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Page 1: 4e d&d 4th Edition Dm Screen

AGE 12+

Page 2: 4e d&d 4th Edition Dm Screen

-'r*

V^

m

«^

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Page 3: 4e d&d 4th Edition Dm Screen
Page 4: 4e d&d 4th Edition Dm Screen

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Page 5: 4e d&d 4th Edition Dm Screen

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Page 6: 4e d&d 4th Edition Dm Screen

EXPERIENCE POINT REWARDS (DMG 120) FOOD, DRINK, AND LODGING (PH 222)

Monster Standard

Level Monster*

I i IB TOOI 2 ;!:•< 125

1 i Hi 1501 lift !•>' 175

1 |S "IP 2001 KB 250| 7 300

}' 8 350

9 400

10 500

1 1 600

12 ,m, 7001 13 Hi 800« "™ ™

14 :'•!! 1,000

I is IB 1,200id ^™,

8 16 V!! 1,400

1 17 !• 1,600

1 18 !!;• 2,000

1 19 9BI 2,400

1 20 IjBI 2,800

Minion

25

31

38

44

50

(>t

758H

100

125ISO

175

200

250

300

350

400

500

600

700

1 *To calculate ihe large! XP loi .mentounu1 the Standard Monster value

1

Elite200250

300

$•>()

400

'>()()

600700

800

1,000

1,200

1,400

1,600

2,000

2,400

2,800

3,200

4,000

4,800

5,600

Solo 1

5001(.25

75018 /5

1,0001

1,250

1,5001

1,750

2,0001

2,500

3,0001

3,500

4,0001

5,000

6,000

7,000

8,000

10,000

12,000

14,000

Monster Standard

Level Monster*

21

22

23

24

25

26

27

28

29

30

31

32

33

34

35

36

37

38

39

40

3,200

4,150

5,100

6,050

7,000

9,000

11,000

1 3,000

15,000

1 9,000

23,000

27,000

31,000

39,000

47,000

55,000

63,000

79,000

95,000

111,000

Minion

800

1,038

1,275

1,513

1,750

2,250

2,750

3,250

3,750

4,750

5,750

6,750

7,750

9,750

11,750

13,750

15,750

19,750

23,750

27,750

Elite Solo 1

6,400 16,000

8,300 20,750

10,200 25,500

12,100 30,250

14,000 35,000

18,000 45,000

22,000 55,000

26,000 65,000

30,000 75,000

38,000 95,000

46,000 1 1 5,000

54,000 135,000

62,000 155,000!

78,000 195,000

94,000 235,000!

110,000 275,000

126,000 315,000!

158,000 395,000

190,000 475,000;

222,000 555,000

>r of the PCs' level or to calculate the appropriate quest XP for a party of the PCs' level, multiplyby the number of PCs in the party. For minor quests, the XP award is equal to the Standard Monster reward.

Food

Meal, commoniiiijt

Meal, feast MR

Drink gBi

Ale, pitcher ;-^* '̂

Wine, bottle

Inn stay (per day)

Typical room

Luxury room H

LIGHT SOURCES

•i

BBi

^1 Source Radius

Candle

Torch in wall sconce

Lantern

Campfire

Sunrod

Phosphorescent fungi

Tiny fire creature

Small fire creature

Medium fire creature

Large fire creature

Huge or Gargantuan

; fire creature

2

5

10

10

20

10

2

5

10

20

••

m

mmam

Brightness

dim

bright

bright

bright

bright

dim

bright

bright

bright

bright^MBMKi

•brigllB

2sp

5gP

2sp

5gp

mmSsp

Bi 2gp

(DMG 66)Duration

1 hour

1 hour

8 hours/pint

8 hours

•1 4 hours'!

IH ongoing!*'MM*̂ , iSB? ongoing |i

ongoing

ongoing |)

ongoing

ongoing!

