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