The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

Dungeon Master's Guide Core Rulebook II v.3.5

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by southbend42167, 2022-05-13 22:59:26

Dungeon Master's Guide Core Rulebook II v.3.5

Dungeon Master's Guide Core Rulebook II v.3.5

CHAPTER 8: CONDITION SUMMARY Dazzled: The creature is unable to see well because of overstimu-
lation of the eyes. A dazzled creature takes a –1 penalty on attack rolls,
GLOSSARY This section describes the adverse conditions that weaken, slow, Search checks, and Spot checks.
or even kill characters. If more than one condition affects a char-
300 acter, apply them all. If certain effects can’t combine, apply the Dead: The character’s hit points are reduced to –10, his Consti-
most severe effect. For example, a character who is dazed and con- tution drops to 0, or he is killed outright by a spell or effect. The
fused takes no actions whatsoever (dazed is more severe than con- character’s soul leaves his body. Dead characters cannot benefit
fused). The confused character might want to attack a random char- from normal or magical healing, but they can be restored to life via
acter, but he can’t because he’s dazed. magic. A dead body decays normally unless magically preserved,
but magic that restores a dead character to life also restores the
Ability Damaged: The character has temporarily lost 1 or body either to full health or to its condition at the time of death
more ability score points. Lost points return at a rate of 1 per day (depending on the spell or device).
unless noted otherwise by the condition dealing the damage. A
character with Strength 0 falls to the ground and is helpless. A Either way, resurrected characters need not worry about rigor
character with Dexterity 0 is paralyzed. A character with Constitu- mortis, decomposition, and other conditions that affect dead bodies.
tion 0 is dead. A character with Intelligence, Wisdom, or
Charisma 0 is unconscious. (See Ability Score Loss under Special Deafened: A deafened character cannot hear. She takes a –4
Abilities earlier in this chapter.) penalty on initiative checks, automatically fails Listen checks, and
has a 20% chance of spell failure when casting spells with verbal
Ability damage is different from penalties to ability scores, components.
which go away when the conditions causing them (fatigue, entan-
glement, and so on) go away. Characters who remain deafened for a long time grow accus-
tomed to these drawbacks and can overcome some of them (DM’s
Ability Drained: The character has permanently lost 1 or more discretion).
ability score points. The character can regain these points only
through magical means. A character with Strength 0 falls to the Disabled: A character with 0 hit points, or one who has nega-
ground and is helpless. A character with Dexterity 0 is paralyzed. tive hit points but has become stable and conscious, is disabled. A
A character with Constitution 0 is dead. A character with Intelli- disabled character may take a single move action or standard
gence, Wisdom, or Charisma 0 is unconscious. (See Ability Score action each round (but not both, nor can she take full-round
Loss under Special Abilities earlier in this chapter.) actions). She moves at half speed. Taking move actions doesn’t risk
further injury, but performing any standard action (or any other
Blinded: The character cannot see. He takes a –2 penalty to action the DM deems strenuous, including some free actions such
Armor Class, loses his Dexterity bonus to AC (if any), moves at as casting a quickened spell) deals 1 point of damage after the com-
half speed, and takes a –4 penalty on Search checks and on most pletion of the act. Unless the action increased the disabled charac-
Strength- and Dexterity-based skill checks. All checks and activi- ter’s hit points, she is now in negative hit points and dying.
ties that rely on vision (such as reading and Spot checks) automat-
ically fail. All opponents are considered to have total concealment A disabled character with negative hit points recovers hit points
(50% miss chance) to the blinded character. naturally if she is being helped. Otherwise, each day she has a 10%
chance to start recovering hit points naturally (starting with that
Characters who remain blinded for a long time grow accus- day); otherwise, she loses 1 hit point. Once an unaided character
tomed to these drawbacks and can overcome some of them (DM’s starts recovering hit points naturally, she is no longer in danger of
discretion). losing hit points (even if her current hit points are negative).

Blown Away: Depending on its size, a creature can be blown Dying: A dying character is unconscious and near death. She
away by winds of high velocity (see Table 3–24, page 95). A creature has –1 to –9 current hit points. A dying character can take no
on the ground that is blown away is knocked down and rolls 1d4×10 actions and is unconscious. At the end of each round (starting
feet, taking 1d4 points of nonlethal damage per 10 feet. A flying with the round in which the character dropped below 0 hit
creature that is blown away is blown back 2d6×10 feet and takes 2d6 points), the character rolls d% to see whether she becomes
points of nonlethal damage due to battering and buffering. stable. She has a 10% chance to become stable. If she does not,
she loses 1 hit point. If a dying character reaches –10 hit points,
Checked: Prevented from achieving forward motion by an she is dead.
applied force, such as wind. Checked creatures on the ground
merely stop. Checked flying creatures move back a distance speci- Energy Drained: The character gains one or more negative
fied in the description of the effect. levels, which might permanently drain the character’s levels.

Confused: A confused character’s actions are determined by rolling If the subject has at least as many negative levels as Hit Dice, he
d% at the beginning of his turn: 01–10, attack caster with melee or dies. Each negative level gives a creature the following penalties:
ranged weapons (or close with caster if attacking is not possible); –1 penalty on attack rolls, saving throws, skill checks, ability
11–20, act normally; 21–50, do nothing but babble incoherently; checks; loss of 5 hit points; and –1 to effective level (for determin-
51–70, flee away from caster at top possible speed; 71–100, attack ing the power, duration, DC, and other details of spells or special
nearest creature (for this purpose, a familiar counts as part of the abilities). In addition, a spellcaster loses one spell or spell slot from
subject’s self ). A confused character who can’t carry out the indicated the highest spell level castable.
action does nothing but babble incoherently. Attackers are not at
any special advantage when attacking a confused character. Any con- Entangled: The character is ensnared. Being entangled impedes
fused character who is attacked automatically attacks its attackers movement, but does not entirely prevent it unless the bonds are
on its next turn, as long as it is still confused when its turn comes. A anchored to an immobile object or tethered by an opposing force.
confused character does not make attacks of opportunity against any An entangled creature moves at half speed, cannot run or charge,
creature that it is not already devoted to attacking (either because and takes a –2 penalty on all attack rolls and a –4 penalty to Dexter-
of its most recent action or because it has just been attacked). ity. An entangled character who attempts to cast a spell must make a
Concentration check (DC 15 + the spell’s level) or lose the spell.
Cowering: The character is frozen in fear and can take no
actions. A cowering character takes a –2 penalty to Armor Class Exhausted: An exhausted character moves at half speed and
and loses her Dexterity bonus (if any). takes a –6 penalty to Strength and Dexterity. After 1 hour of com-
plete rest, an exhausted character becomes fatigued. A fatigued
Dazed: The creature is unable to act normally. A dazed creature character becomes exhausted by doing something else that would
can take no actions, but has no penalty to AC. normally cause fatigue.

A dazed condition typically lasts 1 round. Fascinated: A fascinated creature is entranced by a supernatu-
ral or spell effect. The creature stands or sits quietly, taking no

actions other than to pay attention to the fascinating effect, for as Panicked: A panicked creature must drop anything it holds CHAPTER 8:
long as the effect lasts. It takes a –4 penalty on skill checks made as and flee at top speed from the source of its fear, as well as any other
reactions, such as Listen and Spot checks. Any potential threat, dangers it encounters, along a random path. It can’t take any other GLOSSARY
such as a hostile creature approaching, allows the fascinated crea- actions. In addition, the creature takes a –2 penalty on all saving
ture a new saving throw against the fascinating effect. Any obvi- throws, skill checks, and ability checks. If cornered, a panicked 301
ous threat, such as someone drawing a weapon, casting a spell, or creature cowers and does not attack, typically using the total
aiming a ranged weapon at the fascinated creature, automatically defense action in combat. A panicked creature can use special abil-
breaks the effect. A fascinated creature’s ally may shake it free of ities, including spells, to flee; indeed, the creature must use such
the spell as a standard action. means if they are the only way to escape.

Fatigued: A fatigued character can neither run nor charge and Panicked is a more extreme state of fear than shaken or frightened.
takes a –2 penalty to Strength and Dexterity. Doing anything that Paralyzed: A paralyzed character is frozen in place and unable
would normally cause fatigue causes the fatigued character to to move or act, such as by the hold person spell. A paralyzed charac-
become exhausted. After 8 hours of complete rest, fatigued char- ter has effective Dexterity and Strength scores of 0 and is helpless,
acters are no longer fatigued. but can take purely mental actions. A winged creature flying in
the air at the time that it becomes paralyzed cannot flap its wings
Flat-Footed: A character who has not yet acted during a and falls. A paralyzed swimmer can’t swim and may drown. A crea-
combat is flat-footed, not yet reacting normally to the situation. A ture can move through a space occupied by a paralyzed creature—
flat-footed character loses his Dexterity bonus to AC (if any) and ally or not. Each square occupied by a paralyzed creature, however,
cannot make attacks of opportunity. counts as 2 squares.
Petrified: A petrified character has been turned to stone and is
Frightened: A frightened creature flees from the source of its considered unconscious. If a petrified character cracks or breaks,
fear as best it can. If unable to flee, it may fight. A frightened crea- but the broken pieces are joined with the body as he returns to
ture takes a –2 penalty on all attack rolls, saving throws, skill flesh, he is unharmed. If the character’s petrified body is incom-
checks, and ability checks. A frightened creature can use special plete when it returns to flesh, the body is likewise incomplete and
abilities, including spells, to flee; indeed, the creature must use the DM must assign some amount of permanent hit point loss
such means if they are the only way to escape. and/or debilitation.
Pinned: Held immobile (but not helpless) in a grapple.
Frightened is like shaken, except that the creature must flee if Prone: The character is on the ground. An attacker who is
possible. Panicked is a more extreme state of fear. prone has a –4 penalty on melee attack rolls and cannot use a
ranged weapon (except for a crossbow). A defender who is prone
Grappling: Engaged in wrestling or some other form of hand- gains a +4 bonus to Armor Class against ranged attacks, but takes a
to-hand struggle with one or more attackers. A grappling charac- –4 penalty to AC against melee attacks.
ter can undertake only a limited number of actions. He does not Standing up is a move-equivalent action that provokes an attack
threaten any squares, and loses his Dexterity bonus to AC (if any) of opportunity.
against opponents he isn’t grappling. Shaken: A shaken character takes a –2 penalty on attack rolls,
saving throws, skill checks, and ability checks.
Helpless: A helpless character is paralyzed, held, bound, Shaken is a less severe state of fear than frightened or panicked.
sleeping, unconscious, or otherwise completely at an opponent’s Sickened: The character takes a –2 penalty on all attack rolls,
mercy. A helpless target is treated as having a Dexterity of 0 (–5 weapon damage rolls, saving throws, skill checks, and ability
modifier). Melee attacks against a helpless target get a +4 bonus checks.
(equivalent to attacking a prone target). Ranged attacks gets no Stable: A character who was dying but who has stopped losing
special bonus against helpless targets. Rogues can sneak attack hit points and still has negative hit points is stable. The character
helpless targets. is no longer dying, but is still unconscious. If the character has
become stable because of aid from another character (such as a
As a full-round action, an enemy can use a melee weapon to Heal check or magical healing), then the character no longer loses
deliver a coup de grace to a helpless foe. An enemy can also use a hit points. He has a 10% chance each hour of becoming conscious
bow or crossbow, provided he is adjacent to the target. The attacker and disabled (even though his hit points are still negative).
automatically hits and scores a critical hit. (A rogue also gets her If the character became stable on his own and hasn’t had help,
sneak attack damage bonus against a helpless foe when delivering he is still at risk of losing hit points. Each hour, he has a 10%
a coup de grace.) If the defender survives, he must make a Forti- chance of becoming conscious and disabled. Otherwise he loses 1
tude save (DC 10 + damage dealt) or die. hit point.
Staggered: A character whose nonlethal damage exactly equals
Delivering a coup de grace provokes attacks of opportunity. his current hit points is staggered. A staggered character may take
Creatures that are immune to critical hits do not take critical a single move action or standard action each round (but not both,
damage, nor do they need to make Fortitude saves to avoid being nor can she take full-round actions).
killed by a coup de grace. A character whose current hit points exceed his nonlethal
Incorporeal: Having no physical body. Incorporeal creatures damage is no longer staggered; a character whose nonlethal
are immune to all nonmagical attack forms. They can be harmed damage exceeds his hit points becomes unconscious.
only by other incorporeal creatures, +1 or better magic weapons, Stunned: A stunned creature drops everything held, can’t take
spells, spell-like effects, or supernatural effects. (See Incorporeal- actions, takes a –2 penalty to AC, and loses his Dexterity bonus to
ity under Special Abilities, earlier in this chapter.) AC (if any).
Invisible: Visually undetectable. An invisible creature gains a Turned: Affected by a turn undead attempt. Turned undead
+2 bonus on attack rolls against sighted opponents, and ignores its flee for 10 rounds (1 minute) by the best and fastest means avail-
opponents’ Dexterity bonuses to AC (if any). (See Invisibility, able to them. If they cannot flee, they cower.
under Special Abilities, earlier in this chapter.) Unconscious: Knocked out and helpless. Unconsciousness
Knocked Down: Depending on their size, creatures can be can result from having current hit points between –1 and –9, or
knocked down by winds of high velocity (see Table 3–24: Wind from nonlethal damage in excess of current hit points.
Effects, page 95). Creatures on the ground are knocked prone by
the force of the wind. Flying creatures are instead blown back
1d6×10 feet.
Nauseated: Experiencing stomach distress. Nauseated crea-
tures are unable to attack, cast spells, concentrate on spells, or do
anything else requiring attention. The only action such a character
can take is a single move action per turn.

