S HADOWFELL • iven stood in the uppermost room of the central tower of ·is citadel-a fortress of shadows and dark stone carved in -elief into the sheer face of a jagged peak . ... The starless ·tack vault of the plane's sky hung over a landscape of gray nd black, where lived the dark simulacra of actual things. hadows and wraiths and specters and ghosts and other !.mdead hung in the air around the citadel, or prowled ~he foothills and plains near it, so numerous their glowing ~res looked like swarms of fireflies. He felt the darkness in everything he could see.jelt it as an extension of himself, and the feeling made him too big by half. -PaulS. Kemp, The Godborn he Shadowfell, also called the Plane of Shadow, is a dimension of black, gray, and white where most other color has been leached from everything. It is a place of darkness that hates the light, where the sky is a black ault with neither sun nor stars. The Shadowfell overlaps the Material Plane in much r.be same way as the Feywild. Aside from the colorless landscape, it appears similar to the Material Plane. Landmarks from the Material Plane are recognizable on the Shadowfell, but they are twisted and warpeddistorted reflections of what exists on the Material Plane. Where a mountain stands on the Material Plane, the corresponding feature on the Shadowfell is a jagged rock outcropping with a resemblance to a skull, a heap of rubble, or perhaps the crumbling ruin of a once-great castle. A forest on the Shadowfell is dark and twisted, its branches reaching out to snare travelers' cloaks, and its roots coiling and buckling to trip those who pass by. Shadow dragons and undead creatures haunt this bleak plane, as do other creatures that thrive in the gloom, including cloakers and darkmantles. SHADOW CROSSINGS Similar to fey crossings, shadow crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can walk from one plane to the other. A blot of shadow in the corner of a dusty crypt might be a shadow crossing, as might an open grave. Shadow crossings form in gloomy places where spirits or the stench of death lingers, such as battlefields, graveyards, and tombs. They manifest only in darkness, closing as soon as they feel light's kiss. DOMAINS OF DREAD In remote corners of the Shadowfell, it is easy to reach horrific demiplanes ruled over by accursed beings of terrible evil. The best known of these is the valley of Barovia, overlooked by the towering spires of Castle Ravenloft and ruled by Count Strahd von Zarovich, the first vampire. Beings of the Shadowfell called the Dark Powers created these domains as prisons for
these "darklords," and through cruelty or carelessness trapped innocent mortals in these domains as well. OPTIONAL RULE: SHADOWFELL DESPAIR A melancholic atmosphere pervades the Shadowfell. Extended forays to this plane can afflict characters with despair, as reflected in this optional rule. When you deem it appropriate, though usually not more than once per day, you can require a character not native to the Shadowfell to make a DC 10 Wisdom saving throw. On a failure , the character is affected by despair. Roll a d6 to determine the effects, using the Shadowfell Despair table. You can substitute different despair effects of your own creation. SHADOWFELL DESPAIR d6 Effect l-3 Apathy. The character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: "I don't believe I can make a difference to anyone or anything." 4-5 Dread. The character has disadvantage on all saving throws and gains the following flaw: "I am convinced that this place is going to kill me." 6 Madness. The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: "I can't tell what's real anymore." If a character is already suffering a despair effect and fails the saving throw, the new despair effect replaces the old one. After finishing a long rest, a character can attempt to overcome the despair with a DC 15 Wisdom saving throw. (The DC is higher because it's harder to shake off despair once it has taken hold.) On a successful save, the despair effect ends for that character. A calm emotions spell removes despair, as does any spell or other magical effect that removes a curse. EVER NIGHT The city of Neverwinter in the world of the Forgotten Realms has a dark reflection on the Shadowfell: the city of Evernight. Evernight is a city of cracked stone edifices and homes of rotten wood. Its roads are made mostly of trampled grave dust, and its few cobbled streets are missing enough stones that they appear pockmarked. The sky is corpse gray, and the breeze blows cold and humid, bringing a chill to the skin. The city's living residents include mad necromancers, corrupt purveyors of human flesh, worshipers of evil deities, and others who are able to make themselves useful and crazy enough to want to live here. But the living are a minority in Evernight, for the bulk of the population consists of the shambling dead. Zombies, wights, vampires, and other undead make the city their home, all under the watchful eyes of the ruling caste: intelligent, flesh-eating ghouls. Rumors abound that this foul place mirrors one city on every world. .... CHAPTER 2 I CREATING A MULTIVERSE jill' INNER PLANES He was lying on his back upon baked and smoldering stone. staring up at a smoky gray sky lit fro m distant and unseen fires. Around him, a sea of lava burped gouts of gas and jets of flame. The Elemental Plane of Fire. Thank the fell ones, Vhok thought. I never thought I'd be so happy to be here. -Thomas M. Reid, Th e Gossamer Plain The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all worlds were made. The four Elemental Planes- Air, Earth, Fire, and Water- form a ring around the Material Plane, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble places in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. But the dominant element exerts a strong influence on the environment, reflecting its fundamental qualities. The inhabitants of this inner ring include aarakocra, azers, dragon turtles, gargoyles, genies, mephits, salamanders, and xorn. Some originated on the Material Plane, and all can travel to the Material Plane (if they have access to the magic required) and survive there. As. they extend farther from the Material Plane, the Elemental Planes become increasingly alien and hostile. Here, in the outermost regions, the elements exist in their purest form: great expanses of solid earth, blazing fire , crystal-clear water, and unsullied air. Any foreig-n substance is extremely rare; little air can be found in the outermost reaches of the Plane of Earth, and earth is all but impossible to find in the outermost reaches of the Plane of Fire. These areas are much less hospitable to travelers from the Material Plane than the border regions are. Such regions are little known, so when discussing the Plane of Fire, for example, a speaker usually means the border region. The outermost regions are largely the domains of elemental spirits barely recognizable as creatures. The creatures usually called elementals dwell here, including the Elemental Princes of Evil (primordial beings of pure elemental fury) and elemental spirits that spellcasters can bind into galeb duhrs, golems, invisible stalkers, magmin, and water weirds. These elemental creatures don't need food or other sustenance on their home planes, because they are sustained by the elemental energies that saturate those planes. ELEMENTAL CHAOS ---- At the farthest extents of the Elemental Planes, the pure elements dissolve and bleed together into an unending
wt of clashing energies and colliding substance ed the Elemental Chaos. Elementals can be found -a well, but they usually don't stay long, preferring ~ .:omfort of their native planes. Reports indicate ~xis nce of weird hybrid elementals native to the ental Chaos, but such creatures are seldom seen • er planes. ~A entia! nature of air is movement, animation, and ration. Air is the breath of life, the winds of change, - c;-e h breeze that clears away the fog of ignorance -· e tuffiness of old ideas. -- Plane of Air is an open expanse with constant of varying strength. Here and there, chunks of -- drift in the openness- the remnants of failed , ·ons by denizens of the Plane of Earth. These earth .: erve as homes for the creatures of elemental air, :::1any motes are covered with lush vegetation. Other es live on cloud banks infused with enough o become solid surfaces, strong enough to n rowns and castles. · ·ng cloud banks can obscure visibility in any ·on in the plane. Storms are frequent, mostly on . "tb a strong thunderstorm but occasionally more - ;;erce tornadoes or mighty hurricanes. The air is ~ except near the Plane of Water (where it is biting - and the Plane of Fire (where it is searing hot). ~and snow fall only in the part of the plane nearest --.-Plane of Water. r of the Plane of Air is a complex web of air :-="'"'"'· currents, and winds called the Labyrinth . These range from stiff breezes to howling gales can rip a creature apart. Even the most skilled ~g creatures must navigate these currents carefully, -g \Yith the winds, not against them. -::re and there among the Labyrinth Winds are :.:.en realms reachable only by following a particular :"' ·ence of flowing winds, and thus largely protected r attackers. One such realm is fabled Aaqa, a - · g domain of silver spires and verdant gardens _ a fertile earth mote. The Wind Dukes of Aaqa are ted to law and good, and they maintain a vigilant h against the depredations of elemental evil and the G<>achment of the Elemental Chaos. They are served aarakocra and a little-known race called the vaati. - -e region of the Plane of Air nearest the Great . -"agration is called the Sirocco Straits. Hot, dry · scour the earth motes in this area to dry and ::-en chunks of rock. Gargoyles and their allies from - 0 lane of Earth gather here to launch raids into the ~of Aaqa . 3e een the Sea of Fire (on the Plane of Fire) and irocco Straits is a towering firestorm called the reat Conflagration, sometimes called the Plane of -"-.Howling winds from the Plane of Air mix with the - · er storms and lava of the Plane of Fire to create an ess storm front-a wall of flames, smoke, and ash. -= thick ash obscures sight beyond a few dozen feet, - the battering winds make travel difficult. Here and =-e. ash clusters into floating realms where outlaws fugitives take shelter. 0
At the other end of the plane. near the Frostfell (the plane of ice that borders the Plane of Water), is a region of frigid winds called the Mistral Reach. These gales drive snowstorms into the Frostfell and away from it, .toward the heart of the plane. Earth motes in the reach are covered with snow and ice. PLANE OF EARTH I Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane's position opposite the Plane of Air in the ring of the Elemental Planes reflects its opposition to almost everything air represents. The Plane of Earth is a chain of mountains rising higher than any mountain range in the Material Plane. It has no sun of its own, and no air surrounds the peaks of its highest mountains. Most visitors to the plane arrive by way of caves and caverns that honeycomb the mountains. The largest cavern beneath the mountains, called the Great Dismal Delve or the Sevenfold Mazework, is home to the capital city of the dao, the City of jewels. The dao take great pride in their wealth and send teams of slaves across the plane in search of new veins of ore and gemstones to exploit. Thanks to their efforts, every building and significant object in the city is made from precious stones and metals, including the slender gemstone-inlaid spires that top most buildings. The city is protected by a powerful spell that alerts the entire dao population if a visitor steals even a single stone. Theft is punishable by death, with punishment extending to the thief's relatives. The mountains nearest the Fountains of Creation (on the Plane of Fire) are called the Furnaces. Lava seeps through their caverns, and the air reeks of sulfur. The dao have great forges and smelting furnaces here to process their ores and shape their precious metals. The border region between the planes of Water and Earth is a horrid swamp where twisted, gnarled trees and thick, stinging vines grow from the dense muck and slime. Here and there within the Swamp of Oblivion (also called the Plane of Ooze), stagnant lakes and pools play host to thickets of weeds and monstrous swarms of mosquitoes. The few settlements here consist of wooden structures suspended above the muck. Most are built on platforms between trees, but a few stand on stilts driven deep into the muck. No solid earth underlies the mud of the swamp, so houses built on poles eventually sink down into it. It is said that any object cast into the Swamp of Oblivion can't be found again for at least a century. Now and then, a desperate soul casts an artifact of power into this place, removing it from the multiverse for a time. The promise of powerful magic lures adventurers to brave the monstrous insects and hags of the swamp in search of these treasures. The region of the plane nearest the Swamp of Oblivion is called the Mud Hills. Landslides constantly wear away the slopes of the hills, sending cascades of earth and stone into the bottomless swamp. The Plane of Earth seems to constantly regenerate the land, pushing new hills up as the old ones erode to nothing.
PLANE OF FIRE Fire represents vibrancy, passion, and change. At its worst, it is cruel and wantonly destructive, as the efreet often are, but at its best, fire reflects the light of inspiration, the warmth of compassion, and the flame of desire. A blazing sun hangs at the zenith of a golden sky above the Plane of Fire, waxing and waning on a 1-l-hour cycle. It ranges from white hot at noon to deep ::-ed at midnight, so the darkest hours of the plane display a deep red twilight. At noon, the light is nearly lin ding. Most business in the City of Brass (see below) takes place during the darker hours. The weather on the plane is marked by fierce winds and thick ash. Although the air is breathable, creatures ot native to the plane must cover their mouths and eyes to avoid stinging cinders. The efreet use magic to ·eep the cinder storms away from the City of Brass, - ut elsewhere in the plane, the wind is always at least · lustery and rises to hurricane force during the orst storms. The heat in the Plane of Fire is compa rable to a hot desert on the Material Plane, and poses a ::imilar threat to travelers (see "Extreme Heat" in hapter 5, "Adventure Environments"). The deeper one goes into the plane, the rarer water becomes. 3eyond a point, the plane holds no sources of water, - travelers must carry their own supplies or produce ater by magic. The Plane of Fire is dominated by the vast Cinder astes, a great expanse of black cinders and embers ossed by rivers of lava. Roving bands of salamanders bartle each other, raid azer outposts, and avoid the ~ reet. Ancient ruins dot the desert- remnants of :"orgotten civilizations. A great range of volcanic mountains called the Fountains of Creation is home to azers. These rocky ;>eaks curl from the edge of the Plane of Earth around - e Cinder Wastes toward the fiery heart of the plane. the edge of the plane, the mountains are also called e P la ne of Magma. Fire giants and red dragons :nake their homes here, as well as creatures from the eighboring planes. Lava flows through the volcanoes toward the Plane f Air and pools into a great lava sea, called the Sea of Fire, sailed by efreet and azers in great brass ships. -lands of obsidian and basalt jut up from the sea, otted with ancient ruins and the lairs of powerful ::-ed dragons. On the shore of the Sea of Fire stands the City of Brass. THE CITY OF BRASS Perhaps the best-known location in the Inner Planes is the City of Brass, on the shores of the Sea of Fire. This i the fabled city of the efreet, and its ornate spires and metal walls reflect their grandiose and cruel nature. True to the nature of the Plane of Fire, everything in , the city seems alive with dancing flames, reflecting the .;brant energy of the place. Adventurers frequently come here on quests for .egendary magic. If it's possible to buy magic items at all. the City of Brass is the most likely place to find any
item for sale, though the price might wei! be more than gold. The efreet are fond of trading in favors, especially when they have the upper hand in negotiations. Perhap a magical disease or poison can be cured only with something that must be purchased in the bazaars of the city. The heart of the city is the towering Charcoal Palace, where the tyrannical sultan of the efreet reigns supreme, surrounded by efreet nobles and a host of slaves, guardians, and sycophants. PLANE OF WATER The nature of water is to flow, not like the gusting wind or the leaping flame , but smoothly and steadily. It is the rhythm of the tide, the nectar of life, the bitter tears of mourning, and the balm of sympathy and healing. Given time, it can erode all in its path. A warm sun arcs across the sky of the Plane of Water, seeming to rise and set from within the water at the visible edge of the horizon. Several times a day, however, the sky clouds over and releases a deluge of rain, often accompanied by spectacular shows of lightning, before clearing up again. At night, a glittering array of stars and auroras bedecks the sky. The Plane of Water is an endless sea, called the Sea of Worlds, dotted here and there with atolls and islands that rise up from enormous coral reefs that seem to stretch forever into the depths. The storms that move across the sea sometimes create temporary portals to the Material Plane and draw ships into the Plane of Water. Surviving vessels from countless worlds and navies ply these waters with little hope of ever returning home. The weather on the plane is a lesson in extremes. If the sea isn't calm, it is battered by storms. On rare oc.casions, a tremor in the planar firmament sends a rogue wave sweeping across the plane, swamping entire islands and driving ships down to the reefs. Life flourishes in the upper reaches of the Sea of Worlds, called the Sea of Light because of the sunlight filtering down into the water. Aquatic humanoids craft castles and fortresses in the coral reefs. The marids are the distant stewards of this region, content to allow the lesser folk to compete for territory. The nominal emperor of the marids dwells in the Citadel ofTen Thousand Pearls, an opulent palace made of coral and studded with pearls. The deeper extents of the plane, where no sunlight reaches, are called the Darkened Depths. Horrid creatures dwell here, and the absolute cold and crushing pressure mean a swift end to creatures accustomed to the surface or the Sea of Light. Krakens and other mighty leviathans claim this realm. Any land that rises above the surface of the sea is hotly contested by the few air-breathers that live on the plane. Fleets of rafts and ships lashed together serve as solid ground where nothing else is available. Most natives of the plane never break the surface of the sea and thus ignore these habitations. One of the few actual islands on the plane is the Isle of Dread. The island is connected to the Material Plane by means of a regular storm that sweeps over the island.