DAMAGE BY LEVEL (PMC 42)CHARACTERADVANCEMENT (PH 29)

Normal Damage Expressions

Level

1st-3rd

4th-6th

7th-9th

I0th-12th

13th-15th

16th-18th

19th-21st

22nd-24th

25th-27th

28th-30th

Low1d6 + 31d6 + 4

IdS + 5

1d8 + 5

»«NlO + 6ffljldlO + 7

HP 2d6 + 72d6 + 8

2d8 + 9

2d8 + 10

Medium

1d10 + 31d10 + 4

2d6 + 52d6 + 5

2d8 + 62d8 + 7

3d6 + 8

3d6 + 8

3d8 + 93d8 + 10

High

2d6 + 3

2d8 + 4

2d8 + Siiij

3d6 + 5

3d6 + iH

3d8 + 7 IliiS!

3d8 + !•

4d6 + 84d6 + |||i

4d8 + 10

Limited Damage Expressions

Low Medium

3d6 +

3d6 +

iiillji 3d8 +

3d8 +

• 3d10 +111 3d10 +

•n 4ds +4d8 +

•1 4d10 +4d10 +

3 2d10 + 34 3d8 + 4

5 3dlO + 5

5 4d8 + 5

6 4d8 + 66 4d10 + 7

7 4d10 + 7

8 4d12 + 8

9iaiia 5d10 + 9

9 5d10 + 9

High

3d8 +3d10 +

4d8 +4d10 +

4d10 +4d12 +

4d12 +

5d10 +

5d12 +5d12 +

34

5 «JMiiMiii5

6 ••B77 •JjjJlHi8

9 •••9

DUNGEONS & DRAGONS and its logo are trademarks of Wizards of the Coast, Inc., in the U.SA and other countries.©2008 Wizards of the Coast, Inc. 66021 830740001 EN

Screen illustrated by Francis Tsai

^•Total XP

01,0002,2503,7505,5007,50010,0001 3,00016,50020,50026,000 Bi32,000 •

47,000i7,ooo

Level •

1st2nd

3rd4th

5th6th

7tH!8th

9th10th

11th12th

13th

14th

15th

• Total XP

69,000

83,000

99,000

1 1 9,000

143,000

175,000

210,000

255,000

310,000

375,000

450,000

550,000

675,000

825,000

1,000,000

Level

16th|17th1H(h

1'tih

20th

; i\t22nd

2 (id

24lhl;MI,2(.thi//III2Xth|rxu

.MljBi30thl

Page 7: 4e d&d 4th Edition Dm Screen

ACTIONS IN COMBATStandard Actions

Administer a potion

Aid another

Basic attack

Bull rush

Charge

Coup de gra

Grab

Ready an act!

Second wind

lol.il defense

Move Actions

Crawl

I sc.ipe

Kim

(PH 286)

St.uul up

Shift fli' . | l l .•«•/!•

W.ilk

Minor Actions

Description

Help an unconscious creature consume a potion

Improve an ally's attack roll, defense,

skill check, or ability check

Make a basic attack . ' VJ&

Push a target 1 square and shift

into the vacated space

Move and then make a melee basic

attack or a bull rush

Make a critical hit against a helpless enemy

Grab an enemy

Ready an action to perform when a

specified trigger occurs

Spend a healing surge and gain a +2

bonus to defenses (once per encounter)

Gain a +2 bonus to all your defenses

until the start of your next turn

Description

While prone, move up to half your speed

Escape a grab and shift

Move up to your speed +2; grant combat advantage

and take a -5 penalty to attacks until next turn

Stand up from prone

Move 1 square without provoking opportunity attacks

Reduce your space by 1, move up to half

your speed, and grant combat advantage

Move up to your speed

Description

Page f | Opportunity Actions

255

287

287

287

287

288

290291

288

288

291

292

292

292

292

I >i.iw or sheathe a weapon You can draw or sheathe a weapon

Dilnk a potion

I n.id .1 crossbow

i >|n-n 01 dost- a door

I'll I, up .in item

Ki-.iily in slow a shield

Hi ii ! < • « < • 01 '.low ,111 item

Immrdl.ito ActionsUr.lll l l-d .1 (11(111

Consume a potion

Drop down so that you are lying on the ground

Load a crossbow so that you can fire it

Open or close a door or container

that isn't locked or stuck

Pick up an object in your space

or an unoccupied space

Use a shield or put it away

Retrieve or stow an item on your person

Description

Take your readied action when its trigger occurs

267

291

Opportunity attack

Free Actions

Drop held items

End a grab

Spend an action point

Talk

No Action

Delay

Combat Advantage

You gain combat advantage when a defender is ...