CHAPTER 8: THE ENVIRONMENT Ice Effects

GLOSSARY Characters crossing the burning desert face heatstroke and dehy- Characters walking on ice must spend 2 squares of movement to
dration. Plunging into the murky depths raises the risk of drown- enter a square covered by ice, and the DC for Balance and Tumble
302 ing and even decompression. Adventurers spend a lot of time in checks increases by +5. Characters in prolonged contact with ice
the most dismal, dangerous, and generally unpleasant places imag- may run the risk of taking damage from severe cold (see above).
inable. If the monsters and the villains don’t kill them, the envi-
ronment itself might. This section details hazards the player char- DARKNESS
acters face from the physical world around them. Some of these
hazards are specific to certain environments (the perils of severe The adventurers are exploring a cavern passageway when a whis-
heat almost never apply in an area of cold mountains, for pered spell in the shadows extinguishes Jozan’s daylight spell,
instance), while others are threats that could come into play in any plunging the chamber into complete darkness. The soft jingle of
environment (such as acid effects or starvation and thirst). mail and rasp of swords drawn from scabbards announces a drow
attack.
Environmental hazards specific to one kind of terrain (such as
an avalanche, which occurs in the mountains) are described in Darkvision allows many characters and monsters to see per-
Chapter 3: Adventures. Environmental hazards common to more fectly well without any light at all, but characters with normal
than one setting are detailed below. vision (or low-light vision, for that matter) can be rendered com-
pletely blind by putting out the lights. Torches or lanterns can be
ACID EFFECTS blown out by sudden gusts of subterranean wind, magical light
sources can be dispelled or countered, or magical traps might
Corrosive acids deals 1d6 points of damage per round of exposure create fields of impenetrable darkness.
except in the case of total immersion (such as into a vat of acid),
which deals 10d6 points of damage per round. An attack with acid, In many cases, some characters or monsters might be able to
such as from a hurled vial or a monster’s spittle, counts as a round see, while others are blinded. For purposes of the following points,
of exposure. a blinded creature is one who simply can’t see through the sur-
rounding darkness.
The fumes from most acids are inhaled poisons. Those who
come close enough to a large body of acid to dunk a creature in it —Creatures blinded by darkness lose the ability to deal extra
must make a DC 13 Fortitude save or take 1 point of Constitution damage due to precision (for example, a ranger’s favored enemy or
damage. All such characters must make a second save 1 minute a sneak attack).
later or take another 1d4 points of Constitution damage.
—Blinded creatures are hampered in their movement, and pay
Creatures immune to acid’s caustic properties might still drown 2 squares of movement per square moved into (double normal
in it if they are totally immersed (see Drowning, page 304). cost). Blinded creatures can’t run or charge.

COLD DANGERS —All opponents have total concealment from a blinded crea-
ture, so the blinded creature has a 50% miss chance in combat. A
The prickly fingers of icy death have robbed many an adventurer blinded creature must first pinpoint the location of an opponent
of her life. Prolonged exposure to cold temperatures and harsh in order to attack the right square; if the blinded creature launches
weather can wear down a character who isn’t protected against the an attack without pinpointing its foe, it attacks a random square
climate. Hypothermia, frostbite, and exhaustion can quickly kill within its reach. For ranged attacks or spells against a foe whose
in bad weather. The best defense against cold and exposure is to location is not pinpointed, roll to determine which adjacent
get under cover and keep warm. square the blinded creature is facing; its attack is directed at the
closest target that lies in that direction.
Cold and exposure deal nonlethal damage to the victim. This
nonlethal damage cannot be recovered until the character gets out —A blinded creature loses its Dexterity adjustment to AC and
of the cold and warms up again. Once a character is rendered takes a –2 penalty to AC.
unconscious through the accumulation of nonlethal damage, the
cold and exposure begins to deal lethal damage at the same rate. —A blinded creature takes a –4 penalty on Search checks and
most Strength- and Dexterity-based skill checks, including any
An unprotected character in cold weather (below 40° F) must with an armor check penalty. A creature blinded by darkness auto-
make a Fortitude save each hour (DC 15, + 1 per previous check) matically fails any skill check relying on vision.
or take 1d6 points of nonlethal damage. A character who has the
Survival skill may receive a bonus on this saving throw and may —Creatures blinded by darkness cannot use gaze attacks and
be able to apply this bonus to other characters as well (see the skill are immune to gaze attacks.
description, page 83 of the Player’s Handbook).
A creature blinded by darkness can make a Listen check as a free
In conditions of severe cold or exposure (below 0° F), an unpro- action each round in order to locate foes (DC equal to opponents’
tected character must make a Fortitude save once every 10 minutes Move Silently checks). A successful check lets a blinded character
(DC 15, +1 per previous check), taking 1d6 points of nonlethal dam- hear an unseen creature “over there somewhere.” It’s almost
age on each failed save. A character who has the Survival skill may impossible to pinpoint the location of an unseen creature. A
receive a bonus on this saving throw and may be able to apply this Listen check that beats the DC by 20 reveals the unseen creature’s
bonus to other characters as well (see the skill description, page 83 square (but the unseen creature still has total concealment from
of the Player’s Handbook). Characters wearing winter clothing only the blinded creature).
need check once per hour for cold and exposure damage.
—A blinded creature can grope about to find unseen creatures.
A character who takes any nonlethal damage from cold or expo- A character can make a touch attack with his hands or a weapon
sure is beset by frostbite or hypothermia (treat her as fatigued; see into two adjacent squares using a standard action. If an unseen
page 301). These penalties end when the character recovers the target is in the designated square, there is a 50% miss chance on
nonlethal damage she took from the cold and exposure. the touch attack. If successful, the groping character deals no
damage but has pinpointed the unseen creature’s current location.
Extreme cold (below –20° F) deals 1d6 points of lethal damage (If the unseen creature moves, its location is once again
per minute (no save). In addition, a character must make a Forti- unknown.)
tude save (DC 15, +1 per previous check) or take 1d4 points of
nonlethal damage. Those wearing metal armor or coming into —If a blinded creature is struck by an unseen foe, the blinded
contact with very cold metal are affected as if by a chill metal spell. character pinpoints the location of the creature that struck him
(until the unseen creature moves, of course). The only exception is
if the unseen creature has a reach greater than 5 feet (in which

case the blinded character knows the location of the unseen oppo- Table 8–4: Damage from Falling Objects to see how far an object of CHAPTER 8:
nent, but has not pinpointed him) or uses a ranged attack (in a given weight must drop to deal 1d6 points of damage.
which case, the blinded character knows the general direction of GLOSSARY
the foe, but not his location). Example: A magic flying ship tilts to one side and drops a 400-
pound stone statue (a petrified comrade) overboard. The statue
—A creature with the scent ability automatically pinpoints deals 2d6 points of damage to anything it strikes by virtue of its
unseen creatures within 5 feet of its location. weight alone. If the ship were 100 feet in the air at the time, the
falling statue would deal an additional 9d6 points of damage, for a
FALLING total of 11d6.

One of the most common hazards to adventurers is a fall from For each additional increment an object falls, it deals an addi-
some great height. tional 1d6 points of damage. For example, since a 30-pound metal
sphere must fall 50 feet to deal damage (1d6 points of damage),
Falling Damage: The basic rule is simple: 1d6 points of such a sphere that fell 150 feet would deal 3d6 points of damage.
damage per 10 feet fallen, to a maximum of 20d6. Objects weighing less than 1 pound do not deal damage to those
they land upon, no matter how far they have fallen.
If a character deliberately jumps instead of merely slipping or
falling, the damage is the same but the first 1d6 is nonlethal dam- HEAT DANGERS
age. A DC 15 Jump check or DC 15 Tumble check allows the char-
acter to avoid any damage from the first 10 feet fallen and converts The hot desert sun can be as deadly an enemy as a hostile tribe of
any damage from the second 10 feet to nonlethal damage. Thus, a orcs. Prolonged exposure to hot temperatures can quickly wear
character who slips from a ledge 30 feet up takes 3d6 damage. If down a character, and heatstroke can be deadly.
the same character deliberately jumped, he takes 1d6 points of
nonlethal damage and 2d6 points of lethal damage. And if the Heat deals nonlethal damage that cannot be recovered until the
character leaps down with a successful Jump or Tumble check, he character gets cooled off (reaches shade, survives until nightfall,
takes only 1d6 points of nonlethal damage and 1d6 points of lethal gets doused in water, is targeted by endure elements, and so forth).
damage from the plunge. Once rendered unconscious through the accumulation of non-
lethal damage, the character begins to take lethal damage at the
Falls onto yielding surfaces (soft ground, mud) also convert the same rate.
first 1d6 of damage to nonlethal damage. This reduction is cumu-
lative with reduced damage due to deliberate jumps and the Jump A character in very hot conditions (above 90° F) must make a
skill. Fortitude saving throw each hour (DC 15, +1 for each previous
check) or take 1d4 points of nonlethal damage. Characters wear-
Falling into Water: Falls into water are handled somewhat ing heavy clothing or armor of any sort take a –4 penalty on their
differently. If the water is at least 10 feet deep, the first 20 feet of saves. A character with the Survival skill may receive a bonus on
falling do no damage. The next 20 feet do nonlethal damage (1d3 this saving throw and may be able to apply this bonus to other
per 10-foot increment). Beyond that, falling damage is lethal characters as well (see the skill description, page 83 of the Player’s
damage (1d6 per additional 10-foot increment). Handbook). Characters reduced to unconsciousness begin taking
lethal damage (1d4 points per hour).
Characters who deliberately dive into water take no damage on
a successful DC 15 Swim check or DC 15 Tumble check, so long as In severe heat (above 110° F), a character must make a Fortitude
the water is at least 10 feet deep for every 30 feet fallen. However, save once every 10 minutes (DC 15, +1 for each previous check) or
the DC of the check increases by 5 for every 50 feet of the dive. take 1d4 points of nonlethal damage. Characters wearing heavy
clothing or armor of any sort take a –4 penalty on their saves. A
FALLING OBJECTS character with the Survival skill may receive a bonus on this
saving throw and may be able to apply this bonus to other charac-
Just as characters take damage when they fall more than 10 feet, so ters as well. Characters reduced to unconsciousness begin taking
too do they take damage when they are hit by falling objects. lethal damage (1d4 points per each 10-minute period).
Objects that fall upon characters deal damage based on their
weight and the distance they have fallen. A character who takes any nonlethal damage from heat expo-
sure now suffers from heatstroke and is fatigued (see page 301).
Table 8–4: Damage from Falling Objects These penalties end when the character recovers the nonlethal
damage she took from the heat.
Object Weight Falling Distance
Extreme heat (air temperature over 140° F, fire, boiling water,
200–101 lb. 20 ft. lava) deals lethal damage. Breathing air in these temperatures
deals 1d6 points of damage per minute (no save). In addition, a
100–51 lb. 30 ft. character must make a Fortitude save every 5 minutes (DC 15, +1
per previous check) or take 1d4 points of nonlethal damage.
50–31 lb. 40 ft. Those wearing heavy clothing or any sort of armor take a –4
penalty on their saves. In addition, those wearing metal armor or
30–11 lb. 50 ft. coming into contact with very hot metal are affected as if by a
heat metal spell.
10–6 lb. 60 ft.
Boiling water deals 1d6 points of scalding damage, unless the
5–1 lb. 70 ft. character is fully immersed, in which case it deals 10d6 points of
damage per round of exposure.
For each 200 pounds of an object’s weight, the object deals 1d6
points of damage, provided it falls at least 10 feet. Distance also Catching on Fire
comes into play, adding an additional 1d6 points of damage for
every 10-foot increment it falls beyond the first (to a maximum of Characters exposed to burning oil, bonfires, and noninstanta-
20d6 points of damage). neous magic fires such as a wall of fire might find their clothes,
hair, or equipment on fire. Spells such as fireball or flame strike don’t
Objects smaller than 200 pounds also deal damage when normally set a character on fire, since the heat and flame from
dropped, but they must fall farther to deal the same damage. Use these come and go in a flash.

pqqrs Characters at risk of catching fire are allowed a DC 15 Reflex 303
save to avoid this fate. If a character’s clothes or hair catch fire, he
VARIANT: LESS LETHAL FALLS

Generous DMs who feel that falling is too lethal can make the first 1d6
of falling damage always nonlethal damage, no matter what the
circumstances.

