages with their own visions of true
doesn't care whose souls it eats, including the wield- virtue, providing guidance for defeating evil.
ers. The sword believes that all matter and energy The Book of Exalted Deeds rarely lingers in one
Sprang from a void of negative energy and will one place. As soon as the book is read, it vanishes to
day return to it. Blackrazor is meant to hurry that some other corner of the multiverse where its moral
Process along. guidance can bring hope to an endangered world.
Despite its nihilism, Blackrazor feels a strange kin- Although attempts have been made to copy the
IP to Wave and Whelm, two other weapons locked work, efforts to do so fail to capture its magical na­
(Nay under White Plume Mountain. It wants the ture or translate the benefits it offers to those pure
Iree weapons to be reunited and wielded together of heart and firm of purpose.
wsombat, even though it violently disagrees with A heavy clasp, wrought to look like angel wings,
pe m and finds Wave tedious. keeps the book’s contents secure. Only a creature
that is attuned to the book can release the clasp that
fed dkrazor ‘s hunger for souls must be regularly
holds it shut. Once the book is opened, the attuned
s . the sword goes 3 days or more without con-
ming a soul, a conflict between it and its wielder creature must spend 80 hours reading and studying
°Surs at the next sunset. the book to digest its contents and gain its benefits.
Other creatures that peruse the book’s open pages
by ^tro^n^ Hlackrazor. Blackrazor can be destroyed
can read the text but glean no deeper meaning and
muc "shing it in the great gears of Mechanus. Pri reap no benefits. A Fiend, an Undead, or a servant of
of” 1 e creator of the modrons, also knows a series
a god from the Lower Planes that tries to read from
- Sical tones that Blackrazor can't stand to hear,
the book takes 24d6 Radiant damage. This damage
ing the sword to shatter.

CHAPTER 7 I TREASURE 237


ignores Resistance and Immunity, and it c an 1 Action. While present, the halo gives you Adya
duced or avoided by any means. A creature re * on Charisma (Persuasion) checks. In additl.
to 0 Hit Points by this damage disappears in a as Fiends and Undead within the halo s Bright L
and is destroyed, leaving its possessions be un Disadvantap.
ike attack rolls against you with
book then vanishes, and the creature’s Attunemen Random Properties. The Book of Exalted Deeast,,
to it ends. . the following random properties (see Artifact, m
Benefits granted by the Book of Exalted Deed Slas this chapter):
only as long as you strive to do good. If you fail to . 2 minor beneficial properties
perform at least one act of kindness or generosity . 2 major beneficial properties
within the span of 10 days, or if you willingly per
form an evil act, you lose all the benefits granted by Dctroving the Book. The Book of Exalted
can't be destroyed. However drowning the
Deeds
book
the book.
Celestial Calm. While attuned to the book, you “the River Styx removes all writing andimagery
have Immunity to the Charmed and Frightened from its pages and renders the book powerless for
conditions and Resistance to Psychic damage. 1d100 years.
These benefits become permanent after you spend
the requisite amount of time reading and studying
the book. BOOK OF VILE DARKNESS
Divine Wisdom. After you spend the requisite Wondrous Item, Artifact (Requires Attunement)
amount of time reading and studying the book, The contents of this foul manuscript are the meat
your Wisdom increases by 2, to a maximum of 24. and drink of the wicked. It contains knowledge so
You can’t gain this benefit from the book more horrid that to even glimpse the scrawled pages in­
than once. vites doom.
Enlightened Magic. After you spend the requisite Most believe the lich-god Veena authored the
amount of time reading and studying the book, any Book of Vile Darkness. He recorded in its pages even
spell slot you expend to cast a spell counts as a spell
slot of one level higher.
Halo. After you spend the requisite amount of
time reading and studying the book, you gain a
protective halo. This halo sheds Bright Light in a 10-
foot radius and Dim Light for an additional 10 feet.
You can dismiss or manifest the halo as a Bonus

BOOK OF VILE
DARKNESS ?

238 CHAPTER 7I TREASURE


d idea. every corrupt thought, and every exam-
Once you use the book to cast a spell, you can't cast
foul magic he came across or devised.
that spell again from it until the next dawn.
plePher practitioners of evil have added their own Vile Lore. You can reference the Book of Vile Dark­
C t to the book’s catalog of vile knowledge. Their ness whenever you make an Intelligence check to
inPitions are clear, for the writers of later works recall information about some aspect of evil, such as
a^'
hed
whatever they were writing into the tome
lore about demons. When you do so, you have Ad­
stiU some cases, made notations and additions vantage on that check.
on xisting text. There are places where pages are At the DM’s discretion, the book might reveal
tO sing, torn, or covered so completely with ink, secrets no mortal should know, such as the true
gSd, and scratches that the original text can’t be names of powerful Fiends, foul rites that allow one
Jivined. to transform into a death knight or lich, or long-lost
Nature can’t abide the book’s presence. Ordinary spells crafted by beings so evil their names ought
I nts wither in its presence, common animals are never to be spoken aloud.
P willing to approach it, and the book gradually Vile Speech. While the book is on your person,
destroys whatever it touches. Even stone cracks and you can take a Magic action to recite words from
turns to powder if the book rests on it long enough. its pages in a foul, dead language. Each time you do
Whenever a creature that isn't a Fiend or an so, you take ldl2 Psychic damage, and each creature
Undead attunes to the Book of Vile Darkness, that within 15 feet of you takes 3d6 Psychic damage un­
creature makes a DC 17 Charisma saving throw. On less the creature is a Fiend or an Undead.
a failed save, the creature is magically transformed Destroying the Book. The Book of Vile Darkness
into a Larva under the DM’s control. Only a Wish allows pages to be torn from it, but any evil lore
spell can reverse this vile transformation. contained on those pages finds its way back into the
A creature attuned to the book must spend 80 book eventually, usually when a new author adds
hours reading and studying it to digest its contents pages to the tome.
and use its Adjusted Ability Scores, Tireless Form, If a solar tears the book in two, the book is de­
Spells. Vile Lore, and Vile Speech properties. stroyed for IdlOO years, after which it re-forms in
The Book of Vile Darkness remains with you only some far corner of the multiverse.
as long as you strive to work evil in the world. If you A creature attuned to the book for 100 years can
fail to perform at least one evil act within the span unearth a phrase hidden in the original text that,
of 10 days, or if you willingly perform a good act, when translated to Celestial and spoken aloud, de­
the book disappears, your Attunement to it ends im­ stroys both the speaker and the book in a flash of
mediately, and you lose all benefits granted by it. If radiance. However, as long as evil exists in the mul­
you die while attuned to the book, an entity of great tiverse, the book re-forms IdlO * 100 years later.
evil claims your soul. You can’t be restored to life by
P------------------------------------------------------------------ 0—
any means while your soul remains imprisoned.
Adjusted Ability Scores. One ability score of your BOOTS OF ELVENKIND
choice increases by 2, to a maximum of 24. Another Wondrous Item, Uncommon
ability score of your choice decreases by 2, to a min­ While you wear these boots, your steps make no
imum of 3. The book can’t adjust your ability scores sound, regardless of the surface you are moving
again. across. You also have Advantage on Dexterity
Tireless Form. While the book is on your person, (Stealth) checks.
you have immunity to the Exhaustion condition.
Random Properties. The Book of Vile Darkness has
the following random properties (see “Artifacts" in BOOTS OF FALSE TRACKS
this chapter): Wondrous Item, Common (Requires Attunement)

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

CHAPTER 7 I TREASURE 239


BowL OF COMMANDING
WATER ELEMENTAL^

Boors or Sorto

Boors OF STRIDING
AND SPRINGING

0
Boors or rue

) WINTERLANOS

Doors OF
ELVENKINO

Cold Resistance. You have Resistance to Cold


damage and can tolerate temperatures of 0 degrees
BOOTS OF SPEED
Fahrenheit or lower without any additional
Wondrous Item, Rare (Requires Attunement)
protection.
While you wear these boots, you can take a Bonus Winter Strider. You ignore Difficult Terrain cre­
Action to click the boots' heels together. If you do, ated by ice or snow.
the boots double your Speed, and any creature that
makes an Opportunity Attack against you has Dis­
advantage on the attack roll. If you click your heels
BOWL OF COMMANDING WATER
together again, you end the effect.
ELEMENTALS
When you’ve used the boots’ property for a total
Wondrous Item, Rare
of 10 minutes, the magic ceases to function for you
until you finish a Long Rest. While this bowl is filled with water and you are
wit in 5 feet of it, you can take a Magic action to
summon a Water Elemental. The elemental ap­
BOOTS OF STRIDING AND SPRINGING pears in an unoccupied space as close to the bowl as
Wondrous Item, Uncommon (Requires Attunement) possible, understands your languages, obeys your
commands, and takes its turn immediately after you
While you wear these boots, your Speed becomes
°n your Initiative count. The elemental disappears
30 feet unless your Speed is higher, and your Speed
a er l hour, when it dies, or when you dismiss it as
isn’t reduced by you carrying weight in excess of
a Bonus Action. The bowl can’t be used this way
your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to again until the next dawn.
The bowl is about 1 foot in diameter and half as
30 feet by spending only 10 feet of movement.
eep. It holds about 3 gallons.

BOOTS OF THE WINTERLANDS


Wondrous Item, Uncommon (Requires Attunement)
I hese luned boots are snug and feel warm. While
WSACErs
will ' OF ARCHERY
rOLISltem Uncomr
non (Requires Attunement)
wearing them, you gain the following benefits. will th ' ear ing these bracers, you have profx‘elh'
bonus t ongbow and Shortbow, and you g^'n a
1 amage rolls made with such weapons

240 CHAPTER 7 TREASURE


BRACERS or OrrtNtt

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.

CHAPTER 7 I TREASURE 241


Magic action. This property can’t be used
Alternatively, when you light the candle for t e until the next dawn. again
first time, you can cast date with it. Doing so de When you teleport with that spell, you .
stroys the candle. The portal created by the spell hind a cloud of smoke. The space you left “Ye be
links to a particular Outer Plane chosen by the DM Obscured by that smoke until the end of ? ightly
or determined by rolling on the following table. next turn.
1d100 Outer Plane
IdlOO Outer Plane
55-59 Gehenna
01 05 Abyss CAP OF WATER BREATHING
60-64 Hades Wondrous Item, Uncommon
06 10 Acheron
65 69 Limbo
11-17 Arborea wearing
whileaction this cap underwater, you can take a
70-77 Mechanus M„ic to create a bubble of air around your
18-25 Arcadia
' j This bubble allows you to breathe normally
78 85 Mount Celestia
26 33 Beastlands derwater. This bubble stays with you until the
86-90 Nine Hells Un is removed or you are no longer underwater.
34-41 Bytopia
91-95 Pandemonium
42-46 Carceri
47-54 Elysium 96-00 Ysgard
CARPET OF FLYING
Wondrous Item, Very Rare

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

242 CHAPT ER 7 I TREASURE


Size Capacity Fly Speed
10100 If you place the corpse of a Humanoid into the
3 ft. x 5 ft. 200 lb. 80 feet cauldron and cover the corpse with 200 pounds of
0l-20
4 ft. x 6 ft. 400 lb. 60 feet salt (which costs 10 GP) for at least 8 hours, the salt
21-55
600 lb. is consumed and the creature returns to life as if hy
5 ft. x 7 ft. 40 feet
56'80 Raise Dead at the next dawn. Once used, this prop
6 ft. x 9 ft. 800 lb. 30 feet erty can’t he used again for 7 days.
81-00

CAST-OFF ARMOR CENSER OF CONTROLLING AIR ELEMENTALS


\rmor (Any Light, Medium, or Heavy), Common Wondrous Item, Rare

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

CHAPTER 7 I TREASURE 243


CIRcLET or BLASTNO

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.

244 CHAPTER 7I TREASURE


CLOAK OF
PpOTFt TION

MANTA RAY

I
P

ELvENKIND
MANY FASHIONS

CLOAK OF MANY FASHIONS


Wondrous Item, Common
CLOAK OF THE MANTA RAY
While wearing this cloak, you can take a Bonus Ac­
Wondrous Item, Uncommon (Requires Attunement)
tion to change the style, color, and apparent quality
of the garment. The cloak’s weight doesn’t change. While wearing this cloak, you can breathe under­
Regardless of its appearance, the cloak can’t be any­ water, and you have a Swim Speed of 60 feet.
thing but a cloak. Although it can duplicate the ap­
pearance of other magic cloaks, it doesn’t gain their
CLOCKWORK AMULET
magical properties.
Wondrous Item, Common
This copper amulet contains tiny interlocking gears
CLOAK OF PROTECTION and is powered by magic from Mechanus, a plane of
Wondrous Item, Uncommon (Requires Attunement) clockwork predictability. Faint ticking and whirring
noises emanate from within.
You gain a *1 bonus to Armor Class and saving
When you make an attack roll while wearing the
throws while you wear this cloak.
amulet, you can forgo rolling the d20 to get a 10 on
the die. Once used, this property can’t be used again
CLOAK OF THE BAT until the next dawn.
Wondrous Item, Rare (Requires Attunement)
While wearing this cloak, you have Advantage I CLOTHES OF MENDING
Dexterity (Stealth) checks. In an area o im Wondrous Item, Common
or Darkness, you can grip the edges of t ecloal . This elegant outfit magically mends itself to coun­
use it to gain a Fly Speed of 40 feet. If you ever r teract daily wear and tear. Pieces of the outfit that
to grip the cloak’s edges while flying in this “ are destroyed can’t be repaired in this way.
if you are no longer in Dim Light or Dai ness,
lose this Fly Speed. h
While wearing the cloak in an area o i CRYSTAL BALL
or Darkness, you can cast Polymorph on yo" Wondrous Item, Very Rare (Requires Attunement)
shape shifting into a Bat. While in that form, y
While touching this crystal orb, you can cast Scry-
retain your intelligence, Wisdom, and C ar until
ing (save DC 17) with it.
scores. The cloak can’t be used this way agan
the next dawn.

CHAPTER 7 I TREASURE 2+5


CRYSTAL BALL OF MIND READING
Wondrous Item. Legendary (Requires Attunem
While touching this crystal orb. you can "
ing (save DC 17) with it. In addition, you ast Scry.
Detect Thoughts (save DC 17) targeting crea cast
you can see within 30 feet of the spell s s "res
don't need to concentrate on this Detect Th^ You
spell to maintain it during its duration, but Ihts
the Scrying spell ends. ' ends if

CRYSTAL BALL OF TELEPATHY


Wondrous Item. Legendary (Requires Attunemene
While touching this crystal orb, you can cast s
ing (save DC 17) with it. In addition, you can con
municate telepathically with creatures you —
• dl See
within 30 feet of the spell’s sensor. You can also
Suggestion (save DC 17) through the sensor on one
of those creatures. You don't need to concentrate
on this Suggestion to maintain it during its duration
but it ends if Scrying ends. You can't cast Suggestion’
in this way again until the next dawn.

CRYSTAL BALL OF TRUE SEEING


Wondrous Item, Legendary (Requires Attunement)
While touching this crystal orb, you can cast
Scrying (save DC 17) with it. In addition, you have
Truesight with a range of 120 feet centered on the
spell’s sensor.

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 FORCE FACES


Charge Cost
Spell
1
Mage Armor
1
Shield
3
Leomund’s Tiny Hut
4
Mordenkainen's Private Sanctum
4
Otiluke's Resilient Sphere
5
Wall of Force
CUBE OF SUMMONING ?
Wondrous ltem'Rare
This Tiny cube looks like a jack-in-the-box .
you wind its crank as a Magic action. a methen
emits from the box, the lid pops open, a "rTX tune
DAERN'S INSTANT
appears in the nearest unoccupied space anure , FORTRESS
closes. The lid can't otherwise be opened the lid
Roll on the Cube of Summoning table to deter
mine which spell the cube casts to summon the
creature. The spell is cast at level 5 (save DC 17 a
attack bonus) and doesn't require Concentrati
but you otherwise function as the spell's caste '

Once the cube summons a creature th n


jo so again until the next dawn. ’ cube cant

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.

DAERN’s INSTANT FORTRESS to an unoccupied space outside but next to the


Wondrous Item, Rare (Requires Attunement tower. Objects in the area that aren't being worn or
carried are also pushed clear of the tower.
As a Magic action, you can place this 1 inching The tower is 20 feet on a side and 30 feet high,
adamantine statuette on the ground an , into a with arrow slits on all sides and a battlement atop it.
a command word, cause it to grow rapi ommand Its interior is divided into two floors, with a ladder,
Square adamantine tower. Repeating t e form, staircase, or ramp (your choice) connecting them.
word causes the tower to revert to statue crea- This ladder, staircase, or ramp ends at a trapdoor
which works only if the tower is empty- pushed leading to the roof. When created, the tower has a
ture in the area where the tower appear

CHAPTER 7 I TREASURE 247


single door at ground level on the side facing you. creature of your choice within 5 feet of
The door opens only at your command, which you weapon uses your attack roll and adds vself The
can issue as a Bonus Action. It is immune to the modifier to damage rolls. your ability
Knock spell and similar magic. While the weapon hovers, you can take
Magic prevents the tower from being tipped over. Action to cause it to fly up to 30 feet to s3 Bonus
The roof, the door, and the walls each have AC 20, spot within 30 feet of you. As part of thenother
HP 100; Immunity to Bludgeoning, Piercing, and nus Action, you can cause the weapon to same Bo-
Slashing damage except that which is dealt by siege creature within 5 feet of the weapon. attack One
equipment; and Resistance to all other damage. After the hovering weapon attacks for th
Shrinking the tower back down to statuette form time, it flies back to you and tries to return Ourth
doesn’t repair damage to the tower. Only a Wish hand. If you have no hand free, the wear "0 Your
spell can repair the tower (this use of the spell the ground in your space. If the weapon has asto
counts as replicating a spell of level 8 or lower). obstructed path to you, it moves as close to n un-
Each casting of Wish causes the tower to regain all it can and then falls to the ground. It also c 35
its Hit Points. hover if you grasp it or are more than 30 coxsesto
from it. Teetaway
DAGGER OF VENOM
Weapon (Dagger), Rare DARK SHARD AMULET
You gain a *1 bonus to attack rolls and damage rolls Wondrous Item, Common (Requires Attunement by a
Warlock)
made with this magic weapon.
You can take a Bonus Action to magically coat the This amulet is fashioned from a shard of resilient
blade with poison. The poison remains for 1 minute material originating from an otherworldly realm.
or until an attack using this weapon hits a creature. While you are wearing it, you gain the following
That creature must succeed on a DC 15 Constitution benefits.
saving throw or take 2dl0 Poison damage and have Spellcasting Focus. You can use the amulet as a
the Poisoned condition for 1 minute. The weapon Spellcasting Focus for your Warlock spells.
can’t be used this way again until the next dawn. Unknown Spell. As a Magic action, you can try
to cast a cantrip that you don’t know. The cantrip
must be on the Warlock spell list and have a casting
DANCING SWORD time of an action, and you make a DC 10 Intelli­
Weapon (Greatsword, Longsword, Rapier, Scimitar, or gence (Arcana) check. On a successful check, you
Shortsword), Very Rare (Requires Attunement) cast the spell. On a failed check, the spell fails, and
You can take a Bonus Action to toss this magic the action used to cast it is wasted. In either case,
weapon into the air. When you do so, the weapon you can’t use this property again until you finish a
begins to hover, flies up to 30 feet, and attacks one Long Rest.

DAGGER OF VENOM

DARK SHARD
AMULET

DANI ING SwoRo

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 | TREASURE 249


Each card’s effect is described below
Balance. You can increase one of •
DECK OF MANY THINGS scores by 2, to a maximum of 22, pro ability
Wondrous Item, Legendary decrease another one of your ability seOed You al.
Usually found in a box or pouch, this deck contains You can’t decrease an ability that has 9 Ores by 2
a number of cards made of ivory or vellum. Most or lower. Alternatively, you can choose “ore of 5
(75 percent) of these decks have thirteen cards, but just your ability scores, in which case sot to ad.
some have twenty two. Use the appropriate column no effect. 1cardha,
of the Deck of Many Things table when randomly Comet. The next time you enter combat
determining cards drawn from the deck. one or more Hostile creatures, vou — “gainst
. ‘J— ~C1 SPo.
Before you draw a card, you must declare how of them as your foe when you roll Initiati ' One
many cards you intend to draw and then draw them reduce your foe to 0 Hit Points during that you
randomly. Any cards drawn in excess of this num­ you have Advantage on Death Saving Th combat,
ber have no effect. Otherwise, as soon as you draw a year. If someone else reduces your chosen . 3Forl
card from the deck, its magic takes effect. You must Hit Points or you don’t choose a foe thi eto0
draw each card no more than 1 hour after the pre­ no effect. ' cardhas
vious draw. If you fail to draw the chosen number, Donjon. You disappear and become entombed
the remaining number of cards fly from the deck on in a state of suspended animation in an extradi
their own and take effect all at once. mensional sphere. Everything you’re wearing and
Once a card is drawn, it disappears. Unless the carrying disappears with you except for Artifacts
card is the Fool or Jester, the card reappears in the which stay behind in the space you occupied when
deck, making it possible to draw the same card you disappeared. You remain imprisoned until you
twice. (Once the Fool or Jester has left the deck, re­ are found and removed from the sphere. You can t
roll on the table if that card comes up again.) be located by any Divination magic, but a Wish spell
can reveal the location of your prison. You draw no
DECK OF MANY THINGS
more cards.
IdlOO IdlOO Euryale. The card’s medusa-like visage curses you.
(13-Card Deck) (22-Card Deck) Card You take a -2 penalty to saving throws while cursed
— 01-05 Balance in this way. Only a god or the magic of the Fates
— 06-10 Comet card can end this curse.
Fates. Reality’s fabric unravels and spins anew. al
— 11-14 Donjon lowing you to avoid or erase one event as if it never
01-08 15-18 Euryale happened. You can use the card’s magic as soon
— 19-23 Fates as you draw the card or at any other time before
you die.
09-16 24-27 Flames Flames. A powerful devil becomes your enemy.
— 28-31 Fool The devil seeks your ruin and torments you. savor
— 32-36 Cem ing your suffering before attempting to slaVXOMl.,
This enmity lasts until either you or the devi .
17-24 37-41 jester
25-32 42-46 Key A QUESTION OF ENMITY
33-40 47-51 Knight Two of the cards in the Deck of Many Things can
41-48 52-56 Moon earn a character the enmity of another being
With the Flames card, the enmity is overt. T e
— 57-60 Puzzle character should experience the devil s malels
49-56 61-64 Rogue lent efforts on multiple occasions. Seeking'
57-64 65-68 Ruin the fiend shouldn’t be a simple task, and • s and
— adventurer should clash with the devil s a
69-73 Sage followers a few times before being able to "
65-72 74-77 Skull front the devil. s
73 80 78-82 Star In the case of the Rogue card, the enpfought
81 88 83-87 secret and should come from someone you
Sun
to be a friend or an ally. As Dungeon Ma mo-
88 91 Talons should wait for a dramatically approP"Aventure‘
89 96 92 96 ment to reveal this enmity, leaving the AVer
Throne
97 00 97 00 guessing who is likely to become abett)
Void

250 < HAPTER 7 11 REASURE


. ol You have Disadvantage on 1)20 Tests for the
F0042 hours. Draw another card: this draw doesn't
neXt as one of your declared draws.
t
COI Twenty five pieces of jewelry worth 2,000 DEcx

Peach or fifty gems worth 1,000 GP each appear


t vour feet.
/ ster. You have Advantage on D20 Tests for the
, t 72 hours, or you can draw two additional cards
"evond vour declared draws.
Key A Rare or rarer magic weapon with which
u are proficient appears on your person. The DM
chooses the weapon.
Knight. You gain the service of a Knight, who
magically appears in an unoccupied space you
choose within 30 feet of yourself. The knight has
the same alignment as you and serves you loyally
until death, believing the two of you have been
drawn together by fate. Work with your DM to cre­
ate a name and backstory for this NPC. The DM can
use a different stat block to represent the knight,
as desired.
Moon. You gain the ability to cast Wish ld3 times.
Puzzle. Permanently reduce your Intelligence or J
Wisdom by Id4 + 1 (to a minimum score of 1). You
can draw one additional card beyond your declared
draws.
Rogue. An NPC of the DM’s choice becomes Hos­
tile toward you. You don’t know the identity of this
NPC until they or someone else reveals it. Nothing
less than a Wish spell or divine intervention can end
the NPC’s hostility toward you.
P
Ruin. All forms of wealth that you carry or own,
other than magic items, are lost to you. Portable
property vanishes. Businesses, buildings, and land
you own are lost in a way that alters reality the
least. If you have a Bastion (see chapter 8), it is
destroyed by some calamity beyond your control.
>
Any documentation that proves you should own
something lost to this card also disappears. J
Sage. At any time you choose within one year of
drawing this card, you can ask a question in medita-
bon and mentally receive a truthful answer to that
question.
Skull. An Avatar of Death (see the accompanying
stat block) appears in an unoccupied space as close
t0 you as possible. The avatar targets only you with
ts attacks, appearing as a ghostly skeleton clad in a
altered black robe and carrying a spectral scythe.
( avatar disappears when it drops to 0 Hit Points

av you die. If an ally of yours deals damage to the


। nAr that ally summons another Avatar of Death,
dose" avatar appears in an unoccupied space as
all 7 to that ally as possible and targets only that
sun“ih its attacks. You and your allies can each
draion only one avatar as a consequence of this
to lib creature slain by an avatar can’t be restored

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 ‘

252 CHAPTER 7 1 TREASURE


k you can target a Fiend that you can see that is
Spell Charge Cost
00%ed within the area of a Magic Circle spell. The
rend must succeed on a DC 20 Charisma saving Magic Circle 1
Tow with Disadvantage or become trapped within Magic Jar 3
, of the Demonomicon’s Mank pages, which fills
Planar Ally
IIth writing detailing the trapped creature's widely 3
“own name and depravities. Once used, this action Planar Binding 2
" t be used again until the next dawn. Plane Shift (to the Abyss only)
1 w hen you finish a Long Rest, if you and the De
3
Summon Fiend 3
monomicon are on the same plane of existence, one
Tapped creature within the book can attempt to Tasha's Hideous Laughter 0
assess you. You make a DC 20 t harisma saving
Destroying the Demonomicon. To destroy the
Ihrow. On a failed save, you are possessed by the
book, six different demon lords must each tear out
creature, which controls you like a puppet. As a
a sixth of the book’s pages. If this occurs, the pages
Magic action, the possessing creature can release
reappear after 24 hours. Before all those hours pass,
you and appear in the closest unoccupied space to
anyone who opens the book's remaining binding is
you. On a successful save, the Fiend can't try to pos- transported to a nascent layer of the Abyss that lies
sess you again for 7 days (but another Fiend trapped hidden within the book. At the heart of this deadly,
in the book can certainly try). semisentient domain lies a long-lost Artifact, Fraz-
When the tome is discovered, it has ld4 Fiends Urb’luu's Staff. If the staff is dragged from the pocket
occupying its pages-typically an assortment of plane, the tome is reduced to a mundane and out-of-
demons. date copy of the Tome ofZyx, the work that served
Ensnarement. While carrying the book, whenever as the foundation of the Demonomicon oflggwilv.
you cast Magic Circle naming only Fiends or cast The Tome ofZyx can be destroyed like any ordinary
Planar Binding targeting a Fiend, the spell is cast at book. Once the staff emerges, the demon lord Fraz-
level 9. regardless of what level spell slot you used, if Urb’luu knows instantly.
any. Additionally, the Fiend has Disadvantage on its
saving throw against the spell.
Fiendish Scourging. While carrying the book,
DEMON ARMOR
when you make a damage roll for a spell you cast
(PLATE ARMOR)
against a Fiend, you use the maximum possible re­
sult instead of rolling.
Random Properties. The Artifact has the following
random properties (see “Artifacts” in this chapter):
• 2 minor beneficial properties
• 1 minor detrimental property
• 1 major detrimental property
Spells. The book has 8 charges and regains ld8
expended charges daily at dawn. While holding the
book, you can take a Magic action to cast one of the I
DEFENDER

spells (save DC 20) on the following table. The table J


(GREATSWORO) ■

indicates how many charges you must expend to


cast the spell.

DtMONOMICON

CHAPTER 7I TREASURE 253


DRAGON SLAYER
(GREATSWORD) A
DRAGON
SCALE MAIL
DREAD Heiw

Dragon Resistance Dragon Resistance


DIMENSIONAL SHACKLES
Wondrous Item, Rare Black Acid Cold Fire
You can take a Utilize action to place these shackles Blue Lightning Green Poison
on a creature that has the Incapacitated condition. Red Fire
Brass Fire
The shackles adjust to fit a creature of Small to
Large size. The shackles prevent a creature bound Bronze Lightning Silver Cold
by them from using any method of extradimen­ Copper Acid White Cold
sional movement, including teleportation or travel
to a different plane of existence. They don’t prevent
the creature from passing through an interdimen- DRAGON SLAYER
sional portal. Weapon (Any Simple or Martial), Rare
You and any creature you designate when you
use the shackles can take a Utilize action to remove You gain a +1 bonus to attack rolls and damage rolls
them. Once every 30 days, the bound creature can made with this magic weapon.
make a DC 30 Strength (Athletics) check. On a suc­ The weapon deals an extra 3d6 damage of the
cessful check, the creature breaks free and destroys weapon’s type if the target is a Dragon.
the shackles.

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

254. CHAPTER 7 1 TREASURE


DwARVEN
PLArE

DUST OF
XY DlSAPPFARANCF

V
DUST or SNEEIING
ANO CHOKING

De IF

the hovering globe, it follows you until it is within


60 feet of you. It takes the shortest route to do so.
If prevented from moving, the globe sinks gently
to the ground and becomes inactive, and its light
winks out.

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.

EAR HORN OF HEARING


- Wondrous Item, Common
mm
SEN,
"CEAN While held up to your ear, this horn suppresses the
IV. 1:05 2W effects of the Deafened condition on you.
Su:s
3,
—"“ —
EFREETI BOTTLE
Wondrous Item, Very Rare
When you take a Magic action to remove the stop­
per of this painted brass bottle, a cloud of thick
smoke flows out of it. At the end of your turn, the
smoke disappears with a flash of harmless fire, and
an Efreeti appears in an unoccupied space within
30 feet of you.
The first time the bottle is opened, the DM rolls
on the following table to determine what happens.
IdlO Effect
1 The efreeti attacks you. After fighting for 5
rounds, the efreeti disappears, and the bottle
loses its magic.
DWARVEN
THROWER 2-9 The efreeti understands your languages
and obeys your commands for 1 hour, after
which it returns to the bottle, and a new
EFREETI
stopper contains it. The stopper can’t be re­
BOTTLE
moved for 24 hours. The next two times the
bottle is opened, the same effect occurs If
the bottle is opened a fourth time, the efreet
escapes and disappears, and the bottle loses
its magic.
10 The efreeti understands your languages 3 d
can cast Wish once for you. It disappears
when it grants the wish or after 1 hour, and
the bottle loses its magic.

