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Dungeon Master Option:
High-Level Campaignsby Skip Williams
ForewordUtter the or!s "high-level #hara#ter$ to %ust about any group o& 'D(D game &ans an!
you are #ertain to get a strong rea#tion) *eteran players o&ten shake their hea!s in !isgust+
but there are a &e hose eyes gleam ith &on! memories) ,e&erees o&ten look paine! or#on&use!) veryone+ it seems+ has an opinion about high-level play)
.& you are a &an o& high-level #ampaigns+ there is very little . #an say about this book)
/ou have probably alrea!y thumbe! through the pages+ lingering over the #hoi#est bits)
0erhaps you1ve stu!ie! the rules an! tables o& legen!ary monsters in Chapter 2 or#onsi!ere! the possibilities that the ne #hara#ter poers &rom Chapter 3 #an bring to
your game) n%oy4.& your opinion o& high-level play is lukearm or orse+ you might be on!ering
hy . rote this book at all) .1ll share a se#ret ith you) 5e&ore . starte! this book+ .
asn1t any too &on! o& high-level play either) My min! began to #hange+ hoever+ as .
began planning the book an! talking to people about hat it shoul! #ontain) 'lthoughhigh-level play #an be !i&&i#ult+ . learne! that there have been plenty o& su##ess&ul
high-level #ampaigns over the years)
'long the ay+ . began thinking about an ol! #hara#ter . on#e playe!: llis
Strongheart) llis began li&e as a 6st-level ranger &ull o& spunk+ an! he oun! up as a thelor! o& a huge #astle) llis ha! a list o& poer&ul enemies as long as your arm an! an
e7ually long list o& allies+ in#lu!ing a time-traveling !ragon an! a host o& servants an!
retainers) 8he #ampaign that gave birth to llis is long gone+ but llis is no &irmlyens#on#e! in my on #ampaign as an 90C) 8he players in my game are strangely
attra#te! to llis lesser mortals #all him Lor! Strongheart;) llis is very mu#h a viable
#hara#ter+ ith a long history an! an enigmati# reputation) 8o me+ llis is proo& thathigh-level play #an be orthhile+ even i& it !oes get rather il!)
8his book1s &irst #hapter+ 8he Seven Ma
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#an !o) .n it there is a revise! rule &or automati# &ailure o& saving thros=something that
pla#es a little &ear ba#k into high-level #hara#ter1s lives=an! a host o& ne poers)
Don1t be put o&& by these ne abilities@ their purpose is to&ol!: Airst+ they give playerssomething to look &orar! to) 9o longer !o high-level #hara#ters simply a##umulate
more hit points on#e they rea#h Bth or 6?th level) Se#on!+ they put truly epi# abilities into
the han!s o& player #hara#ters) 8hese ne poers are not going to allo 0Cs to lay asteto the #ountrysi!e+ but using one in!isputably marks a #hara#ter as a legen!ary &igure)
8hat1s hat high-level play is all about)
Skip Williams
'pril+ 6BB
Chapter 6:8he Seven Ma
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'!ventures
Common Mistakes
0lots8ypes o& n#ounters
Linking '!ventures
0lanning CombatsWorl! Hopping
8ypes o& Worl!s
0roperties o& Worl!sChronologi#al 'spe#t
Magi#al 'spe#t
8e#hnologi#al 'spe#t
#ologi#al 'spe#tFuirks
Monsters
'ltering Monsters the asy Way
'bility S#ores &or MonstersLegen!ary Monsters
0oersChapter G:
Spells an! Magi#al .tems
Daily ,e#overy o& Spells'!!itional Comments on Spells
an! Magi#al .tems
Wiar! Spells
0riest SpellsMagi#al .tems
Chapter :Creating Magi#al .tems
Holy Water
Creating Magi#al .tems,e7uirements
Creating the .tem
n#hanting the .tem
.tem Details,e#harging .tems
Su##ess an! Aailure
*alues &or Curse! an! 9onstan!ar! .tems
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Determining '!vantage
Spells in the 'rena
Spell Movement an! CombatChara#ter Movement an! Combat
Spe#ial 9otes
Magi#al .tems an! 0ree
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Saving 8hros
'utomati# Saving 8hro Aailure
Saving 8hros by Caster LevelSaving 8hro 0enalties by Caster Level
'tta#k ,olls
Skills &or High-Level Chara#tersWarriors
Aighters 5eyon! 2?th Level
,angers 5eyon! 2?th Level0ala!ins 5eyon! 2?th Level
Skills &or High-Level Warriors
Wiar!s
Wiar!s beyon! 2?th LevelSkills &or High-Level Wiar!s
0riest
0riests 5eyon! 2?th Level
Skills &or High-Level 0riests,ogues
8hieves 5eyon! 2?th Level5ar!s 5eyon! 2?th Level
Skills &or High-Level ,ogues
Demihumans in High-Level 0layDemihuman '!van#ement
5eyon! G?th Level
Divine 's#ension
'ppen!i: Monster Strength S#ores
8able 3: Monster De
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8able6>: Crush 'tta#ks
8able 63: Woun!ing &&e#ts
8able 6K: nhan#e! Melee Damage8able 6B: nhan#e! Movement
8able 2?: Eae Weapons
8able 26: Magi# ,esistan#e8able 22: ,egeneration ,ates
8able 2G: Magi#al .tem Creation
8able 2: 8ypi#al : Spell Movement
8able 23: Chara#ter 0oer S#ores
8able 2K: 8rue Deomers8able 2B: 'reas o& &&e#t
8able G?: 'nimate! Ob%e#ts
8able G6: ,anges
8able G2: Durations8able GG: 0reparation an! Casting 8imes
8able G: Di&&i#ulty '!%ustments8able G: 8rue Deomer Spell 8ypes &or Magi#al Duels
8able G>: Saving 8hros by Caster Level or Hit Di#e
8able G3: Devi#e Casting Levels8able GK: Saving 8hro 0enalties by Caster Level or Hit Di#e
8able GB: 8H'C? Limits
8able ?: Skills &or High-Level Chara#ters
8able 6: 'bility Mo!i&iers to Skills8able 2: Warrior '!van#ement 5eyon! 2?th Level
8able G: Wiar! '!van#ement 5eyon! 2?th Level
8able : Wiar! Spell 0rogression8able : 0riest '!van#ement 5eyon! 2?th Level
8able >: 0riest Spell 0rogression
8able 3: ,ogue '!van#ement 5eyon! 2?th Level8able K: 8hieving Skill 5ase S#ores
8able B: 8hieving Skill ,a#ial '!%ustments
8able ?: De
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Cre!its
Design: Skip WilliamsEditing: im 5utler
Typography:'ngelika Lokot
Graphic Design:Dee 5arnettGraphic Coordinator:0aul a#7uays
Production: 0aul Han#hette
Art Coordinator:0eggy CooperCover Art:e&& asley
Interior Art:ri# Hot+ Ien Arank+ Stephan 0eregrine
Proofreading:Leonar! M#Eillis
Special Thans To:
on 0i#kens+ ohn ,ateli&&+ ean ,abe+ an! Deneen Olsen)
'D*'9CD DU9EO9S ( D,'EO9S+ 'D(D+ D',I SU9+ DU9EO9M'S8,+ AO,EO889 ,'LMS+ MO9S8,OUS COM09D.UM+ an! 8S, are
registere! tra!emarks one! by 8S,+ .n#)
DM+ 9C/CLO0D.' M'E.C'+ MO9S8,OUS M'9U'L+ 0L'9SC'0+
0L'/,1S O08.O9+ ,'*9S 5LUAA+ an! the 8S, logo are tra!emarks one! by8S,+ .n#) 'll 8S, #hara#ters+ #hara#ter names+ an! the !istin#tive likenesses thereo& are
tra!emarks one! by 8S,+ .n#)
0age 663 shos to miniatures engage! in a spell !uel) 8he miniatures are pro!u#e! by,al 0artha nterprises+ BGK Carthage Court+ Cin#innati+ OH 262)
,an!om House an! its a&&iliate #ompanies have orl!i!e !istribution rights in the booktra!e &or nglish-language pro!u#ts o& 8S,+ .n#) Distribute! to the book an! hobby tra!e
in the Unite! Iing!om by 8S, Lt!) Distribute! to the toy an! hobby tra!e by regional
!istributors)
6BB 8S,+ .n#) 'll ,ights ,eserve!)
8his material is prote#te! un!er the #opyright las o& the Unite! States o& 'meri#a) 'ny
repro!u#tion or unauthorie! use o& the material or artork #ontaine! herein is prohibite!
ithout the eNNN6?6 .S59 ?-3K>B-?6>K-G
Airst 0rinting+ 'ugust+ 6BB
0rinte! in the Unite! States o& 'meri#a)
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Chapter 6:
The Seven !a"i#s
High-level 'D(D #ampaigns pose some spe#ial problems &or the re&eree) n#ountersare more !i&&i#ult to #onstru#t be#ause the DM #annot simply thro monsters at
#hara#ters hose proess are e7ual to those o& Her#ules+ Merlin+ an! other heroes o&
myth an! legen!) Ieeping a high-level #ampaign on-tra#k an! e
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#alls &or a saving thro@ a simple poison has an e
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situations that make them sear#h &or ne ays to use their #hara#ters1 abilities) See
Chapter 8o &or more suggestions)
Do not try to eliminate !i#e rolling altogether+ hoever) veryone likes to trashsomething on#e in ahile+ an! players e
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's DM+ it is your responsibility to make sure that the 0Cs1 enemy has a!e7uately
prepare! &or any #on&rontation) Obvious eaknesses+ su#h as a rakshasa1s sus#eptibility
to a blesse! #rossbo bolt+ shoul! shoul! be shiel!e! &rom the 0Cs) 0erhaps the rakshasahas rea! ascroll of protection from magic+ or is prote#te! by a minor globe of
invulnerabilityhen the 0Cs atta#k) Some a!!itional e
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a!vantages it has &or the situation you have #onstru#te!) ,emember that the 0Cs might
ant to in#orporate some o& your i!eas into a !e&ensive ai! &or their on keeps an!
#astles) Ieeping the 0Cs1 alignments in min!+ your rulings=&or or against=shoul! be#onsistent)
0erhaps a member o& the troll1s group is apolymorp"edor reincarnatediar!ho is making the best o& a ba! situation by breing potions &or her #ompanions)
8he e
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.n a high-level #ampaign+ mobility is the vampire1s greatest poer) #carabs of
protectionan! spells su#h as negative plane protectionan! restorationmake
level-!raining un!ea! #onsi!erably less &ormi!able than they are in #ampaigns here the0Cs have &eer resour#es);
Gaseous formallos the vampire to move through barriers that are impassable to
the 0Cs) ' &e pinholes in a all+ &loor+ or #eiling that has been rein&or#e! ith metalbars to !e&eatpassall spells; allos a vampire to #ome an! go as it pleases)
8ime is also a vampire1s ally+ espe#ially i& it is !eep un!ergroun! here it !oesn1t
have to orry about natural sunlight) .& &or#e! to retreat+ a vampire #an spen! some timeregenerating+ then return=at &ull hit points=to harry its enemies &rom a ne angle)
8he vampire might pose as a resi!ent &rom a nearby village ho is here to slay the
vampire) 0layers are not likely to re#ognie a vampire &or hat it is i& the monster is
running roun! ith a oo!en stake an! mallet in han!)