pqqrs

CHAPTER 8: takes 1d6 points of damage immediately. In each subsequent time, the character takes 1d6 points of nonlethal damage every 15
round, the burning character must make another Reflex saving minutes. Each additional Medium character or significant fire
GLOSSARY throw. Failure means he takes another 1d6 points of damage that source (a torch, for example) proportionally reduces the time the
round. Success means that the fire has gone out. (That is, once he air will last.
succeeds on his saving throw, he’s no longer on fire.)
For example, two people can last for 3 hours, after which they
A character on fire may automatically extinguish the flames each take 1d6 points of nonlethal damage per 15 minutes. If they
by jumping into enough water to douse himself. If no body of have a torch (equivalent to another Medium character in terms of
water is at hand, rolling on the ground or smothering the fire the air it uses), the air runs out in only 2 hours.
with cloaks or the like permits the character another save with a
+4 bonus. Small characters consume half as much air as Medium charac-
ters. A larger volume of air, of course, lasts for a longer time. So, for
Those unlucky enough to have their clothes or equipment instance, if two humans and a gnome are in a sealed chamber
catch fire must make DC 15 Reflex saves for each item. Flammable measuring 20 feet by 20 feet by 10 feet, and they have a torch, the
items that fail take the same amount of damage as the character. air will last almost 7 hours (6 hours/3.5 people and torches × 4 10-
ft. cubes = 6.86 hours).
Lava Effects
WATER DANGERS
Lava or magma deals 2d6 points of damage per round of exposure,
except in the case of total immersion (such as when a character Historically, waterways were one of the most important modes of
falls into the crater of an active volcano), which deals 20d6 points travel and communication within and between countries. On the
of damage per round. other hand, characters on foot will find that lakes, rivers, and
streams often block their travels in the wilderness. What’s more,
Damage from magma continues for 1d3 rounds after exposure underground streams, cisterns, sewers, and moats are all part of
ceases, but this additional damage is only half of that dealt during the dungeon environment.
actual contact (that is, 1d6 or 10d6 points per round).
Water presents adventurers with five general problems. First,
An immunity or resistance to fire serves as an immunity to lava it’s an obstacle that can block their movement. Second, characters
or magma. However, a creature immune to fire might still drown in the water face the danger of drowning or losing gear. Third, a
if completely immersed in lava (see Drowning, below). character caught in fast-moving water can be swept away from the
rest of his party and battered or killed by rapids and waterfalls.
SMOKE EFFECTS Fourth, really deep water deals damage from the great pressure it
exerts. Finally, exposure to cold water can be dangerous, afflicting
A character who breathes heavy smoke must make a Fortitude characters with hypothermia.
save each round (DC 15, +1 per previous check) or spend that
round choking and coughing. A character who chokes for 2 con- The skills most commonly used in dealing with water as an
secutive rounds takes 1d6 points of nonlethal damage. obstacle are Swim and Profession (sailor). Unfortunately, not
every character who gets into the water has these skills.
Smoke obscures vision, giving concealment (20% miss chance)
to characters within it. Any character can wade in relatively calm water that isn’t over
his head, no check required (hence the importance of fords). Sim-
STARVATION AND THIRST ilarly, swimming in calm water only requires skill checks with a
DC of 10. Trained swimmers can just take 10. (Remember, how-
Characters might find themselves without food or water and with ever, that armor or heavy gear makes any attempt at swimming
no means to obtain them. In normal climates, Medium characters much more difficult. See the Swim skill description, page 84 of the
need at least a gallon of fluids and about a pound of decent food Player’s Handbook.)
per day to avoid starvation. (Small characters need half as much.)
In very hot climates, characters need two or three times as much By contrast, fast-moving water is much more dangerous. On a
water to avoid dehydration. successful DC 15 Swim check or a DC 15 Strength check, it deals
1d3 points of nonlethal damage per round (1d6 points of lethal
A character can go without water for 1 day plus a number of damage if flowing over rocks and cascades). On a failed check, the
hours equal to his Constitution score. After this time, the charac- character must make another check that round to avoid going
ter must make a Constitution check each hour (DC 10, +1 for each under.
previous check) or take 1d6 points of nonlethal damage.
Very deep water is not only generally pitch black, posing a nav-
A character can go without food for 3 days, in growing discom- igational hazard, but worse, it deals water pressure damage of 1d6
fort. After this time, the character must make a Constitution points per minute for every 100 feet the character is below the sur-
check each day (DC 10, +1 for each previous check) or take 1d6 face. A successful Fortitude save (DC 15, +1 for each previous
points of nonlethal damage. check) means the diver takes no damage in that minute.

Characters who have taken nonlethal damage from lack of food Very cold water deals 1d6 points of nonlethal damage from
or water are fatigued (see page 84). Nonlethal damage from thirst hypothermia per minute of exposure.
or starvation cannot be recovered until the character gets food or
water, as needed—not even magic that restores hit points (such as Drowning
cure light wounds) heals this damage.
Any character can hold her breath for a number of rounds equal
SUFFOCATION to twice her Constitution score. After this period of time, the
character must make a DC 10 Constitution check every round
A character who has no air to breathe can hold her breath for 2 in order to continue holding her breath. Each round, the DC
rounds per point of Constitution. After this period of time, the increases by 1.
character must make a DC 10 Constitution check in order to con-
tinue holding her breath. The save must be repeated each round, When the character finally fails her Constitution check, she
with the DC increasing by +1 for each previous success. begins to drown. In the first round, she falls unconscious (0 hp).
In the following round, she drops to –1 hit points and is dying. In
When the character fails one of these Constitution checks, she the third round, she drowns.
begins to suffocate. In the first round, she falls unconscious (0 hit
points). In the following round, she drops to –1 hit points and is It is possible to drown in substances other than water, such as
dying. In the third round, she suffocates. sand, quicksand, fine dust, and silos full of grain.

304 Slow Suffocation: A Medium character can breathe easily for
6 hours in a sealed chamber measuring 10 feet on a side. After that

305

306

307

308

309

310

311

©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.

312

©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.

313

©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.

314

©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.

315

©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.

316

©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.

Index berm (terrain feature) 91 commoner (NPC class) 108 drowning 304 317
between adventures 57 community authorities 138 druid, epic 208
ability checks 33 big and little creatures in combat community NPCs 138
ability score equivalencies 173 community power center 137 NPC 115
ability score generation 169 29 community racial role in society 132
ability score loss 289 blackguard 181 duelist 185
ability scores for monsters 172 blindsense 291 demographics 139 dungeon as adventure setting 57
Abyss, the 160 blindsight 290 community wealth and dungeon animals 76
Acheron 163 blizzard 94 dungeon ecology 76
acid effects 302 Boccob 143 population 137 dungeon encounter tables 79–81
adamantine 283 body slot affinities 288 compulsion 291 dungeon features 65
adept (NPC class) 107 bogs (terrain feature) 88 condition summary 300–301 dungeon level 77
adjudicating (general) 6 bonus types 21 conscript, typical 133 dungeon terrain 58
adjudicating magic 34 breath weapon 291 Corellon Larethian 143 dungeons, miscellaneous
advancing levels 197 Bronze Age 144 corridors (in dungeons) 63
adventure ideas 44 brown mold 76 corrupt weapon (blackguard features of 63
adventure structure 44 buildings 101 random 77
adventure writer’s checklist 46 bypass (trap element) 68 spell) 182 types of 57
adventure, sample 78 Bytopia 164 cosmology, creating 167 duststorm 94
adventures, episodic or campaign, establishing 129 cost to create (for magic dwarven defender 186
dwarves 141, 171
continuing 56 maintaining 130 items) 215 ecology (of a dungeon) 76
event-based 47 Carceri 161 creating characters above 20th ecology (of a world) 136
site-based 46 caster level (of magic item) 215 economics 139
urban 98 catching on fire 303 level 209 effective character level 199, 209
adventuring on other planes 147 cave entrance (terrain feature) 90 creating magic items 282–288 Ego (of intelligent item) 270
aerial movement 20 cave-ins and collapses 66 creating PCs above 1st level 199 Ehlonna 143
alchemical silver 284 Celestia 164 creature sizes 29 eldritch knight 187
alignment, changing 134 Challenge Rating 36, 48 critical hits 26 Elemental Plane of Air 155
of community power centers critical misses 28 Elemental Plane of Earth 155
modifying 40 critical success or failure 34 Elemental Plane of Fire 156
138 for noncombat encounters 40 crowds 100 Elemental Plane of Water 157
of intelligent items 269 for NPCs 37 cultural tendencies (by race) 141 elite array 169
allies (of PCs) 104 of special cohorts 199 cursed magic items 214, 272–277 elite characters 110
altitude sickness 90 of traps 39, 75 D&D cosmology 150 elves 141
ammunition, magic 221 chance to get lost 86 damage 26 Elysium 165
animal companions 205 changing the rules 14 encounter difficulty 49
animals (in dungeon) 76 character death 41 from falling 303 Encounter Level 36, 48
(as enemies) 104 character power levels 135 from falling objects 303 modifying 39
antimagic 290 character wealth 135 to magic items 214 multiple monsters and 48
appearance of magic items 212 characters, average 110 massive 27 encounter location 50
aquatic terrain 92 elite 110 nonlethal 26 encounter rewards 50
Arborea 166 high-level 135, 141 damage caps for spells 35 encounter, starting 22
Arcadia 164 low-level 134 damage reduction 291 treasure per 51
arcane archer 176 charges (of magic items) 214 darkness 302 encounters, design of 48
arcane trickster 177 charm and compulsion 291 darkvision 292 modifying difficulty 50
archmage 178 chasm (terrain feature) 89 darkwood 283 noncombat, Challenge
area spells 28 city buildings 101 death (of a character) 41
aristocrat (NPC class) 108 city lights 101 death attacks 292 Rating for 40
armor, magic 211, 216–220 city streets 100 death and experience points 41 random 78, 95, 101
creating 285 clan (political system) 140 defense roll 25 single monster 49
sizes 213 class benefits, gaining 198 degrees of failure 32 urban 101
art (treasure) 55 class roles in society 131 degrees of success 32 wilderness 95
artifacts (magic items) 277–282 classes, creating 175 deities, creating new 143 encumbrance and armor 20
Asian culture 144 modifying 174 delineating tasks 30 ending a session 18
Asian weapons 144 prestige 176 demiplanes 147 enemies (of PCs) 103
assassin 180 cleric, epic 208 demographics 136 energy drain 293
Astral Plane 154 NPC 114 dense rubble (terrain feature) 90, energy, resistance to 298
attack rolls 26 role in society 132 environment, the 302–304
attitudes, NPC 128 cliff (terrain feature) 89 91 epic characters 206
aura (of magic item) 215 climate/terrain types 136 describing spell effects 34 multiclass 207
automatic hits and misses 25 clobbered 27 desert terrain 91 epic feats 209
avalanches 90 cohorts 104 detect magic and magic items 213 Erythnul 143
Baator 162 attracting 106 detect spells 60 Ethereal Plane 151
barbarian, epic 207 special 199 detecting invisible creatures 295 etherealness 293
NPC 112 coinage 139 difficult terrain 86 evasion and improved evasion
role in society 131 coins (treasure) 55 Difficulty Class 30, 34
bard, epic 207 cold dangers 302 Difficulty Class examples 31 293
NPC 113 cold immunity 291 Difficulty Class, modifying 30 evasion and pursuit 20
role in society 132 cold iron 284 disease 292 example of play 8
battle grid 4 combat 21 divinations, handling 34, 46 experience awards (for PCs) 36
Beastlands, the 165 underwater 92, 93 DM’s best friend 30
combat actions 25 doors (in dungeons) 60 ad hoc 39
command word items 213 for cohorts 104
and detect spells 60 modifying 39
doses (of magic items) 214 roleplaying 40
downtime (for PCs) 198
dragon disciple 183
dragonhide 283

