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750 25500 30.000 Largefire creature Huge or Gargantuan 20 "To calculate the target XP for an encounter of the pes' level or to calculate the appropriate quest XP for a party of the pes' level.000 55000 Drink sp5 gp 5 sp 2gP2 sp 5ge Standard Monster" ~~ 400 500 600 700 00 1.5A.500 3000 32 34 27.000 2.000 30000 Solo 16000 20.250 35.000 158.000 1. the XP award is equal to the Standard Monster reward.000 79.000 126.000 1.750 7. ~fi~re~c~re~a~tuMre~~4~0~ CHARACTER ADVANCEMENT Total XP ~b~rig~h~t ~~ Level 28th-30th Normal Damage Expressions Low Medium High 1d6 + 3 1d10 + 3 2d6 + 3 ld6+4 1dl0 + 4 2d8 +4 1i:18+ 5 2i:16+ 5 2i:18+ 5 2d6 + 5 3d6 + 5 2i:18+6 3i:16+6 2d8 + 7 3d8 + 7 3i:16+ 8 3i:18+ 7 2d6 + 8 3d6 + 8 2i:18+9 3i:18+ 9 2d8 + 10 3d8 + 10 4d8 + 10 limited Damage Expressions Low Medium High Level + 3d6 +4 3d8 + 5 3dl0 + 6 4i:18+ 7 4d8 + 8 4i:110 + 9 4dl0 + 9 i:l10+ 5 4d8 + 5 4dl0 + 4i:110 + 4d12 + 5i:110+ 5dl0 + 7 7 8 9 9 3dl0 + 4 4 + 4d12 + 4i:112 + 5d10 + 5i:112+ 5d12 + 7 7 8 9 9 DUNGEONS & DRAGONS and its logo are trademarks of Wizards of the Coast. in the U.000 31. 66021830740001 EN Screen illustrated by Francis Tsai .750 110. multiply the Standard Monster value by the number of pes in the party.000 39.000 95.000 Monster Level 21 Standard Monster" Minion 800 1. Inc. and other countries.000 222. ©2008 Wizards of the Coast.000 18.000 45.000 190.250 1500 1.750 23.750 27.750 2.300 10200 12.100 14.600 14.000 111. For minor quests. lnc.000 63.000 555.000 13.200 20 2.750 15.513 1750 2.038 127 1.000 6.250 2750 Elite 6400 8.000 47.000 55.EXPERIENCE Monster Level POINT REWARDS Minion Elite 200 250 175 200 44 __ ~5~O 300 350 Solo 500 625 750 875 __ ~~~ 1.000 22000 26.750 195.800 700 5.750 19.

. ... or ability check Basic attac"_!I<~-::::::4i~~~_-:M~a~l<~e a basic attack Bull rush Push a target 1 square and shift into the vacated space Charge Move and then make a melee basic attack or a bull rush Make a critical hit against a helpless enemy GrabanenemY- 287 287 287 ~~ Let go of an enemy Spend an action point to tal<e an ~~_~~~~~~~~~e~~r~ct~io~(oncep'~e~r~e~n~co~u~n~t~e~~...'~~~~~~~="-!. Helpless (page 277) ...!:. defense.._ .__ Stand up Shift Squeeze Wall< Minor Actions Description -======---'a:n""d"-'. _... Restrained (page 277) is ..F::"-='_...!ia1! Q I! to ill u sB~e~d:!.1 _-=========~~~hw·I."'k"'e""a:---"""S l!enal!I to attacks until next turn ~28~8~ 288 291 292 292 292 51 Page 2SS Pick up an item ~~.. . ..~ Talk Speak a few sentences _ 288 291 267 Ready an action to perform when a specified trigger occurs Spend a healing surge and gain a +2 bonus to defenses once l!!!ie.. Balancing (page 180) .:h:.... Dazed (page 277) ..:c::. Opportunity Opportunity Actions attack Description Make a melee basic attack against an enem~ that Rrovokes an op...i:...... ...... Prone (melee attacks only) (page 277) . grant combat advantage ':'"_-:. Flanked by the attacker (page 285) .k..!.::o~rl put it awa~ _ Retrieve or stow an item on your person 277 219 267 267 Attacker is prone Attacker is restrained Target has cover arget has su(!erior cover Target has concealment (melee and ranged only) Target has total concealment melee and rang:Ee~d.. 292 Combat Advantage You gain combat advantage when a defender .)1_ Total defense Gain a +2 bonus to all your defenses until the start of your next turn Description __ 291 ___._ Retrieve or stow an item Load a crossbow so that you can fire it Open or close a door or container that isn't locked or stuck Pick up an object in your space or an unoccupied space U~se!>..l:o!ln!!I't1Long range (weapon attacks only) Charge attack (melee onl)'}L -2 -~S -2 +:... ... .__..:.:!ra!!lw!tU. ...seun....!cO!llu~nwtl!:e[.s....r...::!s!!ltil!. Climbing (page 182) .~_~ Escape Escape a grab and shift Run Move up to your speed +2. (PH 279) Running (page 291) Squeezing (page 292) Stunned (page 277) Surprised (page 277) Unable to see the attacker (page 281) Unaware of you (page 188) Unconscious (page 277) Move Actions Page ~C.Rortunit)' attack Page 290 ......1 ....:H~ell! unconscious creature consume a potion an Improve an ally's attack roll.lie!:!l~d.-..ta...eck...l!ila.. Blinded (page 277) .lI....