'" ,, ' THE EM ENTAL PLANES ~rav lers who know the strange tides and currents of the plane can travel between worlds freely, but the 5 orms also wreck ships from the Material Plane on the - and's shore. The region of the Plane of Water nearest the Swamp of Oblivion (on the Plane of Earth) is called the Silt Flats. The water is thick with soil and sludge, and turns .mo muddy ground before giving way to the great swamp between the planes. At the other extreme of the plane is the Sea oflce, bordering the Frostfell. The frigid water is choked with cebergs and sheet ice, inhabited by the cold-loving creatures that inhabit the Frostfell. Drifting icebergs can carry these creatures farther into the Plane of 'Yater to threaten ships and islands in warmer seas. The Frostfell, also called the Plane of Ice, forms the border between the planes of Air and Water and is a seemingly endless glacier swept by constant, raging blizzards. Frozen caverns twist through the Plane of Ice, home to yetis, remorhazes, white dragons, and other creatures of cold. The inhabitants of the plane engage in a never-ending battle to prove their strength and ensure their survival. Its dangerous monsters and bitter cold make the Frostfell a dangerous place to travel. Most planar ·:oyagers keep to the air, braving the powerful winds and driving snow to avoid setting foot on the great glacier. ·cinder Wastes OUTER PLANES Streamers of noxious gas streaked that crimson dome like dirty clouds. They whirled to form what looked like giant eyes staring down, eyes that were swept away before they couldfocus, only to form anew, again and again. Beneath the ruby glow lay a dark nightmare land of bare rock and flumes of sparks and goutingjlame, where things slithered and scrambled half-seen in the shadows. Mountains clawed the ruby sky. The Land of Teeth , Azuth had once aptly called it, surveying the endless jagged rocks. This was the Greeting Ground, the realm of horror that had claimed the lives of countless mortals. He was whirling along above Avernus, uppermost of the Nine Hells. -Ed Greenwood, Elminster in Hell If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes provide the direction, thought, and purpose for its construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities. When discussing anything to do with deities, the language used must be highly metaphorical. Their CHAPTER 2 J CREATING A MULTlVERSE 57
actual homes aren't literally places at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at a whim of the powerful forces that dwell on these planes, which can remake them completely, effectively erasing and rebuilding existence to better fulfill their divine needs. Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes can seem quite small, but they can also stretch on to what seems like infinity. Adventurers could take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day- if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer. The default Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality, which is represented by the Outlands, described in the section on "Other Planes") and the shades of distinction between them. THE OUTER PLANES Outer Plane Mount Celestia, the Seven Heavens of Bytopia, the Twin Paradises of Elysium, the Blessed Fields of The Beastlands, the Wilderness of Arborea, the Olympian Glades of Ysgard , the Heroic Domains of Limbo, the Ever-Changing Chaos of Pandemonium, the Windswept Depths of The Abyss, the Infinite Layers of Carceri, the Tarterian Depths of Hades, the Gray Waste of Gehenna, the Bleak Eternity of The Nine Hells of Baator Acheron, the Infinite Battlefield of Mechanus, the Clockwork Nirvana of Arcadia, the Peaceable Kingdoms of Alignment LG NG, LG NG NG, CG CG CN,CG CN CN, CE CE NE,CE NE NE, LE LE LN , LE LN LN , LG The planes with an element of good in their nature are called the Upper Planes, while those with an element of evil are the Lower Planes. A plane's alignment is its essence, and a character whose alignment doesn't match the plane's alignment experiences a sense of dissonance there. When a good creature visits Elysium, for example, it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable. The Upper Planes are the home of celestial creatures, including angels, couatls, and pegasi. The Lower Planes are the home of fiends: demons, devils, yugoloths, and their ilk. The planes in between host their own unique denizens: the construct race of modrons CHAPTER 2 I CREATING A MULTT\'ERSE inhabit Mechanus, and the aberrations called slaadi thrive in Limbo. LAYERS OF THE O UTER PLANES Most of the Outer Planes include a number of distinct environments or realms. These realms are often imagined and depicted as a stack of related parts of the same plane, so travelers refer to them as layers. For example, Mount Celestia resembles a seven-tiered layer cake, the Nine Hells has nine layers, and the Abyss has a seemingly endless number of layers. Most portals from elsewhere reach the first layer of a multilayered plane. This layer is variously depicted as the top or bottom layer, depending on the plane. As the arrival point for most visitors, the first layer functions like a city gate for that plane. TRAVELING THE OUTER PLANES Traveling between the Outer Planes isn't dissimilar from reaching the Outer Planes in the first place. Characters traveling by means of the astral projection spell can go from one plane into the Astral Plane, and there search out a color pool leading to the desired destination. Characters can also use plane shift to reach a different plane more directly. Most often, though, characters use portals- either a portal that links the two planes directly or a portal leading to Sigil, City of Door . which holds portals to all the planes. Two planar features connect multiple Outer Planes together: the River Styx and the Infinite Staircase. Other planar crossings might exist in your campaign, such as a World Tree whose roots touch the Lower Planes and whose branches reach to the Upper Planes. or it might be possible to walk from one plane to another in your cosmology. THE RIVER STYX This river bubbles with grease, foul flotsam, and the putrid remains of battles along its banks. Any creature other than a fiend that tastes or touches the water ·is affected by a feeblemind spell. The DC of the Intelligence saving throw to resist the effect is 15. The Styx churns through the top layers of Acheron, the Nine Hells, Gehenna, Hades, Carceri, the Abyss, and Pandemonium. Tributaries of the Styx snake onto lower layers of these planes. For example, a tendril of the Styx winds through every layer of the Nine Hells, allowing passage from one layer of that plane to the next. Sinister ferries float on the waters of the Styx, crewed by pilots skilled in negotiating the unpredictable currents and eddies of the river. For a price, these pilots are willing to carry passengers from plane to plane. Some of them are fiends, while others are the souls of dead creatures from the Material Plane. THE INFINITE STAIRCASE The Infinite Staircase is an extradimensional spiral staircase that connects the planes. An entrance to the Infinite Staircase usually appears as a nondescript door. Beyond the portal lies a small landing with an equally nondescript stairway leading up and down. The Infinite Staircase changes appearance as it climbs and
-=:;.·.,.,-,<1·"-. going from simple stairs of wood or stone to a :umble of stairs hanging in radiant space, where s·eps share the same gravitational orientation. · that one can find one's heart's desire on -- ·re S taircase through diligent searching of ding. , to the Infinite Staircase are often tucked - dusty, half-forgotten places that no one -- or pays any attention to. On any given plane, ~2.D be multiple doors to the Infinite Staircase, =- entrances aren't common knowledge and are ally guarded by devas, sphinxes, yugoloths, and werful monsters. -• the Outer Planes has peculiar characteristics - 'e traveling through it a unique experience. A - s influence can affect visitors in various ways, such · g them to take on personality traits or flaws -=ect the disposition of the plane, or even shift m to more closely match the native inhabitants · ;>lane. Each plane's description includes one or tiona! rules that you can use to help make the u.rers' experiences on that plane memorable. • 0. "AL RULE: PSYCHIC DISSONANCE :the Outer Planes emanates a psychic -"',......,...,'""-cuce that affects visitors of an incompatible -ent-good creatures on the Lower Planes, evil the Upper Planes-if they spend too much - !.! the plane. You can reflect this dissonance with . ·ona l rule. At the end of a long rest spent on mpatible plane, a visitor must make a DC 10 ---'·urion saving throw. On a failed save, the creature · one level of exhaustion. Incompatibility between and chaotic alignments doesn't have the same -o Mechanus and Limbo lack this quality. MOUNT CELESTIA The single sacred mountain of Mount Celestia rises from a shining Silver Sea to heights barely visible and utterly incomprehensible, with seven plateaus marking its seven heavenly layers. The plane is the model of justice and order, of celestial grace and endless mercy, where angels and champions of good guard against incursions of evil. It is one of the few places on the planes where travelers can let down their guard. Its inhabitants strive constantly to be as righteous as possible. Countless creatures aim to reach the highest and most sublime peak of the mountain, but only the purest souls can. Gazing toward that peak fills even the most jaded of travelers with awe. OPTIONAL RULE: BLESSED BENEFICENCE In contrast to the dissonance experienced by evil creatures here, good creatures are literally blessed by the pervasive beneficence of the plane. Creatures of good alignment gain the benefit of the bless spell as long as they remain on the plane. In addition, finishing a long rest on the plane grants a good creature the benefit of a lesser restoration spell. BYTOPIA The two layers of the Twin Paradises of Bytopia are similar yet opposite: one is a tamed, pastoral landscape and the other an untamed wilderness, yet both reflect the plane's goodness and its acceptance of law and order when necessary. Bytopia is the heaven of productive work, the satisfaction of a job well done. The goodness flowing through the plane creates feelings of goodwill and happiness in creatures dwelling there. OPTIONAL RULE: PERVASIVE GOODWILL At the end of each long rest taken on this plane, a visitor that is neither lawful good nor neutral good CHAPTER 2 I CREATING A MULTIVERSE 59
6o must make a DC 10 Wisdom saving throw. On a failed save, the creature's alignment changes to lawful good or neutral good (whichever is closer to the creature's current alignment). The change becomes permanent if the creature doesn't leave the plane within ld4 days. Otherwise, the creature's alignment reverts to normal after one day spent on a plane other than Bytopia. Casting the dispel evil and good spell on the creature also restores its original alignment. ELYSIUM Elysium is home to creatures of unfettered kindness and compassion, and a welcome refuge for planar travelers seeking a safe haven. The plane's bucolic landscapes glimmer with life and beauty in their prime. Tranquility seeps into the bones and souls of those who enter the plane. It is the heaven of well-earned rest, a place where tears of joy glisten on many a cheek. OPTIONAL RuLE: OvERWHELMING joY Visitors spending any time on this plane risk becoming trapped by overwhelming sensations of contentment and happiness. At the end of each long rest taken on this plane, a visitor must make a DC 10 Wisdom saving throw. On a failed save, the creature is unwilling to leave the plane before taking another long rest. After three failed saving throws, the creature never willingly leaves the plane and, if forcibly removed, does everything in its power to return to the plane. A dispel evil and good spell removes this effect from the creature. THE BEASTLANDS The Beastlands is a plane of nature unbound, of forests ranging from moss-hung mangroves to snow-laden pines, of thick jungles where the branches are woven so tight that no light penetrates, of vast plains where grains CHAPTER 2 I CREATING A MULTIVERSE and wildflowers wave in the wind with vibrant life. The plane embodies nature's wildness and beauty, but it also speaks to the animal within all living things. OPTIONAL RULE: HUNTER'S PARADISE Visitors to the Beastlands find their hunting and stalking capabilities improved, and characters have advantage on Wisdom (Animal Handling), Wisdom (Perception), and Wisdom (Survival) checks while there. OPTIONAL RULE: BEAST TRANSFORMATION Whenever a visitor slays a beast native to the plane, the slayer must succeed on a DC 10 Charisma saving throw or become transformed (as the polymorph spell) into the type of beast that was slain. In this form, the creature retains its intelligence and ability to speak. At the end of each long rest, the polymorphed creature can repeat the saving throw. On a successful saving throw, the creature returns to its true form. After three failed saving throws. the transformation can be undone only by a remove curse spell or similar magic. ARBOREA Larger than life, Arborea is a place of violent moods and deep affections, of whim backed by steel, and of passions that blaze brightly until they burn out. Its good-natured inhabitants are dedicated to fighting evil, but their reckless emotions sometimes break free with devastating consequences. Rage is as common and as honored as joy in Arborea. There the mountains and forests are extravagantly massive and beautiful, and every glade and stream is inhabited by nature spirits that brook no infringement. Travelers must tread lightly. Arborea is home to many elves and elven deities. Elve born on this plane have the celestial type and are wild at heart, ready to battle evil in a heartbeat. Otherwise, they look and behave like normal elves.
O PTIONAL RULE: INTENSE YEARN ING -eep track of how many days a visitor spends on borea. When the visitor leaves, it must make a a risma saving throw against a DC of 5, plus 1 for ach day spent on the plane. On a failed save, the :;eature becomes afflicted with a yearning to return to - ;borea. As long as the effect persists, the creature has dvantage on ability checks. At the end of each long ~-r. the creature can repeat the saving throw, ending e effect on a success. A dispel evil and good spell -~mov s this effect from the creature. GARD :gard is a rugged realm of soaring mountains, deep -d . and windswept battlefields, with summers that -e long and hot, and winters that are wickedly cold - unforgiving. Its continents float above oceans of a nic rock, below which are icy caverns so enormous ... o hold entire kingdoms of giants, humans, dwarves, _- mes, and other beings. Heroes come to Ysgard to .:-their mettle not only against the plane itself, but also :ainst giants, dragons, and other terrible creatures that -:..:nder across Ysgard's vast terrain. ?TIONAL RULE: IMMORTAL WRATH ~,ard is the home of slain heroes who wage eternal - e on fields of glory. Any creature, other than a ~ ruct or undead, that is killed by an attack or a -- · while on Ysgard is restored to life at dawn the next _. The creature has all its hit points restored, and all ·[ions and afflictions it suffered before its death bo is a plane of pure chaos, a roiling soup of rmanent matter and energy. Stone melts into . [hat freezes into metal, then turns into diamond that burns up into smoke that becomes snow, and on and on in an endless, unpredictable process of change. Fragments of more ordinary landscapes- bits of forest, meadow, ruined castles, and even burbling streams-drift through the disorder. The whole plane is a nightmarish riot. Limbo has no gravity, so creatures visiting the plane float in place. A creature can move up to its walking speed in any direction by merely thinking of the desired direction of travel. Limbo conforms to the will of the creatures inhabiting it. Very disciplined and powerful minds can create whole islands of their own invention within the plane, sometimes maintaining those places for years. A simpleminded creature such as a fish, though, might have less than a minute before the pocket of water surrounding it freezes, vanishes, or turns to glass. The slaadi live here and swim amid this chaos, creating nothing, whereas githzerai monks build entire monasteries with their minds. OPTIONAL RULE: POWER OF THE MIND As an action, a creature on Limbo can make an Intelligence check to mentally move an object on the plane that it can see within 30 feet of it. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. On a successful check, the creature moves the object 5 feet plus 1 foot for every point by which it beat the DC. A creature can also use an action to make an Intelligence check to alter a non magical object that isn't being worn or carried. The same rules for distance apply, and the DC is based on the object's size: DC 10 for Tiny, DC 15 for Small, DC 20 for Medium, and DC 25 for Large or larger. On a success, the creature changes the object into another nonliving form of the same size, such as turning a boulder into a ball of fire.
Finally, a creature can use an action to make an Intelligence check to stabilize a spherical area centered on the creature. The DC depends on the radius of the sphere. The base DC is 5 for a 10-foot-radius sphere; each additional 10 feet added to the radius increases the DC by 5. On a successful check, the creature prevents the area from being altered by the plane for 24 hours, or until the creature uses this ability again. PANDEMONIUM Pandemonium is a plane of madness, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and dark, with no natural light. Wind quickly extinguishes nonmagical open flames such as torches and campfires. It also makes conversation possible only by yelling, and even then only to a maximum distance of 10 feet. Creatures have disadvantage on any ability check that relies on hearing. Most of the plane's inhabitants are creatures that were banished to the plane with no hope of escape, and many of them have been driven mad by the incessant winds or forced to take shelter in places where the winds die down until they sound like distant cries of torment. OPTIONAL RULE: MAD WINDS A visitor must make a DC 10 Wisdom saving throw after each hour spent among the howling winds. On a failed save, the creature gains one level of exhaustion. A creature that reaches six levels of exhaustion while on this plane doesn't die. Instead, the creature gains a random form of indefinite madness, as described in chapter 8, "Running the Game." Finishing a long rest doesn't reduce a creature's exhaustion level unless the creature can somehow escape the maddening winds. THE ABYSS ----------- -- The Abyss embodies all that is perverse, gruesome, and chaotic. Its virtually endless layers spiral downward into ever more appalling forms. Each layer of the Abyss boasts its own horrific environment. Although no two layers are alike, they are all harsh and inhospitable. Each layer also reflects the en tropic nature of the Abyss. In fact, much of what one sees or touches on the plane seems to be in a decaying, crumbling, or corroded state. OPTIONAL RULE: ABYSSAL CORRUPTION A non-evil visitor that finishes a long rest in the Abyss must make a DC 10 Charisma saving throw. On a failure, the creature becomes corrupted. Refer to the Abyssal Corruption table to determine the effects of this corruption. You can substitute different corruption effects of your own creation. After finishing a long rest, a corrupted creature can make a DC 15 Charisma saving throw. On a successful save, the corruption effect ends. A dispel evil and good spell or any magic that removes a curse also ends the effect. If a corrupted creature doesn't leave the plane within ld4 + 2 days, its alignment changes to chaotic evil. Casting the dispel evil and good spell on the creature restores its original alignment. CHAPTER 2 I CREATING A MULTIVERSE ABYSSAL CoRRUPTION dlO Result 1-4 Treachery. The character gains the following flaw: 5-7 8-9 10 "I can only achieve my goals by making sure that my companions don 't achieve theirs." Bloodlust. The character gains the following flaw: " I enjoy killin g for its own sake, and once I start, it's hard to stop." Mad Ambition. The character gains the following flaw: " I am destined to rule the Abyss, and my companions are tools to that end." Demonic Possession. The character is possessed by a demonic entity until freed by dispel evil and good or similar magic. Whenever the possessed character rolls a 1 on an attack roll, ability check, or saving throw, the demon takes control of the character and determines the character's behavior. At the end of each of the possessed character's turns, he or she can make a DC 15 Charisma saving throw. On a success, the character regains control until he or she rolls another 1. IMPORTANT LAYERS The layers of the Abyss are defined by the demon lords who rule them, as the following examples illustrate. More information about the demon lords can be found in the Monster Manual. The Gaping Maw. Demogorgon's layer in the Abyss is a vast wilderness of savagery and madness known as the Gaping Maw, where even powerful demons go insane with fear. Reflecting Demogorgon's dual nature, the Gaping Maw consists of a massive primeval continent covered in dense jungle, surrounded by a seemingly endless expanse of ocean and brine fiats. The Prince of Demons rules his layer from two serpentine towers, which emerge from a turbid sea. Each tower is topped with an enormous fanged skull. The spires constitute the fortress of Abysm, where few creatures can venture without descending into madness. Thanatos. If Orcus had his way, all planes would resemble his dead realm of Thanatos, and all creatures would become undead under his control. Under its black sky, Thanatos is a land of bleak mountains, barren moors, ruined cities, and forests of twisted black trees. Tombs, mausoleums, gravestones, and sarcophagi litter the landscape. Undead swarm across the plane, bursting from their tombs and graves to tear apart any creatures foolish enough to journey here. Orcus rules Thanatos from a vast palace known as Everlost, crafted of obsidian and bone. Set within a howling wasteland called Oblivion's End, the palace is surrounded by tombs and burial sites dug into the sheer slopes of narrow valleys, creating a tiered necropolis. The Demonweb. Lolth's layer is an immense network of thick, magical webbing that forms passageways and cocoon-like chambers. Throughout the web, buildings, structures, ships, and other objects hang as if caught in a spider's snare. The nature of Lolth's web creates random portals throughout the plane, drawing such objects in from demiplanes and Material Plane worlds
