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Dungeon Master's Screen

AGE 12+ Monster Standard level Monster" multiply the Standard Monster value by the number of pes in the party. For minor quests. The XP award is equal to the Standard Monster reward.

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100% found this document useful (1 vote)
776 views10 pages

Dungeon Master's Screen

AGE 12+ Monster Standard level Monster" multiply the Standard Monster value by the number of pes in the party. For minor quests. The XP award is equal to the Standard Monster reward.

Uploaded by

jozzua
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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_._-_._._.

AGE 12+

--,_,_,_,_,_,_._-,--,-_._,_,_,

- - -

Monster Standard

Level Monster" Minion Elite Solo

EXPERIENCE POINT REWARDS

Monster Standard

Level Monster" Minion Elite Solo

200 500 21
250 625
300 750
350 875
400 1,000
500 1,250
600 1500
700 1,750
00 2,000
1,000 2,500
1,200 3000
32
34 800 6400 16000 2 sp
1,038 8,300 20,750 5ge
127 10200 25500 Drink
1,513 12,100 30,250 sp-
1750 14,000 35,000 5 gp
2,250 18,000 45,000
2750 22000 55000 5 sp
26,000 2gP-
30000 175 44

200 __ ~5~O ~~ __ ~~~

27,000 6,750
31,000 7,750
39,000 195,000
47,000
55,000 13,750 110,000
63,000 15,750 126,000
79,000 19,750 158,000
95,000 23,750 190,000
111,000 27,750 222,000 555,000 20

2,800

700

5,600

14,000

Large fire creature 20

"To calculate the target XP for an encounter of the pes' level or to calculate the appropriate quest XP for a party of the pes' level. multiply the Standard Monster value by the number of pes in the party. For minor quests. the XP award is equal to the Standard Monster reward.

Huge or Gargantuan

~fi~re~c~re~a~tuMre~ ~4~0~ ~b~rig~h~t ~~

CHARACTER ADVANCEMENT

Normal Damage Expressions limited Damage Expressions

Level Low Medium High Low Medium High

Total XP Level

1d6 + 3 1d10 + 3 2d6 + 3 +
ld6+4 1dl0 + 4 2d8 +4 3d6 +4 3dl0 + 4
1i:18 + 5 2i:16+ 5 2i:18 + 5 i:l10+ 5 4 +
2d6 + 5 3d6 + 5 3d8 + 5 4d8 + 5
2i:18+6 3i:16+6
2d8 + 7 3d8 + 7 3dl0 + 6 4dl0 + 7 4d12 + 7
3i:16 + 8 3i:18 + 7 4i:18 + 7 4i:110 + 7 4i:112 + 7
2d6 + 8 3d6 + 8 4d8 + 8 4d12 + 8 5d10 + 8
2i:18 +9 3i:18 + 9 4i:110 + 9 5i:110 + 9 5i:112 + 9
28th-30th 2d8 + 10 3d8 + 10 4d8 + 10 4dl0 + 9 5dl0 + 9 5d12 + 9
DUNGEONS & DRAGONS and its logo are trademarks of Wizards of the Coast. lnc, in the U.5A. and other countries.
©2008 Wizards of the Coast. Inc. 66021830740001 EN
Screen illustrated by Francis Tsai '~~~~~~~="-!.- ...:H~ell! an unconscious creature consume a potion

Improve an ally's attack roll, defense,

F::"-='_.,.,_ ..... _...;;;;;;;;;;;;;;;;;;;;;;;;;;;__;.s;;k;.:.i:;.lI..:c::,:h:;,eck, or ability check

Basic attac"_!I<~-::::::4i~~~_-:M~a~l<~e a basic attack

Bull rush Push a target 1 square and shift into the vacated space

287 287

Charge

Move and then make a melee basic attack or a bull rush

287

Make a critical hit against a helpless enemy

GrabanenemY- ~~

Ready an action to perform when a specified trigger occurs

Spend a healing surge and gain a +2

bonus to defenses once l!!!ie.!;.r.seun.!:.!cO!llu~nwtl!:e[,)1_ ___.

Gain a +2 bonus to all your defenses

until the start of your next turn

288

291

291

Total defense

292

Move Actions Description Page

~C.:!ra!!lw!tU.1 _-=========~~~hw·I.!ia1! Q I! to ill u sB~e~d:!.-..~_~ __ ~28~8~

Escape Escape a grab and shift 288

Run Move up to your speed +2; grant combat advantage 291

':'"_-:- __ -======---'a:n""d"-';ta;"'k"'e""a:---"""S l!enal!I to attacks until next turn Stand up

292

Shift Squeeze

292

292

Wall<

Minor Actions Description Page

2SS

277

Load a crossbow so that you can fire it

219

Open or close a door or container that isn't locked or stuck

267

Pick up an item

Pick up an object in your space or an unoccupied space

267

~~,_ U~se!>.l!ila..::!s!!ltil!.lie!:!l~d.::o~rl put it awa~ _

Retrieve or stow an item Retrieve or stow an item on your person

Opportunity Actions Description Page

Opportunity attack

Make a melee basic attack against an enem~ that Rrovokes an op.Rortunit)' attack

290

Let go of an enemy

Spend an action point to tal<e an

~~_~~~~~~~~~e~~r~ct~io~(oncep'~e~r~e~n~co~u~n~t~e~~,~ _

Talk Speak a few sentences 267

Combat Advantage (PH 279)

You gain combat advantage when a defender is ...

