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4e DM Cheat Sheet

1) This document provides guidelines for Dungeon Masters on difficulty classes, monsters, traps, skill challenges, improvised actions, and terrain powers in D&D 4th edition. 2) It includes tables organizing monsters by level and creature type, traps by type and damage, and DCs for skill challenges based on complexity. 3) The terrain powers section lists possible minor to major effects that terrain could have in encounters and the associated attack bonuses and damage ranges based on character level.

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nesehec462
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0% found this document useful (0 votes)
255 views

4e DM Cheat Sheet

1) This document provides guidelines for Dungeon Masters on difficulty classes, monsters, traps, skill challenges, improvised actions, and terrain powers in D&D 4th edition. 2) It includes tables organizing monsters by level and creature type, traps by type and damage, and DCs for skill challenges based on complexity. 3) The terrain powers section lists possible minor to major effects that terrain could have in encounters and the associated attack bonuses and damage ranges based on character level.

Uploaded by

nesehec462
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Quickleaf’s

DIFFICULTY CLASS BY LEVEL 4e DM Cheat Sheet Improvisation 9.27.12


Rules Compendium

Level Easy Moderate Hard


1 8 12 19 MONSTERS

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)

DRAGON #366 (Matthew Sernett)


22 20 27 37 Standard Elite
23 20 27 37 Initiative +2 +4
24 21 28 38 Attack vs. AC Level +5 Level +7
25 21 29 39 Attack vs. Fort/Ref/Will Level +3 Level +5
26 22 29 39 Trap Type Standard Damage Elite Damage
27 22 30 39 Single-shot (one target) Limited Med. Limited High
28 23 30 40 Single-shot (multi-target) Limited Low Limited Med.
29 23 31 41 Ongoing (one target) Normal Med. Normal High
30 24 32 42 Ongoing (multi-target) Normal Low Normal Med.

SKILL CHALLENGES Advantages (Advs.) Complications


Rules Compendium

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

IMPROVISED ACTIONS / TERRAIN POWERS (Attack = Level +3 or Opposed skill)


Conditions Normal Damage Limited Damage
Tutorial: Terrain Powers (Mark Monack)

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

Walls, doors, impassable rubble Horse 10 50 mi 5 mi Item (level +1)


Challenging (requires check to cross) Warhorse 8 40 mi 4 mi Item (level +2)
Ice, deep water/mud, thin beam over Sail 7 84 mi 3.5 mi Item (level +3)

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

MODERATE: balance on < 12” surface PRICES CONDITIONS


HARD: balance on unstable or < 6” surface Goods Cost Blinded *CA*
HARD: escape restraints Ale, pitcher 2 sp Grant CA & can’t flank

PHB
Rations (10 days) 5 gp

Rules Compendium & PHB errata


Arcana -10 Perception
MODERATE/effect level: identify ritual Journeybread (10 day) 30 gp Enemies have total concealment
HARD: sense the presence of magic Sunrods (2) 4 gp Dazed *CA*
Athletics (x2 jump check w/ running start) Everburning torch 50 gp Grants CA & can’t flank
DC 10 per Foot: high jump Fine clothing 30 gp Only takes one action (free actions yes)
DC 10 per Square: long jump Holy symbol 10 gp No immediate / opportunity actions
DC 10/15/20: swim calm/rough/stormy Climber’s kit 2 gp Deafened
DC 10/15/20: climb rope/uneven/rough Thieves’ tools 20 gp -10 Perception
+5 DC: slippery/smooth surface Ammunition (20) 1 gp Dominated *CA*
Dungeoneering or Nature Services Cost Grants CA & can’t flank
DC 15: find food & water for 1 person Dragon #397 & Quickleaf Bribe/Fine (minor) Potion Dictate a standard action (at-wills only)
Magic item Allies remain allies; enemies remain enemies
DC 25: find food & water for 5 people Bribe/Fine (major)
Hireling (per day) Potion Dying *CA*
Endurance
Experts may cost 2-3x potion value Unconscious
DC 10 + 2 per day: ignore hunger
Inn (typical) 5 sp/day Make death saves at end of turn
DC 15 + 4 per day: ignore thirst
Inn (luxury) 2 gp/day Grabbed
DC 10 + 1 per round (after 5): hold breath
Immobilized
15 + 2 per hour (after 1): swim Laborer 1 sp/day
STR vs. FORT: forced to move half speed
Heal Mounts/Vehicles Cost
Acrobatics vs. REF / Athletics vs. FORT:
DC 10: grant second wind Horse, riding 75 gp
Escape and shift (Move action)
DC 15: grant saving throw (or +2 bonus) Horse, war 680 gp Helpless *CA*
AV

