4e DM Cheat Sheet
4e DM Cheat Sheet
SlyFlourish.com
2 9 13 20 AC Fort/Ref/Will Atk v. AC / NAD Damage
3 9 13 21 Base Monster 14 12 +5 / +3 8
4 10 14 21 Per Level +1 +1 +1 +1
5 10 15 22 Damage (other factors) Elites, Solos, Minions
6 11 15 23 Encounter power: +25%-50% dmg Elite: x2 HP, 1 AP, +2 saves
7 11 16 23 Multi-target: -25% dmg; -2 attack Solo: x4 HP, 2 AP, +5 saves
8 12 16 24 Brute: +25% dmg Minion: base 4 dmg +1/2 levels
9 12 17 25
Soldier Brute Controller Lurker Skirmisher Artillery
10 13 18 26
11 13 19 27 HP 24+8/lvl 26+10/lvl 24+8/lvl 21+6/lvl 24+8/lvl 21+6/lvl
AC +2 -2 -2
12 14 20 28
DMG pg. 62
Init +2 +4 +2 Attack +1
13 14 20 29 Twisty Wide Obscured Difficult
Terrain
14 15 21 30 Dense Short Blocking Elevated
15 15 22 31 Choke pts Many paths Wide Open
16 16 22 31
17 16 23 32 Updating pre-MM3 Monsters
Quickleaf
18 17 23 33 Double static damage modifiers Reduce paragon/epic solo HP 25%
19 17 24 34 Reduce elite/solo defenses by 2 Solo needs way to remove conditions
20 18 25 35
21 19 26 36 TRAPS / HAZARDS (use Improvised Actions table for damage)
Quickleaf
Complexity Successes # Advs. Typical DCs Negate failure / mitigate fallout Failed check fallout
1 4 - 4 moderate Hard check counts as 2 successes Time pressure
2 6 - 5 moderate, 1 hard Auto-success with non-skill action Required skill(s)
3 8 2 6 moderate, 2 hard Make a group skill check Close skill/increase DC
4 10 4 7 moderate, 3 hard Grant a skill bonus Cost (gp, surges, etc)
5 12 6 8 moderate, 4 hard Access “DM only” information Changing conditions
Level Standard Move Minor Low Med. High Low Med. High
DMG pg. 42
1-3 Grant CA Conceal Shift 1d6+3 1d10+3 2d6+3 3d6+3 2d10+3 3d8+3
4-6 Mark Cover +dmg type 1d6+4 1d10+4 2d8+4 3d6+4 3d8+4 3d10+4
7-9 -2 def Slide 4 Push/Pull 1 1d8+5 2d6+5 2d8+5 3d8+5 3d10+5 4d8+5
10-12 Blind ‘20’ skill Prone 1d8+5 2d6+5 3d6+5 3d8+5 4d8+5 4d10+5
13-15 Daze Slow Deafen 1d10+6 2d8+6 3d6+6 3d10+6 4d8+6 4d10+6
16-18 Immobilize Grab Ongoing dmg 1d10+7 2d8+7 3d8+7 3d10+6 4d10+7 4d12+7
Avoid obstacle
19-21 Restrain Aid 2d6+7 3d6+8 3d8+7 4d8+7 4d10+7 4d12+7
22-24 Dominate Weaken Teleport 2d6+8 3d6+8 4d6+8 4d8+8 4d12+8 5d10+8
25-27 Stun Obscure Phase 2d8+9 3d8+9 4d6+9 4d10+9 5d10+9 5d12+9
28-30 Petrify Fly 2d8+10 3d8+10 4d8+10 4d10+9 5d10+9 5d12+9
Quickleaf’s
TERRAIN 4e DM Cheat Sheet Game Prep 9.27.12
Difficult (+1 square to enter)
Rubble, uneven ground, steep slope,
shallow water, fallen trees OVERLAND TRAVEL TREASURE
Blocking (cover, no LoS/LoE, no move) Means Speed Per day Per Hr Treasure Parcel
DMG
DMG
chasm Foot 6 30 mi 3 mi Item (level +4)
Hindering (no move/damages) Dwnstream 4-6 20-30 m 2-3 mi 0 to 5 potions
Pits, deep water, lava, fire Rowboat 3 15 mi 1.5 mi Gold ~equal to item (level +2)
Lightly Obscured (concealment) Distance Terrain Party of 8
Dim light, fog, smoke, heavy snow/rain Multiplier Add: Item (level +3)
Concealment: Total concealment if 5+ X 1/2 Mostly difficult terrain; Add: Item (level +2)
squares are between you; else just regular dense forests, mountains, Add: Item (level +1)
concealment. deep swamps, rubble- Party of 7
Vision: -5 Perception to see things choked ruins, stormy seas Add: Item (level +2)
Heavily Obscured (concealment, no LoS) X 3/4 Some difficult terrain; Add: Item (level +1)
Heavy fog/smoke forest, hills, swamps, Party of 6
Concealment: Adjacent creatures crumbling ruins, caves, Add: Item (level +1)
Out of Sight: Non-adjacent creatures cities, shallow seas Party of 4
