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AGE 12+

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EXPERIENCE POINT REWARDS


Monster Standard Monster* Monster Minion 25 Standard Monster* 3,200 Minion Elite 6,400 8,300 10,200 12,100

(DMG 120)
Elite
200 250 300
Solo 1 Level 21 5001

FOOD, DRINK, AND LODGING

(PH 222)

Level

I
I
1

i I B
2
lift

TOO 150
175

;!:< 125

1 i
1 1 | }'

H i
!>'

31 38 44 50 (>t 75
8H
100

(.25 7501 8/5


1,0001 1,250 1,5001

|S " I P 200 KB 250 7 300 8 350 9 400 10 500

$>() 400 '>()()


600 700 800

1,750
2,0001 2,500 3,0001 3,500 4,0001 5,000 6,000 7,000 8,000 10,000 12,000 14,000

125
ISO 175 200 250 300 350

11 1
id

600 800 1,000

1,000 1,200 1,400 1,600 2,000


2,400 2,800 3,200 4,000 4,800 5,600

22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

4,150 5,100
6,050 7,000 9,000 11,000 1 3,000 15,000 1 9,000 23,000 27,000 31,000 39,000 47,000 55,000 63,000 79,000 95,000 111,000

800 1,038

Solo 1 Food Meal, commoniiiijt 16,000 20,750 25,500 30,250 35,000 45,000 55,000 65,000 75,000 95,000 1 1 5,000 135,000 155,000! 195,000 Meal, feast Drink Ale, pitcher Wine, bottle Inn stay (per day) Typical room Luxury room H MR gBi
;

2sp 5gP 2sp 5gp Ssp

1,275 1,513 1,750 2,250


2,750 3,250 3,750 4,750 5,750 6,750 7,750 9,750 11,750 13,750 15,750 19,750 23,750 27,750

-^*^'

14,000 18,000 22,000 26,000 30,000 38,000 46,000 54,000 62,000 78,000

mmm
i BBimmamB

2gp

LIGHT SOURCES
^1 Source Candle Torch in wall sconce Lantern Campfire Sunrod Radius Brightness

(DMG 66)
Duration 1 hour 1 hour 8 hours/pint 8 hours 1 4 hours'! I H ongoing! *'MM*^ , i SB? ongoing |i ongoing ongoing |) ongoing ongoing!

12 ,m, 700

I is IB 1,200
^,

13 Hi " 14 : ' ! ! 16 V!! 17

8 1 1
1 1 1 1 1

1,400
2,000 2,400 2,800

94,000 235,000! 110,000 275,000 126,000 315,000! 158,000 395,000 190,000 475,000; 222,000 555,000

2 5 10 10

dim
bright bright bright bright

18 ! ! ; 19 9BI 20 IjBI

1,600 400 500


600 700

20 Phosphorescent fungi 10 Tiny fire creature 2 Small fire creature 5


Medium fire creature 10 Large fire creature Huge or Gargantuan ; fire creature

dim
bright bright bright bright
^MBMKi

*To calculate ihe large! XP loi .mentounu >r of the PCs' level or to calculate the appropriate quest XP for a party of the PCs' level, multiply the Standard Monster value by the number of PCs in the party. For minor quests, the XP award is equal to the Standard Monster reward.

20

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DAMAGE BY LEVEL
Normal Damage Expressions Level 1st-3rd 4th-6th 7th-9th I0th-12th 13th-15th 16th-18th 19th-21st 22nd-24th 25th-27th 28th-30th Limited Damage Expressions Low Medium High

(PMC 42)
Medium High

CHARACTER ADVANCEMENT
^Total XP Level Total XP

(PH 29)
Level

Low 1d6 + 3 1d6 + 4 IdS + 5 1d8 + 5


NlO + 6 ffljldlO + 7

1d10 + 3 1d10 + 4 2d6 + 5 2d6 + 5 2d8 + 6 2d8 + 7 3d6 + 8 3d6 + 8 3d8 + 9 3d8 + 10

2d6 + 3 2d8 + 4
2d8 + Siiijiiillji

3d6 + 3 3d6 + 4
3d8 +5 3d8 + 5

2d10 + 3 3d8 + 4
3dlO + 5

3d8 + 3 3d10 + 4 4d8 + 5 4d10 + 5 4d10 + 6 4d12 + 7 4d12 +


7

JMiiMiii
B

3d6 + 5 3d6 + i H 3d8 + 7 IliiS! 111 3d8 + ! 4d6 + 8 4d6 + | | | i1 4d8 + 10

4d8 + 5 4d8 + 6 4d10 + 7 4d10 + 7 4d12 + 8

HP

2d6 + 7 2d6 + 8 2d8 + 9 2d8 + 10

3d10 + 6 3d10 +6

4ds + 7

JjjJlHi

4d8 + 8

5d10 + 8 5d12 + 9 5d12 + 9

9iaiia 5d10 + 9 4d10 + 4d10 + 9 5d10 + 9

0 1,000 2,250 3,750 5,500 7,500 10,000 1 3,000 16,500 20,500 26,000 32,000
47,000