that figure into the schemes of the Spider Queen. Lolth's servants also build dungeons amid the webbing, trapping and hunting Lolth's hated enemies within crisscrossing corridors of web-mortared stone. Far beneath these dungeons lie the bottomless Demonweb Pits where the Spider Queen dwells. There, Lolth is surrounded by her handmaidens- yochlol demons created to serve her and which outrank mightier demons while in the Spider Queen's realm. The Endless Maze. Baphomet's layer of the Abyss is a never-ending dungeon, the center of which holds the Horned King's enormous ziggurat palace. A confusing jumble of crooked hallways and myriad chambers, the palace is surrounded by a mile-wide moat concealing a maddening series of submerged stairs and tunnels eading deeper into the fortress. The Triple Realm. The Dark Prince Graz'zt rules over the realm of Azzagrat, which encompasses three ayers of the Abyss. His seat of power is the fantastic Argent Palace in the city of Zelatar, whose bustling markets and pleasure palaces draw visitors from across me multiverse in search of obscure magical lore and perverse delights. By Graz'zt's command, the demons of Azzagrat present a veneer of civility and courtly comity. However, the so-called Triple Realm holds as uch danger as any other part of the Abyss, and planar i itors can vanish without a trace in its mazelike cities and in forests whose trees have serpents for branches. Death DeJJs. Yeenoghu rules a layer of ravines known Death Dells. Here, creatures must hunt to survive. .=:ven the plants, which must bathe their roots in blood, - are the unwary. Yeenoghu's servants, helping to sate eir master's hunger as he prowls his kingdom seeking _ ey, capture creatures from the Material Plane for lease in the Gnoll Lord's realm. CARCERI -:-he model for all other prisons in existence, Carceri - a plane of desolation and despair. Its six layers hold r bogs, fetid jungles, windswept deserts, jagged ountains, frigid oceans, and black ice. All form a · erable home for the traitors and backstabbers that --e trapped on this prison plane. O PTIONAL RULE: PRISON PLA NE _ -o one can leave Carceri easily. Magical efforts to leave · e plane by any spell other than a wish simply fail. :>onals and gates that open onto the plane become oney only. Secret ways out of the plane exist, but they are - -dden and well guarded by traps and deadly monsters. :-lADES ----------------------------------- - e layers of Hades are called the Three Gloomsaces without joy, hope, or passion. A gray land with :~ ashen sky, Hades is the destination of many souls - ar are unclaimed by the gods of the Upper Planes or · e fiendish rulers of the Lower Planes. These souls - come larvae and spend eternity in this place that cks a sun, a moon, stars, or seasons. Leaching away lor and emotion, this gloom is more than most visitors can stand. The "Shadowfell Despair" rule earlier in the apter can be used to represent a visitor's despair. OPTIONAL RULE: V I LE TRA NSFORMATION At the end of each long rest taken on the plane, a visitor must make a DC 10 Wisdom saving throw. On a failed save, the creature gains one level of exhaustion, which can't be removed while the creature remains in Hades. If the creature reaches six levels of exhaustion, it doesn't die. Instead, the creature permanently transforms into a larva, whereupon all levels of exhaustion afflicting the creature are removed. A larva is a miserable fiend that retains the facial features of its previous form but has the body of a fat worm. A larva has only a few faint memories of its previous life and the statistics in the larva stat block. Hades is crawling with larvae. Night hags, liches, and rakshasas harvest them for use in vile rituals. Other fiends like to feed on them. LARVA Medium fiend, neutral evil Armor Class 9 Hit Points 9 (2d8) Speed 20ft. STR 9 (-1) DEX 9 (-1) CON 10 (+0) Senses passive Perception 10 INT 6 (- 2) WIS 10 (+0) CHA 2 (-4) Languages understands the languages it knew in life but can't speak Challenge 0 (10 XP) ACTIONS Bite. Melee Weapon Attack:+ 1 to hit, reach 5 ft., one target. Hit: 1 (1d4- 1) piercing damage. GEHENNA Gehenna is the plane of suspicion and greed. It is the birthplace of the yugoloths, which dwell here in great numbers. A volcanic mountain dominates each of the four layers of Gehenna, and lesser volcanic earth bergs drift in the air and smash into the greater mountains. The rocky slopes of the plane make movement here difficult and dangerous. The ground inclines at least 45 degrees almost everywhere. In places, steep cliffs and deep canyons present more challenging obstacles. Hazards include volcanic fissures that vent noxious fumes or searing flames. Gehenna has no room for mercy or compassion. The fiends living here are among the greediest and most selfish in all the multiverse. OPTIONAL RULE: CRUEL HINDRANCE The plane's cruel nature makes it difficult for visitors to help one another. Whenever a visitor casts a spell with a beneficial effect, including a spell that restores hit points or removes a condition, the caster must first make a DC 10 Charisma saving throw. On a failed save, the spell fails, the spell slot is expended, and the action is wasted. CHAPTER 2 I CREATTNG A MULTI VERSE
THE NINE HELLS The Nine Hells of Baa tor inflame the imaginations of travelers, the greed of treasure seekers, and the battle fury of all moral creatures. It is the ultimate plane of law and evil and the epitome of premeditated cruelty. The devils of the Nine Hells are bound to obey the laws of their superiors, but they rebel within their individual castes. Most undertake any plot, no matter how foul, to advance themselves. At the very top of the hierarchy is Asmodeus, who has yet to be bested. If he were to be vanquished, the victor would rule the plane in turn. Such is the law of the Nine Hells. OPTIONAL RULE: PERVASIVE EVIL Evil pervades the Nine Hells, and visitors to this plane feel its influence. At the end of each long rest taken on this plane, a visitor that isn't evil must make a DC 10 Wisdom saving throw. On a failed save, the creature's alignment changes to lawful evil. The change becomes permanent if the creature doesn't leave the plane within ld4 days. Otherwise, the creature's alignment reverts to normal after one day spent on a plane other than the Nine Hells. Casting the dispel evil and good spell on the creature also restores its original alignment. THE NINE LAYERS The Nine Hells has nine layers. The first eight are each ruled by archdevils that answer to Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. Avernus. No planar portals connect directly to the lower layers of the Nine Hells, by Asmodeus's orders. As such, the first layer of Avernus is the arrival point for visitors to the plane. A vern us is a rocky wasteland with rivers of blood and clouds of biting flies. Fiery comets occasionally fall from the darkened sky and leave fuming impact craters behind. Empty battlefields are littered with weapons and bones, showing where the legions of the Nine Hells met enemies on their native soil and prevailed. The archduchess Zariel rules Avernus, supplanting her rival, Bel, who has fallen out of Asmodeus's favor and is forced to serve as Zariel's advisor. Tiamat, the Queen of Evil Dragons, is a prisoner on this layer, ruling her own domain but confined to the Nine Hells by Asmodeus in accordance with some ancient contract (the terms of which are known only to Tiamat and the Lords of the Nine). Zariel's seat of power is a soaring basalt citadel festooned with the partially incinerated corpses of guests who failed to earn the archduchess's favor. Zariel appears as an angel whose once-beautiful skin and wings have been ruined by fire. Her eyes burn with a furious white light that can cause creatures looking upon her to burst into flame . Dis. Dis, the second layer of the Nine Hells, is a labyrinth of canyons wedged between sheer mountains CHAPTER 2 I CREATING A MULTIVERSE rich with iron ore. Iron roads span and wend through the canyons, watched over by the garrisons of iron fortresses perched atop jagged pinnacles. The second layer takes its name from its current lord. Dispater. A manipulator and deceiver, the archduke is devilishly handsome, bearing only small horns, a tail, and a cloven left hoof to distinguish him from a human. His crimson throne stands in the heart of the Iron City of Dis, a hideous metropolis that is the largest in the Nine Hells. Planar travelers come here to conspire with devils and to close deals with night hags, rakshasas, incubi, succubi, and other fiends. Dispater collects a piece of every deal through special provisions that are added to contracts signed on his layer of the Nine Hells. Dispater is one of Asmodeus's most loyal and resourceful vassals, and few beings in the multiverse can outwit him. He is more obsessed than most devils with striking deals with mortals in exchange for their souls, and his emissaries work tirelessly to foster evil schemes in the Material Plane. Minauros. The third layer of the Nine Hells is a stench-ridden bog. Acidic rain spills from the layer's brown skies, thick layers of scum cover its putrid surface, and yawning pits lie in wait beneath the murk to engulf careless wanderers. Cyclopean cities of ornately carved stone rise up from the bog, including the great city of Minauros for which the layer is named. The slimy walls of the city rise hundreds of feet into the air, protecting the flooded halls of Mammon. The Archduke of Minauros resembles a massive serpent with the upper torso and head of a hairless, horned humanoid. Mammon's greed is legendary, and he is one of the few arch devils who will trade favors for gold instead of souls. His lair is piled high with treasures left behind by those who tried-and failed-to best him in a deal. Phlegethos. Phlegethos, the fourth layer, is a fiery landscape whose seas of molten magma brew hurricanes of hot wind, choking smoke, and pyroclastic ash. Within the fire-filled caldera of Phlegethos's largest volcano rises Abriymoch, a fortress city cast of obsidian and dark glass. With rivers of molten lava pouring down its outer walls, the city resembles the sculpted centerpiece of a gigantic, hellish fountain. Abriymoch is the seat of power for the two archdevils who rule Phlegethos in tandem: Archduke Belial and Archduchess Fierna , Belial's daughter. Belial is a handsome, powerfully built devil who exudes civility, even as his words carry an undercurrent of threat. His daughter is a statuesque devil whose beauty encases the blackest heart in the ine Hells. The alliance of Belial and Fierna is unbreakable, for both are aware that their mutual survival hinges on it. Stygia. The fifth layer of the Nine Hells is a freezing realm of ice within which cold flames burn. A frozen sea surrounds the layer. and its gloomy sky crackles with lightning. Archduke Levistus once betrayed Asmodeus and is now encased deep in the ice of Stygia as punishment. He rules this layer all the same, communicating telepathically with hi followers and servants, both in the Nine Hells and on the Material Plane.
Stygia is also home to its previous ruler, the serpentine archdevil Geryon, who was dismissed by Asmodeus to allow the imprisoned Levistus to regain his rule. Geryon's fall from grace has spurred much debate within the infernal courts. No one is certain whether Asmodeus had some secret cause to dismiss the archdevil or whether he is testing Geryon's allegiance for some greater purpose. Malbolge. Malbolge, the sixth layer, has outlasted many rulers, among them Malagard the Hag Countess and the archdevil Moloch. Malagard fell out of favor and was struck down by Asmodeus in a fit of pique, while her predecessor, Moloch, still lingers somewhere on the sixth layer as an imp, plotting to regain Asmodeus's favor. Malbolge is a seemingly endless slope, like the sides of an impossibly huge mountain. Parts of the layer break off from time to time, creating deadly and deafening avalanches of stone. The inhabitants of .Malbolge live in crumbling fortresses and great caves carved into the mountainside. Malbolge's current archduchess is Asmodeus's daughter, Glasya. She resembles a succubus with her small horns, leathery wings, and forked tail. She inherited her cruelty and love of dark schemes from her father. The citadel that serves as her domicile on the slopes of Malbolge is supported by cracked pillars and buttresses that are sturdy yet seem on the verge of collapse. Beneath the palace is a labyrinth lined with cells and torture chambers, where Glasya confines and torments those who displease her. Maladomini. The seventh layer, Maladomini, is ruincovered wasteland. Dead cities form a desolate urban landscape, and between them lie empty quarries, crumbling roads, slag heaps, the hollow shells of empty fortresses, and swarms of hungry flies. The Archduke of Maladomini is Baalzebul, the Lord of Flies. A bloated fiend with the lower body of an enormous slug, Baalzebul's form was inflicted on him by Asmodeus as punishment for wavering loyalty. Baalzebul is a miserable and degenerate monstrosity who has long conspired to usurp Asmodeus, yet has failed at every turn. He carries a curse that causes any deal made with him to lead to ca lamity. Asmodeus occasionally shows Baalzebul favor fo r reasons no other archduke can fathom, though some suspect that the Archduke of Ness us still respects the worthiness of this fallen adversary. Cania. Cania, the eighth layer of the Nine Hells, is an icy hellscape, whose ice storms can tear flesh from bone. Cities embedded in the ice provide shelter for guests and prisoners of Cania's ruler, the brilliant and conniving archdevil Mephistopheles. Mephistopheles dwells in the ice citadel of Mephistar, where he plots to seize the Throne of Baator and conquer the planes. He is Asmodeus's greatest enemy and ally, and the Archduke of Ness us appears to trust Mephistopheles's counsel when it is offered. Mephistopheles knows he can't depose Asmodeus until his adversary makes a grave miscalculation, and so both wait to see what circumstances might turn them
66 against each other. Mephistopheles is also a godfather of sorts to Glasya, further complicating the relationship. Mephistopheles is a tall, striking devil with impressive horns and a cool demeanor. He trades in souls, asv o other archdevils, but he rarely gives his time to any creatures not worthy of his person~! ~ttention .. His instincts are as razor sharp as Camas fngtd wmds, and it is said that only Asmodeus has ever d~vea or thwarted him. / Nessus. The lowest layer of the Nine"'Hells, Ness us is a realm of dark pits whose walls are set with fortresses. There, pit fiend generals loyal to Asmodeus garrison their diabolical legions and p)ot the conquest of the multiverse. At the center oUhe layer stands a vast rift of unknown depth, out of which rises the great citadel-spire of Malsheem, home to Asmodeus and his infernal court. Malsheem resembles a gigantic hollowed-out stalagmite. The citadel is also a prison for souls that Asmodeus has locked away for safekeeping. Convincing him to release even one of those souls comes at a steep price, and it is rumored that the Archduke of Nessus has claimed whole kingdoms in the past for such favors. Asmodeus most often appears as a handsome, bearded humanoid with small horns protruding from his forehead, piercing red eyes, and flowing robes. He can also assume other forms and is seldom seen without his ruby-tipped scepter in hand. Asmodeus is the most cunning and well-mannered of archdevils. The ultimate evil he represents can be seen only when he wills it so, or if he forgets himself and flies into a rage. ACHERON Acheron has four layers, each made of enormous iron cubes floating in an airy void. Sometimes the cubes collide. Echoes of past collisions linger throughout the plane, mingling with the sounds of armies colliding. That's the nature of Acheron: strife and war, as the spirits of fallen soldiers join in endless battle against orcs devoted to Gruumsh, goblinoids loyal to Maglubiyet, and legions assembled by other warmongering gods. OPTIONAL RULE: BLOODLUST Acheron rewards a creature for harming other creatures by imbuing that creature with the strength to keep fighting. While on Acheron, a creature gains temporary hit points equal to half its hit point maximum whenever it reduces a hostile creature to 0 hit points. CHAPTER 2 I CREATING A MULTTVERSE MECHANUS On Meehan us, law is reflected in a realm of clockwork gears. all interlocked and turning according to their measure. The cogs seem to be engaged in a calculation so vast that no deity can fathom its purpose. Mechanus embodies absolute order, and its influence can be felt on those who spend time here. Modrons are the primary inhabitants of Mechanus. The plane is also home to the creator of the modrons: a godlike being called Primus. OPTIONAL RULE: LAW OF AVERAGES While on Mechanus, creatures always use the average damage result for attacks and spells. For example, an attack that normally deals ldlO + 5 damage always deals 10 damage on Mechanus. OPTIONAL RULE: IMPOSING ORDER At the end of each long rest taken on this plane, a visitor that isn't lawful neutral must make a DC 10 Wisdom saving throw. On a failed save, the creature's alignment changes to lawful neutral. The creature's alignment reverts to normal after one day spent on a plane other than Mechanus. Casting the dispel evil and good spell on the creature also restores its original alignment. ARCADI --------------------- Arcadia thrives with orchards of perfectly lined trees, ruler-straight streams, orderly fields, perfect roads, and cities laid out in geometrically pleasing shapes. The mountains are unblemished by erosion. Everything on Arcadia works toward the common good and a flawless form of existence. Here, purity is eternal, and nothing intrudes on harmony. Night and day are determined by an orb that floats above Arcadia's highest peak. Half of the orb radiates sunlight and brings about the day; the other half sheds moonlight and brings on the starry night. The orb rotates evenly without fail, spreading day and night across the entire plane. The weather in Arcadia is governed by four allied demigods called the Storm Kings: the Cloud King, the Wind Queen, the Lightning King, and the Rain Queen. Each one lives in a castle surrounded by the type of weather that king or queen controls. Hidden below Arcadia's beautiful mountains are numerous dwarven kingdoms that have withstood the passage of millennia. Dwarves born on this plane
have the celestial type and are always brave and kindhearted, but otherwise they look and behave like normal dwarves. OPTIONAL RULE: PLANA R VITALITY Vhile on this plane, creatures can't be frightened or poisoned, and they are immune to disease and poison. OTHER PLANES A variety of realms exist between or beyond the other planes. T HE OUTLANDS AND SIGIL The Outlands is the plane between the Outer Planes. Ir is the plane of neutrality, incorporating a little of everything and keeping all aspects in a paradoxical balance- simultaneously concordant and in opposition. The plane has varied terrain, with prairies, mountains, and shallow rivers. The Outlands is circular, like a great disk. In fact, £hose whp envision the Outer Planes as a wheel point (Q the ovtlands as proof, calling it a microcosm of the planes. That argument might be circular, since the range ent of the Outlands inspired the idea of the Great \\\heel in the first place. Aroun'd the outside edge of the circle, evenly spaced, are the te-towns: sixteen settlements, each built around a ortalleading to one of the Outer Planes. Each rown shares many of the characteristics of the plane where its gate leads. Planar emissaries often meet in these towns, so it isn't unusual to see strange pairings, such as a celestial and a fiend arguing in a tavern while sharing a fine bottle of wine. Given the fact that you can ride a horse in the Outlands from a heaven to a hell, a planar-themed campaign can be set there without the need for planar travel. The Outlands is the closest the Outer Planes come to being like a world on the Material Plane. GATE-TOWNS OF THE OUTLANDS Town Excelsior Tradegate Ecstasy Faunel Sylvania Glorium Xaos Bedlam Plague-Mort Curst Hopeless Torch Ribcage Rigus Automata Fortitude Gate Destination The Seven Heavens of Mount Celestia The Twin Paradises of Bytopia The Blessed Fields of Elysium The Wilderness of the Beastlands The Olympian Glades of Arborea The Heroic Domains ofYsgard The Ever-Changing Chaos of Limbo The Windswept Depths of Pandemonium The Infinite Layers of the Abyss The Tarterian Depths of Carceri The Gray Waste of Hades The Bleak Eternity of Gehenna The Nine Hells of Baator The Infinite Battlefield of Acheron The Clockwork Nirvana of Mechanus The Peaceable Kingdoms of Arcadia CHAPTER 2 I CREATING A MULTIVERSE
68 SIGIL, CITY OF DOORS At the center of the Outlands, like the axle of a great wheel, is the Spire-a needle-shaped mountain that rises high into the sky. Above this mountain's narrow peak floats the ring-shaped city of Sigil, its myriad structures built on the ring's inner rim. Creatures standing on one of Sigil's streets can see the city curve up over their heads and- most disconcerting of all-the far side of the city directly overhead. Called the City of Doors, this bustling planar metropolis holds countless portals to other planes and worlds. Sigil is a trader's paradise. Goods, merchandise, and information come here from across the planes. The city sustains a brisk trade in information about the planes, particularly the command words or items required for the operation of particular portals. Portal keys of all kinds are bought and sold here. The city is the domain of the inscrutable Lady of Pain, a being as old as gods and with purposes unknown to even the sages of her city. Is Sigil her prison? Is she the fallen creator of the multiverse? No one knows. Or if they do, they aren't telling. DEMIPLANES Demiplanes are extradimensional spaces that come into being by a variety of means and boast their own physical laws. Some are created by spells. Others exist naturally, as folds of reality pinched off from the rest of the multiverse. Theoretically, a plane shift spell can carry travelers to a demiplane, but the proper frequency required for the tuning fork would be extremely hard to acquire. The gate spell is more reliable, assuming the caster knows of the demiplane. A demiplane can be as small as a single chamber or large enough to contain an entire realm. For example, a Mordenkainen's magnificent mansion spell creates a demiplane consisting of a foyer with multiple adjoining rooms, while the land of Barovia (in the Ravenloft setting) exists entirely within a demiplane under the sway of its vampire lord, Strahd von Zarovich. When a demiplane is connected to the Material Plane or some other plane, entering it can be as simple as stepping through a portal or passing through a wall of mist. THE FAR REALM The Far Realm is outside the known multiverse. In fact, it might be an entirely separate universe with its own physical and magical laws. Where stray energies from the Far Realm leak onto another plane, matter is warped into alien shapes that defy understandable geometry and biology. Aberrations such as mind flayers and beholders are either from this plane or shaped by its strange influence. The entities that abide in the Far Realm itself are too alien for a normal mind to accept without strain. Titanic creatures swim through nothingness there, and unspeakable things whisper awful truths to those who dare listen. For mortals, knowledge of the Far Realm is a struggle of the mind to overcome the boundaries of matter, space, and sanity. Some warlocks embrace this struggle by forming pacts with entities there. Anyone CHAPTER 2 I CREATING A MULTIVERSE I who has seen the Far Realm mutters about eyes, tentacles. and horror. The Far Realm has no well-know;n portals, or at least none that are still viable. Ancient elves once opened a vast portal to the Far Realm within ~ mountain called Firestorm Peak, but their civilizatioi imploded in bloody terror and the portal's location-eve 1 its home world- is long forgotten. Lost portals might still exist, marked by an a lien magic that mutates the area kround them. KNOWN WORLDS dF THE I MATERIAL PLANE Worlds of the Material Plane are infinitely diverse. The most widely known worlds are the ones that have been published as official campaign settings for the D&D game over the years. If your campaign takes place on one of these worlds, that world belongs to you in your campaign. Your version of the world can diverge wildly from what's in print. On Toril (the heroic-fantasy world of the Forgotten Realms setting), fantastic cities and kingdoms stand amid the remains of ancient empires and realms long forgotten. The world is vast, its dungeons rich with history. Beyond the central continent of Faerun, Tori! includes the regions of Al-Qadim, Kara-Tur, and Maztica. On Oerth (the sword-and-sorcery world of the Greyhawk setting), heroes such as Bigby and Mordenkainen are driven by greed or ambition. The hub of the region called the Flanaess is the Free City of Greyhawk, a city of scoundrels and arch magi, rife with adventure. An evil demigod, Iuz, rules a nightmarish realm in the north, threatening all civilization. On Krynn (the epic-fantasy world of the Dragonlance setting),. the return of the gods is overshadowed by the rise of the evil dragon queen Takhisis and her dragons and dragonarmies, which plunge the continent of Ansalon into war. On Athas (the sword-and-sorcery world of the Dark Sun setting), a drop of water can be worth more than a human life. The gods have abandoned this desert world, where powerful sorcerer-kings rule as tyrants, and metal is a scarce and precious commodity. On Eberron (the heroic-fantasy world of the Eberron setting), a terrible war has ended, giving rise to a cold war fueled by political intrigue. On the continent of Khorvaire, magic is commonplace, dragonmarked houses rival kingdoms in power, and elemental vehicles make travel to the far corners of the world possible. On Aebrynis (the heroic-fantasy world of the Birthright setting), scions born from divine bloodlines carve up the continent of Cerilia. Monarchs, prelates, guildmasters, and great wizards balance the demands of rulership against the threat of horrible abominations born from the blood of an evil god. On Mystara (a heroic-fantasy world born out of the earliest editions of the D&D game), diverse cultures, savage monsters, and warring empires collide. The world is further shaped by the meddling of the Immortals- former adventurers raised to nearly divine status.