Eiant slugs have en!less supplies o& a#i!i# spittle+ immunity to blunt eapons+
an! boneless bo!ies that #an &it through small openings)
,epeate! a#i! atta#ks #an ear !on even the strongest #hara#ters+ an! the a#i!has a #han#e hoever small; to !estroy magi#al items an! make high-level 0Cs a little
less &ormi!able)#toneskin#an prote#t the slug &rom eapon atta#ks &or a brie& time+ giving it more
time to ear !on the 0Cs) 'spell engine#oul! be setup nearby to absorb spells+ or a
c"ain contingency#oul! be in pla#e on the slug to a#tivate spells likefire s"ield#ol!version;+lig"tning bolt+ an! other une
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an en#ounter1s setting an! shoul! &ollo the morale rules) *ery &e lea!ers are so
#harismati# that alltheir &olloers mar#h to their !eaths allo& the time) Likeise+ the
0Cs1 on allies an! hen#hmen might 7uit the &iel! at times hen the heroes &in! itin#onvenient &or them to retreat)
.n many #ampaigns+ the DM &ollos the &orgoing a!vi#e at least in part@ monsters
an! villains usually slug it out ith the 0Cs until the bitter en!) Aighting to the !eath isn1tsu#h a ba! i!ea+ be#ause most 0Cs #an obliterate &leeing opponents be&ore they have a
#han#e to get aay) .& !eath is inevitable+ one might as ell !o as mu#h !amage to the
enemy as possible be&ore !ying)De&eat nee! not alays mean !eath or retreat+ even in a pit#he! battle) ,eal
battles+ &or e
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mental state o&ten prevents them &rom inning a vi#tory through some inspire! a#tion)
The %o#e Front:Opponents ho are !e&en!ing their homes or a &orti&i#ation usually !onot 7uit the &iel! altogether) .nstea!+ they most o&ten try to &all ba#k so they #an atta#k
again) .& unable to retreat+ the opponent might surren!er in hopes o& !elaying the atta#ker
prisoners #an be su#h an en#umbran#e; or &or the #han#e to break &ree an! atta#k againat an opportune moment)
&ooting: Opponents seeking loot or ho atta#k !uring an unplanne! en#ounter &lee at the&irst hint o& !i&&i#ulty) 5rigan!s an! #utthroats ho #ommit #rimes hen the opportunities
present themselves &all into this #ategory)
Pride: Opponents ho have atta#ke! out o& sheer brava!o+ spite+ or aggressivenessusually !o not &lee &rom a battle e
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pursuit+ as #an spells su#h as ebor entangle%
Foiling $anged Attacs:Opponents ho have put some !istan#e beteen themselvesan! the 0Cs are still not entirely out o& !anger) Many #hara#ters #an !eal out impressive
amounts o& !amage &rom #onsi!erable !istan#es ith missile &ire or spells)
8he best ay to !eal ith !istan#e atta#ks is to get out o& range as 7ui#kly aspossible) Sometimes the metho! o& es#ape takes #are o& the problem=teleportation
out!istan#es %ust about anything instantaneously)
.& the opponent #annot get out o& range 7ui#kly+ the ne
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they &in! on the other si!e ere ma!e by an el&) ' !elaye! use o& thepass it"out trace
spell also is use&ul &or this purpose) ' party o& tra#kers might not think to #he#k the area
ith a detect magicspell hen the trail they1ve been &olloing &or an hour su!!enly!isappears)
' &leeing opponent #an #on&use pursuers by #hanging his mo!e o& travel) Ieeping
a mount hi!!en near the battle&iel! allos &or an unanti#ipate! burst o& spee!@ it alsohelps prote#t the mount &rom in%ury or !eath !uring the battle) ' hi!!en #a#he o& potions
su#h asspeed$ flying$ polymorp" self$ gaseous form$an! oil of et"erealness#an
a##omplish the same thing)8errain #an be a &ugitive1s ally) 8he earlier suggestion about going here the 0Cs
#an1t orks in the long term+ too) Disappearing into a monster-in&este! samp #an slo
!on even the best-e7uippe! 0Cs) 'n armore! pala!in might have great !eal o& !i&&i#ulty
tra#king a &leeing assassin up the si!e o& a mountain)
The Perils of (ithdrawing:Opponents seeking to ith!ra to a better position rather
than &leeing altogether &a#e a set o& problems !i&&erent &rom #reatures ho ish to simply
es#ape)8he biggest problem is to avoi! an overhelming atta#k hile moving@ i& the 0Cs
vigorously press the atta#k+ an or!erly ith!raal be#omes a rout) Spee! is alsoimportant=it !oesn1t !o any goo! &or an opponent to &all ba#k i& the 0Cs get to here
the opponent is going &irst)
8he best ay to ensure a sa&e ith!raal is to restri#t the 0Cs1 movement) ' large&or#e o& opponents might ith!ra in smaller groups+ leaving behin! a team to keep the
0Cs engage! in melee hile the remain!er &all ba#k an! prepare to support the team1s
ith!raal) Many other things #an hin!er an atta#ker1s ability to &ollo an! harass
ith!raing opponents: the various all spells@ prepare! traps su#h as #overe! pits@spells su#h asslo$ entangle$ repulsion$and solid fog@ natural terrain+ su#h as hillsi!es@
an! &orti&i#ations+ su#h as !it#hes an! alls)
.t never hurts to have support aiting hen making a ith!raal) ' hi!!en groupo& ar#hers or spell#asters #an !o a lot to !is#ourage 0Cs &rom &olloing ith!raing
troops too #losely)
8he pre#e!ing #omments about !ealing ith the 0Cs1 range! atta#ks also applyhere) ' prearrange! es#ape route or a plan !esigne! to minimie the e&&e#ts o& the 0Cs1
spells an! missiles #an make a ith!raal mu#h easier to #omplete)
%it'and'$un Tactics:Opponents ho have !e#i!e! to ear the 0Cs !on through aseries o& hit-an!-run atta#ks a!van#e an! ith!ra a##or!ing to some kin! o&
prearrange! plan though they might #on#o#t the plan at the spur o& the moment;)
Eenerally+ the opponent shoul! hit the 0Cs har! an! be gone be&ore they e&&e#tively rea#t)Some use&ul i!eas in#lu!e:
Hitting the 0Cs &rom #on#ealment is an e
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strategy be#ause they allo &or a more spee!y es#ape)
Con#entrate atta#ks on the people ho are a threat an! leave the rest alone)Spell#asters an! mounte! #hara#ters are the prime targets be#ause they #an most rea!ily
make #ounteratta#ks an! inter&ere ith the opponents1 ith!raal)
Surrender
Opponents #hoose surren!er as a last resort) ' #reature that surren!ers has ma!e a
#ons#ious !e#ision=hoever hastily=that be#oming a prisoner is pre&erable to risking!eath by #ontinuing the &ight or running aay)
.t1s alays help&ul to have a bargaining #hip) Opponents ho have something the
0Cs might think is valuable+ su#h as in&ormation or treasure+ have more motivation to
surren!er than opponents ho !o not) Most opponents !o not give up their bargaining#hips easily=they ithhol! them until they #an be sure o& reasonable treatment)
8here is no reason hy an opponent shoul! be a mo!el prisoner) 8he #reature
might !o hatever it #an to hin!er the 0Cs an! might try es#ape or atta#k i& not properly
guar!e!)
$eversal
Opponents &or hom &light or surren!er is unthinkable o&ten try to #hange the
situation hen !e&eat looms over them) 8he opponent !oes not alays try to in the
battle ith a single a#t o& !esperation or lu#k) ' subtle #hange in ta#ti#s or shi&t inposition #an lea! to vi#tory eventually)
8he surest an! o&ten the most !ramati# ay to turn the ti!e is to e
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Desperate opponents might attempt risky maneuvers+ su#h as a #alle! shots aime!
at #rippling or !isarming the enemy1s lea! arrior+ #harging through the &ront rank to
atta#k spell#asters in the rear+ or %ust plain blu&&ing) 8hese ta#ti#s ten! to be !angerous &orthe person ho attempts them+ but they have spe#ta#ular results hen they ork)
Minimiing 0ersonal ,isks
8angling ith 0Cs o& any level is haar!ous to a #reature1s health) 0layer
#hara#ters ten! to in &ights@ a&ter all+ they are the heroes o& the story)Smart opponents re#ognie the !anger that a!venturers represent an! take steps to
prote#t themselves) Minimiing risks is !i&&erent &rom !ealing ith !e&eat=it involves
limiting the #onse7uen#es o& !e&eat an! re!u#ing the #han#e to get hurt !uring a vi#toryor a !ra)
8his approa#h is not only reasonable &rom the opponent1s point o& vie+ it also
means the 0Cs have to ork a bit be&ore they #an root out the #ampaign1s true villains)
8his also keeps them &rom be#oming over#on&i!ent sin#e they kno that the truly
&ormi!able opponents still aait them) Making sure the #ampaign1s most poer&ul &oes!on1t take unne#essary risks has another bene&it &or the #ampaign) 's the !emographi#s
se#tion e
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aroun! be&ore a battle starts) 9ot only !oes this prevent the 0Cs &rom using their
poer&ul area o& e&&e#t spells against the villain1s hen#hmen+ it also #on&uses the 0Cs1
ability to !etermine their true enemies) O& #ourse+ the villain #ares little &or the inno#entsin his mi!st@ they only serve as a shiel! against the 0Cs) Meeting the heroes in an empty
!ungeon #hamber or in a !eserte! street &or the e7uivalent o& a &antasy gun&ight allos
the high-level party to bring all o& their guns to bear+ spelling almost #ertain !e&eat &or thevillain)
Diversions
8he opponent might #reate a !iversion that &or#es the 0Cs to aban!on the &ight)
Aor e
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heroi# personas struggling in a hostile orl! an! be#ome high-poere! e
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the opponent probably asn1t using the item properly)
.& the 0Cs seek &avors+ in&ormation+ or servi#es &rom 90Cs=or even &rom their
on hen#hman=they shoul! e
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minor a##i!ent arriving too high; an! a 6 #han#e &or a potentially &atal a##i!ent
teleporting lo;)
.t1s important to remember that magi# is unlike te#hnology in that most spells !oone thing an! one thing only)Magic missile+ &or e
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Aor e
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it to the ne
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>? 6 3th 2+?K?