256 CHAPTER 7 ( 1 REASURE


EFREETI CHAIN
Armor (Chain Mail or Chain Shirt). Legendary (Requires ENERGY Bow
\ttvncment) Weapon (Longbow or Shorthow), Very Rare (Requires
Attunement)
While wearing this armor, you gain a +3 bonus to
Armor Class, you have Immunity to Fire damage You gain a 1 bonus to attack rolls and damage rolls
and you know Primordial. In addition, you can made with this magic weapon, which has no string.
stand on and move across molten rock as if it were Each time you pull your arm back in a firing motion,
solid ground. a magical arrow made of golden energy appears
nocked and ready to fire. An arrow produced by
this weapon deals Force damage instead of Pierc­
ELEMENTAL GEM ing damage on a hit, and it disappears after it hits
Wondrous Item, I Uncommon or misses its target. Until it disappears, the arrow
emits Bright Light in a 20-foot radius and Dim Light
This gem contains a mote of elemental energy. for an additional 20 feet.
When you take a Utilize action to break the gem, an This weapon has the following additional
elemental is summoned (see the Monster Manual for properties.
its stat block), and the gem ceases to be magical. The Arrow of Restraint. Whenever you use this
elemental appears in an unoccupied space as close weapon to make a ranged attack against a creature,
to the broken gem as possible, understands your you can try to restrain the target instead of deal­
languages, obeys your commands, and takes its turn ing damage to it. If the arrow hits, the target must
immediately after you on your Initiative count. The succeed on a DC 15 Strength saving throw or have
elemental disappears after 1 hour, when it dies, or the Restrained condition for 1 minute. As an action,
when you dismiss it as a Bonus Action. The type of a creature Restrained by an arrow can make a DC
gem determines the elemental, as shown in the fol-
lowing table.
Cem Summoned Elemental
Blue sapphire Air Elemental
Emerald Water Elemental
HANK DRAWS HIS
Red corundum Fire Elemental
ENERGY BOW.
Yellow diamond
Earth Elemental

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.

Armor (Chain Mail or Chain Shirt), Rare


2u gain a *1 bonus to Armor Class while you wear
1armor. You are considered trained with this
armor even if you lack training with Medium or
if
Heavy armor.

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

258 CHAPTER 7 | 1 REASURE


ERSATZ EYE
Wondrous ltcm- Common
This magical eye replaces a real one that was lost
or removed. While the Ersatz Eye is embedded in
voureye socket, you can see through the tiny orb as
though it were your natural eye. You can insert or
remove the Ersatz Eye as a Magic action, and it can't
be removed against your will while you are alive.

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.

CHAPTER 7 I TRE ASURE 259


_ _ Any melee spell attack you make...
icy" ouch and any melee attack made with a
tebvonoheTdby"ndeshsanextnZdAC"d&..,,
(
on a hit. The hand has 8 charges and rep—i.
expended charges daily a dawn,
; a well on the Hand of Vecna Spells table fro
cast a nd (save DC 18). The table indicates how
the na “ges you must expend to cast the spell
many,4 you cast a spell from it, the hand cash
HAND OF
Each time on you (save DC 18; no Concentration
VECNA
SugEeSa demanding that you commit an evil
"e"Tne hand might have a specific act in mind or
leave it up to you.

HAND OF VECNA SPELLS


Spell Charge Cost
Finger of Death 5
Sleep 1
Slow 2
Teleport 3
Eve OF VECNA
Properties of the Eye and Hand. While attuned to
both the hand and eye, you gain the following addi­
tional benefits:
EYE OF VECNA SPELLS Danger Sense. You have Advantage on Initiative
Spell Charge Cost rolls.
Clairvoyance 2 Necrotic Reduction. As a Magic action, you can
target one creature you can see within 5 feet of
Crown of Madness 1
yourself. The target makes a DC 18 Constitution
Disintegrate 4 saving throw, taking 7d6 Necrotic damage on a
Dominate Monster 5 failed save or half as much damage on a successful
one. A creature reduced to 0 Hit Points by this
Eyebite 4
damage is transformed into green slime (see chap­
X-ray Vision. You can take a Magic action to gain ter 3) that covers the ground in its space, each
X-ray vision with a range of 30 feet for 1 minute. 5-foot square of slime representing a separate
To you, solid objects within that radius appear patch. Nonmagical objects worn or carried by t e
transparent and don’t prevent light from passing target that are made of metal or organic materia
through themselves. The vision can penetrate 1 are destroyed by the slime.
foot of stone, 1 inch of common metal, or up to 3 Poison immunity. You have Immunity to Polson
feet of wood or dirt. Thicker substances block the damage and the Poisoned condition. ।
vision, as does a thin sheet of lead. Regeneration. If you start your turn with at e
Attuning to the Hand. To attune to the hand, you Hit Point, you regain IdlO Hit Points.
must press it against the stump where your left Wish. You can cast Wish. Once used, this po d
hand was. I he hand grafts itself to your arm and can’t be used again until 30 days have pJ'
becomes a functioning appendage. If the hand is Destroying the Eye and Hand. If the Eye of &sane
ever removed, you die.
and the Hand of Vecna are both attached "Lordof
Properties of the Hand. When you are attuned to creature and that creature is slain by the ""me.
the hand, your alignment is Neutral Evil, and you Kas, both the eye and the hand burst into attempt
gain the following benefits:
turn to ash, and are destroyed. Any other but the
Great Strength. Your Strength becomes 20 unless to destroy the eye or hand seems to wor • Ridden
it is already 20 or higher. Artifact reappears in one of Veenas man'
vaults, where it waits to be rediscovered

260 CHAPTER 7 1 1 REASURE


)

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.

^lguhne of Wondrous Power is a statuette small


nough to fit in a pocket. If you take a Magic ac- GIANT FLY
n■ —- --------- ------ ---------------------------------------------------
ton to throw the figurine to a point on the ground | Large Beast, Unaligned
within 60 feet of yourself, the figurine becomes a AC 11 Initiative +1 (11)
gvinE creature specified in the figurine’s description HP 19 (3dl0 + 3)
2 If the space where the creature would appear Speed 30 ft., Fly 60 ft.
upied by other creatures or objects, or if there MOD SAVE MOO SAVE
in ’ enough space for the creature, the figurine STR 14 +2 +2 DEX 13 +1 +1 CON 13 +1 +1

n t become a creature. INT 2 4 4 Wis 10 +0 +0 CHA 3 -4 4


, * creature 15 Friendly to you and your allies,
m nderstands your languages, obeys your com- Senses Darkvision 60 ft., Passive Perception 10
Languages None
yon1 sand takes its turn immediately after you on CR 0 (XP0; PB +2)
cre nitiative count. If you issue no commands, the
ature defends itself but takes no other actions.
( HAPTER 7 | TREASURE 261
FlGUOlNE OF WONDROUS Po
WONDROUS r (ONYx DoG)
(MARBLE ELe

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.

262 CH AFI E R I I TREASURE


WONDROUS Po 27
I (IvORY GOATS)

(LONGSwORD)

WONDROUS Powro
(SERPENTINE OwL)

FROST BR^NO

Silver Raven (Uncommon). This silver statuette


of a raven can become a Raven for up to 12 hours.
Once it has been used, it can’t be used again until 2 Third Command Word. The Folding Boat folds back
days have passed. While in raven form, the figurine into a box if no creatures are aboard. Any objects
grants you the ability to cast Animal Messenger on it. in the vessel that can’t fit inside the box remain
outside the box as it folds. Any objects in the ves­
sel that can fit inside the box do so.
FLAME TONGUE When the box becomes a vessel, its weight becomes
Weapon (Any Melee Weapon), Rare (Requires that of a normal vessel its size, and anything that
Attunement) was stored in the box remains in the boat.
W hile holding this magic weapon, you can take a Statistics for the Rowboat and Keelboat appear in
Bonus Action and use a command word to cause the Players Handbook. If either vessel is reduced to 0
flames to engulf the damage-dealing part of the Hit Points, the Folding Boat is destroyed.
weapon. These flames shed Bright Light in a 40-
foot radius and Dim Light for an additional 40 feet.
“ hile the weapon is ablaze, it deals an extra 2d6 FROST BRAND
Fire damage on a hit. The flames last until you take Weapon (Glaive, Greatsword, Longsword, Rapier,
a Bonus Action to issue the command again or until Scimitar, or Shortsword), Very Rare (Requires
you drop, stow, or sheathe the weapon. Attunement)
When you hit with an attack roll using this magic
weapon, the target takes an extra ld6 Cold damage.
FOLDING BOAT In addition, while you hold the weapon, you have
Wondrous Kem pare Resistance to Fire damage.
his object appears as a wooden box that measures In freezing temperatures, the weapon sheds
| inches long, 6 inches wide, and 6 inches deep. Bright Light in a 10-foot radius and Dim Light for
" ‘ghs 4 pounds and floats. It can be opened to an additional 10 feet.
more ‘terns inside. This item also has three corn When you draw this weapon, you can extinguish
all nonmagical flames within 30 feet of yourself.
and words, each requiring a Magic action to use:
Once used, this property can’t be used again for
irst Command Word. The box unfolds into a 1 hour.
nowboat.
cond Command Word. The box unfolds into a
Keelboat.

CHAPTER 7 | TREASURE 263


GEM OF SEEING
GAUNTLETS OF OGRE POWER Wondrous Item. Rare (Requires Attunement)
Wondrous Item, Uncommon (Requires At tunement)
Your Strength is while you wear these gauntlets. This gem has 3 charges. As a Magic action, you.
I hey have no effect on you if your Strength is 19 or expend 1 charge. For the next 10 minutes, youss
higher without them Truesight out to 120 feet when you peer through
^The gem regains 143 expended charges day,
dawn.
GEM OF BRIGHTNESS
Wondrous Item. Uncommon
This prism has 50 charges. While you are holding GIANT SLAYER
it, you can take a Magic action and use one of three Weapon (Any Simple or Martial), Rare
command words to cause one of the following
effects: You gain a *1 bonus to attack rolls and damage rol,
made with this magic weapon.
First Command Word. The gem sheds Bright Light
When you hit a Giant with this weapon, the Giant
in a 30-foot radius and Dim Light for an addi­ takes an extra 2d6 damage of the weapon’s type and
tional 30 feet. This effect doesn’t expend a charge. must succeed on a DC 15 Strength saving throw or
It lasts until you take a Bonus Action to repeat the have the Prone condition.
command word or until you use another function
of the gem.
Second Command Word. You expend 1 charge and GLAMOURED STUDDED LEATHER
cause the gem to fire a brilliant beam of light at Armor (Studded Leather Armor), Rare
one creature you can see within 60 feet of your­
While wearing this armor, you gain a *1 bonus to
self. The creature must succeed on a DC 15 Con­
Armor Class. You can also take a Bonus Action to
stitution saving throw or have the Blinded condi­
tion for 1 minute. The creature repeats the save at cause the armor to assume the appearance of a nor­
the end of each of its turns, ending the effect on mal set of clothing or some other kind of armor. You
decide what it looks like-including color, style, and
itself on a success.
Third Command Word. You expend 5 charges and accessories-but the armor retains its normal bulk
cause the gem to flare with intense light in a 30- and weight. The illusory appearance lasts until you
foot Cone. Each creature in the Cone makes a sav­ use this property again or doff the armor.
ing throw as if struck by the beam created with
the second command word.
When all of the gem’s charges are expended, the GEM OF
gem becomes a nonmagical jewel worth 50 GP. BRIGHTNESS

GLOVES OF
MISSILE SNARING

GAUNTLETS OF
OGRE POWER

5EEiN6

264. CHAPTER7 TREASURE


GLOVES OF MISSILE SNARING 11 AG EYE
Wondrous
Item, Uncommon (Requires Attunem , Wondrous Item, Uncommon
ifyou’re hit by an attack roll made with a
A Hag Eye has 3 charges. While wearing or holding
or Thrown weapon while wearing these goenged this item, you can expend I charge to cast Darkvision
you can take a Reaction to reduce the d anayes (targeting yourself only) or See Invisibility. The Hag
id10 plus your Dexterity modifier if vou 1 by
8
Eye regains all expended charges daily at dawn.
hand. If you reduce the damage to 0. you )" a free Coven Sensor. The Hag Eye is usually entrusted to
the ammunition or weapon if it is small enceatch a hag’s minion for safekeeping and transport. As a
vou to hold in that hand. "6h for Magic action, a hag who belongs to the coven that
created the Hag Eye can see what the Hag Eye sees if
the hag and the Hag Eye are on the same plane of ex­
GLOVES OF SWIMMING AND CLIMBING istence. This effect lasts as long as the hag maintains
Wondrous Item, Uncommon (Requires Attunement) Concentration. Multiple hags in the coven can see
While wearing these gloves, you have a Climb Speed through the Hag Eye simultaneously.
and a Swim Speed equal to your Speed, and you Creating a Hag Eye. Only a hag coven can craft
gain a *5 bonus to Strength (Athletics) checks made this item, which is made from a real eye coated in
to climb or swim. varnish and often fitted to a pendant or another
wearable item. A hag coven can have only one Hag
Eye at a time, and creating a new one requires all
GLOVES OF THIEVERY three members of the coven to perform a special
Wondrous Item, Uncommon rite. This rite takes 1 hour, and the hags can’t per­
form it if one or more of them has the Incapacitated
These gloves are imperceptible while worn. While
condition. If the hags take any other actions during
wearing them, you gain a +5 bonus to Dexterity
this rite, the rite fails and ends.
(Sleight of Hand) checks.

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

% HAG EVE GLOVEs OF


THIEVER* J

G0GGLES

CHAPTER 7 I TREASURE 265


IdlOO Effect
If the attack hits, the weapon unleashes a thunder
clap audible out to 300 feet. The target and every 01-50 You cast a random spell determined
creature within 30 feet of it other than you must rolling IdlO. on a 1, Enlarge/Reduce "
succeed on a DC 17 Constitution saving throw or effect); on a 2. Enlarge/Reduce (reduce*
have the Stunned condition until the end of your feet); on a 3, Faerie Fire, on a 4 Fireball
next turn immediately after hitting or missing, the
(
a 5, Gust of Wind; on a 6, Invisibility ,Or
weapon flies back to your hand. 1 he weapon regains
on yourself); on a 7, Lightning Bolt, on a ,
1d4 • l expended charges daily at dawn.
Giant s Bane. While you are attuned to the phantasmal Force; on a 9. Polymorph or .
10, Stinking Cloud
weapon and wearing either a Belt of Giant Strength
or Gauntlets of Ogre Power to which you are also at­ 51-55 You have the Stunned condition unt ta
tuned. you gain the following benefits: end of your next turn, believing somet
Giants' Bane. When you roll a 20 on the d20 for an awesome just happened
attack roll made with this weapon against a Giant, 56-60 A harmless swarm of butterflies fills a 10.
the creature must succeed on a DC 17 Constitu­ foot Cube within 30 feet of yourself. The
tion saving throw or die. swarm disperses after 1 minute.
Might of Giants. The Strength score bestowed by
61-65 You pull a nonmagical object out of the ha
your Belt of Giant Strength or Gauntlets of Ogre
Power increases by 4, to a maximum of 30. Roll ld4 to determine the object: on al a
vial of Acid; on a 2, a flask of Alchemist 5
Fire; on a 3. a Crowbar; on a 4 a lit Torch
HAT OF DISGUISE
Wondrous Item, Uncommon (Requires Attunement)
While wearing this hat, you can cast the Disguise
Self spell. The spell ends if the hat is removed.

HAT OF MANY SPELLS


Wondrous Item, Very Rare (Requires Attunement by a
Wizard)
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can
use it as a Spellcasting Focus for your Wizard spells.
Any spell you cast using the hat gains a special So­
matic component: you must reach into the hat and
“pull" the spell out of it.
Unknown Spell. While holding the hat, you can
try to cast a level 1+ spell you don’t know. The spell
must be on the Wizard spell list, it must be of a level
you can cast, and it can’t have Material components
costing more than 1,000 GP. Once you decide on
the spell, you must expend a spell slot of the spell’s
level. Then, to determine whether you cast the spell,
make an Intelligence (Arcana) check (DC 10 plus
the spell’s level). On a successful check, you cast the
spell using its normal casting time, and you can’t
use this property again until you finish a Short or
Long Rest. On a failed check, you fail to cast the
spell and a random effect occurs instead, deter­
mined by lolling on the following table.
Any spell you cast from the hat uses your spell
save DC and spell attac k bonus.

PRESTO CREATES * LIGHTNINO 80L‘


266 CHAPTERT TREASURE USING HI* Har oF MANY SP6LL5
1d100 Effect
6-70 You suffer a bout of “magic sickness” and
Il AT OF VERMIN
have the Poisoned condition for 1 hour.
Wondrous Item, Common
7-75 You have the Petrified condition until the
I his hat has 3 charges. While holding the hat, you
end of your next turn.
C an take a Magic action to expend I charge and
76-80 You pull a nonmagical object out of the summon your choice of a Bat, a Frog, or a Rat. The
hat. Roll 1d4 to determine the object: on summoned creature magically appears in the hat
a 1, a Dagger; on a 2, a Rope with a Grap­ and tries to get away from you as quickly as pos­
pling Hook tied to one end; on a 3, a bag of sible. The creature is Indifferent toward you and
Caltrops; on a 4. a gem worth 50 GP. other creatures, and it isn't under your control.
It behaves as an ordinary creature of its kind and
81-85 A creature appears in an unoccupied space disappears after 1 hour or when it drops to 0 Hit
as close to you as possible. The creature Points. The hat regains all expended charges daily
isn’t under your control and acts as it nor­ at dawn.
mally would, and it disappears after 1 hour
or when it drops to 0 Hit Points. Roll 1 d4
HAT OF WIZARDRY
to determine the creature: on a 1, a Camel;
Wondrous Item, Common (Requires Attunement by a
on a 2. a Constrictor Snake; on a 3, an Ele­
Wizard)
phant: on a 4, a Mule.
This cone-shaped hat is adorned with moons and
86-90 A Hostile Swarm of Bats flies out of the hat, stars. While you are wearing it, you gain the follow
occupies your space, and attacks you. ing benefits.
91-95 A vertical, 10-foot-diameter, two-way portal Spellcasting Focus. You can use the hat as a Spell­
casting Focus for your Wizard spells.
to another plane of existence opens in an
Unknown Spell. As a Magic action, you can try
unoccupied space within 30 feet of you and
to cast a cantrip that you don’t know. The cantrip
remains open until the end of your next must be on the Wizard spell list and have a casting
turn. The DM determines where it leads. time of an action, and you make a DC 10 Intelli­
96-00 You pull a magic item out of the hat. Roll gence (Arcana) check. On a successful check, you
1d6 to determine the item’s rarity: on a 1-3, cast the spell. On a failed check, the spell fails, and
the action used to cast the spell is wasted. In either
Common; on a 4-5, Uncommon; on a 6,
case, you can’t use this property again until you fin­
Rare. The DM chooses the item, which dis­
ish a Long Rest.
appears after 1 hour if it’s not consumed or
destroyed before then.

(53
0

HAT OF
Har OF VfRMIN DISGUISE

CHAPTER 7 I TREASURE 267


HEADBAND OF HELM or

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

268 CHAPTER 7 I TREASURE


Y

\
HOLY AVENGER
(GREATSWORD)

ELEPORTATION

HFWARDSHANDY HAVERSACK W
Wondrous Item, Rare 5„

This backpack has a central pouch and two side


pouches, each of which is an extradimensional
space. Each side pouch can hold up to 200 pounds
of material, not exceeding a volume of 25 cubic feet.
The central pouch can hold up to 500 pounds of
material, not exceeding a volume of 64 cubic feet.
The haversack always weighs 5 pounds, regardless
HEWARD’S HANDY SPICE POUCH t
Wondrous Item, Common
of its contents.
This belt pouch appears empty and has 10 charges.
Retrieving an item from the haversack requires
While holding the pouch, you can take a Magic ac­
a Utilize action or a Bonus Action (your choice).
tion to expend 1 charge, name any nonmagical food
W hen you reach into the haversack for a specific
seasoning (such as salt, pepper, saffron, or cilantro),
item, the item is always magically on top.
and remove a pinch of the desired seasoning from
If any of its pouches is overloaded, pierced, or
the pouch. A pinch is enough to season a single
torn, the haversack ruptures and is destroyed. If the
meal. The pouch regains ld6 + 4 expended charges
haversack is destroyed, its contents are lost forever,
daily at dawn.
although an Artifact always turns up again some-
where. If the haversack is turned inside out, its con-
tents spill forth unharmed, and the haversack must HOLY AVENGER
be put right before it can be used again. Weapon (Any Simple or Martial), Legendary (Requires
Each pouch of the haversack holds enough air for Attunement by a Paladin)
1) minutes of breathing, divided by the number of
You gain a +3 bonus to attack rolls and damage
breathing creatures inside.
rolls made with this magic weapon. When you hit a
Placing the haversack inside an extradimensional
Fiend or an Undead with it, that creature takes an
SPace created by a Bag of Holding, Portable Hole,
extra 2dl0 Radiant damage.
" Similar item instantly destroys both items and
While you hold the drawn weapon, it creates a
opens a gate to the Astral Plane. The gate originates 10 foot Emanation originating from you. You and
ere the one item was placed inside the other. Any
all creatures Friendly to you in the Emanation have
' eature within 10 feet of the gate and not behind Advantage on saving throws against spells and
otal Cover is sucked through it and deposited in other magical effects. If you have 17 or more levels
aandom location on the Astral Plane. The gate in the Paladin class, the size of the Emanation in
len closes. T he gate is one-way only and can t be creases to 30 feet.
reopened.

CHAPTER 7ITREASURE 269


IdlOO Horn Type Spirits

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.

HORN OF VALHALLA HORSESHOES OF SPEED


Wondrous Item, Rare (Silver or Brass), Very Rare Wondrous Item, Rare
(Bronze), or Legendary (Iron)
These horseshoes come in a set of four. As a Magic
You can take a Magic action to blow this horn. In action, you can touch one of the horseshoes to the
response, warrior spirits from the plane of Ysgard hoof of a horse or similar creature, whereupon the
appear in unoccupied spaces within 60 feet of you. horseshoe affixes itself to the hoof. Removing a
Each spirit uses the Berserker stat block and re­
horseshoe also takes a Magic action.
turns to Ysgard after 1 hour or when it drops to 0
While all four horseshoes are attached to the
Hit Points. The spirits look like living, breathing
same creature, its Speed is increased by 30 feet
warriors, and they have Immunity to the Charmed
and Frightened conditions. Once you use the horn,
it can't be used again until 7 days have passed.
IMMOVABLE ROD
Four types of Horn of Valhalla are known to ex­
Rod, Uncommon
ist, each made of a different metal. The horn's type
determines how many spirits it summons, as well This iron rod has a button on one end. You sales
as the requirement for its use. The DM chooses the a Utilize action to press the button, whic (ntilyou
horn's type or determines it randomly by rolling On the rod to become magically fixed in placfso push
the following table. or another creature takes a Utilize action ifit
II you blow the horn without meeting its require­ the button again, the rod doesn’t move. 80 pounds
ment, the summoned spirits attack you. If you meet defies gravity. The rod can hold up to 8. (eactivate
the requirement, they are Friendly to you and your of weight. More weight causes the rod "" Onto
allies and follow your commands. and fall. A creature can take a Utilize al moving
make a DC 30 Strength (Athletics) checheck
the fixed rod up to 10 feet on a success "

270 CHAPTER 7 I TREASURE


g IMMOvAB

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

his musical instrument has 3 charges and regains


all expended charges daily at dawn. While you are
playing it, you can take a Magic action to expend 1
charge and write a magical message on a nonmagi-
a object or surface that you can see within 30 feet
2 yourself. ] he message can be up to six words long
nd is written in a language you know. If you are
ard, you can scribe an additional seven words V
j id make the message glow faintly, allowing it to
% een in nonmagical Darkness. Casting the Dispel
n d6io spell on the message erases it. ( therwise, the
sage fades away after 24 hours.

CHAPTER 7 I TREASURE 271


nil.

tMENT OF THE BARDS

ttem. Rarity, Varies (equfres Attunem,,,


a Bard) . .
. ment of the Bards is superior to an ordina.
MANDOL IN
An Lent in every way. Seven types of these m '
instrum each named after a bard collepl

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

Anstruth harp Very Rare Cure Wounds (level


19
5), Ice Storm, Wall of
Thorns
i
Canaith Rare Cure Wounds (level
FOcHLUCAN mandolin 3), Dispel Magic. Pro­
BANDORE tection from Energy
(Lightning damage
I ' "4 only)
a MAc-FUIRMI
CITTERN
Cli lyre Rare Stone Shape, Wail of
Fire, Wind Wall

Doss lute Uncommon Animal Friendship.


Protection from Ene^
(Fire damage only)
Protection from

Uncommon Entangle. Faerie F^-


Fochlucan
bandore Shillelagh,*^
Animals
Barkskin. Cure woo
Mac-Fuirmidh Uncommon
cittern Fog Cloud

A
Ollamh harp Legendary
Weather, Fire

272 CHAPTER 7 IT REASURE


1OUN STONES

spell has no effect, and any resources used to cast


IOUN STONE it are wasted. Once the stone has canceled 20 lev­
Wondrous ltem' Rarity Vanes (Requires Attunement) els of spells, it burns out, turns dull gray, and loses
Roughly marble sized, loun Stones are named after its magic.
oun, a god of knowledge and prophecy revered on Insight (Very Rare). Your Wisdom increases by 2,
some worlds. Many types of loun Stones exist, each to a maximum of 20, while this incandescent blue
type a distinct combination of shape and color. sphere orbits your head.
When you take a Magic action to toss an loun Intellect (Very Rare). Your Intelligence increases
by 2, to a maximum of 20, while this marbled scar­
Stone into the air, the stone orbits your head at a
let and blue sphere orbits your head.
distance of ld3 feet, conferring its benefit to you
Leadership (Very Rare). Your Charisma increases
while doing so. You can have up to three loun Stones
by 2, to a maximum of 20, while this marbled pink
orbiting your head at the same time.
and green sphere orbits your head.
Each loun Stone orbiting your head is considered
Mastery (Legendary). Your Proficiency Bonus in­
to be an object you are wearing. The orbiting stone
creases by 1 while this pale green prism orbits your
avoids contact with other creatures and objects, ad­
head.
justing its orbit to avoid collisions and thwarting all
Protection (Rare). You gain a +1 bonus to Armor
attempts by other creatures to attack or snatch it.
Class while this dusty-rose prism orbits your head.
.As a Utilize action, you can seize and stow any Regeneration (Legendary). You regain 15 Hit
number of loun Stones orbiting your head. If your Points at the end of each hour this pearly white
Attunement to an loun Stone ends while it’s orbit­ spindle orbits your head if you have at least 1 Hit
ing your head, the stone falls as though you had Point.
dropped it. Reserve (Rare). This vibrant purple prism stores
The type of stone determines its rarity and effects. spells cast into it, holding them until you use them.
Absorption (Very Rare). While this pale lavender The stone can store up to 4 levels of spells at a time.
ellipsoid orbits your head, you can take a Reaction When found, it contains ld4 levels of stored spells
to cancel a spell of level 4 or lower cast by a crea­ chosen by the DM.
ture you can see. A canceled spell has no effect, and Any creature can cast a spell of level 1 through 4
any resources used to cast it are wasted. Once the into the stone by touching it as the spell is cast. The
stone has canceled 20 levels of spells, it burns out, spell has no effect, other than to be stored in the
turns dull gray, and loses its magic. stone. If the stone can’t hold the spell, the spell is ex­
Agility (Very Rare). Your Dexterity increases by pended without effect. The level of the slot used to
2 to a maximum of 20, while this deep-red sphere cast the spell determines how much space it uses.
orbits your head. While this stone orbits your head, you can cast
Awareness (Rare). While this dark-blue rhomboid any spell stored in it. The spell uses the slot level,
jr its your head, you have Advantage on Initiative
spell save DC, spell attack bonus, and spellcasting
r° h and Wisdom (Perception) checks.
ability of the original caster but is otherwise treated
Fortitude (Very Rare). Your Constitution increases as if you cast the spell. The spell cast from the stone
% to a maximum of 20, while this pink rhomboid is no longer stored in it, freeing up space.
orbits your head. Strength (Very Rare). Your Strength increases by
biSreater Absorption (Legendary). While this mar 2, to a maximum of 20, while this pale blue rhom
lavender and green ellipsoid orbits your head, boid orbits your head.
or “an take a Reaction to cancel a spell of level 8 Sustenance (Rare). You don’t need to eat or drink
wer cast by a creature you can see. A canceled while this clear spindle orbits your head.

CHAPTER 7 I TREASURE
273
IRo, F
LIN or

IRON BANDS OF BILARRO


W ondrous Item, Rare
This rusty iron sphere measures 3 inches in diame­
ter and weighs 1 pound. You can take a Magic action
to throw the sphere at a Huge or smaller creature
creature then obeys your commands for 1 hour
you can see within 60 feet of yourself. As the
understanding those commands even if it doesh
sphere moves through the air, it opens into a tangle
know the language in which the commands are
of metal bands.
given. If you issue no commands or give the crea­
Make a ranged attack roll with an attack bonus
ture a command that is likely to result in its death
equal to your Dexterity modifier plus your Pro­
or imprisonment, it defends itself but otherwise
ficiency Bonus. On a hit, the target has the Re­
takes no actions. At the end of the duration, the
strained condition until you take a Bonus Action to
creature acts in accordance with its normal disposi­
issue a command that releases it. Doing so or miss­
tion and alignment.
ing with the attack causes the bands to contract and
An Identify spell reveals if the flask contains a
become a sphere once more.
creature, but the only way to determine the type
A creature that can touch the bands, including the
of creature is to open the flask. A newly discovered
one Restrained, can take an action to make a DC 20
Iron Flask might already contain a creature chosen
Strength (Athletics) check to break the iron bands.
by the DM or determined randomly by rolling on
On a successful check, the item is destroyed, and the
the following table (see the Monster Manual for the
Restrained creature is freed. On a failed check, any
creature's stat block).
further attempts made by that creature automati­
cally fail until 24 hours have elapsed. IdlOO Contents ld100 Contents
Once the bands are used, they can’t be used again 01-50 No creature 76-77 Invisible Stalker
until the next dawn.
51 Arcanaloth 78-79 Marid
52-54 Bone Devil 80 Marilith
IRON FLASK Mezzoloth
55-56 Cambion 81-82
Wondrous Item, Legendary
57-58 Dao 83-84 Nalfeshnee
While holding this brass-stoppered iron flask, you
can take a Magic action to target a creature that 59 Deva 85-86 Night Hag
you can see within 60 feet of yourself. If the flask 60-61 Djinni 87-88 Nycaloth
is empty and the target is native to a plane of exis­ 89 Planetar
62-63 Efreeti
tence other than the one you're on, the target must
succeed on a DC 17 Wisdom saving throw or be 64-65 Erinyes 90-91 Red slaad
trapped in the flask. If the target has been trapped 66-67 Fomorian 92-93 Salamande
by the flask before, it has Advantage on the save. 94 Solar
68 Githyanki Knight
One e trapped, a c r eature remains in the flask until Succubus
released. I he flask can hold only one creature at a 69 Cithzerai Zerth 95
time A creature trapped in the flask doesn't age and 96 Ultroloth
70-71 Clabrezu
doesn't need to br eathe, eat, or drink. Vrock
72-74 Hezrou 97-99
You can take a Magic action to remove the flask’s
00 Xorn
stopper and release the creature in the flask. The 75 Incubus

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.

