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.
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
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