6+GK? 6 Kth 6+??
2+>? 6 Bth 62+62? 6 6?th 2>
6?+2? 6 66th 62K
2?+K? 6 62th >?+B>? 6 6Gth G2
K6+B2? 6 6th 6>
6>G+K? 6 6th KG2>+>K? 6 6>th
>+G>? 6 63th 2
6+G6?+32? 6 6Kth 6
Heroes 're 9ot 'nonymous
Other mortals pay attention to hat heroes say an! !o) Weaker #hara#ters seek outtheir a!vi#e+ but usually try to stay out o& their ay) Some lo-level #hara#ters might
i!olie them or seek to emulate them) More poer&ul #hara#ters at#h hat the 0Cs !oto anti#ipate perils an! opportunities@ some o& these #hara#ters might be#ome %ealous an!
resent&ul o& a 0C1s su##esses) Deities also begin at#hing the heroes@ they seek to help
an! en#ourage #hara#ters ho promote their interests an! to hin!er #hara#ters ho mightoppose them)
Heroes Deserve Heroi# 8asks
High-level 0Cs have progresse! beyon! the &in!-the-monster-take-the-treasure
mo!e+ an! the DM must &in! her#ulean tasks &or them) Aor e
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#ommunity o& mountain !arves to a hor!e o& trolls might take over the area a&ter a &e
years)
Se#on!+ the 0Cs #an set all kin!s o& things in motion %ust by en%oying the spoils o&vi#tory) ' treasure as large as a !ragon1s hoar! is boun! to attra#t attention+ perhaps even
be&ore the 0Cs begin spen!ing it) .& they #arry it o&& by normal means+ thieves an!
brigan!s are boun! to take noti#e) On#e the 0Cs begin to spen! their money+ the lo#ale#onomy might boom &rom the in&lu< o& #ash=espe#ially i& the 0Cs spen! it on things
like #astles+ lan!+ or businesses) 8he lo#al e#onomy might su&&er ruinous in&lation)
ventually+ thieves an! other a!venturers learn about all the neat gems an! magi#al itemsthe 0Cs have re#overe!+ an! they may plot to steal some o& it &or themselves) .& the
#hara#ters !istribute magi# to their hen#hmen+ their enemies su!!enly have a problem=
the #ompetition %ust got a lot tougher) .& the 0Cs !on1t share their spoils+ they1re going to
have unhappy hen#hmen)'ll o& the &oregoing assumes that the DM hasn1t put any spe#ial e&&ort into the
!ragon1s lair) Some o& the items &rom the lair might be signi&i#ant to the #ampaign) Aor
e) 0lan 'hea! 'ny su##ess&ul 'D(D #ampaign re7uires a great !eal o& preparatoryork on the DM1s part) .& you inten! to play a high-level game+ hoever+ you also must
prepare your #ampaign &or 0Cs ho have the poer to ra!i#ally alter it+ an! you have to
be sure your #ampaign #an provi!e a #ontinuing #hallenge)8he best time to prepare &or high-level play is !uring lo-level play+ hen the
0Cs are %ust learning about the orl! an! you have ha! time to see ho things areorking) .& you ait too long+ lots o& !etails about your orl! be#ome &i
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5a#kgroun!s are important &or 90C villains) 8he heroes have the a!vantage o&
#onstant mol!ing an! shaping by their on a#tions as ell as the plot tists that the DM
thros at them) 8he villain nee!s the same bene&its in or!er to be truly #hallenging to the0Cs) Some e
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ban! o& goblins+ but a royal messenger1s !emise is going to be noti#e! very 7ui#kly)
Consi!er ho might #are about hat the 0Cs !i!) .s anyone helpe!Q .& so+ ho
#an they take a!vantage o& the opportunityQ .s anyone hurtQ .& so+ ho #an they minimieor repair the !amageQ 8ake the pre#e!ing e
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,emember that it is easier to buil! a balan#e! #ampaign than to &i< one that1s out o&
#ontrol) ' #ampaign that is in #ontrol has a reasonable balan#e beteen the haar!s the
0Cs &a#e an! the rear!s they gain) ' #ontrolle! #ampaign also has a reasonable survival
rate among #hara#ters ho are playe! ell)
8o buil! a balan#e! game+ start by rea!ing Chapter ight in theDMG) De#i!e
ho 7ui#kly you ant your player #hara#ters to a!van#e+ an! set up your #ampaign1se
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years repaying those a#ts o& kin!ness)
0ersonality
Have ea#h player put together a personality pro&ile &or all o& their #hara#ters) 8his
goes beyon! ability s#ores+ e7uipment+ an! statisti#s liste! on the #hara#ter re#or! sheet)Eet as mu#h !etaile! in&ormation about the hero as possible) 8he pro#ess helps
the player #on#entrate on aspe#ts o& the #hara#ter that might otherise be overlooke!+
an! the player #an probably role-play the #hampion more #onvin#ingly an! #onsistentlya&terar!) /our in#rease! knole!ge o& the #hara#ter allos you not only to tailor
a!ventures &or the hero but it gives you a #learer pi#ture o& ho an 90C might per#eive
that #hampion+ hi#h improves your role-playing as ell) ' goo! pro&ile shoul! #ontainthe in&ormation !es#ribe! belo) /ou #an make up a &orm &or your players to &ill out+ or
you #an ask the player a series o& 7uestions an! re#or! the ansers yoursel&) .t !oesn1t
matter ho you #olle#t the in&ormation+ as long as you get it in a &orm you #an use)
/ccupation:Most people !e&ine themselves by hat they !o) ' player ho lists a#hara#ter1s o##upation as semi-retire! a!venturer has a mental image !i&&erent &rom a
player ho sees the same #hara#ter as a #ountry s7uire) O##upation also helps !eterminehat the #hara#ter !oes hen not a!venturing) ' semi-retire! a!venturer probably spen!s
a lot o& time sapping tales about ol! a!ventures an! listening &or rumors) ' #ountry
s7uire probably spen!s a reasonable amount o& time managing property an! pursuingout!oor a#tivities+ su#h as ri!ing or hunting)
Personality: 8his re&ers to the #hara#ter1s general behavior+ temperament+ it+
sense o& humor+ an! other non-physi#al traits) 'sk the player to sum up the #hara#ter in a
&e paragraphs) 8his in&ormation shoul! give you a #learer pi#ture o& hat the player istrying to !o ith the #hara#ter)
General Appearance: 8his is hat the #hara#ter looks like) 8he player shoul!note the #hara#ter1s hair+ eye+ an! skin #olor+ &avorite #lothing+ height+ eight+ &avoritee7uipment+ an! so on) 8he list shoul! start ith hat a person might see hen glan#ing at
the #hara#ter an! &inish ith hat might be seen i& a person stu!ies the #hara#ter &or
ahile)Distinguishing Features or %a)its: 8hese are personal o!!ities an! 7uirks that
might not be imme!iately visible) ' &ighter1s bu#k teeth or &unny #oli#k on1t be
noti#e! hile the arrior is earing a helmet) 8his #ategory in#lu!es things su#h asbirthmarks+ s#ars+ tattoos+ an! the like) .t also in#lu!es &avorite e
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!es#riptions+ spe#i&i# spell e&&e#ts+ guar! strengths+ ar!s in pla#e+ et#) 's DM+ you1ll
nee! to look this over very #are&ully) 9ot only !o ?-level servants probably ork here+
but it has to be a livable spa#e as ell) .& the villain #omes to visit+ the 0C might bethank&ul &or the emergen#y e
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8his #hapter #onsi!ers some !i&&i#ulties you are likely to en#ounter hen
!esigning a!ventures &or high-level #hara#ters an! the veteran players ho run them;)
Common Mistakes .n the surge o& e
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over-planne!+ you must &ight the !esire to lea! your players aroun! by the nose)
8his !oesn1t mean that high-level #hara#ters are the !e#i!ing &or#e on your
#ampaign orl! &or every event+ but they probably have the poer to shape eventsaroun! them) ' high-level nemesis #an ai! in pushing the 0Cs in the !ire#tion you ant
them to go+ but it1s !oubt&ul the villain is so ingenious that he never gets &oile!) '&ter all+
i& the heroes o& the lan! #annot su##ess&ully oppose the villain+ ho #anQ' #ommon %usti&i#ation &or &or#ing the a#tion is !esigning plots that turn on single
events+ su#h as the a#tions o& a single villain: "5ut i& the Count !oesn1t get aay+ he
on1t be aroun! to set &ire to the bri!ge in the &inal en#ounter)$High-level player #hara#ters have a ay o& upsetting ell-lai! plans+ so buil!
plots that #an stan! up to 0C tinkering) .& something !oesn1t go the ay you planne!+
have a ba#kup plan) .n most #ases+ the player #hara#ters shoul! &in! it easier to #omplete
the a!venture i& they #ause a break in the plot+ but not alays)Aor e
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ven #ombat en#ounters #an re7uire a little brain poer on the player #hara#ters1
part) Aor e
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the player #hara#ters to the prie) Let1s also pla#e the a!venture in a !ark %ungle &ille!
ith !ea!ly #reatures+ in#lu!ing a tanar1ri ho remaine! here a&ter an unsu##ess&ul
summoning by a long-!ea! iar!) 9o+ the heroes have numerous problems to !ealith simultaneously)
8hey still must tra#k an! overtake the villain+ but they also must !eal ith their
rivals1 attempts to &oil their e&&orts) 8he party must !eal ith tropi#al heat that makesheavy armor impra#ti#al+ !ampness that is bane&ul to spellbooks an! s#rolls+ sarms o&
biting inse#ts+ an! the tanar1ri an! his minions) ven i& the player #hara#ters #at#h an!
!e&eat the villain+ they still must get out o& the %ungle ith their res#ue! ki!nap vi#tim)'&ter they es#ape+ the party must be on the alert &or reprisals &rom their rivals)
Don1t Iill=S#are
Erin!ing !on a high-level #hara#ter is !i&&i#ult+ an! the task is o&ten monotonous &or the
DM an! &rustrating &or the player) .t is mu#h better to look &or ays to un!ermine player
#on&i!en#e an! to keep them &rom &eeling #o#ky)
8he best ay to take players !on a not#h is to get personal by atta#king spe#i&i#player #hara#ter strengths) 8he loly 2n!-level priest spellsilence /* radiusis a great
ay to remin! high-level spell#asters that they !on1t run the orl!)+ntimagic s"ells$scrolls of protection from magic+ an! the o##asional magi# !ea! one are more potent
ays to keep spell#asters in line) .n a similar vein+ thieves #an &in! magic mout"spells
very annoying an! &ighters o&ten have !i&&i#ulty a#ting heroi# hen their eapons an!armor have been sub%e#te! to"eat metalspells an! rust monster atta#ks)
0layers #an be their on orst enemies hen it #omes to in&li#ting mental
anguish on themselves) 8he simple ploy o& presenting a party ith a &oe they #annot
!ete#t o&ten has players assuming the orst) Aor e
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their #hara#ters are part o& a living orl!)
