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object:DND DM Guide 5E
class:book
class:game
class:Dungeons and Dragons
class:book
edition:5
pdf:"/home/j/INTEGRAL/lib/RPG/D&D_5th/PDF/Dungeon_Masters_Guide.pdf"
Part 1
  Chapter 1: A World of Your Own
    The Big Picture
    Gods of Your World
  Chapter 2:Creating a Multiverse
    The Planes
Part 2
  Chapter 3:Creating Adventures
  Chapter 4:Creating Nonplayer Characters
  Chapter 5:Adventure Environments
  Chapter 6:Between Adventures
  Chapter 7:Treasure
Part 3
  Chapter 8:Running the Game
    Diseases
    Poisons
    Madness
  Chapter 9:Dungeon Master's Workshop
  Appendix A: Random Dungeon
    Starting Areas
    Passages
    Doors
    Chambers
    Stairs
    Connecting Areas
    Stocking a Dungeon
  Appendix B: Monster Lists

--- CHAPTER 3 : CREATING ADVENTURES
  DUNGEON GOALS
    1 ::: Stop the dungeon's monstrous inhabitants fromraiding the surface world.
    2 ::: Foil a villain's evil scheme.
    3 ::: Destroy a magical threat inside the dungeon.
    4 ::: Acquire treasure.
    5 ::: Find a particular item for a specific purpose.
    6 ::: Retrieve a stolen item hidden in the dungeon.
    7 ::: Find information needed for a special purpose.
    8 ::: Rescue a captive.
    9 ::: Discover the fate of a previous adventuring party.
    10 ::: Find an NPC who disappeared in the area.
    11 ::: Slay a dragon or some other challenging monster.
    12 ::: Discover the nature and origin of a strange location or phenomenon.
    13 ::: Pursue fleeing foes taking refuge in the dungeon.
    14 ::: Escape from captivity in the dungeon.
    15 ::: Clear a ruin so it can be rebuilt and reoccupied.
    16 ::: Discover why a villain is interested in the dungeon.
    17 ::: Win a bet or complete a rite of passage by surviving in the dungeon for a certain amount oftime.
    18 ::: Parley with a vi llain in the dungeon.
    19 ::: Hide from a threat outside the dungeon.
    20 ::: Roll twice, ignoring results of 20.
  WILDNERNESS GOALS
    1 ::: Locate a dungeon or other site of interest (roll on the Dungeon Goals table to find out wh y).
    2 ::: Assess the scope of a natural or unnatural disaster.
    3 ::: Escort an NPC to a destination.
    4 ::: Arrive at a destination without being seen by the villain's forces.
    5 ::: Stop monsters from raiding caravans and farms.
    6 ::: Establish trade with a distant town.
    7 ::: Protect a caravan traveling to a distant town.
    8 ::: Map a new land.
    9 ::: Find a place to establish a colony.
    10 ::: Find a natural resource.
    11 ::: Hunt a specific monster.
    12 ::: Return home from a distant place.
    13 ::: Obtain information from a reclusive hermit.
    14 ::: Find an object that was lost in the wi ld s.
    15 ::: Discover the fate of a missing group of explorers.
    16 ::: Pursue fleeing foes.
    17 ::: Assess the size of an approaching ar my.
    18 ::: Escape the reign of a tyrant.
    19 ::: Protect a wilderness site from attackers.
    20 ::: Roll twice, ign oring results of 20.
  OTHER GOALS
    1 ::: Seize control of a fortified location such as a fortress, town, or ship.
    2 ::: Defend a location from attackers.
    3 ::: Retrieve an object from inside a secure location in a settlement.
    4 ::: Retrieve an object from a caravan.
    5 ::: Salvage an object or goods from a lost vessel or caravan.
    6 ::: Break a prisoner out of a ja il or prison camp.
    7 ::: Escape from a jai l or prison camp.
    8 ::: Successfully trave l through an obstacle course to gain recognition or reward.
    9 ::: Infiltrate a fortified location.
    10 ::: Find the source of strange occurrences in a haunted house or other location.
    11 ::: Interfere with the operation of a business.
    12 ::: Rescue a character, monster, or object from a natural or unnatural disaster.
  ADVENTURE VILLANS
    1 ::: Beast or monstrosity with no particular agenda
    2 ::: Aberration bent on corruption or domination
    3 ::: Fiend bent on corruption or destruction
    4 ::: Dragon bent on domination and plunder
    5 ::: Giant bent on plunder