318 experience for monsters 172 hierophant 188 adding new abilities 288 roleplaying 104
experience, faster or slower 40 high altitude 90 appearance 212 tougher 50
experience penalties 41 high-level characters 135, 141 aura 215 wandering 77
experience points 36 highest-level locals 139 on the body 214 Moradin 143
hills terrain 89 caster level 215 motivation (of PCs) 43
death and 41 hirelings 105 character-created 199 mountain terrain 89
expert (NPC class) 109 hit points, fixed (for PCs) 198 charges in 199, 214 mountain travel 90
extraordinary abilities 289 horizon walker 189 cost to create 215 mounted soldier, typical 133
failure, critical 34 hurricane 94 creating 282–288 mounts 204
fallen paladin 183 ice sheet (terrain feature) 91 creation costs 284 intelligent 205
falling damage 303 identifying magic items 212 cursed 214 Leadership and 200, 205
falling objects 303 illumination (in dungeon) 67 damaging 214 unusual 204
falling into water 303 Improved Elemental Wild Shape and detect magic 212, 213 movement and the grid 19
Familiar Spell (epic feat) 209 doses 214 aerial 20
familiars, improved 200 (epic feat) 209 as gear 199 diagonal 19
improved evasion 293 gold piece values 215 in squares 20
Huge or bigger masters 203 Improved Familiar (feat) 200 handling 212 squeezing through 29
Tiny or smaller masters 203 Improved Favored Enemy (epic identifying 212 in three dimensions 20
fast healing 293 intelligent 214 multiple charges or uses
fear effects 294 feat) 210 limit on items worn 214
fences (terrain feature) 92 Improved Metamagic (epic feat) limited use 199 (of magic items) 214
feudalism (political system) 140 market price 215 mundane items (treasure) 55
Fharlanghn 143 210 multiple uses 214 Negative Energy Plane 157
fiendish servant 183 Improved Sneak Attack (epic names 215 negative levels 293
fighter, epic 208 new 214 Nerull 143
NPC 117 feat) 210 prerequisites 215 new character, making 42
role in society 132 Improved Spell Capacity (epic random generation 216 new classes, creating 175
fire immunity 294 repairing 214 new combatants 23
fire, catching on 303 feat) 210 saving throws against 214 new deities, creating 143
fixed hit points (for PCs) 198 Improved Stunning Fist (epic size and 213 new magic items 214
fleshing out NPCs 128 as treasure 56, 212 new players 134
floods 93 feat) 210 using 213 new races 171, 173
floors (in dungeons) 60 incorporeality 294 weight 215 new spells, creating 35
flowing water (terrain feature) 92 initiative each round 22 magic traps 67
fog 94 Inner Planes 147 magical compulsion 16 learning 198
followers 105 instant kill 28 magocracy (political system) 140 Nine Hells 162
forest fires 87 intelligent magic items 214, making a new character 42 noncombat encounters,
forest terrain 87 maneuverability 20
friends (of PCs) 104 268–272 mapping 15, 46, 77 Challenge Rating for 40
fumbles 28 against characters 271 market price (for magic nonstandard point buy 169
futuristic weapons 146 creating 288 NPC actions 17
gaining class benefits 198 interesting combats 17 items) 215 NPC adjustments by race or
game balance 13 invasion 133 marsh terrain 88
Garl Glittergold 143 invisibility 295 massive damage 27 kind 126
gaseous form 294 iron, cold 284 masterwork items 283 NPC attitudes 128
gaze attacks 294 knights 133 Material Plane 147 NPC classes 107
Gehenna 162 Kord 143 mechanical traps 67 NPC gear value 127
gems (treasure) 55 landslides 90 NPC spellcasting 107
geography 136 languages and intelligent items repairing and resetting 68 NPCs in the community 138
getting lost 86 Mechanus 163 NPCs with treasure 55
gnomes 141 269 metagame thinking 11 NPCs, Challenge Ratings for 37
goblins 141 Lasting Inspiration (epic feat) 210 middle class 142 NPCs, fleshing out 128
gold dwarves 171 lava effects 304 miniature figures 4, 15 NPCs, handling 16
gold piece limit (of a community) law enforcement 98 mithral 284 NPCs, pregenerated 112–126
Leadership (feat) 106 modern era weapons 146 Obad-Hai 143
137 modifiers to checks 30 Olidammara 143
Great Smiting (epic feat) 209 and mounts 200 modifying Challenge Rating 40 one hundred adventure ideas 44
Great Wheel, the 153 learning new spells 198 modifying classes 174 one hundred traits 128
green slime 76 learning skills and feats 197 modifying Encounter Level 39 orcs 141
Gruumsh 143 legal issues 141 modifying races 171 organizations 132
guards and soldiers 99 level adjustment 172, 200, 209 monarchy (political system) 140 original spells 198
guilds and organizations 132 level loss 296 moneychangers 140 other rewards 56
Hades 161 level, dungeon 77 monk, epic 208 Outer Planes 147
hail 94 levels, advancing 197 Outlands, the 166
half-human elves 171 light rubble (terrain feature) 91 NPC 118 Overwhelming Critical (epic
halflings 141 Limbo 158 role in society 132
handling magic items 212 limit on magic items worn 214 monster PCs 172 feat) 210
handling NPC actions 16 line of sight 21 monsters with classes 51 paladin, epic 208
handling PC actions 15 locks (on doors) 61 monsters with treasure 51
healing disease 293 loremaster 191 monsters, ability scores for 172 fallen 183
heat dangers 303 lost, effects of being 86 as army members 133 mounts 200, 204
hedgerows (terrain feature) 88 low-level characters 134 as epic characters 209 NPC 118
Heironeous 143 low-light vision 296 experience for 172 role in society 132
Hextor 143 low tech 144 as races 172 Pandemonium 159
lower class 142 paralysis 296
magic 142 PCs above 1st level, creating 199
PCs as leaders 106
bonuses from 21
restrictions on 142
magic items 211–288
activating 213

Pelor 143 regeneration 298 silver, alchemical 284 standing in tight quarters 30
phosphorescent fungus 76 religion 143 simultaneous activity 24 starting an encounter 22
pits and chasms 68, 89 Renaissance weapons 144 size and magic items 213 starvation 304
plains terrain 91 republic (political system) 140 skill and ability checks 30 statistics blocks 85
planar traits 147, 168 researching original spells 198 skills and feats, learning 197 stealth and detection in desert 91
Planar Turning (epic feat) 210 reset (trap element) 68 slaves 142
Plane of Shadow 152 resistance to energy 298 sleet 94 in forest 87
player goals 134 rewards 36 slimes, molds, and fungi 76 in hills 89
players and die rolls 18 slope (terrain feature) 89 in marsh 88
poison 296 other than treasure 56 smoke effects 304 in mountains 90
rings, magic 211, 229–233 snow 94 in plains 92
immunities 297 snowstorm 94 underwater 93
politics 140 activation 229 social classes 142 Stone Age 144
polymorph 297 creating 286 softer critical hits 28 storms 94
poor visibility 86 rock wall (terrain feature) 90 soldier, typical 133 story awards 40
Positive Energy Plane 157 rods, magic 211, 233–237 sorcerer, epic 209 streets, city 100
potions and oils, magic 211, 229, creating 286 strike team 133
rogue, epic 208 NPC 124 structure (of an adventure) 44
230 NPC 123 role in society 132 style of play 7
activation 229 role in society 132 special abilities 289 subraces 170
creating 286 roleplaying awards 40 special cohorts 199 success, critical 34
identifying 229 roleplaying monsters 103 special materials 283 success, degrees of 32
power center (of a community) rolling dice 18 special purpose (of intelligent suffocation 304
rooftops (urban) 101 summoning individual
137 rooms (in dungeons) 62 item) 270
power components 36 running a game session 10 speed, reduced 20 monsters 37
precipitation 94 St. Cuthbert 143 spell completion items 213 supernatural abilities 289
prerequisites (for creating sample adventure 78 spell effects, describing 34 supply and demand 140
sand dunes (terrain feature) 91 Spell Knowledge (epic feat) 210 surprise round 23
magic items) 215 sandstorms 91 spell-like abilities 289 table rules 11
prestige classes 176 save or check? 33 spell lists, variant 175 taking 10 33
saving throws 33 spell resistance 298 tasks, delineating 30
designing 197 against magic items 214 spell roll 36 taxes and tithes 140
psionics 297 scale and squares 19 spell trigger items 213 technology 144
pursuit 20 scent (special ability) 298 spellcasters (in an army) 133 technology level, advancing 144
quicksand (terrain feature) 88 scree (terrain feature) 89 spellcasting, NPC 107 teleporters 66
races 170 scrolls, magic 211, 237–243 spells, creating new 35 terrain types 87–92
activation 238 Terrifying Rage (epic feat) 210
modifying 170 creating 287 damage caps 35 thaumaturgist 196
monsters as 171 mishaps 238 researching original 198 theocracy (political system) 141
new 171, 173 sewers (urban) 101 splash weapons 28 thirst 304
rain 94 shadowdancer 194 squeezing through 29 thunderstorm 94
random dungeon encounters 78 shields, magic 211, 216–221 stacking bonuses 21 tornado 94
tables 79–81 activation 217 staffs, magic 211, 243–245 tougher monsters 50
random dungeons 77 creating 285 activation 243 towns, generating 137
ranger, epic 208 hardness and hit points 217 creating 287 training (for PCs) 197
NPC 121 siege engines 99 standard point buy 169 transitive planes 147
role in society 132 standard scale 19
rays (special attack) 298
ready (action) 25
Red Wizard 193

LIST OF SIDEBARS Behind the Curtain: Experience Points......................................................41 319
Behind the Curtain: When a PC Falls Behind..........................................42
Why a Revision?...................................................................................................4 One Hundred Adventure Ideas.....................................................................44
The Purpose of Sidebars ....................................................................................4 Adventure Writer’s Checklist ........................................................................46
Equipment for Running the Game..............................................................14 Behind the Curtain: Treasure Values ...........................................................54
Behind the Curtain: Stacking Bonuses.......................................................21 Behind the Curtain: Why Dungeons?.........................................................58
Variant: Roll Initiative Each Round.............................................................22 Walls, Doors, and Detect Spells.......................................................................60
Variant: Sapient Mounts..................................................................................23 Behind the Curtain: Traps...............................................................................67
Variant: Striking the Cover instead of a Missed Target..........................24 Variant: What Disabling a Device Means...................................................70
Variant: Automatic Hits and Misses ............................................................25 Variant: Upkeep ...............................................................................................130
Variant: Defense Roll........................................................................................25 Behind the Curtain: How Real Is Your Fantasy? ...................................136
Behind the Curtain: Critical Hits .................................................................26 Variant: No Sidebars for Variant Rules .....................................................171
Variant: Clobbered ............................................................................................27 Behind the Curtain: Why Mess around with Character Classes?....175
Variant: Massive Damage Based on Size.....................................................27 Behind the Curtain: A Limit to Attacks and Saves ...............................207
Variant: Weapon Equivalencies .....................................................................27 Behind the Curtain: Building an Epic Progression ..............................210
Variant: Instant Kill ..........................................................................................28 Variant: New Magic Items............................................................................214
Variant: Softer Critical Hits............................................................................28 Behind the Curtain: Putting Cursed Items in Your Game .................274
Variant: Critical Misses (Fumbles) ...............................................................28 Behind the Curtain: Magic Item Gold Piece Vaules ............................282
Variant: Skills with Different Abilities........................................................33 Behind the Curtain: Special Weapons Materials...................................283
Variant: Critical Success or Failure...............................................................34 Behind the Curtain: Body Slot Affinities.................................................288
Variant: Saves with Different Abilities........................................................35 Variant: Separate Ability Loss......................................................................290
Variant: Spell Roll..............................................................................................36 Variant: Nonmagical Psionics......................................................................297
Variant: Power Components...........................................................................36 Variant: Less Lethal Falls...............................................................................303
Variant: Summoning Individual Monsters................................................37
Variant: Free-Form Experience .....................................................................39
Variant: Faster or Slower Experience ..........................................................40

traps 67–76, 82 types of 55 walls and gates (urban) 99 Wee Jas 143
Challenge Rating of 75 wizards and 54 wandering monsters 77 weight (of magic items) 215
cost 75 trees (terrain feature) 87 wands, magic 211, 245–246 wilderness adventures 86
designing 74 tremorsense 299 wilderness encounters, random
elements of 68 trench (terrain feature) 91 activation 245
magic 67 tribe (political system) 140 creating 287 95–98
mechanical 67 trigger (trap element) 68 war 133 wind effects 95
sample 70–74 turn resistance 299 warrior (NPC class) 109 windstorm 94
undergrowth (terrain feature) 87 water dangers 304 witch (variant spell list) 175
treasure 51 underwater combat 92, 93 wealth by level 135 wizard, epic 209
building 53 upkeep 130 weapon size and damage 28
for cohorts 105 upper class 142 weapons, magic 211, 221–229 NPC 124
custom 54 urban encounters 101 creating 285 role in society 132
per encounter 51 use activated items 213 and critical hits 222 wizards and treasure 54
magic items as 56, 212 Vecna 143 hardness and hit points 222 wondrous items 211, 246–268
monsters with 51 villains 104 light generation 221 creating 288
NPCs with 55 walls (in dungeons) 59 for unusually sized creatures world-building 135
other 55 and detect spells 60 yellow mold 76
random 53 223 Yondalla 143
weather 93 Ysgard 148