O& #ourse+ high-level #hara#ters are spe#ialists in their areas o& e? turns 6? hours;i& the li#h is G?th level) So+ i& the li#h has spent several !ays in the #ells+ her neighborsmight have noti#e! her reneing the spell &rom time to time) ' parti#ularly sharp-eare!
neighbor might note that the oman is in the habit o& mumbling to hersel& on#e in ahile)
.& the party allos the oman to a##ompany them+ she must &in! an e
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players might on!er hat a prisoner is !oing ith a set o& gloves+ but that is e
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0lots ' simple list o& en#ounters+ &oes+ sun!ry perils+ an! treasures is %ust a #atalog o&obsta#les the player #hara#ters must &a#e) 8his is sel!om enough &or a su##ess&ulhigh-level a!venture) 0layers nee! to &eel a sense o& purpose an! reveale! !estiny as their
high-level #hara#ters struggle against the opposition)
' plot provi!es a uni&ying theme or story to the a!venture@ it !eals ith thea!venture1s ho+ hat+ hen+ here+ hy+ an! ho) 8he plot sets an a!venture1s tone an!
&orm an! helps provi!e the epi# s#ope that separates a simple "monster an! treasure hunt$
into a heroi# venture)8o #onstru#t a superior plot+ think about the events that lea! up to the a!venture1s
&irst in#i!ent or en#ounter an! then #reate a !es#ription o& the state o& a&&airs hen the
player #hara#ters get involve!) 8his kin! o& groun!ork allos you to #reate ana!venture that seems believable to the players an! gives them a sense that there is more
to be !is#overe! i& they %ust !ig a little !eeper) 8he best a!venture plots seem simple at
&irst+ but o&ten prove to be very #omple
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other 90C goes into hi!ing+ leaving the 0Cs to !eal ith the rai!ers)
'&ter !ealing ith the rai!ers+ the player #hara#ters tra#k them ba#k to their lair an!ultimately #on&ront the villain+ ho either is kille! or &or#e! to &lee)
8he a!venture has reasonable potential) 8he party is &a#e! ith a variety o&!i&&i#ulties+ in#lu!ing !ealing ith the rai!ers 7ui#kly an! ith minimal !amage to the
#ountrysi!e) 8hey also must !e!u#e here the rai!ers are #oming &rom+ an! they &a#e a
!i&&i#ult &ight against an entren#he! &oe) 8he plot+ hoever+ &ails to #onsi!er a#tions thatthought&ul players might #hoose to take) ' &le
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en#ounters to &lesh it out) n#ounters set the stage &or the player #hara#ters an! give them
a #han#e to &un#tion as heroes)
's this #hapter1s &irst se#tion points out+ a ell-!esigne! a!venture o&&ers several!i&&erent types o& en#ounters) 8elve !i&&erent types o& en#ounters are !es#ribe! belo)
8he #ategories are not !e&initive+ an! there o&ten is #onsi!erable overlap beteen them)
8heir purpose is not to &or#e your en#ounters into in&le
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they #an be very e&&e#tive i& use! sparingly an! thought&ully)
Delays are very use&ul &or #ontrolling magi# in the #ampaign@ they eat up game
time an! e
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happens more or less on its on+ ithout !ire#t involvement &rom the 0Cs or obvious
involvement &rom the a!venture1s villain+ #an be #onsi!ere! an event: storms+
#elebrations+ vast natural !isasters+ brals beteen minor 90Cs+ et#) 8he 0Cs might besept up in the event in spite o& themselves+ or they might be observers ho #an #hoose
to stan! aloo&@ hoever+ it is best to avoi! events here the player #hara#ters are &or#e!
to be passive observers)vents are use&ul tools &or a!van#ing an a!venture1s plot) 8he DM #an use them
to provi!e #lues an! arnings to the 0Cs) Aor e
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might be a !isagreeable ol! iar!ess ho has a seet tooth an! ho knos that some
nearby ruins are in&este! ith olive slime #reatures)
' gi&t o& honey or some ripe &ruit is enough to get the la!y1s in&ormation) 0artiesho &ail to in her over must &a#e the slime #reatures unaares) 0arties ho kill her
!is#over the ol! oman1s >?-year-ol! %ournals+ hi#h mistakenly report that the slime
#reatures are normal ombies) Chara#ters ho a!e into #ombat ith the slime #reaturese
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ben! in a &orest roa!+ an alert party might spot the group1s gargoyle s#outs hi!ing in the
trees an! signaling to their #omra!es)
Trap: 8his is a non#ombat en#ounter that employs a magi#al or me#hani#al !evi#e or
both; !esigne! in&li#t !amage or impe!e the party in some &ashion)
When !esigning any trap+ #onsi!er ho the !evi#e is triggere!+ ho potentialvi#tims might !ete#t the trap be&ore triggering it+ an! hat parties #an !o to !ea#tivate it)
/ou shoul! also #onsi!er hat happens hen an attempt to !ea#tivate the trap &ails)
When !esigning traps &or high-level player #hara#ters+ it is best to avoi! !evi#esthat in&li#t large amounts o& !amage) Damage o&ten #an be ignore!=an 6Kth-level &ighter
ith 62? hit points o&ten !oesn1t have to orry about su&&ering 2? or G? points o& !amage
&rom a trap) .n any #ase+ !amage is usually easily heale! i& there is a priest or pala!in in
the party) 'lso+ keep in min! that hit point totals #an vary i!ely ithin an a!venturingparty) ' trap that #an in&li#t enough !amage to make a high-level &ighter or #leri# take
noti#e #an be !ea!ly i& the party thie& or mage stumbles into it)
.nstea! o& !ealing out !amage in large !oses+ #on#entrate on spe#ial e&&e#ts that
hin!er vi#tims in some &ashion) Aor e
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' &able! magi#al sor! perhaps a holy sor!; lies in an e
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ba#k into the story line)
$ipples in a Pond:very a!venture #hanges the orl! in some &ashion+ even i& the only#hange is a temporary re!u#tion in the or# population) Sometimes+ hoever+ even a
simple a!venture #an have &ar-rea#hing e&&e#ts) Chapter One e
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8he party seeks out the iar! to get more in&ormation about the eapon) 5e&ore they
#an learn anything+ hoever+ they must solve the mystery o& the burglary) 8he #rimemight be relate! to the overall plot+ or it might be in#i!ental)
8he party ventures into the labyrinth to re#over sor!) .& they are su##ess&ul+ they #anreturn an! settle the &eu!)
!ulti'layered Adventures: .n this type o& series+ the a!ventures are arrange! like thelayers o& an onion) When the player #hara#ters #omplete one a!venture+ they peel ba#k a
layer an! reveal another+ !eeper layer) 8he party gets #loser an! #loser to resolving a
&inal+ ultimate #on&li#t as they #ontinue to peel aay layers) Usually+ the &inal #on&li#t1s
true nature is not obvious at the beginning+ an! the player #hara#ters might stumblea#ross several hints an! #lues be&ore they realie here their a!ventures are lea!ing) 8he
three a!ventures &rom the previous e
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snarl) 'll o& the #are&ul thought an! brilliant inspiration use! in #reating an interesting
plot is lost hen the #hara#ters mo !on the opposition ithout even raising a seat)
Like #reating a goo! plot+ there are proper ays to plan &or a #on&rontation ithhigh-level heroes)
Chapter One in#lu!e! suggestions &or getting the most out o& a &oe by #onsi!ering
the #reature1s intelligen#e+ ma
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they ish+ provi!e! they are more mobile than the enemy) Aree!om o& movement also
allos &or some ta#ti#al &le
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retreat or negotiate)
Start by #onsi!ering hat the opponent #an reasonably kno about the party) .&
the opponent has never &ought the player #hara#ters be&ore an! !i!n1t noti#e themapproa#hing+ then he knos almost nothing about the party) 8he opponent might guess
ea#h 0C1s #lass by observing the #hara#ters an! their e7uipment) ' vampire+ &or e
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#orri!or)
8errain is usually beyon! the #ontrol o& the parti#ipants+ e
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7uasi-elemental here planes o& matter an! energy meet;) .& there are any un!is#overe!
inner planes+ they likely e
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!i&&eren#es beteen the to are imper#eptible to player #hara#ters) ,atings higher than
2? an! loer than 2 are possible+ but all knon planes &all ithin these e
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(orld &ocal 3ase Ca#paign
$atingTi#e Ti#e
2 6 WeekT 6 Se#on!G 6 WeekT 6 Se#on!s
6 WeekT 6 Minute
6 WeekT 6? Minutes> 6 WeekT G? Minutes
3 6 WeekT 6 Hour
K 6 WeekT > HoursB 6 WeekT 6 Day
6?62 6 WeekT 6 Week
6G 6 WeekT 6 Month
6 6 WeekT G Months6 6 WeekT > Months
6> 6 WeekT 6 /ear
63 6 WeekT /ears
6K 6 WeekT 6? /ears6B 6 WeekT G? /ears
2? 6 WeekT 6?? /ears
Ta)le 4:
!agical $atings
$ating!agical Effects
2 9o spell+ spell-like ability+ magi#al item+ arti&a#t+ or psioni# poer
&un#tions+ an! travel into or out o& the area is possible only through a pre-eth6?th level spells #an1t be #ast=native spell#asters are almost unknon) Lan! #reatures are not more than 6? &eet tall+
an! &light is limite! to sie 8 #reatures to &eet tall or less;) 8here are no !emihumans or
&antasti# #reatures)> 0otions are ine&&e#tive an! &rom GB s#hools o& magi# are mo!i&ie!) Spell
#asting times an! 0S0 re7uirements 7ua!ruple!+ an! 3th6?th level spells #an1t be #ast)
9ative spell#asters are very rare an! have supra-genius .ntelligen#e) 8here are no lan!
#reatures more than 6 &eet tall+ no bipe!al #reatures more than 6? &eet tall+ an! &light is
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limite! to sie S or smaller #reatures)
3 Most spells+ magi#al items+ an! psioni#s &un#tion normally+ but 23
s#hools o& magi# are mo!i&ie!) Spell #asting times an! 0S0 re7uirements are triple!+ an!Kth6?th level spells #annot be #ast) With long an! !i&&i#ult training+ a &e #reatures o& at
least genius .ntelligen#e #an learn to #ast spells) 8here are no lan! #reatures more than 2?