Vision: 1 square visibility & -5 Perception X1 Very little difficult terrain; Remove: Item (level +2)
Cover open fields, roads, clear Party of 3
Cover: In a small tree, behind a pillar dungeon corridors, king’s Remove: Item (level +3)
Superior cover: behind arrow slit/portcullis hall, calm deep seas Remove: Item (level +1)
MONSTER XP (std > minion = level+8) (elite > std = level+4) (solo > elite = level+5) MAGIC ITEM VALUES (gp)
Level Minion Standrd Elite Solo Monsters (examples) Level Items Potions
1 25 100 200 500 Dire Rat, Goblin,
) Kobold, Stirge 1 360 20
DMG & MM1, 2, 3
AV
2 31 125 250 625 Centipede Swarm, Dretch, Zombie 2 520 25
3 38 150 300 750 Hobgoblin, Skeleton, Imp, Wererat 3 680 30
4 44 175 350 875 Duergar, Orc, Slime, Specter, Spider 4 840 40
5 50 200 400 1,000 Bugbear, Ghoul, Lizardfolk, Wraith 5 1,000 50
6 63 250 500 1,250 Gnoll, Harpy, Hell Hound, Troglodyte 6 1,800 75
7 75 300 600 1,500 Young Red Dragon, Carrion Crawler 7 2,600 100
8 88 350 700 1,750 Doppelganger, Ogre, Sahuagin, Worg 8 3,400 125
9 100 400 800 2,000 Displacer Beast, Gargoyle, Succubus 9 4,200 160
10 125 500 1,000 2,500 Manticore, Minotaur, Wyvern, Troll 10 5,000 200
11 157 600 1,200 3,000 Elemental, Ettin, Mezzoloth, Quickling 11 9,000 350
12 275 700 1,400 3,500 Banshee, Fen Hydra, Umber Hulk 12 13,000 500
13 200 800 1,600 4,000 Dryad, Erinyes, Gith, Hill Giant, Vrock 13 17,000 650
14 250 1,000 2,000 5,000 Drider, Kuo-toa, Medusa, Night Hag 14 21,000 800
15 300 1,250 2,500 6,000 Adult Red Dragon, Chimera, Drow, Yuan-ti 15 25,000 1,000
16 350 1,400 2,800 7,000 Cyclops, Mimic, Naga, Rakshasa 16 45,000 1,800
17 400 1,600 3,200 8,000 Mind Flayer, Osyluth, Stone Golem 17 65,000 2,600
18 500 2,000 4,000 10,000 Aboleth, Bebilith, Fire/Frost Giant 18 85,000 3,400
19 600 2,400 4,800 12,000 Fomorian, Goristro, Sphinx, Treant 19 105,000 4,200
20 700 2,800 5,600 14,000 Beholder, Djinn, Gelugon, Iron Golem 20 125,000 5,000
21 800 3,200 6,400 16,000 Fire/Frost Titan, Marut, Remorhaz 21 225,000 9,000
22 1,038 4,150 8,300 20,750 Elder Red Dragon, Firbolg, Malebranche 22 325,000 13,000
23 1,275 5,100 10,200 25,500 Dracolich, Efreet, Glabrezu, Nalfeshnee 23 425,000 17,000
24 1,513 6,050 12,100 30,250 Draegloth, Marilith, Purple Worm 24 525,000 21,000
25 1,750 7,000 14,000 35,000 Aspect of Lolth, Sorrowsworn 25 625,000 25,000
26 2,250 9,000 18,000 45,000 Pit Fiend, Yuan-ti Abomination 26 1,125,000 45,000
27 2,750 11,000 22,000 55,000 Balor, Doresain, Forsaken, Retriever 27 1,625,000 65,000
28 3,250 13,000 26,000 65,000 Atropal, Klurichir, Spell Weaver 28 2,125,000 85,000
29 3,750 15,000 30,000 75,000 Colossus, Molydeus, Sire of Corruption 29 2,625,000 105,000
30 4,750 19,000 38,000 95,000 Ancient Red Dragon, Tarrasque 30 3,125,000 125,000
SKILL DCs Quickleaf’s
Acrobatics 4e DM Cheat Sheet Rules at a Glance 9.27.12
DC 15: drop 10 ft and remain standing
Rules Compendium
PHB
Rations (10 days) 5 gp
HARD: find tracks in hard ground Universal Solvent 600 gp +2 defense vs. ranged attacks
DC +10: rain or snow covers tracks Potion of Vitality 1,000 gp Removed From Play
DC +5: quarry obscures its tracks Potion of Recovery 25,000 gp No actions
DC +2 per day: find old tracks Potion of Resistance Lvl 4/14/24 No line of sight / line of effect
DC -5: huge or gargantuan creature Alchemical Silver Lvl 5/15/25 Restrained *CA*
DC -5: group of ten or more creatures Ghoststrike Oil Lvl 8/18/28 Grants CA & -2 attack
Stealth Rituals Cost Can’t move or be moved unless teleport