.. Balancing (page 180) .. Running (page 291)

.. Blinded (page 277) .. Squeezing (page 292)

.. Climbing (page 182) .. Stunned (page 277)

.. Dazed (page 277) .. Surprised (page 277)

.. Flanked by the attacker (page 285) .. Unable to see the attacker (page 281)

.. Helpless (page 277) .. Unaware of you (page 188)

.. Prone (melee attacks only) (page 277) .. Unconscious (page 277)

.. Restrained (page 277)

51

Attacker is prone

Attacker is restrained

Target has cover

arget has su(!erior cover

Target has concealment (melee and ranged only) -2

Target has total concealment melee and rang:Ee~d,.l:o!ln!!I't1- -~S

Long range (weapon attacks only) -2

Charge attack (melee onl)'}L +:,..1&.1

DCS TO BREAK OR

BURST COMMON ITEMS

20 25 29

38

33 ___ 26

Burst iron chains 30

Burst adamantine chains 34

Smash wooden chest 19

Smash iron box 26

Smash adamantine box 32

Break through wooden wall (6 in. thick) 26

Break through masonry wall (1 ft. thick) 35

Break through hewn stone wall (3 ft. thick) 43

4th-6th 7
7th-9th 8 14
10th-12th 10 16
131fi-15th 11 18
16th-18th 13 20
19th-21 st 14 22
22nd-24th 16 24
25th-27th 17 26
28th-30th 19 28 21 23 25

33

30 ft. 50 ft. 70 ft.
th 70ft. 110ft.
16th-20th 60ft. 90 ft. 140 ft.
21st-25th 80ft. 110ft. 170 ft.
26th-30th 90ft. 130 ft. 200 ft. DCS FOR COMMONLY USED SKILLS Climb

Climbing a ladder Athletics DC 5

Climbing a rope Athletics DC 10

Climbing an uneven surface (dungeon wall) Athletics DC 15

Climbing a rough surface (brick wall Athletics DC 20

Surface is unusually smooth Athletics DC +5

Surface is slippery Athletics DC + 5

Use climber's kit + 2 on check

------.-------~~------------+~S~o~n~c~h~e~ck~

-5 on check

Athletics check vs. Fortitude

IEscap-e from Restraints Attempt to escape as a standard action

ind Tracks

Soft ground (snow, loose dirt, mud)

Hard ground (wood o..,r""'s""to""n""e",)'- _

Huge of larger creature, or group of 1 0+ Rain or snow since tracks were made Each day since tracks were made

Q.uar!), takes ste~s to cover tracks

Acrobatics DC 20 DC+10

Perception DC 1 5 Perception DC 2 S +5 to check

-=---

Perce~tion DC + 1 0

Perception DC + 2 Perce~tion DC +5

Detect Magic

Identift a conjuration or summoning effect Arcana DC 1 S + spell level Identify magical effect already in place Arcana DC 20 + spell level Arcana DC 20 + spell level

Let a character use a healing surg.~e _

Stabilize a dying character

Help' a d}'ing character recover

Let a character make a saving throw

~------

Listen

Battle

Normal conversation

Heal DC 10 Heal DC 1S Heal DC 15 Heal DC 1S

Perception DC 0 Perception DC 5 Perception DC 1 5 Perception DC +5 Perception DC + 10

Perception DC +1 per 2 squares

Whispers Through a door Through a wall Faraway

Rolling Attacks and Checks

• Attacks: 1 d20 + one-half level + ability modifier (+ proficiency bonus, if a weapon attack) + other modifiers

• Checks: 1 d20 + one-half level + ability modifier (+5 if a trained skill) + other modifiers

Cover (PH 280)

• Cover (-2 Penalty to Attack Rolls): The target is around a corner or protected by terrain. For example, the target might be in the same square as a small tree, obscured by a small pillar or a large piece offurniture, or behind a low wall.

• Superior Cover (-5 Penalty to Attack Rolls): The target is protected by a significant terrain advantage, such as when fighting from behind a window, a portcullis, a grate, or an arrow slit.

• Area Attacks and Close Attacks: When you make an area attack or a close attack, a target has cover if there is an obstruction between the origin square and the target, not between you and the target.

• Reach: If a creature that has reach attacks through terrain that would grant cover if the target were in it, the target has cover. For example, even if you're not in the same square as a small pillar, it gives you cover from the attack of an ogre on the other side of the pillar.

• Creatures and Cover: When you make a ranged attack against an enemy and other enemies are in the way, your target has cover. Your allies never grant cover to your enemies, and neither allies nor enemies give cover against melee, close, or area attacks.