&eet tall+ no bipe!al #reatures more than 6 &eet tall+ an! &light is limite! to sie M orsmaller #reatures)
K Most spells+ magi#al items+ an! psioni#s &un#tion normally+ but 2
s#hools o& magi# are mo!i&ie!) Spell #asting times an! 0S0 re7uirements are !ouble!+an! Bth6?th level spells #an1t be #ast) With training+ a &e #reatures o& at least
e
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!agical Aspect ,otes
Chara#ters using magi# or psioni#s are o&ten at great risk until they learn the rules
governing magi# lo#ally) Strongly magi#al orl!s #an be more !angerous than orl!s
here magi# is eak)
Spell Casting: 'ny spell#aster #an attempt spells on orl!s rate! MG or higher+ but he is
limite! to hat is possible lo#ally or hat is possible on their home orl!s+ hi#hever isless) Aor e
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super&i#ial+ minor+ or #atastrophi#)
Super&i#ial alterations usually #hange a spell1s &orm+ but not the ay it orks) Aore
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#asting ability &or every plane they are remove! &rom their !eity1s home plane) Aor
e
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goo! night1s sleep+ they #an #all their spells to min! as nee!e!+ though they are still
limite! to the number o& spells they #an employ ea#h !ay) Casting time an! re7uire!
#omponents &or spells remain un#hange!) Aor e
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that are progressively more urban+ institutional+ an! me#hanie!) .t is entirely possible &or
a orl! to have both a high magi#al rating an! a high te#hnologi#al rating) On su#h
orl!s+ magi#al !evi#es repla#e ma#hines)
Ta)le 5:
8e#hnologi#al ,atings
$ating Ele#ents of Civili1ation
2 8ools are unknon@ &ire has not been harnesse!)
G Simple stone tools an! eapons@ #amp&ires) Comple< stone tools+ some so&t metal tools an! eapons #opper;@
!omesti#ate! animals@ simple agri#ulture@ ovens@ pottery)
So&t metal tools an! eapons #opper an! brone;@ arithmeti#@
#omple Har! metal tools an! eapons iron;@ small ships@ alphabeti#
riting@ smalllan! vehi#les@ simple lo#ks@ siege ma#hines)
3 Water mills@ &urna#es@ #ast iron@ large oare! ships@ a!van#e!
mathemati#s an!
philosophy)K Civil engineering@ roa!s@ blon glass@ agons@ me!i#ine)
B Compass@ in!mills@ universities@ surgery)6?62 Steel tools an! eapons@ #oal mining@ tra!e an! #ra&t guil!s@ small+
slo
sailing ships+ &eu!al governments@ e .nternal #ombustion engines@ light air#ra&t@ steamships@ railroa!s@
labor
unions)63 9u#lear poer@ #ivil an! military air#ra&t@ ele#troni# #omputers)
6K Ausion poer@ #ommer#ial spa#e#ra&t@ laser eapons@ geneti#engineering@
inter#ontinental governments)
6B Sentient robots an! #omputers@ solar poer@ portable nu#lear
poer)
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2? Aaster-than-light spa#e travel@ matter transmission@ matter
repli#ation@
interplanetary governments)
Technological ,otesSample items appear on the table hen they be#ome a&&or!able or are in #ommon
use) Some items may be present+ but very rare+ on orl!s ith te#hnologi#al ratings too
lo to support their i!esprea! use) Aor eJHour 6!>J,oun!
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Damage 2!JDay 2!JHour 2!J,oun!
0oison Save 6JDay 6JHour 6J,oun!
8he saving thro must be attempte! at the en! o& ea#h e
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G 8he e#ology is !i&&erent &rom the base #ampaign in most ays@ the
environment
is hostile very #ol!+ aterless+ &loo!e! ith 8he e#ology is similar to the base #ampaign) 8he environment is livable+ but
some important element is absent or in#ompatible) 8he 0Cs may &in! the
#on!itions in#onvenient+ but their long-term survival is not in %eopar!y little orno metal+ thin atmosphere+ sunless sky+ et#);) Overall #on!itions may be severe+
su#h as a global !esert+ i#e age+ en!less rain+ et#) One or more intelligent ra#es
resembles some nonhumanoi! or monstrous spe#ies inse#ts+ &elines+ !ragons+et#);)
3 #ology is similar to the base #ampaign) Some &amiliar ra#es an! spe#ies are
present+ though they have slightly !i&&erent appearan#es an! abilities) ,a#es an!spe#ies entirely unknon in the base #ampaign are present) 't least one
intelligent ra#e resembles some nonhumanoi! spe#ies liar!s+ &elines+ avians+
et#);)K #ology is very similar to the base #ampaign+ an! the environment is generally
benign) Many &amiliar ra#es an! spe#ies are present+ though they have slightly
!i&&erent appearan#es an! abilities) ,a#es an! spe#ies entirely unknon in the
base #ampaign are present)B #ology is very similar to the base #ampaign) Most &amiliar ra#es an! spe#ies
are present+ though some may have slightly !i&&erent appearan#es or abilities)
6?62 #ology+ environment+ an! inhabitants are almost i!enti#al to the base#ampaign)
6G #ology an! environment is almost i!enti#al to the base #ampaign) 'll ma%or
ra#es an! spe#ies are present+ but the orl! is rule! by elves+ gnomes+ !ragons+or other ra#e that is not !ominant in the base #ampaign)
6 #ology an! environment is almost i!enti#al to the base #ampaign) 'll ma%or
ra#es an! spe#ies are present+ but not all ra#es have the same level o&
.ntelligen#e an! #ulture as they !o in the base #ampaign humans ith only
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.& this 7uirk e
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T%AC.:Weaker #reatures a!! the mo!i&ier to their 8H'C? numbers=not atta#k rolls=
hile stronger #reatures subtra#t the mo!i&ier &rom their 8H'C?)
Saving Throws:Weaker #reatures a!! the mo!i&ier to their base saving thros+ but no
saving thro #an be in#rease! above 2?) Stronger #reatures subtra#t the mo!i&ier &rom
their saving thro numbers+ but no saving thro #an be re!u#e! belo G)
Da#age Dice:Weaker monsters subtra#t the mo!i&ier &rom ea#h !amage !ie+ but the
#reature in&li#ts at least one point o& !amage ith ea#h !ie) Stronger #reatures a!! thebonus to ea#h !amage !ie)
Ar#or Class:Weaker #reatures a!! the mo!i&ier to their 'rmor Class values) Stronger
#reatures subtra#t the mo!i&ier &rom their 'rmor Class values)
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ven ith their enhan#e! statisti#s+ the #hie& an! her mates oul!n1t last long in a
!ire#t &ight ith high-level #hara#ters+ but it helps to e K 6 6K 6KJ6
> 3 B 6> 6KJ?6 6KJ3>
3 > K 6? 63 6KJ6 6KJB6K 3 B 66 6K 6KJ3> 6KJ??
B-62 K 6? 62 6KJ?6 6KJB6 6B6G 6? 66 6G 6KJ6 6KJ?? 2?
6 66 62 6 6KJ3> 6B 26
6 62 6G 6 6KJB6 2? 226> 6G 6 6> 6KJ?? 26 2G
63 6 6 63 6B 22 2
6K 6 6> 6K 2? 2G 2
'bbreviations: 8T 8iny 2X or less;@ ST Small 2-X;@ MT Man-sie! -3X;@ LT Large
3-62X;@ HT Huge 62-2X;@ ET Eargantuan 2XR;
8able 3:
Monster De
6 6G 66 B 3 > 6> 6 62 6? K >
3 63 6 6G 66 B 3
K 6K 6> 6 62 6? KB-62 6B 63 6 6G 66 B
6G 2? 6K 6> 6 62 6?
6 26 6B 63 6 6G 666 22 2? 6K 6> 6 62
6> 2G 26 6B 63 6 6G
63 2 22 2? 6K 6> 6
6K 2 2G 26 6B 63 6
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8able K:
Monster Constitution S#oresS#ore 8 S M L H E
G G 3 B 66 6G > K 6? 62 6
3 B 66 6G 6
> > K 6? 62 6 6>3 3 B 66 6G 6 63
K K 6? 62 6 6> 6K
B-62 B 66 6G 6 63 6B6G 6? 62 6 6> 6K 2?
6 66 6G 6 63 6B 26
6 62 6 6> 6K 2? 22
6> 6G 6 63 6B 26 2G
63 6 6> 6K 2? 22 26K 6 63 6B 26 2G 2
8able B:
Monster .ntelligen#e S#ores,oll ' S L 'v * H E Sg Eo
G 6 6 G > 3 B 6? 6G 6 63
6 6 G 3 3 6? 66 6 6> 6K 6 6 3 K 66 6G 6 63 6B
> 6 6 K K 66 6G 6> 63 6B
3 6 2 K B 62 6 6> 6K 2?K 6 2 B B 62 6 63 6K 2?B-62 6 G > B 66 6G 6 63 6B 26
6G 6 G > 6? 66 6G 6 6K 6B 26
6 2 3 6? 62 6 6> 6B 2? 226 2 3 66 62 6 63 2? 26 22
6> G K 66 6G 6> 6K 26 22 2G
63 G K 62 6 63 6B 22 2G 26K > B 6G 6 6B 2? 2G 2 2
'bbreviations: 'T 'nimal .ntelligen#e@ ST Semi .ntelligent@ 'vT 'verage .ntelligen#e@
*T *ery .ntelligent@ HT Highly .ntelligent@ T K 6? 62 6 6> 6K 6 2 G > K 6? 62 6 6> 6K
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6 2 3 B 66 6G 6 63 6B
> 2 G 3 B 66 6G 6 63 6B
3 2 G K 6? 62 6 6> 6K 2?K 2 G K 6? 62 6 6> 6K 2?
B-62 G > B 66 6G 6 63 6B 26
6G G > B 66 6G 6 63 6B 266 G 3 6? 62 6 6> 6K 2? 22
6 3 6? 62 6 6> 6K 2? 22
6> K 66 6G 6 63 6B 26 2G63 K 66 6G 6> 6K 2? 22 2
6K > B 62 6 63 6B 26 2G 2
8able 66:
Monster Charisma S#oresS#ore ' S L 'v * H E Sg Eo
G 6 6 G > K 66 6G 6 63 6B
6 6 G > K 66 6G 6 63 6B 6 6 3 B 62 6 6> 6K 2?