Melee Attacks and Ranged Attacks Only: Attack penalties from concealment apply only to the targets of melee or ranged attacks.)'. 130 ft. 70 ft. in a totally obscured square.) Ifthree or four of those lines are blocked but you have line of effect. 90ft. Creatures and Cover: When you make a ranged attack against an enemy and other enemies are in the way. or group of 1 0+ +5 to check Rain or snow since tracks were made Perce~tion DC + 1 0 Each day since tracks were made Perception DC + 2 Q. Climbing an uneven surface (dungeon wall) Athletics DC 15 Climbing a rough surface (brick wall Athletics DC 20 Surface is unusually smooth Athletics DC +5 Suiface is slippery Athletics DC + 5 Use climber's kit + 2 on check ------. 50 ft. Your allies never grant cover to your enemies. or an arrow slit. thick) Break through hewn stone wall (3 ft. loose dirt. and neither allies nor enemies give cover against melee. or behind a low wall. even if you're not in the same square as a small pillar. such as when fighting from behind a window. . or in a heavily obscured square and not adjacent to you. the target might be in the same square as a small tree. th 16th-20th 21st-25th 26th-30th 60ft.r""'s""to"'n""e". For example. the target has cover. thick) 33 26 30 34 19 26 32 26 35 43 • IEscap-efrom Restraints Attempt to escape as a standard action ind Tracks Soft ground (snow. Fortitude Acrobatics DC 20 DC+10 Perception DC 1 5 • Burst iron chains Burst adamantine chains Smash wooden chest Smash iron box Smash adamantine box Break through wooden wall (6 in. the target has cover. Ifone or two of those lines are blocked by an obstacle or an enemy.. For example. a target has cover if there is an obstruction between the origin square and the target. 200 ft. choose a corner of a square you occupy (or a corner of your attack's origin square) and trace imaginary lines from that corner to every corner of anyone square the target occupies. the target has superior cover.DCS TO BREAK OR BURST COMMON ITEMS DCS FOR COMMONLY USED SKILLS Climb Climbing a ladder Climbing a rope 20 25 29 38 Athletics DC 5 Athletics DC 10 Cover • (PH 180) Cover (-2 Penalty to Attack Rolls): The target is around a corner or protected by terrain. Determining Cover: To determine if a target has cover. The target is invisible. a grate. a portcullis._ Perception DC 2 S Huge of larger creature.uar!)' takes ste~s to cover tracks Perception DC +5 Detect Magic Identift a conjuration or summoning effect Arcana DC 1 S + spell level Identify magical effect already in place Arcana DC 20 + spell level Arcana DC 20 + spell level -=--- • • 10 22 24 16 28 25 19 31 33 Listen Battle Normal conversation Whispers Through a door Through a wall Faraway Heal Heal Heal Heal DC DC DC DC 10 1S 15 1S Perception DC 0 Perception DC 5 Perception DC 1 5 Perception DC +5 Perception DC + 10 Perception DC +1 per 2 squares Concealment • (PH 281) • 30 ft. Rolling Attacks and Checks • • Attacks: 1d20 + one-half level + ability modifier (+ proficiency bonus. 110ft. or area attacks. 170 ft. Total Concealment (-5 Penalty to Attack Rolls): You can't see the target. it gives you cover from the attack of an ogre on the other side of the pillar. (A line isn't blocked if it runs along the edge of an obstacle's or an enemy's square.. Area Attacks and Close Attacks: When you make an area attack or a close attack. 140 ft. thick) Break through masonry wall (1 ft. Reach: Ifa creature that has reach attacks through terrain that would grant cover if the target were in it. not between you and the target.-------~~------------+~S~o~n~c~h~e~ck~ -5 on check Athletics check vs. mud) • 10th-11th 13th-15th 16th-18th 19th-21 st 22nd-24th 15th-27th 28th-30th 10 11 13 14 16 19 Hard ground (wood o. Superior Cover (-5 Penalty to Attack Rolls): The target is protected by a significant terrain advantage. 70ft. close. 80ft. if a weapon attack) + other modifiers Checks: 1d20 + one-half level + ability modifier (+5 if a trained skill) + other modifiers • Concealment (-2 Penalty to Attack Rolls): The target is in a lightly obscured square or in a heavily obscured square but adjacent to you. 110ft. your target has cover. 90 ft. obscured by a small pillar or a large piece offurniture.