LUTE OF THUNDEROUS THUMPING


LANTERN OF REVEALING
Wondrous Item, Uncommon Weapon (Club), Very Rare
This reinforced lute can be wielded as a magic Club
W hile lit. this hooded lantern burns for 6 hours on 1
that deals an extra 2d8 Thunder damage on a hit.
pint of oil, shedding Bright Light in a 30 foot radius
Sing and Swing. If you're a Bard. you can use your
and Dim Light for an additional 30 feet. Invisible Charisma modifier instead of your Strength modi
reatur es and objects are visible as long as I hey al e
tier when making a melee attack roll with the lute,
n the lantern's Bright Light. You can take a Utilize provided you sing or hum while making the attack.
“ bon to lower the hood, reduc ing the lanterns
‘8 " to Dim Light in a 5 foot radius.
CHAPTER 7 I TREASURE 275
MACE OF TERROR
Weapon (Mace). Rare (Requires Attunement)
M \( I OF DISRUPTION This magic weapon has 3 charges and regain,"
Weapon (Mace), Rare (Requires Attunement) expended charges daily at dawn. While holding,
When you hit a Fiend or an Undead with this magic weapon, you can take a Magic action and expend ‘
weapon, that creature takes an extra 2d6 Radiant 1 charge to release a wave of terror from it. Each
damage. If the target has 25 Hit Points or fewer creature of your choice within 30 feet of you
after taking this damage. it must succeed on a DO succeed on a DC 15 Wisdom saving throw or have
15 W isdom saving throw or be destroyed. On a sue the Frightened condition for 1 minute. While Frigh
cessful save, the creature has the Frightened condi
ned in this way, a creature must spend its turns
tion until the end of your next turn. sine to move as far away from you as it can, and
I ight. While you hold this weapon, it sheds Bright t can’t make Opportunity Attacks. For its action,
l ight in a 20 foot radius and Dim Light for an addi n use only the Dash action or try to escape from
C — that prevents it from moving. If it has no-
tional 20 feet.
aneff: anmove, the creature can taketheDo&r
" At the end of each of its turns, a creature
MACE OF SMITING “p«tssave, ending the efect on " on *
Weapon (Mace), Rare success.
You gain a +1 bonus to attack rolls and damage
rolls made with this magic weapon. The bonus in­
creases to +3 when you use the weapon to attack a MANTLE OF SPELL RESISTANCE
Wondrous Item, Rare (Requires Attunement)
Construct.
When you roll a 20 on an attack roll made with You have Advantage on saving throws against spells
this weapon, the target takes an extra 7 Bludgeon­
while you wear this cloak.
ing damage, or 14 Bludgeoning damage if it’s a
Construct. If a Construct has 25 Hit Points or fewer
after taking this damage, it is destroyed.

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?

GoL EMs (Srone )


CHAPTER 7 I TREASURE
277
MARINER’s

ARMOR
(LEATHER

ARMOR)

MANUAL OF QUICKNESS OF ACTION


Wondrous Item, Very Rare MIRROR OF LIFE TRAPPING
This book contains coordination and balance Wondrous Item, Very Rare
exercises, and its words are charged with magic.
When this 4-foot-tall, 2-foot-wide mirror is viewed
If you spend 48 hours over a period of 6 days or
indirectly, its surface shows faint images of crea
fewer studying the book’s contents and practicing
tures. The mirror weighs 50 pounds, and it has A
its guidelines, your Dexterity increases by 2, to a
11, HP 10, Immunity to Poison and Psychic damage
maximum of 30. The manual then loses its magic
and Vulnerability to Bludgeoning damage Itshat
but regains it in a century.
ters and is destroyed when reduced to 0 Hit cin
if the mirror is hanging on a vertical surfacsa
MARINER’S ARMOR you are within 5 feet of it, you can take a Ma^
Armor (Any Light, Medium, or Heavy), Uncommon action and use a command word to activate and
remains activated until you take a Magic as
While wearing this armor, you have a Swim Speed
repeat the command word to deactivate it
equal to your Speed. In addition, if you start your
Any creature other than you that sees 30 feet
' ui n under water with 0 Hit Points, you immedi­
tion in the activated mirror while withharisma
ately regain ld4 Hit Points. I he armor can't heal
anyone again until the next dawn. of the mirror must succeed on a DC 15 1 thingit
saving throw or be trapped. along “ ith an‘s twee
Il,, armor is decorated with fish and shell motifs.
is wearing or carrying, in one of the "owsthe
extradimensional cells. A creature that lage.an"
• ’th AdVal-0
Mi DAI 1 ION OF I HOUGH 1 S mirror’s nature makes the save w 1 ically.
Wondrous hem. Uncommon (Requires Attunement) Constructs succeed on the save automet sspanse
An extradimensional cell is an infinite, to 10 fes
I he medallion has 5 < harges. While weal ing it, you
tilled with thick fog that reduces visibi dont age:
can expend I charge to < ast Detect thoughts (save Creatures trapped in the mirrors cel > scre)
DO 13) from it I he medallion regains ld4 expended and they don’t need to eat. drink. 01 '1 ing ma"s
charges daily at dawn
ture trapped within a cell can escape 11

< HARI IX7II REASURE


MOONBLADE
Weapon (Greatsword, Longsword, Rapier, Scimitar, or
Shortsword), Legendary (Requires Attunement by a
Creature of the Weapons Choice)
Of all the magic items created by elves, one of the
most prized and jealously guarded is a Moonblade. In
ancient times, nearly all elven noble houses claimed
one such weapon. Over the centuries, some of these
MOONBLADE

(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

MOONBLADE PROPERTIES MOON-TOUCHED SWORD


Weapon (Glaive, Greatsword, Longsword Ra
1100 Property
Scimitar. or Shortsword), Common
01 60 Increase the weapon’s bonus to attack rolls
and damage rolls by 1, to a maximum of in Darkness, the unsheathed blade of this
+3. Reroll if the Moonblade already has a +3 sheds moonlight, creating Bright Light inTasPon
radius and Dim Light for an additional 15 feelOot
bonus.
61-75 When you hit with an attack roll using the
Moonblade, you deal an extra 1 d6 Force MYSTERY KEY
damage. Each time the weapon gains this Wondrous Item, Common
property after the first, the extra damage in­
A question mark is worked into the head of this
creases by 1 d6, to a maximum of 3d6. Reroll The key has a 5 percent chance of unlocking an^'
if the Moonblode already deals an extra 3d6 lock into which it’s inserted. Once it unlocks some
Force damage on a hit. thing, the key disappears.
76-80 The Moonblade gains the Thrown property
R----------------- ’ “------------ ----------
with a normal range of 20 feet and a long
range of 60 feet. Each time you throw the
NATURE’S MANTLE
weapon, it flies back to your hand after the Wondrous Item, Uncommon (Requires Attunementbv a
Druid or Ranger)
attack.
This cloak shifts color and texture to blend with the
81-85 The Moonblade scores a Critical Hit on a roll
terrain surrounding you. While wearing the cloak,
of 19 or 20 on the d20.
you can use it as a Spellcasting Focus for your
86-95 You can take a Bonus Action to cause the Druid and Ranger spells.
Moonblade to flash brightly. Each other While you are in an area that is Lightly Obscured,
creature that is within 30 feet of you and not you can Hide as a Bonus Action even if you are be­
behind Total Cover must succeed on a DC ing directly observed.
15 Constitution saving throw or have the
Blinded condition for 1 minute. A creature
repeats the save at the end of each of its NECKLACE OF ADAPTATION
turns, ending the effect on itself on a suc­ Wondrous Item, Uncommon (Requires Attunement1
cess. You can’t use this property again until While wearing this necklace, you can breathe nor
you finish a Short or Long Rest. mally in any environment, and you have Advanbaaa
on saving throws made to avoid or end the PolSOn
96-99 The Moonblade has the properties of a Ring
of Spell Storing. condition.

00 You can take a Magic action to conjure a


spectral entity that resembles a shadowy elf NECKLACE OF FIREBALLS
if you don t already have one serving you. Wondrous Item, Rare
The entity appears in an unoccupied space This necklace has ld6 * 3 beads hanging rod and
within 120 feet of you. It uses the Shadow You can take a Magic action to detach a the
stat block with these changes: it is a Fey, throw it up to 60 feet away. When it reas e evel3
has a Neutral alignment, and doesn’t create end of its trajectory, the bead detonates a5
new shadows You control this entity, decid­ Fireball (save DC 15). whole
ing how it acts and moves. It remains until You can hurl multiple beads, or even ‘ crease the
it drops to 0 Hit Points or you dismiss it as necklace, at one time. When you do so, S after the
a Magic action. damage of the Fireball by Id6 for each bead
first (maximum 12d6).

280 CHAPT ER 7 I TREASURE


NEc Ml 4

MAN

NECKLACE OF PRAYER BEADS


Wondrous Item, R^v(Requuvs Attunement by a Cleric,
Y1
pntid. or Paladin)
This necklace has ld4 * 2 magic beads made from
aquamarine, black pearl, or topaz. It also has many
nonmagical beads made from stones such as amber,
bloodstone, citrine. coral, jade. pearl, or quartz. If a
magic head is removed from the necklace, that bead
loses its magic.
Six types of magic beads exist. The DM decides
the type of each bead on the necklace or determines
it randomly by rolling on the table below. A neck­
lace can have more than one bead of the same type.
To use one, you must be wearing the necklace. Each
bead contains a spell that you can cast from it as a
Bonus Action (using your spell save DC if a save is
necessary). Once a magic bead’s spell is cast, that
bead can’t be used again until the next dawn.
7
ld20 Bead Spell
1-6 Bead of Blessing Bless
7-12 Bead of Curing Cure Wounds (level 2
version)
13-16 Bead of Favor Greater Restoration NECKLACE or
PRAYER SEAD*
17-18 Bead of Smiting Shining Smite
19 Bead of Summons Guardian of Faith
20 Bead of Wind Wind Walk
Walking s
NINE LIVES

NINE LIVES STEALER STEALER


(GREATSWORD)
Weapon (Any Simple or Martial), Very Rare (Requires
Attunement)
You gain a +2 bonus to attack rolls and damage rolls
made with this magic weapon.
life Stealing. The weapon has ld8 + 1 charges.
" hen you attack a creature that has fewer than
J 20 Hit Points with this weapon and roll a 20 on
the d20 for the attack roll, the creature must suc-
‘ d on a DC 15 Constitution saving throw or be
ain instantly as the sword tears its life force from
body. Constructs and Undead succeed on the
automatically. 1 he weapon loses 1 charge if the
ature is slain. When the weapon has no charges
naining, it loses this property.

wo ZUR s MARVELOUS PIGMEN i s


hem, Very Rare
Noilva
and fine wooden box contains ld4 pots of pigment MARVEL
u brush (weighing 1 pound in total)

7ITRE ASURE 28l


OATNBOW

Using the brush and expending I pot of pigmen •


you can paint any number of three dimensions
objects and terrain features (such as walls,
trees, flowers, weapons, webs, and pits), provi e
these elements are all confined to a 20 foot cube.
The effort takes 10 minutes (regardless of the num­
ber of elements you create), during which time you
22
must remain in the Cube, and requires Concentra-
tion. If your Concentration is broken or you leave
the Cube before the work is done, all the painted
elements vanish, and the pot of pigment is wasted.
When the work is done, all the painted objects
and terrain features become real. Thus, painting a
door on a wall creates an actual door, which can be
opened to whatever is beyond. Painting a pit creates
a real pit, the entire depth of which must lie within
the 20-foot Cube.
No object created by a pot of pigment can have
a value greater than 25 GP, and the total value of ORB OF
all objects created by a pot of pigment can’t exceed DIRECTION
500 GP. If you paint objects of greater value (such
as a large pile of gold), they look authentic, but close
inspection reveals they’re made from paste, cookies,
or some other worthless material.
If you paint a form of energy such as fire or light­
ning, the energy dissipates as soon as you complete OIL OF ETHEREALNESS
the painting, doing no harm. Potion, Rare
One vial of this oil can cover one Medium or
smaller creature, along with the equipment it’s
OATH BOW
wearing and carrying (one additional vial is re­
Weapon (Longbow or Shortbow), Very Rare (Requires quired for each size category above Medium). Ap­
Attunement)
plying the oil takes 10 minutes. The affected crea­
When you nock an arrow on this bow, it whispers in ture then gains the effect of the Etherealness spell
Elvish, “Swift defeat to my enemies.” When you use for 1 hour.
this weapon to make a ranged attack, you can utter Beads of this cloudy, gray oil form on the outside
or sign the following command words: “Swift death of its container and quickly evaporate.
to you who have wronged me.” The target of your
attack becomes your sworn enemy until it dies or
until dawn 7 days later. You can have only one such OL OF SHARPNESS
sworn enemy at a time. When your sworn enemy Potion, Very Rare
dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this One vial of this oil can coat one Melee weapon or
weapon against your sworn enemy, you have Ad and NX Pieces of ammunition, but only ammunition
vantage on the roll. In addition, your target gains no Slashin = weapons that are nonmagical anddejl
benefit from Half Cover or Three Quarters Cover, the oil iercing damage are affected.Applying
and you suffer no Disadvantage due to long range. see i a es1 magicall)
minute, after which the oil
If the attack hits, your sworn enemy takes an extra seaps into whatever it coats, turning the coated n
3d6 Piercing damage. into 29 in o a +3 Weapon or the coated ammuniti
While youi sworn enemy lives, you have Disad
Thi mmunition-
vantage on attack rolls with all other weapons. ulls clear, gelatinous oil sparkles with tiny.
athin silver shards.
282 CHAPTER 7 I TREASURE
ORB OF DRAGONKIND

OIL OF SLIPPERINESS ORB OF DRAGONKIND


Potion, Uncommon Wondrous Item, Artifact (Requires Attunement)
One vial of this oil can cover one Medium or Long ago, in the Dragonlance setting, elves and
smaller creature, along with the equipment it’s humans waged a terrible war against chromatic
wearing and carrying (one additional vial is re­ dragons. When the world seemed doomed, the wiz­
quired for each size category above Medium). ards of the Towers of High Sorcery came together
Applying the oil takes 10 minutes. The affected and forged five Orbs of Dragonkind to help defeat
creature then gains the effect of the Freedom of the dragons. One orb was taken to each of the five
Movement spell for 8 hours. towers, and there they were used to speed the war
Alternatively, the oil can be poured on the ground toward a victorious end. The wizards used the orbs
as a Magic action, where it covers a 10-foot square, to lure dragons to them, then destroyed the dragons
duplicating the effect of the Grease spell in that area with powerful magic.
for 8 hours. As the Towers of High Sorcery fell in later ages,
‘ his sticky, black unguent is thick and heavy, but the orbs were destroyed or faded into legend, and
" Hows quickly when poured. only three are thought to survive. Their magic has
been warped over the centuries. Their primary pur­
pose of calling dragons still functions, but they also
allow some measure of control over dragons.
ORB or DIRECTION
ondrous Common Each orb contains the essence of an evil dragon,
1his orb can be used as an Arcane locus. a presence that resents any attempt to coax magic
from it. Those who try to wield an orbs magic but
While holding this orb, you can take a Magic lack sufficient force of personality might find them
bon to determine which way is magnetic north. selves under the orb's control.
. hing happens if the orb is used in a location that
145 no magnetic north.

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

Call Dragons. While you control the orb, you


can take a Magic action to cause the orb to issue a PERIAPT OF PROOF AGAINST POISON
telepathic call that extends in all directions for 40 Wondrous Item, Rare (Requires Attunement
miles. Chromatic dragons in range feel compelled This delicate silver chain has a brilliant-cut black
to come to the orb as soon as possible by the most gem pendant. While you wear it, you have Imm"s
direct route. Dragon deities such as Tiamat are un- nity to the Poisoned condition and Poison damab
affected by this call. Chromatic dragons drawn to
the orb might be Hostile toward you for compelling
them against their will. Once you have used this PERIAPT OF WOUND CLOSURE
property, it can't be used again for 1 hour Wondrous Item, Uncommon (Requires Attuned 4
Destroying an Orb. An Orb of Dragonkind has AC
20 and is destroyed if it takes damage from a +3 While wearing this pendant, you gain the fo
Weapon or a Disintegrate spell. Nothing else can benefits. Death
harm it. Life Preservation. Whenever you makea- lower
Saving Throw, you can change a
rollof.sSfulone
to a 10, turning a failed save into a sue

284 CHAPTER 7 I TREASURE


P

^OUNO CLosune

V
V
/
PIPE OF
SMOKE
MONSTERS
PIPES OF THE
SEWERS A

Natural Healing Boost. Whenever you roll a Hit


Point Die to regain Hit Points, double the number of
Hit Points it restores.

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

PLATE ARMOR OF ETHEREALNESS


Armor (Half Plate Armor or Plate Armor), 1 c
(Requires Attunement)
POTION OF
Fine BREATH
While you’re wearing this armor, you can take
Magic action and use a command word to ?a d
S effect of the Etherealness spell. The snell onbol he
diately if you remove the armor or take a Magic a
tion to repeat the command word. This property*
A the armor can’t be used again until the next daw

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.

“ hen you drink this potion, you gain a Climb


P‘ ed equal to your Speed for 1 hour. During this POTION OF GASEOUS FORM
time, you have Advantage on Strength (Athletics) Potion, Rare
checks to climb. When you drink this potion, you gain the effect of
This potion is separated into brown, silver, and the Gaseous Form spell for 1 hour (no Concentration
kray layers resembling bands of stone. Shaking the required) or until you end the effect as a Bonus
ttle fails to mix the colors. Action.
This potion's container seems to hold fog that
moves and pours like water.

CHAPTER 7 I TREASURE 287


POTION OF HEROISM
POTION OF GIANT STRENGTH
Potion, Rare
Potion, Rarity Varies
When you drink this potion, your Strength score When you drink this potion, you gain 10 ~
changes for 1 hour. The type of giant determines the Hit Points that last for 1 hour. For the sane"POrary
score (see the table below). The potion has no effect tion, you are under the effect of the Bless = dura
on you if your Strength is equal to or greater than Concentration required). Pell (no
that score. This potion's blue liquid bubbles and steam
This potion's transparent liquid has floating in it a boiling.
sliver of light resembling a giant’s fingernail.
Potion Str. Rarity
POTION OF INVISIBILITY
Pot on of Giant Strength (hill) 21 Uncommon Potion, Rare
Potion of Giant Strength (frost 23 Rare This potion’s container looks empty but feels as
or stone) though it holds liquid. When you drink the potion
Potion of Giant Strength (fire) 25 Rare you have the Invisible condition for 1 hour.The
effect ends early if you make an attack roll, deal
Potion of Giant Strength (cloud) 27 Very Rare damage, or cast a spell.
Potion of Giant Strength (storm) 29 Legendary

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---------------------------------------------------------------

POTION OF GROWTH POTION OF LONGEVITY


Potion, Uncommon Potion, Very Rare
When you drink this potion, you gain the “enlarge" When you drink this potion, your physical age is
effect of the Enlarge/Reduce spell for 10 minutes (no reduced by ld6 + 6 years, to a minimum of 13 years.
Concentration required). Each time you subsequently drink a Potion of Lon­
The red in the potion’s liquid continuously ex­ gevity, there is 10 percent cumulative chance that
pands from a tiny bead to color the clear liquid you instead age by ld6 + 6 years.
around it and then contracts. Shaking the bottle Suspended in this amber liquid is a tiny heart that
fails to interrupt this process. against all reason, is still beating. These ingredients
vanish when the potion is opened.

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 of Healing IOd4 + 20 Very Rare


(supreme)

288 CHAPTER 7 I TREASURE


POTION o
PUGILISM

POTION or
MfAUNG | 5
POTION O^

However, it is actually poison masked by illusion


magic. Identify reveals its true nature. POTION OF SPEED
If you drink this potion, you take 4d6 Poison
Potion, Very Rare
damage and must succeed on a DC 13 Constitution
saving throw or have the Poisoned condition for 1 When you drink this potion, you gain the effect of
the Haste spell for 1 minute (no Concentration re­
hour.
quired) without suffering the wave of lethargy that
typically occurs when the effect ends.
POTION OF PUGILISM This potion’s yellow fluid is streaked with black
and swirls on its own.
Potion. Uncommon
After you drink this potion, each Unarmed Strike
you make deals an extra Id6 Force damage on a hit. POTION OF VITALITY
This effect lasts 10 minutes. Potion, Very Rare
This potion is a thick green fluid that tastes like When you drink this potion, it removes any
spinach. Exhaustion levels you have and ends the Poisoned
condition on you. For the next 24 hours, you regain
the maximum number of Hit Points for any Hit
POTION OF RESISTANCE Point Die you spend.
Potion, Uncommon
This potion’s crimson liquid regularly pulses with
" hen you drink this potion, you have Resistance dull light, calling to mind a heartbeat.
one type of damage for 1 hour. The DM chooses
e ty pt or determines it randomly by rolling on the
following table. POTION OF WATER BREATHING
idio Potion, Uncommon
Damage Type IdlO Damage Type
1 You can breathe underwater for 24 hours after
Acid 6 Necrotic
drinking this potion.
2 Cold Poison
7 This potion’s cloudy green fluid smells of the sea
J Fire Psychic and has a jellyfish like bubble floating in it.
8
4 Force Radiant
9
5 Lightning Thunder POT OF AWAKENING
10
Wondrous Item, Common
If you plant an ordinary shrub in this 10-pound clay
pot and let it grow for 30 days, the shrub magically
transforms into an Awakened Shrub at the end of

< HAPTER 7 | TREASURE


and an enormous, multicolored k □ "
that time. When the shrub awakens, its roots brea The bird has the statistics of a pirdtake,,.
the pot, destroying it. tack. It obeys your simple commas but it ca 5’
The awakened shrub is Friendly toward you an up to 500 pounds while flying at Cs and can"
obeys your commands Absent commands from
speed (16 miles per hour for a maxi' maximu,t
you, it does nothing. miles per day, with a 1-hour rest fomUm of 144
flying) or 1,000 pounds at half that every 3 h
disappears after flying its maximum peed The C?
PROSTHETIC I 1MB
day or if it drops to 0 Hit Points. Ydist ances,"
Wondrous Item, Common the bird as a Magic action. can dismis.
1 his magic item replaces a lost limb a hand, an Fan (Uncommon). If you are on a boat
arm, a tool, a leg, or a similar body part. While the can take a Magic action to toss the 4 or ship.y,
prosthetic is attached, it functions identically to the feet in the air. The token disappears and "Pto)0
part it replaces. You can detach or reattach it as a flapping fan takes its place. The fan flits' Biant
Magic action, and it can't be removed against your ates a strong wind. This wind can fill the andere
w ill while you are alive. ship, increasing its speed by 5 miles per n&ls of ore
hours. You can dismiss the fan as a Magic “I or8
Swan Boat (Rare). You can take a Magic action,
Qu K AL’S FEATHER TOKEN touch the token to a body of water at least 600 ,
Wondrous Item. Rarity Varies diameter. The token disappears, and a 50-fo0t
This object looks like a feather. Different types of 20-foot-wide boat shaped like a swan takes its p J
feather tokens exist, each with a different single-use The boat is self-propelled and moves across water
effect. The DM chooses the kind of token or deter­ at a speed of 6 miles per hour. You can take a Mag
mines it randomly by rolling on the Quaal’s Feather action while on the boat to command it to move or
Tokens table. The type of token determines its to turn up to 90 degrees. The boat remains for 24
hours and then disappears. You can dismiss the boat
rarity.
Anchor (Uncommon). You can take a Magic action as a Magic action.
to touch the token to a boat or ship. For the next Tree (Uncommon). You must be outdoors to use
24 hours, the vessel can’t be moved by any means. this token. You can take a Magic action to touch it
Touching the token to the vessel again ends the ef­ to an unoccupied space on the ground. The token
fect. When the effect ends, the token disappears. disappears, and in its place a nonmagical oak tree
Bird (Rare). You can take a Magic action to toss springs into existence. The tree is 60 feet tall and
the token 5 feet into the air. The token disappears has a 5-foot-diameter trunk, and its branches at the
_ top spread out in a 20-foot radius.

QUAAL’s FEATHER

TOKEN (WHIP) 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

Every Ring of Elemental Command has 1 f


RING OF ANIMAL INFLUENCE ing two properties: ne follow.
Ring, Rare Elemental Bane. While wearing the rin
This ring has 3 charges, and it regains ld3 expended Advantage on attack rolls against ElemeXeuhar
charges daily at dawn. While wearing the ring, you they have Disadvantage on attack rolls — Sand
you. gains’
can expend 1 charge to cast one of the following
spells (save DC 13) from it: Elemental Compulsion. While wearing the rin
you can take a Magic action to try to compel an
• Animal Friendship
Elemental you see within 60 feet of yourself.’.
• Fear (affects Beasts only)
Elemental makes a DC 18 Wisdom saving throw
• Speak with Animals
On a failed save, the Elemental has the Charmed
condition until the start your next turn, and VOL
RING OF DJINNI SUMMONING determine what it does with its move and action
on its next turn.
Ring, Legendary (Requires Attunement)
While wearing this ring, you can take a Magic Elemental Focus. While wearing the ring, you
action to summon a particular Djinni from the Ele­ benefit from additional properties corresponding
mental Plane of Air. The djinni appears in an unoc­ the ring’s linked Elemental Plane:
cupied space you choose within 120 feet of yourself. Air, You know Auran, you have Resistance to Lim­
It remains as long as you maintain Concentration, ning damage, and you have a Fly Speed equal
to a maximum of 1 hour, or until it drops to 0 Hit your Speed and can hover.
Points. Earth. You know Terran, and you have Resistance
While summoned, the djinni is Friendly to you to Acid damage. Terrain composed of rubble
and your allies, and it obeys your commands. If you rocks, or dirt isn't Difficult Terrain for you a
fail to command it, the djinni defends itself against dition, you can move through solid earthsn
attackers but takes no other actions. as if those areas were Difficult Terrain wi as I
After the djinni departs, it can't be summoned disturbing the matter through which X0"Yuane
again for 24 hours, and the ring becomes nonmagi- you end your turn in solid earth or roc aceyou
cal if the djinni dies. shunted out to the nearest unoccupie 1
Rings of Djinni Summoning are often created by the last occupied. munitytO
djinn they summon and given to mortals as gifts of Fire. You know Ignan, and you have.
friendship or tokens of esteem.
Fire damage. <imSpeed°
Water. You know Aquan. you gain
60 feet, and you can breathe un e
RING OF ELEMENTAL COMMAND _ and reb
Ring, Legendary (Requires Attunement) Spelicasting. The ring has 5 chark. while
Id4 + 1 expended charges daily at av from it
1 ac h Ring of Elemental (Command is linked to one of wearing the ring, you can cast aSP spells
the four Elemental Planes. The DM chooses or ran
Choose the spell from the list of aval fislinked
dornly determines the linked plane, lor example, a
based on the Elemental Plane ther ‘ able indio
Ring of Elemental ( ommund (air) is linked to the Ele as shown in the following table.
mental Plane of Air.

CHAPTER 7 I TREASURE
RING OF
jNvifitmrr

/
VI
RING OF MIND
RING OF EvASION SHIELDING
RING or FEATHER

how many charges you must expend to cast the


spell, w hich has a save DC of 18. RING OF FREE ACTION
Plane Spells (Charges) Ring, Rare (Requires Attunement)
Air Chain Lightning (3 charges), Feather Fall While you wear this ring, Difficult Terrain doesn’t
(0 charges), Cust of Wind (2 charges), cost you extra movement. In addition, magic can
Wind Wall (1 charge) neither reduce any of your Speeds nor cause you to
have the Paralyzed or Restrained condition.
Earth Earthquake (5 charges), Stone Shape (2
charges), Stoneskin (3 charges), Wall of -- - - - - - - - - - - _
Stone (3 charges) RING OF INVISIBILITY
Fire Burning Hands (I charge), Fireball (2 Ring, Legendary (Requires Attunement)
charges), Fire Storm (4 charges), Wall of While wearing this ring, you can take a Magic ac­
Fire (3 charges) tion to give yourself the Invisible condition. You re­
main Invisible until the ring is removed or until you
Water Create or Destroy Water (I charge), Ice
take a Bonus Action to become visible again.
Storm (2 charges), Tsunami (5 charges),
Wall of Ice (3 charges), Water Walk (2
charges) RING OFJUMPING
Ring, Uncommon (Requires Attunement)
While wearing this ring, you can cast Jump from it,
RING OF EVASION but can target only yourself when you do so.
Rig Rare (Requires Attunement)
This ring has 3 charges, and it regains ld3 expended
C arges daily at dawn. When you fail a Dexterity RING OF MIND SHIELDING
p Ving throw while wearing the ring, you can take a Ring, Uncommon (Requires Attunement)
seaction to expend 1 charge to succeed on that save While wearing this ring, you are immune to magic
instead. 6
that allows other creatures to read your thoughts,
determine whether you are lying, know your align­
ment, or know your creature type. Creatures can
BlNoor FEATHER FALLING telepathically communicate with you only if you
Wk Rare (Requires Attunement) allow it.
60 € you fall while wearing this ring, you descend You can take a Magic action to cause the ring to
‘ per round and take no damage from falling. become imperceptible until you take another Magic
action to make it perceptible, until you remove the
ring, or until you die.