I' A
CHAPTER 3: CREATING A DV ENTURES ~ REATI G ADVENTURES IS ONE OF THE GREATEST rewards of being a Dungeon Master. It's a way to express yourself, designing fantastic locations and encounters with monsters, traps, puzzles, and conflicts. When you design an adventure, you call the shots. You o things exactly the way you want to. Fundamentally, adventures are stories. An adventure shares many of the features of a novel, a movie, an :ssue of a comic, or an episode of a TV show. Comic series and serialized TV dramas are particularly good comparisons, because of the way individual adventures are limited in scope but blend together to create a larger na rrative. If an adventure is a single issue or episode, a campaign is the series as a whole. Whether you're creating your own adventures or using ;JUblished adventures, you'll find advice in this chapter o help you create a fun and memorable experience for :.·our players. Creating an adventure involves blending scenes of exploration, social interaction, and combat into a unified whole that meets the needs of your players and your campaign. But it's more than that. The basic elements of good storytelling should guide you throughout this ;Jrocess, so your players experience the adventure as a - ory and not a disjointed series of encounters. ELEMENTS OF A GREAT ADVENTURE -=-he best adventures have several things in common. _-\_ C REDIBLE THREAT _-\n adventure needs a threat worthy of the heroes' c. rention. The threat might be a single villain or ;:nonster, a villain with lackeys, an assortment of ::::wnsters, or an evil organization. Whatever their arure, the antagonists should have goals that the :-:eroes can uncover and thwart. ?.-\MILlAR TROPES WITH CLEVER TWISTS :-might seem stereotypical to build an adventure ;;sound dragons, orcs, and insane wizards in towers, "Jut these are staples of fantasy storytelling. It might also seem trite to begin an adventure in a tavern, but ~h at's an idea that remains true to D&D. Familiar srory elements are fine, as long as you and the players occasionally put a spin on them. For example, the :-nysterious figure who presents adventurers with a quest on behalf of the king might be the king in d.isguise. The crazy wizard in the tower might be a ;Jrojected illusion created by a band of greedy gnome dlieves to guard their loot. _\ C LEAR Focus oN THE PRESENT .-ill adventure is about the here and now. A little bit of history might be needed to set the story in motion, and the adventurers might discover interesting lore of :.1e past in the course of the adventure. In general, let rhe world's history be evident in the present situation. Instead of dealing with what happened in the past, an adventure should focus on describing the present situation, what the bad guys are up to, and how the adventurers become involved in the story. HEROES WHO MATTER An adventure should allow the adventurers' actions and decisions to matter. Though it might resemble a novel or a TV episode, an adventure needs to allow for more than one outcome. Otherwise, players can feel as if they've been railroaded- set onto a course that has only one destination, no matter how hard they try to change it. For example, if a major villain shows up before the end of the adventure, the adventure should allow for the possibility that the heroes might defeat that villain. SoMETHING FOR ALL PLAYER TYPES As outlined in the book's introduction, players come to the gaming table with different expectations. An adventure needs to account for the different players and characters in your group, drawing them into the story as effectively as possible. As a starting point, think about your adventure in terms of the three basic types of activity in the game: exploration, social interaction, and combat. If your adventure includes a balance of all three, it's likely to appeal to all types of players. An adventure you create for your home campaign doesn't have to appeal to every abstract player typeonly to the players sitting down at your own table. If you don't have any players who like fighting above all else, then don't feel you have to provide a maximum amount of combat to keep the adventure moving. SURPRISES Look for opportunities to surprise and delight your players. For example, the exploration of a ruined castle on a hill might lead to the discovery of a dragon's tomb hidden underneath. A trek through the wilderness might lead to the discovery of a tower that appears only on nights of the full moon. Players remember such locations. Too many surprises can be off-putting to players, but adding the occasional twist gets players to adjust their tactics and think creatively. For example, you could spruce up a goblin lair by including goblin sappers with kegs of oil strapped to their backs. An attack on a villain's estate might be complicated by the unexpected arrival of a special guest. When preparing for possible combat encounters, think about odd pairings of monsters, such as a hobgoblin warlord and his pet manticore, or willo'-wisps in league with a young black dragon. Have surprise reinforcements show up, or give the monsters unusual tactics. Throw in the occasional red herring, deception, and plot twist to keep players on their toes, but try not to go overboard. Sometimes a simple, straightforward encounter with an ore guard is just as fun for your players. CHAPTER 3 I CREATING ADVENTURES
USEFUL MAPS A good adventure needs thoughtfully constructed maps. Wilderness areas sprinkled with interesting landmarks and other features are better than vast expanses of unchanging terrain. Dungeons that have branching corridors and similar decision points give players the opportunity to choose which direction their characters should go. Presenting the characters with options allows the players to make choices that keep the adventure unpredictable. If drawing maps isn't your strong suit, the Internet is a great place to look for adventure maps that have been made freely available for use, as well as floor plans of real-world buildings and images that can inspire your mapmaking. You can also use software to help put your maps together. PUBLISHED ADVENTURES Published adventures are available for purchase if you have neither the time nor the inclination to write an adventure of your own, or if you want a change of pace. A published adventure includes a pregenerated scenario with the maps, NPCs, monsters, and treasures you need to run it. An example of a published adventure appears in the D&D Starter Set. You can make adjustments to a published adventure so that it better suits your campaign and appeals to your players. For example, you can replace the villain of an adventure with one the players have already encountered in your campaign, or add something to the background of the adventure so that it involves your players' characters in ways that the adventure's designer never could have imagined. A published adventure can't account for every action the characters might take. The nice thing about published adventures is that they allow you to focus your game preparation time on highlighting plot developments in your campaign that the adventure can't address. Published adventures also provide inspiration. You might not use an adventure as written, but it might spur ideas, or you can pull out one part of it and repurpose that part for your needs. For example, you might use a map of a temple but repopulate it with monsters of your choice, or you might use a chase sequence as a model for a pursuit scene in your campaign. ADVENTURE STRUCTURE Like every story, a typical adventure has a beginning, a middle, and an end. BEGINNING An adventure starts with a hook to get the players interested. A good adventure hook piques the interest of the players and provides a compelling reason for their characters to become involved in the adventure. Maybe the adventurers stumble onto something they're not meant to see, monsters attack them on the road, an assassin makes an attempt on their lives, or a dragon shows up at the city gates. Adventure hooks such as these can instantly draw players into your story. CHAPTER 3 I CREATJNG ADVENTURES The beginning of a good adventure should be exciting and focused. You want the players to go home looking forward to the next session , so give them a clear sense of where the story is headed, as well as something to look forward to. MIDDLE The middle of an adventure is where the bulk of the story unfolds. With each new challenge, the adventurers make important choices that have a clear effect on the conclusion of the adventure. Over the course of the adventure, the characters might discover secrets that reveal new goals or change their original goal. Their understanding of what's going on around them might change. Maybe rumors of treasure were a trick to lure them into a death trap. Perhaps the so-called spy in the queen's court is actually a scheme concocted by the monarch herself to seize even more power. At the same time the adventurers are working to thwart their adversaries, those adversaries are trying to carry out their nefarious plans. Such enemies might also work to hide their deeds, mislead potential adversaries, or confront problems directly, perhaps by trying to kill meddlers. Remember that the characters are the heroes of the story. Never let them become mere spectators, watching as events unfold around them that they can't influence. ENDING The ending encompasses the climax- the scene or encounter in which the tension building throughout the adventure reaches its peak. A strong climax should have the players on edge, with the fate of the characters and much more hanging in the balance. The outcome, which hinges on the characters' actions and decisions, should never be a forgone conclusion. An ending needn't tie everything up in a neat bow. Story threads can be left hanging, waiting to be resolved in a later adventure. A little bit of unfinished business is an easy way to transition from one adventure to the next. ADVENTURE TYPES An adventure can be location-based or event-based, as discussed in the sections that follow. LOCATION-BASED ADVENTURES Adventures set in crumbling dungeons and remote wilderness locations are the cornerstone of countless campaigns. Many of the greatest D&D adventures of all time are location-based. Creating a location-based adventure can be broken down into a number of steps. Each step provides tables from which you can select the basic elements of your adventure. Alternatively, roll on the tables and see how the random results inspire you. You can mix up the order of the steps. 1. IDENTIFY THE PARTY'S GOALS The Dungeon Goals table provides common goals that drive or lure adventurers into dungeons. The
·:,derness Goals table provides similar inspiration for - adventure focused on outdoor exploration. The Other table suggests location-based adventures that :~ r fi t neatly into the first two categories. :JU NGEON GOALS d20 Goal Stop the dungeon's monstrous inhabitants from raiding the surface world . 2 Foil a villain's evil scheme. 3 Destroy a magical threat inside the dungeon. 4 Acquire treasure . 5 Find a particular item for a specific purpose. 6 Retrieve a stolen item hidden in the dungeon. 7 Find information needed for a specia l purpose. 8 Rescue a captive. 9 Discover the fate of a previous adventuring party. 10 Find an N PC who disappeared in the area. 11 Slay a dragon or some other challenging monster. 12 Discover the nature and origin of a strange location or phenomenon. 13 Pursue fleeing foes taking refuge in the dungeon. 14 Escape from captivity in the dungeon. 15 Clear a ruin so it can be rebuilt and reoccupied. 16 Discover why a villain is interested in the dungeon. 17 Win a bet or complete a rite of passage by surviving in the dungeon for a certain amount oftime. 18 Parley with a vi llain in the dungeon. 19 Hide from a threat outside the dungeon. 20 Roll twice, ignoring resu lts of 20. W ILDERNESS GOALS d20 Goal Locate a dungeon or other site of interest (roll on the Dungeon Goals table to find out why). 2 Assess the scope of a natural or unnatural disaster. 3 Escort an NPC to a destination . 4 Arrive at a destination without being seen by the vi ll ain's forces. 5 Stop monsters from raiding caravans and farms. 6 Establish trade with a distant town. 7 Protect a caravan traveling to a distant town . 8 Map a new land. 9 Find a place to establish a colony. 10 Fi nd a natural resource. 11 Hunt a specific monster. 12 Return home from a distant place. 13 Obtain information from a reclusive hermit. 14 Find an object that was lost in the wi ld s. 15 Discover the fate of a missing group of explorers. 16 Pursue fleeing foes. 17 Assess the size of an approaching army. 18 Escape the re ign of a tyrant. 19 Protect a wilderness site from attackers. 20 Roll twice, ign oring results of 20. ·..- CHAPTER 3 I CREATlNG ADVENTURES 73
74 O""i'Mi:.'i\ C.o~"L~ dl2 Goal Seize control of a fortified location such as a fortress, town, or ship. 2 Defend a location from attackers. 3 Retrieve an object from inside a secure location in a settlement. 4 Retrieve an object from a caravan. 5 Salvage an object or goods from a lost vessel or caravan. 6 Break a prisoner out of a ja il or prison camp. 7 Escape from a jai l or prison camp. 8 Successfully travel through an obstacle course to gain recognition or reward . 9 Infiltrate a fortified location. 10 Find the source of strange occurrences in a haunted house or other location. 11 Interfere with the operation of a business. 12 Rescue a character, monster, or object from a natural or unnatural disaster. 2. IDENTIFY IMPORTANT NPCs Use the Adventure Villains, Adventure Allies, and Adventure Patrons tables to help you identify these NPCs. Chapter 4 can help you bring these NPCs to life. ADVENTURE VILLAINS d20 Villain 2 3 4 Beast or monstrosity with no particular agenda Aberration bent on corruption or domination Fiend bent on corruption or destruction Dragon bent on domination and plunder 5 Giant bent on plunder 6-7 Undead with any agenda 8 Fey with a mysterious goal 9-10 Humanoid cultist 11-12 Humanoid conqueror 13 Humano id seeking revenge 14-15 Humanoid schemer seeking to rule 16 Humanoid criminal mastermind 17- 18 19 20 Humanoid raider or ravager Humanoid under a curse Misguided humanoid zealot ADVENTURE ALLIES dl2 Ally dl2 1 Skilled adventurer 7 2 Inexperienced 8 adventurer 9 3 Enthusiastic 10 commoner 11 4 Soldier 5 Priest 12 6 Sage CHAPTER 3 I CREATING ADVENTURES Ally Revenge seeker Raving lunatic Celestial ally Fey ally Disguised monster Villa in posing as an ally ~D~l:.NTOTfE ?J>.TRON"S d20 Patron d20 Patron 1-2 Retired adventurer 15 Old friend 3-4 Local ruler 16 Former teacher 5-6 Military officer 17 Parent or other 7-8 Temple official family member 9-10 Sage 18 Desperate 11-12 Respected elder commoner 13 Deity or celestial 19 Embattled 14 Mysterious fey merchant 20 Villain posing as a patron 3. FLESH OuT THE LocATION DETAILS Chapter 5 offers suggestions for creating and fleshing out an adventure location, including tables that can help you establish the important elements of a dungeon, wilderness area, or urban setting. 4. FIND THE IDEAL INTRODUCTION An adventure can begin with a social interaction encounter in which the adventurers find out what they must do and why. It can start with a surprise attack, or with the adventurers coming across information by accident. The best introductions arise naturally from the goals and setting of the adventure. Let the entries in the Adventure Introduction table inspire you. ADVENTURE INTRODUCTION dl2 2 3 4 5 6 Introduction While traveling in the wilderness, the characters fall into a sinkhole that opens beneath their feet, dropping them into the adventure location. While traveling in the wilderness, the characters notice the entrance to the adve nture location. While traveling on a road, the characters are attacked by monsters that flee into the nearby adventure location. The adventurers find a map on a dead body. In add ition to the map setting up the adventure, the adventure's villain wants the map. A mysterious magic item or a cruel vi llain teleports the characters to the adventure location . A stranger approaches the characters in a tavern and urges them toward the adventure location. 7 A town or village needs vo lunteers to go to the adventure location. 8 An NPC the characters care about needs them to go to the adventure location. 9 An NPC the characters must obey orders them to go to the adventure location. 10 An NPC the characters respect asks them to go to the adve nture location. 11 One night, the characters all dream about entering the adventure location. 12 A ghost appears and terrorizes a village. Research reveals that it can be put to rest only by entering the adventure location.
