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Dungeon Master's Guide

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NPC CLASS<br />

d20 Class d20 Class<br />

Barbarian 9 Paladin<br />

2 Bard 10 Ranger<br />

3-4 Cleric 11-14 Rogue<br />

5 Druid 15 Sorcerer<br />

6-7 Fighter 16 Warlock<br />

8 Monk 17-20 Wizard<br />

DUNGEON PURPOSE<br />

Except in the case of a natural cavern, a dungeon<br />

· crafted and inhabited for a specific purpose that<br />

influences its design and features. You can choose a<br />

purpose from the <strong>Dungeon</strong> Purpose table, roll one at<br />

;--andom, or use your own ideas.<br />

DUNGEON PURPOSE<br />

d20 Purpose d20 Purpose<br />

Death trap 11-14 Stronghold<br />

2-5 Lair 15-17 Temple or shrine<br />

6 Maze 18-19 Tomb<br />

7-9 Mine 20 Treasure vault<br />

10 Planar gate<br />

Death Trap. This dungeon is built to eliminate any<br />

creature that dares to enter it. A death trap might guard<br />

the treasure of an insane wizard, or it might be designed<br />

o lure adventurers to their demise for some nefarious<br />

purpose, such as to feed souls to a lich's phylactery.<br />

Lair. A lair is a place where monsters live. Typical<br />

airs include ruins and caves.<br />

Maze. A maze is intended to deceive oi- confuse<br />

those who enter it. Some mazes are elaborate obstacles<br />

that protect treasure, while others are gauntlets for<br />

prisoners banished there to be hunted and devoured by<br />

the monsters within.<br />

Mine. An abandoned mine can quickly become<br />

infested with monsters, while miners who delve too<br />

deep can break through into the Underdark.<br />

Planar Gate. <strong>Dungeon</strong>s built around planar portals<br />

are often transformed by the planar energy seeping out<br />

th rough those portals.<br />

Stronghold. A stronghold dungeon provides a secure<br />

base of operations for villains and monsters. It is<br />

ually ruled by a powerful individual, such as a wizard,<br />

·:ampire, or dragon, and it is larger and more complex<br />

ilian a simple lair.<br />

Temple or Shrine. This dungeon is consecrated to<br />

a deity or other planar entity. The entity's worshipers<br />

control the dungeon and conduct their rites there.<br />

Tomb. Tombs are magnets for treasure hunters, as<br />

well as monsters that hunger for the bones of the dead.<br />

Treasure Vault. Built to protect powerful magic items<br />

and great material wealth, treasure vault dungeons are<br />

: eavily guarded by monsters and traps.<br />

HISTORY<br />

n most cases, the original architects of a dungeon are<br />

ong gone, and the question of what happened to them<br />

can help shape the dungeon's current state.<br />

The <strong>Dungeon</strong> History table notes key events that<br />

can transform a site from its original purpose into a<br />

dungeon for adventurers to explore. Particularly old<br />

dungeons can have a history that consists of multiple<br />

events, each of which transformed the site in some way.<br />

DUNGEON HISTORY<br />

d20<br />

1- 3<br />

4<br />

5-8<br />

9-10<br />

11<br />

12<br />

13<br />

14-15<br />

16<br />

Key Event<br />

Abandoned by creators<br />

Abandoned due to plague<br />

Conquered by invaders<br />

Creators destroyed by attacking raiders<br />

Creators destroyed by discovery made within the<br />

site<br />

Creators destroyed by internal conflict<br />

Creators destroyed by magical catastrophe<br />

Creators destroyed by natural disaster<br />

Location cursed by the gods and shunned<br />

17,-18 Original creator still in control<br />

19 Overrun by planar creatures<br />

20 Site of a great miracle<br />

DUNGEON INHABITANTS<br />

After a dungeon's creators depart, anyone or anything<br />

might move in. Intelligent monsters, mindless dungeon<br />

scavengers, predators and prey alike can be drawn<br />

to dungeons.<br />

The monsters in a dungeon are more than a<br />

collection of random creatures that happen to live<br />

near one another. Fungi, vermin, scavengers, and<br />

predators can coexist in a complex ecology, alongside<br />

intelligent creatures who share living space through<br />

elaborate combinations of domination, negotiation, and<br />

bloodshed.<br />

Characters might be able to sneak into a dungeon,<br />

ally with one faction, or play factions against each other<br />

to reduce the threat of the more powerful monsters.<br />

For example, in a dungeon inhabited by mind !layers<br />

and their goblinoid thralls, the adventurers might try<br />

to incite the goblins, hobgoblins, and bugbears to revolt<br />

against their illithid masters.<br />

DUNGEON FACTIONS<br />

A dungeon is sometimes dominated by a single group<br />

of intelligent humanoids, whether a tribe of orcs<br />

that have taken over a cavern complex or a gang of<br />

trolls inhabiting an aboveground ruin. Other times,<br />

particularly in larger dungeons, multiple groups of<br />

creatures share space and compete for resources.<br />

For example, orcs that dwell in the mines of a ruined<br />

dwarf citadel might skirmish constantly against the<br />

hobgoblins that hold the citadel's upper tiers. Mind<br />

!layers that have established a colony in the lowest<br />

levels of the mines could manipulate and dominate key<br />

hobgoblins in an attempt to wipe out the orcs. And all<br />

the while, a hidden cell of drow scouts watches and<br />

plots to slay the mind !layers, then enslave whatever<br />

creatures are left.<br />

It's easy to think of a dungeon as a collection of<br />

encounters , with the adventurers kicking down door<br />

CHAPTER 5 I ADVENTURE ENVTRONMENTS<br />

101

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