( 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

RING OF REGENERATION 10 Thunder Spinel


Ring, Very Rare (Requires Attunement)
While wearing this ring, you regain Id6 Hit Points
every 10 minutes if you have at least 1 Hit Point. If BINC. Or SHOOTING STARS
5 y Rare (Requires Attunement)
er
you lose a body part, the ring causes the missing
part to regrow and return to full functionality can cast Dancing Lights or Light from the ring
e
ch ring has 6 charges and regains ld6 expended
after ld6 + 1 days if you have at least 1 Hit Point the
whole time. arges aily at dawn. You can expend its charges
touse the properties below.
derie fire. You can expend 1 charge to cast
RING OF RESISTANCE Fire from the ring.
Ring, Rare Lightning Spheres. You can expend 2 charg^^1
agic action to create up to four 3-foot-diameter
You have Resistance to one damage type while
wearing this r ing. The gemstone in the ring indi spheres of lightning.
Each sphere appears in an unoccupied space you
r ate . the type, whit h the DM chooses or determines
can see within 120 feet of yourself. The spheres
randomly by rolling on the following table.
astas long as you maintain Concentration, up tO
minute. Each sphere sheds Dim Light in a 30 for

, As a Bonus Action, you can move each sphere"


11' 1 feet, but no farther than 120 feet away TO

yourself. The first time the sphere comes withi J


0 a C i eature other than you that isn t he

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

RING OF THE RAM RING OF WATER WALKING


Ring. Rare (Requires Attunement) Ring, Uncommon
This ring has 3 charges and regains ld3 expended While wearing this ring, you cast Water Walk from
charges daily at dawn. While wearing the ring, you it, targeting only yourself.
can take a Magic action to expend 1 to 3 charges
to make a ranged spell attack against one creature
you can see within 60 feet of yourself. The ring RING OF X-RAY VISION
produces a spectral ram’s head and makes its attack Ring, Rare (Requires Attunement)
roll with a +7 bonus. On a hit, for each charge you While wearing this ring, you can take a Magic ac­
spend, the target takes 2dl0 Force damage and is tion to gain X-ray vision with a range of 30 feet for
pushed 5 feet away from you. 1 minute. To you, solid objects within that radius ap­
Alternatively, you can expend 1 to 3 of the ring's pear transparent and don't prevent light from pass
charges as a Magic action to try to break a nonmag- ing through them. The vision can penetrate 1 foot
ical object you can see within 60 feet of yourself of stone, 1 inch of common metal, or up to 3 feet
that isn’t being worn or carried. The ring makes wood or dirt. Thicker substances or a thin sheet
a Strength check with a +5 bonus for each charge lead block the vision.
you spend. Whenever you use the ring again before taking -
Long Rest, you must succeed on a DC 15 C onsti""
tion saving throw or gain 1 Exhaustion level
RING OF THREE WISHES
Ring, Legendary
While wearing this ring, you can expend 1 of its 3 RIVAL COIN
charges to cast Wish from it. The ring becomes non- Wondrous Item, Common
magical when you use the last charge. 1 his gold coin has a creature embossed on eas
The two depicted creatures must be famous " coin
or enemies of each other. For example. a sinen
RING OF WARMTH
might show Iggwilv on one side and Mor enat 00
Ring. Uncommon (Requires Attunement)
on the other, or Venger on one side and I lalas side
If you take Cold damage while wearing this ring, the the other. One of these figures is on the he
ring i educes the damage you take by 2d8. of the coin, the other on the “tails side ended
In addition, while wearing this ring, you and 1 he coin has 1 charge and regains its eM action
everything you weai and carry are unharmed by charge daily at dawn. You can take a Nafl any Jie
temperatures of 0 degrees Fahrenheit or lower. to toss the coin, expending its charge ks heads (00
to determine whether the coin comes " ger). The
an even number) or tails (on an odd num
roll also determines the effect:

296 < HAPTER 7 I TREASURE


Targe1 one creature you can see within 60
RING OF
Headof yourself. The target makes a DC 13 Wis- X RAY VISION
feesaving throw. On a failed save, the target
dUE.2d4 Psychic damage and has Disadvantage
tJ the next attack roll it makes before the end
°its next turn. On a successful save, the target
° kes half as much damage only.
is You take ld4 Psychic damage.

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

Al-Around Vision. The robe gives you Advantage


on Wisdom (Perception) checks that rely on sight.
Special Senses. You have Darkvision and Truesight,
both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Day-
light spell cast within 5 feet of the robe gives you the
Blinded condition for 1 minute. At the end of each of
your turns, you make a Constitution saving throw
(DC 11 for Light or DC 15 for Daylight), ending the
condition on yourself on a success.

ROBE OF SCINTILLATING COLORS


Wondrous Item, Very Rare (Requires Attunement)
This robe has 3 charges, and it regains ld3 expended
charges daily at dawn. While you wear it, you can
take a Magic action and expend 1 charge to cause
the garment to display a shifting pattern of dazzling
hues until the end of your next turn. During this
time, the robe sheds Bright Light in a 30-foot radius
and Dim Light for an additional 30 feet, and crea­
tures that can see you have Disadvantage on attack
rolls against you. Any creature in the Bright Light
that can see you when the robe’s power is activated
must succeed on a DC 15 Wisdom saving throw or
have the Stunned condition until the effect ends.

ROBE OF STARS
" ondrous Item, yery ^are (/^eqUires Attunement) OF Ev

his black or dark-blue robe is embroidered with


a 1 white or silver stars. You gain a +1 bonus to
XP6 throws while you wear it.
ti " tars, located on the robe’s upper-front por-
robl are particularly large. While wearing this
the you can take a Magic action to remove one of
Ma expend it to cast the level 5 version of
6 Missile. Daily at dusk, 1d6 removed stars reap

PWn the robe.


acti ' * you wear the robe, you can take a Magic
11 to enter the Astral Plane along with

I HSHEER 7 I TREASURE
Rose or rue
ARCHMAGI

everything you are wearing and carrying. You re­


main there until you take a Magic action to return
to the plane you were on. You reappear in the last ROBE OF USEFUL ITEMS
space you occupied or, if that space is occupied, the Wondrous Item, Uncommon
nearest unoccupied space.
This robe has cloth patches of various shapesand
colors covering it. While wearing the robe, you can
ROBE OF THE ARCHMAGI take a Magic action to detach one of the patches,
causing it to become the object or creature it rep-
Wondrous Item, Legendary (Requires Attunement by a
Sorcerer, Warlock, or Wizard) resents. Once the last patch is removed, the robe
becomes an ordinary garment.
This elegant garment is made from exquisite cloth The robe has two of each of the following patches
and adorned with runes.
You gain these benefits while wearing the robe. • Bullseye Lantern (filled and lit)
Armor. If you aren't wearing armor, your base • Dagger
Ai moi Class is 15 plus your Dexterity modifier. • Mirror
• Pole
Magic Resistance. You have Advantage on saving
throw against pells and other magical effects.
• Rope (coiled)
War Mage. Youi spell save DC • Sack
nus eac h inc ease by 2. and spell attack bo The DM
(
In addition, the robe has 4d4 other patches Ily
chooses the patches or determines them 1 and
by rolling on the following table.

298 CHAPTER 7 | TREASURE


as

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

(AU dawn. take3


Terrify. While holding the rod, you can n see
Magic action to force each creature you CWisdo"
within 30 feet of yourself to make a DC . the
saving throw. On a failed save, a target -

300 CHAPTER 7 1 REASURE


ened condition for 1 minute. A Frightened
location they occupied when you activated the rod
Frib repeats the save at the end of each of its or an unoccupied space nearest that location. Once
tarks ending the effect on itself on a success. Once
used, this property can’t be used again until 10 days
"Uz""this property cant be used again until the have passed.
"EsTdawn.

ROD OF THE PACT KEEPER


pop OF RESURRECTION
Rod, Uncommon UI), Rare (+2), or Very Rare (*3)
Rod I Legendary (Requires Attunement) (Requires Attunement by a Warlock)
. rod has 5 charges. While you hold it, you can While holding this rod, you gain a bonus to spell
T st one of the following spells from it: Heal (ex
attack rolls and to the saving throw DCs of your
Canas 1 charge) or Resurrection (expends 5 charges).
Warlock spells. The bonus is determined by the
PThe rod regains l expended charge daily at dawn. rod’s rarity.
n vou expend the last charge, roll ld2O. On a 1, the In addition, you can regain one spell slot as a
I disappears in a harmless burst of radiance. Magic action while holding the rod. You can’t use
this property again until you finish a Long Rest.

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

302 CHAPTER 7 TREASURE


IMITAR or

Sc ROLL OF
POOTt CTION
2
■%"

Using a Magic action to read the scroll creates a


5-foot Emanation originating from you. For 5 min­
utes. creatures of the specified type can’t enter or
affect anything in the area. However, if you move
in such a way that a creature of the specified type
would be inside the area, the effect ends. SENDING STONES
As a Magic action, a creature within 5 feet of the Wondrous Item, Uncommon
Emanation can attempt to overcome it, which forces Sending Stones come in pairs, with each stone carved
the creature to make a DC 15 Charisma saving to match the other so the pairing is easily recog­
throw. On a successful save, the creature ceases to nized. While you touch one stone, you can cast
be affected by the Emanation. Sending from it. The target is the bearer of the other
stone. If no creature bears the other stone, you
know that fact as soon as you use the stone, and you
SCROLL OF TITAN SUMMONING don’t cast the spell.
Scroll, Legendary Once Sending is cast using either stone, the stones
can’t be used again until the next dawn. If one of the
When you take a Magic action to read this scroll,
stones in a pair is destroyed, the other one becomes
a particular titan named in the scroll appears in an
nonmagical.
unoccupied space on the ground or in water that
you can see within 1 mile of yourself. The DM picks
a suitable titan or determines it randomly by rolling SENTINEL SHIELD
on the table below (see the Monster Manual for the Armor (Shield), Uncommon
creature’s stat block).
While holding this Shield, you have Advantage on
The titan is Hostile toward all other creatures and
Initiative rolls and Wisdom (Perception) checks.
disappears when it drops to O Hit Points. If the titan
The Shield is emblazoned with a symbol of an eye.
is summoned into a space that isn’t large enough
to contain it, the summoning fails, and the scroll
is wasted.
SHIELD, +1, +2, OR +3
1d100 Titan Armor (Shield), Uncommon (+1), Rare (+2), or Very Rare
01-15 Animal Lord (+3)
16-30 Blob of Annihilation While holding this Shield, you have a bonus to Ar­
mor Class determined by the Shield’s rarity, in addi­
31-45
Colossus tion to the Shield’s normal bonus to AC.
46-60 Elemental Cataclysm
6U75
SHIELD OF EXPRESSION
76-90 Kraken (a kraken requires a body of water
Armor (Shield), Common
large enough to contain it, or the summon- The front of this Shield is shaped in the likeness
ing fails and the scroll is wasted) of a face. While bearing the Shield, you can take a
91—00 Bonus Action to alter the face’s expression.

CHAPTER 7 I TREASURE 303


protective Field. As a Reaction, when you „,
SHIH D OF MISSIL F ATTRACTION
allyyou
attack or makes a saving throw
targeted"
can see within 5 feet of you isagainst
Armor (Shield), Rare (Requires Attunement) an effect. you can use the Shield tocresle a il
While holding this Shield, von have Resistance to °. 5 footEmanation originating from you wil
damage from attac ks made with Ranged weapons. he Emanation appears any creatures or objects"
Curse. This Shield is cursed. Attuning to it curses MW contained within it are pushed into the M
you until you are targeted hy a Remote ( urse spell of ) ed spaces outside it. The attack or are .
similai magic Removing the Shield fails to end the unocs that triggered the Reaction has no efeet *
curse on you Whenever an attack with a Ranged Matures and objects inside the Emanation.
weapon targets a creature within 10 feet of you, the ' al long as you maintain Concentration, up to
curse i auses you to become the target instead. .minute Nothing can pass into or out of th, Ema
A creature or object inside the Emanation
"’The damaged by attacks or effects originating
SHIEL D OF THE CAVAI HR can .aside nor can a creature inside the Emana
Armor (Shield), Very Rare (Requires Attunement) from hmage anything outside it. Once this proper,
While holding this Shield, you have a +2 bonus tion da C be used again until the next
is used,it1tcan’t dawn,
to Armor Class. This bonus is in addition to the
Shield's normal bonus to AC,
The Shield has the following additional properties SILVERED WEAPON
that you can use while holding it. Weapon (Any Simple or Martial), Common
Forceful Bash. When you take the Attack action, An alchemical process has bonded silver to this
you can make one of the attack rolls using the magic weapon. When you score a Critical Hit with .
Shield against a target within 5 feet of yourself. against a creature that is shape-shifted, the weapon
Apply your Proficiency Bonus and Strength mod­ deals one additional die of damage.
ifier to the attack roll. On a hit, the Shield deals
Force damage to the target equal to 2d6 + 2 plus
your Strength modifier, and if the target is a crea­ SLIPPERS OF SPIDER CLIMBING
ture. you can push it up to 10 feet directly away Wondrous Item, Uncommon (Requires Attunement)
from yourself. If the creature is your size or smaller,
While you wear these light shoes, you can move
you can also knock it down, giving it the Prone
up, down, and across vertical surfaces and along
condition.

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

A Spell Scroll hears the words of a single spell. writ


SMOLDERING ARMOR ten in a mystical cipher. If the spell is on your spell
(Any Heavy. Medium, or Light). Common list, you can read the scroll and cast its spell without
Material components. Otherwise, the scroll is unin
Wisps of harmless. odorless smoke rise . .
telligible. Casting the spell by reading the scroll re
armor while it is worn. ’ this quires the spell’s normal casting time. Once the spell
is cast, the scroll crumbles to dust. If the casting is
interrupted, the scroll isn’t lost.
SOVEREIGN GLUE
If the spell is on your spell list but of a higher level
Wondrous Item. Legendary
than you can normally cast, you make an ability
This viscous, milky-white substance can form a per­ check using your spellcasting ability to determine
manent adhesive bond between any two objects. It whether you cast the spell. The DC equals 10 plus
must he stored in a jar or flask that has been coated the spell’s level. On a failed check, the spell disap
inside with Oil of Slipperiness. When found, a con- pears from the scroll with no other effect.
tainer contains 16 + 1 ounces. The level of the spell on the scroll determines the
One ounce of the glue can cover a 1-foot square spell’s saving throw DC and attack bonus, as well as
surface. Applying an ounce of Sovereign Glue takes a the scroll’s rarity, as shown in the following table.
Utilize action, and the applied glue takes 1 minute to Spell Level Rarity Save DC Attack Bonus
set. Once it has done so, the bond it creates can be Cantrip Common 13 +5
broken only by the application of Universal Solvent
orOilofEtherealness, or with a Wish spell. 1 Common 13 +5
2 Uncommon 13 +5
3 Uncommon 15 +7
SPELLGUARD SHIELD
4 Rare 15 +7
Armor (Shield), Very Rare (Requires Attunement)
5 Rare 17 4-9
While holding this Shield, you have Advantage
on saving throws against spells and other magical 6 Very Rare 17 +9
effects, and spell attack rolls have Disadvantage 7 Very Rare 18 +10
against you.
8 Very Rare 18 +10
9 Legendary 19 +11

SPELL
SCROLL SLIPPERS OF
SPIDER CLIMB ING

CHAPTER 7 I TRE ASURE


305
SpwtRe OF
ANNIHILATION . the sphere. On a failed check the sphere m
Q feet toward you in a straight line
while in control of the sphere, you can take a
gohus Action to cause it to move in one direction
your choice, up to a number of feet equal to
Mmes your intelligence modifier (minimum 5
2 " Any creature whose space the sphere enters
< st succeed on a DC 19 Dexterity saving throw
m . _ toUchcd by it, taking 8d10 Force damage. A
° at ure reduced to 0 Hit Points by this damage is
obliterated, leaving its possessions behind but no

other ebysiatzcroais. ir the sphere comes intoc.n


VP anar portal (such as that created by
tact wit" spell) or an extradimensional space (such
thesat wnwn » portable Hole), the DM determine
”Xiy what happens "sins folovdnste
IdlOO Result
01-50 The sphere is destroyed.
51-85 The sphere moves through the portal or
into the extradimensional space.
86-00 A spatial rift sends the sphere and each
creature and object within 180 feet of the
sphere to a random plane of existence.

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.

306 CHAPTER? TREASURE


an inch from the staff’s tip and remains there
11 it is removed or until the staff is no longer in
SPIPIT 0OAHO
unt ssession. The staff can have up to three such
Ejects floating over its tip at any given time. While
h laing the staff, you can make one or more of the
Ejects slowly spin or turn in place.

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

308 CHIAPTER 7 1 IREASURE


WAFF OF STRIKING
)1 , vr Rare (Requires Attunement)
w' 59
„ staff can be wielded as a magic Quarterstaff
^?erants a +3 bonus to attack rolls and damage
'I made with it.
"The staff has 10 charges. When you hit with
Jee attack using it, you can expend up to 3
2IF. es. For each charge you expend, the target
1 Les an extra 1d6 Force damage.
"gaining Charges. The staff regains ld6 + 4 ex
"ded charges daily at dawn. If you expend the last
Pharge. roll 1d20. On a 1. the staff becomes a non
magical Quarterstaff

STAFF OF SWARMING INSECTS


Rare (Requires Attunement by a Bard, Cleric,
yuid. Sorcerer, Warlock, or Wizard)
This staff has 10 charges.
Insect Cloud. While holding the staff, you can
take a Magic action and expend 1 charge to cause
a swarm of harmless flying insects to fill a 30-foot
Emanation originating from you. The insects re­ 7e
main for 10 minutes, making the area Heavily Ob­
scured for creatures other than you. A strong wind
dike that created by Gust of Wind) disperses the
swarm and ends the effect.
Spells. While holding the staff, you can cast one of
the spells on the following table from it, using your
spell save DC and spell attack modifier. The table in­
dicates how many charges you must expend to cast
the spell.
Spell Charge Cost
Ciont Insect 4
^ct Plague 5

Regaining Charges. The staff regains ld6 + 4 ex-


Pended charges daily at dawn. If you expend the last
charge, roll ld20. On a l, a swarm of insects con-
Sumes and destroys the staff, then disperses.

STAFr OF THE ADDER


0D ncommon (Requires Attunement)
‘8 Bonus Action, you can turn the head of this
into that of an animate, venomous snake for 1
nte or revert the staff to its inanimate form.
"s n you take the Attack action, you can make
he 0 the attack rolls using the animated snake
fiei " this h has a reach of 5 feet. Apply your Pro
rol ( Bonus and Wisdom modifier to the al tat k
and on a hit, the target takes ld6 Piercing damage
506 Poison damage.

CHAPTER 7 I TRE ASURE 309


The snake head can be attacked while it is ani­
mate. It has AC 15. HP 20. and Immunity to Poison
and Psychic damage If the head drops to 0 Hit
Points, the staff is destroyed. As long as it’s not de
Mroved, the staff regains all lost Hit Points when it
reverts to its inanimate form.

STAT F or THE MAGI


Staff. I ep'ndan (Requires Attunement by a Sorcerer,
W arlock. or W izard)
This staff has 50 charges and can be wielded as a
magic Quarterstaff that grants a +2 bonus to attack
rolls and damage rolls made with it. While you hold
it. you gain a *2 bonus to spell attack rolls.
Spell Absorption. While holding the staff, you
have Advantage on saving throws against spells.
In addition, you can take a Reaction when another
creature casts a spell that targets only you. If you
do, the staff absorbs the magic of the spell, cancel­
ing its effect and gaining a number of charges equal
to the absorbed spell’s level. However, if doing so
brings the staff’s total number of charges above 50,
the staff explodes as if you activated its Retributive
Strike (see below).
Spells. While holding the staff, you can cast one of
the spells on the following table from it, using your
spell save DC. The table indicates how many charges
you must expend to cast the spell.
Spell ChargeCost
Arcane Lock 0
Conjure Elemental 7
Detect Magic 0
Dispel Magic 3
Enlarge/Reduce 0
Fireball (level 7 version) 7
Flaming Sphere 2
Ice Storm 4
Invisibility 2
Knock 2

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 •

310 ( HAPTER 7 । TREASURE


pining Charges. The staff regain* 4d6 • 2 ex
Spell Charge Cost
Nd charges daily at dawn. If you expend the last
pen C r0|l 1d20. On a 20. the staff regains Id 12 . ।
chars"
Animal Friendship 1
Awaken 5
chalsibutive Strike. You can take a Magic action Barkskin 2
break the staff over your knee or against a solid
to lice The staff is destroyed and releases its magic Locate Animals or Plants 2
'l"in explosion that fills a 30 foot Emanation orig Pass without Trace 2
50
"ling from itself You have a percent chance Speak with Animals 1
instantly travel to a random plane of existence,
Speak with Plants 3
iding the explosion. If you fail to avoid the effect.
(u take Force damage equal to 16 times the num of Thorns 6
her of charges in the staff. Each other creature in
‘b. area makes a DC 17 Dexterity saving throw. On Tree Form. You can take a Magic action to plant
one end of the staff in earth in an unoccupied space
Failed save, a creature takes Force damage equal to
and expend 1 charge to transform the staff into
6 times the number of charges in the staff. On a suc-
a healthy tree. The tree is 60 feet tall and has a
essful save, a creature takes half as much damage.
5-foot-diameter trunk, and its branches at the top
spread out in a 20-foot radius. The tree appears
ordinary but radiates a faint aura of Transmutation
STAFF OF THE PYTHON
magic that can be discerned with the Detect Magic
Staff ; ncommon (Requires Attunement)
spell. While touching the tree and using a Magic
As a Magic action, you can throw this staff so that it action, you return the staff to its normal form. Any
lands in an unoccupied space within 10 feet of you, creature in the tree falls when the tree reverts to
causing the staff to become a Giant Constrictor a staff.
Snake in that space. The snake is under your con- Regaining Charges. The staff regains ld6 expended
trol and shares your Initiative count, taking its turn charges daily at dawn. If you expend the last charge,
immediately after yours. roll ld20. On a 1, the staff loses its properties and
On your turn, you can mentally command the becomes a nonmagical Quarterstaff.
snake (no action required) if it is within 60 feet of
you and you don’t have the Incapacitated condition.
You decide what action the snake takes and where it STAFF OF THUNDER AND LIGHTNING
moves during its turn, or you can issue it a general Staff, Very Rare (Requires Attunement)
command, such as to attack your enemies or guard This staff can be wielded as a magic Quarterstaff
a location. Absent commands from you, the snake that grants a +2 bonus to attack rolls and damage
defends itself. rolls made with it. It also has the following addi­
As a Bonus Action, you can command the snake tional properties. Once one of these properties is
revert to staff form in its current space, and you used, it can’t be used again until the next dawn.
ant use the staff’s property again for 1 hour. If Lightning. When you hit with a melee attack using
*e snake is reduced to 0 Hit Points, it dies and re- the staff, you can cause the target to take an extra
yerts to its staff form; the staff then shatters and is 2d6 Lightning damage (no action required).
royed. If the snake reverts to staff form before Thunder. When you hit with a melee attack using
‘g all its Hit Points, it regains all of them. the staff, you can cause the staff to emit a crack
of thunder audible out to 300 feet (no action re­
quired). The target you hit must succeed on a DC
SArF Or THE WOODLANDS 17 Constitution saving throw or have the Stunned
" sore (Requires Attunement by a Druid) condition until the end of your next turn.
Thunder and Lightning. Immediately after you hit
n a aff has 6 charges and can be wielded as a
Juarterstaff that grants a *2 bonus to attack with a melee attack using the staff, you can take
and damage rolls made with it. While holding a Bonus Action to use the Lightning and Thunder
properties (see above) at the same time. Doing so
spl lave a 2 bonus to spell attack roils. doesn't expend the daily use of those properties,
the \ " hile bolding the staff, you can cast one of
pel? 1 on the following table from it, using your only the use of this one.
DC I he table indicates how many charges Lightning Strike. You can take a Magic ac
"st expend to cast the spell. tion to cause a bolt of lightning to leap from the
staff’s tip in a Line that is 5 feet wide and 120 feet
long Lach creature in that l ine makes a DC 17

CHAPTER 7 l TREASURE
3U
GOOD LUCK

SrAFF or T^uNOt a
^ND /

space you choose within 30 feet of yourself, obeys


your commands, and takes its turn immediately
after you on your Initiative count. The elemental
Dexterity saving throw, taking 9d6 Lightning dam­ disappears after 1 hour, when it dies, or when you
age on a failed save or half as much damage on a dismiss it as a Bonus Action. The stone can’t be used
successful one. this way again until the next dawn.
Thunderclap. You can take a Magic action to
cause the staff to produce a thunderclap audible out
to 600 feet. Every creature within a 60-foot Em­ STONE OF GOOD LUCK (LUCKSTONE)
anation originating from you makes a DC 17 Con­ Wondrous Item, Uncommon (Requires Attunement)
stitution saving throw. On a failed save, a creature While this polished agate is on your person, vou
takes 2d6 Thunder damage and has the Deafened gain a +1 bonus to ability checks and saving throws
condition for 1 minute. On a successful save, a crea­
ture takes half as much damage only.
SUN BLADE
Weapon (Longsword), Rare (Requires Attunement>
STAFF OF WITHERING
This item appears to be a sword hilt.
Staff. Rare (Requires Attunement)
Blade of Radiance. While grasping the hilt, you
I his staff has 3 charges and regains ld3 expended can take a Bonus Action to cause a blade of pure
charges daily at dawn. radiance to spring into existence or make the
The staff can be wielded as a magic Quarterstaff. blade disappear. While the blade exists, this magic
On a hit. it deals damage as a normal Quarterstaff, weapon functions as a Longsword with the Finesse
and you can expend 1 charge to deal an extra 2dl0 property. If you are proficient w ith Longswords
Nec rotic damage to the target and force it to make Shortswords, you are proficient with the Sun
a DC 15 Constitution saving throw. On a failed You gain a +2 bonus to attack rolls and damass
ave, the target has Disadvantage for 1 hour on any rolls made with this weapon, which deals Ra IAi
ability check or saving throw that uses Strength or damage instead of Slashing damage. W hen X0As
Constitution.
an Undead with it, that target takes an extra
Radiant damage. gright
Sunlight. The sword’s luminous blade emil | addi
STONE or CON I ROI i ING EARTH
hi E MENTALS Light in a 15-foot radius and Dim Light for dl blade
Wundrou* Item. Rare tional 15 feet. The light is sunlight. W hiL "ndor
persists, you can take a Magic action to iM by 5
While touching this 5 pound stone to the ground, reduce its radius of Bright Light and Dim 1 mini
you can take a Magic action to summon an Earth feet each, to a maximum of 30 feet each"
Elemental l he th mental appeals in an unoce upied
mum of 10 feet each.

312 NAFI 1V 7 I I Mi ASUR!


S^OOD Of KAS

SuNBLADe

Random Properties. The sword has the following


random properties (see “Artifacts” in this chapter):
SWORD OF ANSWERING
Weapon (Longsword), Legendary (Requires Attunement) • 1 minor beneficial property
You gain a +3 bonus to attack rolls and damage rolls • 1 major beneficial property
made with this sword. In addition, while you hold • 1 minor detrimental property
die sword, you can take a Reaction to make one me- • 1 major detrimental property
iee attack with it against any creature in your reach Spells. While the sword is on your person, you can
that deals damage to you. You have Advantage on cast the following spells (save DC 18) from it:
the attack roll, and any damage dealt with this spe­
• Call Lightning
cial attack ignores any Immunity or Resistance the
• Divine Word
target has to that damage. • Finger of Death
Once you use the sword to cast a spell, you can't
SWORD OF KAS cast that spell again from it until the next daw n.
Weapon (Longsword), Artifact (Requires Attunement) Spirit of Kas. While the sword is on your person,
you gain the following benefits:
Kas was a powerful warrior who served Veena
and whose loyalty was rewarded with this sword. Battle Hunger. You add IdlO to your Initiative rolls.
As Kas's power grew, so did his hubris. The sword Blade of Defense. When you take an action to at­
urged Kas to destroy Veena and usurp his throne. tack with the sword, you can transfer some or all
Legend says Veena’s destruction came at Kas’s hand, of its attack bonus to your Armor Class instead.
but Vecna also wrought his rebellious lieutenant s The adjusted bonuses remain in effect until the
doom, leaving only Kas's sword behind. start of your next turn.
Moodthirst. The sword thirsts for blood. If the Necrotic Resistance. You have Resistance to
sword doesn't taste blood on its blade within . Necrotic damage.
ute of being drawn from its scabbard, its Wie Sentience. The Sword of Kas is a sentient Chaotic
makes a DC 15 Charisma saving throw. On a s Evil weapon with an Intelligence of 15, a Wisdom of
cessful save, the wielder takes 3d6 Psyc is . 13, and a Charisma of 16. It has hearing and Darkvi
On a failed save, the wielder is dominate y
sion out to 120 feet.
Sword, as if by the Dominate Monster spe an Fhe weapon communicates telepathically with its
sword demands blood. The spell effect ends when wielder and speaks Common.
the sword's demand is met. . Personality. The sword’s purpose is to bring ruin
Magic Weapon. You gain a *3 bonus to a a Thich to Veena. Killing Veena’s worshipers, destroying the
rolls and damage rolls made with the swoi • lich’s works, and foiling his machinations all help to
Xores a Critical Hit on a roll of 19 or 20 on th fulfill this goal
and deals an extra 2dlO Slashing damage 0

CH APTE R 7 I TREASURE 313


You can break the curse in the usual
The Sword of Kas also seeks to destroy anyone cor
natively, casting Banishment on the wean"Xs Alter
runted by the Eve and Hand of\ecna the vengeful spirit to leave it. The weapo?" force,
Destroying the Sword. A creature attuned to both
comes a +1 Weapon with no other prnn thenb.
the Eye of Veena and the Hand of Vecnd can use the
Wish property of those combined Artifacts to un..
make the Swdof Kas. provided the sword is within
SWORD OF WOUNDING
30 feet of the spell s caster. Upon casting Wish, the
Weapon (Glaive, Greatsword, Longsword p
creature makes a DC 18 Charisma saving throw A n
Scimitar, or Shortsword), Rare (Requires Att
a failed save, nothing happens, and the Wish spell
is w asted On a successful save. the Sword of Kas is When you hit a creature with an attack u *
destroyed. this magic weapon, the target takes an extra 2d
Necrotic damage and must succeed on a DC 156
Constitution saving throw or be unable to
SWORD OF LIFE STEALING Hit Points for 1 hour. The target repeats tnesfain
Weapon (Glaive, Greatsword, Longsword, Rapier, at the end of each of its turns. ending the effect
Scimitar. or Shortsword), Rare (Requires Attunement) itself on a success.
When you attack a creature with this magic weapon
and roll a 20 on the d20 for the attack roll, that
target takes an extra 15 Necrotic damage if it isn t a
SYLVAN TALON
Construct or an Undead, and you gain Temporary Weapon (Dagger, Rapier, Scimitar, Shortsword. Sickle
Hit Points equal to the amount of Necrotic damage or Spear), Common (Requires Attunement)
taken. While this weapon is on your person, you under
stand the nonwritten communication of all Fey, and
they understand yours.
SWORD OF SHARPNESS Secret Message. As a Magic action, you can use
Weapon (Glaive, Greatsword, Longsword, or Scimitar), the weapon to cast Message. Once this property is
Very Rare (Requires Attunement) used, it can't be used again until the next dawn.
When you attack an object with this magic weapon
and hit, maximize your weapon damage dice against
the target. TALISMAN OF PURE GOOD
When you attack a creature with this weapon Wondrous Item, Legendary (Requires Attunement In;
and roll a 20 on the d20 for the attack roll, that Cleric or Paladin)
target takes an extra 14 Slashing damage and gains This talisman is a mighty symbol of goodness. A
1 Exhaustion level.
Fiend or an Undead that touches the talisman takes
8d6 Radiant damage and takes the damage again
each time it ends its turn holding or carrying the
SWORD OF VENGEANCE
talisman.
Weapon (Glaive, Greatsword, Longsword, Rapier,
Holy Symbol. You can use the talisman as a Ho)
Scimitar, or Shortsword), Uncommon (Requires
Symbol. You gain a +2 bonus to spell attack rolls
Attunement)
while you wear or hold it. .
You gain a *1 bonus to attack rolls and damage rolls Pure Rebuke. The talisman has 7 charges. W "
made with this magic weapon. wearing or holding the talisman, you can take a
Curse. This weapon is cursed and possessed by a Magic action to expend 1 charge and target feet
vengeful spirit. Becoming attuned to it extends the creature you can see on the ground within - tar
curse to you. As long as you remain cursed, you of yourself. A flaming fissure opens under t e sing
are unwilling to part with the weapon, keeping it get, and the target makes a DC 20 Dexterity - has
on your person at all times. While attuned to this
throw. If the target is a Fiend or an Undea thetar
weapon, you have Disadvantage on attack rolls
Disadvantage on the save. On a failed save" ing no
made with weapons other than this one.
get falls into the fissure and is destroyed. E4, cast
In addition, while the weapon is on your person
remains. On a successful save, the target ISRee from
you must succeed on a DC 15 Wisdom saving throw
into the fissure but takes 4d6 Psychic damdbses
whenever you take damage from another creature
the ordeal. In either case, the fissure then s espend
in < ombat On a failed save, you must attack the
leaving no trace of its existence. W hen) Omotes of
< feature that damaged you until you drop to 0 Hit
the last charge, the talisman disperses into
Points oj >t does or until you can't reach the crea
ture to make a melee attack against it. golden light and is destroyed.