1st 2nd 3rd 4th 5th 6th

69,000 83,000 99,000 1 1 9,000 143,000 175,000 210,000 255,000 310,000 375,000 450,000 550,000 675,000 825,000 1,000,000

16th| 17th 1H(h 1'tih 20th

; i\t
22nd

7tH!
8th 9th 10th

2 (id
24lhl

;MI,

Bi

11th 12th 13th 14th 15th

2(.thi
//III 2Xth| rxu .MljBi30thl

DUNGEONS & DRAGONS and its logo are trademarks of Wizards of the Coast, Inc., in the U.SA and other countries. 2008 Wizards of the Coast, Inc. 66021 830740001 EN Screen illustrated by Francis Tsai

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ACTIONS IN COMBAT
Standard Actions Administer a potion Aid another Basic attack Bull rush Charge Coup de gra Grab Ready an act! Second wind lol.il defense Description Help an unconscious creature consume a potion Improve an ally's attack roll, defense, skill check, or ability check Make a basic attack into the vacated space Move and then make a melee basic attack or a bull rush Make a critical hit against a helpless enemy Grab an enemy Ready an action to perform when a specified trigger occurs Spend a healing surge and gain a +2 bonus to defenses (once per encounter) Gain a +2 bonus to all your defenses until the start of your next turn . ' VJ& Push a target 1 square and shift

(PH 286)
Page f | Opportunity Actions Description Make a melee basic attack against an enemy that provokes an opportunity attack

255 287 287 287 287 288 290 291

Opportunity attack

290

Free Actions Drop held items End a grab Spend an action point Talk

Description Drop any items you currently hold Let go of an enemy Spend an action point to take an extra action (once per encounter) Speak a few sentences

267

No Action Delay

Description Put off your turn until later in the initiative order

288

Combat Advantage You gain combat advantage when a defender is ... f Balancing (page 180) Blinded (page 277) Climbing (page 182) Dazed (page 277) Flanked by the attacker (page 285) Helpless (page 277) Prone (melee attacks only) (page 277) Restrained (page 277) 44> 44444Running (page 291) Squeezing (page 292) Stunned (page 277) Surprised (page 277) 4-

(PH 279)

Move Actions Crawl I sc.ipe

Description While prone, move up to half your speed Escape a grab and shift Move up to your speed +2; grant combat advantage and take a -5 penalty to attacks until next turn Stand up from prone Move 1 square without provoking opportunity attacks Reduce your space by 1, move up to half your speed, and grant combat advantage Move up to your speed

288 288 291 292 292 292

44I 4444-

Kim
St.uul up Shift
' .|ll./!

Unable to see the attacker (page 281) Unaware of you (page 188) Unconscious (page 277)

fli

W.ilk

292

ATTACK MODIFIERS
Circumstance Combat advantage against target Attacker is prone Attacker is restrained Target has cover

(PH 279)
Modifier

Minor Actions
I >i.iw or sheathe a weapon Dilnk a potion I n.id .1 crossbow i >|n-n 01 dost- a door I'll I, up .in item Ki-.iily in slow a shield Hi ii !<< 01 '.low ,111 item

Description You can draw or sheathe a weapon Consume a potion Drop down so that you are lying on the ground 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 Use a shield or put it away Retrieve or stow an item on your person

267

Target has superior cover H B H H H H H H I Target has concealment (melee and ranged only) Target has total concealment (melee and ranged only) Long range (weapon attacks only) Charge attack (melee only) ...!'

