Browse the rules by chapter

42 rules pages

Name Section Page Description
Water Dangers Environmental Rules 445 Any character can wade in relatively calm water that isn’t over his head, no check required. Similarly,...
Heat Dangers Environmental Rules 444 Heat deals nonlethal damage that cannot be recovered from until the character gets cooled off (reaches...
Falling Environmental Rules 443 Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures that...
Darkness Environmental Rules 442 Darkvision allows many characters and monsters to see perfectly well without any light at all, but...
Cold Dangers Environmental Rules 442 Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by...
Environmental Rules 442 Environmental hazards specific to one kind of terrain are described in the Wilderness section....
The Planes 440 While endless adventure awaits out in the game—there are other worlds beyond these—other continents, other...
Winds Weather 439 The wind can create a stinging spray of sand or dust, fan a large fire, keel over a small boat, and blow...
Storms Weather 438 The combined effects of precipitation (or dust) and wind that accompany all storms reduce visibility...
Rain, Snow, Sleet, and Hail Weather 438 Bad weather frequently slows or halts travel and makes it virtually impossible to navigate from one spot...
Weather 437 Weather can play an important role in an adventure.
City Streets Urban Features 436 Typical city streets are narrow and twisting. Most streets average 15 to 20 feet wide, while alleys range...
Siege Engines Urban Features 434 Siege engines are large weapons, temporary structures, or pieces of equipment traditionally used in...
Walls and Gates Urban Features 433 Many cities are surrounded by walls. A typical small city wall is a fortified stone wall 5 feet thick and...
Urban Features Urban Adventures 433 Walls, doors, poor lighting, and uneven footing: in many ways a city is much like a dungeon. Some special...
Urban Adventures 433 At first glance, a city is much like a dungeon, made up of walls, doors, rooms, and corridors. Adventures...
Aquatic Terrain Wilderness 432 Aquatic terrain is the least hospitable to most PCs, because they can’t breathe there. Aquatic terrain...
Plains Terrain Wilderness 431 Plains come in three categories: farms, grasslands, and battlefields. Farms are common in settled areas,...
Desert Terrain Wilderness 430 Desert terrain exists in warm, temperate, and cold climates, but all deserts share one common trait: little rain.
Mountain Terrain Wilderness 428 The three mountain terrain categories are alpine meadows, rugged mountains, and forbidding mountains.
Hills Terrain Wilderness 427 A hill can exist in most other types of terrain, but hills can also dominate the landscape. Hills terrain...
Marsh Terrain Wilderness 427 Two categories of marsh exist: relatively dry moors and watery swamps. Both are often bordered by lakes...
Forest Terrain Wilderness 425 Forest terrain can be divided into three categories: sparse, medium, and dense.
Getting Lost Wilderness 424 There are many ways to get lost in the wilderness. Following an obvious road, trail, or feature such as a...
Wilderness 424 Outside the safety of city walls, the wilderness is a dangerous place, and many adventurers have gotten...
Designing a Trap Traps 423 Designing new traps is a simple process. Start by deciding what type of trap you want to create.
Sample Traps Traps 420 The following sample traps represent just some of the possibilities when constructing traps to challenge...
Miscellaneous Trap Features Elements of a Trap 419 Some traps include optional features that can make them considerably more deadly. The most common features...
Effect Elements of a Trap 418 The effect of a trap is what happens to those who spring it. This often takes the form of either damage or...
Trigger Elements of a Trap 417 A trap’s trigger determines how it is sprung.
Type Elements of a Trap 416 A trap can be either mechanical or magical in nature.
Elements of a Trap Traps 416 All traps—mechanical or magical—have the following elements: CR, type, Perception DC, Disable Device DC,...
Traps 416 Traps are a common danger in dungeon environments. From gouts of white-hot flame to hails of poisoned...
Slimes, Molds, and Fungi Dungeon Terrain 415 In a dungeon’s damp, dark recesses, molds and fungi thrive. For purposes of spells and other special...
Cave-Ins and Collapses (CR 8) Dungeon Terrain 415 Cave-ins and collapsing tunnels are extremely dangerous. Not only do dungeon explorers face the danger of...
Doors Dungeon Terrain 412 Doors in dungeons are much more than mere entrances and exits. Often they can be encounters all by...
Floors Dungeon Terrain 411 As with walls, dungeon floors come in many types.
Walls Dungeon Terrain 410 Masonry walls—stones piled on top of each other, usually but not always held in place with mortar—often...
Dungeon Terrain Dungeons 410 The following rules cover the basics of terrain that can be found in a dungeon.
Types of Dungeons Dungeons 410 The four basic dungeon types are defined by their current status. Many dungeons are variations on these...
Dungeons 410 Of all the strange places that an adventurer might explore, none is deadlier than the dungeon. These...
Environment Rules 408 From the lifeless desert to the trap-filled dungeon, the environment helps to define the world. Bringing...