< HAPT E B 7 I TREASURE


on0)

ORC SYLVAN TALON

(SCIMITAR) .

fXt
4\I
1. Y

TALISMAN OF THE SPHERE


Wondrous Item, Legendary (Requires Attunement)
While holding or wearing this talisman, you have
Advantage on any Intelligence (Arcana) check you
make to control a Sphere of Annihilation. In addition,
when you start your turn in control of a Sphere of
ordeal. In either case, the fissure then closes, leaving
Annihilation, you can take a Magic action to move no trace of its existence. When you expend the last
it 10 feet plus a number of additional feet equal to charge, the talisman dissolves into foul-smelling
10 times your Intelligence modifier. This movement slime and is destroyed.
doesn't have to be in a straight line.

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.

Wondrous Item, Very Rare


This book contains guidelines for influencing and TOME OF UNDERSTANDING
harming others. and its words are charged with Wondrous Item, Very Rare
magic if you spend 48 hours over a period of 6 days
This book contains intuition and insight exercises,
fewer studying the book's contents and practic-
and its words are charged with magic. If you spend
ingits guidelines, your Charisma increases by 2, to
48 hours over a period of 6 days or fewer studying
maximum of 30. The manual then loses its magic
the book’s contents and practicing its guidelines,
but regains it in a century.
your Wisdom increases by 2, to a maximum of 30.
The manual then loses its magic, but regains it in
TOME OF THE STILLED TONGUE a century.
Amdrous Item, Legendary (Requires Attunement by a
TRIDENT OF FISH COMMAND
This book has a desiccated tongue pinned to its Weapon (Trident), Uncommon (Requires Attunement)
front cover. Five of these tomes exist, and it’s un-
This magic weapon has 3 charges, and it regains ld3
known which one is the original. The tongue on the expended charges daily at dawn. While you carry it,
first Tome of the Stilled Tongue belonged to a treach­
you can expend 1 charge to cast Dominate Beast (save
erous former servant of the lich Veena. The tongues DC 15) from it on a Beast that has a Swim Speed.
pinned to the covers of the four copies came from
’her spellcasters who crossed Veena. The first few
Pages of each tome are filled with indecipherable
crawls. The remaining pages are blank.

UNDERSTANDING

1
1

‘J
jann
1

I HAPTER 7
3»7
TRIDENT or

FISH COMMUNO

VORPAL SwORD
t
(LONGSWORD)

When you use this weapon to attack a creature


UNIVERSAL SOLVENT that has at least one head and roll a 20 on the d20
Wondrous Item, Legendary for the attack roll, you cut off one of the creature,
heads. The creature dies if it can’t survive without
This tube holds milky liquid with a strong alcohol
the lost head. A creature is immune to this effect
smell. When found, a tube contains ld6 +1 ounces.
if it has Immunity to Slashing damage, if it doesn't
You can take a Utilize action to pour 1 or more
have or need a head, or if the DM decides that the
ounces of solvent from the tube onto a surface
creature is too big for its head to be cut off with this
within reach. Each ounce instantly dissolves up to 1
weapon. Such a creature instead takes an extra 30
square foot of adhesive it touches, including Sover­
Slashing damage from the hit. If the creature has
eign Glue.
Legendary Resistance, it can expend one daily use
of that trait to avoid losing its head, taking the extra
damage instead.
VETERAN’S CANE
Wondrous Item, Common
As a Bonus Action, you can transform this walking WALLOPING AMMUNITION
cane into an ordinary Longsword or change the Weapon (Any Ammunition), Common
Longsword back into a walking cane. In either case,
A creature hit by this ammunition must succeed,
you must be holding the item.
a DC 10 Strength saving throw or have the Pre ne
condition.
Vicious WEAPON
Weapon (Any Simple or Martial), Rare
WAND OF BINDING
1 his magic weapon deals an extra 2d6 damage to Wand, Rare (Requires Attunement)
any creature it hits. This extra damage is of the
same type as the weapon's normal damage.
This wand has 7 charges. cast one
Spells. While holding the wand, you can table
of the spells (save DC 17) on the follow ‘brgesyou
VORPAL SWORD from it. The table indicates how many 1
Weapon (Glaive, Greatsword, Longsword, or Scimitar), must expend to cast the spell
Legendary (Requires Attunement) Spell ChargeCost
You gain a • 3 bonus to attack rolls and damage Hold Monster 5
rolls made with this magic weapon. In addition, the
Hold Person 2
weapon ignores Resistance to Slashing damage.

CHAPTER 7 I TREASURE
pereCTON
OF

WAND OF

Regaining Charges. The wand regains ld6 + 1


expended charges daily at dawn. If you expend WAND OF FEAR
the wand's last charge, roll ld20. On a 1, the wand Wand, Rare (Requires Attunement)
crumbles into ashes and is destroyed.
This wand has 7 charges.
Spells. While holding the wand, you can cast one
of the spells (save DC 15) on the following table
WAND OF CONDUCTING
from it. The table indicates how many charges you
Hand, Common
must expend to cast the spell.
This wand has 3 charges. While holding it, you can
Spell Charge Cost
take a Magic action to expend 1 charge and create
orchestral music by waving it around. The music Command (“flee” or “grovel” only) 1
can be heard out to 120 feet and ends when you Fear (60-foot Cone) 3
stop waving the wand.
Regaining Charges. The wand regains all expended Regaining Charges. The wand regains ld6 + 1
charges daily at dawn. If you expend the wand’s last expended charges daily at dawn. If you expend
charge, roll ld20. On a l, a sad tuba sound plays as the wand’s last charge, roll ld20. On a 1, the wand
" wand crumbles into dust and is destroyed. crumbles into ashes and is destroyed.

WAND OF ENEMY DETECTION WAND OF FIREBALLS


Wand, Rare (Requires Attunement) Wand, Rare (Requires Attunement by a Spellcaster)
ni wand has 7 charges. While holding it, you This wand has 7 charges. While holding it, you can
ake a Magic action to expend 1 charge. For rn expend no more than 3 charges to cast Fireball (save
you know the direction of the nearest crea DC 15) from it. For 1 charge, you cast the level 3 ver­
tostile to you within 60 feet, but not its distance sion of the spell. You can increase the spell’s level by
tom you. The wand can sense the presence o 1 for each additional charge you expend.
lle creatures that are Invisible, ethereal, disguise Regaining Charges. The w and regains ldb * 1
" hidden, as well as those in plain sight. I he e ec expended charges daily at dawn. If you expend
"Ss il you stop holding the wand. (he wand’s last charge, roll ld20. On a l. the wand
egaining Charges. The wand regains 1d6 crumbles into ashes and is destroyed.
Dended charges daily at dawn. If you expend
““Mandslast charge, roll ld20. On a 1. the war
mbles into ashes and is destroyed.

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 MAGIC DETECTION


Wand, Uncommon

This wand has 3 charges. While holding it, you can


expend I charge to cast Detect Magic from it.The
wand regains 1d3 expended charges daily at dawn

W AND or MAGIC WAND OF MAGIC MISSILES


Wand, Uncommon
This wand has 7 charges. While holding it, you can
expend no more than 3 charges to cast Magic Mi .
from it. For 1 charge, you cast the level 1 version if
the spell. You can increase the spell's level by 1 for
WAND OF each additional charge you expend.
ORcus Regaining Charges. The wand regains ld6 -1
A expended charges daily at dawn. If you expend
the wand’s last charge, roll ld20. On a 1. the wand
crumbles into ashes and is destroyed.

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"

damage rod rantsa 3 bonus to attack rolls an8,o


6 0ls made with it. The wand deals an
2d 12 Necrotic damage on a hit.

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.

CHAPTE R 7 I TREASURE 321


Wand of Wonder Effects table. Spells cas from
WAND OF SECRETS
wand have a save DC of15. If3> spell's maximul *
Wand, Uncommon

1 his w and has 3 charges and regains 1d3 expended


charges daily at dawn While holding it, you can
P1.
Whemse.subsece. the DM determines
them are anected.
take a Magic ac tion to expend I charge, and if a se
cret door 01 trap is within 60 feet of you, the wand
pulses and points at the one nearest to you. ended Charges daily at dawn. If you expend
ext wand's last charge, roll ld20. On a I, the wand
^Xt-lodustandWdestroyed.
W AND OF THE WAR MAGE. +1, +2, OR +3
W and, I Uncommon (+1), Rare (+2), or Very Rare (+3) WAND OF WONDER EFFECTS
(Requires Attunement by a Spellcaster) IdlOO Effect
W hile holding this wand, you gain a bonus to spell 01 -20 You cast a spell originating from 1
attack rolls determined by the wand’s rarity. In ad­ point. Roll IdlO to determine the shosen
dition, you ignore Half Cover when making a spell a l-2. Darkness; on a 3-4, Faerie reon
attack roll. a 5-6, Fireball; on a 7-8, Slow; on a 9
Stinking Cloud.

WAND OF WEB 21-25 Nothing happens at the chosen point of


Wand, Uncommon (Requires Attunement by a origin. Instead, you have the Stunned cond
Spellcaster) tion until the start of your next turn, belies
This wand has 7 charges. While holding it, you can ing something awesome just happened.
expend 1 charge to cast Web (save DC 13) from it. 26-30 You cast Cust of Wind. The Line created by
Regaining Charges. The wand regains ld6 + 1 the spell extends from you to the chosen
expended charges daily at dawn. If you expend point of origin.
the wand's last charge, roll ld20. On a l, the wand
31-35 Nothing happens at the chosen point of or
crumbles into ashes and is destroyed.
gin. Instead, you take ld6 Psychic damage
36-40 Heavy rain falls for 1 minute in a 120-foot-
WAND OF WONDER high, 60-foot-radius Cylinder centered on
Wand, Rare (Requires Attunement) the chosen point of origin. During that time
This wand has 7 charges. While holding it, you the area of effect is Lightly Obscured
can take a Magic action to expend 1 charge while 41-45 A cloud of 600 oversized butterflies fills a
choosing a point within 120 feet of yourself. That 60-foot-high, 30-foot-radius Cylinder cen­
location becomes the point of origin of a spell or tered on the chosen point of origin. The —
other magical effect determined by rolling on the
terflies remain for 10 minutes, during w -
time the area of effect is Heavily Obscured

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

Destroying Whelm, Whelm can be dissolved in the


acidic bile of a recently slain ancient black dragon. WINGS OF FLYING
It can also be melted down in the forges of the Wondrous Item, Rare (Requires Attunement)
Mightyhammer dwarf clan, but only by the rightful While wearing this cloak, you can take a Magic ac­
leader of that clan. tion to turn the cloak into a pair of wings on your
back. The wings lasts for 1 hour or until you end the
effect early as a Magic action. The wings give you a
WIND FAN
Fly Speed of 60 feet. If you are aloft when the wings
Wondrous Item, Uncommon disappear, you fall. When the wings disappear, you
A hile holding this fan, you can cast Gust of Wind can’t use them again for ldl2 hours.
save DC 13) from it. Each subsequent time the tan
used before the next dawn, it has a cumulative
20 percent chance of not working; if the fan al 5 WRAPS OF UNARMED POWER
" rk,it tears into useless, nonmagical tatters. Wondrous Item, Uncommon Ul), Rare (+2), or Very Rare
(+3)
While wearing these wraps, you have a bonus
WNa PED Boors to attack rolls and damage rolls made with your
। 5 Item, Uncommon (Requires Attunement) Unarmed Strikes. The bonus is determined by the
wraps' rarity, and those strikes deal your choice of
pendel ots have 4 charges and regain ld4 ex-
boots ‘ larges daily at dawn. While wearing the Force damage or their normal damage type.
charp.’ J can take a Magic action to expend I
you aresaining a Fly Speed of 30 feet for 1 hour. If
Cend at ing when the duration expires, you de
rate of 30 feet per round until you land

CH KPI Lil 7 I TREASURE


IdlOO Item IdlOO Item
RANDOM 33
65 66 Rope of Mending Hat°f DngUlSe
MAGIC ITEMS 67 68 Roby of the War Mage 34 Heod^ndof
Use the tables in this section to lntellect
35
randomly determine magic items 69 82 Spell Scroll (cantrip or elm of Comprehend,,
the i harac ters find in your adven level 1 spell) Languages
lures. The tables are sor ted first 83 84 Staff of Adornment 36 Helm of Telepathy
by treasure theme (as described 37
85 86 Staff of Birdcalls Immovable Rod
in the Monster Manual), and then
by item rarity if an item isn’t as 87 89 Staff of Flowers 38 Lantern of Re,eollng
sociated with a theme, roll 1d4 to 90 92 Talking Doll 39 Medallion of Thought,
decide which table to roll on next:
93-94 Tankard of Sobriety 40 Mithral Armor
on a 1. roll on the Arcana tables;
on a 2. Armaments; on a 3, Imple- 95-97 Wand of Conducting 41-42 Ne^eofAd
aptotlOn
ments; and on a 4, Relics. 98-00 Wand of Pyrotechnics 43 Oil of S/ippenng^
ARCANA TABLES 44 Pearl of Power
ARCANA-UNCOMMON
45 Periapt of Health
ARCANA—COMMON IdlOO Item
46-47 Philter of Love
IdlOO Item 01 Amulet of Proof against
48-49 Potion of Animal
01 - 02 Bead of Nourishment Detection and Location
Friendship
03 -04 Bead of Refreshment 02 Baba Yaga’s Dancing
50-51 Potion of Fire Breath
05-07 Candle of the Deep Broom
52-53 Potion of Ciant Strength
08-10 Cloak of Billowing 03-05 Bag of Holding
(hill)
11-13 Cloak of Many Fashions 06-07 Bag of Tricks
54-55 Potion of Growth
14-15 Clothes of Mending 08 Brooch of Shielding
56-57 Potion of Poison
16-17 Dark Shard Amulet 09 Broom of Flying
58-59 Potion of Resistance
18-19 Enduring Spellbook 10 Cap of Water Breathing
60-61 Potion of Water Breathing
20-21 Ersatz Eye 11 Circlet of Blasting
62 Quad's Feather Token
22-24 Hat of Vermin 12-13 Cloak of Protection
(anchor, fan, or tree)
25-27 Hat of Wizardry 14 Cloak of the Manta Ray
63 Ring of Mind Shielding
28-29 Heufard's Handy Spice 15 Decanter of Endless Water
64-65 Robe of Useful Items
Pouch 16 Deck of Illusions
66-67 Rod of the Pact Keeper. 41
30-31 Horn of Silent Alarm 17-18 Driftglobe
68-69 Rope of Climbing
32-33 Instrument of Illusions 19-20 Dust of Disappearance
70 Saddle of the Cauali^r
34-35 Instrument of Scribing 21 Dust of Dryness
36-37 Lock of Trickery 71-72 Sending Stones
22 Dust of Sneezing and
38-40 Mystery Key 73-74 Slippers of Spider Climb "
Choking
41-42 Orb of Direction 75-82 Spell Scroll (level 2 or 3
23-24 Elemental Cem
spell)
43-44 Orb of Time 25 Enspelled Staff (cantrip or
83 Staff of the Adder
45 46 Perfume of Bewitching level 1 spell)
84 Staff of the Python
47 49 Pipe oj Smoke Monsters 26 Eversmoking Bottle
85-88 Wand of Magic Detect'
50 52 Potion of Climbing 27 Eyes of Charming
89-91 Wand of Magic M&*
53 5 5 Potion of Comprehension 28 Eyes of Minute Seeing
92-93 Wand of Secrets ,
56 58 Pot of Awakening 29-30 Figurine of Wondrous
94-95 Wand of the WarM^ '
59 60 Prosthetic I imh Power (silver raven)
61-64 Rwal Coin 31 Cem of Brightness 96-97 Wand of Web
32 Hag Eye 98-99 Wind Fan
00 Winged Boots

CHAPTER 7 I FRE ASURE


ARCANA—RARE
IdlOO Item IdlOO Item
11100 Item
48 49 Potion of Giant Strength 15 16 Enspelled Staff (level 4 or
01 Bag of Beans (frost or stone) 5 spell)
02-03 Bead of Force 50 51 Potion of Heroism 17 18 Figurine of Wondrous
04 Bowl of Commanding 52 53 Potion of Invisibility Power (obsidian steed)
Water Elemental! 19 20 Hat of Many Spells
54 55 Potion of Invulnerability
05-06 Bracers of Defense 2122 Helm of Brilliance
56-57 Potion of Mind Reading
07 Brazier of Commanding 23 24 Horseshoes of a Zephyr
58-59 QuaaTs Feather Token
Fire Elemental!
(bird, swan boat, or whip) 25-26 loun Stone (absorption,
08-09 Cape of the Mountebank fortitude, intellect, or
60-61 Ring of Feather Falling
10 Censer of Controlling Air leadership)
62 Ring of Spell Storing
Elemental! 27-28 Manual of Golems (clay,
63 Ring of X-ray Vision
11-12 Chime of Opening flesh, iron, or stone)
64-65 Robe of Eyes
13-14 Cloak of Displacement 29 Mirror of Life Trapping
66 Rod of Rulership
15-16 Cloak of the Bat 30-31 Nolzur’s Marvelous
67-68 Rod of the Pact Keeper, +2 Pigments
17 Cube of Force
69-70 Scroll of Protection 32-34 Oil of Sharpness
18 Cube of Summoning
71-75 Spell Scroll (level 4 or 5 35-38 Potion of Flying
19 Daern’s Instant Fortress
spell)
39-42 Potion of Giant Strength
20-21 Enspelled Staff (level 2 or
76-77 Staff of Charming (cloud)
3 spell)
78-79 Staff of Swarming Insects 43-46 Potion of Greater
22-23 Figurine of Wondrous
80-81 Staff of Withering Invisibility
Power (bronze griffon, eb­
ony fly, golden lions, ivory 82 Stone of Controlling Earth 47-49 Potion of Longevity
goats, marble elephant, Elementals 50-53 Potion of Speed
onyx dog, or serpentine 83-84 Wand of Binding 54-57 Potion of Vitality
owl) 85-86 Wand of Fear 58-59 Ring of Regeneration
24-25 Folding Boat 87-90 Wand of Fireballs 60-61 Ring of Shooting Stars
26-27 Gem of Seeing 91 -94 Wand of Lightning Bolts 62-63 Ring of Telekinesis
28 Helm of Teleportation 95-96 Wand of the War Mage, +2 64-65 Robe of Scintillating Colors
29-30 Heward’s Handy 97-98 Wand of Wonder 66-67 Robe of Stars
Haversack 99-00 Wings of Flying 68-69 Rod of Absorption
31-32 Horseshoes of Speed
70-71 Rod of Security
33-34 loun Stone (reserve) ARCANA—VERY RARE
72-73 Rod of the Pact Keeper, +3
35 Iron Bands of Bilarro IdlOO Item
74-85 Spell Scroll (level 6, 7, or
36 Mantle of Spell Resistance 01 -02 Amulet of the Planes
8 spell)
37-38 Necklace of Fireballs 03-04 Bag of Devouring
86-87 Staff of Fire
39 Oil of Etherealness 05-06 Carpet of Flying
88-89 Staff of Frost
40 Portable Hole 07-08 Cauldron of Rebirth
90 Staff of Power
41 42 Potion of Clairvoyance 09-10 Cloak of Arachnida
91 -92 Staff of Thunder and
43-44 Potion of Diminution 11-12 Crystal Ball
Lightning
45-46 Potion of Gaseous Form 13 Dancing Sword
93-94 Tome of Clear Thought
47 Potion of Giant Strength 14 Efreeti Bottle
95-97 Wand of Polymorph
(fire)
98 00 Wand of the War Mage, +3

CHAPI ER 7 I TRE ASURE 327


ARCANA—LEGENDARY IdlOO Item IdlOO Item
IdlOO Item 41 50 Shield of Expression 19-20 Berserker Axe
01-04 Apparatus of Kwofnh 51-60 Silvered Weapon 21-22 Daern's Instant Fortf^
05-08 Cloak of In^sibihty 61 -70 Smoldering Armor 23-25 Dagger of Venom
09-12 Crystal Ball of Mind 71 80 Sylvan Talon 26-28 Dragon Slayer
Rrad^a 81-90 Veteran's Cane 29-31 Elven Cham
13 -16 Crystal BallofTflrpathy 91 - 00 Walloping Ammunition 32-34 Enspelled Armor (level 2
17-20 Crystal Ball of True Seeing or 3 spell)
ARMAMENTS-UNCOMMON
21-22 Cub^c Catt 35-37 Enspelled Weapon (level 2
23 Deck of Many Things IdlOO Item or 3 spell)

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

1d100 Item 01-03 Ammunition, +2 ARMAMENTS—VERY RARE


01 -10 Armor of Gleaming 04-07 Armor,
IdlOO Item
11-20 Cast Off Armor 08-10 Armor of Resistance 01-03 Ammunition, +3
2- 30 Dread Helm 11-13 Armor of Vulnerability 04-06 Ammunition of Slay^S
31-40 Moon Touched Sword 14-15 Arrow- Catching Shield 07-09 Animated Shield
16-18 Belt of Giant Strength
10-12 Armor, +2
(hill)

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

56-58 Manual of Gainful Exercise 91-95 Sword of Answering


IMPLEMENTS—UNCOMMON
59-61 Nine Lives Stealer 96-00 Vorpal Sword
IdlOO Item
62-64 Oathbow IMPLEMENTS TABLES 01-02 Alchemy Jug
65-68 Oil of Sharpness 03-06 Ammunition, +7
IMPLEMENTS—COMMON
69-72 Potion of Giant Strength 07-10 Bag of Holding
IdlOO Item
(cloud)
01-02 Bead of Nourishment 11-12 Boots of Elven kind
73-75 Quarterstaff of the
03-04 Bead of Refreshment 13-14 Boots of Striding and
Acrobat
Springing
76-78 Scimitar of Speed 05-06 Boots of False Tracks
15-16 Boots of the Winterlands
79-82 Shield. +3 07-08 Candle of the Deep
17-18 Broom of Flying
83-85 Shield of the Cavalier 09-10 Charlatan’s Die
19-20 Cap of Water Breathing
86-88 Spellguard Shield 11-13 Cloak of Many Fashions
21-22 Cloak of Elvenkind
89-91 Sword of Sharpness 14-15 Clockwork Amulet
23-24 Cloak of Protection
92-94 Thunderous Greatclub 16-17 Ear Horn of Hearing
25-26 Cloak of the Manta Ray
95-97 Weapon, ^3 18-19 Ersatz Eye
27 Decanter of Endless Water
98 00 Wraps of Unarmed 20-21 Heward's Handy Spice
28-30 Driftglobe
Power, ^3 Pouch
31-32 Dust of Disappearance
22-23 Horn of Silent Alarm
ARMAMENTS—LEGENDARY 33-34 Dust of Dryness
24-25 Instrument of Illusions
1dl00 Item 35-36 Dust of Sneezing and
26-27 Instrument of Scribing
Choking
01-06 Armor, +3 28 29 Lock of Trickery
37-38 Enspelled Weapon (cantrip
07-12 Armor of Invulnerability 30 32 Moon Touched Sword or level 1 spell)
33-34 Mystery Key 39 40 Eyes of Minute Seeing

( H APTER 7 1 TRE ASURE 329


IdlOO Item IdlOO Item
1100 item
41 42 Eyes of the Eagle 33 36 Folding Boat 87-93 Potion of Speed

43 44 Cloves of Missile Snoring 37 40 Glamoured Studded 94 00 TomeofLeader^pond


Leather Influence
45-46 Cloves of Swimming and
Climbing 41 44 Heward's Handy
Haversack IMPLEMENTS-LEGENDARY
47-48 Cloves of Thievery IdlOO Item
45 48 Horseshoes of Speed
49 50 Coggles of Night
01-17 Enspelled Weapon (level 6
49-52 Instrument of the Bards
51 Hag Eye 7, or 8 spell)
(Canaith mandolin or Cli
52 54 Helm of Comprehending 18-34 Instrument of the Bards
lyre)
Languages (Ollamh harp)
53-56 loun Stone (awareness)
55 Immovable Rod 35-54 Sovereign Glue
57-60 Portable Hole
56-57 Instrument of the 55-70 Sphere of Annihilation
61 -64 Potion of Diminution
Bards (Doss lute,
71 -83 Talisman of the Sphere
Fochlucan bandore, or 65-68 Potion of Gaseous Form
Mac-Fuirmidh cittern) 84-00 Universal Solvent
69-76 Potion of Healing
58-59 Lantern of Revealing (superior) RELICS TABLES
60-61 Nature's Mantle 77-80 Quaol's Feather Token
(bird, swan boat, or whip) RELICS—COMMON
62-63 Oil of Slipperiness
81-84 Ring of Evasion IdlOO Item
64-65 Pipes of Haunting
85-88 Ring of Free Action 01 -08 Ear Horn of Hearing
66-67 Pipes of the Sewers
89-92 Rope of Entanglement 09-28 Potion of Healing
68-71 Potion of Growth
93-96 Staff of Healing 29-36 Pot of Awakening
72-80 Potion of Healing
(greater) 97-00 Wand of Enemy Detection 37-44 Ruby of the War Mage

81-84 Potion of Water Breathing 45-52 Shield of Expression


IMPLEMENTS—VERY RARE 53-60 Smoldering Armor
85-86 Quad's Feather Token
IdlOO Item
(anchor, fan, or tree) 61-80 Spell Scroll (cantrip or
01-07 Ammunition, +3 level 1 spell)
87-88 Ring of jumping
08-14 Bag of Devouring 81-90 Staff of Adornment
89-90 Ring of Swimming
15-21 Carpet of Flying 91 -00 Staff of Flowers
91-92 Ring of Warmth
22-28 Enspelled Weapon (level 4
93-94 Robe of Useful Items
or 5 spell) RELICS—UNCOMMON
95-96 Rope of Climbing
29-35 Horseshoes of a Zephyr IdlOO Item
97-98 Stone of Good Luck
36-42 Instrument of the Bards 01 -05 Enspelled Staff (cantrip or
99-00 Wand of Secrets level 1 spell)
(Anstruth harp)
43-49 loun Stone (agility) 06-10 Keoghtom's Ointment
IMPLEMENTS—RARE
50-56 Lute of Thunderous 11-15 Mariner's Armor
IdlOO Item
Thumping 16-20 Nature's Mantle
01-04 Ammunition, +2
57-63 Manual of Quickness of 21-25 Pearl of Power
05 -08 Bag of Beans
Action 26-30 Periapt of Health
09 12 Belt of Dwarvenkind
64-70 Nolzur's Marvelous 31-35 Periapt of Wound Closure
13 16 Boots of Levitation
Pigments
17 20 Boots of Speed 36-40 Potion of Animal
71 77 Potion of Flying
Friendship
21 24 Chime of Opening
78 86 Potion of Healing
41-55 Potion of Healing
25 28 Dimensional Shackles (supreme)
(greater)
29 32 Enspelled Weapon (level 2
56-60 Potion of Resistance
or 3 spell)

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/

CHAPTER 7 | TRE ASURE 331


A
A
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

A to a player character: a home, a stronghold,


and a place of power that the character
develops over the course of a campaign. A Bas
ic's shrine but as fortified as a Fighter’s stronghold.
And multiple characters can combine their Bastions
to form a single large structure (see "Bastion Map”).
tion offers a character temporary refuge from the Every Bastion has facilities that serve basic needs
dangerous world of adventuring, and it provides as well as special ones, such as libraries, menageries,
opportunities for a character to craft magic items, and workshops (see “Basic Facilities" and “Special
conduct research, harvest poisons, build ships, and Facilities").
carry out a range of other activities.
As PM. you decide whether Bastions are avail- BASTION TURNS
able in a campaign. Bastions are best suited to As time passes in the campaign, players take Bas­
campaigns that allow characters to return to their tion turns to reflect the activity occurring in their
Bastions during intervals when they're not actively Bastions, whether or not the characters are present
adventuring. Not every character needs to have On a Bastion turn, a character can issue orders to
a Bastion. It's fine for some players in your cam­ the special facilities in their Bastion or issue the
paign to opt in to Bastion ownership and others to Maintain order to the entire Bastion (see “Orders”).
opt out.
There's no need to choose between going on ad­ FREQUENCY OF BASTION TURNS
ventures and commanding a Bastion; a character
By default, a Bastion turn occurs every 7 days of
can do both at once. A Bastion has special facilities
in-game time. Here are common examples of players
that generate benefits, and these facilities can also
taking one or more Bastion turns:
undertake projects while the character is otherwise
occupied. • The characters are on a long journey away from
Most importantly, a Bastion is a creative play­ their Bastions. After the characters have been
ground for a player and a shared storytelling space away for 7 days, you might say, “Time for a
in the campaign. Be as permissive as you can with Bastion turn. Since you’re not there, we’ll assume
the stories players tell in their Bastions, but players you issue the Maintain order for your Bastions.”
should know their control might be limited by the Then roll for events as described in the “Bastion
campaign's larger story, which you strive to make Events” section in this chapter.
fun for everyone. • The characters spend 7 days or more in their
Bastions between adventures. You might say,
GAINING A BASTION “You have six weeks to spend in your Bastions. Go
ahead and resolve six Bastion turns."
if you allow Bastions in your campaign, characters
• The characters return to their Bastions in the
acquire their Bastions when they reach level 5. You midst of an adventure. You might say, “You have
and the players can decide together how these Bas- just enough time to take a Bastion turn before you
'ions come into being. A character might inherit or leave again in the morning.”
receive a parcel of land on which to build their Bas- • The characters are adventuring near their Bas­
tion (see “Marks of Prestige” in chapter 3), or they tions and resting in their Bastions at night. You
might take a preexisting structure and refurbish might say, “It's been a week since your last Bastion
it. It's fair to assume that work has been going on turn, so you can take one now.”
behind the scenes of the campaign during a char-
acter’s early adventuring career, so the Bastion is You can slow the frequency of Bastion turns to bet­
ready when the character reaches level 5. ter serve the needs of your players and your cam­
I he shape, style, and function of a characters paign. For example, if the characters have months
bastion are up to the player to determine. For ex between adventures, you can call for a Bastion turn
ample, a Wizard might build a tower, a Cleric might every month instead of every 7 days, so the char
establish a shrine, a Fighter might build a fortified acters aren’t issuing so many orders or reaping too
keep or similar stronghold, and a Rogue might many benefits at once.
establish a guildhall or lodge. Characters of other
classes might choose one of these forms or combine

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.