> 6 6 3 B 62 6 6> 6K 2?3 6 2 K 6? 6G 6 63 6B 26
K 6 2 K 6? 6G 6 63 6B 26
B-62 6 G > B 66 6 6> 6K 2? 226G 6 G > B 66 6 6> 6K 2? 22
6 6 3 6? 62 6 63 6B 26 2G
6 2 3 6? 62 6 63 6B 26 2G
6> 2 K 66 6G 6> 6K 2? 22 263 G K 66 6G 6> 6K 2? 22 2
6K G > B 62 6 63 6B 26 2G 2
'bility S#ores &or Monsters
'nother ay to mo!i&y stan!ar! monsters is to assign ability s#ores to them) 8his
metho! is more time #onsuming than applying a simple mo!i&ier to make the monster
bigger or stronger+ but it allos &or greater variety) Eenerating ability s#ores &or amonster also makes it possible &or the #reature to un!ertake a#tions !uring an en#ounter
that might re7uire an ability #he#k+ an! it makes oppose! #he#ks beteen monsters an!
#hara#ters possible) Ho likely is that &ighter to in a tug-o-ar ith a giant toa!Q;
8he system presente! here is inten!e! &or use ith nonhumanoi! #reatureshumanoi!s are best treate! as #hara#ters+ see T"e Complete 'ook of umanoids&or
e on the appropriate table an! rea! the result
&rom the appli#able #olumn) Aor e on 8able
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an! rea! the result &rom the M #olumn@ a roll o& 6? yiel!s a Strength s#ore o& 62) 8o
generate the rust monster1s .ntelligen#e s#ore+ roll G!> on 8able K an! rea! the result &rom
the ' #olumn@ a roll o& 6K yiel!s an .ntelligen#e s#ore o& =an instein among rustmonsters) 8he #reature gains all the bonuses an! penalties asso#iate! ith its a#tual
ability s#ore as liste! in the 0layer1s Han!book) 8he notes belo #ontain a!!itional
in&ormation)When you have &inishe! generating the #reature1s ability s#ores+ it might be
ne#essary to re#al#ulate its N0 value a##or!ing to the rules in theDungeon Master Guide+
Chapter K) Aor e
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#ommuni#ate ith ea#h other in meaning&ul ays) Otherise+ Charisma &un#tions &or
#reatures in the same ay it !oes &or #hara#ters)
8able 62:
Legen!ary Monsters
,ank 'C Mo!) HD Mo!)
Lesser S#ion RJ6)S#ion > R6?J2
l!er K R6J2)
Ereat l!er 6? R2?JG
0aragon 62 R2JG)
8he Ar#or Class !odifieris subtra#te! &rom the #reature1s base armor #lass)
8his mo!i&ier is in a!!ition to any De
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s#ions o& a given ra#e on a orl!+ !epen!ing on the ra#es1 overall population) Lesser
s#ions have to or three poers &rom 8ables 6G22) When generating ability s#ores &or
lesser s#ions+ roll G!R)#cion38he monster is superior to normal members o& its ra#e) 8here are only a
&e hun!re! to perhaps a thousan! s#ions o& a given ra#e on a orl!) S#ions have three
or &our poers &rom 8ables 6G22) When generating ability s#ores &or s#ions+ roll 2!>R>)2lder38he #reature is #onsi!erably more poer&ul than normal members o& its
ra#e) .t #omes &rom an e
0aragon >>3 >
6 8he numbers in!i#ate the average !amage in&li#te!) 'ny number o& !i#e or
#ombination o& !i#e an! a mo!i&ier that pro!u#es an average that &alls ithin the liste!
range is a##eptable) Aor eR6? points o& !amage) See belo &or average
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results &rom #ommonly use! !i#e)2 #aving T"ro Modifier38his is use! only&or breath eapons that !o not in&li#t
!amage) Aor e
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Ta)le *5:
Disease
$an /nset* Fatality2
Lesser S#ion 6! Weeks 2! Months
S#ion 6! Days 2!> Weeksl!er 6! Hours 2!> Days
Ereat l!er 6! 8urns 2! Hours
0aragon 6! ,oun!s 6! 8urns
6 8his is the amount o& time that passes be&ore the &irst symptoms appear) Until then+ the
vi#tim &eels &ine) .& a vi#tim has been in&e#te! multiple times !uring an en#ounter+ roll anonset time &or ea#h in&e#tion an! use the shortest one) Multiple in&e#tions o& the same
!isease have no other e&&e#t)2 8his is the amount o& time be&ore the vi#tim &inally su##umbs to the !isease) 8he vi#tim
has no #han#e to re#over on his on an! !ies i& not #ure!)
Cause Disease
ven a s#rat#h &rom a legen!ary monster #an in&e#t a #hara#ter ith a &atal
mala!y) a#h time a monster ith this poer makes a su##ess&ul physi#al atta#k+ se#retly
roll 6!6??) .& the result is e7ual to or less than the !amage in&li#te! !uring the atta#k+ theopponent #ontra#ts a !isease) .& the #reature strikes an opponent multiple times in a single
roun!+ #he#k &or !isease only on#e an! use the total !amage in&li#te! &or the #he#k) Aor
e
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6ever38he #hara#ter must rest in be!) .& &or#e! into a#tion+ the #hara#ter1s
stamina is severely teste! an! he must roll a B or less on 6!2? ea#h hour to stay
#ons#ious) 8he #hara#ter1s hit probability a!%ustment applies as a bonus or penalty to theroll) .& the #hara#ter has a Stamina statisti#+ use that s#ore to !etermine the #hara#ter1s
a!%ustment to the roll+ otherise use Strength) .& the roll &ails+ the #hara#ter su&&ers
deliriumas above; &or 2! roun!s an! then &alls into a stupor &or 2! hours)Paraly!ation38he #hara#ter loses the use o& one appen!age or be#omes totally
immobile)
#lo "ealing38he #hara#ter #annot bene&it &rom healing spells an! heals naturallyat 6? o& the normal rate)
Ta)le *6:
Aear &&e#ts
$an $adius Saving Throw !od+
Lesser S#ionG?1 ?
S#ion G1 6
l!er ?1 2Ereat l!er 1 G
0aragon ?1
Cause Fear
' legen!ary monster ith this poer sen!s #reatures ith less than R6 hit !i#ean! #hara#ters o& th level or less &leeing in pani# on sight i& the #reature is atta#king or
#harging) 0ani#ke! #reatures &lee &or 2! turns+ as though a&&e#te! by the th-level iar!spellfear)
More poer&ul #hara#ters are a&&e#te! only i& they are ithin the #reature1s &ear
ra!ius+ an! then only i& the #reature #ons#iously employs its &ear poer) Opponents ho
!o not automati#ally &lee are alloe! a saving thro vs) spell to avoi! the e&&e#t+ but
there is usually a penalty to the roll)
Ta)le *=:
Crush 'tta#ks
$an $adius Da#ageLesser S#ion 6?X G!K
S#ion 6X !K
l!er 2?X !KEreat l!er 2X >!K
0aragon G?X 3!K
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Crush
Some legen!ary monsters #an use their strength an! bo!y mass to literally grin!
opponents un!er&oot) 8o make a #rush atta#k+ a #reature e
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as !e&ine! on page B) 8he higher the #reature1s rank+ the more o&ten it #an use its
abilities)
Invulnera)ility @Physical
9ot every eapon #an harm a legen!ary monster) 8his poer #an ork in several
!i&&erent ays:8eapon Type38he #reature su&&ers no !amage &rom a single type o& eapon
blu!geoning+ pier#ing+ or slashing;)
4ormal 8eapon38he #reature su&&ers no !amage &rom or!inary eapons an! isharme! only by eapons ma!e &rom a spe#ial material silver+ #ol!-rought iron+ stone+
oo!+ et#);)
4onmagical 8eapon38he #reature #an be harme! only by en#hante! eapons)
Lesser s#ions ith this poer usually #an be harme! by R6 or better eapons) S#ions an!el!ers are harme! by R2 or better eapons+ an! great el!ers an! paragons by RG or better
eapons)
Invulnera)ility @Ele#ental8he #reature is immune to atta#ks base! on one o& the &our elements: air+ earth+ &ire+ or
ater)
Invulnera)ility @!agical
8he #reature is immune to spe#i&i# magi#al e&&e#ts or #lasses o& magi#al e&&e#ts+ su#h as#harms+ #ol!+ hol!s+ aging+ energy !rains+ et#) Most legen!ary #reatures have this poer)
Enhanced !ove#ent
Some legen!ary monsters are &aster than their lesser #ousins) Some also mighthave spe#ial mo!es o& movement su#h as blinking+ leaping+ or #limbing) 5onuses are
given on
8able 6B)
Ga1e (eapon
' legen!ary monster ith a gae atta#k #an a&&e#t an opponent simply by makingeye #onta#t) ' gae atta#k re7uires no spe#ial e&&ort+ an! the #reature #an &reely #ombine
it ith other atta#ks or abilities)
8he gae atta#k #an have any e&&e#t the DM !esires: instant !eath save vs) !eath
to avoi!;+ stoning save vs) petri&i#ation to avoi!;+ #harm save vs) spell to avoi!;+ an! soon) 's ith breath eapons+ a 7ui#k look through !es#riptions o& e
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spells or ine&&e#tive against opponents ho have &oun! a spe#i&i# item or per&orme! a
spe#ial task)
Ta)le *B:
nhan#e! Melee Damage
$an Da#age 3onus* Si1e2
Lesser S#ionR6J!ie =
S#ion R2J!ie R2?
l!er RGJ!ie RG?
Ereat l!er RGJ!ie R6 !ie R?0aragon RGJ!ie R2 !i#e R?
6 8he #reature re#eives the liste! bonus per !ie o& !amage in&li#te! in a!!ition to any
bonus it re#eives &rom a high Strength s#ore) Ereat el!ers an! paragons re#eive eJ2!R>J2!R>JG!RBJ !R62)
2 8he #reature !erives part o& its !amage bonus &rom in#rease! sie) 8he #reature1s sie
in#reases by the liste! amount roun! &ra#tions up;+ hi#h might pla#e it in a larger sie
#lass) Aor e?
8he #reature1s normal movement in#reases by the liste! amount roun! &ra#tions up;)
Aor e
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Eae Weapons
$an 3onus?
Lesser S#ion 2
S#ion G
l!er Ereat l!er
0aragon >
#aving T"ro Modifier3Opponents su&&er the liste! penalty hen trying to avoi! the
gae)
Ta)le 2*:
Magi# ,esistan#e
$an $esistanceLesser S#ion >?
S#ion 3?l!er K?
Ereat l!er B?
0aragon 6??
Ta)le 2*:
Magi# ,esistan#e
$an $esistanceLesser S#ion >?S#ion 3?
l!er K?
Ereat l!er B?0aragon 6??