:. C ONSIDER THE IDEAL CLIMAX -:-::e climactic ending of an adventure fulfills the promise :all that came before. Although the climax must hinge :;:: rhe successes and failures of the characters up to ·.::a moment, the Adventure Climax table can provide ~:: gges tions to help you shape the end of your adventure. DVENTURE CLIMAX dl2 Climax The a"dventurers confront the main villain and a group of minions in a bloody battle to the finish. 2 The adventurers chase the villain while dodging obstacles designed to thwart them, leading to a final confrontation in or outside the villain's refuge. 3 4 5 6 7 8 9 10 11 12 The actions of the adventurers or the villain result in a cataclysmic event that the adventurers must escape. The adventurers race to the site where the villain is bringing a master plan to its conclusion, arriving just as that plan is about to be completed. The villain and two or three lieutenants perform separate rites in a large room. The adventurers must disrupt all the rites at the same time. An ally betrays the adventurers as they're about to achieve their goal. (Use this climax carefully, and don't overuse it.) A portal opens to another plane of existence. Creatures on the other side spill out, forcing the adventurers to close the portal and deal with the villain at the same time. Traps, hazards, or animated objects turn against the adventurers while the main villain attacks. The dungeon begins to collapse while the adventurers face the main villain, who attempts to escape in the chaos. A threat more powerful than the adventurers appears, destroys the main villain, and then turns its attention on the characters. The adventurers must choose whether to pursue the fleeing main villain or save an N PC they care about or a group of innocents. The adventurers must discover the main villain's secret weakness before they can hope to defeat that villain . 6. PLAN E NC OUNTERS .:..fter you've created the location and the overall story of the adventure, it's time to plan out the encounters that make up that adventure. In a location-based adventure, most encounters are keyed to specific locations on a map. For each room or wilderness area on the adventure map, your key describes what's in that area: its physical features, as well as any encounter that plays out there. The adventure key turns a simple sketch of numbered areas on graph paper into encounters designed to entertain and intrigue your players. See "Creating Encounters" later in this chapter for guidance on crafting individual encounters. EVENT-BASED ADVENTURES In an event-based adventure, the focus is on what the characters and villains do and what happens as a result. The question of where those things happen is of secondary importance. Building an event-based adventure is more work than building a location-based one, but the process can be simplified by following a number of straightforward steps. Several steps include tables from which you can choose adventure elements or roll randomly for inspiration. As with location-based adventures, you don't necessarily have to follow these steps in order. 1. START WITH A VILLAIN Putting care into creating your villain will pay off later, since the villain plays such a pivotal role in advancing the story. Use the Adventure Villains table in the previous section to get started, and use the information in chapter 4 to help flesh out the villain. For example, your villain might be an undead creature seeking to avenge a past imprisonment or injury. An interesting aspect of an undead villain is that this past injury might have occurred centuries ago, inspiring revenge against the descendants of those that harmed it. Imagine a vampire imprisoned by the members of a religious order of knights, and who now seeks revenge against the current members of that order. 2. DET ERMINE T HE VILLAIN'S ACTIONS Once you have a villain, it's time to determine what steps the villain takes to achieve its goals. Create a timeline showing what the villain does and when, assuming no interference from the adventurers. Building on the previous example, you might decide that your vampire villain murders several knights. By slipping past locked doors in gaseous form, the vampire is able to make the deaths appear natural at first, but it soon becomes clear that a depraved killer is behind the murders. If you need additional inspiration, consider a few different options for how the villain's actions unfold over the course of the adventure. EVENT-BASED VILLAIN ACTIONS d6 Type of Actions d6 2 3 Big event Crime spree Growing corruption 4 5 6 Type of Actions One and done Serial crimes Step by step Big Event. The villain's plans come to fruition during a festival, an astrological event, a holy (or unholy) rite, a royal wedding, the birth of a child, or some similar fixed time. The villain's activities up to that point are geared toward preparation for this event. Crime Spree. The villain commits acts that become bolder and more heinous over time. A killer might start out by targeting the destitute in the city slums before moving up to a massacre in the marketplace, increasing the horror and the body count each time. CHAPTER 3 I CREATTNG ADVENTURES 75
VAMPIRE VILLAIN Growing Corruption. As time passes, the villain's power and influence grow, affecting more victims across a larger area. This might take the form of armies conquering new territory, an evil cult recruiting new members, or a spreading plague. A pretender to the throne might attempt to secure the support of the kingdom's nobility in the days or weeks leading up to a coup, or a guild leader could corrupt the members of a town council or bribe officers of the watch. One and Done. The villain commits a single crime and then tries to avoid the consequences. Instead of an CHAPTER 3 I CREATING ADYENTURES ongoing plan to commit more crimes, the villain's goal is to lie low or flee the scene. Serial Crimes. The villain commits crimes one after the other, but these acts are repetitive in nature, rather than escalating to greater heights of depravity. The trick to catching such a villain lies in determining the pattern underlying the crimes. Though serial killers are a common example of this type of villain, your villain could be a serial arsonist favoring a certain type of building, a magical sickness that affects spellcasters who cast a specific spell, a thief that targets a certain kind of merchant, or a doppelganger kidnapping and impersonating one noble after another. Step by Step. In pursuit of its goal, the villain carries out a specific set of actions in a particular sequence. A wizard might steal the items needed to create a phylactery and become a lich, or a cultist might kidnap the priests of seven good-aligned gods as a sacrifice. Alternatively, the villain could be following a trail to find the object of its revenge, killing one victim after another while moving ever closer to the real target. 3. DETERMINE THE PARTY'S GOALS You can use the Event-Based Goals table to set the party's goal. A goal can also suggest ways in which the adventurers become caught up in the villain's plans, and what exactly they must do to foil those plans. EVENT-BASED GOALS d20 Goal Bring the villain to justice. 2 Clear the name of an innocent N PC. 3 Protect or hide an N PC. 4 Protect an object. 5 Discover the nature and origin of a strange phenomenon that might be the villain's doing. 6 Find a wanted fugitive. 7 Overthrow a tyrant. 8 Uncover a conspiracy to overthrow a ruler. 9 Negotiate peace between enemy nations or feuding families. 10 Secure aid from a ruler or council. 11 Help a villain find redemption. 12 l3 14 15 Parley with a villain. Smuggle weapons to rebel forces. Stop a band of smugglers. Gather intelligence on an enemy force. 16 Win a tournament. 17 Determine the vi llain's identity. 18 Locate a stolen item. 19 Make sure a wedding goes off without a hitch. 20 Roll twice, ignoring results of 20. For example, you roll a 10 on the table, indicating that the party's goal is to secure aid from a ruler or council. You decide to connect that to the leadership of the order targeted by your vampire villain. Maybe the order's leaders have a chest of jewels stolen from the vampire centuries ago, and the characters can use the chest as bait to trap the villain.
-= · I DENTIFY IMPORTANT NPCs ~a ny event-based adventures require a well-detailed ;-t of NPCs. Some of these NPCs fall neatly into the :. egories of allies and patrons, but most are likely to :-:: characters or creatures whose attitudes toward the >.- nturers remain undecided until the adventurers -:.ce ract with them. (See chapter 4 for more information ;:J. creating NPCs.) The elements of the adventure you've determined : J fa r should provide a clear idea of what supporting :~.a rac ters you need to create, as well as how much :::: ail you need to generate for each one. NPCs unlikely J become involved in combat don't need full combat :::atistics, for example, just as characters heavily ::';olved in negotiation could have ideals, bonds, and .:aws. If it's helpful, roll on the Adventure Allies or -. venture Patrons tables (in the "Location-Based ,·entures" section, earlier in this chapter). - . ANTICIPATE THE VILLAIN'S REACTIONS '-.s the adventurers pursue their goals and foil the :.:lain's plans, how does the villain respond? Does it a-h out in violence or send dire warnings? Does it ClOk for simple solutions to its problems or create more :omplicated schemes to route around interference? Look over the villain's actions that you outlined in :;·ep 2. For each event arising from those actions, think about how the adventurers are likely to react. If they :an prevent an action or hamper its success, what effect ::oes that have on the villain's overall plan? What can ·ae villain do to compensate? One way to track a villain's reactions is by using a :':owchart. This might grow out of the timeline that ;:!escribes the villain's plans, outlining how the villain gets back on track after the adventurers thwart its plans. Or the flowchart could be separate from the timeline, ·hawing the various actions the adventurers might take and the villain's response to those actions. 6. DETAIL KEY LOCATIONS ~ ince locations aren't the focus of the adventure, they an be simpler and smaller than a dungeon complex or an expanse of wilderness. They might be specific . ocations in a city, or even individual rooms in locations ·,yhere combat is likely to break out or significant exploration is needed, such as a throne room, a guild adquarters , a vampire's crumbling manor, or a ights' chapter house. 7. CHOOSE AN INTRODUCTION AND A CLIMAX The Adventure Introduction table in the "LocationBased Adventures" section offers fun possibilities :or hooking the characters into the events of your adventure, including dreams, hauntings, and a simple plea for help. The Adventure Climax table in that same - ection includes adventure endings that work just as well for event-based adventures. For example, the Adventure Introduction table helps you decide that an ally the adventurers care about needs their help. Perhaps the NPC is a knight who believes that a vampire is trying to kill him, or a friend or relative hoping to find the knight's murderer. This NPC brings the vampire's crimes to the characters' attention. Looking over the Adventure Climax table, you might decide to have the adventurers bait the vampire with a chest of jewels stolen from its lair. As an added twist, you decide that the vampire's true goal is to retrieve a necklace among the jewels. The necklace is set with nine gems, and with these gems the vampire can open a gate to the Nine Hells. Should the vampire succeed, the adventurers will have a more pressing threat to deal with, as a powerful devil steps through the gate and honors some ancient pact it made with the vampire. 8. PLAN ENCOUNTERS After you've created the overall story of the adventure, it's time to plan out the encounters on which the events of that adventure will hang. In an event-based adventure, encounters occur when the villain's agenda intersects the path of the characters. You can't always anticipate exactly when or where that will happen, but you can create a list of possible encounters that the adventurers might experience. This can take the form of general descriptions of the villain's forces, details of its lieutenants and minions, as well as encounters tied to the key locations of the adventure. S ee "Creating Encounters" later in this chapter for guidance on crafting individual encounters. MYSTERIES A mystery is a form of event-based adventure that usually focuses on the adventurers' efforts to solve a crime, usually a robbery or murder. Unlike the writer of a mystery novel, a Dungeon Master can't always predict what the characters will do in a mystery adventure. A villain whose actions are "crime spree," "one and done," or "serial crimes" might inspire you to craft a mystery adventure around that villain's crimes. Similarly, if the adventurers' goals include determining the villain's identity, that might be part of a mystery. To build a mystery adventure, follow the steps for creating any event-based adventure. Then consider three additional elements for the adventure: the victim, the suspects, and the clues . VICTIM Think about the victim's relationship to the villain. Though you can create a strong scenario with no such relationship, part of what makes a mystery exciting is the discovery of the twisted connections between NPCs and how those connections led to the crime. A random killing might be just as mysterious, but it lacks that emotional connection. Also look for a connection between the victim and one or more of the adventurers. One surefire way to draw adventurers into a mystery- including making them suspects- is to make the victim someone with whom the characters are acquainted. SUSPECTS Your cast of characters should include an assortment of other NPCs who didn't commit the crime, but who had the motive, the means, or the opportunity to do so. CHAPTER 3 I CREATING ADVENTURES 77
Suspects might be obvious or could come to light during the investigation. One technique often used in detective fiction is to create a closed circle of suspects-a finite number of individuals whose circumstances make them the only possible suspects. One tip for keeping the players and the adventurers guessing as to the identity of the villain is to ensure that more than one suspect has a secret. When questioned by the adventurers, a suspect might appear nervous or attempt to lie, despite being innocent of the crime. A secret business deal, an illicit affair, a dark past, or an uncontrolled vice are fl aws that make suspects more interesting than NPCs with nothing to hide. CLUES Clues point to the identity of the villain. Some clues are verbal, including the statements of the suspects and witnesses that help the adventurers develop a picture of what happened. Other clues are physical, such as an unfinished message written in the victim's blood, a piece of jewelry left behind by the villain, or a weapon found hidden in a suspect's room. A clue should connect a suspect to the crime, typically by shedding light on the suspect's motive, means, or opportunity. Some clues connect the wrong suspect to the crime, leading the adventurers in the wrong direction. Eventually, they must find other clues pointing in a different direction, or come across evidence that absolves the suspect. It's better to populate your adventure with too many clues than too few. If the adventurers solve the mystery too quickly, you might feel some disappointment but the players will feel a sense of accomplishment. If the mystery is too hard, though, the players will become frustrated . Since you have to account for the possibility that the adventurers will overlook some clues, use redundant clues to ensure that the players have the knowledge needed to catch the villain. INTRIGUE ---- Intrigue adventures are event-based adventures that revolve around power struggles. Intrigues are common in the courts of the nobility, but power struggles can play out just as easily in merchants' guilds, crime syndicates, and temple hierarchies. Rather than dark events and villainous plots, an intrigue adventure typically revolves around the exchange of favors, the rise and fall of individuals in power and influence, a nd the honeyed words of diplomacy. A prince's efforts to be named heir to the throne, a courtier's ambition to sit at the queen's right hand, and a merchant's desire to open a trade route through enemy lands are the stuff of intrigue. Like all adventures, an intrigue adventure works only if the players and their characters are invested in the outcome. If no one cares who the king's chamberlain is or who has logging rights in the elven woods, throwing the characters into an adventure centered on those issues will fall fiat. However, if having the ear of the king's chamberlain means the characters can use royal soldiers to help them defend their own stronghold on the borderlands, players will be invested in the scenario. CHAPTER 3 I CREATING ADVENTURES Adventurers usually become embroiled in intrigue when they need a favor from a powerful creature and have to perform a favor in exchange, or when the plots of powerful NPCs get in the way of the characters achieving their goals. Some of the event-based goals discussed earlier in this section lend themselves to intrigue adventures. For example, if the adventurers must uncover a conspiracy, negotiate a peace treaty, or secure aid from a ruler or council, you might be looking at an intrigue adventure. The process of creating an intrigue adventure is similar to creating a ny other event-based adventure, with two main differences: how villains are handled and how the characters can gain influence. VILLAINS Some intrigue adventures are driven by the actions of a single villain, such as a noble plotting the assassination of a monarch. However, an intrigue adventure can have multiple villains or no villain at all. No Villain. Some intrigue adventures revolve around the exchange of favors in the absence of a villain. For this type of adventure, skip steps 1 and 2 of the eventbased adventure creation process (the villain and the villain's actions) and move straight to the adventurers' goals in step 3. Figure out why the adventurers become involved in the intrigue, then spend the bulk of your time creating the NPCs they interact with. Many Villains. Some intrigue adventures feature a whole cast of villains, each with its own goals, motivations, and methods. The adventurers might be drawn into the struggle of a court full of nobles vying for the throne in the wake of the king's sudden death, or could find themselves negotiating the end to a deadly turf war among thieves' guilds. In this scenario, you'll spend a lot of time on steps 1 and 2, developing each of the major NPCs as a distinct villain with an agenda. In step 5, you'll need to develop each villain's reactions to the potential setbacks they face during the adventure. However, you don't need to put equal effort into deta iling the reactions of every villain, since many will likely echo each other or cancel each other out. Whenever the adventurers foil one villain's plans, it might let another villain's schemes move forward, advancing the adventure whether the foiled villain reacts or not. INFLUENCE Depending on the scenario, you might want to track the party's influence with different NPCs or factions, or even track influence separately for each character. One way to handle influence is to treat it like inspiration. A character gains influence in a certain situation only if you grant it, and bringing influence into play requires spending it. Characters can gain influence by doing favors for NPCs, advancing the cause of an organization, or demonstrating their power and heroism, at your discretion. As with inspiration, a character can choose to spend influence to gain advantage on a roll relevant to that influence. Another way to handle influence is to treat it like renown (see chapter 1), allowing characters to gain renown at court and within various key factions.
:;RAMING EVENTS ·.·ou can base an entire adventure on a framing event ~use such an event to grab the players' interest. The :C ~am ing Events table presents several ideas, or you can · -e it to inspire your own framing event. RAMING EVENTS dlOO 1-02 3-04 05-06 7-08 09-10 11-12 13-14 15-16 17-18 9-20 21-22 23-24 25-26 27-28 29-30 31 - 32 Event Anniversary of a monarch 's reign Anniversary of an important event Arena event Arrival of a caravan or ship Arrival of a circus Arrival of an important NPC Arrival of marching modrons Artistic performance Athletic event Birth of a child Birthday of an important N PC Civic festival Comet appearance Commemoration of a past tragedy Consecration of a new temple Coronation 33 - 34 Council meeting 35- 36 Equinox or solstice 37-38 39-40 41-42 43-44 45 -46 47-48 49-50 51-52 53-54 55-58 59-60 61-62 63 -64 65 -66 67-68 69- 70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 Execution Ferti I ity festiva I Full moon Funeral Graduation of cadets or wizards Harvest festival Holy day Investiture of a knight or other noble Lunar eclipse Midsummer festi va l Midwinter festival Migration of monsters Monarch's ball New moon New yea r Pardoning of a prisoner Planar conjunction Planetary alignment Priestly investiture Procession of ghosts Remembrance for soldiers lost in war Royal address or proclamation Royal audience day Signing of a treaty Solar eclipse 89-91 Tournament 92- 94 Trial 95-96 Violent uprising 97-98 Wedding or wedding anniversary 99-00 Concurrence of two events (roll twice, ignoring results of99 or 100) • COMPLICATIONS Sometimes an adventure isn't as straightforward as it might seem. MORAL QUANDARIES If you want to give the characters a crisis that no amount of spellcasting or swordplay can resolve, add a moral quandary to the adventure. A moral quandary is a problem of conscience for which the adventurers must make a single choice-but never a simple one. MORAL QUANDARIES d20 Quandary d20 Quandary 1-3 Ally quandary 13-16 Rescue quandary 4- 6 Friend quandary 17-20 Respect quandary 7- 12 Honor quandary CHAPTER 3 I CREATING ADVENTURES 79
8o Ally Quandary. The adventurers have a better chance of achieving their goal with the help of two individuals whose expertise is all but essential. However, these two NPCs hate each other and refuse to work together even if the fate of the world hangs in the balance. The adventurers must choose the NPC that is most likely to help them accomplish their goal. Friend Quandary. An NPC that one or more of the characters cares about makes an impossible demand CHAPTER 3 I CREATING ADVENTURES on the characters. A love interest might demand that a character turn away from a dangerous quest. A dear fri end might plead with the characters to spare the villain's life, to prove that they are better than the villain. A weak NPC might beg for a chance to win favor from the characters by undertaking a dangerous but essential mission. Honor Quandary. A character is forced to choose between victory and a personal oath or code of honor. A paladin who has sworn the Oath of Virtue might realize that the clearest path to success lies in deceit and subterfuge. A Joyal cleric might be tempted to disobey the orders of his or her faith. If you present this quandary, be sure to provide an opportunity for a character to atone for violating his or her oath. Rescue Quandary. The adventurers must choose between catching or hurting the villain and saving innocent lives. For example, the adventurers might learn that the villain is camped nearby, but they also learn that another part of the villain's forces is about to march into a village and burn it to the ground. The characters must choose between taking out the villain or protecting innocent villagers, some of whom might be friends or family members. Respect Quandary. Two important allies give conflicting directions or advice to the adventurers. Perhaps the high priest counsels the characters to negotiate peace with militaristic elves in the nearby forest, while a veteran warrior urges them to prove their strength with a decisive first strike. The adventurers can't follow both courses, and whichever ally they choose, the other loses respect for them and might no longer aid them. TWISTS A twist can complicate a story and make it harder for the characters to complete their goals. TWISTS dlO Twist The adventurers are racing against other creatures with the same or opposite goal. 2 The adventurers become responsible for the safety of a noncombatant NPC. 3 The adventurers are prohibited from killing the villain, but the villain has no compunctions about killing them. 4 The adventurers have a time limit. 5 The adventurers have received false or extraneous information. 6 Completing an adventure goal fulfills a prophecy or 7 8 9 10 prevents the fulfillment of a prophecy. The adventurers have two different goals, but they can complete only one. Completing the goal secretly helps the villain. The adventurers must cooperate with a known enemy to achieve the goal. The adventurers are under magica l compulsion (such as a geas spell) to complete the ir goal.