CHAPTER 8 I BASTIONS 335


Research. Hirelings in the special facility gather
HIRELINGS information.
A special facility comes with one or more hirelings Trade. Hirelings buy and sell goods or services
who work in the facility, maintain it, and execute stored or produced in this special facility.
Bastion orders there, as described in the next see
tion A player can assign names and personalities to SPECIAL FACILITY DESCRIPTIONS
hirelings in their charac ter s Bastion using the same
Special facilities are presented in alphabetical or­
tools DMs use to create NPCs (see chapter 3).
der. The Special Facilities table lists all the special
I ach special facility in a Bastion generates enough
facilities presented in this section, along with their
income to pay the salary of its hirelings. I lirelings
prerequisites and orders. Some facilities confer ad
follow the orders they’re given and are loyal to the
ditional benefits, specified in their descriptions
Bastion’s ow ner.

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.

CHAM ER 8 i MASI IONS


SPECIAL FACILITIES
Level Special Facility Prerequisite
Order
5 Arcane Study Ability to use an Arcane Focus or a tool as a Craft
Spellcasting Focus
5 Armory None T,
। .4,
(dUC
s Barrack None
Recruit
5 Garden None
Harvest
5 library None
Research
5 Sanctuary Ability to use a Holy Symbol or Druidic Focus Craft
as a Spellcasting Focus
5 Smithy None
Craft
5 Storehouse None
Trade
5 Workshop None Craft
9 Gaming Hall None Trade
9 Greenhouse None Harvest
9 Laboratory None* Craft
9 Sacristy Ability to use a Holy Symbol or Druidic Focus Craft
as a Spellcasting Focus
9 Scriptorium None* Craft
9 Stable None Trade
9 Teleportation Circle None Recruit
9 Theater None Empower
9 Training Area None Empower
9 Trophy Room None Research
13 Archive None Research
13 Meditation Chamber None Empower
13 Menagerie None Recruit
13 Observatory Ability to use a Spellcasting Focus Empower
13 Pub None Research
13 Reliquary Ability to use a Holy Symbol or Druidic Focus Harvest
as a Spellcasting Focus
17 Demiplane Ability to use an Arcane Focus or a tool as a Empower
Spellcasting Focus
17 Guildhall Expertise in a skill Recruit
17 Sanctum Ability to use a Holy Symbol or Druidic Focus Empower
as a Spellcasting Focus
17 War Room Fighting Style feature or Unarmored Defense Recruit
feature
Certain orders that can be issued to these facilities have additional prerequisites.
spells, magic items, eldritch symbols, magical
ARCHIVE traditions, and planes of existence.
Level 13 Bastion Facility The Chronepsis Chronicles. You have Advantage on
any Intelligence (History) check you make when
Prerequisite: None
you take the Study action to recall lore about
Space: Roomy
historical events, legendary people, ancient king­
Hirelings: 1
doms, past disputes, wars, and lost civilizations.
Order: Research
Investigations of the Inquisitive. You have Advantage
An Archive is a repository of books, maps, and on any Intelligence (Investigation) check you
scrolls. It is usually attached to a Library behind a make when you take the Study action to make
locked or secret door. deductions based on clues or evidence or to recall
Research: Helpful Lore. When you issue the Re­ lore about traps, ciphers, riddles, and gadgetry.
search order to this facility, you commission the Material Musings on the Nature of the World. You have
fac Hity s hireling to search the Archive for lore. The Advantage on any Intelligence (Nature) check
w or k takes 7 days. The hireling gains knowledge as you make when you take the Study action to re­
if they had cast the Legend Lore spell, then shares call lore about terrain, plants, animals, and the
this knowledge with you the next time you speak weather.
with them. I he Old Faith and Other Religions. You have Advan
Reference Book. Your Archive contains one copy tage on any Intelligence (Religion) check you
of a reference book, which gives you a benefit make when you take the Study action to recall
while you and the book are in your Bastion. You lore about deities, rites and prayers, hierarchies,
( an < ho o ■ one of the following options (your DM holy symbols, and the practices of secret cults.
might make more options available):
Enlarging the Facility. You can enlarge your Al
Bigbyi Handy Arcana Codex. You have Advantage on chive to a Vast facility by spending 2,000 GP Ifyo"
any Intelligent e (Ari ana) c hec k you make when do so, you gain two additional reference books ch°
you take the St udy act ion to recall lore about sen from the list above.

• 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.

CHAPTER a BASTIONS 339


A Gaming Hall offers recreational activities like
DEMIPLANE chess and games of darts, cards, or dice.
Level 17 Bastion Facility Trade: Gambling Hall. When you issue the Trad
order to this facility, the facility's hirelings turn th
Prerequisite: Ability to use an Arcane Focus or a tool
Gaming Hall into a gambling den for 7 days. At th *
as a Spellcasting Focus
end of the seventh day, roll IdlOO and consult the'
Space: Vast
following table to determine your portion of the
Hirelings: 1
house's winnings.
Order: Empower

X door up to 5 tret wide and 10 feet tall appears on


ld100 Winnings 1d100 Winnings
01-50 ld6xl0GP 86-95 4d6x10GP
a flat, solid surface in one of the other facilities in
your Bastion. You choose the location. If you are in 51-85 2d6xlOGP 96-00 10d6xlQGP
your Bastion during a Bastion turn, you can relo
cate this door to another facility in your Bastion.
Only you and your Bastion’s hirelings can open GARDEN
the door which leads to a Demiplane that takes the Level 5 Bastion Facility
form of a stone room. The Demiplane exists in an Prerequisite: None
extradimensional space and therefore isn’t attached Space: Roomy
phy sically to other locations in your Bastion. Nei- Hirelings: 1
t her t he Demiplane nor its door can be dispelled.
Order: Harvest
Empower: Arcane Resilience. When you issue the
: mpow or order to this facility, magical runes ap­ A Bastion can have more than one Garden. Each
pear on the Demiplane's walls and last for 7 days. time you add a Garden to your Bastion, choose its
Until the runes disappear, you gain Temporary Hit type from the options in the Garden Types table.
Points equal to five times your level after spending While in your Bastion, you can instruct the facili­
an entire Long Rest in the Demiplane. ty’s hireling to change the Garden from one type to
Fabrication. While in the Demiplane, you can take another. This work takes 21 days, during which time
a Magic action to create a nonmagical object of no other activity can occur in this facility.
\ our choice from nothing, causing it to appear in an Harvest: Garden Growth. When you issue the
unoccupied space in the Demiplane. The object can Harvest order to this facility, you commission the
be no bigger than 5 feet in any dimension; can’t have facility’s hireling to collect items from the Garden
a value over 5 GP; and must be made of wood, stone, as noted in the Garden Types table. The work takes
c lay porcelain, glass, paper, nonprecious crystal, or 7 days and costs no money.
non precious metal. You must finish a Long Rest be­ Enlarging the Facility. You can enlarge your Gar­
fore y ou can take this action again. den to a Vast facility by spending 2,000 GP A X ast
Garden is equivalent to two Roomy Gardens and
can include two of the same type of Garden or two
GAMING HALL different types. When you issue the Harvest order
Level 9 Bastion Facility to a Vast Garden, each component garden produces
its own harvest. A Vast Garden gains one additional
Prerequisite: None
hireling.
Space: Vast
Hirelings: 4
Order: Trade

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

A Meditation Chamber is a relaxing space that helps


align one’s mind, body, and spirit.
Empower: Inner Peace. When you issue the Em
power order to this facility, your Bastion’s hirelings
can use the Meditation Chamber to gain a measure
of inner peace. The next time you roll for a Bastion
event, you can roll twice and choose either result
Fortify Self. You can meditate in this facility over
a period of 7 days. If you leave the Bastion during
this time, you gain no benefit. Otherwise, at the
end of the seventh day, you gain Advantage on two
kinds of saving throws for the next 7 days, deter
mined randomly by rolling on the table below. Re
roll if you get a duplicate result.
Id6 Saving Throw 1d6 Saving Throw
1 Strength 4 Intelligence
2 Dexterity 5 Wisdom
3 Constitution 6 Charisma
MENAGERIE CREATURES
Creature Size Cost
Ape Medium 500 GP
Black Bear Medium 500 GP
Brown Bear Large 1,000 GP
Constrictor Snake Large 250 GP
Crocodile Large 500 GP
Dire Wolf Large 1,000 GP
Giant Vulture Large 1,000 GP
Hyena Medium 50 GP
jackal Small 50 GP
Lion Large 1,000 GP
Owlbear Large 3,500 GP
Panther Medium 250 GP
Tiger Large 1.000 GP

With the DM’s consent, you can add different crea­


tures than those shown in the Menagerie Creatures
table to your Menagerie. The cost of a creature
I
depends on its Challenge Rating, as shown on the
Creature Costs by Challenge Rating table. Typically
only Beasts and some Monstrosities can be kept
THE BOOKS IN YOUR LIBRARY HOLD A in a Menagerie, though the DM might allow other
WEALTH OF LORE THAT A HIRELING CAN creatures.
RESEARCH.

CREATURE COSTS BY CHALLENGE RATING


Challenge Challenge
Rating Cost Rating Cost
MENAGERIE
0 or 1/8 50 GP 1 1,000 GP
Level 13 Bastion Facility
1/4 250 GP 2 2,000 GP
Prerequisite: None
Space: Vast 1/2 500 GP 3 3,500 GP
Hirelings: 2
Order: Recruit
OBSERVATORY
A Menagerie has enclosures big enough to contain Level 13 Bastion Facility
up to four Large creatures. Four Small or Medium
creatures can occupy the same space as one Large Prerequisite: Ability to use a Spellcasting Focus
creature there. Space: Roomy
Hirelings: 1
Recruit: Creature. When you issue the Recruit
Order: Empower
order to this facility, you commission the facility’s
hirelings to add a creature from the Menagerie Situated atop your Bastion, your Observatory con
-reatures table to your Menagerie. The recruitment tains a telescope aimed at the night sky.
akes 7 days and costs you the amount listed in the Observatory Charm. You can use your Observa­
able. I he hirelings look after the creature. tory to peer into the far corners of Wildspace and
' reatures in your Menagerie count as Bastion the Astral Plane. After spending a Long Rest in
A lenders. Deduct any you lose from your Bastion
your Observatory, you gain a magical Charm (see
lenders roster. You can choose not to count one "Supernatural Gifts" in chapter 3) that lasts for 7
" more of these creatures as Bastion Delenders, in days or until you use it. The Charm allows you to
which case they can’t be called on to defend the Bas cast Contact Other Plane w ithout expending a spell
ion. Instead, they act in accordance with their na slot. You can t gain this Charm again while you still
11 and use their stat blocks in the Monster Manual. have it.
Empower: Fldritch Discovery. When you issue the Sterner Stuff. For 24 hours after drinking a pint
Empower order to this facility, you enable yourself of this beverage, you automatically succeed on
or the facility’s hireling to explore the eldritch mys saving throws to avoid or end the Frightened
teries of the stars for 7 consecutive nights At the condition.
end of that time, roll a die. If the number rolled is At the start of a Bastion turn, you can switch to one
even, nothing is gained if the number rolled is odd. of the other options. Your DM may create new op
an unknown power bestows one of the following tions. A pint of this magical beverage loses its magic
Charms on you or another creature of your choice 24 hours after it's poured.
that is on the same plane of existence as you: ( harm Enlarging the Facility. You can enlarge your Pub
of Parks ision. Charm of I leroism, or ( harm of to a Vast facility by spending 2,000 GP. If you do so
Vitality (all described in chapter 3). the Pub can have two magical beverages from the
Pub Special list on tap at a time. A Vast Pub gains
three additional hirelings, for a total of four. These
PUs new hirelings are servers. Assign names and per
1 cwl 15 Bastion Facilih sonalities to them as you see fit.
Prerequisite: None
Space: Roomy
Hirelings: 1 RELIQUARY
Order: Research Level 13 Bastion Facility
Folks come here to consume tasty beverages and Prerequisite: Ability to use a Holy Symbol or Druidic
socialize. Your Pub might be a bar, coffee shop, or Focus as a Spellcasting Focus
tea room, and it might have a colorful name, such as Space: Cramped
the Rusty Flagon or the Dragon’s Loft. The facility's Hirelings: 1
hireling. who serves as the bartender, maintains a Order: Harvest
network of spies scattered throughout nearby com­ This vault holds sacred objects.
munities. These spies are useful sources of informa­ Reliquary Charm. After spending a Long Rest in
tion and frequent the Pub, often incognito. your Bastion, you gain a magical Charm (see “Su­
Research: Information Gathering. When you issue pernatural Gifts" in chapter 3) that lasts for 7 days
the Research order to this facility, you commission or until you use it. The Charm allows you to cast
the Pub’s bartender to gather information from Greater Restoration once without expending a spell
spies who are aware of important events happen- slot or using Material components. You can't gain
i ng within 10 miles of your Bastion over the next
this Charm again while you still have it.
7 days. During that time, these spies can divulge
Harvest: Talisman. When you issue the Harvest
the location of any creature that is familiar to you,
order to this facility, you commission its hireling to
prov ided the creature is within 50 miles of your
produce a specially prepared talisman for your use.
Bastion and not hidden by magic or confined to a
The talisman usually takes the form of an amulet,
location that the DM deems is beyond the spy net-
a rune-carved box, or a statuette, but it can be any
work's ability to locate. If the spies learn the target’s
Tiny, nonmagical object that has religious signifi­
loc ation, they also learn where that creature has
cance. The work takes 7 days and costs no money
been for the previous 7 days.
You can use this talisman in place of one spell’s Ma­
Pub Special. The Pub has one magical beverage on
terial components, provided the components have
tap chosen from the options below:
a cost of 1,000 GP or less. If the spell normally con
Bigby's Burden. Drinking a pint of this beverage sumes its components, the talisman isn't consumed
grants you the “enlar ge” effect of an Enlarge/Re- After the talisman has been used in this way. it can t
dute spell that has a duration of 24 hours (no sav be used again until you return it to your Reliquary
ing throw allowed). and use another Harvest order to prepare it.
Kiss of the Spider Queen. Drinking a pint of this
beverage grants you the effect of a Spider Climb
spell that has a dur ation of 24 hours. SACRISTY
Moonlight Serenade. Drinking a pint of this bev Level 9 Bastion Facility
erage gives you Dark vision out to 60 feet for 24 Prerequisite: Ability to use a Holy Symbol or Druidic
hour' If you ah eady have Darkvision, its range is Focus as a Spellcasting Focus
extended by 60 feet for the same duration Space: Roomy
Positive Reinforcement. Di inking a pint of this Hirelings: 1
beverage gives you Resistance to Necrotic damage Order: Craft
for 24 hours.
A Sacristy serves as a preparation and storage room must have all those spells prepared every day you
for the sacred items and religious vestments. spend crafting the item.
Craft Options. When you issue the Craft order to
this facility, choose one of the following options: Spell Refreshment. Having a Sacristy allows you
to regain one expended spell slot of level 5 or lower
Craft: Holy Water. You commission the facility’s after spending an entire Short Rest in your Bastion
hireling to craft a flask of Holy Water. The work You can t gain this benefit again until you finish a
takes 7 days and costs no money. You can spend Long Rest.
GP during the creation process to increase the
potency of the Holy Waler. For every 100 GP you
spend, up to a maximum of 500 GP, the damage SANCTUARY
dealt by the Holy Water increases by ld8. Level 5 Bastion Facility
Craft: Magic Item (Relic). You commission the fa­ Prerequisite: Ability to use a Holy Symbol or Druidic
cility’s hireling to craft a Common or an Uncom­ Focus as a Spellcasting Focus
mon magic item chosen by you from the Relics ta­ Space: Roomy
bles in chapter 7. The facility has the tool required Hirelings: 1
to craft the item, and the hireling has proficiency Order: Craft
with that tool as well as proficiency in the Arcana
skill. See the “Crafting Magic Items” section in Icons of your religion are displayed in this facility,
chapter 7 for the time and money that must be which includes a quiet place for worship.
spent to craft the item. If the item allows its user Sanctuary Charm. After spending a Long Rest
to cast any spells from it, you must craft the item in your Bastion, you gain a magical Charm (see
yourself (the facility’s hireling can assist), and you “Supernatural Gifts” in chapter 3) that lasts for 7
days or until you use it. The Charm allows you to
cast Healing Word once without expending a spell
slot Youcan’t gain this Charm again while you still

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

< HAPTER • I BASTIONS


who trains here for at least 8 hours on each of those
yours. You start with two lieutenants but can add
days gains a benefit at the end of the training pe-
more, as described below. If your Bastion lacks
nod. The benefit depends on which trainer is pres
facilities to house your lieutenants, they secure
ent in the facility, as noted in the Expert Trainers at commodations in the inn or settlement closest to
table. The benefit lasts for 7 days.
your Bastion. Lieutenants are hirelings, not Bastion
Defenders; however, if your Bastion is attacked (see
Bastion Events at the end of this chapter), each
TROPHY ROOM
lieutenant housed in your Bastion reduces by 1 the
Lfvtl 9 Bastion Facility
number of dice you roll to determine how many
Prerequisite: None Bastion Defenders are lost in the attack.
Space: Roomy I he War Room contains war memorabilia plus
Hirelings: 1 a large table surrounded by enough chairs for you
Order: Research and your lieutenants.
Recruit Options. When you issue the Recruit order
This room houses a collection of mementos, such
to this facility, choose one of the following options.
as weapons from old battles, the mounted heads of
slain creatures, trinkets plucked from dungeons and Recruit: Lieutenant. You gain one new lieutenant.
ruins, and trophies passed down from ancestors. You can have up to ten lieutenants at any time.
Research Options. When you issue the Research Assign names and personalities to them as you
order to this facility, choose one of the following see fit.
options: Recruit: Soldiers. You commission one or more of
your lieutenants to assemble a small army. Each
Research: Lore. You commission the facility’s hire­ lieutenant can muster one hundred Guards (see
ling to research a topic of your choice. The topic the Monster Manual) in 7 days to fight for your
can be a legend, any kind of creature, or a famous cause. Reduce that number to twenty if you want
object. The topic need not be directly related them to be mounted on Riding Horses (see the
to items on display in the room, as the trophies Monster Manual). It costs you 1 GP per day to feed
provide clues to research a wide variety of other each guard and each horse in your army. Wher­
subjects. The work takes 7 days. When the re­ ever the army goes, it must be led by you or at
search concludes, the hireling obtains up to three least one of your lieutenants, or else it disbands
accurate pieces of information about the topic immediately. The army also disbands if it goes 1
that were previously unknown to you and shares day without being fed. Otherwise, the army re­
this knowledge with you the next time you speak mains until it is destroyed or you command it to
with them. The DM determines what information disband. You can’t issue this Recruit order again
is learned. until your current army disbands or is destroyed.
Research: Trinket Trophy. You commission the
facility’s hireling to search for a trinket that might
be of use to you. The work takes 7 days. When WORKSHOP
the research concludes, roll any die. If the number Level 5 Bastion Facility
rolled is odd, the hireling finds nothing useful. Prerequisite: None
If the number rolled is even, the hireling finds a Space: Roomy
magic item. Roll on the Implements-Common Hirelings: 3
table in chapter 7 to determine what it is. Order: Craft
This Workshop is a creative space where useful
WAR ROOM items can be crafted.
Level 17 Bastion Facility Artisan’s Tools. The Workshop comes equipped
with six different kinds of Artisan's Tools, chosen
Prerequisite: Fighting Style feature or Unarmored
from the following list:
Defense feature
Space: Vast Carpenter's Tools Painter’s Tools
Hirelings: 2+ (see below) Cobbler's Tools Potter’s Tools
Order. Recruit Glassblower's Tools Tinker’s Tools
1 he War Room is where you plan military actions jeweler’s Tools Weaver’s Tools
in consultation with an inner circle of loyal lieuten Leatherworker’s Tools Woodcarver's Tools
ants, each one a battle hardened Veteran Warrior Mason's Tools
(see the Monster Manual) whose alignment mate, hes
BASTION EVENTS
Craft Options. When you issue the ( raft order "
ld100 Event
this facility, choose one of the following options:
01-50 All Is Well
Craft: Adventuring Gear. The facility s hireling
craft anything that can be made with the tools 51-55 Attack
you chose when you added the Workshop to your 56-58 Criminal Hireling
Bastion (see above), using the rules in the I laye ‘ s
59-63 Extraordinary Opportunity
Handbook
Craft: Magic Item (Implement). If you are level 2* 64-72 Friendly Visitors
you can commission the facility s hirelings to nail
73-76 Guest
a Common or an Uncommon magic item chosen
by you from the Implements tables in chapter 7. 77-79 Lost Hirelings
The facility has the tool required to craft the item, 80-83 Magical Discovery
and the hirelings have proficiency with that tool
84-91 Refugees
as well as proficiency in the Arcana skill. See the
"Crafting Magic Items" section in chapter 7 for 92-98 Request for Aid
the time and money that must be spent to craft 99-00 Treasure
the item. If the item allows its user to cast any
spells from it. you must craft the item yourself EVENT DESCRIPTIONS
(the facility's hirelings can assist), and you must
have all those spells prepared every day you spend The events from the Bastion Events table are
crafting the item. detailed here in alphabetical order.

Source of Inspiration. After spending an entire ALL is WELL


Short Rest in your Workshop, you gain Heroic Nothing significant happens. Roll on the following
Inspiration. You can’t gain this benefit again until table, fleshing out the details as you see fit.
you finish a Long Rest.
1d8 Details
Enlarging the Facility. You can enlarge your Work­
shop to a Vast facility by spending 2,000 GP. If you 1 Accident reports are way down.
do so. the Workshop gains two additional hirelings 2 The leak in the roof has been fixed.
and three additional Artisan’s Tools (chosen from
3 No vermin infestations to report.
the list above).
4 You-Know-Who lost their spectacles aga n
BASTION EVENTS 5 One of your hirelings adopted a stray dog
Immediately after a character issues the Maintain 6 You received a lovely letter from a friend
order to their Bastion, the DM rolls once on the Bas­
tion Events table to determine what event, if any, 7 Some practical joker has been putting rotten
befalls the Bastion before the next Bastion Turn. If eggs in people’s boots.
an event occurs, the DM reads the event aloud to 8 Someone thought they saw a ghost.
the player whose character controls that Bastion.
(All the events are described in the sections follow­ ATTACK
ing the table.) The event is resolved immediately, A hostile force attacks your Bastion but is defeated.
with the player and DM working together to expand Roll 6d6; for each die that rolls a 1. one Bastion
story details as needed. If multiple characters issue Defender dies. Remove these Bastion Defenders
the Maintain order on the same Bastion turn, roll from your Bastion's roster. If the Bastion has zero
once on the table for each of them, resolving each Bastion Defenders, one of the Bastion’s special fas'
e vent separately even if the Bastions are combined. ities (determined randomly) is damaged and forced
Bastion events occur only when a Bastion is oper­ to shut down.
ating under the Maintain order, which often means A special facility that shuts down can't be used C 1
that the Bastion's owner isn’t present in the Bastion your next Bastion turn, after which it is repaired
at the time I hat means these events can be oppor­
and made operational again at no cost to you
tunities for the player to take on the role of the Bas-
tion's hirelings and roleplay their real lions to these CRIMINAL HIRELING
events 1 he DM < an even turn a Bastion event into a One of your Bastion’s hirelings has a criminal Past .
cutscene where each player lakes on the role of one that comes to light when officials or bounty hunte
of the Bast ion's hirelings (under the guidance of the v isit your Bastion with a warrant for the hirelinkhe
player whose character owns the Bastion). arrest. You can retain the hireling by paying a r
of ld6 * 100 GP. Otherwise, the hireling is ar1 e

350 CHAPTER 8 BASTIONS


and taken away. If this loss leaves one of your fa­ GUEST
cilities without any hirelings, that facility can’t be A Friendly guest comes to stay at your Bastion. De­
used on your next Bastion turn. The hireling is then termine the guest by rolling on the following table,
replaced at no cost to you. and work with your DM to flesh out the details.

EXTRAORDINARY OPPORTUNITY Id4 Guest


Your Bastion is given the opportunity to host an 1 The guest is an individual of great renown who
important festival or celebration, fund the research stays for 7 days. At the end of their stay, the
of a powerful spellcaster, or appease a domineering guest gives you a letter of recommendation
noble. Work with the DM to determine the details. (see “Marks of Prestige” in chapter 3).
If you seize the opportunity, you must pay 500
2 The guest requests sanctuary while avoiding
GP to cover costs. In return, your Bastion gains a
persecution for their beliefs or crimes. They
udden influx of recognition or attention, prompt-
ng the DM to roll again on the Bastion Events table depart 7 days later, but not before offering you
rerolling this result if it comes up again). a gift of 1 d6 x 100 GP.
If you decline the opportunity, you don’t pay the 3 The guest is a mercenary, giving you one ad­
money and nothing else happens. ditional Bastion Defender. The guest doesn't
require a facility to house them, and they stay
FRIENDLY VISITORS
I riendly visitors come to your Bastion, seeking to until you send them away or they're killed
use one of your special facilities. They otter Id6 * 4 The guest is a Friendly monster, such as a
100 GP for the brief use of that facility. For exam brass dragon or a treant. If your Bastion is
pie, a knight might want your Smithy to replace a attacked while this monster is your guest, it
horseshoe or repair a damaged weapon or suit of defends your Bastion, and you lose no Bastion
armor, or sages might need your Arcane Study to Defenders. The monster leaves after it defends
help them settle a dispute. 1 heir use of the facility
your Bastion once or when you send it away.
doesn't interrupt any orders you’ve issued to it.

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:_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

CHARACTER'S NAME: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ LEVEL:

BASIC FACILITIES

BASTION DEFENDERS:

SPECIAL FACILITY: SPECIAL FACILITY:

SPACE: SPACE:

ORDER: ORDER:

HIRELINGS: HIRELINGS:

NOTES NOTES

SPECIAL FACILITY: SPECIAL FACILITY:

SPACE: SPACE:

ORDER: ORDER:

HIRELINGS: HIRELINGS:

NOTES NOTES

SPECIAL FACILITY: SPECIAL FACILITY

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

Ashardalon's features then took on a fiendish cast,

DIX A LORE GLOSSARY


To metallic dragons, Bahamut is more like a king CASTLE RAVENLOFT
than a god. Individual dragons might owe Bahamut Castle Ravenloft (RAY ven loft) is the heart of the
allegiance, respect him, pay tribute to him. and domain of Barovia and the home of the vampire
strive to emulate him. but thev don’t worship him. Strahd von Zarovich. Ravenloft is also one of the
most famous dungeon adventures in the history of
BALDUR’S GATE
the D&D game, providing a horror themed expe
The city of Baldurs Gate (BAWL durz GATE). in the rience that inspired the creation of the Ravenloft
Forgotten Realms setting, is a teeming metropolis setting and the adventure Curse of Strahd.
haunted by the lingering influence of three evil gods
(Bane. Bhaal, and Myrkul) who refuse to stay dead. COMPANIONS OF THE HALL. THE
It’s a place where a sword for hire can find a rich pa­ Named for the dwarf stronghold of Mithral Hall
tron, join a secret guild, pursue killers for a bounty, in the Forgotten Realms setting, the Companions
or aid desperate citizens. The city offers opportu­ of the Hall is a group of heroic adventurers whose
nities for good hearted champions to fight against exploits have spanned centuries and even crossed
corruption and bring murderers to justice, while the bounds of death. Drizzt Do'Urden is the central
less moral mercenaries find a good price for their figure in this party, all his companions have died
services. Baldur’s Gate hosts the most reliable and and been reincarnated in new forms in recent years.
ruthless market on the Sword Coast. Information, These other companions are Drizzt's wife, Cattie-
treasures, secrets, and souls can be bought or sold Brie; his adoptive father, Bruenor Battlehammer,
for the right price. and his friends Wulfgar and Regis.