$egeneration
' s#ion or lesser s#ion ith this poer eventually regenerates any !amage it
su&&ers unless atta#ke! ith &ire+ a#i!+ or magi#al oun!ing+ su#h as asord of ounding
or a legen!ary monster1s oun!ing poer !amage &rom the subse7uent blee!ing #an beregenerate!+ hoever;) .& the #reature is kille! by a disintegrateor !eath magi# spell it
#annot regenerate ba#k to li&e) 9or #an it regenerate ba#k to li&e i& kille! by an atta#k that
!oes not allo regeneration) .& kille! by normal atta#ks+ a s#ion or lesser s#ion #annotregenerate ba#k to li&e i& its remains are !estroye! by &ire+ a#i!+ !isintegration+ or a
6?th-level !estroy spell at !ouble !i&&i#ulty see page 62G;)
'n el!er or great el!er #an regenerate almost any &orm o& !amage i& it survivesthe atta#k that in&li#te! the !amage) 8hese monsters #annot regenerate !amage &rom a
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oun!ing e&&e#t+ but they #an heal themselves o& the blee!ing !amage asso#iate! ith
su#h atta#ks) On#e kille!+ an el!er or great el!er #an be prevente! &rom regenerating by
!estroying their remains as note! previously)' paragon1s regeneration poer is all but unstoppable=the #reature #an
regenerate any type o& !amage) .& #ompletely !isintegrate! or slain outright by !eath
magi#+ the #reature returns to li&e a&ter the amount o& time re7uire! to regenerate 2? hitpoints an! keeps right on regenerating until it rea#hes &ull hit points) 8he only ay to
permanently kill the #reature is to re!u#e it to 2? hit points an! use a is"or a
6?th-level !estroy spell at triple !i&&i#ulty) 8he DM also might !e#i!e that some e
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must aake &eeling &resh an! reste!) 8he DM must !e#i!e i& a #hara#ter is reste! ell
enough to regain spells+ but about eight hours spent in reasonable #om&ort=one #annot
regain spells a&ter a night spent in a sa!!le=is the minimum)8he spell#aster must also have enough pea#e+ 7uiet+ an! #om&ort to allo proper
#on#entration on the #hara#ter1s stu!ies or !evotions) Spell#asters !o not ne#essarily have
to be sitting in the lap o& lu
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+ntimagic #"ell38his spell temporarily suppresses magi# ithin its area o& e&&e#t+ but it
!oes not !estroy or !ispel en#hantments or kill magi#al #reatures) 8he spell has no e&&e#t
on golems+simulacrums$ clones$or other #onstru#ts hi#h are imbue! ith magi# !uringtheir #reation pro#ess an! are therea&ter sel&-supporting) Most un!ea! #reatures are
likeise una&&e#te!) Some o& these #reatures1 spe#ial abilities may be temporarily
nulli&ie!+ hoever see belo;) 'ny #reature+ in#lu!ing a golem or other #onstru#t+ that is#on%ure!+ summone! or &rom another plane o& e
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regains at least hal& o& his hit points)
' su##ess&ul dispel magic#ast on a traveler1s physi#al bo!y en!s the spell+
!raing the traveler ba#k to the 0rime Material 0lane ithout being otherise harme!@any #ompanions a##ompanying the #aster are likeise &or#ibly returne!)
While traveling through the 'stral 0lane+ a pro%e#te! &orm #an move by pure
thought@ a #hara#ter1s astral movement rate is G? times his .ntelligen#eJ,eason s#ore)
'link3Spell#asting is not possible hile blinking)
Clairvoyance38he spell#aster must !es#ribe here the sensor this spell #reates is to
appear) On#e #reate!+ the sensor #annot be move!)
When pla#ing the sensor+ the #aster must be pre#ise an! state the lo#ation in terms
he knos or are &airly obvious) Aor eR6 points o& !amage)
Dispel Magic3' dispel magicspell #ast !ire#tly upon an unatten!e! magi#al itemautomati#ally ren!ers the item inoperable &or 6! roun!s) .& dispel magicis #ast upon an
item that is in the possession o& another #reature+ the item is una&&e#te! by the !ispelling
attempt i& the #reature makes a su##ess&ul saving thro versus spell) .& the #reature &ails
its saving thro+ the item is ren!ere! inert &or 6! roun!s)8emporary e&&e#ts &rom potions #an be !ispelle!+ see the se#tion on potions &or
!etails)
0ermanent spells must be in!ivi!ually targete! to be !ispelle!+ re7uiring aseparate dispel magic&or ea#h permanent e&&e#t) Unlike a magi#al item+ a permanent spell
is !estroye!+ not temporarily ren!ere! nonoperational+ by a su##ess&ul dispel magic) '
#reature or item never gains a saving thro to avoi! a !ispelling attempt against itspermanent e&&e#ts+ but the dispel magicis not automati#ally su##ess&ul either) 8he #aster
o& the dispel magicmust still be o& higher level than the #aster o& thepermanency spell+
an! he must still make a su##ess&ul !ispelling roll) More !etaile! in&ormation is &oun! at
thepermanencyspell !es#ription)
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Casting dispel magicon a #reature or ob%e#t !oes not ra!iate an area o& e&&e#t)
8hus+ spells su#h asstoneskin$ minor globe of invulnerability+ an! barkskin#oul! not be
!ispelle! as the result o& trying to negate the magi# o& a and of lig"tning)Spells an! potions hose basi# !urations are permanent #annot be !ispelle!) '
cure lig"t oundsspell orpotion of e5tra:"ealing$#annot be !ispelle! a&ter their healing
properties have o##urre!) 'potion of "eroism#oul! be negate! hile its e&&e#ts ere inoperation+ hoever)
' su##ess&ul dispel magicversus a 6?th-level spell temporarily negates the spell1s
e&&e#t &or 6! roun!s) .t has no e&&e#t against a permanent 6?th-level spell #ast on a#reature)
2#P38he #aster per#eives the sub%e#t1s sur&a#e thoughts=that is+ hatever the sub%e#t
happens to be thinking about at the time) 9ote that #lose interrogation might bring burie!thoughts to the sur&a#e+ but ary in!ivi!uals #an &ight o&& the probe an! gain a saving
thro against the spell) 8he sub%e#t1s Wis!om bonus or penalty; alays applies to the
saving thro+ along ith an a!!itional bonus o& up to R+ at the DM1s option)
8he bonus !epen!s on ho #losely the sub%e#t ants to guar! the sought-a&ter
in&ormation) .n a!!ition+ even seemingly inno#uous 7uestions #oul! reveal in&ormationthat the target o& the spell !esires to keep se#ret) .n #ases here there is a #on&li#t
beteen the bonuses liste!+ alays grant the higher bonus)
8rivial matters merit no bonus) 8hese in#lu!e 7uestions relate! to generalknole!ge What &lag &lies over the keepQ; an! personal 7uestions hose ansers are
obvious What #olor is your hairQ;)
' R6 bonus to the saving thro is arrante! hen the sub%e#t !islikes the
interrogator or i& the 7uestioner is asking non-threatening but potentially embarrassingre7uests) Aor e
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&eet or more provi!e! he is not prevente! &rom #asting spells silen#e!+ gagge!+ et#);)
.& the #aster is &alling an e
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e
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appear@ hoever+ the user is &ree to state the sensors lo#ation ith respe#t to the sub%e#t
ithout knoing the sub%e#t1s e
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8he &olloing spells #an be ma!e permanent i& #ast on an ob%e#t or area:
alarm prismatic sp"ereaudible glamer solid fog
dancing lig"ts stinking cloud=
distance distortion teleport=enlarge >on Gasiks refusal;
fear= all of fire
gust of ind all of forcemagic mout" eb
Otilukes dispelling screen
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not !isturbe! by minor e&&e#ts) .& !isperse! by a strong breee or agust of indspell+ the
vapors return one roun! a&ter the breee or in! #eases) ven hurri#ane &or#e in!s
#annot !estroy the #lou!+ though the vapors are !isperse! an! ine&&e#tive hile the in!slast)
#toneskin38his spell is sub%e#t to #onsi!erable abuse by player #hara#ters) Multiplestoneskinspla#e! on a single #reature are not #umulative) .& to or morestoneskinspells
are #ast on the same #reature+ roll normally &or the number o& atta#ks ea#h spell prote#ts
against) .& a ne spell prote#ts against more atta#ks than the present spell !oes+ there#ipient gets the bene&it o& the in#rease! prote#tion@ otherise there is no e&&e#t) 8he
#aster !oes not ne#essarily kno ho many atta#ks the spell #an shiel! him &rom)
#toneskinprote#ts only against blos+ #uts+ pokes+ an! slashes !ire#te! at the
re#ipient) .t !oes not prote#t against &alls+ magi#al atta#ks+ tou#h-!elivere! spe#ial atta#kssu#h as tou#h-!elivere! spells+ energy !raining+ green slime+ et#);+ or nonmagi#al atta#ks
that !o not involve blos su#h as &laming oil+ ingeste! or inhale! poisons+ a#i!+
#onstri#tion+ an! su&&o#ation;) #toneskinlasts &or 2 hours or until the spell has absorbe!
its allotment o& atta#ks)
Teleport3,egular use o& this spell is very !angerous+ as there is a slim #han#e that there#an be an error even i& the #aster travels to ell-knon lo#ations) '!!itional notes
regar!ing the !e&inition o& a ell-knon lo#ation are &oun! un!er the teleport it"out
error listing)ven minor alterations to a site #an a&&e#t the #aster1s knole!ge o& a lo#ation)
Aor e
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#omman! or trigger is set+ anyone passing through the area or tou#hing the ob%e#t is
teleporte!)
Usually+ only one #reature #an be teleporte! ea#h roun!) .t is possible to haveseveral #reatures teleport simultaneously provi!e! they are tou#hing the &irst #reature to
trigger the teleport an! the a!!itional #reatures an! their e7uipment !o not e
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the ebs imme!iately &ill in behin! them) Creatures ho blun!er into permanent
ebbing or ho are thron in; #an be trappe! an! su&&o#ate! i& they &ail to save vs) spell
%ust as they #an i& #aught in normal ebbing)0ermanent ebs #an be burne! aay ith &ire+ but they spring ba#k into being
one roun! a&ter the &lames !ie aay)
8is"3Most uses o& this spell loer the #aster1s StrengthJStamina s#ore by three points
an! &or#e the #aster to take to his be! &or 2! !ays) Lost StrengthJStamina returns at the
en! o& the rest perio!) .& the #aster1s Strength s#ore &alls to ? or less+ he loses#ons#iousness until he has reste!)