    6-7 ::: Undead with any agenda
    8 ::: Fey with a mysterious goal
    9-10 ::: Humanoid cultist
    11-12 ::: Humanoid conqueror
    13 ::: Humano id seeking revenge
    14-15 ::: Humanoid schemer seeking to rule
    16 ::: Humanoid criminal mastermind
    17-18 ::: Humanoid raider or ravager
    19 ::: Humanoid under a curse
    20 ::: Misguided humanoid zealot
  ADVENTURE ALLIES
    1 ::: Skilled adventurer
    2 ::: Inexperienced adventurer
    3 ::: Enthusiastic commoner
    4 ::: Soldier
    5 ::: Priest
    6 ::: Sage
    7 ::: Revenge seeker
    8 ::: Raving lunatic
    9 ::: Celestial ally
    10 ::: Fey ally
    11 ::: Disguised monster
    12 ::: Villa in posing as an ally
  ADVENTURE PATRONS
    1-2 ::: Retired Adventurer
    3-4 ::: Local ruler
    5-6 ::: Military officer
    7-8 ::: Temple official
    9-10 ::: Sage
    11-12 ::: Respected elder
    13 ::: Deity or celestial
    14 ::: Mysterious fey
    15 ::: Old friend
    16 ::: Former teacher
    17 ::: Parent or other family member
    18 ::: Desperate commoner
    19 ::: Embattled merchant
    20 ::: Villain posing as a patron
  ADVENTURE INTRODUCTION
    1 ::: While traveling in the wilderness, the characters fall into a sinkhole that opens beneath their feet, dropping them into the adventure location.
    2 ::: While traveling in the wilderness, the characters notice the entrance to the adve nture location.
    3 ::: While traveling on a road, the characters are attacked by monsters that flee into the nearby adventure location.
    4 ::: The adventurers find a map on a dead body. In add ition to the map setting up the adventure, the adventure's villain wants the map.
    5 ::: A mysterious magic item or a cruel vi llain teleports the characters to the adventure location.
    6 ::: A stranger approaches the characters in a tavern and urges them toward the adventure location.
    7 ::: A town or village needs vo lunteers to go to the adventure location.
    8 ::: An NPC the characters care about needs them to go to the adventure location.
    9 ::: An NPC the characters must obey orders them to go to the adventure location.
    10 ::: An NPC the characters respect asks them to go to the adventure location.
    11 ::: One night, the characters all dream about entering the adventure location.
    12 ::: A ghost appears and terrorizes a village. Research reveals that it can be put to rest only be entering the adventure location.
  ADVENTURE CLIMAX
    1 ::: The adventurers confront the main villain and a group of minions in a bloody battle to the finish.
    2 ::: The adventurers chase the villain while dodging obstacles designed to thwart them, leading to a final confrontation in or outside the villain's refuge.
    3 ::: The actions of the adventurers or the villain result in a cataclysmic event that the adventurers must escape.
    4 ::: The adventurers race to the site where the villain is bringing a master plan to its conclusion, arriving just as that plan is about to be completed.
    5 ::: The villain and two or three lieutenants perform separate rites in a large room. The adventurers must disrupt all the rites at the same time.
    6 ::: An ally betrays the adventurers as they're about to achieve their goal. (Use this climax carefully, and don't overuse it.)
    7 ::: A portal opens to another plane of existence. Creatures on the other side spill out, forcing the adventurers to close the portal and deal with the villain at the same time.
    8 ::: Traps , hazards, or animated objects turn against the adventurers while the main villain attacks.
    9 ::: The dungeon begins to collapse while the adventurers face the main villain, who attempts to escape in the chaos.
    10 ::: A threat more powerful than the adventurers appears, destroys the main villain, and then turns its attention on the characters.
    11 ::: The adventurers must choose whether to pursue the fleeing main villain or save an N PC they care about or a group of innocents.
    12 ::: The adventurers must discover the main villain's secret weakness before they can hope to defeat that villain.