BAROVIA COMPANY OF SEVEN, THE


Barovia (buh-ROVE-ee-ah) is a Domain of Dread se­ The Company of Seven was a group of adventur
questered in the Shadowfell (see chapter 6)— a sort ers active hundreds of years ago in the Greyhawk
of spiritual prison for Strahd von Zarovich in his setting. Its members included Heward, Keoghtom,
Castle Ravenloft. It’s also the name of a village in Murlynd, Nolzur, Quaal, Tasha (see Iggwilv), and
that domain. Zagig (see Zagyg). Some of these adventurers
achieved near-divine status, and most of them are
BIGBY remembered for magic items that carry their names.
Bigby (BIG-bee) is a former apprentice of Morden- The group inspired the formation of the Circle of
kainen. Though he began his career determined to Eight (described in the “Greyhawk” section in chap­
use magic to dominate and control others, Bigby ter 5).
eventually changed his ways and has worked hard
to make amends for his past villainy. Mordenkainen CORELLON
welcomed Bigby into the adventuring company At the dawn of the multiverse. Corellon (core-ELL-on
known as the Citadel of Eight (which later became or CORE-eh lawn) danced from world to world and
the Circle of Eight, described in chapter 5). Shy and plane to plane. A being of consummate mutability
soft-spoken, Bigby was often eclipsed by his mentor, and infinite grace, Corellon is a whimsical shape­
who taught Bigby how to control his ambitions. Af­ shifter, able to take the form of a chuckling stream,
ter years of adventuring, Bigby crafted a handful of a teasing breeze, an incandescent beam, a school
spells that gained him widespread renown. Of these of fish, or a flock of birds. Corelion’s flamboyant,
pells, Bigby s Hand is his undisputed magnum opus. mercurial personality infuses every form the god
A recent misadventure led to Bigby’s untimely adopts. Corellon loves wholeheartedly and takes
demise. After he was crushed to death by a frost pleasure from every encounter with other divine
giant’s boulder. Bigby was the target of a Reincarnate beings of the multiverse.
pell. The spell transformed Bigby from a human According to legend, the first elves emerged from
into a gnome. Before setting off on his next adven- Corelion’s shed blood, and they shared the god’s
ture, Bigby was overheard saying how curious he changeable and audacious nature. Many elves, along
was to experience the multiverse from a gnome’s with members of other species, worship Corellon.
perspective.
DELINA
Boo Delina (dell-EEN ah) is a young elf Sorcerer who
Boo is a hamster. More precisely, he is a miniature wields the unpredictable power of wild magic. Find
’•ant space hamster, a species native to Wildspace ing herself in trouble in the city of Baldur’s Gate,
(see chapter 6) that is both sapient and telepathic. she accidentally reawakened the ancient hero of the
Boo’s adventures with Minsc, as well as the ham city, Minsc, and got throw n into further adventures
s ferocity, have given Boo legendary status. par pursuing her lost twin brother.
ticularly in the city of Baldur’s Gate
After befriending a princess named Asteria and
D1 ANCAST R A spending many years in her dear friend’s compan
Diancastra (DIE ann (ASI rah) is a demigod and a Euryale was captured and sentenced to death 6 X
daughter of the divine and estor of giants, Annam teria's father. Asteria pleaded with the gods to
She is a trickster. an adventurer, and a so holar of her friend, and Istus (a god from the Greyhawk s
magic who enjoys wandering the Material Plant in ting; see chapter 5) intervened to help the pair re
She
search of new i uriosities and spells to learn write their story, creating the Deck of Many Thin
longs to see the descendants of Annum storm, The magic of the deck helped the two escape, and
cloud, fire. frost, stone, and hill giants restored to they adventured together across the multiverse
the position of honor and respect they held in an Eventually, Euryale having become an ancient
cient times wise, and powerful Druid settled in the Outlands
(see chapter 6), where she still sometimes acts as 3
DRIZZT Dol RDEN
patron, mentor, or ally for adventurers.
Dru zt DoUrden (DRIZTdoh UR den) is a drow exile
from the city of Menzoberranzan and a fugitive FALLBACKS, THE
from the wrath of I olth (see chapter 6) and her
Tessalynde is a young elf Rogue who dreams of
priest s Hr w andered the surface world and gath
leading the foremost adventuring party of the For
cred a circle of friends who became known as the
gotten Realms setting. While the crew she’s gath­
Companions of the Hall.
ered isn’t the stuff of legend yet, she’s confident her
ELDER EVILS guidance can get them there. Called the Fallbacks
The Elder Evils are a variety of entities whose exis­ the team includes Anson, a human Fighter too stub
tence dates to the beginnings of the multiverse-or born to stay down; Cazrin, a self-taught. human
possibly predates it. Some Elder Evils are creatures Wizard determined to test her theoretical mettle
of the Far Realm (see chapter 6), while others are against the real world; Baldric, a dwarf Cleric who
akin to gods or primordial beings of the Elemental refuses to tie himself to a single deity when he can
Planes. Some are thought to be imprisoned, while trade favors with them all; Lark, a tiefling Bard with
others are said to be slumbering until they awaken as many secrets as songs; and Uggie, a pet otyugh.
in some apocalyptic cataclysm.
The names given to these terrible entities include FIRST WORLD, THE
such strange descriptions as Atropus, the World Scholars speak of a primordial state, a single real
Born Dead; Dendar, the Night Serpent; Hadar, ity they call the First World, which preceded the
the Dark Hunger; Haemnathuun, the Blood Lord; Material Plane. Many of the peoples and monsters
Ity ak-Ortheel, the Elf-Eater; Kezef, the Chaos that inhabit the worlds on the Material Plane origi­
Hound; Kyuss, the Worm That Walks; the Queen of nated there. After the First World was shattered by
Chaos. Tharizdun, the Chained God; Tyranthraxus, a great cataclysm-giving birth to the worlds that
the Fiamed One; and Zargon, the Returner. They came in its wake-the progeny of the first elves,
are all forces of corruption and evil. Nothing good dwarves, beholders, and other iconic creatures t k
can come from their influence. Bargains made with root on world after world, like seeds scattered by
them end in catastrophe or death. a cosmic wind. If the musings of these great sages
are true, every world of the Material Plane is a
ELMINSTER
reflection-or, in some cases, a distortion-of the
Elminster (el-MINster) is a powerful and ancient First World.
archmage in the Forgotten Realms setting. As one
of M , stra’s Chosen, divinely called and empowered F1ZBAN
b ’ he deity of magic, Elminster fosters magic and In the Dragonlance setting. Bahamut—who is
protect the fabric of magic in the world. Though known there as Paladine- dwelled among mortals
thi responsibility demands a certain amount of in human guise for a time, aiding the forces of good
neutrality and dispassionate judgment, Elminster against Takhisis (see Tiamat). He appeared as a
has a fundamentally kind and compassionate heart. bumbling old mage named Fizban (FlZZban) the
Fabulous.
EURYALE
( ne card in the Dec k of Many I hings (see c hapter 7) GREAT MODRON MARCH, THE
bears a person's proper name, and the card's name
When the gears of the plane of Mechanus (see char
sake Euryale (YUR ee ale or yur EYE a lee), is the ter 6) complete seventeen cycles once every 289
subject of much speculationOften assumed to be a
year s the modron (MOE di on) leader. Primus. sends
f< ai some demigod (pet haps the Inst medusa) or the
a vast army of modrons across the Outer Planes
w icider of a destructive c urse, Lui yale is actually a
The purpose of this march is unclear. Most believe
key part of the story of the magical deck’s creation.
it to be a data gathering mission meant to ascertain

APPENDIX A LORE GLOSSARY


the current state of the cosmos, but some see it as members pride themselves on their ingenuity and
reconnaissance aimed at some future act of con­ incorruptibility. Harpers don’t seek power or glory,
quest. The march is long and dangerous, and only a only fair treatment for all.
small number of modrons returns to Mechanus.
HEROES OF THE LANCE, THE
GRUUMSH The adventurers known as the Heroes of the Lance,
Gruumsh (GROOMSH) is a warring god who is often whose deeds helped prevent Takhisis (see Tiamat i
described as the creator or patron of the orc people. and her evil dragons from conquering the world
Some orcs attribute their tenacity and toughness of the Dragonlance setting, began as a small group
to Gruumsh’s lingering influence. Some myths de­ of young adventurers and their aging dwarf men­
scribe a primeval conflict between Gruumsh and tor. This original group (known as the Innfellows)
Corellon, which resulted in Gruumsh losing one eye consisted of Tanis Half-Elven, the brothers Raistlin
and Corelion’s spilled blood becoming the first elves. and Caramon Majere, Sturm Brightblade, a kender
(similar to a halfling) named Tasslehof Burrfoot,
HADAR the dwarf Flint Fireforge, and Kitiara Uth Matar,
Hadar (HAY-dar or ha-DARR), the Dark Hunger, is Raistlin and Caramon’s older half-sister. While Kiti­
an ancient stellar entity originating from the Far ara eventually joined Takhisis’s service, the heroes
Realm (see chapter 6). It appears as a cinder-red were joined by others: Riverwind and Goldmoon,
dying star, barely visible in the night sky, and it si- from the nomadic peoples of the plains; Gilthanas
phons life from its minions to avert its own demise. and Laurana, elf friends from Tanis’s childhood; and
wo widely used Warlock spells invoke Hadar's Tika Waylan, a young barmaid whom the original
power (see the Arms of Hadar and Hunger of Hadar innfellows remembered as just a kid.
pells in the Player's Handbook), and a few Warlocks
' laim this Elder Evil as their Great Old One patron. HEROES OF THE REALM, THE
The so-called “heroes of the Realm’’ are a group
HARPERS, THE of young adventurers Bobby, Diana, Eric, Hank.
1 he Harpers is a scattered network of spellcasters Presto, and Sheila who traveled from Earth in the
“"d spies in the Forgotten Realms setting. Its mem 1980s into a world in the D&D multiverse. Equipped
* vrs advocate equality and covertly oppose the with powerful magic items, they foiled the schemes
abuse of power, magical or otherwise. of foes such as Venger and Tiamat while seeking
I he Harpers has risen, been shattered, and some means to return home. Eventually, as the he
risen again several times The faction's longevity roes' mastery of adventuring skills increased. they
and resilience are largely due to its decentralized, discovered the secrets of traveling between worlds,
grassroots, secretive nature and the autonomy of though they still haven’t found a way home.
its members. It has small cells and lone operatives I he heroes of the Realm weren't the only kids
throughout the Forgotten Realms, although they transported from Earth to the worlds of D&D.
interact and share information with one another as Other young adventurers, including Niko the Cleric,
’he need arises. The Harpers' ideology is noble, and are still exploring the vast D&D multiverse.

APPENDIX A I LORF GLOSSARY


KAS THE BETRAYER
ICEWIND DALE
k (KOSS) is a vampire, legendary swordfighter,
IK “ ind Hale is the northernmost settled region of
I ruthless warlord. He once served as the leader
the I orgotten Realms setting. Freezing wind sweeps
ar Veena’s armies and the lich's most trusted lieu
across the tundra, finding its way through every
° t ind he wielded a sword made for him (the
crack and draining any hint of warmth. Between
the ice cliffs of the eastern glacier, the snowcapped
te nan ‘ Kas described in chapter 7) by his liege
peaks of the mountains to (he south, and the Sea of SwordeeKsssword convinced Kas to betray Veena,
Mos ing Ice to the north and west, ten small towns and now Kas is driven primarily by his hatred for
his former lord.
cluster around three icy lakes

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.

LAERAL SILV ERH AND


I aeral (I AIR-ull) Silverhand is the fifth of seven
daughters of Mystra, a deity of magic in the Forgot
ten Realms setting. (Alustriel Silverhand is I,acral’s
older sister.) She is over 700 years old, and after
a period of w ithdrawal from public life, she now
serves as the Open Lord of Waterdeep-the only
one of the twenty or so Lords of Waterdeep whose
identity is publicly known. Though her power has
waxed and waned depending on Mystra’s involve­
ment with the world and has declined significantly
in recent years, Laeral remains one of the most for­
midable spellcasters in a world known for powerful
spellcasters.

LEAGUE OF MALEVOLENCE, THE


The League of Malevolence is an odious assemblage
of v illains united in one purpose: the accumulation
of power. Its founding member, Kelek the Sorcerer,
expects his confederates to work together for their
mutual benefit, but he also encourages them to pur­
sue their own evil schemes. Other members include MINSC
the remorseless killer for hire Warduke, the assas- Minsc (MINSK) is a heroic Ranger from the land of
sin Zarak. and the evil Zargash, a servant of Orcus. Rashemen in the Forgotten Realms setting. Known
Skylla, a Warlock whose power derives from a pact for his good cheer, his hearty optimism, and his pet
with Baba Yaga. maintains a tenuous alliance with miniature giant space hamster, Boo. Minsc is partic­
ularly adored in the city of Baldur’s Gate.
the league but despises Kelek.

LORD SOTH MITHRAL


Mithral (MITH-ral) is a light, flexible metal that re­
Lord Soth is a death knight in the Dragonlance
setting-a former Paladin who allowed his pride to sembles silver but is much more durable. Its most
lead him into evil. Offered an opportunity to re­ common use is for crafting lightweight armor that
deem himself by averting a cataclysmic event, his provides excellent protection without bulk or bur
pride again led him to abandon his quest and allow den (see the Mithral Armor magic item in chapter ).
' he devastation of his world. His mortal life ended
MORADIN
' that cataclysm, but he rose from the ashes into
Myths told on many worlds describe Moradin
undeath and retreated to his cursed castle, Dar-
(MORE-ah-din) crafting all the peoples of the Mate
gaard Keep. He ignored the outside world for many
rial Plane in his great workshop in Mount Celestia
entunes until the Dragon Queen Takhisis (see
(see chapter 6), causing them to spring to life from
I iamat) called him forth to serve her in the Wai of
inert metal when he cooled the heated castings w ith
the Lance. his breath. These myths are the source of Mora
din’s appellation, "All Father." Many peoples across
MENZOBE R RANZAN
the multiverse, including many dwarves, worship
1 he Underdark city of Menzoberranzan (men zoh
uh RAN zan), lying far beneath the Sword Coast Moradin.
region of the forgotten Realms, is ruled by tyran
MORDENKAINEN
ical priests of the Demon Queen of Spiders, Lolth Mordenkainen (mor-den KKiH-nen or mor-den
see chapter 6). Most of its people are drow, whose KA) nen) is a human archmage who maintains
noble houses are locked in a constant sti uggle for a residence in the f ree City of Greyhaw k and
Lolth’s favor and the power that comes with it
farmers, woodcutters. fur traders, and prospector,
another hidden somewhere in the Yatil Mountains
drawn by stories of gold and platinum in the foot
between Perrenland and Ket (see chapter 5). He
hills of the Sword Mountains as well as more than
is the founder and leader of the Circle of l ight,
a few ruffians and bandits.
which he created to implement his philosophy of
balance in the world Among Mordenkainen S cele PRINCE OF FROST, THE
brated accomplishments are several name branded The Prince of Frost is a son of Titania, the Summer
spells, including ones that create extradimensional Queen He was once known as the Sun Prince, but
mansions, swords of spectral force, and phantom his heart grew cold when he was spurned by the fey
watchdogs (detailed in the Player's Handbook).
noble he loved. He is now a creature of wrath and
Mordenkainen has \ isited numerous worlds and
winter, ruling from his Fortress of Frozen Tears in
planes of existence, making friends and fomenting
the Vale of Long Night in the Feywild (see chapter
riv alrics on many of them. He maintains a close
6). He detests mortals of the Material Plane and
friendship with his former apprentice Bigby and
dreams of covering their many worlds with perpet
the famous archmage Elminster of Shadowdale.
ual winter.
Mordenkainen’s greatest rival is Iggwilv, a former
adventuring companion. QUEEN OF AIR AND DARKNESS, THE
The mysterious Queen of Air and Darkness is the
NEVERWINTER
archfey ruler of the Gloaming Court in the Feywild
Once know n in the Forgotten Realms setting as
(see chapter 6). Though she is often described as
t he Jewel of the North, the city of Neverwinter was
malicious and evil, her motivations are as obscure
badly damaged when a nearby volcano erupted
and whimsical as any other archfey's. She gives
about fifty years ago. Now, its people work furiously
supernatural boons and terrible curses with equal
to rebuild. Some of its outer walls still lie in ruins,
whimsy, with little regard for the elaborate customs
and several of its neighborhoods remain abandoned.
surrounding gifts and favors in other courts of the
Dagult Neverember is the Lord Protector of Nev­
Feywild. Though she is said to have a spectral form
erwinter, ruling in the absence of a true heir to the
resembling a terrifying elf, to the unaided eye she
crown. His dream is to see Neverwinter eclipse
nearby Waterdeep in wealth and prosperity. appears as a strange, black diamond, hovering in the
air like the slitted pupil of an unseen cat.
OTILUKE
Otiluke (AW-teh-luke) is an impulsive, aggressive
Wizard who is the main agent of the Circle of Eight
in the Free City of Greyhawk (see chapter 5). He
holds a position of political power and keeps his
membership in the Circle of Eight secret. He is best
know n for his spells that create magical spheres (de­
tailed in the Player’s Handbook).

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.

RUDOLPH VAN RICHTEN


A scholar and monster hunter, Rudolph van Richten
has traveled to dozens of Domains of Dread in the
Shadowfell (see chapter 6), investigating reports of
monstrous beings and documenting them in a series
of published guides, the best known of which is Van
Richten’s Guide to Vampires.
In kinder days, Rudolph lived with his wife. In­
grid. and son, Erasmus, but he lost them both to a
wicked vampire. In the process of hunting the vam­
pire, Rudolph came under a terrible curse: ‘Live you
always among monsters, and see everyone you love
die beneath their claws.”
In the decades since, van Richten has hunted mon­
sters and armed others with the know ledge they
need to confront evil. Though he s made many de­
voted allies, he keeps them at arm's length, fearing
the threat of his curse.
Van Richten is closely associated with other he­
roes who prowl the Domains of Dread, including
the detective Alanik Ray and his partner Arthur
Sedgwick, the explorer Ez d’Avenir. and the twins
Gennifer and Laurie Weathermay-Foxgrove.

RAVEN QUEEN, THE STRAHD VON ZAROVICH


The Raven Queen is a being of mystery. Those who A brilliant thinker and capable warrior in life.
claim to have encountered her have described an Strahd von Zarovich (STRAWD von zuh-ROH-vitch
array of disturbing images: a terrible shadow that or ZAR-oh-vitch) fought in countless battles for his
clawed at their innermost thoughts, a pale and regal people. After a long life of warfare and slaughter,
elf who exploded into an untold number of ravens, a he settled in the remote valley of Barovia and built
shambling tangle of slick roots and sticks that over a castle on a towering pinnacle. His brother Sergei
whelmed them with dread, or an unknown presence came to live with him in Castle Ravenloft, becom­
' hat pulled them screaming into the gloom. ing Strahd's adviser and constant companion
Despite all attempts to demystify her, the Raven in his brother, Strahd saw everything he was not.
Queen has remained enigmatic and aloof. She rules Resentment colored their relationship and eventu­
from her Raven Throne within the Fortress of ally turned into hatred. Strahd’s beloved. Tatyana,
Memories, a mazelike castle deep within the bleak spurned Strahd for Sergei, whom she pledged
ne s s of the Shadowfell (see chapter 6). From there to marry.
she sends out her raven servants to find intei esting In a desperate attempt to regain Tatyana's love.
souls she can pluck from the planes of existence. Strahd forged a pact with dark powers that made
Once these souls are in the Shadowfell, she watches him immortal. Strahd confronted his brothei at Sei
as they attempt to unravel the mystery of their gei and Tatyana's wedding and killed him. Tatyana
being. fled and flung herself from Ravenloft s walls. Guards
shot Strahd with arrows, but he didn t die. He be
ROCK OF BRAL, T HE
Bral is a c it y built on an asteroid t hat drills t hi ough came a vampire the first vampire, according to
Wildspace (see chapter 6). Its inhabitants, who hail many sages.
In the centuries since his transformation, Strahd s
from many worlds across the Material Plane, typ
ically refer to Bral as the Rock. I here is no other lust for life has grown. He broods in his castle. curs
place quite like it in Wildspace a teeming hive of ing the living for all he has lost and never admitting
business that spans the breadth of the Astral Sea to his role in the tragedy

APPENDIX A I CORK GLOSS A RY


THARIZDUN
For a being known as the Chained God, the Elde,
Evil Tharizdun (thuh RIZZ dun orthairizz DOON)
has managed to extend his baleful influence from
the Greyhawk setting through many worlds of the
Material Plane. He is an ancient force of entropy
the end of all things and the extinction of life Hi,
worshipers are nihilists who seek to end all worlds
by liberating their god. Tharizdun is often linked to
cults of Elemental Evil (see chapter 5).

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

APPENDIX A LORE GLOSSARY


know all there is to know, Xanathar collects know
edge from across the multiverse. hut its most prized
possession is its goldfish. Sylgar.

) AWNING PORTAL, THE


1 he Yawning Portal is a tavern in Waterdeep, built
around an entrance to the infamous dungeon of Un
dermountain. Adventurers throughout the Forgot­
ten Realms setting and elsewhere in the multiverse
V isit the Yawning Portal to exchange knowledge
about Undermountain and other dungeons. Most
x isitors are content to swap stories by the hearth,
but some adventurers pay the toll for entry into
I ndermountain (collected by the mysterious owner
and bartender, Human).

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.

Zar gon (ZAR gawn) is an Elder Evil an undying


abomination from eons past with an insatiable
appetite A tentacled, slime covered horror with a
c ye lopic red eye and an indestructible horn, Zargon
< of i opts creatures it doesn’t devour, transforming
its vic tuns into amorphous servants. Zargon is im-
pi isoned on the Malet ial Plane in a prison deep in
t he earth I his pi ison is desi i ibed in the Quests from
the Infinite Staircase adventure anthology

A LORE GLOSSARY
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APPENDIX B । MAM 379