List of Numbered Tables Table 4–5: The Expert ..................................109 Table 7–1: Random Magic Item
Table 4–6: The Warrior ................................110 Generation ............................216
Table 2–1: Maneuverability..........................20 Table 4–7: Random NPC Alignment ......110
Table 2–2: Increasing Weapon Table 4–8: Random NPC Class ................110 Table 7–2: Armor and Shields ..................216
Table 4–9: Good NPC Race or Kind........111 Table 7–3: Random Armor Type ..............216
Damage by Size ......................28 Table 4–10: Neutral NPC Race Table 7–4: Random Shield Type ..............216
Table 2–3: Decreasing Weapon Table 7–5: Armor Special Abilities ..........217
or Kind..................................111 Table 7–6: Shield Special Abilities ..........218
Damage by Size ......................28 Table 4–11: Evil NPC Race or Kind ........112 Table 7–7: Specific Armors ........................220
Table 2–4: Creature Sizes ..............................29 Table 4–12: NPC Barbarian........................113 Table 7–8: Specific Shields ........................221
Table 2–5: Difficulty Class Examples ........31 Table 4–13: NPC Bard..................................114 Table 7–9: Weapons ......................................222
Table 2–6: Experience Point Awards Table 4–14: NPC Cleric ..............................115 Table 7–10: Weapon Type
Table 4–15: NPC Druid ..............................116
(Single Monster) ....................38 Table 4–16: NPC Fighter ............................117 Determination....................222
Table 3–1: Encounter Numbers ..................49 Table 4–17: NPC Monk ..............................119 Table 7–11: Common Melee
Table 3–2: Encounter Difficulty ................49 Table 4–18: NPC Paladin ............................120
Table 3–3: Treasure Values Table 4–19: NPC Ranger ............................122 Weapons ..............................222
Table 4–20: NPC Rogue ..............................123 Table 7–12: Uncommon Weapons ..........222
per Encounter ........................51 Table 4–21: NPC Sorcerer ..........................125 Table 7–13: Common Ranged
Table 3–4: Average Treasure Results..........51 Table 4–22: NPC Wizard ............................126
Table 3–5: Treasure..........................................52 Table 4–23: NPC Gear Value......................127 Weapons ..............................223
Table 3–6: Gems ..............................................55 Table 4–24: One Hundred Traits ..............128 Table 7–14: Melee Weapon
Table 3–7: Art Objects....................................55 Table 5–1: Character Wealth by Level ....135
Table 3–8: Mundane Items ..........................56 Table 5–2: Random Town Generation ....137 Special Abilities ................223
Table 3–9: Walls ..............................................60 Table 5–3: Asian Weapons..........................145 Table 7–15: Ranged Weapon
Table 3–10: Doors............................................61 Table 5–4: Renaissance Weapons ............145
Table 3–11: Major Features and Table 5–5: Modern Era Weapons ............146 Special Abilities ................223
Table 5–6: Futuristic Weapons ..................146 Table 7–16: Specific Weapons..................227
Furnishings............................65 Table 5–7: Random Planar Table 7–17: Potions and Oils ....................230
Table 3–12: Minor Features and Table 7–18: Rings ..........................................231
Destinations ..........................151 Table 7–19: Rods............................................234
Furnishings............................66 Table 6–1: The Arcane Archer ..................176 Table 7–20: Scroll Types..............................238
Table 3–13: CR Modifiers for Table 6–2: The Arcane Trickster ..............178 Table 7–21: Number of Spells
Table 6–3: The Archmage ..........................179
Mechanical Traps ................74 Table 6–4: The Assassin ..............................180 on a Scroll ............................238
Table 3–14: CR Modifiers for Table 6–5: Assassin Spells Known ..........181 Table 7–22: Scroll Spell Levels..................238
Table 6–6: The Blackguard ........................182 Table 7–23: Arcane Spell Scrolls ..............239
Magic Traps............................75 Table 6–7: The Dragon Disciple................184 Table 7–24: Divine Spell Scrolls ..............241
Table 3–15: Cost Modifiers for Table 6–8: The Duelist ................................185 Table 7–25: Staffs ..........................................243
Table 6–9: The Dwarven Defender ..........187 Table 7–26: Wands ........................................246
Mechanical Traps ................75 Table 6–10: The Eldritch Knight..............187 Table 7–27: Minor Wondrous Items ......247
Table 3–16: Cost Modifiers for Table 6–11: The Hierophant ......................189 Table 7–28: Medium Wondrous Items ..249
Table 6–12: The Horizon Walker..............190 Table 7–29: Major Wondrous Items ........251
Magic Device Traps ............75 Table 6–13: The Loremaster ......................191 Table 7–30: Item Intelligence,
Table 3–17: Random Door Types................78 Table 6–14: The Mystic Theurge ..............193
Table 3–18: Random Room Contents ......78 Table 6–15: The Red Wizard ......................193 Wisdom, Charisma,
Table 3–19: Random Traps CR 1–3 ............82 Table 6–16: The Shadowdancer ................195 and Capabilities..................269
Table 3–20: Random Traps CR 4–6 ............82 Table 6–17: The Thaumaturgist ................198 Table 7–31: Specific Cursed Items ..........274
Table 3–21: Random Traps CR 7–10..........82 Table 6–18: Epic Save and Table 7–32: Summary of Magic Item
Table 3–22: Combat Adjustments Creation Costs ....................284
Epic Attack Bonuses ........206 Table 7–33: Estimating Magic Item
Underwater ..........................92 Table 6–19: Epic Experience and Gold Piece Values ..............285
Table 3–23: Random Weather......................94 Table 8–1: Special Ability Types ..............290
Table 3–24: Wind Effects ..............................95 Level-Dependent Table 8–2: Diseases ......................................292
Table 3–25: Wilderness Encounter Lists..96 Benefits ................................206 Table 8–3: Poisons ........................................297
Table 3–26: Siege Engines..........................100 Table 8–4: Damage from Falling
Table 3–27: Buildings ..................................101 Objects ....................................303
Table 3–28: Urban Encounters ................102
320 Table 4–1: Prices for Hireling

Services ..................................105
Table 4–2: The Adept....................................107
Table 4–3: The Aristocrat ............................108
Table 4–4: The Commoner ........................109



BUILDING A CITY If you plan to run an extended adventure—or even a
whole campaign—in an urban environment, it’s impor-
A Web Enhancement for the tant to put some time and effort into describing the
DUNGEON MASTER's Guide v.3.5 details of your city. Chapter 5 of the DUNGEON MASTER’s
Guide for D&D v.3.5 provides a basic framework for
Design: CREDITS describing some key features of a city, such as its power
Editing: centers, assets, and highest-level nonplayer characters.
Typesetting: David Noonan, James Wyatt This web enhancement expands that basic system into
Design Manager : Penny Williams one that is more complex, but well worth the extra work
Web Production: Nancy Walker in terms of the payoff for running a city-based campaign.
Web Development: Ed Stark
Graphic Design: Julia Martin The basic unit of this city construction system is the
Mark A. Jindra district. A district is roughly equivalent to a modern city
Dawn Murin block or a small neighborhood. On average, a district
represents about 500 people, though some districts (such
Based on the original DUNGEONS & DRAGONS® game by E. as tenements) have a higher population density than
Gary Gygax and Dave Arneson and on the new edition of the others (such as noble estates). Because a district is so
DUNGEONS & DRAGONS game designed by Jonathan Tweet, large, this system is unsuitable for use with smaller set-
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. tlements. A district has its own population number, gp
limit, assets, important NPCs, and character, or “feel.”
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the It’s much easier for both the Dungeon Master and
Coast, Inc. All Wizards characters, character names, and the distinctive likenesses the players to think about a metropolis made up of
thereof are trademarks owned by Wizards of the Coast, Inc. eighty districts than to contemplate a teeming popula-
tion of 39,761 individuals. The city structure becomes
This material is protected under the copyright laws of the even easier to deal with if you assume that wards or
United States of America. Any reproduction or unauthorized use neighborhoods are just clusters of identical districts.
Thus, a metropolis might have a dozen wards: water-
of the material or artwork contained herein is prohibited front, noble’s villas, shantytowns, merchant’s quarter,
without the express written permission of temple quarter, and so on.
Wizards of the Coast, Inc.
As a starting point, use twenty districts for a small
©2003 Wizards of the Coast, Inc. All rights reserved. city, forty for a large city, and eighty for a metropolis. If
Made in the U.S.A. you need to, you can always add more districts, but the
total population number you get by doing that may
This product is a work of fiction. Any similarity to actual people, bump your city up a size category. Types of districts are
organizations, places, or events is purely coincidental. given on Table 1–1: District Types.
This Wizards of the Coast game product contains
no Open Game Content. DISTRICT DESCRIPTIONS

No portion of this work may be reproduced in any form Each district’s description includes the following key
without written permission. To learn more about the information.
Open Gaming License and the d20 System License,
please visit www.wizards.com/d20. Buildings: This entry details what sorts of buildings
might be found in the district. See Example Buildings
Visit the DUNGEONS & DRAGONS website at sidebar for businesses common to certain building types.
www.wizards.com/dnd.
First Impression: This entry consists of a sen-
tence or two that describes the flavor or feel of the dis-
trict—that is, what sorts of sights, sounds, and smells
characters are likely to notice while casually passing
through it.

Social Class: This entry denotes the social class of
the residents (upper, middle, or lower).

1

Table 1–1: District Types

Low Population

Total

District Type Pop. Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz Adp Ari Com Exp War
2 10 232 30 48
Civic district 350 — 3 3 — 8 — 1 — 8 2 3 4 4 249 25 40
2 4 241 30 45
Civic district, ruined 350 — 2 4 — 8 — — — 8 2 4 2 50 230 14 20
— 10 249 50 15
Elf neighborhood 350 — 2 2 2 8 — — 2 7 1 4 3 6 243 50 20
— 20 197 30 75
Embassy district 350 — 3 4 — 9 1 1 1 9 2 4 — 4 257 25 40
8 6 208 35 55
Finance district 350 — 2 3 — 5 — 1 — 10 2 3 — 40 207 30 45
4 5 258 25 30
Fine shops 350 — — — 6 — — — 12 4 6 5 10 239 30 30
2 15 226 30 50
Lord’s keep 350 — 3 5 — 20 — — — ——

Lord’s keep, vacant 350 — 3 3 — 10 — — — 8 — —

Magic district 350 — 4 5 2 6 — — — 7 6 8

Noble estates 350 — 3 — — 17 — 3 — 5 — —

Park district 350 — 2 3 2 6 1 1 2 7 1 3

University 350 — 5 6 1 6 2 1 — 6 3 6

Wealthy residential 350 — 2 3 — 8 — 1 — 7 2 4

Average Population Total Adp Ari Com Exp War
Pop. Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz 4 4 341 25 40
District Type 450 1 3 4 1 9 1 1 1 9 2 4 2 4 318 30 60
Average residential 450 3 1 4 — 18 — 1 — 7 1 1 1 8 230 25 150
Dwarf neighborhood 450 1 2 4 — 14 1 2 1 6 2 3 4 2 344 25 40
Garrison 450 — 2 3 1 10 — — 1 10 2 6 — 5 329 50 40
Gnome neighborhood 450 — 3 — — 6 — — — 12 2 3 — 2 324 50 40
Guildhall district 450 — 5 — — 12 — — — 12 2 3 4 2 340 25 40
Guildhall district, former 450 — 2 4 1 12 — — 1 16 2 1 6 — 338 30 40
Halfling encampment 450 1 4 3 — 9 1 1 1 12 1 3 5 6 323 50 30
Marketplace 450 — 2 3 1 8 — 1 — 11 3 7 5 — 359 35 15
Professionals 450 — 3 5 1 9 1 — — 11 2 4 10 5 290 35 55
Shops 450 — 3 16 5 9 4 3 2 5 3 5
Temple district
Total Adp Ari Com Exp War
High Population Pop. Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz 10 2 338 40 60
550 5 9 12 5 25 2 2 3 25 4 8 6 — 490 16 20
District Type 550 — — 2 — 8 — — — 8 — — 5 — 446 20 35
Adventurer’s quarter 550 2 3 4 1 11 1 1 1 13 2 5 4 4 405 25 60
Anglers’ wharf 550 4 5 3 1 12 2 — 2 15 3 5 4 — 425 15 80
Apartment homes 550 5 — 3 — 10 — — — 8 — — 5 5 439 30 20
Caravan district 550 2 8 3 1 9 1 1 2 16 2 6 5 — 426 25 50
Goblinoid ghetto 550 4 8 2 — 9 — — — 16 2 3 2 — 542 — 2
Inn district 550 — — — — — — — — 4 — — — — 483 25 20
Red light district 550 2 — — — 12 — — — 8 — — 8 — 480 5 32
Shantytown 550 2 1 1 — 8 — — — 12 1 — 6 — 455 25 30
Slave quarter 550 2 2 1 1 10 — — — 15 2 1 4 — 437 25 40
Slum 550 2 8 3 — 9 — — 1 16 2 3 5 — 471 10 20
Tannery district 550 3 3 4 1 11 — — 1 16 2 3 4 — 442 30 40
Tavern district 550 — 7 — — 12 — — — 15 — — 8 2 403 25 50
Tenement district 550 4 2 5 — 16 1 — 1 24 3 6 5 — 437 20 50
Theater district 550 — 2 — — 12 — — — 24 — — 5 — 436 25 40
Undercity 550 2 5 3 1 12 1 1 — 16 1 2
Warehouse district
Waterfront district Total Adp Ari Com Exp War
Pop. Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz — — 15 4 15
Special 45 — — 2 — 4 — — — 4 — 1 — — 15 4 15
70 — — 7 — 6 — — 1 2 — 20 2 — 66 8 5
District Type 100 — — 5 — 5 1 — — 5 1 2 4 — 314 8 6
Remnant neighborhood 350 — — 1 1 8 — — — 8 — — 4 — 208 10 80
Immigrant enclave 350 4 3 2 — 24 2 — 2 8 2 1 4 — 216 15 80
Necropolis 350 3 1 1 — 18 — — — 12 — —
Boat town
Coliseum/Arena
Prison district