-_-:--can a:so ace =---~ -~ ::: =--~ ~...:.B:s iO your .::.:::-.-emure. ~;:g ·:::e ::-;:_:--.::._:~:: _ =-";Je main smry path :.::-::ted by loca 'o::: ~ e e~cs. s :c:e que ts are peripheral ·v rhe character -proma.:-· goal. but successfully :ompleting a side que-t might provide a benefit toward :ompleting the primary goaL SiDE QUESTS d8 Side Q ue st Find a specific item rumored to be in the area. 2 Retrieve a stolen item in t he vil lain's possession . 3 Receive information from an NPC in the area . 4 Rescue a captive . 5 Discover the fate of a missing NPC. 6 Slay a specific monster. 7 Discove r the nature and origin of a strange phenomenon in the area. 8 Secure the aid of a character or creature in the area. CREATING ENCOUNTERS :::ncounters are the individual scenes in the larger story of your adventure. First and foremost, an encounter should be fun for he players. Second, it shouldn't be burden for you to :un. Beyond that, a well-crafted encounter usually has a straightforward objective as well as some connection to the overarching story of your campaign, building on the encounters that precede it while foreshadowing encounters yet to come. An encounter has one of three possible outcomes: !he characters succeed, the characters partly succeed, or the characters faiL The encounter needs to account for all three possibilities, and the outcome needs to have consequences so that the players feel like their successes and failures matter. CHARACTER OBJECTIVES When players don't know what they're supposed to do in a given encounter, anticipation and excitement can quickly turn to boredom and frustration. A transparent objective alleviates the risk of players losing interest. For example, if the overall story of your adventure involves a quest to deliver a priceless relic to a remote monastery, each encounter along the way is an opportunity to introduce a smaller objective that moves the quest forward. Encounters during the trip might see the adventurers accosted by enemies determined to steal the relic, or by monsters that are constantly threatening the monastery. Some players create their own objectives, which is to be expected and encouraged. It is, after all, as much the players' campaign as yours. For example, a character might try to bribe enemies rather than fight them, or chase after a fleeing enemy to see where it goes. Players who ignore objectives will have to deal with the consequences, which is another important facet of encounter design. : .• ?=-~ OE ~ c-:- ::T =: s ~e io owing objectiYes can be u ed as fou ndations for encounter . Although these objectives focus on a single encounter during an adventure, using the same objective in multiple encounters allows you to combine those encounters into a larger obstacle or problem the adventurers must overcome. Make Peace. The characters must convince two opposing groups (or their leaders) to end the conflict that embroils them. As a complication, the characters might have enemies on one or both of the opposing sides, or some other group or individual might be instigating the conflict to further its own ends. Protect an NPC or Object. The characters must act as bodyguards or protect some object in their custody. As a complication, the NPC under the party's protection might be cursed, diseased, prone to panic attacks, too young or too old to fight, or apt to risk the lives of the adventurers through dubious decisions. The object the adventurers have sworn to protect might be sentient, cursed, or difficult to transport. Retrieve an Object. The adventurers must gain possession of a specific object in the area of the encounter, preferably before combat finishes. As a complication, enemies might desire the object as much as the adventurers do, forcing both parties to fight for it. Run a Gauntlet. The adventurers must pass through a dangerous area. This objective is similar to retrieving an object insofar as reaching the exit is a higher priority than killing opponents in the area. A time limit adds a complication, as does a decision point that might lead characters astray. Other complications include traps, hazards, and monsters. Sneak In. The adventurers need to move through the encounter area without making their enemies aware of their presence. Complications might ensue if they are detected. Stop a Ritual. The plots of evil cult leaders, malevolent warlocks, and powerful fiends often involve rituals that must be foiled. Characters engaged in stopping a ritual must typically fight their way through evil minions before attempting to disrupt the ritual's powerful magic. As a complication, the ritual might be close to completion when the characters arrive, imposing a time limit. Depending on the ritual, its completion might have immediate consequences as welL Take Out a Single Target. The villain is surrounded by minions powerful enough to kill the adventurers. The characters can flee and hope to confront the villain another day, or they can try to fight their way through the minions to take out their target. As a complication, the minions might be innocent creatures under the villain's controL Killing the villain means breaking that control, but the adventurers must endure the minions' attacks until they do. CREATING A COMBAT ENCOUNTER When creating a combat encounter, let your imagination run wild and build something your players will enjoy. Once you have the details figured out, use this section to adjust the difficulty of the encounter. CHAPTER 3 I CREATING ADVENTURES 8T
COMBAT ENCOUNTER DIFFICULTY There are four categories of encounter difficulty. Easy. An easy encounter doesn't tax the characters' resources or put them in serious peril. They might lose a few hit points, but victory is pretty much guaranteed. Medium. A medium encounter usually has one or two scary moments for the players, but the characters should emerge victorious with no casualties. One or more of them might need to use healing resources. Hard. A hard encounter could go badly for the adventurers. Weaker characters might get taken out of the fight, and there's a slim chance that one or more characters might die. Deadly. A deadly encounter could be lethal for one or more player characters. Survival often requires good tactics and quick thinking, and the party risks defeat. XP THRESHOLDS BY CHARACTER LEVEL Character Encounter Difficulty Level Easy Medium Hard Deadly lst 25 50 75 100 2nd 50 100 150 200 3rd 75 150 225 400 4th 125 250 375 500 5th 250 500 750 1,100 6th 300 600 900 1,400 7th 350 750 1,100 1,700 8th 450 900 1,400 2,100 9th 550 1,100 1,600 2,400 lOth 600 1,200 1,900 2,800 llth 800 1,600 2,400 3,600 12th 1,000 2,000 3,000 4,500 13th 1,100 2,200 3,400 5,100 14th 1,250 2,500 3,800 5,700 15th 1,400 2,800 4,300 6,400 16th 1,600 3,200 4,800 7,200 17th 2,000 3,900 5,900 8,800 18th 2,100 4,200 6,300 9,500 19th 2,400 4,900 7,300 10,900 20th 2,800 5,700 8,500 12,700 CHALLENGE RATING When putting together an encounter or adventure, especially at lower levels, exercise caution when using monsters whose challenge rating is higher than the party's average level. Such a creature might deal enough damage with a single action to take out adventurers of a lower level. For example, an ogre has a challenge rating of 2, but it can kill a l st-level wizard with a single blow. In addition, some monsters have features that might be difficult or impossible for lower-level characters to overcome. For example, a rakshasa has a challenge rating of 13 and is immune to spells of 6th level and lower. Spellcasters of 12th level or lower have no spells higher than 6th level, mean ing that they won't be able to affect the rakshasa with their magic, putting the adventurers at a serious disadvantage. Such an encounter would be significantly tougher for the party than the monster's challenge rating might suggest. CHAPTER 3 I C REATI NG ADVENTURES EVALUATING ENCOUNTER DIFFICULTY Use the following method to gauge the difficulty of any combat encounter. 1. Determine XP Thresholds. First, determine the experience point (XP) thresholds for each character in the party. The XP Thresholds by Character Level table below has four XP thresholds for each character level, one for each category of encounter difficulty. Use a character's level to determine his or her XP thresholds. Repeat this process for every character in the party. 2. Determine the Party's XP Threshold. For each category of encounter difficulty, add up the characters' XP thresholds. This determines the party's XP threshold. You'll end up with four totals, one for each category of encounter difficulty. For example, if your party includes three 3rd-level characters and one 2nd-level character, the party's totaled XP thresholds would be as follows: Easy: 275 XP (75 + 75 + 75 + 50) Medium: 550 XP (150 + 150 + 150 + l 00) Hard: 825 XP (225 + 225 + 225 + 150) Deadly: l ,400 XP (400 + 400 + 400 + 200) Record the totals, because you can use them for every encounter in your adventure. 3. Total the Monsters' XP. Add up the XP for all of the monsters in the encounter. Every monster has an XP value in its stat block. 4. Modify Total XP for Multiple Monsters. If the encounter includes more than one monster, apply a multiplier to the monsters' total XP. The more monsters there are, the more attack rolls you're making against the characters in a given round, and the more dangerous the encounter becomes. To correctly gauge an encounter's difficulty, multiply the total XP of all the monsters in the encounter by the value given in the Encounter Multipliers table. For example, if an encounter includes four monsters worth a total of 500 XP, you would multiply the total XP of the monsters by 2, for an adjusted value of 1,000 XP. This adjusted value is not what the monsters are worth in terms of XP; the adjusted value's only purpose is to help you accurately assess the encounter's difficulty. When making this calculation, don't count any monsters whose challenge rating is significantly below the average challenge rating of the other monsters in the group unless you think the weak monsters significantly contribute to the difficulty of the encounter. ENCOUNTER MULTIPLIERS Number of Number of Monsters Multiplier Monsters Multiplier X l 7-10 X 2.5 2 xl.S ll - 14 x3 3- 6 x2 15 or more x4 5. Compare XP. Compare the monsters' adjusted XP value to the party's XP thresholds. The closest threshold that is lower than the adjusted XP value of the monsters determines the encounter's difficulty.
?or example, an encounter with one bugbear and -:~ee hobgoblins has an adjusted XP value of 1,000, -:iling it a hard encounter for a party of three 3rd-level -:aracters and one 2nd-level character (which has _ .::.ard encounter threshold of 825 XP and a deadly - ounter threshold of 1,400 XP). ? . .:,.RTY SIZE - .::e preceding guidelines assume that you have a party :::~ si sting of three to five adventurers. :; the party contains fewer than three characters, -;:;:>ly the next highest multiplier on the Encounter ~:.Jt ip li ers table. For example, apply a multiplier of _ 5 when the characters fight a single monster, and a -uJtiplier of 5 for groups of fifteen or more monsters. J the party contains six or more characters, use the -::xt lowest multiplier on the table. Use a multiplier of _ 5 fo r a single monster . . ! -LTIPART ENCOUNTERS : Jmetimes an encounter features multiple enemies that -:e party doesn't face all at once. For example, c"N<''"' -onsters might come at the party in waves. ~,~ _,, x§J.~ For such encounters, treat each discrete part or wave as a separate encounter for the purpose of determining its difficulty. A party can't benefit from a short rest between parts of a multipart encounter, so they won't be able to spend Hit Dice to regain hit points or recover any abilities that require a short rest to regain. As a rule, if the adjusted XP value for the monsters in a multipart encounter is higher than one-third of the party's expected XP total for the adventuring day (see "The Adventuring Day," below), the encounter is going to be tougher than the sum of its parts. BUILDING ENCOUNTERS ON A BUDGET You can build an encounter if you know its desired difficulty. The party's XP thresholds give you an XP budget that you can spend on monsters to build easy!. ..
medium, hard, and deadly encounters. Just remember that groups of monsters eat up more of that budget than their base XP values would indicate (see step 4). For example, using the party from step 2, you can build a medium encounter by making sure that the adjusted XP value of the monsters is at least 550 XP (the party's threshold for a medium encounter) and no more than 825 XP (the party's threshold for a hard encounter). A single monster of challenge rating 3 (such as a manticore or owl bear) is worth 700 XP, so that's one possibility. If you want a pair of monsters, each one will count for 1.5 times its base XP value. A pair of dire wolves (worth 200 XP each) have an adjusted XP value of 600, making them a medium encounter for the party as well. To assist with this approach, appendix B presents a list of all monsters in the Monster Manual organized by challenge rating. THE ADVENTURING DAY Assuming typical adventuring conditions and average luck, most adventuring parties can handle about six to eight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers can get through more. If it has more deadly encounters, they can handle fewer. In the same way you figure out the difficulty of an encounter, you can use the XP values of monsters and other opponents in an adventure as a guideline for how far the party is likely to progress. For each character in the party, use the Adventuring Day XP table to estimate how much XP that character is expected to earn in a day. Add together the values of all party members to get a total for the party's adventuring day. This provides a rough estimate of the adjusted XP value for encounters the party can handle before the characters will need to take a long rest. ADVENTURING DAY XP Adjusted XP per Day Adjusted XP per Day Level per Character Level per Character 1st 300 11th 10,500 2nd 600 12th 11,500 3rd 1,200 13th 13,500 4th 1,700 14th 15,000 5th 3,500 15th 18,000 6th 4,000 16th 20,000 7th 5,000 17th 25,000 8th 6,000 18th 27,000 9th 7,500 19th 30,000 lOth 9,000 20th 40,000 SHORT RESTS In general, over the course of a full adventuring day, the party will likely need to take two short rests, about onethird and two-thirds of the way through the day. MODIFYING ENCOUNTER DIFFICULTY An encounter can be made easier or harder based on the choice of location and the situation.
:ncrease the difficulty of the encounter by one step ":-am easy to medium, for example) if the characters -2.·;e a drawback that their enemies don't. Reduce the _ - culty by one step if the characters have a benefit that -eir enemies don't. Any additional benefit or drawback : .:-hes the encounter one step in the appropriate : :-ection. If the characters have both a benefit and a ::-awback, the two cancel each other out. - ituational drawbacks include the following: ~he whole party is surprised, and the enemy isn't. ~he enemy has cover, and the party doesn't. ~he characters are unable to see the enemy. -he characters are taking damage every round from some environmental effect or magical source, and the enemy isn't. The characters are hanging from a rope, in the midst of scaling a sheer wall or cliff, stuck to the floor, or otherwise in a situation that greatly hinders their mobility or makes them sitting ducks. ituational benefits are similar to drawbacks except '-ar they benefit the characters instead of the enemy. .:uN COMBAT ENCOUNTERS :-3e following features can add more fun and suspense a combat encounter: Terrain features that pose inherent risks to both the characters and their enemies, such as a frayed rope bridge and pools of green slime Terrain features that provide a change of elevation, uch as pits, stacks of empty crates, ledges, and balconies Features that either inspire or force characters and their enemies to move around, such as chandeliers, kegs of gunpowder or oil, and whirling blade traps Enemies in hard-to-reach locations or defensive positions, so that characters who normally attack at ra nge are forced to move around the battlefield Different types of monsters working together RANDOM ENCOUNTERS .~s characters explore a wilderness area or dungeon omplex, they are bound to encounter the unexpected. i<.andom encounters are a way to deliver the unexpected. :hey are usually presented in the form of a table. When a random encounter occurs, you roll a die and consult <he table to determine what the party encounters. Some players and DMs view random encounters in an adventure as time-wasters, yet well-designed random encounters can serve a variety of useful purposes: Create urgency. Adventurers don't tend to dawdle if the threat of random encounters is hanging over their heads. Wanting to avoid wandering monsters creates a strong incentive to look for a safe place to rest. (Rolling dice behind the DM screen can often accomplish this even without an actual encounter.) Establish atmosphere. The appearance of thematically linked creatures as random encounters helps to create a consistent tone and atmosphere for an adventure. For example, an encounter table filled with bats, wraiths, giant spiders, and zombies creates a sense of horror, and tells the adventurers to prepare for battle with even more powerful creatures of the night. Drain character resources. Random encounters can drain the party's hit points and spell slots, leaving the adventurers feeling underpowered and vulnerable. This creates tension, as players are forced to make decisions based on the fact that their characters aren't at full strength. Provide assistance. Some random encounters can benefit the characters instead of hindering or harming them. Helpful creatures or NPCs might provide the adventurers with useful information or assistance when they need it most. Add interest. Random encounters can reveal details about your world. They can foreshadow danger or provide hints that will help the adventurers prepare for the encounters to come. • Reinforce campaign themes. Random encounters can remind the players of the major themes of the campaign. For example, if your campaign features an ongoing war between two nations, you might design random encounter tables to reinforce the ever-present nature of the conflict. In friendly territory, your tables might include bedraggled troops returning from battle, refugees fleeing invading forces, heavily guarded caravans full of weapons, and lone messengers on horseback riding for the front lines. While characters are in hostile territory, the tables might include battlefields littered with the recently slain, armies of evil humanoids on the march, and improvised gibbets holding the bodies of deserters who tried to flee the conflict. Random encounters should never be tiresome to you or your players. You don't want the players to feel as if they aren't making progress because another random encounter brings their progress to a halt whenever they try to move forward. Likewise, you don't want to spend time distracted by random encounters that add nothing to the adventure narrative or that interfere with the overall pace you're trying to set. Not every DM likes to use random encounters. You might find that they distract from your game or are otherwise causing more trouble than you want. If random encounters don't work for you, don't use them. TRIGGERING RANDOM ENCOUNTERS Because you want random encounters to build on the intended narrative of a game session, not compete with it, you should choose the placement of those encounters carefully. Think about a random encounter under any of the following circumstances: The players are getting off track and slowing down the game. The characters stop for a short or long rest. • The characters are undertaking a long, uneventful journey. The characters draw attention to themselves when they should be keeping a low profile. CHAPTER 3 I CREATING ADVENTURES
86 \ CHECKING FOR RANDOM ENCOUNTERS You decide when a random encounter happens, or you roll. Consider checking for a random encounter once every hour, once every 4 to 8 hours, or once during the day and once during a long rest-whatever makes the most sense based on how active the area is. If you roll, do so with a d20. If the result is 18 or higher, a random encounter occurs. You then roll on an appropriate random encounter table to determine what the adventurers meet, rerolling if the die result doesn't make sense given the circumstances. Random encounter tables might be provided as part of the adventure you're running, or you can use the information in this chapter to build your own. Creating your own tables is the best way to reinforce the themes and flavor of your home campaign. Not every run-in with a nother creature counts as a random encounter. Encounter tables don't usually include rabbits hopping through the undergrowth, harmless rats scurrying through dungeon halls, or average citizens walking through the streets of a city. Random encounter tables present obstacles and events that advance the plot, foreshadow important elements or themes of the adventure, and provide fun distractions. CHAPTER 3 I CREATING ADVENTURES CREATI NG R AN DOM E NCOUNTER TABLES Creating your own random encounter tables is straightforward. Determine what sort of encounters might occur in a given dungeon area, figure out the likelihood of a particular encounter occurring, then arrange the results. An "encounter" in this case could be a single monster or NPC, a group of monsters or NPCs, a random event (such as an earth tremor or a parade), or a random discovery (such as a charred corpse or a message scrawled on a wall). Assemble Your Encounters. Once you've established a location through which the adventurers are likely to pass, be it a wilderness area or dungeon complex, make a list of creatures that might be found wandering there. If you're not sure which creatures to include, appendix B has lists of monsters organized by terrain type. For a sylvan woodland, you might create a table that includes centaurs, faerie dragons, pixies, sprites, dryads, satyrs, blink dogs, elks, owlbears, treants, giant owls, and a unicorn. If elves inhabit the forest, the table might also include elf druids and elf scouts. Perhaps gnolls are threatening the woods, so adding gnolls and hyenas to the table would be a fun surprise for players. Another fun surprise would be a wandering predator, such as a displacer beast that likes to hunt blink dogs. The table could also use a few random encounters of a less monstrous nature, such as a grove of burned trees (the handiwork of the gnolls), an ivy-covered elven statue, and a plant with glowing berries that turn creatures invisible when ingested. When choosing monsters for a random encounter table, try to imagine why the monsters would be encountered outside their lairs. What is each monster up to? Is it on patrol? Hunting for food? Searching for something? Also consider whether a creature is moving stealthily as it travels through the area. As with planned encounters, random encounters are more interesting when they happen in memorable locations. Outdoors the adventurers might be crossing a forest clearing when they encounter a unicorn or be pushing through a dense section of forest when they come across a nest of spiders. Crossing a desert, characters might discover an oasis haunted by wights or a rocky outcropping on which a blue dragon perches. Probabilities. A random encounter table can be created in a number of ways, ranging from simple (roll ld6 for one of six possible encounters) to complicated (roll percentile dice , modify for time of day, and crossindex the modified number with the dungeon level). The sample encounter table presented here uses a range of 2 to 20 (nineteen entries total), generated using 1d12 + 1d8. The probability curve ensures that encounters appearing in the middle of the table are more likely to occur than encounters placed at the beginning or end of the table. A roll of 2 or 20 is rare (about a 1 percent chance of either), while each of the rolls from 9 to 13 occurs a little over 8 percent of the time. The Sylvan Forest Encounters table is an example of a random encounter table that implements the ideas mentioned above. Creature names in bold refer to stat blocks that appear in the Monster Manual.