•f Balancing (page 180) 4-

4- Blinded (page 277) 4>

4- Climbing (page 182) 4-

4- Dazed (page 277) 4-

I 4- Flanked by the attacker (page 285) 4-

4- Helpless (page 277) 4-

4- Prone (melee attacks only) (page 277) 4-

4- Restrained (page 277)

ATTACK MODIFIERSCircumstance

Combat advantage against target

Attacker is prone

Attacker is restrained

Target has cover

Target has superior cover HBHHHHHHITarget has concealment (melee and ranged only)Target has total concealment (melee and ranged only)Long range (weapon attacks only)Charge attack (melee only) . . . • ! '

Description

Make a melee basic attack against an

enemy that provokes an opportunity attack

Description

Drop any items you currently hold

Let go of an enemy

Spend an action point to take an

extra action (once per encounter)

Speak a few sentences

Description

Put off your turn until later in the initiative order

290

267

288

(PH 279)

Running (page 291)

Squeezing (page 292)

Stunned (page 277)

Surprised (page 277)

Unable to see the attacker (page 281)

Unaware of you (page 188)

Unconscious (page 277)

(PH 279)Modifier

Page 8: 4e d&d 4th Edition Dm Screen

DCS TO BREAK ORBURST COMMON ITEMS (PH 262)Strength Check to: Break DC

Break down wooden door 16Break down barred door 20

Break down iron door 25Break down adamantine door 29

Break through force portal 38

Force open wooden portcullis 23

Force open iron portcullis 28

Force open adamantine portcullis 33

Burst rope bonds 26

Burst iron chains 30Burst adamantine chains 34

Smash wooden chest 19

Smash iron box 26Smash adamantine box 32

Break through wooden wall (6 in. thick) 26

Break through masonry wall (1 ft. thick) 35

Break through hewn stone wall (3 ft. thick) 43

TARGET DCS (DMG 42)Level

1st-3rd

4th-6th

7th-9th

10th-12th

13th-15th

16th-18th

19th-21st22nd-24th

25th-27th

28th-30th

Easy DC

10

13

15

17

18

20

22

23

24

25

Moderate DC

15

17

1921

22

24

26

27

28

29

Hard DC

20

21

23

25

26

28

30

31

32

33

Skill checks: Increase DCs by 5.Attacks with weapons

or against AC: Increase DCs by 2.

FALL SEVERITY BYCHARACTER LEVEL (DMG 44)Level

1st-5th

6th-10th

11th-15th

16th-20th

21st-25th26th-30th

Painful

20ft.

30ft.

40ft.

60ft.

80ft.

90ft.

Perilous

30ft.

50ft.

70ft.

90ft.

110ft.

130ft.

Deadly

40ft.

70ft.

110ft.

140ft.

170ft.

200ft.

DCS FOR COMMONLY USED SKILLSClimb

Climbing a ladder

Climbing a ropeClimbing an uneven surface (dungeon wall)

Climbing a rough surface (brick wall)

Surface is unusually smooth

Surface is slipperyUse climber's kit

Climbing where you can brace yourselfAccelerated climb (climb at full speed)

Escape from a Grab

Athletics DC 5

Athletics DC 10

Athletics DC 15

Athletics DC 20Athletics DC +5

Athletics DC +5+2 on check

+5 on check-5 on check

Acrobatics check vs. ReflexAthletics check vs. Fortitude

Acrobatics DC 20DC+10

Perception DC 15

Perception DC 25+5 to check

Perception DC +10Perception DC +2

Perception DC +5

Escape from RestraintsAttempt to escape as a standard action

Find Tracks

Soft ground (snow, loose dirt, mud)Hard ground (wood or stone)

Huge of larger creature, or group of 10+

Rain or snow since tracks were madeEach day since tracks were made

Quarry takes steps to cover tracks

Detect Magic

Identify a conjuration or summoning effect Arcana DC 15+ spell levelIdentify magical effect already in place Arcana DC 20 + spell level

Detect magic in an area Arcana DC 20 + spell level

Heal

Let a character use a healing surgeStabilize a dying character

Help a dying character recover

Let a character make a saving throw

Listen :HMMHMMMHHHHHMHBattle

Normal conversationWhispers

Through a door

Through a wall

Far away

Rolling Attacks and Checks

4- Attacks: 1d20 + one-half level + ability modifier (+ proficiency bonus, if

a weapon attack) + other modifiers

•f Checks: 1d20 + one-half level + ability modifier (+5 if a trained skill) +other modifiers