INDEX
Aaqa, 188 altitude, high 69 attitude, 32 Rigby, 146, 355 ending a. 142
Abellio 183 Alustriel Silverhand, 354 and alignment. 51 Black Dragon Inn, 152 journal, 7, 127
Abilities Ability Checks Ammunition, +1, +2, or initial. 116 Blockrofor, 236 premise, 129
and Saving Throws • ’ 228 attunement, 217 Blessed Beneficence setting. 136
table 28 ammunition firearm, 72 Audible Distance table. planar effect, 69 Start. 137
ability checks, 27 ammunition, magic, 217 36 Blessing. 98 step-by-step, 127
group checks, 28 Ammunition of Slaying. Automata, 206 Blessing of Health, 98 time in the. 142
in exploration, 34 228 Automatic Rifle, 73 Blessing of Magic Campaign Conflicts
m social interaction, 33 Amoria, 191 Avalas, 182 Resistance, 98 sheet. 132
passive checks, 21 Amulet of Health, 228 Avatar of Death stat Blessing of Protection. 99 Campaign Journal sheet
proficiency, 27 Amulet of Proof against block, 252 Blessing of 128
absent players, 2* Detection and Location, Avernus, 202 Understanding. 99 Candle of Invocation, 241
Abyss, 1’4 180 228 avoiding a fight, 48 Blessing ofValhalla. 99 Candle of the Deep 242
Acererak, 354 Amulet of the Planes, 229 Awarding Heroic Blessing of Weapon Cania. 204
Acheron, 174 182 Animated Shield, 229 Inspiration sidebar, 46 Enhancement, 99 Cannon siege equipment
Acheron,an Bloodlust anachronistic thinking. awarding magic items, Blessing of Wound 96
planar effect 69 See character 218 Closure, 99 Cape of the Mountebonir
acknowledge the knowledge, 18 awarding XP, 48 Blood War, 178 242
incredible, 141 answers, improvising, 31 Axe of the Dwarvish Lords, Bomb, 72 Cop of Water Breathing
acting, 21 Antimatter Rifle, 73 231 bond (NPC). See 242
actions in exploration. 34 antisocial behavior, 19 Azzagrat, 180 personality, NPC, 86 Careen, 174. 187
activating a magic item. Apparatus of Kwalish, 229 Baalzebul, 203 Boo, 355 card accessories, 7
218 Aquallor, 183 Baba Yaga, 354 Book of Exalted Deeds, 237 Carpet of Flying, 242
adamantine, 354 A Question of Enmity Baba Yaga's Dancing Book of Vile Darkness. 238 Carrion Crawler Mucus
AMmartme Armor, 227 sidebar, 250 Broom, 232 Boots of Elvenkind, 239 poison, 90
Aaamonvnr Weapon, 227 Arborea, 174, 183 background, creating Boots of False Tracks, 239 Castle Ravenloft, 355
adding basic facilities. Arcadia, 69, 174, 183 a, 55 Boots of Levitation, 239 Cast-Off Armor. 243
335 Arcadian Vitality planar Bag of Beans, 233 Boots of Speed, 240 Cathrys, 187
Advantage. 29 effect, 69 Bag of Devouring, 234 Boots of Striding and Cauldron of Rebirth. 243
adventure. 7 arcana (treasure), 213, Bag of Holding, 234 Springing, 240 Censer of Controlling Air
conflict 106 326 Bag of Tricks, 234 Boots of the Winterlands, Elementals, 243
creating an. 105 Arcane Study Bastion Bahamut, 354 240 central Flanaess. 162
denouement, 120 facility, 336 Baldur's Cate, 355 Borca, 209 Chamada, 197
ending. 120 archdevils, 205 Ballista siege equipment, Border Ethereal, 192 character advancement.
examples 122 Archive Bastion facility, 96 Boreal Ball adventure, 48
first. 139 338 Baphomet, 182 125 character alignment. 51
hooks. 110 areas of effect, 44 Barovia, 209, 355 Bowl of Commanding character arcs. 129
inhabitants. 109 and mobs, 82 Barrack Bastion facility, Water Elementals, 240 character creation. 137
keeping moving, 112 Are Magic Items 339 Bracers of Archery, 240 character knowledge. 18
linking, 139 Necessary? sidebar, barred doors, 64 Bracers of Defense, 241 character objectives. 112
maps 109 218 basic facilities, 335 Brazier of Commanding character sheets. 6
patrons. 110 armaments (treasure), Bastion, 333 Fire Elementals, 241 charges, 220
premise. 105 213, 328 basic facilities, 335 break episodes, 141 Charlatan's Die. 243
progress, 113 Armor, +1, +2, or+3, 230 combining, 334 Bright Desert, 147 Charm, 99
pub shed,105 Armor magic item event, 350 bringing a location to Charm of Animal
rewards, 120 category, 216 fall of a, 352 life, 109 Conjuring, 99
setting, 109 Armor of Cleaming, 230 gaining a, 333 bringing back the dead, Charm of Darkvision 99
situations by level, 106 Armor of Invulnerability, hirelings, 336 63 Charm of Feather Fall ng
situations tables, 107 230 map, 334 bringing the party 99
social contract of, 18 Armor of Resistance, 231 orders, 336 together, 137 Charm of Heroism. 99
step-by-step 105 Armor of Vulnerability, 231 special facilities, 335 Brooch of Shielding, 241 Charm of Restoration 99
stockpile, 129 Armory Bastion facility, turns, 333 Broom of Flying, 241 Charm of the Slayer. 99
Adventure Climax table. 339 Bastion Events table, 350 brown mold hazard. 76 Charm of Vitality, 99
120 Arrow Catching Shield, Bastion Tracker sheet, Brux, 186 chases, 52
Adventure Connections 231 353 Building a Trap table. 103 Chime of Opening, 244
table. 140 Artifacts, 224 Bastion Tracker sidebar, Build Your Own Pantheon Chronias, 201
Adventurers and destroying, 220 352 sidebar. 74 Cinder Wastes. 189
Qyanzations sidebar art objects tables, 215 battle grid, 7, 44 Burnt Othur Fumes Circle of Eight. 146
Arvandor, 183 Bead of Force, 234 poison. 90 Circlet of Blasting. 244
Agathion 206 Ash Plane of, 207 Bead of Nourishment, 235 Burst Fire property. 72 Citadel of Ten Thousand
Agathys 187 Ashardalon, 354 Bead of Refreshment 235 Buxenus, 183
aids to improvisator Ji Asmodeus, 204 Beastlands, 174, 186 Pearls, 190
buying magic items, 217 city, 93
Air Demental Plane of Assassin's blood poison, becoming lost See Bytopia, 1 74, 186
90 navigation, 40 City of Brass. 189
Cackle Fever magical City of Doors (Sigil). 210
Alchemnyjug 227 A Starting Campaign Bedlam. 206 contagion, 61 City of Jewels. 189
alien technology 73 sidebar, 122 behavior, monster, tig i alculated DC s 29
Astral Color Pools table cliches, 111
Belial 202 campaign, 127 Cloak of AraDm.au 244
aracler 184 Belierin, 191 characters, 129
Kiev 74 Astral Plane 184 Belt of Dwarvenkind, 235 Cloak of Billowing 244
concurrent, 25 Cloak of Displacement
atmosphere 13, 26,119 Belt of Giant Strength, 236 conflicts, 131
attack rolls 29 Berserker Axe 236 creating a. 127
Clock of Invisibility, 244 damage, improvising, 30 Dragonlance. 1 36 ensuring fun for all 15 eastern, 164
Cloak of Many Fashions Damage Severity and Dragon Scale Mail. 254
245 environmental effects 68 northern. 166
level table. 31 dragons, chromatic. 143 epic fantasy, 133 western, 170
Cloak of Protect ton. 245 Dancing Sword, 248 Dragon Slayer. 254 episodes, 139 flavors of fantasy. 131
Cloak of the Bat. 245 Darkened Depths, 191 draw in the players. 110 Enatz Eye, 259 flaw (NPC) See
Cloak of the Manta Ray Dark Shard Amulet, 248 Dread Helm, 254 Eronia, 191 personality. NPC, 86
245 Dark Sun, 1 36 Dnftglohe. 254 Escape Factors table. 53 flying See travel pace. 38
Clockwork Amulet, 245 Days of the Week table Drizzt Do'Urden. 356 Essence of Ether poison Folding Boat 263
Clothet of Mending. 245 (Greyhawk). 146 Drow Poison Seelolth s 91 food and water 40
Cocytus, 206 dead gods, 184 Sting poison. 91 Ether Cyclone table. 193 foraging. 40
coins. 213 dead magic zone. 68 dungeon, 65 Ethereal Curtains table forced march See
cold, extreme 68 death, 62 decay, 67 193 extended travel. 38
collapsing roof trap 100 Death Dells, 182 designing rooms, 66 Ethereal Plane. 192 foreshadowing. 127
color pools. Astral. 184 Decanter of f ndless Water. ecology, 109 Euryale, 356 Forgotten Realms. 136
Colothys, 187 249 mapping, 66 events, timed. 142 fortifications, 80
combat, 42 Det k of Illusions. 249 Dungeon Master (DM), 5 Eyersmoking Bottle, 259 Fortitude. 206
keeping moving. 47 Deck of Many Things. 250 Dungeon Quirks table, 65 every DM is unique. 13 Fouled Stream. The.
narrating. 46 Deep Ethereal, 192 Dust of Disappearance. evil characters. 19. 51 adventure, 122
combat encounters. 114 deep water, 68 255 example of play, 10 Fountains of Creation
adjusting difficulty, 48 defeated, not dead, 63 Dust of Dryness, 255 Exandria, 136 (Plane of Magma) 207
command word. 220 Defender, 252 Dust of Sneezing and Excelsior, 206 Fragmentation Grenade
Common Map Symbols defenders, prepared, 118 Choking, 255 Executioner's Axe, 259 73
diagram. 109 degrees of failure, 30 Dwarven Plate, 255 expectations, 15 Free City of Greyhawk
Companions of the Hall. degrees of success, 30 Dwarven Thrower, 256 Experience Points (XP), 149
355 deity. See gods and other Dynamite Stick, 72 48 and environs. 158
Company of Seven, 355 powers, 74 Ear Horn of Hearing, 256 Expert Trainers table, 348 City Watch. 151
conditions, using and delegation, 13 Earth, Elemental Plane exploiting the rules, crime, 151
tracking. 43 Delina, 355 of. 189 players, 19 gates. 151
conflict, adventure, 106 demigods, 74 eastern Flanaess, 164 exploration. 33 government. 151
conflict, intra-party, 17 Demiplane Bastion Eberron, 136 ability checks in. 34 how to use, 150
conflict arcs, 131 facility, 340 Ecstasy, 206 actions in, 34 locations. 152
conflict with a sentient Demiplanes, 187 Efreeti Bottle, 256 encounters, 114 map, 153
item, 227 Demogorgon, 180 Efreeti Chain, 257 exploring. 21 neighborhoods, 152
consequences, 30 Demon Armor, 252 Elder Evils, 356 explosives, 72 religion, 152
consumable items, 220 demonic possession, 60 Elemental Chaos, 174 Explosives table, 73 walls, 151
contact poison, 90 Demonomicon of Iggwily, Elemental Evil, 144, 188, extended travel, 38 frigid water, 68
contagions, magical, 61 252 189, 190 extreme cold, 68 Frost Brand. 263
contests. See calculated Demonweb, 180 Elemental Gem, 257 extreme heat, 68 Frostfell (Plane of Ice).
DCs, 29 denouement, 120 Elemental Plane of Air, Eye and Hand of Veena. 207
Corellon, 355 Describing Actions table, 188 259 Furnaces. 189
cosmology, 173 46 Elemental Plane of Earth, Eyes of Charming, 261 gaining a Bastion, 333
cover, 45 designing dungeon 189 Eyes of Minute Seeing, 261 Game Expectations
crafting magic items, 220 rooms, 66 Elemental Plane of Fire, Eyes of the Eagle, 261 sheet, 14
creating a background, 55 diagonal movement, 45 189 Fablerise, 195 Gaming Hall Bastion
creating a creature, 56 Diancastra, 356 Elemental Plane of Water, Facility Space table, 335 facility, 340
creating adventures, 105 dice, 6 190 factions, 109, 146 Gaping Maw. 180
creating a magic item, 58 die rolling, DM, 17 Elemental Planes, 174 Falkovnia, 209 Garden Bastion facility.
creating a spell, 59 die rolling, player, 18 Elixir of Health, 257 Fallbacks, 356 340
creating campaigns, 127 Difficulty Class (DC), 29 Elminster, 356 falling net trap, 100 Gate-Towns of the
creating religions, 75 Dimensional Shackles, 254 Elyen Chain, 257 fall of a Bastion, 352 Outlands table. 206
creating your own setting, Dis, 202 Elysium, 174, 191 Far Realm, 194 Gauntlets of Ogre Power
136 Disadvantage, 29 Empyrea, 201 Faunel, 206 264
creature, creating a, 56 disease. See magical encounter, 9 favors, 81 Gehenna. 69, 174. 197
Creature Costs by contagions, 61 appealing to players, fear, 70 Gehennan Cruelty planar
Challenge Rating table, Dispater, 202 113 festivals (Greyhawk). 146 effect. 69
343 divine intervention, 75 combat, 114 fey crossings, 195 Gem of Brightness, 264
Creature Size and Space divine knowledge, 75 during travel, 40 Feywild, 195 Gem of Seeing, 264
table, 44 divine magic, 74 exploration, 114 Feywild Time Warp table. gemstones tables. 214
creature traits, 57 divine rank, 74 objectives, 112 196 Geryon, 203
critical failure, 30 DM-controlled adventurer pace, 118 Fierna, 202 getting players invested
critical success, 30 ("DM PC"), 23 plan, 112 fighting, 21 140
crossing the streams. 135 DM die rolling, 17 random, 119 fight or flight, 48 Ghost Tower of
crypts. 67 DM's Character Tracker social interaction, 114 Figurine of Wondrous Inverness, 164
Crystal Ball. 245 sheet, 130 tension, 118 Power, 261 Giant Fly stat block, 261
Crystal Ball of Mind DMs, multiple, 25 with other creatures, finding players, 6 Giant Slayer, 264
Reading. 246 DM's toolbox, 51 40 Fire, Elemental Plane gifts, supernatural. 98
Crystal Ball of Telepathy. DM screen, 7 ending a campaign, 142 of. 189 giving information to one
246 DM tips, 5 ending a fight, 48 firearms, 72 player. 26
Crystal Ball of True Seeing, Do I Need a Settlement ending an adventure, 120 Firearms table 73 Clamoured Studded
246 Map? sidebar, 93 ending a session, 10 fireball fungus hazard. 76 Leather. 264
Cube of Force, 246 Domains of Delight, 195 Endless Maze, 182 fire-casting statue trap. Glasya, 203
Cube of Summoning, 247 Domains of Dread, 208 Enduring Spellbook, 257 101 Gloaming Court, 195
Cubic Gate 247 Don't Go Overboard Energy Bow. 257 first adventure, 1 39 Glorium, 206
cursed items 220 sidebar, 88 engaging the players (in First World, 198 356 Gloves of Missile Snar ng
curses 60 Doors table. 64 social interaction), 32 Fizban. 356 265
Curst 206 Do Players Need to Track enlarging basic facilities. Flamethrower Coach Gloves of Swimming and
D&D Settings table, 136 Rations? sidebar, 40 335 siege equipment 96 Climbing 265
Daern's Instant Fortress Dothion, 186 Lnspelled Armor, 258 Flame Tongue 263 Gloves of Thievery, 265
247 Do You Really Do That? Impelled Staff, 258 Flanaess. 143 gods. dead. 184
Dagger of Venom. 248 Sidebar. 1 7 Enspelled Weapon 258 central 162 gods and other powers.
74
Cods of Greyhawk table. keeping combat moving. casting spells from. Maure Castle, 164
high altitude. 69 Mechanus, 174. 200
148 High Tower Inn, 155 220
Goggles of Night 265 hirelings. Bastion, 136 keeping the adventure charges, 220 Medallion of Thoughts
Grand Citadel 154 Hit Points moving, 112 crafting. 220 278
Graz’zt, 180 loss of (narrating). 46 keg l auncher siege creating or modifying medals, 81
Great Conflagration equipment, 96 a 58 Meditation Chamber
(Plane of Ash) 207 hoards, treasure, 1 20 Keoghtom’s Ointment. 275 cursed. 220 Bastion facility, 342
greater deities, 74 Keoland, old, 169 fit, 217 memory loss (Feywild)
home plane and Keraptis, 358 rarity. 217 196
Great Modron March alignment (gods), 74 Khalas, 197 recharging. 220 Menagerie Bastion
156 hooks, adventure, 111 Knights of the Watch, 146 resilience. 220 facility, 343
Hopeless. 206 Knowing the Rules sentient, 226 mental stress, 70
Hem of tilasting. 270 sidebar, 19 special features. 222 Menzoberranzan, 359
Hom of Silent Alarm, 270 know your players, 21 values by rarity, 217 Mephistopheles, 204
green slime hazard, 76 Horn of Valhalla. 270 Krangath, 197 Magic Item Categories Mercuria, 201
Grenade Launcher 73 Horns of the Beast Krigala, 186 table, 216 Mertion, 201
grenades, 73 adventure, 124 Kyuss, 359 Magic Item Crafting Time metagame thinking See
Grec hawk 136. 143 Horseshoes of a Zephyr, Laboratory Bastion and Cost table, 221 character knowledge
calendar, 146 270 facility, 342 Magic Item Power by 18
conflicts. 143 Horseshoes of Speed, 270 Labyrinth Winds, 188 Rarity table, 58 Midnight Tears poison
decs of the week. 146 house rules, 13 Lady of Pain, 210 Magic Item Rarities and 91
factions ano Howler's Crag, 206 Laeral Silverhand, 359 Values table, 217 milestones. 49
organizations. 146 how to run a session, 9 Lamordia, 209 Magic Item Rarities table, Mmauros, 202
Free City of. 149 Hunting Rifle, 73 land, parcels of, 81 218 Miner Difficulties
gazetteer. 160 Ice. Plane of, 207 Land of Black Ice, 147 Magic Item Rules sidebar, adventure. 123
gods 148 ice, 69 Lantern of Revealing, 275 217 Minethys, 187
Icewind Dale, 358 large groups, 23 Magic Items Awarded by miniatures. 7, 44
months and festivals, ideal (NPC). See Laser Pistol, 73 Level table, 218 Minor Beneficial
146 personality, NPC, 86 Laser Rifle, 73 Magic Item's Creator or Properties table 224
mysteries of, 147 Iggwilv, 358 League of Malevolence, Intended User table. Minor Detrimental
regional map. 161 Immovable Rod, 270 359 222 Properties table 225
setting. 145 implements (treasure), learning by observing, 13 Magic Items for Starting Mmsc. 359
group checks. 28 213, 329 lesser deities, 74 Characters sidebar. 220 Mirror of Life Trapping.
group size. 23 improvising, aids to, 31 lethality, scaling, 62 Magic Item's History 278
Gruumsh, 357 improvising answers, 31 letters of table, 222 Mistral Reach, 188
guard posts 67 Improvising Damage recommendation, 80 Magic Item's Minor Mithardir, 183
Guide Rails and Railroads table, 30 level advancement Property table, 223 mithral, 359
sidebar 106 incorporating new without XP, 49 Magic Item’s Quirk table. Mithral Armor, 279
Guildhal Bastion facility, players, 24 Level-Based Renown 223 mixing potions. 216
individual treasure, 120 table, 92 Magic Item Tools table, Mob Results table. 83
Gunpowder 73 infernal hierarchy, 205 leveling up, 48 221 mobs. 82
Hadar, 357 inferno hazard, 76 Levistus, 203 Magic Item Tracker sheet, Moloch. 203
Hades 174, 197 Infinite Staircase, 177 Library Bastion facility, 219 monster alignment. 51
Hag Eve. 265 ingested poison, 90 342 Magma, Plane of, 207 monster behavior. 116
-rammer of Thunderbolts, inhaled poison, 90 Lightning Cannon siege Major Beneficial Monster Personality
265 Initial Attitude table, 116 equipment, 96 Properties table, 224 table. 117
Happenstance Hooks Initiative, 42 Limbo, 174, 198 Major Detrimental Monster Relationships
table, ill injury poison, 90 limits, hard and soft, 15 Properties table. 225 table, 117
Harpers, 357 Inner Planes, 174 line of sight, 45 Maladomini, 203 monsters casting spells,
Hat of Disguise, 266 instigating, 21 linking adventures, 139 Malagard, 203 46
-at of Many Spells. 266 Instrument of Illusions, Living History sidebar, Malbolge, 203 months (Greyhawk), 146
Hat of Venrnn. 267 271 160 Malice poison, 91 Moonblade. 279
Hat of Wizardry, 267 Instrument of Scribing, living quarters, 67 Malsheem, 204 Moon-Touched Sword 280
hazards, 76 271 Lock Complexity table, 64 Mammon, 202 Moradin, 359
-leudoand of intellect, 268 Instrument of the Bards, locked doors, 64 Mangonel siege morale See fight or flight
272 Lock of Trickery, 275 equipment, 97 48
heavy precipitation, 69 intra party conflict, 17 Lock Quality table, 64 Mantle of Spell Resistance. Mordenkainen, 146. 359
He»m of Brilliance, 268 intrigue, 134 Lolth, 180 276 Mordent. 209
Helen of Comprehending Investigation skill, 35 Lolth's Sting poison, 91 Manual of Bodily Health. Mount Celestia. 69 174
Languages 268 Invoked Devastation, 147, long range, tracking 277 200
He Im of Telepathy, 268 160, 170 position at, 45 Manual of Cainful Mud Hills, 189
Helm of Teleportation 268 loun Stone, 273 Lord Soth, 359 Exercise, 277 multiple DMs. 25
Help action (in social Iron Bonds of Bilarro, 274 lore glossary, 354 Manual of Golems. 277 multi verse 180
interaction) 33 Iron flask, 274 I ost Caverns of Manual of Quickness of M ungoth, 197
Hepmonaland 147 Isle of Dread 191 Tsojcanth, 164 Action, 278 Muspelheim, 210
357 luz, 145. 148 358 loyalty, 89 maps, 365 mutual respect, 15
Luck Blade, 275 adventure, 109 mystery, 134
Luma, 201 chases. 53 Mystery key. 280
Heroic Inspiration, 46 ju^elin of lightning 275 Lute of Thunderous dungeon. 33. 66 mythic fantasy, 134
journal, campaign, 7, 127 I humping, 275 principles, 66 myths, 75
Mace of Disruption, Lib settlement, 33. 91 name tables 85
Mute of Smiting, 276 symbols. 109 narration, 26
i 1 A landy Spice journeys without Muce of Tetroi, 276 tactical, 44
Destinations sidebar. madness See mental using, 33
stress. 70 wilderness 33
Jovar, 201 magical contagions 61 marching order, H
Juiblex, 181 magic item(s), 216
A Z, 111 m.
Karasuthra, 186 activating a 218
Kas the Betrayer 358 awarding, 218 material n
Nfikloce of Fmballs. 280 Passive Perception 35 Potion Miscibility table Random Treasure Hoard Rod nf Lordly Might 300
Necklace of Prayer Beads Patron Hooks table, 111 216 table. 121 Rod of Resurrection. 301
281 patrons, adventure. 110 Potion of Animal Ravenloft. 136 Rod of Rulership. 301
Negative Plane, 201 Pead of Power, 284 Fnendship. 287 Raven Queen. 361 Rod of Security 301
Nessus, 204 Perception, 35 Potion of Clairvoyance. Ravnica, 136 Rod of the Pod keeper
Neverwinter, 360 and encounters. 36 287 razorvine hazard, 78 301
next dawn, 220 Perfume of Bewitching. Potion of Climbing, 287 reactive tactics, 117 Rods magic item
Nidavellir, 210 284 Potion nf Comprehension. read aloud text, 9 category, 216
Niflheim, 197 Prnapt of Health, 284 287 recap, 9 roleplaying. 32
Nine Hells, 174. 201 Penapt of Proof against Potion of Diminution, 287 recording rules rolling Initiative. 42
Nine Lives Stealer. 281 Poison, 284 Potion of Fire Breath, 287 interpretations. 13 rolling stone trap, 102
"no. but." 31 Penapt of Wound Closure. Potion of Flying, 287 recurring elements. 140 rooms, designing
Nolzur's Marvelous 284 Potion of Caseous Form, recurring NPCs. 88 dungeon 66
Pigments. 281 personality, 51. 86. 116 287 relationships, monster. Rope of Chmbmg. 301
noncombat challenges, Phandalin, 360 Potion of Giant Strength. 117 Rope of Entanglement
XP for. 49 Philter of Love, 285 288 relics (treasure), 213, 330 301
nonplayer characters Phlegethon, 206 Potion of Greater religions, creating. 75 Rope of Mending. 302
(NPCs).84 Phlegethos. 202 Invisiaility, 288 religious practice. 75 Ruby of the War Mage
as party members Pipe of Smoke Monsters, Potion of Growth, 288 Reliquary Bastion facility, 302
23.88 285 Potion of Healing, 288 344 Rudolph van Richten, 361
portrayals of, 32 Pipes of Haunting, 285 Potion of Heroism, 288 Reload property, 72 rulebooks. 6
recurring. 88 Pipes of the Sewers, 285 Potion of Invisibility, 288 renown, 92 rule of fun, 12
northern Flanaess, 166 place to play, 6 Potion of Invulnerability, resolving outcomes, 27 rules discussions, 18
note-taking materials, 6 Plague-Mort, 206 288 respect, mutual, 15 rules interpretations.
NPC Appearance table, Plain of Infinite Portals, Potion of Longevity, 288 respect for the DM. 18 recording, 13
86 180 Potion of Mind Reading, respect for the players, 17 running combat, 42
NPC Secrets table. 88 plan adventures, 139 288 rests, 118 running exploration. 33
NPC Tracker sheet, 87 Planar Adventure Potion of Poison, 288 Revolver, 73 running social
Oathbou'. 282 Situations table, 179 Potion of Pugilism, 289 rewards, adventure, 120 interaction, 32
objectives, encounter, 112 planar adventuring, 178 Potion of Resistance, 289 rewards, milestone, 49 running the game. 21
Observatory Bastion planar dissonance, 176 Potion of Speed, 289 rewards, quest, 121 Sacristy Bastion facility.
facility, 343 planar effects, 69 Potion of Vitality, 289 Ribcage, 206 344
obstacles (in travel), 40 planar portals, 176 Potion of Water Breathing, Riftcanyon, 147 Saddle of the Cavalier. 302
Ocanthus, 182 planar travel, 176 289 rights, special, 81 Sample Fear DCs table.
Oceanus, River, 177 plan encounters, 112 Potions magic item Rigus, 206 70
Oerik, 143 Plane of Ash, 207 category, 216 Ring of Animal Influence. Sample Guilds table. 34)
Oerth, 143 Plane of Ice, 207 Pot of Awakening, 289 292 Sample Mental Stress
Oil of Etherealness, 282 Plane of Magma, 207 precipitation, 38, 69 Ring of Djinni Effects table. 70
Oil of Sharpness, 282 Plane of Ooze, 207 premise, adventure, 105 Summoning, 292 Sanctuary Bastion facility.
Oil of Slipperiness, 283 Plane of Shadow. See premise, campaign, 129 Ring of Elemental 345
Oil ofTaggit poison, 91 Shadowfell, 208 prepared defenders, 118 Command, 292 Sanctum Bastion facility,
Oinos, 197 planes and alignment, 51, preparing a session, 8 Ring of Evasion, 293 346
old Keoland, 169 174. 176 prestige, marks of, 80 Ring of Feather Falling, saving throws, 29
one-hour guideline, 8 Planescape, 136 Primus, 198, 200 293 scaling lethality. 62
Ooze, Plane of, 207 planes of existence, 173 Prince of Frost, 360 Ring of Free Action, 293 Scarab of Protection. 302
optimizing, 21 Plate Armor of Prismeer, 195 Ring of Invisibility, 293 Scarlet Order. 146
Orb of Direction, 283 Etherealness, 286 problem-solving, 22 Ring of Jumping, 293 Scheduling Games
Orb of Dragon kind, 283 player(s), 6 proficiency, 27 Ring of Mind Shielding. sidebar. 6
Orb of Time, 284 absent, 24 properties, firearms, 72 293 science fantasy. 135
Orcus. 181 die rolling, 18 Prosthetic Umb, 290 Ring of Protection, 294 Scimitar of Speed. 302
Order of the Hart, 146 drawing attention, 26 psychic dissonance. See Fing of Regeneration, 294 Scriptorium Bastion
orders (Bastion), 336 drawing in (to an planar dissonance, 176 Fing of Resistance, 294 facility, 346
organization ethos, 51 adventure), 110 psychic wind, 185 Ring of Shooting Stars, Scroll of Protecuon. 302
organizations engaging (in social Psychic Wind Location 294 Scroll of Titan
(Greyhawk), 146 interaction), 32 Effects table, 185 Ring of Spell Storing. 295 Summoning 303
Orthrys, 187 exploiting the rules, 19 Psychic Wind Psychic Ring of Spell Turning, 295 Scrolls magic item
Otiluke, 146. 360 favorites, 140 Effects table, 185 Ring of Swimming, 295 category. 216
Otto, 146. 360 finding, 6 Pub Bastion facility, 344 Ring of Telekinesis, 295 Sea of Fire. 189
outcomes, resolving, 27 getting invested, 140 Purple Worm Poison, 91 Ring of the Ram, 296 Sea of Ice. 191
Outer Planes, 174 incorporating new, 24 Quaal's Feather Token, Ring of Three Wishes, 296 Sea of Light. 191
alignment and the. 51, input (to a campaign), 290 Ring of Warmth, 296 searches (m travel) 41
174. 176 129 Quarterstaff of the Ring of Water Walking, 296Secret Doors table. 64
layers of the. 176 know your, 21 Acrobat, 291 Ring of X-ray Vision 296 secrets and discovery. 26
traveling the. 177 overly cautious, 18 quasi-deities, 74 Rings magic item seelie fey. See Summer
Outer Planes table, 174 with multiple Queen of Air and category, 216 Court, 195
Outlands. 174, 205 characters, 23 Darkness, 195, 360 Rival Coin. 296 selling magic items 21 7
pace, encounter, 118 play style, 13 quest rewards, 121 River Oceanus, 177 Semiautomatic Pistol 73
Paladine. See Bahamut, Pluton, 197 quicksand pit hazard. 77 River Styx. 178 Sending Stones, 303
354 poison, 90 Quiver of Ehlonna, 291 River Styx hazard, 78 sentient magic items. 226
Pale Tincture poison, 91 poisoned darts trap, 101 Radiant Citadel, 193 roads. 38 Sentinel Shield. 303
Pandemonium. 69. 174. poisoned needle trap. 102 Rain of Colorless Fire, Robe of Eyes. 297 serials. 139
206 poisonous gas hazard. 77 147 Robe of Scintillating Serpent Venom poison
Pandesmos, 206 Pole of Angling, 286 Ram siege equipment. 97 Colors. 297 91
pantheon, creating a, 74 Pole of Collapsing. 286 random encounters. 119 Robe of Stars. 297 session, game. 9
Para-elemental Planes, Porphatys. 187 Random Individual Robe of the Archmugi, 298 ending a. 10
207 Portable Hole. 286 Treasure table, 120 Robe of Useful Items. 298 preparing a 8
parcels of land, 81 Portcullises table. 64 random magic item rarity. Rock of Bral. 361 session based
party leader 23 Positive Plane, 208 218 rockslide hazard. 78 advancement 49
passing time. 10 possession, demonic. 60 random magic items Rod of Ab^pt on. 299 session zero. 137
passive checks, 28 Poster Map sidebar, 14 3 tables. 326 Rod of Alertness 299 setting adventure 109
taking turns, 23. 34 Training to Gain levels
setting, campaign 116 Stable Bastion facility. table. 49
settlements, 91 147 Talisman of Pure Good. traits, creature. 57
of Mog^^
settlement tables, 91 Staff of Adornment 106 314 traps, 100
Settlement Tracker sheet Staff of Birdcalls, 307 Talisman of the Sphere building your own. 103 Wand of Orcus. 320
95 Staff of Charming, 307 315 travel. 36 WondofPorohfi .
Seven Heavens See Talisman of Ultimate Evil.
Staff of fur, 307 between worlds, 199 WandofPo^^
Mount Celestia, 200 Staff of Flowers, 308 315 in the Outer Planes. ^ndofPyroteZ4
Sewer Plague magical
contagion, 61
Staff if Frost, 108
Staff of Heahng. 108
talking Doll. 315
Tankaid of Sobriety, 315 177
pace. 38
Wand of Secret,, 322 121
Wand of the War Map,
shadow crossings 208 Staff of Power, 108 Targets in Area of Effect
Travel Planner sheet, 37 *1. *2, or .J 322”
Shadowfell, 208 Staff of Striking, 109 table, 83 Travel Terrain table, 38 Wand of Web 322
Shadowfell Despair table Staff of Swarming Insects, Tasha See Iggwilv, 358 treasure, 213
210 109 Teleportation Circle Wand of Wonder, 322
Bastion facility, 347 hoards, 120 Wands magic item
Shat, 164 Staff of the Miter. 309
Shedaklah (the Slime Staff of the Magi. 310 Temple of Elemental Evil. individual. 120 category, 217
144, 164 monster preferences, war, 135
Pits). 181 St a ff of the Python, 111 121
Shield +1,+2, or + 3, 303 Staff of the Woodlands. Temple of the Far War Room Bastion
Horizon, 156 themes, 121, 213 facility, 349
Sh ield of Expression 101 111 Trebuchet siege
Shield of Missile Staff of Thunder and Temple of the Radiant water, 68
Sun, 156 equipment, 97 Water, Elemental pjar
Attraction, 104 Lightning, 311 Trident of Fish Command. of, 190
Shield oftht Cava lier 104 Staff of Withenng, 312 Tentacle Rod, 316
Shotgun, 21 Thalasia, 191 317 Waterdeep. 363
Staffs magic item
shrines 67 category, 217 Thanatos, 181 Troll Fens. 166 Wave. 323
Shurrock, 186 starting level. 137, 220 Tharizdun, 148, 362 Trophy Room Bastion Weapon. *1, +2 or.3
siege equipment, 96 starting location, 138, Theater Bastion facility, facility, 349 324
Siege Towe- siege 149 348 Truth Serum poison. 91 Weapon of Warning, 374
equipment. 97 States of Ruin table, 67 Theros, 136 trying again, 28 Weapons magic item
Sight Rot magical step-by-step adventures, The Rule of Fun sidebar, Twin Paradises. See category. 217
contagion 61 105 12 Bytopia, 187 Weather table. 38
Sigil City of Doors. 210 step-by-step campaigns, things you need, 6 Typical DCs table, 29 webs hazard, 79
Silt Flats 191 127 thin ice, 69 Underdark, 362 Well of Many Worlds 324
Silver D’agon Inn. 155 Stone of Controlling Earth Three Glooms. See Undermountain, 362 western Flanaess. 170
Siivorra \>/eapor 304 Elementals, 312 Hades, 197 Underwater Encounter What’s New in the 2024
Sirocco Straits. 188 Stone of Cood Luck Thuldanin, 182 Distance table, 36 Version? sidebar 5
size and space. creature, (Luckstone), 312 Thunderous Creatclub, Unearthed Arcana, 157 Whelm, 324
44 Storehouse Bastion 316 Universal Solvent, 318 White Plume Mountain
skills See proficiency, 27 facility, 347 Tiamat, 362 unseelie fey. See 147
Slime Pits (Shedaklah), story-based tiers of play, 106, 131 Gloaming Court, 195 wilderness. See travel 36
181 advancement, 49 timed events, 142 Urban Chase adventure setting. 109
Slippers of Spider storytelling, 22 time in the campaign, Complications table, Wilderness Chase
Climbing. 304 Strahd von Zarovich, 361 142 54 Complications table.
slippery ice. 69 Strixhaven, 136 timewarp (Feywild), 196 urgency and rests, 118 54
slower travelers, 38 strong wind, 69 Tintibulus, 182 Using Published wilderness maps. 33
smal groups. 23 structured turns, 23 tips, DM, 5 Adventures sidebar, wild magic zone. 69
Smithy Bastion facility, Stygia, 203 Titania. See Summer 105 Wildspace, 184
347 Styx, River, 78, 178 Queen, 195 Using the Game wind, strong, 69
Smoke Grenade, 73 Subvert Cliches sidebar, titans, 74 Expectations Sheet Wind Fan. 325
Smoiaermg Armor, 305 111 titles, 81 sidebar, 15 Winds of Pandemonium
social contract of success at a cost, 30 Tomb of Horrors, 166 Vajra Safahr, 362 planar effect. 69
adventures, 18 Summer Court, 195 Tome of Clear Thought, Valachan. 209 Winged Boots, 325
socia interaction, 32 Summer Queen, 195, 362 317 Valor's Call, 363 Winged Cod. The.
encounters, 114 Sun Blade, 312 Tome of Leadership and vaults, 67 adventure, 123
social zing. 22 supernatural gifts, 98 Infuence, 317 Veena, 148, 363 Wings of Flying, 325
Solania, 201 Supernatural Hooks Tome of the Stilled Tonguevehicles, 39 Wondrous Items magic
sourcebooks, 7 table, 111 317 Venger, 363 item category, 217
Sovereign Clue 305 supernatural horror, 134 Tome of Understanding, Venya, 201
Spawning Stone. 198 Suspended Cauldron 317 work areas. 67
vestiges, 74 Workshop Bastion facilit)
siege equipment, 97 tools. See proficiency, 27 Veteran's Cane, 318
Special Facilities table Swamp of Oblivion Torch, 206 349
Vi, 363 Wraps of Unarmed Power
337 (Plane of Ooze), 207 Torchy's, 189
swashbuckling, 135 vicious vine hazard, 78 325
Torpor poison, 91
Acquisition table. 335 sword and sorcery, 133 total party kill ("TPK"). Vicious Weapon, 318 Writing for Yourself
Sword Coast, 362 village, 93 sidebar. 106
See what if everyone villain, 88, 106. 140 Wyvern Poison 91
descriptions, 336 Smord of Ansurering, 313 dies? 63
spec al favors 81 Sword of Kas. 313 virtual table, 19 Xanathar, 363
Tower Arcane, 197 visibility, 36
special movement, 39 Sword of Life Stealing, 314town, 93 Xaos. 206
Sword of Sharpness, 314 tracking information Vlaakith, 363 XP Budget per Characte’
Sword of Vengeance, 314 Vorpal Sword, 318 table. 115
conditions, 43 Walloping Ammunition Yawning Portai, 364
Sword of Wounding, 3) 4 Initiative, 42
Sylvania 206 318 182 ,
monster Hit Points. 42 wandering monsters See Yeenoghu,
hield 305 Sylvan Talon, 314 position at long range yellow mold hazard
r 136 Szass 1am, 362 random encounters “yes. and. " 31 T
table rules See ensuring 119 Yggdrasil, the World "‘ss
'8 time, 34
fun for all. 15 tracking (in travel). 4) Wand of Binding 318 178
table talk Sae Do You Trade Bars table. 213 Wand of Conducting, 319 Yolande. 364
Really Ito That? 17 Tradegate, 20b Wand of Enemy Detection Your World s Calenda
tactical maps 44 319 sidebar. 145
trade Goods table, 213
tragic limits 17 Ysgard, 174.210
362 training, g| Wand of Fireballs, 319
i. 10 WggxdoTughtnngBo 23828.352,

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