Immrdl.ito Actions Ur.lllll-d .1(11(111

Description Take your readied action when its trigger occurs

291

DCS TO BREAK OR BURST COMMON ITEMS


Strength Check to: Break down wooden door Break down barred door Break down iron door Break down adamantine door Break through force portal Force open wooden portcullis Force open iron portcullis Force open adamantine portcullis Burst rope bonds Burst iron chains Burst adamantine chains

(PH 262)
Break DC 16 20 25 29 38 23 28 33 26 30 34 19 26 32 26 35 43

DCS FOR COMMONLY USED SKILLS Climb


Climbing a ladder Climbing a rope Climbing an uneven surface (dungeon wall) Climbing a rough surface (brick wall) Surface is unusually smooth Surface is slippery Use climber's kit Climbing where you can brace yourself Accelerated climb (climb at full speed) Escape from a Grab Escape from Restraints Attempt to escape as a standard action Find Tracks Soft ground (snow, loose dirt, mud) Hard ground (wood or stone) Huge of larger creature, or group of 10+ Rain or snow since tracks were made Each day since tracks were made Quarry takes steps to cover tracks Detect Magic Athletics DC 5 Athletics DC 10 Athletics DC 15 Athletics DC 20 Athletics DC +5 Athletics DC +5 +2 on check +5 on check -5 on check Acrobatics check vs. Reflex Athletics check vs. Fortitude Acrobatics DC 20 DC+10 Perception DC 15 Perception DC 25 +5 to check Perception DC +10 Perception DC +2 Perception DC +5

(PH 280)
Cover (-2 Penalty to Attack Rolls): The target is around ,i corner or protected by terrain. For example, the target might be in the same square as a small tree, obscured by a small pillar or a large piece of furniture, or behind a low wall. Superior Cover (-5 Penalty to Attack Rolls): The target is protected by a significant terrain advantage, such as when fighting from behind a window, a portcullis, a grate, or an arrow slit. Area Attacks and Close Attacks: When you make an area attack or a close attack, a target has cover if there is an obstruction between the origin square and the target, not between you and the target. Reach: If a creature that has reach attacks through terrain that would grant cover if the target were in it, the target has cover. For example, even if you're not in the same square as a small pillar, it gives you cover from the attack <>l an ogre on the other side of the pillar. Creatures and Cover: When you make a ranged attack against an enemy and other enemies are in the way, your target has cover. Your allies never grant cover to your enemies, and neither allies nor enemies give cover against melee, close, or area attacks. Determining Cover: To determine if a target has cover, choose a corner of a square you occupy (or a corner of your attack's origin square) and trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle or an enemy, the target has cover. (A line isn't blocked if it runs along the edge of an obstacle's or an enemy's square.) If three or four of those lines are blocked but you have line of effect, the target has superior cover.

Smash wooden chest Smash iron box Smash adamantine box Break through wooden wall (6 in. thick) Break through masonry wall (1 ft. thick) Break through hewn stone wall (3 ft. thick)

TARGET DCS
Level 1st-3rd 4th-6th 7th-9th 10th-12th 13th-15th 16th-18th 19th-21st 22nd-24th 25th-27th 28th-30th Easy DC 10 13 15 17 Moderate DC 15 17

(DMG 42)
Hard DC 20 21

19 21 22 24 26 27 28 29

23 25 26 28 30 31 32 33

18 20 22 23 24 25

Identify a conjuration or summoning effect Arcana DC 1 5 + spell level Identify magical effect already in place Arcana DC 20 + spell level Detect magic in an area Arcana DC 20 + spell level Heal Heal DC 10 Let a character use a healing surge Stabilize a dying character Heal DC 15 Help a dying character recover Heal DC 15; Let a character make a saving throw Heal DC 15

Listen :HMMHMMMHHHHHMH
Battle Normal conversation Whispers Through a door Through a wall Far away

Perception DC 0
:;

Skill checks: Increase DCs by 5. Attacks with weapons or against AC: Increase DCs by 2.

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Perception DC 5'
Perception DC 15 Concealment (PH281) Concealment (-2 Penalty to Attack Rolls): The target is in a lightly obscured square or in a heavily obscured square but adjacent to you. Total Concealment (-5 Penalty to Attack Rolls): You can't see the target. The target is invisible, in a totally obscured square, or in a heavily obscured square and not adjacent to you. Melee Attacks and Ranged Attacks Only: Attack penal ties from concealment apply only to the targets of melee or ranged attacks.

ff^-ffS^iS

\ Perception DC +5
Perception DC+10

FALL SEVERITY BY CHARACTER LEVEL


Level 1st-5th 6th-10th 11th-15th 16th-20th 21st-25th 26th-30th Painful 20ft. 30ft. 40ft. 60ft. 80ft. 90ft. Perilous 30ft. 50ft. 70ft. 90ft. 110ft. 130ft.

(DMG 44)
Deadly 40ft. 70ft. 110ft. 140ft. 170ft. 200ft.