--- CHAPTER 4 : CREATING NONPLAYER CHARACTERS
  NPC APPEARANCE
    1 ::: Distinctive jewelry: earrings , necklace, circlet, bracelets
    2 ::: Piercings
    3 ::: Flamboyant or outlandish clothes
    4 ::: Formal, clean clothes
    5 ::: Ragged, dirty clothes
    6 ::: Pronounced scar
    7 ::: Missing teeth
    8 ::: Missing fingers
    9 ::: Unusual eye color (or two different colors)
    10 ::: Tattoos
    ll ::: Birthmark
    12 ::: Unusual skin color
    l3 ::: Bald
    14 ::: Braided beard or hair
    15 ::: Unusual hair color
    16 ::: Nervous eye twitch
    17 ::: Distinctive nose
    18 ::: Distinctive posture (crooked or rigid)
    19 ::: Exceptionally beautiful
    20 ::: Exceptionally ugly
  HIGH ABILITY
    1 ::: Strength-powerful , brawny, strong as an ox
    2 ::: Dexterity-lithe, agile, graceful
    3 ::: Constitution-hardy, hale, healthy
    4 ::: Intelligence-studious, learned, inquisitive
    5 ::: Wisdom-perceptive, spiritual, insightful
    6 ::: Charisma-persuasive, forceful, born leader

  LOW ABILITY
    1 ::: Strength-feeble, scrawny
    2 ::: Dexterity-clumsy, fumbling
    3 ::: Constitution-sickly, pale
    4 ::: Intelligence-dim-witted, slow
    5 ::: Wisdom-oblivious, absentminded
    6 ::: Charisma-dull, boring
  TALENTS
    1 ::: Plays a musical instrument
    2 ::: Speaks several languages fluently
    3 ::: Unbelievably lucky
    4 ::: Perfect memory
    5 ::: Great with animals
    6 ::: Great with children
    7 ::: Great at solving puzzles
    8 ::: Great at one game
    9 ::: Great at impersonations
    10 ::: Draws beautifully
    11 ::: Paints beautifully
    12 ::: Sings beautifully
    13 ::: Drinks everyone under the table
    14 ::: Expert carpenter
    15 ::: Expert cook
    16 ::: Expert dart thrower and rock skipper
    17 ::: Expert juggler
    18 ::: Skilled actor and master of disguise
    19 ::: Skilled dancer
    20 ::: Knows thieves' cant
  NPC IDEALS
    GOOD / EVIL IDEAL
    1 ::: Beauty Domination
    2 ::: Charity Greed
    3 ::: Greater good Might
    4 ::: Life Pain
    5 ::: Respect Retri bution
    6 ::: Self-sacrifice Slaughter
    LAWFUL / CHAOTIC IDEAL
    1 ::: Community Change
    2 ::: Fairness Creativity
    3 ::: Honor Freedom
    4 ::: Logic Independence
    5 ::: Responsibility No limits
    6 ::: Tradition Whimsy
    
    NEUTRAL / OTHER IDEALS
    1 ::: Balance Aspiration
    2 ::: Knowledge Discovery
    3 ::: Live and let live Glory
    4 ::: Moderation Nation
    5 ::: Neutrality Redemption
    6 ::: People Self-knowledge
  NPC BONDS
    1 ::: Dedicated to fulfilling a personal life goal
    2 ::: Protective of close family members
    3 ::: Protective of colleagues or compatriots
    4 ::: Loya l to a benefactor, patron, or employer
    5 ::: Captivated by a rom antic interest
    6 ::: Drawn to a special place
    7 ::: Protective of a sentimental keepsake
    8 ::: Protective of a va luable possession
    9 ::: Out for revenge
    10 ::: Roll twice, ignoring results of 10
  NPC FLAWS AND SECRETS
    1 ::: Forbidden love or susceptibility to romance
    2 ::: Enjoys decadent pleasures
    3 ::: Arrogance
    4 ::: Envies another creature's possessions or station
    5 ::: Overpowering greed
    6 ::: Prone to rage
    7 ::: Has a powerful enemy
    8 ::: Specific phobia
    9 ::: Shameful or scandalous history
    10 ::: Secret crime or mi sdeed
    11 ::: Possession offorbidden lore
    12 ::: Foolhardy bravery