2

District Type: Some districts, such as a water- Civic District, Ruined
front or shop district, represent neighborhoods that This district is like the one above, except that the rulers
have many similar types of buildings. Others, such as a of the city have abandoned the massive structure that
lord’s keep or a garrison, may feature single buildings once dominated the area.
or complexes that occupy an entire district and house
large numbers of residents and staff. Buildings: Council hall (vacant), bureaucratic
offices (possibly vacant), monument/memorial, guard-
Total Pop.: This figure represents the total popula- post, temple (Heironeous, Pelor, or St. Cuthbert), upscale
tion of the district. The remaining columns (Bbn, Brd, lodging (4), upscale food (6), exotic trades (10), upscale
Clr, and so forth) show how many single-class charac- trades (15), average trades (15), upscale services (15).
ters of each character class (both PC and NPC classes)
dwell in the district. Temple districts have many cler- First Impression: The crumbling edifice that
ics, obviously, while most aristocrats are found in dominates the streetscape once housed the power
upper-class districts. center in this city. The surrounding businesses have
also fallen on hard times.
LOW POPULATION DISTRICTS
Social Class: Middle class.
The districts with the lowest populations tend to be
upper or middle class. They often feature fine landscap- Elf Neighborhood
ing and ornate buildings. This district, found only in cities dominated by nonelf
races, is where many elves choose to live.
Civic District
The day-to-day business of governing the city is carried Buildings: Temple (Corellon Larethian), druidic
out from the offices in this district, which is usually site, upscale lodging, upscale food (4), exotic trades (3),
dominated by one massive government building. upscale trades (15), upscale services (5), upscale resi-
dences (30).
Buildings: Council hall, bureaucratic offices,
monument/memorial, guardpost, temple (Heironeous, First Impression: The neighborhood has more
Pelor, or St. Cuthbert), upscale lodging (4), upscale than its share of trees, bushes, and flowers. Even the
food (6), exotic trades (10), upscale trades (15), average more modest homes feature flowering windowboxes.
trades (15), upscale services (15).
Social Class: Upper class.
First Impression: Robed bureaucrats scurry
from appointment to appointment, and nobles travel Embassy District
with their retinues. The main building is a stately struc- Usually found only in a capital city, an embassy district
ture with plenty of statuary and inscriptions. houses ambassadors, diplomats, and their staffs.

Social Class: Upper class. Buildings: Embassies (7), diplomatic residences
(15), upscale lodging (9), upscale food (12), exotic
trades (5), upscale trades (10), upscale residences (10).

pqqqqrs

BUILD A CITY IN 5 MINUTES military commander in charge of the toll roads.

Many PCs use cities simply as bases of operations Forghul is a metropolis where rival thanes from

for adventuring. They may visit their home city surrounding provinces engage in intrigues, unit-

briefly between adventures, or occasionally even ing only when giants attack from the north.

during an extended mission. Accordingly, they rarely • Decide which places your characters are likely to

see more than a few locations—their favorite inn, visit. Inns, magic shops, guilds, libraries,

the magic-item dealers on Tentacle Street, and Lord temples, and government buildings are all logical

Rhial’s citadel, for example. choices.

If you’re pressed for time, it’s a good idea to pick a • Decide which districts feature those important

few districts you like and assume that the rest of the places and sketch out an intersection or two, plac-

city is a mix of residential and commercial districts. ing buildings according to the guidelines below.

Here are the steps for building a city in about 5 • Sketch an overall map of the city by drawing the

minutes. walls that surround it, placing the important dis-

• Jot down what makes the city special in a sen- tricts, and then dividing the rest of the city into a

tence or two. For example, Sumberton is a rainy dozen or so wards. Give each ward a name, such

city where the trade guilds are at war with the as “Merchant’s Quarter,” or “Temple Ward.”

pqqqqrs 3

First Impression: Fancy buildings in wildly First Impression: This once-proud castle is
clashing architectural styles dominate the street, each beginning to show signs of neglect, though it is still an
trying to outdo the other in ostentatiousness. Most imposing fortress.
such buildings feature coats of arms and flags identify-
ing the nations they represent. Social Class: Middle class.

Social Class: Upper class. Magic District
Many cities segregate users of magic into their own ward
Finance District to protect the rest of the city from errant spellcasting. Such
Banks and merchant-houses tend to congregate here an arrangement also helps the rulers and constabulary
because much of their business is with each other. keep an eye on some of the city’s most powerful residents.

Buildings: Banks (2), moneychangers (7), temple Buildings: Magic item dealers (2), spellcasters for
(Fharlanghn, upscale food (10), exotic trades (5), hire (6), temple (Boccob), shrine, upscale food (5),
upscale trades (25), upscale residences (20). exotic trades (10), upscale trades (15), upscale services
(10), upscale residences (20).
First Impression: The city watch is augmented
by private guards, making this a particularly well-pro- First Impression: Continual flames illuminate
tected district, day or night. the streets, and entertaining, artistic illusions decorate
some of the buildings. The berobed citizens frequently
Social Class: Upper class. display flashy magic—typically glamers. Useful magic
items abound.
Fine Shops
Shopping districts such as this one often feature store- Social Class: Upper class.
fronts of interest to adventurers. The city’s best armor-
ers, weaponsmiths, sages, and magic-dealers offer their Noble Estates
services here. The wealthy, highborn residents of the city live in
splendor in the manors of this district.
Buildings: Upscale lodging (4), upscale food (6),
exotic trades (10), upscale trades (30), upscale resi- Buildings: Estates (30).
dences (20). First Impression: This district is quieter and
cleaner than the rest of the city. Servants scurry about
First Impression: The hubbub of commerce is on their errands, and nobles travel by carriage to call on
omnipresent here, but the high prices discourage the their genteel counterparts.
crowds found in less tony shopping districts. Social Class: Upper class.

Social Class: Upper class.

Lord’s Keep Park District

A fortress, usually the castle where the city’s ruler lives, For those who love the outdoors, this district provides a

dominates this district. respite from the hustle and bustle of the city.

Buildings: Manor house, servants’ quarters (2), Buildings: Parks (1 large or 3 small), temple

garrison post, chapel (Kord, Heironeous, or St. Cuth- (Corellon Larethian, Ehlonna, or Obad-Hai), druidic

bert), average trades (15). site, upscale taverns (5), exotic trades (5), upscale trades

First Impression: Pennants in the city’s colors (8), upscale services (17), upscale residences (30).

flutter over the castle, and guards eye the street from First Impression: Clusters of trees, landscaped

their watchtowers above. Soldiers drill in the courtyard flowerbeds, and lawns of trimmed grass dominate the

beyond the open drawbridge. landscape. The air smells fresher here than it does else-

Social Class: Upper class. where in the city.

Social Class: Upper class.

Lord’s Keep, Vacant

This district is similar to the one above, except that no University

one is living in the fortress. Perhaps the lord is on a cru- The colleges in this district teach everything from

sade, or maybe a more mysterious fate has befallen the Knowledge and Profession skills to the secrets of

city’s ruler. divine and arcane magic. Adventurers can find esoteric

Buildings: Manor house, servants’ quarters (2), lore and answers to obscure riddles here.

garrison post, chapel (Heironeous, Kord, or St. Cuth- Buildings: University buildings, including

4 bert), average trades (15). instruction and faculty offices) (4), library, temple

(Boccob or Pelor), shrine, upscale lodging (5), upscale Social Class: Middle class.
food (8), upscale literary trades (booksellers, stationers,
mapsellers, sealmakers, and the like) (10), upscale liter- Garrison
ary services (scribe, sage, translator, cartographer, and This district is essentially a military encampment. The
the like) (10), dormitories (5), upscale residences (25). soldiers who dwell here are charged with guarding the
city and the surrounding countryside.
First Impression: Young, well-dressed students
carrying armfuls of scrolls and books hustle to their Buildings: Garrison building, temple (Heiro-
classes. Others sit or stand in circles, discussing the neous, Kord, or St. Cuthbert), average lodging (4), poor
day’s lessons. lodging, upscale food (2), average food (4), poor food
(3), upscale trades (4), average trades (8), poor trades (2),
Social Class: Upper class. average services (10), average residences (40), poor resi-
dences (10).
Wealthy Residential
These residences belong to successful merchants First Impression: Some soldiers march to and
and high-level bureaucrats in political or religious fro in groups, while others stand at attention, and still
organizations. others drill for combat. Shouted commands and march-
ing songs fill the air.
Buildings: Upscale residences (60), average resi-
dences (10). Social Class: Middle class.

First Impression: Well-appointed buildings Gnome Neighborhood
line the quiet streets of this district. Servants or guards Gnomes find comfort in buildings sized for them, so
are posted at many of the front doors. this district features architecture that humans and
other Medium races would find cramped.
Social Class: Upper class.
Buildings: Temple (Garl Glittergold), upscale
AVERAGE POPULATION DISTRICTS lodging (1), average lodging (4), upscale food (3), aver-
age food (5), exotic trades (2), upscale trades (4), average
These districts are where the middle class and mer- trades (6), poor trades (3), upscale services (4), average
chants live and work. services (6), average residences (50).

Average Residential First Impression: This neighborhood looks like
Shopkeepers, artisans, and other skilled workers dwell any average residential area, but on a smaller scale.
in these modest homes.
Social Class: Middle class.
Buildings: Upscale residences (10), average resi-
dences (70), poor residences (10). Guildhall District
This district is home to organizations of skilled work-
First Impression: Children play in the streets ers, such as the mason’s guild, the cobbler’s guild, and
of this district, and the younger ones are often chased the jeweler’s guild. Depending on the city, more exotic
by older siblings. Neat rows of houses line the thor- guilds devoted to sages, wizards, or mercenaries may
oughfares. also have facilities here. Illicit guilds may exist for
thieves and assassins, but these rarely have publicly
Social Class: Middle class. known guildhalls.

Dwarf Neighborhood Buildings: Guild halls (3), average lodging (5),
Because clan and family are important to dwarven cul- average food (10), upscale trades (5), average trades (15),
ture, many dwarves who live in cities dominated by other poor trades (4), upscale services (5), average services
races tend to congregate in their own neighborhoods. (10), poor services (3), average residences (30).

Buildings: Temple (Moradin), average lodging First Impression: Each of the massive guild-
(2), upscale food, average food (9), poor food (2), exotic halls in this district is emblazoned with a symbol repre-
trades (2), upscale trades (7), average trades (15), poor sentative of its craft, such as a massive hammer and
trades (6), upscale services (5), average services (10), anvil for the blacksmith’s guild, and a welcoming sign
poor services (5), upscale residences (5), average resi- in every known tongue for the Scribe’s Union.
dences (45).
Social Class: Middle class.
First Impression: All the structures in this
neighborhood are slightly smaller than normal because 5
they’re sized for dwarves. Stonework, much of it finely
carved, dominates the architecture.

Guildhall District, Former First Impression: This district features row

For some reason, the guilds have moved out of this dis- upon row of quiet shops and offices. Their signs adver-

trict, but commercial interests still dominate its streets. tise everything from translation services to wilderness

Buildings: Vacant guild halls (3), average lodging guides to architectural design.

(5), average food (10), upscale trades (5), average trades Social Class: Middle class.

(15), poor trades (4), upscale services (5), average serv-

ices (10), poor services (3), average residences (30). Shops

First Impression: The guildhalls are boarded A few businesses in this district cater to the well-to-do,

up or in disrepair, but the shops and businesses that but most serve the city’s middle and lower classes. Such

surround them still thrive in the hustle and bustle of a district is more common in a smaller city that doesn’t

commerce. have multiple shopping districts.

Social Class: Middle class. Buildings: Temple (any), shrine, average lodging

(3), average food (10), exotic trades (3), upscale trades

Halfling Encampment (12), average trades (35), poor trades (10), upscale serv-

Halflings tend to be more nomadic than most other ices (3), average services (10), poor services (2).

races. Even when a group of them settles in a city, their First Impression: Well-guarded nobles saunter

neighborhood looks more like a camp than a proper from shop to shop, seemingly oblivious to the more

district. ordinary citizens who rush by with their arms full of

Buildings: Council hall, temple (Yondalla), packages.

shrine, average lodging (4), average food (8), average Social Class: Middle class.

trades (15), average services (10), average residences

(50). Temple District

First Impression: This neighborhood looks like The center of the city’s religious life, the temple district

it could vanish tomorrow, leaving behind nothing but is where established faiths vie for worshipers. PCs can

half-constructed buildings, smoldering campfires, and often find healing and other clerical magic here.

vacant building foundations. Buildings: Temples/shrines (any 6), upscale

Social Class: Middle class. lodging (1), average lodging (3), upscale food (3),

average food (7), exotic trades (5), upscale trades (5),

Marketplace average trades (10), upscale services (10), average

Most of the residents from surrounding districts come services (25), upscale residences (5), average resi-

to this bazaar to buy everything from necessities (such dences (20).

as clothing) to small luxuries (such as spices). First Impression: Each temple’s architecture

Buildings: Open-air market, temple (Fhar- reflects the faith of its builders. Periodically, the doors

langhn), average lodging (2), average food (12), exotic of a temple open, and a throng of worshipers spills out

trades (3), upscale trades (12), average trades (35), poor into the street.

trades (10), upscale services (5), average services (15), Social Class: Middle class.

poor services (5).