Perception DC +1 per 2 squares

Rolling Attacks and Checks 4f Attacks: 1d20 + one-half level + ability modifier (+ proficiency bonus, if a weapon attack) + other modifiers Checks: 1d20 + one-half level + ability modifier (+5 if a trained skill) + other modifiers

Conditions

(PH 277)

BLINDED
4 * Yc>u grant combat advantage. You can't see any target (your targets luve total concealment). You take a -10 penalty to Perception i hecks. You can't flank an enemy.

DYING
4- You're unconscious. 4 You're at 0 or negative hit points. 41 You make a death saving throw every round.

PRONE
4 4You grant combat advantage to enemies making melee attacks against you. You get a +2 bonus to all defenses against ranged attacks from nonadjacent enemies. You're lying on the ground. (If you're flying, you safely descend a distance equal to your fly speed. If you don't reach the ground, you fall.) You take a - 2 penalty to attack rolls.

STUNNED
4 4 4 You grant combat advantage. You can't take actions. You can't flank an enemy.

SURPRISED
4 4 4 You grant combat advantage. You can't take actions, other than free actions. You can't flank an enemy.

HELPLESS
V 4 You grant combat advantage. V4- You can be the target of a coup de grace. Note: Usually you're helpless because you're unconscious.

i >A/I:D
* You grant combat advantage. You can take either a standard action, a IIIOVP action, or a minor action on your nun (you can also take free actions). You . iin'l take immediate actions or opportunity actions. You i an'l flank an enemy.

: 4

UNCONSCIOUS
: 4 |4 4 i; 4 4You're helpless. You take a -5 penalty to all defenses. You can't take actions. You fall prone, if possible. You can't flank an enemy.

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

RESTRAINED
4 ,;. 4 4 :4 You grant combat advantage. You're immobilized. You can't be forced to move by a pull, a push, or a slide. You take a -2 penalty to attack rolls.

DEAIENED
f * You i .in') hear anything. You i.ike,i I 0 penalty to Perception . ht>i l-s.

MARKED
'4You take a -2 penalty to attack rolls if your attack doesn't include the creature that marked you.

WEAKENED
4 Your attacks deal half damage. Ongoing damage you deal is not affe< ted.

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

DOMINATED
* You'ie dazed. Hit- dominating creature chooses your .11 lion I he only powers it can make you uw .lie .it-wlll powers.

PETRIFIED
44 4 4 4 You have been turned to stone. You can't take actions. You gain resist 20 to all damage. You are unaware of your surroundings. You don't age.

lli'iillng ii Dying Character

(PH 2 9 5) | | Death and Dying


4 4

(PH295)

lii HU Points: When you are dying and receive healing, you go to 0 MI | mini-, .n. I ihcn regain hit points from the healing effect. If a healing id i I n'i|iilu". ynii to spend a healing surge but you have none left, your Ill Ini i ilnc'.n'l i hange, but you regain hit points after an extended rest if lie h.is sl.ibili/ed you using the Heal skill. n. 11.HU ( .HIM ions: As soon as you have a current hit point total that's i ih,in 0. you bee omc conscious and are no longer dying. (You are still i . .hi yiui i.ikc .in ,u lion to stand up.)

Dying: When your hit points drop to 0 or fewer, you fall unconscious and are dying. Any addition.il d.im.ij.e you take continues to reduce your current hit point total until your character dies. Death Saving Throw: When you are dying, you need to make a saving throw at the end of you i linn e,n Ii round. The result of your saving throw determines how close you are to death. Lower than 10: You slip one step closer to death. If you get this result three times beloie you i.ike ,i irsl, you die. 10-19: No change. 20 or higher: Spend a healing surge. When you do so, you are considered to have 0 hit point1,, .mil ihen your healing surge restores hit points as normal. You are no longer dying, and you ,ne < OHM loir. Inn '.llll prone. If you roll 20 or higher but have no healing surges lelt, your < ondlllon doesn't < li,ni);r Death: When you take damage ih.il leduces your (intent hit points to yoni bloodied v.ilnr ex|iiev.ei| ,is ,i neg.ilive niiiiiliei. youi < h.n.ic lei dies

THE

ACT1ON

MOVING
his DUNGEONS & DRAGON'S* Roleplaying Game accessory provides the Dungeon Master with a collection of tables and lists useful during game play. By reducing the page-flipping necessary during the game, this screen speeds plav and keeps the action on track. The heavy cardstock, four-panel Dungeon Master's Screen also keeps players from seeing what's coming up in the adventure-use it to hide vour encounters, maps, miniatures, and even dice rolls from prying eyes!

For use with these 4th Edition DUNGEONS & DRAGONS * core products:

Player's Handbook Monster ManuaP

Dungeon Master's Guide D&DE Miniatures

D&D Dungeon Tiles

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9"780786U949274"
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