_._-_._._.
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
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Sug. Retail: U.S. S9,95 CAN $11.95
Printed in China 218307400
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