' is"essentially allos the user to #hange reality to suit his tastes) 8he
alteration+ hoever+ #an have uninten!e! #onse7uen#es+ espe#ially i& the ish is poorly
or!e! or the #aster gets gree!y) Eenerally+ the more lo#al an! personal the e&&e#t+ theless #han#e there is &or #ompli#ations) '!%u!i#ating this spell is tri#ky+ as the DM must be
sure to give the players results that re&le#t the poer o& the is"+ but not so mu#h that the
players #ome to rely on is"es to solve all their problems) ' is" #an alays !upli#ate
any spell o& Bth level or less)8o avoi! the be! rest an! StrengthJStamina loss asso#iate! ith a is" spell+ the
#aster must e&&e#t a #hange that !oes not leave him better o&& than be&ore the events thatpre#e!e! the is") Aor e
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a!van#e in level like a human+ but he #oul! at most gain one level per is") a#h time he
ante! to a!van#e in level+ he oul! have to #ast another is" to allo it to o##ur)
' is" #an usually negate or #hange events that the user &in!s un!esirable=this ishy is"esare part o& the 'D(D game) ' is" use! to alter a #ampaign1s history shoul!
be imme!iate=ma!e on the spot or very soon a&ter the event to be altere! took pla#e)
8is"es that allo player #hara#ters a se#on! #han#e to a#hieve a goal a&ter an unlu#ky&ailure or !isastrous mistake shoul! be alloe!+ as long as the terms o& the ish !on1t
guarantee su##ess)
When assigning #onse7uen#es to poorly or!e! or inappropriate is"es+ it is bestto &ollo to gui!elines: Airst+ the errant is"shoul! &ollo the player1s or!ing to the
letter) Se#on!+ the result shoul! &ollo the path o& least resistan#e@ that is+ the result
shoul! involve the simplest an! least #omple< arping o& reality) Aor e
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25tradimensional Pocket;3 8he e
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evasive+ mislea!ing+ or obtusely literal i& they anser the #aster1s 7uestions at all some
#reatures are alloe! saving thros+ see the spell !es#ription;)
?nceasing >igilance of t"e oly #entinel;3 ' priest re#overing &rom this spell must rest
unless #ompelle! to a#t by some e
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+mulet of 9ife Protection3' #hara#ter hose psy#he is hel! in the amulet !oes not truly
!ie until seven !ays have passe!) Until that time+ any healing the #hara#ter re#eives
revives the #hara#ter as long as the healing is su&&i#ient to give the #hara#ter a positive hitpoint total)
8he earer #an be raise! or resurre#te! no matter ho the #hara#ter !ie!) 8he
raise deador resurrectionspells #an be #ast upon the amulet i& the #hara#ter1s bo!y hasbeen !estroye!)
'ag of olding3Living #reatures #an be pla#e! ithin a bag of "oldingprovi!e! they!on1t e? gallons6+??? lbs) K minutes 62? gallons
6+?? lbs) 6? minutes 6K? gallons
8his is the amount o& time a single #reature in a seale! bag remains #om&ortable) '&ter
the liste! time+ the air be#omes &oul an! the #reature begins gasping@ a 2 penalty appliesto all atta#k rolls an! ability #he#ks until the #reature gets &resh air) .& the #reature
remains in the bag &or ti#e the liste! time+ it must save vs) poison or &all un#ons#ious
until the #reature gets &resh air) 8he save must be repeate! ea#h turn) Un#ons#ious
#reatures also must save vs) poison every turn+ an! they !ie i& they &ail a se#on! time) 8his shos the amount o& ater the bag #an hol!) 9ote that ater is heavy an! a bag
#arrying the liste! amount o& ater only appears to be about 6? &ull as &ar as its #ubi#
#apa#ity is #on#erne!) 8his makes it very easy to e
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them)
Displa#ement is not e&&e#tive against atta#ks that are not aime!+ su#h as an
avalan#he or #ave-in+ an! !oes not a&&e#t aime! atta#ks that #over an area+ su#h as#atapult shots or !ragon tail slaps)
Displa#ement is only partially e&&e#tive against spell atta#ks) .& a spell a#tually
re7uires an atta#k roll+ su#h as any tou#h-!elivere! spell+ the #loak orks normally an!#an #ause the spell atta#k to miss i& it is the &irst atta#k in an en#ounter) .& the atta#king
spell !oes not re7uire an atta#k roll+ it #an never be #ause! to "miss+$ though the #loak1s
R2 saving thro bonus applies)Aor e
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alloing the bene&its to o##ur by using 6?th-level spells)
25tradimensional #paces38hese items ten! to pro!u#e spe#ta#ular e&&e#ts hen one ispla#e! ithin another) 8he &olloing items #ontain e? gallons o& ater) ' #reature insi!e one o& these items #an
breathe normally &or si< minutes i& the li! is #lose!) '!!itional in&ormation #an be &oun!
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at the bag of "olding an! e
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is a single bolt that e
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unless they are permanent in nature su#h as apotion of "ealing;) 8emporary e&&e#ts ma!e
permanent by a roll on the potion #ompatibility table &rom the DME #an be suppresse!
by an antimagic s"ell)8asting a potion gives the #hara#ter a minor #lue as to the potion1s e&&e#ts) Aor
e
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0od of +bsorption3Spell levels store! in the ro! #an be use! to poer spells on
lo-magi# orl!s+ even hen lo#al #on!itions oul! not normally allo the spell to be
#ast) Aor e
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up to >? lbs) o& eight along ith him) O& #ourse+ groups o& #reatures must move
generally the same !ire#tion to initiate an atta#k)
ntine! #reatures su&&er a R2 initiative penalty an! atta#ks against them are atR2) 8argets ho &ail the save are hel! #ompletely immobile an! #annot per&orm any
a#tions that re7uire movement@ atta#ks against immobile #reatures are ma!e ith a R
bonus)
#pell #crolls3' s#roll is a temporary magi#al riting that stores spell energy in a portable
&orm@ it is essentially a pre-#ast spell aiting to be triggere!) 8he level at hi#h a priestspell rea! &rom s#roll &un#tions is never !iminishe! !ue to planar !istan#es see page B;+
but all s#roll spells are sub%e#t to lo#al #on!itions) Aor e
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.& the vi#tim is humanoi!+ roll 6! to !etermine hi#h limb is stru#k: 6Tright arm+
2Tle&t arm+ GTright leg+ an! Tle&t leg) ' shrivele! arm #annot iel! a eapon or shiel!
or be use! to make unarme! atta#ks) 8he #hara#ter su&&ers a 2 penalty to De
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mo!i&ier o& R6)
Chapter :
Creating Magi#al
.temsHoly Water 8he Complete Priests andbookgives rules &or #reating holy ater) 8hisse#tion #ontains more !etaile! rules &or high-level #ampaigns)
'ny #leri# or spe#ialty priest ith a##ess to the re7uire! spells #an #reate holy
ater on#e a eek+ provi!e! a suitable &ont is available) 8he re7uire! spells are: create
ater$ purify food & drink=$ bless=$ c"ant$an!prayer) 8he spells marke! ith an asteriskare use! in reverse! &orm to #reate unholy ater)
8he priest must spen! at least eight hours praying an! me!itating be&ore #asting
the spells in the liste! or!er) 'ny !elay beteen &inishing the #asting o& one spell an!
starting the ne
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the open market &or 6!R6 gp ea#h);
' &ont #an be !e&ile! an! ma!e useless &or #reating holy ater an! &or magic font
spells; by tou#hing it an! #asting a cursespell) Aonts #an be nonmagi#ally !e&ile! bypla#ing anything repugnant to the !eity to hi#h the &ont is !e!i#ate! to ithin its
#on&ines)
' !e&ile! &ont must be entirely rema!e) 8he &ont #annot be #leanse! or restore!+e
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Warriors an! rogues #annot #reate magi#al items+ even i& they have spell#asting
ability)
0riests an! iar!s #an use spells on s#rolls+ store! in items+ or #ast by other#hara#ters to get the spells ne#essary to #reate magi#al items)
(ho Can !ae (hich Ite#s9o #hara#ter #an make a magi#al book+ libram+ manual+ tome+ or arti&a#t) 'rti&a#ts
are a #ampaign-shaking o##urren#e+ reserve! to the !is#retion o& the DM) Magi#al
ritings that in#rease levels an! ability s#ores are likeise unbalan#ing),a#ial items+ su#h as boots of elvenkindan!girdles of darvenkind+ #an be
#reate! only by priests o& the in!i#ate! ra#e) High-level el& priests+ &or e
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Potion !aterial Process Cost Ti#e
Single Use 6 ,are 6 Common N0 value 6 !ayJ6?? gp
Limite! Use 6
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'pprovalChara#ters ho have the re7uire! skills an! e7uipment are not ne#essarily &ree to
begin #hurning out magi#al items as they see &it) 8he DM must approve any ne magi#al
item that enters the #ampaign) 8he player shoul! e
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o& Constitution) 8his loss applies only to items that oul! re7uire apermanency spell i&
the item as #reate! by a iar!)
0riests !o not have the enc"ant an item spell+ an! they must petition their !eities
to instill poer into their items) 8he pro#e!ure is !es#ribe! in Chapter 6? o& theDungeon
Master Guide)
9otes to 8able 2G
.tem: 8he type o& item being #reate!) 8hese are !ivi!e! into the same general #ategoriesas use! in 'ppen!i< G o& theDungeon Master Guidean! are &urther sub!ivi!e! by ho
they #an be use!)
#ingle use3Using the item on#e #ompletely #onsumes its magi#+ o&ten #onsuming
the item itsel&)
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the ring1s mol! &rom a a< mo!el &ashione! &rom beesa< taken &rom a hive o& giant
bees is a pro#ess be#ause it is unusual) .t1s not alays easy to !istinguish pro#esses &rom
materials+ but the !istin#tion is not important as long as the item is #reate! using there7uire! number o& spe#ial elements)
Common38he pro#ess is &airly simple an! straight&orar!+ re7uiring only spe#ial
#are or some unusual preparations) Fuen#hing a sor! in sno &rom a spring storm+en#rusting a ring ith ornamental gems+ an! tempering a helmet in a &urna#e heate! ith
lava are #ommon pro#esses)
0are38he pro#ess re7uires e
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Chapter 6? o& theDungeon Master Guide) 8he rare material is the 7uill@ a ne 7uill must
be use! &or ea#h spell ritten on the s#roll)
5len!ing the ink is the most important pro#ess) .nk &or spells o& levels 6G re7uirea rare ingre!ient+ spells o& levels > re7uire an e
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#harges+ even i& it is normally re#hargeable) On#e !raine! o& #harges+ the item #an never
be en#hante! again)
Mis#ellaneous Magi#+ 'rmor+ an! Weapons
8hese items re7uire enc"ant an itemspells=or the e7uivalent priest #eremonies
=an! hatever spells are nee!e! to #reate their poers) a#h plus &or a eapon orprote#tive !evi#e re7uires a separate spell) Single-use an! limite!-use items !o not
re7uirepermanency spells+ but other items !o)
8he #han#e to su##ess&ully #reate one o& these items is the same as &or a ring),e#hargeable items are #reate! ith one #harge to re!u#e the #han#e &or &ailure)
,e#harging .tems
'ny spell#aster #an re#harge items+ provi!e! the #hara#ter has a##ess to the
re7uire! spells an! the #hara#ter #an use the item) Mages #an also re#harge items usable
only by &