You can't flank an enemy. Death Saving Throw: When you are dying. Note: Usually you're helpless because you're unconscious. Your attacks deal half damage.. . If you get this result three times before you take a rest. Lower than 10: You slip one step closer to death.. 10-19: No change.. . . but you regain hit points after an extended rest if someone has stabilized you using the Heal skill. You can't take actions. You are no longer dying.. a push.. . You can't flank an enemy.. . . if possible.. You can't flank an enemy. and your speed doesn't increase if it was lower than 2. You make a death saving throw every round.) You take a -2 penalty to attack rolls. WEAKENED .) . . You can't take actions.10 penalty to Perception checks.. (You are still prone until you take an action to stand up. You grant combat advantage. You're dazed.... You can't move from your space.. UNCONSCIOUS ...... value expressed as a . . . .. or a slide... You're helpless..Conditions (PH 277) BLINDED ..... If you don't reach the ground. IMMOBILIZED ... a move action. You get a + 2 bonus to all defenses against ranged attacks from nonadjacent enemies. .. Death: When you take damage that reduces your current hit points to your bloodied negative number. other than free actions. Healing a Dying Character . . but it does not apply to teleportation or to a pull. When you do so. STUNNED . you need to make a saving throw at the end of your turn each round.. . . or a slide. You're at 0 or negative hit points. . . Become Conscious: As soon as you have a current hit point total that's higher than 0. . you fall. you die. You're immobilized. You have been turned to stone. SURPRISED . a push. You gain resist 20 to all damage. (If you're flying. If you roll 20 or higher but have no healing surges left. You take a -10 penalty to Perception checks. you become conscious and are no longer dying. You can't be forced to move by a pull. You can't take immediate actions or opportunityactions. You're lying on the ground.. . If a healing effect requires you to spend a healing surge but you have none left.. . . Any additional you take continues to reduce your current hit point total until your character dies. DYING . your character dies. (PH 295) Death and Dying . Your speed becomes 2. . You grant combat advantage to enemies making melee attacks against you. You take a -2 penalty to attack rolls if your attack doesn't include the creature that marked you. . You can't take actions. DEAFENED . PETRIFIED .. DAZED . You can't take actions. . Ongolng damage you deal is not affected. The dominating creature chooses your action. SLOWED ... You are unaware of your surroundings.. ..... .. or a minor action on your turn (you can also take free actions). although you can teleport and can be forced to move by a pull. you are considered to have 0 hit points. You're unconscious. You can't see any target (your targets have total concealment). You fall prone. you fall unconscious and are dying. You grant combat advantage. . Dying: When your hit points drop to 0 or fewer.. stop moving if you have already moved 2 or more squares. you go to 0 hit points and then regain hit points from the healing effect. You grant combat advantage. You take a -5 penalty to all defenses. (PH 295) damage Regain Hit Points: When you are dying and receive healing. and then your healing surge restores hit points as normal. . You can't flank an enemy. . You take a -2 penalty to attack rolls. RESTRAINED . You grant combat advantage. If you're slowed while moving. HELPLESS . You grant combat advantage.. You can't increase your speed above 2... You grant combat advantage. and you are conscious but still prone... a push. The only powers it can make you use are at-will powers. .. DOMINATED . You can't flank an enemy. your condition doesn't change. 20 or higher: Spend a healing surge. You can't hear anything. The result of your saving throw determines how close you are to death. PRONE . This speed applies to all your movement modes.. . You can be the target of a coup de grace.. you safely descend a distance equal to your fly speed. You can take either a standard action. . You take a . your condition doesn't change. or a slide. You don't age.

Renton WA 98057-0707.O. Box 707.S. Tel: 1-800-324-6496 (within the U. maps.S. Box 43. four-panel Dun8<' Master's Screen also keeps players from seein what coming Up in the adventure-use from prying eyes! it to hide your roll encounters. miniatures.. Newport NPl9 Tel: +800 22 427276 Email: wizardsgebasbro.com/customerservice Wizards of the Coast.O.co.accessory play provides the Dungeon Ma ter with a arne nece of tables and lists usefuJ during By reducing the page-flipping ar~ during the game.uk 4YO.) 1-206-624-0933 (outside the U.95 CAN $11.95 218307400 in China ~ U. Asia Pacific & Latin America www.A..s. Eire & Sou.S.wizards. Inc. this screen speeds play and keep the action on track. Canada.S. P. S9.th Africa Hasbro UK Lrd.) U. U. The heavy cardstock. and even dic ISBN: 978-0-7869-4927-4 50995 1111111111111111 Sug. Retail: Printed U. L'l\: Please retain this package for future n![CfC1lLC MADE IN CHL A C-267A .K. P.

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