  VILLANS
  SCHEME
    1 ::: Immortality (d4)
      Acquire a legendary item to prolong life
      Ascend to godhood
      Become undead or obtain a younger body
      Steal a planar creature's essence
    2 ::: Influence (d4)
      Seize a position of power or title
      Win a contest or tournament
      Win favor with a powerful individual
      Place a pawn in a position of power
    3 ::: Magic (d6)
      Obtain an ancient artifact
      Build a construct or magical device
      Carry out a deity's wishes
      Offer sacrifices to a deity
      Contact a lost deity or power
      Open a gate to another world
    4 ::: Mayhem (d6)
      Fulfill an apoca lyptic prophecy
      Enact the vengefu l wi ll of a god or patron
      Spread a vile contagion
      Overthrow a government
      Trigger a natural disaster
      Utterly destroy a bloodline or clan
    5 ::: Passion (d4)
      Prolong the life of a loved one
      Prove worthy of another person's love
      Raise or restore a dead loved one
      Destroy rivals for another person's affection
    6 ::: Power (d4)
      Conquer a region or incite a rebellion
      Seize con trol of an army
      Become the power behind the throne
      Gain the favor of a ruler
    7 ::: Revenge (d4)
      Avenge a past humiliation or insult
      Avenge a past imprisonment or injury
      Avenge the death of a loved one
      Retrieve stolen property and punish the thief
    8 ::: Wealth (d4)
      Control natural resources or trade
      Marry into wealth
      Plunder ancient ruins
      Steal land, goods, or money
--- CHAPTER 5 : ADVENTURE ENVIRONMENTS
  DUNGEON LOCATION
    01-04 ::: A building in a city
    05-08 ::: Catacombs or sewers beneath a city
    09-12 ::: Beneath a farmh o use
    13-16 ::: Beneath a graveyard
    17-22 ::: Beneath a ruin ed castle
    23-26 ::: Beneath a ruined city
    27-30 ::: Beneath a temple
    31-34 ::: In a chasm
    35-38 ::: In a cliff face
    39-42 ::: In a desert
    43-46 ::: In a forest
    47-50 ::: In a glacier
    51-54 ::: In a gorge
    55-58 ::: In a jungle
    59-62 ::: In a mountain pa ss
    63-66 ::: In a swamp
    67-70 ::: Beneath or on top of a mesa
    71-74 ::: In sea caves
    75-78 ::: In several connected mesas
    79-82 ::: On a mountain peak
    83-86 ::: On a promontory
    87-90 ::: On an island
    91-95 ::: Underwater
    96-100 ::: Roll on the Exotic Location table
  EXOTIC LOCATION
    1 ::: Among the branches of a tree
    2 ::: Around a geyser
    3 ::: Behind a waterfal l
    4 ::: Buried in an avalanche
    5 ::: Buried in a sand storm
    6 ::: Buried in volcanic ash
    7 ::: Castle or struc ture sunken in a swamp
    8 ::: Castle or structure at the bottom of a sinkhole
    9 ::: Floating on the sea
    10 ::: In a meteorite
    ll ::: On a dem iplane or in a pocket dimension
    12 ::: In an area devastated by a magical catastrophe
    13 ::: On a Cloud
    14 ::: In the Feywild
    15 ::: In the Shadowfell
    16 ::: On an island in an underground sea
    17 ::: In a volcano
    18 ::: On the back of a Gargantuan living creature
    19 ::: Sealed inside a magical dome of force
    20 ::: Inside a Mordenkainen's magnificent mansion


--- APPENDIX A : RANDOM DUNGEONS
STARTING AREA
  1 ::: Square, 20 x 20ft.; passage on each wall
  2 ::: Square, 20 x 20ft.; door on two walls, passage on third wall, secret door on fourth wall
  3 ::: Square, 40 x 40 ft.; doors on three walls
  4 ::: Rectangle, 80 x 20ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall
  5 ::: Rectangle, 20 x 40ft.; passage on each wall
  6 ::: Circle, 40ft. diameter; one passage at each cardinal direction
  7 ::: Circle, 40ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level)
  8 ::: Square, 20 x 20ft.; door on two walls, passage on third wall, secret door on fourth wall
  9 ::: Passage, 10 ft. wide; T intersection
  10 ::: Passage , 10ft. wide; four-way intersection
PASSAGES
  PASSAGE
    1-2 ::: Continue straight 30ft., no doors or side passages
    3 ::: Continue straight 20ft., door to the right, then an additional 10 ft. ahead
    4 ::: Continue straight 20ft., door to the left, then an additional 10 ft. ahead
    5 ::: Continue straight 20ft.; passage ends in a door
    6-7 ::: Continue straight 20ft., side passage to the right. then an additional 10ft. ahead
    8-9 ::: Continue straight 20ft., side passage to the left, then an additionallO ft. ahead
    10 ::: Continue straight 20ft., comes to a dead end; 10
    11-12 ::: Continue straight 20ft., then the passage turns
    13-14 ::: Continue straight 20ft., then the passage turns
    15-19 ::: Chamber (roll on the Chamber table)
    20 ::: Stairs* (roll on the Stairs table)
  PASSAGE WIDTH
    1-2 ::: 5 ft.
    3-12 ::: 10 f5.
    13-14 ::: 20ft.
    15-16 ::: 30ft.
    17 ::: 40ft., with row of pillars down the middle
    18 ::: 40ft., with double row of pillars
    19 ::: 40ft. wide, 20ft. high
    20 ::: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above
DOORS
  DOOR TYPE
    1-10 ::: Wooden
    11-12 ::: Wooden, barred or locked
    13 ::: Stone
    14 ::: Stone, barred or locked
    15 ::: Iron
    16 ::: Iron, barred or locked
    17 ::: Portcullis
    18 ::: Portcullis, locked in place
    19 ::: Secret door
    20 ::: Secret door, barred or locked
  BEYOND A DOOR
    1-2 ::: Passage extending 10 ft., then T intersection extending 10ft. to the riht and left
    3-8 ::: Passges 20ft. straight ahead
    9-18 ::: Chamber (roll on the Chamber table)
    19 ::: Stairs ( roll on the Stairs table)
    20 ::: False door with trap