First Impression: This district is awash in col- HIGH POPULATION DISTRICTS

orful signs and tents. The shouts of barkers rise above These districts cater to the lower classes and to tran-

the noise of shoppers, and a dozen scents—everything sients, such as adventurers. Prices are generally lower

from sweet perfumes to sizzling meats—fill the air. in these areas.

Social Class: Middle class.

Adventurer’s Quarter

Professionals This district has a little bit of everything, but it’s gener-

This district is home to a variety of specialists the PCs ally a pretty seedy place. No “respectable” resident

might want to hire or consult. would think of coming here.

Buildings: Temple (any), shrine, average lodging Buildings: Temples (Olidammara and any 3

(3), upscale food (3), average food (7), exotic trades (2), others), average lodging (5), poor lodging (10), average

upscale trades (3), average trades (10), upscale services food (5), poor food (15), average trades (6), poor trades

(10), average services (20), upscale residences (10), aver- (15), average services (5), poor services (15), average res-

6 age residences (20). idences (5), poor residences (20).

First Impression: This district is noticeably Goblinoid Ghetto
more diverse than the surrounding neighborhoods. If a city allows goblinoid residents at all, its other
Various humanoids wearing a wide variety of garb rub inhabitants usually prefer to keep them at arm’s length.
shoulders and chat in the streets. The buildings look The goblinoids who live here eke out a squalid exis-
somewhat rundown, but most are quite serviceable. tence, taking on jobs that no other city resident will
accept.
Social Class: Lower class.
Buildings: Temple (Gruumsh or Maglubiyet),
Anglers’ Wharf poor lodging (1), poor food (8), poor trades (20), poor
Those who fish for a living have a district of their own, services (10), poor residences (60).
if for no other reason than to keep the stench away
from the rest of the city. First Impression: Goblins, hobgoblins, and
orcs move among the ramshackle buildings that line
Buildings: Shrine (Obad-Hai or Pelor), poor lodg- the streets. The ghetto bustles with business—both
ing (5), poor food (10), average trades (2), poor trades legal and illegal—despite the obvious poverty of its res-
(12), average services (3), poor services (7), poor resi- idents.
dences (60).
Social Class: Lower class.
First Impression: The smell of fish hangs heav-
ily in the air here, mingled with the tang of saltwater Inn District
and sea air. Rough-looking sailors lurch from ship to Inns are scattered across most cities, but sometimes a
pier to tavern. cluster of them dominates a neighborhood. Such a dis-
trict tends to be rundown simply because it has few
Social Class: Lower class. permanent residents to care about its upkeep, and the
transients who stay there spend most of their time in
Apartment Homes other districts.
This unremarkable district consists of nothing but
unremarkable residences. Thus, it is an excellent Buildings: Temples (any 2), average lodging (8),
hiding place for those who are skilled at blending in. poor lodging (25), average food (5), poor food (20), aver-
age trades (5), poor trades (15), average services (5),
Buildings: Average residences (10), poor resi- poor services (15).
dences (55).
First Impression: Music and laughter wafts
First Impression: Rows of apartment buildings from the open doors of half a dozen inns and common-
rise like the walls of a canyon on both sides of the houses. Each offers the promise of food, drink, danc-
street. Day laborers and craftspeople scurry to and from ing, or perhaps even more exotic diversions.
work, while the district’s more indolent residents relax
on the building steps. Social Class: Lower class.

Social Class: Lower class. Red-Light District
Notorious for the prostitution, narcotics, and other
Caravan District black-market businesses that thrive here, a red-light
Districts such as this one are common in cities that rely district tends to attract adventurers like flies.
on overland caravans rather than sea transport for their
imports and exports. Merchants and other foreigners Buildings: Temple (Olidammara), average lodg-
are welcomed here but usually discouraged from ing (2), poor lodging (17), average food (5), poor food
spending time in the rest of the city. (20), poor trades (20), poor services (gambling halls,
houses of ill repute, pawnshops, and the like) (35).
Buildings: Temple (Fharlanghn), average lodging
(5), poor lodging (15), average food (10), poor food (30), First Impression: A visitor can hardly walk 30
average trades (9), poor trades (15), average services (9), feet in this rundown district without being proposi-
poor services (15). tioned for something illegal. Some passersby scurry
furtively past, while others beckon visitors toward
First Impression: This district has fewer build- some illicit pleasure.
ings than most, but animal pens, stables, and circles of
trade wagons squat on many vacant lots. The air is thick Social Class: Lower class.
with campfire smoke, and a dozen different languages
can be heard. Shantytown
Many of the structures in this district seem to be in
Social Class: Lower class. imminent danger of collapsing on their residents. The

7

poorest of the poor live here in decrepit buildings, Tavern District

refugee colonies, and squatter camps. Adventurers spend a lot of time in taverns, and most

Buildings: Poor residences (100). cities of any size feature at least one. Inns sandwiched

First Impression: Lean-tos, smoky fires, and among the bars provide revelers with relatively safe

makeshift hovels crowd in among the debris and places in which to sleep off their intoxication.

rubble of the dirty, destitute streets. Buildings: Temple (Fharlanghn or Olidammara),

Social Class: Lower class. average lodging (3), poor lodging (20), average food (6),

poor food (30), poor trades (10), poor services (10), poor

Slave Quarter residences (20).

Slaves merit slightly better huts than those who live in First Impression: By night, inebriated revelers

a shantytown, if only because their masters care about stumble forth into the crowded streets from literally

their welfare to some small degree. Districts such as dozens of taverns. By day, this district is a virtual ghost

this are rare, since good-aligned societies find slavery town, with only cleanup crews, delivery personnel, and

abhorrent. the occasional determined drunk to liven up the

Buildings: Overseer’s station, poor services (5), streetscape.

poor residences (94). Social Class: Lower class.

First Impression: Whip-wielding masters lead

chained slaves in threadbare robes from place to place. Tenement District

Few of the slaves are bold enough to meet the gaze of a This district is similar to a slum, but without any

bystander. nearby businesses to support its poverty-stricken popu-

Social Class: Lower class. lace. This district must be placed close to one in which

even the desperately poor can acquire staples.

Slum Buildings: Poor residences (60).

This district is clearly for the down-and-out. A slum First Impression: Crammed together like so

falls somewhere between poor apartments and a shan- many sardines, the poor residents of this district cluster

tytown on the scale of poverty and misery. on stoops, in their rat-infested apartments, and in the

Buildings: Temple (Olidammara or Pelor), poor streets and alleys.

lodging (1), poor food (3), poor trades (10), poor serv- Social Class: Lower class.

ices (5), poor residences (70).

First Impression: Home to the destitute, this Theater District

neighborhood features a mix of shanties, hovels, and Theaters tend to spring up in lower-class neighbor-

tenements in disrepair. Trash fills the streets and alleys, hoods because rent is cheaper there. Drama patrons

and the stench of offal mixed with rotting flesh and rarely linger for long, although nearby pubs and shops

even less wholesome substances hangs heavy in the air. entice some to stay and celebrate a fine performance.

Social Class: Lower class. This district can serve as a musician’s quarter or a

dancehall district with only a name change.

Tannery District Buildings: Theaters (4), temple (Olidammara),

Tanneries—businesses that turn animal hides into poor lodging (10), poor food (20), poor trades (20), poor

leather—are typically in lower-class neighborhoods services (30), poor residences (15).

simply because they smell unbelievably bad. No one First Impression: Each theater features a large

who can afford to do otherwise lives near a tannery. sign promising comedy, tragedy, and inspiration—often

Buildings: Temple (any, especially poorer or all in the same play. Lines of people wait outside the box

more obscure faiths), poor lodging (2), poor food (7), offices, and periodically a large crowd emerges from a

poor trades (tanners, dyers, and other folk who practice theater, heatedly discussing the play that has just ended.

odiferous trades) (60), poor services (30). Social Class: Lower class.

First Impression: The acrid smell of tanning

hides would reveal the nature of this district even to a Undercity

blindfolded person. A cluster of small, dingy shops This district, typically situated underneath the city’s

caters to the unfortunate denizens of this nauseating streets, is a combination of a dungeon and a neighbor-

district. hood. The residents of the city may or may not be

8 Social Class: Lower class. aware of the undercity’s existence.

Buildings: Dungeons of at least 10 rooms (8), First Impression: The architecture here looks
temples (any 2 evil deities), poor lodging (5), poor food out of place, as do some of the residents. They eye visi-
(10), average trades (5), poor trades (15), average serv- tors strangely, evidently regarding them as interlopers
ices (5), poor services (20), poor residences (30). on their turf.

First Impression: The air belowground is dank, Social Class: Middle Class
and the darkness is oppressive. It’s eerily quiet most of
the time, but the silence is punctured occasionally by a Immigrant Enclave
scream or the clash of battle. This district houses well-heeled representatives of
another culture, such as wizards from a far-off land or
Social Class: Lower class. planetouched pioneers from another dimension.

Warehouse District Buildings: Temple (any 1, especially to an
Adventurers who have business with shipping con- unusual deity), magic item dealer, upscale trades (2),
cerns—or just larcenous intent—may find their way exotic trade, upscale residences (5).
into this district.
First Impression: This district doesn’t even feel
Buildings: Warehouses (30), poor trades (5), poor like it’s part of the same city. The architecture of the
services (10), poor residences (55). buildings is dramatically different than in other dis-
tricts, and the residents’ garb marks them as a minority
First Impression: The massive warehouses that elsewhere in the city. Here, however, they fit right in.
give this district its name dominate the landscape. The
streets are devoid of life except for the occasional deliv- Social Class: Upper class.
ery wagon and the guards who stand watch at some
warehouse doors. Necropolis
This massive graveyard has few or no residents other
Social Class: Lower class. than the undead creatures that may lurk among the
tombstones and crypts.
Waterfront District
Visitors who arrive by ship often get their first taste of a Buildings: Mortuaries (2), mausoleums (16),
city in the waterfront district. Adventurers typically temple (Nerull or Wee Jas), shrine.
feel right at home in this rough-and-tumble place.
First Impression: This district is quiet and
Buildings: Other (5), temple (Obad-Hai or Oli- orderly. Rows of tombstones and crypts stand silent
dammara), poor lodging (5), poor food (9), poor trades guard over the dead.
(25), poor services (35), poor residences (20).
Social Class: Lower class.
First Impression: Most of the traffic here con-
sists of sailors in search of liquor or entertainment. Boat Town
Bars, flophouses, and small shops—many of which This district is completely afloat. The residents live in
don’t bother to advertise the nature of their business— houseboats and do their shopping at other boats. Even
line the street. longtime residents of a boat town must relearn their
way around the neighborhood if they leave for a time,
Social Class: Lower class. since it constantly rearranges itself.

SPECIAL DISTRICTS Buildings: Temple (Fharlanghn), average lodging
(1), poor food (3), poor trades (10), poor services (10),
Certain districts are special simply because their popula- poor residences (45).
tion numbers are different (generally lower) than the
norm for their social class. For example, a necropolis may First Impression: Boats of every size and shape
be an important part of a city, but it just can’t hold more bob on the water, connected by a baffling web of piers,
than 100 living residents. Likewise, an immigrant enclave gangplanks, and rope bridges.
rarely houses more than 1% of the city’s total population.
Social Class: Lower class.

Remnant Neighborhood Coliseum/Arena District 9
This district is the last vestige of an older culture that has A massive arena dominates this neighborhood. Its exis-
been largely supplanted by the city’s current residents. tence leaves little space for actual residents.

Buildings: Temple (any 1, especially to an Buildings: Coliseum/arena/hippodrome, associ-
unusual deity), upscale trade, upscale residences (5), ated buildings (gladiators’ barracks, stables, and the
vacant buildings (3). like) (3), temple (Heironeous, Kord, or Olidammara),

average lodging (5), average food (15), exotic trades (2), a small group of them escort a chained inmate to or
average trades (13), poor trades (5), average services from the massive prison walls.
(10), average residences (15).
Social Class: Lower class.
First Impression: A crowd waits to be let into
the coliseum for the day’s events. Buskers hawk their SOCIAL CLASS AND
wares, and periodically a chant or cheer emerges from
particularly devoted fans in the crowd. NEIGHBORHOODS

Social Class: Middle class. Most cities are made up primarily of lower-class districts,
simply because they have more lower-class residents
Prison District than any other sort. An average small city (twenty dis-
An immense, forbidding-looking fortress dominates tricts) has two upper-class districts, six middle-class dis-
this district. Because inmates are typically kept in small tricts, and twelve lower-class districts. In larger cities, the
cells, a prison district often has a very high population. upper class grows while the lower class shrinks in pro-
portion. A typical large city (forty districts) has six upper-
Buildings: Prison building, guards’ barracks. class, twelve middle-class, and twenty-two lower-class
First Impression: Guards are everywhere in
this district. Most are standing watch, but occasionally

pqqqqrs

EXAMPLE BUILDINGS found here are poor trades performed at fine qual-
The following businesspeople and organizations ity and increased cost (masterwork), and upscale
occupy the various building types noted in the trades at lower quality and lower cost (80% of
descriptions above. normal).