Heal DC 10

Heal DC 15

Heal DC 15;Heal DC 15

Perception DC 0:;;; if:^M':": • Perception DC 5'

Perception DC 15•ff^-ffS^iS \ Perception DC +5

Perception DC+10

Perception DC +1 per 2 squares

(PH 280)

Cover (-2 Penalty to Attack Rolls): The target is around ,i

corner or protected by terrain. For example, the target might

be in the same square as a small tree, obscured by a smallpillar or a large piece of furniture, or behind a low wall.

Superior Cover (-5 Penalty to Attack Rolls): The targetis protected by a significant terrain advantage, such as

when fighting from behind a window, a portcullis, a grate,

or an arrow slit.Area Attacks and Close Attacks: When you make an

area attack or a close attack, a target has cover if there is an

obstruction between the origin square and the target, not

between you and the target.

Reach: If a creature that has reach attacks through terrainthat would grant cover if the target were in it, the target

has cover. For example, even if you're not in the samesquare as a small pillar, it gives you cover from the attack <>l

an ogre on the other side of the pillar.

Creatures and Cover: When you make a ranged attack

against an enemy and other enemies are in the way, yourtarget has cover. Your allies never grant cover to your

enemies, and neither allies nor enemies give cover against

melee, close, or area attacks.

Determining Cover: To determine if a target has cover,choose a corner of a square you occupy (or a corner of your

attack's origin square) and trace imaginary lines from that

corner to every corner of any one square the target occu-pies. If one or two of those lines are blocked by an obstacle

or an enemy, the target has cover. (A line isn't blocked if it

runs along the edge of an obstacle's or an enemy's square.)

If three or four of those lines are blocked but you have line

of effect, the target has superior cover.

Concealment (PH281)

Concealment (-2 Penalty to Attack Rolls): The target isin a lightly obscured square or in a heavily obscured square

but adjacent to you.

Total Concealment (-5 Penalty to Attack Rolls): You

can't see the target. The target is invisible, in a totallyobscured square, or in a heavily obscured square and not

adjacent to you.

Melee Attacks and Ranged Attacks Only: Attack penal

ties from concealment apply only to the targets of meleeor ranged attacks.

Page 9: 4e d&d 4th Edition Dm Screen

Conditions

BLINDED4 Yc>u grant combat advantage.

* You can't see any target (your targets

luve total concealment).

» You take a -10 penalty to Perception

i hecks.

» You can't flank an enemy.

i >A/I:D* You grant combat advantage.

» You can take either a standard action, a

IIIOVP action, or a minor action on your

nun (you can also take free actions). You

. iin'l take immediate actions or opportu-

nity actions.

* You i an'l flank an enemy.

DEAIENEDf You i .in') hear anything.

* You i.ike,i I 0 penalty to Perception

. ht>i l-s.

DOMINATED» You'ie dazed.

* Hit- dominating creature chooses your

.11 lion I he only powers it can make you

uw .lie .it-wlll powers.

DYING4- You're unconscious.

4 You're at 0 or negative hit points.

41 You make a death saving throw every

round.

HELPLESSV 4 You grant combat advantage.

V4- You can be the target of a coup de grace.

Note: Usually you're helpless because you're

unconscious.

IMMOBILIZED4 You can't move from your space,

although you can teleport and can be

forced to move by a pull, a push, or a

slide.

MARKED'4- You take a -2 penalty to attack rolls if

your attack doesn't include the creature

that marked you.

PETRIFIED4- You have been turned to stone.

4 You can't take actions.

4 You gain resist 20 to all damage.

4 You are unaware of your surroundings.

4 You don't age.

PRONE4 You grant combat advantage to enemies

making melee attacks against you.

4- You get a +2 bonus to all defenses

against ranged attacks from nonadjacent

enemies.

4 You're lying on the ground. (If you're fly-

ing, you safely descend a distance equal

to your fly speed. If you don't reach the

ground, you fall.)

: 4 You take a-2 penalty to attack rolls.