CHAMBERS
  CHAMBER
    1-2 ::: Square, 20x20 ft. [1]
    3-4 ::: Square, 30x30 ft. [1]
    5-6 ::: Square, 40x40 ft. [1]
    7-9 ::: Rectangle, 20x30 ft. [1]
    10-12 ::: Rectangle, 30x40 ft. [1]
    13-14 ::: Rectangle, 40x50 ft. [2]
    15 ::: Rectangle, 50x80 ft. [2]
    16 ::: Circle, 30 ft. diameter [1]
    17 ::: Circle, 50 ft. diameter [2]
    18 ::: Octagon, 40x40 ft. [2]
    19 ::: Octagon, 60x60 ft. [2]
    20 ::: Trapezoid, 40x60 ft. [2]
    [1] use Normal Chamber Column
    [2] use Large Chamber Column
  CHAMBER EXITS
        N/LG chamber
    1-3 ::: 0 0
    4-5 ::: 0 1
    6-8 ::: 1 1
    9-11 ::: 1 2
    12-13 ::: 2 2
    14-15 ::: 2 3
    16-17 ::: 3 3
    18 ::: 3 4
    19 ::: 4 5
    20 ::: 5 6
  EXIT LOCATION
    1-7 ::: Wall opposite entrance
    8-12 ::: Wall left of entrance
    13-17 ::: Wall right of entrance
    18-20 ::: Same wall as entrance
  EXIT TYPE
    1-10 ::: Door (roll on the Door Type table)
    11-20 ::: Corridor, 10ft. long