Trades, Exotic: Alchemist, art dealer, calligrapher, Trades, Poor: Bait & tackle dealer, basketweaver,
costumer, imported goods dealer, magic armor brickmaker, broom maker, candlemaker, charcoal
dealer, magic item dealer (general), magic weapon burner, dyer, firewood seller, fishmonger, fuller,
dealer, pet merchant, potion dealer, rare wood mer- leatherworker, livestock handler, lumberer, miller,
chant, scroll merchant, soap maker, spice merchant, netmaker, tanner. Also found here are average
trapmaker, wand merchant. trades performed at lower quality and lower cost
(80% of normal).
Trades, Upscale: Antique dealer, bookbinder,
bookseller, candy maker, clockmaker, cosmetics Services, Upscale: Animal trainer, apothecary,
dealer, curio dealer, dice maker, distiller, fine architect, assassin, banker, barrister, bounty hunter,
clothier, gemcutter, glassblower, glazier, gold- cartographer, dentist, engraver, illuminator, kennel
smith, inkmaker, jeweler, mapseller, papermaker, master, masseur, mewskeeper, moneychanger, sage,
perfumer, pewterer, sculptor, sealmaker, silver- scribe, spellcaster for hire, tutor.
smith, slave trader, toymaker, trinkets purveyor,
vintner, wiresmith. Also found here are average Services, Average: Auctioneer, barber, bookkeeper,
trades performed at fine quality and increased brothel owner, clerk, engineer, fortuneteller, freight
cost (masterwork). shipper, guide, healer, horse trainer, interpreter,
laundress, messenger, minstrel, navigator, painter,
Trades, Average: Armorer, baker, bazaar mer- physician, public bath owner, sharpener, stable
chant, blacksmith, bonecarver, bowyer, brewer, owner, tattooer, undertaker, veterinarian.
butcher, carpenter, carpet maker, cartwright, chan-
dler, cheesemaker, cobbler, cooper, coppersmith, Services, Poor: Acrobat, actor, boater, buffoon,
dairy merchant, fletcher, florist, furniture maker, building painter, burglar, carter, fence, gambling hall
furrier, grocer, haberdasher, hardware seller, owner, juggler, laborer, limner, linkboy, moneylender,
herbalist, joiner, lampmaker, locksmith, mason, nursemaid, pawnshop, porter, ship painter, team-
merchant, music dealer, outfitter, potter, provi- ster, warehouse owner.
sioner, religious items dealer, roofer, ropemaker,
saddler, sailmaker, seamstress, shipwright, stone- Lodging: Almshouse, boarding house, hostel, inn.
cutter, tailor, tapestry maker, taxidermist, thatcher, Food: Club, eatery, restaurant, tavern.
tilemaker, tinker, weaponsmith, weaver, wheel- Temples and Shrines: Any deity, or sometimes a
wright, whipmaker, wigmaker, woodworker. Also group of allied or related deities. Most cities in civi-
lized lands have few obvious temples to evil deities,
but exceptions do exist.

10 pqqqqrs

districts, while an average metropolis (eighty districts) classes have lower gp limits, as shown on Table 1–2: GP
has forty-two lower-class, twenty-four middle-class, and Limit By Social Class.
fourteen upper-class districts.
Table 1–2: GP Limit By Social Class
One way to distinguish your city from others of sim-
ilar size is to adjust how many districts of each social ———————— GP Limit in ———————
class are present. A particularly wealthy city might
have more upper- and middle-class districts and fewer Social Class Small City Large City Metropolis
lower-class districts than normal, while a poor city
would have the opposite ratio. A city heavily engaged Upper 15,000 40,000 100,000
in trade would have a larger middle class (and more
middle-class districts) than one that is mostly isolated Middle 6,000 16,000 40,000
and self-sufficient.
Lower 1,500 4,000 10,000
Generally, districts appear adjacent to others of the
same social class, forming neighborhoods that share a Items priced below a city’s gp limit are usually available
single social class. In some cases, a neighborhood may immediately, though in some cases a would-be pur-
include one or two districts whose social class is one step chaser might have to wait as much as a week to get a
higher or lower than that of the other districts nearby. A particularly unusual item. Often, some of the more
neighborhood typically consists of five to eight districts, expensive items available in a given city also require
and its total population ranges from 1,750 to 4,400. It is waiting periods.
rare, but not unknown, for upper-class and lower-class
districts or neighborhoods to appear side by side. When ABOUT THE AUTHORS
such a situation does occur, some geographical or artifi-
cial feature, such as a small cliff, a river, or a wall, usually David Noonan, a game designer at Wizards of the
separates them from each other. Coast, Inc. was one of the developers of the revised
DUNGEON MASTER’s Guide. His other work includes
COMMUNITY WEALTH Manual of the Planes, Stronghold Builder’s Guidebook, and
the forthcoming Unearthed Arcana.
As a rule, the most expensive items are available only in
upper-class districts of a city. Districts with lower social James Wyatt is also a game designer at Wizards of
the Coast, Inc. Best known for designing Oriental
Adventures, James recently worked on the Fiend Folio,
the D&D Arms and Equipment Guide, and the forthcom-
ing Book of Exalted Deeds. He worked on D&D v.3.5 as a
designated kibitzer.

11

Dungeon Master's Guide v.3.5 Errata

Errata Rule: Primary Sources NPC Monk

When you find a disagreement between two D&D rules Dungeon Master’s Guide, page 118
sources, unless an official errata file says otherwise, the Problem: References to ki strike need fixing in three places.
primary source is correct. One example of a Solution: In the sample 5th-level monk, change “ki strike
primary/secondary source is text taking precedence over a +1” to “ki strike (magic).” In the Ki Strike paragraph for the
table entry. An individual spell description takes precedence 5th-level monk, delete “lawful.” In the sample 15th-level
when the short description in the beginning of the spells monk, change “ki strike +4” to “ki strike (lawful, magic).”
chapter disagrees.
Another example of primary vs. secondary sources involves NPC Sorcerer
book and topic precedence. The Player’s Handbook, for
example, gives all the rules for playing the game, for PC Dungeon Master’s Guide, page 125
races, and the base class descriptions. If you find something Problem: The 14th-level sorcerer has his Dex enhanced by
on one of those topics from the Dungeon Master’s Guide or +2 (see page 124), but the enhancement isn’t accounted for in
the Monster Manual that disagrees with the Player’s his gear.
Handbook, you should assume the Player’s Handbook is the Solution: Add “gloves of Dexterity +2” to the 14th-level
primary source. The Dungeon Master’s Guide is the primary Gear entry on Table 4–21, and “gloves +2” to the Gear entry
source for topics such as magic item descriptions, special at every higher level.
material construction rules, and so on. The Monster Manual
is the primary source for monster descriptions, templates, and Epic Druid
supernatural, extraordinary, and spell-like abilities.
Dungeon Master’s Guide, page 208
Ogre CR Problem: Druids no longer get multiple animal companions.
Solution: Replace the Animal Companion paragraph with the
Dungeon Master’s Guide, page 38 following text:
Problem: Table at bottom right says ogres are CR 2 (without Animal Companion: The epic druid’s animal companion
class levels). Monster Manual says (correctly) that ogres are continues to increase in power. At every three levels higher
CR 3. than 18th (21st, 24th, 27th, and so on), the companion gains
Solution: CR numbers in the two ogre lines of the table need +2 bonus Hit Dice, its natural armor increases by 2, its
changing—increment all of them by 1. Also, change “2” to Strength and Dexterity modifiers increase by 1, and it learns
“3” in the note beneath the table. one additional bonus trick.

Climb DCs Epic Ranger

Dungeon Master’s Guide, page 60 Dungeon Master’s Guide, page 208
Problem: Climb DCs on Table 3–9 differ from what’s given Problem: Mention of the epic ranger’s animal companion is
in the text on page 59. missing.
Solution: On Table 3–9, change the following Climb DCs: Solution: After the Spells paragraph, insert the following
paragraph:
Masonry 20 Animal Companion: The epic ranger’s animal companion
Superior masonry 25 continues to increase in power as normal. For rangers above
Hewn stone 25 41st level, consult the epic druid for details on how an animal
Unworked stone 15 companion’s power level increases.

Ram Damage Caster Level

Dungeon Master’s Guide, page 100 Dungeon Master’s Guide, page 215
Problem: Damage value for the ram given in the text Problem: The last two sentences in the section on Caster
disagrees with Table 3–26. Level are ambiguous and potentially misleading.
Solution: Change table entry to 3d8. Solution: Replace with this text: For other magic items, the
caster level is determined by the creator. The minimum caster
NPC Fighter level is that which is needed to meet the prerequisites given.

Dungeon Master’s G uide, page 117 Arrow Deflection
Problem: The 17th-level fighter has his Str enhanced by +2
(see top right of page), but the enhancement isn’t accounted Dungeon Master’s Guide, page 218
for in his gear. Problem: The first sentence is no longer accurate (Deflect
Solution: Add “gauntlets of ogre power +2” to the 17th- Arrows feat works differently in v.3.5).
level Gear entry on Table 4–16. Add “gauntlets +2” to the Solution: Change first sentence to read:
18th-level Gear entry on the table. A shield with this ability protects the wielder from ranged
attacks.

Dungeon Master's Guide v.3.5 Errata 3/10/04 Version 032004

Hardness and Hit Points Dungeon Master’s Guide, page 285
Problem: The “Multiple different abilities” line is in error.
Dungeon Master’s Guide, page 222 Solution: Change “Multiply higher item cost by 2” to
Problem: The first paragraph is not consistent with similar “Multiply lower item cost by 1.5”
information for shields on page 217.
Solution: Delete the first sentence after the boldface header. Table 8–1
Change the next sentence to read as follows:
Each +1 of enhancement bonus adds 2 to a weapon’s or Dungeon Master’s Guide, page 290
shield’s hardness and +10 to its hit points. Problem: The table indicates that supernatural abilities can
be dispelled. This is not true in v.3.5.
Vorpal Weapons Solution: In the Dispel row, Supernatural column, change
Yes to No.
Dungeon Master’s Guide, page 223
Problem: Note 2 under Table 7–14 says that a vorpal Polymorph
weapon must be a piercing or slashing weapon. The
description of vorpal on page 226 says the ability can be Dungeon Master’s Guide, page 297
applied only to a slashing weapon. Problem: The description of the polymorph effect does not
Solution: Fix the table. Change the superscript number on account for changes to that spell.
Vorpal to 4. Add a new note 4: “Slashing weapons only. Solution: Delete the paragraph beginning “Creatures that
Reroll if randomly generated for a piercing or bludgeoning polymorph themselves with an ability . . .”
weapon.” Also, renumber current note 4 to be note 5. Also, replace the last three paragraphs with the following
text:
Staff of Life Unless stated otherwise, creatures can polymorph into forms
of the same type or into an aberration, animal, dragon, fey,
Dungeon Master’s Guide, page 244 giant, humanoid, magical beast, monstrous humanoid, ooze,
Problem: The prerequisite spells don’t synch up with the plant, or vermin form. Most spells and abilities that grant the
staff’s powers. ability to polymorph place a cap on the Hit Dice of the form
Solution: Change raise dead to resurrection; change CL taken.
11th to CL 13th. Polymorphed creatures gain the Strength, Dexterity, and
Constitution of their new forms, as well as size, extraordinary
Table 7–27 special attacks, movement capabilities (to a maximum of 120
feet for flying and 60 for nonflying movement), natural
Dungeon Master’s Guide, page 247 armor bonus, natural weapons, racial skill bonuses, and other
Problem: The price given for a necklace of fireballs type V is gross physical qualities such as appearance and number of
in error. limbs. They retain their original class and level, Intelligence,
Solution: Change 6,150 gp to 5,850 gp (to match the item Wisdom, Charisma, hit points, base attack bonus, base save
description). bonuses, and alignment.
Creatures who polymorph keep their worn or held equipment
Table 7–28 if the new form is capable of wearing or holding it.
Otherwise, it melds with the new form and ceases to function
Dungeon Master’s Guide, page 249 for the duration of the polymorph.
Problem: The price given for a necklace of fireballs type VII
is in error. Slow Suffocation
Solution: Change 9,150 gp to 8,700 gp (to match the item
description). Dungeon Master’s Guide, page 304
Problem: This system needs to tie back into the general rules
Clay Golem Manual for suffocation. As it stands, no one will ever die from slow
suffocation (because nonlethal damage doesn’t kill).
Dungeon Master’s Guide, page 258 Solution: Insert this sentence at the end of the paragraph that
Problem: The Clay golem manual prerequisite spells don’t starts with the Slow Suffocation header:
match the Monster Manual info on constructing a clay golem. When a character falls unconscious from this nonlethal
Solution: Delete references to the prayer spell from the clay damage, she drops to –1 hit points and is dying. In the next
golem manual description. round, she suffocates.

Stone Golem Manual

Dungeon Master’s Guide, page 258
Problem: Prerequisite spells for constructing a stone golem
or greater stone golem given on page 137 of the Monster
Manual don’t match those given for the stone golem manual
and greater stone golem manual on page 258 of the Dungeon
Master’s Guide.
Solution: The Dungeon Master’s Guide is correct. Add the
slow spell to the prerequisites for each of these golems in the
Monster Manual.

Table 7–33

Dungeon Master's Guide v.3.5 Errata 3/10/04 Version 032004


Click to View FlipBook Version