• Determining Cover: To determine if a target has cover, choose a corner of a square you occupy (or a corner of your attack's origin square) and trace imaginary lines from that corner to every corner of anyone square the target occupies. If one or two of those lines are blocked by an obstacle or an enemy, the target has cover. (A line isn't blocked if it runs along the edge of an obstacle's or an enemy's square.) If three or four of those lines are blocked but you have line of effect, the target has superior cover.

Concealment (PH 281)

• Concealment (-2 Penalty to Attack Rolls): The target is in a lightly obscured square or in a heavily obscured square but adjacent to you.

• Total Concealment (-5 Penalty to Attack Rolls): You can't see the target. The target is invisible, in a totally obscured square, or in a heavily obscured square and not adjacent to you.

• Melee Attacks and Ranged Attacks Only: Attack penalties from concealment apply only to the targets of melee or ranged attacks.

Conditions (PH 277)

BLINDED

.. You grant combat advantage.

.. You can't see any target (your targets have total concealment).

.. You take a -10 penalty to Perception checks.

.. You can't flank an enemy.

DAZED

.. You grant combat advantage.

.. You can take either a standard action, a move action, or a minor action on your turn (you can also take free actions). You can't take immediate actions or opportunityactions.

.. You can't flank an enemy.

DEAFENED

.. You can't hear anything.

.. You take a - 10 penalty to Perception checks.

DOMINATED

.. You're dazed.

.. The dominating creature chooses your action. The only powers it can make you use are at-will powers.

DYING

.. You're unconscious.

.. You're at 0 or negative hit points.

.. You make a death saving throw every round.

HELPLESS

.. You grant combat advantage.

.. You can be the target of a coup de grace. Note: Usually you're helpless because you're

unconscious.

IMMOBILIZED

.. You can't move from your space, although you can teleport and can be forced to move by a pull, a push, or a slide.

.. You take a -2 penalty to attack rolls if your attack doesn't include the creature that marked you.

PETRIFIED

.. You have been turned to stone. .. You can't take actions.

.. You gain resist 20 to all damage.

.. You are unaware of your surroundings. .. You don't age.

Healing a Dying Character (PH 295)

.. Regain Hit Points: When you are dying and receive healing, you go to 0 hit points and then regain hit points from the healing effect. If a healing effect requires you to spend a healing surge but you have none left, your condition doesn't change, but you regain hit points after an extended rest if someone has stabilized you using the Heal skill.

.. Become Conscious: As soon as you have a current hit point total that's higher than 0, you become conscious and are no longer dying. (You are still prone until you take an action to stand up.)

PRONE

.. You grant combat advantage to enemies making melee attacks against you.

.. You get a + 2 bonus to all defenses against ranged attacks from nonadjacent enemies.

.. You're lying on the ground. (If you're flying, you safely descend a distance equal to your fly speed. If you don't reach the ground, you fall.)

.. You take a -2 penalty to attack rolls.

RESTRAINED

.. You grant combat advantage. .. You're immobilized.

.. You can't be forced to move by a pull, a push, or a slide.

.. You take a -2 penalty to attack rolls.

SLOWED

.. Your speed becomes 2. This speed applies to all your movement modes, but it does not apply to teleportation or to a pull, a push, or a slide. You can't increase your speed above 2, and your speed doesn't increase if it was lower than 2. If you're slowed while moving, stop moving if you have already moved 2 or more squares.

STUNNED

.. You grant combat advantage. .. You can't take actions.

.. You can't flank an enemy.

SURPRISED

.. You grant combat advantage.

.. You can't take actions, other than free actions.

.. You can't flank an enemy.

UNCONSCIOUS

.. You're helpless.

.. You take a -5 penalty to all defenses. .. You can't take actions.

.. You fall prone, if possible. .. You can't flank an enemy.

WEAKENED

.. Your attacks deal half damage. Ongolng damage you deal is not affected.

Death and Dying (PH 295)

.. Dying: When your hit points drop to 0 or fewer, you fall unconscious and are dying. Any additional damage you take continues to reduce your current hit point total until your character dies.

.. Death Saving Throw: When you are dying, you need to make a saving throw at the end of your turn each

round. The result of your saving throw determines how close you are to death.

Lower than 10: You slip one step closer to death. If you get this result three times before you take a rest, you die.

10-19: No change.

20 or higher: Spend a healing surge. When you do so, you are considered to have 0 hit points, and then your healing surge restores hit points as normal. You are no longer dying, and you are conscious but still prone. If you roll 20 or higher but have no healing surges left, your condition doesn't change.

.. Death: When you take damage that reduces your current hit points to your bloodied value expressed as a negative number, your character dies.

accessory provides the Dungeon Ma ter with a of tables and lists usefuJ during arne play By reducing the page-flipping nece ar~ during the game, this screen speeds play and keep the action on track.

The heavy cardstock. four-panel Dun8<' Master's Screen also keeps players from seein what coming Up in the adventure-use it to hide your encounters, maps, miniatures, and even dic roll from prying eyes!

ISBN: 978-0-7869-4927-4

50995

1111111111111111 ~

Sug. Retail: U.S. S9,95 CAN $11.95

Printed in China 218307400

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Please retain this package for future n![CfC1lLC MADE IN CHL A

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