• • • • • ••• • • •• SYLVAN FOREST ENCOUNTERS d12 + d8 2 3 4 5 6 7 8 9 10 11 Encounter 1 displacer beast 1 gnoll pack lord and 2d4 gnolls 1d4 gnolls and 2d4 hyenas A grove of burned trees. Characters searching the area and succeeding on a DC 10 Wisdom (Survival) check find gnoll tracks. Following the tracks for 1 d4 hours leads to an encounter with gnolls, or the discovery of dead gnolls with elven arrows sticking out of their flea-ridden corpses. 1 giant owl An ivy-covered statue of an elven deity or hero. 1 dryad (50%) or 1d4 satyrs (50%) 1 d4 centaurs 2d4 scouts (elves). One scout carries a horn and can use its action to blow it. If the horn is blown within the forest, roll on this table again. If the result indicates a monster encounter, the indicated monster or monsters arrive in 1d4 minutes. New arrivals other than gnolls, hyenas, owl bears, and displacer beasts are friendly toward the scouts. 2d4 pixies (50%) or 2d4 sprites (50%) • RANDOM ENCOUNTER CHALLENGE Random encounters need not be level-appropriate challenges for the adventurers, but it's considered bad form to slaughter a party using a random encounter, since most players consider this ending to be an unsatisfying one. Not all random encounters with monsters need to be resolved through combat. A 1st-level party of adventurers could have a random encounter with a young dragon circling above a forest canopy in search of a quick meal, but the characters should have the option to hide or bargain for their lives if the dragon spots them. Similarly, the party might encounter a stone giant roaming the hills, but it might have no intention of harming anyone. In fact, it might shy away from the party because of its reclusive nature. The giant might attack only characters who annoy it. That said, a random encounter table usually includes hostile (though not necessarily evil) monsters that are meant to be fought. The following monsters are considered appropriate combat challenges: • A single monster with a challenge rating equal to or lower than the party's level. A group of monsters whose adjusted XP value constitutes an easy, medium, or hard challenge for the party, as determined using the encounter-building guidelines earlier in this chapter. d12 + d8 12 13 14 15 16 17 18 19 Encounter 1 owlbear 1d4 elks (75%) or 1 giant elk (25%) 1d4 blink dogs A magical plant with 2d4 glowing berries. A creature that ingests a berry becomes invisible for 1 hour, or until it attacks or casts a spell. Once picked, a berry loses its magic after 12 hours. Berries regrow at midnight, but if all its berries are picked , the plant becomes nonmagical and grows no more berries. An elven tune carried on a gentle breeze 1d4 orange (75%) or blue (25%) faerie dragons 1 druid (elf). The druid is initially indifferent toward the party but becomes friendly if the characters agree to rid the forest of its gnoll infestation. 1 treant. The treant is friendly if the party includes one or more elves or is accompanied by a visible fey creature. The treant is hostile if the characters are carrying open flames. Otherwise, it is indifferent and doesn 't announce its presence as the characters pass by. 20 1 unicorn CHAPTER 3 I CREATING ADVENTURES 87
CHAPTER 4: CREATING NONPLAYER CHARACTERS NONPLAYER CHARACTER IS ANY CHARACTER controlled by the Dungeon Master. NPCs can be enemies or allies, regular folk or named monsters. They include the local innkeeper, the old wizard who lives in the tower on the outskirts of town, the death knight out to destroy the kingdom, and the dragon counting gold in its cavernous lair. This chapter shows you how to flesh out non player characters for your game. For guidelines on generating monster-like stat blocks for an NPC, see chapter 9, -Dungeon Master's Workshop." DESIGNING NPCs _ ·othing brings your adventures and campaigns to life better than a cast of well-developed NPCs. That said, _ 'PCs in your game rarely need as much complexity a a well-crafted character in a novel or movie. Most _ 'PCs are bit players in the campaign, whereas the adventurers are the stars. QuicK NPCs An NPC doesn't need combat statistics unless it poses a rhreat. Moreover, most NPCs need only one or two qualities to make them memorable. For example, :our players will have no trouble remembering the no-nonsense blacksmith with the tattoo of the black rose on his right shoulder or the badly dressed bard with the broken nose. DETAILED NPCs For NPCs who play larger roles in your adventures, allow more time to flesh out their histories and personalities. As you'll see, ten sentences can sum up he main elements of a memorable NPC, one sentence ·or each of the following: Occupation and history Appearance Abilities Talent Mannerism Interactions with others Useful knowledge Ideal Bond Flaw or secret Although the material here focuses on humanoid _·pes, you can adjust details to create monstrous _ 'PCs as well. OCCUPATION AND HISTORY In one sentence, describe the NPC's occupation and provide a brief historical note that hints at the cha racter's past. For example, the NPC might have -erved in an army, been imprisoned for a crime, or adventured years ago. APPEARANCE In one sentence, describe the NPC's most distinctive physical features. You can roll on the NPC Appearance table or choose a feature that suits the character. NPC APPEARANCE d20 Feature Distinctive jewelry: earrings, necklace, circlet, bracelets 2 Piercings 3 Flamboyant or outlandish clothes 4 5 6 7 ·g 9 10 ll 12 l3 14 15 16 17 18 19 20 Formal, clean clothes Ragged, dirty clothes Pronounced scar Missing teeth Missing fingers Unusual eye color (or two different colors) Tattoos Birthmark Unusual skin color Bald Braided beard or hair Unusual hair color Nervous eye twitch Distinctive nose Distinctive posture (crooked or rigid) Exceptionally beautiful Exceptionally ugly ABILITIES You don't need to roll ability scores for the NPC, but note abilities that are above or below average- great strength or monumental stupidity, for example- and use them to inform the NPC's qualities. NPC ABILITIES d6 High Ability Strength-powerful, brawny, strong as an ox 2 Dexterity-lithe, agile, graceful 3 Constitution-hardy, hale, healthy 4 Intelligence-studious, learned, inquisitive 5 Wisdom-perceptive, spiritual, insightful 6 d6 1 2 3 4 5 6 Charisma-persuasive, forceful, born leader Low Ability Strength-feeble, scrawny Dexterity-clumsy, fumbling Constitution-sickly, pale Intelligence-dim-witted, slow Wisdom-oblivious, absentminded Charisma-dull, boring CHAPTER 4 I CREATING NONPLAYER CHARACTERS 8g
go T A LENT In one sentence, describe something that your NPC can do that is special, if anything. Roll on the NPC Talents table or use it to spur your own ideas. NPC TALENTS d20 Talent Plays a musical instrument 2 Speaks several languages fluently 3 Unbelievably lucky 4 Perfect memory 5 Great with animals 6 Great with children 7 Great at solving puzzles 8 Great at one game 9 Great at impersonations 10 Draws beautifully ll Paints beautifully 12 Sings beautifully 13 Drinks everyone under the table 14 Expert carpenter 15 Expert cook 16 Expert dart thrower and rock skipper 17 Expert juggler 18 Skilled actor and master of disguise 19 Skilled dancer 20 Knows thieves' cant MANN ERI SM In one sentence, describe one mannerism that will help players remember the NPC. Roll on the NPC Mannerisms and Quirks table or use it to generate your own ideas. NPC MANNERISMS d20 Mannerism Prone to singing, whistling, or humming quietly 2 Speaks in rhyme or some other peculiar way 3 Particularly low or high voice 4 Slurs words, lisps, or stutters 5 Enunciates overly clearly 6 Speaks loudly 7 Whispers 8 Uses flowery speech or long words 9 Frequently uses the wrong word 10 Uses colorful oaths and exclamations ll Makes constant jokes or puns 12 Prone to predictions of doom l3 Fidgets 14 Squints 15 Stares into the distance 16 Chews something 17 Paces 18 Taps fingers 19 Bites fingernails 20 Twirls hair or tugs beard CHAPTER 4 J CREATING NONPLAYER CHARACTERS I NTERACT ION S WITH OTHERS In one sentence, describe how the NPC interacts with others, using the NPC Interaction Traits table if necess ary. An NPC's behavior can change depending on who he or she is interacting with. For example, an innkeeper might be friendly toward guests and rude to her staff. NPC INTERACTION TRAITS d12 Trait d12 Trait 1 Argumentative 7 Honest 2 Arrogant 8 Hot tempered 3 Blustering 9 Irritable 4 Rude 10 Ponderous 5 Curious 11 Quiet 6 Friendly 12 Suspicious USEFUL KNOWLEDGE In a sentence, describe one bit of knowledge the NPC possesses that might be of use to the player characters. The NPC might know something as banal as the best inn in town or as important as a clue needed to solve a murder. I DEAL In a sentence, describe one ideal that the NPC holds dear and which governs his or her greater actions. Player characters who uncover an NPC's ideal can use what they've learned to influence the NPC in a social interaction (as discussed in chapter 8, "Running the Game'} Ideals can connect to alignment, as shown on the NPC Ideals table. The alignment connections here are suggestions only; an evil character could have beauty as an ideal, for instance. NPC IDEALS d6 Good Ideal Evil ideal Beauty Domination 2 Charity Greed 3 Greater good Might 4 Life Pain 5 Respect Retribution 6 Self-sacrifice Slaughter d6 Lawful Ideal Chaotic Ideal Community Change 2 Fairness Creativity 3 Honor Freedom 4 Logic Independence 5 Responsibility No limits 6 Tradition Whimsy d6 Neutral ideal Other Ideals Balance Aspiration 2 Knowledge Discovery 3 Live and let live Glory 4 Moderation Nation 5 Neutrality Redemption 6 People Self-knowledge
BOND In a sentence, summarize the people, places, or things that are especially important to the NPC. The NPC Bonds table offers suggestions in broad categories. The character backgrounds in the Player's Handbook explore bonds in more detail, and player characters who uncover an NPC's bond can use what they've learned to influence the NPC in a social interaction (as discussed in chapter 8). NPC BONDS dlO Bond Dedicated to fulfilling a personal life goal 2 Protective of close family members 3 Protective of colleagues or compatriots 4 Loya l to a benefactor, patron, or employer 5 Captivated by a romantic interest 6 Drawn to a special place 7 Protective of a sentimental keepsake 8 Protective of a va luable possession 9 Out for revenge 10 Roll twice, ignoring results of10 F L AW OR SECRET In one sentence, describe the NPC's flaw-some element of the character's personality or history that could potentially undermine the character-or a secret that the NPC is trying to hide. The NPC Flaws and Secrets table provides several ideas. The backgrounds in the Player's Handbook can be used to create more detailed flaws. Player characters who uncover an NPC's flaw or secret can use what they've learned to influence the NPC in a social interaction (as discussed in chapter 8). NPC FLAWS AND SECRETS d12 Flaw or Secret Forbidden love or susceptibility to romance 2 Enjoys decadent pleasures 3 Arrogance 4 Envies another creature's possessions or station 5 Overpowering greed 6 Prone to rage 7 Has a powerful enemy 8 Specific phobia 9 Shameful or scandalous history 10 Secret crime or misdeed ll Possession offorbidden lore 12 Foolhardy bravery MoNsTERS As NPCs _ amed monsters that play a significant role in an adventure deserve the same attention you would give to a humanoid NPC, with mannerisms as well as ideals, bonds, flaws, and secrets. If a beholder mastermind is behind the criminal activities in a city, don't rely olely on the entry in the Monster Manual to describe the creature's appearance and personality. Take the
time to give it a bit of background, a distinctive quirk of appearance, and especially an ideal, a bond, and a flaw. As an example, consider the Xanathar, a beholder that runs extensive criminal operations in the city of Waterdeep. The Xanathar's spherical body is covered in leathery flesh with a texture similar to cobblestones. Its eyes talks are jointed like the legs of an insect, and some of the stalks have magic rings on them. The Xanathar's speech is slow and deliberate, and it prefers to turn its central eye away from creatures it speaks to. Like all beholders, it sees other creatures as inferiors, though it understands the usefulness of its humanoid minions. The Xanathar uses the sewers beneath Waterdeep to access virtually any location within or under the city. The Xanathar's ideal is greed. It craves powerful magic items and surrounds itself with gold, platinum, and precious gems. Its bond is to its lair-an elaborate cavern complex carved out between the twisting sewers ofWaterdeep, which it inherited from its predecessors and cherishes above all else. Its flaw is a weakness for exotic pleasures: finely prepared foods, scented oils, and rare spices and herbs. Establishing this information allows you to play the Xanathar as more than an ordinary beholder. The complexities of the creature's characterization create more memorable interaction and interesting story possibilities. NPC STATISTICS When you give an NPC game statistics, you have three main options: giving the NPC only the few statistics it needs, give the NPC a monster stat block, or give the NPC a class and levels. The latter two options require a bit of explanation. / USING A MONSTER S-TAT BLOCK Appendix B of the l}f-<:fnster Manual contains statistics for many gen~;pe-i"fPCs that you can customize as you ee-fit;"affi!Chapter 9 of this book offers guidelines on adjusting their statistics and creating a new stat block. USING CLASSES AND LEVELS You can create an NPC just as you would a player character, using the rules in the Player's Handbook. You can even use a character sheet to keep track of the NPC's vital information. Class Options. In addition to the class options in the Player's Handbook, two additional class options are available for evil player characters and NPCs: the Dea ._ domain for clerics and the oathbreaker for paladins. Both options are detailed at the end of this chapter. Equipment. Most NPCs don't need an exhaustive lis of equipment. An enemy meant to be faced in combat requires weapons and armor, plus any treasure the NPC carries (including magic items that might be used against the adventurers). Challenge Rating. An NPC built for combat needs a challenge rating. Use the rules in chapter 9 to determin the NPC's challenge rating, just as you would for a monster you designed. NPC PARTY MEMBERS NPCs might join the adventuring party because they want a share of the loot and are willing to accept an equal share of the risk, or they might follow the adventurers because of a bond of loyalty, gratitude, or love. Such NPCs are controlled by you, or you can transfer control to the players. Even if a player controls an NPC, it's up to you to make sure the NPC i portrayed as a character in his or her own right, not jus· as a servant that the players can manipulate for their own benefit. Any NPC that accompanies the adventurers acts as a party member and earns a full share of experience points. When determining the difficulty of a combat encounter (see chapter 3), make sure to include all NPC party members. Low-LEVEL FoLLOWERS Your campaign might allow player characters to take on lower-level NPCs as followers. For example, a paladin might have a 1st-level paladin as a squire, a wizard might accept a 2nd-level wizard as an apprentice, a cleric might choose (or be assigned) a 3rd-level cleric as an acolyte, and a bard might take on a 4th-level bard as an understudy. One advantage of allowing lower-level characters to join the party is that players have backup characters if their main characters take time off, retire, or die. One disadvantage is that you and your players have more party members to account for. Since lower-level NPC party members receive equal party shares of XP, they will gain levels more quickly than the adventurers (the benefit of studying under such experienced masters), and might eventually catch up to them. It also means the adventurers' advancement is slowed somewhat, as they must share their XP with an NPC shouldering only part of the adventuring burden. Powerful monsters that are an appropriate challenge for higher-level characters can deal enough damage to instantly kill or incapacitate a low-level follower. The adventurers should expect to spend effort and resources
protecting lower-level NPC party members and to provide healing when this protection fails. A DVENTURER NPCs If you don't have enough players to form a full party, ;·ou can use NPCs to fill out the ranks. These NPCs -hould be the same level as the lowest-level adventurer in the party and built (either by you or your players) using the character creation and advancement rules in the Player's Handbook. It's easiest on you if you let the players create and run these supporting characters. Encourage players to roleplay supporting characters a true to the NPCs' personality traits, ideals, bonds, and flaws as possible, so that they don't come across automatons. If you don't feel that an NPC is being portrayed well, you can take control of the NPC, give i to another player, or simply have the NPC leave ~e party. J PC supporting characters are easier to play if you imit their class options. Good candidates for supporting characters include a cleric with the Life domain, a -ghter with the Champion archetype, a rogue with the - hief archetype, and a wizard specializing in Evocation. O PTIONAL RULE: LOYALTY _oyalty is an optional rule you can use to determine · ow far an NPC party member will go to protect or --sist the other members of the party (even those she doesn't particularly like). An NPC party ·ho is abused or ignored is likely to abandon - e party, whereas an NPC who owes a life haracters or shares their goals might fight to the death :or them. Loyalty can be roleplayed or represented by this rule. :..oYALTY ScoRE _.\n PC's loyalty is measured on a numerical scale from to 20. The NPC's maximum loyalty score is equal -o the highest Charisma score among all adventurers the party, and its starting loyalty score is half that umber. If the highest Charisma score changes- ;x:rhaps a character dies or leaves the group-adjust the -PC's loyalty score accordingly. TRA CKING LOYALTY 'eep track of an NPC's loyalty score in secret so that - e players won't know for sure whether an NPC party ~e ber is loyal or disloyal (even if the NPC is currently :mder a player's control). An NPC's loyalty score increases by ld4 if other party embers help the NPC achieve a goal tied to its bond. :... - ·ewise, an NPC's loyalty score increases by ld4 if -· e PC is treated particularly well (for example, given a magic weapon as a gift) or rescued by another party member. An NPC's loyalty score can never be raised above its maximum. When other party members act in a manner that ;-uns counter to the NPC's alignment or bond, reduce -he PC's loyalty score by ld4. Reduce the NPC's nyalty score by 2d4 if the character is abused, misled, r endangered by other party members for purely : !fish reasons. An NPC whose loyalty score drops to 0 is no longer loyal to the party and might part ways with them. A loyalty score can never drop below 0. An NPC with a loyalty score of 10 or higher risks life and limb to help fellow party members. If the NPC's loyalty score is between 1 and 10, its loyalty is tenuous. An NPC whose loyalty drops to 0 no longer acts in the party's best interests. The disloyal NPC either leaves the party (attacking characters who attempt to intervene) or works in secret to bring about the party's downfall. CONTACTS Contacts are NPCs with close ties to one or more of the player characters. They don't go on adventures, but they can provide information, rumors, supplies, or professional advice, either for free or at a cost. Some of the backgrounds in the Player's Handbook suggest CHAPTER 4 CREATING NONPLAYER CHARACTERS 93
