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Dungeon Master's Guide

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STRONGHOLDS<br />

Strongholds provide the local population with protection<br />

in times of trouble. The number of strongholds in an<br />

area depends on the dominant society, the population,<br />

the strategic importance or vulnerability of the region,<br />

and the wealth of the land.<br />

WEIRD LOCALES<br />

Weird locales make the fantastic and the supernatural<br />

an intrinsic part of your wilderness adventures.<br />

WEIRD LOCALES<br />

d20<br />

Locale<br />

1-2 Dead magic zone (si milar to an anti magic fi eld)<br />

3 Wi ld magic zone (roll on the Wi ld Magic Surge<br />

table in the Player's Handbook whenever a spell is<br />

cast with in the zone)<br />

4 Boulder carved with talking faces<br />

5 Crystal cave that mystically answers questions<br />

6 Ancient tree containing a trapped spirit<br />

7-8 Battlefield where lingering fog occasionally<br />

assumes humanoid forms<br />

9-10 Permanent portal to another plane of existence<br />

11 Wishing we ll<br />

12 Giant crystal shard protruding from the ground<br />

13 Wrecked ship, which might be nowhere near water<br />

14-15 Haunted hill or barrow mound<br />

16 River ferry guided by a skeletal captain<br />

17 Field of petrified soldiers or other creatures<br />

18 Forest of petrified or awakened trees<br />

19 Canyon containing a dragons' graveyard<br />

20 Floating earth mote with a tower on it<br />

WILDERNESS SURVIVAL<br />

Adventuring in the wilderness presents a host of<br />

perils beyond the threats of monstrous predators and<br />

avage raiders.<br />

WEATHER<br />

You can pick weather to fit your campaign or roll on the<br />

Weather table to determine the weather for a given day,<br />

adjusting for the terrain and season as appropriate.<br />

WEATH ER<br />

d20<br />

1-14<br />

15-17<br />

18- 20<br />

d20<br />

1-1 2<br />

13-17<br />

18-20<br />

d20<br />

1-12<br />

13-17<br />

18-20<br />

Temperature<br />

Normal for the season<br />

1d4 x 10 degrees Fahrenheit colder than normal<br />

1d4 x 10 degrees Fahrenheit hotter than normal<br />

Wind<br />

None<br />

Light<br />

Strong<br />

Precipitation<br />

None<br />

Light rain or light snowfall<br />

Heavy rai n or heavy sn owfall<br />

CHAPTER 5 I ADVENTURE ENVIRONMENTS

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