STAIRS
  STAIRS
STOCKING A DUNGEON
CHAMBER PURPOSE
  TRAPS
  LAIR
  MAZE
  MINE
  PLANAR GATE
  STRONGHOLD
  TEMPLE OR SHRINE
  TOMB
  TREASURE VAULT
  DUNGEON CHAMBERS
CHAMBER STATE
CHAMBER CONTENTS
MONSTER MOTIVATIONS
DUNGEON HAZARDS
RANDOM OBSTACLES
RANDOM TRAPS
  TRAP TRIGGER
  TRAP DAMAGE SEVERITY
  TRAP EFFECTS
RANDOM TRICKS
  TRICK OBJECTS
    1 ::: Book
    2 ::: Brain perserved in a jar
    3 ::: Burning fire
    4 ::: Cracked Gem
    5 ::: Door
    6 ::: Fresco
    7 ::: Furniture
    8 ::: Glass Sculpture
    9 ::: Mushroom field
    10 ::: Painting
    11 ::: Plant or tree
    12 ::: Pool of water
    13 ::: Runes engraced on wall or floor
    14 ::: Skill
    15 ::: Sphere of magical energy
    16 ::: Statue
    17 ::: Stone obelisk
    18 ::: Suit of armor
    19 ::: Tapestry or rug
    20 ::: Target dummy
  TRICKS
    01-03 ::: Ages the first person to touch the object
    11-13 ::: Bestows resistance or vulnerability
    14-16 ::: Changes a character's alignment, personality, size, appearance, or sex when touched
    23-26 ::: Creates an illusion
    27-29 ::: Suppresses magic items for a time
    36-38 ::: Confusion (targets all creates within 10 ft.)
    42-44 ::: Grants a wish
    51-53 ::: Increases, reduces, negates or reverses gravity
    54-56 ::: Incudes greed
    66-68 ::: Helps or harms certain types of creatures
    72-75 ::: Presents a puzzle or riddle
    79-81 ::: Releases coins, false coins, gems, false gems, a magic item, or a map
    82-84 ::: Releases, summons, or turns into a monster
    85-87 ::: Casts suggestion on the characters
    91-93 ::: Talks (normal speech, nonsense, poetry and rhymes, singing, spellcasting, or screaming)
    94-97 ::: Teleports characters to another place
    98-00 ::: Swaps two or more characters' minds
DUNGEON DRESSING
  NOISES
    01-05 ::: Bang or slam
    06 ::: Bellowing
    07 ::: Buzzing
    08-10 ::: Chanting
    11 ::: Chiming
    12 ::: Chirping
    13 ::: Clanking
    14 ::: Clashing
    15 ::: Clicking
    16 ::: Coughing
    17-18 ::: Creaking
    19 ::: Drumming
    20-23 ::: Footsteps ahead
    24-26 ::: Footsteps approaching
    27-29 ::: Footsteps behind
    30-31 ::: Footsteps receding
    32-33 ::: Footsteps to the side
    34-35 ::: Giggling (faint)
    36 ::: Gong
    37-39 ::: Grating
    40-41 ::: Groaning
    42 ::: Grunting
    43-44 ::: Hissing
    45 ::: Horn or trumpet sounding
    46 ::: Howling
    47-48 ::: Humming
    49 ::: Jingling
    50-53 ::: Knocking
    54-55 ::: Laughter
    56-57 ::: Moaning
    58-60 ::: Murmuring
    61-62 ::: Music
    63 ::: Rattling
    64 ::: Ringing
    65-68 ::: Rustling
    69-72 ::: Scratching or scrabbling
    73-74 ::: Screaming
    75-77 ::: Scuttling
    78 ::: Shuffling
    79-80 ::: Slithering
    81 ::: Snapping
    82 ::: Sneezing
    83 ::: Sobbing
    84 ::: Splashing
    85 ::: Splintering
    86-87 ::: Squeaking
    88 ::: Squeling
    89-90 ::: Tapping
    91-92 ::: Thud
    93-94 ::: Thumping
    95 ::: Tinkling
    96 ::: Twanging
    97 ::: Whining
    98 ::: Whispering
    99-00 ::: Whistling
  AIR
  ODORS
  GENERAL FEATURES
  GENERAL FURNISHINGS AND APPOINTMENTS
  RELIGIOUS ARTICLES AND FURNISHINGS
  MAGE FURNISHINGS
  UTENSILS AND PERSONAL ITEMS
  CONTAINER CONTENTS
  BOOKS, SCROLLS, AND TOMES





questions, comments, suggestions/feedback, take-down requests, contribute, etc
contact me @ integralyogin@gmail.com or via the comments below
or join the integral discord server (chatrooms)
if the page you visited was empty, it may be noted and I will try to fill it out. cheers



--- OBJECT INSTANCES [0]

TOPICS


AUTH


BOOKS


CHAPTERS

--- PRIMARY CLASS


book
book
Dungeons_and_Dragons
game

--- SEE ALSO


--- SIMILAR TITLES [0]


DND DM Guide 5E
select ::: Being, God, injunctions, media, place, powers, subjects,
favorite ::: cwsa, everyday, grade, mcw, memcards (table), project, project 0001, Savitri, the Temple of Sages, three js, whiteboard,
temp ::: consecration, experiments, knowledge, meditation, psychometrics, remember, responsibility, temp, the Bad, the God object, the Good, the most important, the Ring, the source of inspirations, the Stack, the Tarot, the Word, top priority, whiteboard,

--- DICTIONARIES (in Dictionaries, in Quotes, in Chapters)



--- QUOTES [0 / 0 - 0 / 0] (in Dictionaries, in Quotes, in Chapters)



KEYS (10k)


NEW FULL DB (2.4M)


*** NEWFULLDB 2.4M ***


--- IN CHAPTERS (in Dictionaries, in Quotes, in Chapters)



0







--- WEBGEN

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