94 contacts for beginning adventurers, and characters are likely to secure more helpful contacts over the course of their adventuring careers. A name and a few choice details are all you need for casual contacts, but take the time to fl esh out a recurring contact, especially one who might become an ally or enemy at some point. At the very least, give some thought to a contact's goals and how those goals are likely to come into play. PATRONS A patron is a contact who employs the adventurers, providing help or rewards as well as quests and adventure hooks. Most of the time, a patron has a vested interest in the adventurers' success and doesn't need to be persuaded to help them. A patron might be a retired adventurer who seeks younger heroes to deal with rising threats, or a mayor who knows that the town guard can't handle a dragon demanding tribute. A sheriff becomes a patron by offering a bounty for kobold raiders terrorizing the local countryside, as does a noble who wants an abandoned estate cleared of monsters. HIRELINGS Adventurers can pay NPCs to provide services in a variety of circumstances. Information on hirelings appears in chapter 5, "Equipment," of the Player's Handbook. Hireling NPCs rarely become important in an adventure, and most require little development. When adventurers hire a coach to carry them across town or need a letter delivered, the driver or messenger is a hireling, and the adventurers might never even converse with that NPC or learn his or her name. A ship captain carrying the adventurers across the sea is also a hireling, but such a character has the potential to turn into an ally, a patron, or even an enemy as the adventure unfolds. When the adventurers hire an NPC for long-term work, add the cost of that NPC's services to the characters' lifestyle expenses. See the "Additional Expenses" section of chapter 6, "Between Adventures," for more information. ExTRAS Extras are the characters and creatures in the background that the main characters rarely, if ever, interact with. Extras might be elevated to more important roles by virtue of adventurers singling them out. For instance, a player might be hooked by a passing reference you make to a street urchin and try to strike up a conversation with the youngster. Suddenly, an extra on whom you placed no importance becomes a central figure in an improvised roleplaying scene. Whenever extras are present, be prepared to come up with names and mannerisms on the fly. In a pinch, you can plunder the race-specific character names found in chapter 2, "Races," of the Player's Handbook. CHAPTER 4 I CREATING NON PLAYER CHARACTERS VILLAINS By their actions, villains provide job security for heroes. Chapter 3 helps you determine suitable villains for you: adventures, while this section helps you flesh out their evil s chemes, methods, and weaknesses. Let the table_ that follow inspire you. VILLAIN'S SCHEME d8 2 3 4 5 6 7 8 Objective and Scheme Immortality (d4) l Acquire a legendary item to prolong life 2 Ascend to godhood 3 Become undead or obtain a younger body 4 Steal a planar creature's essence Influence (d4) l Seize a position of power or title 2 Win a contest or tournament 3 Win favor with a powerful individual 4 Place a pawn in a position of power Magic (d6) l Obtain an ancient artifact 2 Build a construct or magical device 3 Carry out a deity's wishes 4 Offer sacrifices to a deity 5 Contact a lost deity or power 6 Open a gate to another world Mayhem (d6) Fulfill an apoca lyptic prophecy 2 Enact the vengefu l wi ll of a god or patron 3 Spread a vile contagion 4 Overthrow a government 5 Trigger a natural disaster 6 Utterly destroy a bloodline or clan Passion (d4) l Prolong the life of a loved one 2 Prove worthy of another person's love 3 Raise or restore a dead loved one 4 Destroy rivals for another person's affection Power (d4) l Conquer a region or incite a rebellion 2 Seize control of an army 3 Become the power behind the throne 4 Gain the favor of a ru ler Revenge (d4) l Avenge a past humiliation or insult 2 Avenge a past imprisonment or injury 3 Avenge the death of a loved one 4 Retrieve stolen property and punish the thief Wealth (d4) Control natural resources or trade 2 Marry into wealth 3 Plunder ancient ruins 4 Steal land, goods, or money
o1 LL AIN 1 S METHODS d20 Methods Methods 12 Murder (d10) Agricultural devastation (d4) 1 Assassination 1 Blight 2 Cannibalism 2 Crop failure 3 Dismemberment 3 Drought 4 Drowning 4 Famine 5 Electrocution 2 Assault or beatings 6 Euthanasia (involuntary) 3 Bounty hunting or assassination 7 Disease 4 Captivity or coercion (d10) 8 Poisoning 1 Bribery 9 Stabbing 2 Enticement 10 Strangulation or suffocation 3 Eviction .13 Neglect 4 Imprisonment 14 Politics (dG) 5 Kidnapping 1 Betrayal or treason 6 Legal intimidation 2 Conspiracy 7 Press gangs 3 Espionage or spying 8 Shackling 4 Genocide 9 Slavery 5 Oppression 10 Threats or harassment 6 Raising taxes 5 Confidence scams (d6) 15 Religion (d4) 1 Breach of contract 1 Curses 2 Cheating 2 Desecration 3 Fast tal king 3 False gods 4 Fine print 4 Heresy or cults 5 Fraud or swindling 16 Stalking 6 Quackery or tricks 17 Theft or Property Crime (d10) 6 Defamation (d4) 1 Arson 1 Framing 2 Blackmail or extortion 2 Gossiping or slander 3 Burglary 3 Humiliation 4 Counterfeiting 4 Libel or insults 5 Highway robbery 7 Dueling 6 Looting 8 Execution (d8) 7 Mugging 1 Beheading 8 Poaching 2 Burning at the stake 9 Seizing property 3 Burying alive 10 Smuggling 4 Crucifixion 18 Torture (dG) 5 Drawing and quartering 1 Acid 6 Hanging 2 Blind ing 7 Impalement 3 Branding 8 Sacrifice (living) 4 Racking 9 Impersonation or disguise 5 Thumbscrews 10 Lyi ng or perjury 6 Whipping ll Magical mayhem (d8) 19 Vice (d4) 1 Hauntings 1 Adultery 2 Illusions 2 Drugs or alcohol 3 Infernal bargains 3 Gambling 4 Mind control 4 Seduction 5 Petrification 20 Warfare (d6) 6 Raising or animating the dead 1 Ambush 7 Summoning monsters 2 Invas ion 8 Weather control 3 Massacre 4 Mercenaries 5 Rebellion 6 Terrorism • • • . CHAPTER - 4 I CREATING NONPLAYER CHARACTERS • " . 95 • . .
VILLAIN's SECRET WEAKNESS Finding and exploiting a villain's weakness can be very gratifying for players, although a smart villain tries to conceal its weakness. A lich, for example, has a phylactery- a magical receptacle for its soul- that it keeps well hidden. Only by destroying the phylactery can the characters ensure the lich's destruction. CHAPTER 4 I CREATING NQ,"PLAYER CHARACTERS Weakness A hidden object holds the vil lain's soul. The villain's power is broken if the# death of its true love is avenged. 3 The vi llain is weaken ed in the presence of a particular artifact. 4 A special weapon deals extra damage when used against the villain. 5 The villain is destroyed if it speaks its true name. 6 An ancient prophecy or riddle reveals how the villain can be overthrown. 7 The villain fall s when an ancient enemy forgives its past actions. 8 The villain loses its power if a mystic bargain it struck long ago is completed. VILLAINOUS CLASS OPTIONS You can use the rules in the Player's Handbook to create NPCs with classes and levels, the same way you create player characters. The class options below let you create two specific villainous archetypes: the evil high priest and the evil knight or anti paladin. The Death Domain is an additional domain choice for evil clerics, and the Oathbreaker offers an alternative path for paladins who fall from grace. A player can choose one of these options with the your approval. CLERIC : DEATH DOMAIN The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and WeeJas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubi . Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and He!). DEATH DOMAIN SPELLS Cleric Level Spells l st false life, ray of sickness 3rd blindnessjdeafness, ray of enfeeblement 5th animate dead, vampiric touch 7th blight, death ward 9th anti life shell, cloud kill BONUS PROFICIENCY When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons. REAPER At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
H ANNEL DIVINITY: TOUCH OF DEATH :illrting at 2nd level, the cleric can use Channel Divinity destroy another creature's life force by touch. .\"hen the cleric hits a creature with a melee attack, -e cleric can use Channel Divinity to deal extra rotic damage to the target. The damage equals 5 + · ce his or her cleric level. ~_; ESC APABLE DESTRUCTION :::!:afting at 6th level, the cleric's ability to channel --gative energy becomes more potent. Necrotic damage :. alt by the character's cleric spells and Channel _ inity options ignores resistance to necrotic damage. ..... rviNE STRIKE -- th level, the cleric gains the ability to infuse his or weapon strikes with necrotic energy. Once on each ~the cleric's turns when he or she hits a creature with a eapon attack, the cleric can cause the attack to deal an a 1d8 necrotic damage to the target. When the cleric -eaches 14th level, the extra damage increases to 2d8. = PROVED REAPER :<arting at 17th level, when the cleric casts a - cromancy spell of 1st through 5th level that targets illy one creature, the spell can instead target two ::-eatures within range and within 5 feet of each other. If - e spell consumes its material components, the cleric ::ru t provide them for each target. ? _-\.LADIN: 0ATHBREAKER .:1 Oathbreaker is a paladin who breaks his or her : cred oaths to pursue some dark ambition or serve an ower. Whatever light burned in the paladin's heart been extinguished. Only darkness remains. A paladin must be evil and at least 3rd level to ~come an Oathbreaker. The paladin replaces the :earures specific to his or her Sacred Oath with athbreaker features. 0 ATHBREAKER SPELLS _-..n Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed. 0ATHBREAKER SPELLS Paladin Level 3rd 5th 9th 13th 17th Spells hellish rebuke , inflict wounds crown of madness, darkness animate dead, bestow curse blight, confusion contagion, dominate person C HANNEL DIVINITY An Oathbreaker paladin of 3rd level or higher gains the :ollowing two Channel Divinity options. Control Undead. As an action, the paladin targets one ndead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect. Dreadful Aspect. As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom s aving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it. AURA OF HATE Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time. f\t 18th level, the range of this aura increases to 30 feet. SUPERNATURAL RESISTANCE At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. DREAD LORD At 20th-level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4dl0 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow. While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 +.the paladin's Charisma modifier. After activating the aura, the paladin can't do so again until he or she finishes a long rest. 0ATHBREAKER ATONEMENT If you allow a player to choose the Oath breaker option, you can later allow the paladin to atone and become a true paladin once more. The paladin who wishes to atone must first shed his or her evil alignment and demonstrate this alignment change through words and deeds. Having done so, the paladin loses all Oath breaker features and must choose a deity and a sacred oath. (With your permission, the player can select a different deity or sacred oath than the character had previously.) However, the paladin doesn 't gain the class featu res specific to that sacred oath until he or she completes some kind of dangerous quest or trial, as determined by the DM . A paladin who breaks his or her sacred oath a second time can become an oath breaker once more, but can 't atone. CHAPTER 4 I CREATING NON PLAYER CHARACTERS 97
C HAPTER 5: ADVENTURE ENVIRONMENTS ANY D&D ADVENTURES REVOLVE around a dungeon setting. Dungeons in D&D include great halls and tombs, subterranean monster lairs, labyrinths riddled with death traps, natural caverns extending for miles beneath the -urface of the world, and ruined castles. . ot every adventure takes place in a dungeon. A :ilderness trek across the Desert of Desolation or a arrowing journey into the jungles of the Isle of Dread can be an exciting adventure in its own right. In the great outdoors, dragons wheel across the sky in search f prey, tribes of hobgoblins pour forth from their grim ·ortresses to wage war against their neighbors, ogres plunder farmsteads for food, and monstrous spiders op from the web-shrouded canopies of trees. Within a dungeon, adventurers are constrained by :ails and doors around them, but in the wilderness, adventurers can travel in almost any direction they please. Therein lies the key difference between dungeon and wilderness: it's much easier to predict where the adventuring party might go in the dungeon because the ptions are limited- less so in the wilderness. illages, towns, and cities are cradles of civilization n a dangerous world, but they too offer opportunities · r adventure. Encounters with monsters ·might seem Jlllikely within a city's walls, but urban settings have · eir own villains and perils. Evil, after all, takes many ·orms, and urban settings aren't always the safe havens .hey seem to be. This chapter provides an overview of these three environments plus a few unusual environments, taking :-ou through the process of creating an adventure ocation, with plenty of random tables to inspire you. DUNGEONS - me dungeons are old strongholds abandoned by the • lk who built them. Others are natural caves or weird ..airs carved out by foul monsters. They attract evil cults, onster tribes, and reclusive creatures. Dungeons are o home to ancient treasures: coins, gems, magic -ems, and other valuables hidden away in the darkness, ften guarded by traps or jealously kept by the monsters · at have collected them. B uiLDING A DuNGEO N -·:hen you set out to create a dungeon, think about its -· tinctive qualities. For example, a dungeon that serves - a hobgoblin stronghold has a different quality from an ancient temple inhabited by yuan-ti. This section ys out a process for creating a dungeon and bringing - to life. JUNGEON LOCAT ION ' ou can use the Dungeon Location table to determine .he locale of your dungeon. You can roll on the table or oose an entry that inspires you. DUNGEON LOCATION dlOO Location 01-04 A bui lding in a city 05-08 Catacombs or sewers beneath a city 09-1 2 Beneath a farmhouse 13- 16 Beneath a graveyard 17- 22 Beneath a ruined castle 23-26 Beneath a ruined city 27-30 Beneath a temple 31-34 In a chasm 35- 38 In a cliff face 39-42 In a desert 43 - 46 In a forest 47-50 In a glacier 51 - 54 In a gorge 55-58 In a jungle 59-62 In a mountain pa ss 63-66 In a swamp 67- 70 Beneath or on top of a mesa 71-74 In sea caves 75-78 In several conn ected mesas 79-82 On a mountain peak 83-86 On a promontory 87-90 On an island 91 - 95 Underwater 96-00 Roll on the Exotic Location table EXOTIC LOCATION d20 Location Among the branches of a tree 2 Around a geyser 3 Behind a waterfal l 4 Buried in an avalanche 5 6 7 8 9 10 ll 12 l3 14 15 16 17 18 19 20 Buried in a sandstorm Buried in volcanic ash Castle or structure sunken in a swamp Castle or structure at the bottom of a sinkhole Floating on the sea In a meteorite On a demiplane or in a pocket dimension In an area devastated by a magical catastrophe On a cloud In the Feywild In the Shadowfe/1 On an island in an underground sea In a volcano On the back of a Gargantuan living creature Sealed inside a magical dome of force Inside a Mordenkainen's magnificent mansion DUNGEON CREATOR A dungeon reflects its creators. A lost temple of the yuan-ti, choked by overgrown jungle plants, might feature ramps instead of stairs. Caverns carved by a CHAPTER 5 I ADVENTURE ENVIRONMENTS 99
beholder·s disintegration eye ray have walls that are un naturally smooth, and the beholder's lair might include vertical shafts connecting different levels. Amphibious monsters such as kuo-toa and aboleths use water to protect the innermost reaches of their la irs from air-breathing intruders. Details bring a dungeon setting's personality to life. Great bearded faces might be carved on the doors of a dwarven stronghold and might be defaced by the gnolls who live there now. Spiderweb decorations, torture chambers, and slave pens might be common features in a vault built by drow, telling something about that location and its occupants. The Dungeon Creator table includes creatures that typically build dungeons. You can choose a creator from the table or roll randomly, or choose some other dungeon builder appropriate for your campaign. DUNGEON CREATOR d20 Creator 1 Beholder 2-4 Cult or religious group (roll on the Cults and Religious Groups table to determine specifics) 5-8 Dwarves 9 Elves (including drow) 10 Giants ll Hobgoblins 12-15 Humans (roll on the NPC Alignment and NPC Class tables to determine specifics) 16 Kuo-toa 17 Lich 18 Mindflayers 19 Yuan-ti 20 No creator (natural caverns) CULTS AND RELIGIOUS GROUPS d20 Cult or Religious Group Demon-worshiping cult 2 Devil-worshiping cult 3-4 Elemental Air cult 5-6 Elemental Earth cult 7-8 Elemental Fire cult 9-10 Elemental Water cult ll-15 Worshipers of an evil deity 16-1 7 Worshipers of a good deity 18-20 Worshipers of a neutral deity NPC ALIGNMENT d20 Alignment d20 Alignment 1-2 Lawful good 10-ll Neutral 3-4 Neutral good 12 Chaotic neutral 5-6 Chaotic good 13-15 Lawful evil 7-9 Lawful neutral 16-18 Neutral evil 19-20 Chaotic evil