DC 15: stabilize the dying Rowboat 50 gp Grants CA


Insight Pinnace 1,800 gp Subject to coup de grace
MODERATE/target level: sense motives Longship 5,000 gp Immobilized
Greatship / 13,000 gp
HARD/effect level: notice outside influence Can’t move unless forced or teleport
HARD/illusion level: recognize illusion Hippogriff 4,200 gp Petrified *CA*
Perception Griffon 9,000 gp Unconscious
HARD: hear whispers Wyvern 21,000 gp Resist 20 (all) and doesn’t age
DC +5/+10: listen thru a door/wall Alchemy/Potions Cost Prone *CA*
DC +2: for every 10 squares away Potion of Healing 50 gp Grants CA to adjacent & -2 attack
MODERATE: find tracks in soft ground Smokestick 150 gp Climbing or flying creatures fall
PHB & AV

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

Enchant Item 175 gp Speed becomes 2


DC +10: you run
Cure Disease 360 gp Cannot benefit from bonuses to speed
Thievery
Disenchant Item 360 gp Can run and use move-based powers
HARD/trap level: disable trap
Sending 360 gp Stunned *CA*
HARD: open lock
Linked Portal 680 gp Grants CA & can’t flank
HARD/target level: pick pocket
Raise Dead 680 gp Flying creatures fall (unless they hover)
vs. PERCEPTION: sleight of hand Surprised *CA*
Raise Dead (paragon) +5,000 gp
Monster Knowledge Checks Raise Dead (epic) +50,000 gp Grants CA & can’t flank
MODERATE: Name, origin, type, keywords Remove Affliction 680 gp No actions
HARD: Powers, resistance, vulnerability Consult Mystic Sage 1,000 gp Unconscious *CA*
Consult Oracle 9,000 gp Helpless, and usually prone
Arcana (elemental, fey, shadow) Planar Portal 17,000 gp No actions & can’t flank
Dungeoneering (aberrant) Loremaster Bargain -5 defenses
65,000 gp
Nature (natural) Observe Creature 105,000 gp Weakened
Attacks requiring a roll deal half damage
Religion (immortal, undead) True Portal 425,000 gp
VILLAINS Quickleaf’s
Interacting Without Violence 4e DM Cheat Sheet Mad Plotting 9.27.12
Quickleaf

Comm. device (e.g. letters, sending stone)


Social function (e.g. funeral, court) PLOT TWISTS (d20)
Proxy (e.g. henchmen, familiar, hostage) d20 Twist d20 Twist

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
??

a. PCs become suspects a. Sectarian/ideological conflict


Dire repercussions to killing villain
b. Corrupt NPC(s) takes over b. “Tragic Villains”
Foolproof escape foreshadowed Mystery put into perspective
4 Villain adapts to PCs 14
Indirect confrontation
5 Forced collaboration 15 Ticking clock
Special condition required to kill a. In face of greater threat a. Countdown to doom
There was no body… b. Need each other’s info. b. Window of opportunity
Transformation upon death 6 Double mission 16 Red Herring
Unknown villain a. Second quest is added a. Framed/mistaken identity
Tragic Villains b. Original quest is a ruse b. False evidence
Deceived by evil leader 7 Bad guys got there first 17 This is personal
Villain Builder (Wolfgang Baur)

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
/

ENCOUNTERS ADVENTURE Why Not Rest? / Cost of Failure


Tome Show, GenCon 2010

Goals Besides ‘Kill All Monsters’ Setting Affliction


theWeem.com

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

Boss Monsters The 5-Room Dungeon PCs framed or wrongly accused


AngryDM.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

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