Dungeonscape is a supplement for the 3. Dungeon masters may use this supplement to include new traps, monsters, descriptions, and rules for older dungeon-related errata. Players may use the information in this book to shape their characters for the dungeon, including new feats, skills, prestige classes, and equipment. Dungeonscape introduces a new base character class, the factotum previously known as the journeyman , which uses an ability called "inspiration" to perform action such as to cast spells, master any skill, take extra actions, make sneak attacks, and attack with weapons.
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Robert McGee. No Downloads. Views Total views. Actions Shares. Embeds 0 No embeds. No notes for slide. She crouched in the shadows by the darkened opening and cocked her head this way and that, like a robin listening for crawling worms. Then came an even more disquieting, swishing noise. Had not the situation been so dire, she might have resembled a child on a swing.
Instead, her face was pale, and she gripped the shaft in panic. Whoever built this took that old trick into account. And no smart comments. It had to be pretty well hidden to get by me. This is weird. I wonder. Regdar, kindly toss your torch into the room so I can see better. Lidda quickly somersaulted away from her retracting scythe and landed lightly beside the far door. Filled with dangerous monsters, bizarre traps, and unimaginable wealth, the dungeon is the ultimate challenge for the intrepid adventurer.
It need not explain or justify its existence. It simply. Expect only the unexpected. The only challenge greater than surviving a deadly dungeon is designing one. Even though those supplements containagooddealofusefulinformationconcerningdun- geons, they are not needed to use this book. Unnerving sounds in the distance.
The hot breath that washes across the back of your neck as a lurking creature moves in for the kill. Dungeons can vary greatly in construction andsize,buttheyshareafewcommonelements.
Dungeons also present a variety of obstacles. One room might contain a poison-arrow trap to disarm, another a ravenous otyugh to slay or bribe, and a third a dark river to be crossed. Each class and character build is strongest against different challenges, so a balanced party is essen- tial. Yet despite your best guesses and preparation, you will still encounter many unexpected situations. Your best weapons in a dungeon are intuition, awareness, and strategy.
Proper planning can save you from trouble later on. Gear Your party will be away from society for the duration of the dungeon delve, so you need a comprehensive collection of supplies.
Climbing Gear: High walls or cliffs, deep pits, and steep passages are common dungeon obstacles. Food: Finding anything edible in a dungeon can be tricky. Invest in more trail rations than you 5 Illus. Light: Since dungeons are often lightless underground complexes, a torch or lantern is always useful. Make them masterwork if you can afford it.
Potions: You can never have too many healing potions in a dungeon. Monsters attack regardless of whether your spellcasters have any spells left, and potions are a great substitute until the next day.
Investigation Often, you can learn a few secrets about the dungeon you are about to enter with a little bit of research. Bardicknowledge checks can be helpful when confronted by the mysteries of the dungeon, as can various divination spells. Mazes Those who venture into a dungeon always run the risk of getting hopelessly lost inside.
A system of commonly understood symbols makes this easier. Spells, especially those of the divination school, can also assist in navigation. Augury is an interesting choice when faced with divergent paths, but remember that its results can be misleading.
Monsters Creatures, whether simply hungry or actively hostile, thrive in dungeons. Monsters that dwell in and are accus- tomed to the dungeon environment have an advantage over explorers.
You need to be prepared for a monster that drops from the ceiling, emerges from a pit, or appears to be something else. Riddles and Puzzles Not all dangers in a dungeon are physical. Failing mental challenges can hinder your progress or lead you in the wrong direction, as well as trigger a trap or unleash mon- sters. Puzzles and riddles abound in dungeons: Many are simple logic problems, while others require lateral think- ing. Discussthepossibilitiesasa group and develop strategies to try out in character, rather than just making a few rolls.
For roleplaying purposes, imaginethattheresourcefulnessoftheplayersatthetable represents what the most knowledgeable character in the party knows, and that character can undertake the actions the group decides on. Traps Thoughtrapscomeinmyriadforms,methodsforavoiding them are similar.
Find: First, you have to know the trap is there. Sometimes the surroundings indicate a trap is nearby, and characterswhonoticesuchdetailscanprepareaccordingly. Disable or Bypass: The most useful method for dis- arming traps is, of course, Disable Device.
However, safer and easier solutions can some- timeswork. Trapswithtouchtriggerscan be sprung from a safe distance with a long pole, a thrown rock, or a mage hand spell. Silence negates sound-triggered traps, and visually triggered traps might not respond to invisiblecharacters. Salvage: Once in a while, a disabled trap contains something the party can use. A poisoned arrow, alchemi- cal item, or weapon that is part of a trap might be worth snagging. Nomatterwhat advice you are given or preparations you take, eventually you will be surprised and you will be caught off guard.
Meticulous maps serve no purpose if the dungeon can changeitsownlayout. Thebestyoucandoislookoutforcluesabout what is ahead, and not lose your head when something unexpected happens.
The Dungeon Routine Thedungeonisacarefullyconstructedthreatthatisoutto get you. To challenge it, your party must be equally orga- nized.
Here are a few effective policies to stay prepared. Set a Formation: A carefully arranged group can protect vulnerable members while allowing those who want to engage in combat to do so quickly. If you can, spread the party out, about 5 to 10 feet apart from each other. Never Split Up: Though sending one person to scout ahead a short distance is often necessary, avoid separating the party.
Being alone in a dungeon makes you an easy target, and being far from healing and support can mean a quick death for you and an easy meal for a monster. Generally, several smaller groups are weaker than one coordinated party working together.
Stay Healthy: Surprise attacks can occur at any time, so make sure all characters are as healthy as possible. How you spend your healing resources outside of combat can make all the difference.