RESTRAINED4 You grant combat advantage.

,;. 4 You're immobilized.

4 You can't be forced to move by a pull, a

push, or a slide.

: 4 You take a -2 penalty to attack rolls.

SLOWED4 Your speed becomes 2. This speed

applies to all your movement modes,

but it does not apply to teleportation

or to a pull, a push, or a slide. You can't

increase your speed above 2, and your

speed doesn't increase if it was lower

than 2. If you're slowed while moving,

stop moving if you have already moved

2 or more squares.

(PH 277)

STUNNED4 You grant combat advantage.

4 You can't take actions.

4 You can't flank an enemy.

SURPRISED4 You grant combat advantage.

4 You can't take actions, other than free

actions.

• 4 You can't flank an enemy.

UNCONSCIOUS: 4 You're helpless.

| 4 You take a -5 penalty to all defenses.

4 You can't take actions.

i; 4 You fall prone, if possible.

° 4- You can't flank an enemy.

WEAKENED4 Your attacks deal half damage. Ongoing

damage you deal is not affe< ted.

lli'iillng ii Dying Character (PH 2 9 5) | | Death and Dying (PH295)

lii HU Points: When you are dying and receive healing, you go to 0

MI | mini-, .n. I ihcn regain hit points from the healing effect. If a healing

• id i I n'i|iilu". ynii to spend a healing surge but you have none left, your

Ill Ini i ilnc'.n'l i hange, but you regain hit points after an extended rest if

lie h.is sl.ibili/ed you using the Heal skill.

n. 11.HU ( .HIM ions: As soon as you have a current hit point total that's

i ih,in 0. you bee omc conscious and are no longer dying. (You are still• i . .hi yiui i.ikc .in ,u lion to stand up.)

4 Dying: When your hit points drop to 0 or fewer, you fall unconscious and are dying. Any addition.il d.im.ij.e

you take continues to reduce your current hit point total until your character dies.

4 Death Saving Throw: When you are dying, you need to make a saving throw at the end of you i linn e,n Ii

round. The result of your saving throw determines how close you are to death.

Lower than 10: You slip one step closer to death. If you get this result three times beloie you i.ike ,i irsl,

you die.

10-19: No change.

20 or higher: Spend a healing surge. When you do so, you are considered to have 0 hit point1,, .mil ihen

your healing surge restores hit points as normal. You are no longer dying, and you ,ne < OHM loir. Inn '.llll

prone. If you roll 20 or higher but have no healing surges lelt, your < ondlllon doesn't < li,ni);r

4 Death: When you take damage ih.il leduces your ( intent hit points to yoni bloodied v.ilnr ex|iiev.ei| ,is ,ineg.ilive niiiiiliei. youi < h.n.ic lei dies

Page 10: 4e d&d 4th Edition Dm Screen

,THEACT1ONMOVING

his DUNGEONS & DRAGON'S* Roleplaying Game

accessory provides the Dungeon Master with acollection of tables and lists useful during gameplay. By reducing the page-flipping necessary

during the game, this screen speeds plav and keepsthe action on track.

The heavy cardstock, four-panel Dungeon

Master's Screen also keeps players from seeing what'scoming up in the adventure-use it to hide vourencounters, maps, miniatures, and even dice rollsfrom prying eyes!

For use with these 4th Edition DUNGEONS & DRAGONS * core products:

Player's Handbook® Dungeon Master's Guide®

Monster ManuaP D&DE Miniatures

D&D™ Dungeon Tiles

GET MORE AT

INSIDER™www.dndinsider.com

ISBN: 978-0-7869-4927-4

5 0 9 9 5

9"780786U949274"Sug. Retail: U.S. S9.95 CAN S11.95Printed in China 218307400

U.S., Canada, Asia Pacific & Latin Americawww.wizards.cora/customerserviceWizards of the Coast, Inc.EO. Box 707. Renton WA 98057-CFO'. U.S.A.Tel: 1-800-324-6496 (within the U.S.)

1-206-624-0933 (outside the U.S.)

U.K., Eire & South AfricaHasbro UK Ltd.P.O. Boi 43. New-port NP19 4YD, UKTeL »800 22 427276Email: wizards^hasbro.co.ukPlease retain this package for future reference.MADE IN CHINAC-267A