DC +5: you speak, or move > 2 squares Comprehend Lang 50 gp Slowed
PHB
Quickleaf
Greater threat (e.g. disaster, nastier villain) 1 Face from the past 11 Ethical dilemma
Duty/loved one (e.g. oath, sibling) a. Defeated enemy new role a. Lesser of two evils
Keeping the Villain Alive b. Old ally in new setting b. Ally vs. rule of law
A fate worse than death c. Retired PC cameo c. Prisoner’s dilemma
Ambiguous villain 2 Secret from a PC’s past 12 The enemy of my enemy…
It was a decoy 3 Taken off the case 13 Fighting good guys
??
Similar goals to PCs but extreme methods 8 Unexpected reversal 18 Outside event
Desperation in face of great loss a. Enemy < > Ally a. Man (war, persecution)
Fallen paladin / loss of faith b. Consequence of quest b. Nature (storm, drought)
Hideous lover – not evil toward their love 9 A tempting offer 19 Villain’s false death
Monster seeking redemption 10 Bad guys kick in the door 20 Power vacuum
Misunderstood – causes woes “accidentally” a. Assassins ambush PCs a. PC(s) must take power
Cursed / possessed / mad b. Massive attack on town b. Underling promoted
c. Summoned monsters c. Greater evil unleashed
Trying to escape a Faustian bargain
d. Duel challenge issued d. Chaos and mass panic
Foolish ruler trying to avoid conflict
/
Reach a safe zone against overwhelming odds Why is it there? Internal logic? Betrayal / sketchy NPC
Quickleaf
(Rodney Thompson)
Trick monsters into helping / downfall What’s the draw for PCs? Counterattack / sabotage
Shock & awe to get monsters to flee / surrender Is it recurring? How does it change? Enemies alerted to PCs’ presence
Stealth to goal without alerting monsters How do inhabitants relate to it? Enemies bolster defenses
Destroy or stop a device / ritual Strong environmental theme Hazardous environment
Coerce an enemy to defect Appeal to all the senses Lose resources (rations, gp, gear)
Protect a NPC / location / object Recognizable ways to interact Next encounter is harder
Kill the monsters’ leader Create 3-D elements NPC suffers / help dries up
Roleplayingtips.com
3 stages (each 1/3 solo HP; 3rd is bloodied) 1. Entry / Guardian Political ramifications
Entire fight counts as one encounter 2. Puzzle / RP Challenge Requisite skill challenge to rest
Boss shakes of conditions each stage 3. Setback / Complication Red herring / misinformation
nd
Can replace 2 stage with different challenge 4. Climax / Conflict Time limit
Give boss extra actions / initiative counts 5. Revelation / Twist Villain’s plans advance
Puzzles Milestones+ / Benefits of Success Clues
Make it optional with benefits/consequences Stage an ambush / avoid fight
Quickleaf
Quickleaf
Enemy powers
Quickleaf
Provide hints with a variety of checks Change the terrain / scout ahead Weakness/vulnerability/flaw
Lasts no more than 30 minutes Meet reinforcements /companion Terrain hazard/feature
More than one solution ‘Unlock’ a minor quest Map/location layout
Traps Learn an extra clue / puzzle hint Villain’s motive/background
Ways for every PC to contribute Find safe place to rest Modus operandi
Dragon #366
PCs can use traps against their enemies Recognition / popular support Secret lair
Trap opens up a new area Gain extra treasure Allies/minions
Trap provides a clue Recharge btwn monster waves Identifying feature/secret identity
Trap reveals a world detail / treasure Introduce an “easy out” next fight Operation of item/trap
Meet the trap maker Negate a cost of failure Process of elimination/logic puzzle