DUMB DECISION TTRPG · Library
Dungeon Master's Screen: Dungeon Kit

Screen

Setting a DC
DifficultyDC
Very Easy5
Easy10
Moderate15
Hard20
Very Hard25
Nearly Impossible30
Monster Motivation
d20Goal
1–2Find a sanctuary
3–5Conquer the dungeon
6–8Seek an item
9–11Slay a rival
12–13Hide from enemies
14–15Recover from a battle
16–17Avoid danger
18–20Seek wealth
Damage by Level and Severity
Character LevelSetbackDangerousDeadly
1–41d102d104d10
5–102d104d1010d10
11–164d1010d1018d10
17–2010d1018d1024d10
Improvising Damage
DiceExamples
1d10Burned by coals, hit by a falling bookcase, pricked by a poison needle
2d10Being struck by lightning, stumbling into a fire pit
4d10Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid
10d10Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream
18d10Being submerged in lava, being hit by a crashing flying fortress
24d10Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster
Object Armor Class
SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
Object Hit Points
SizeFragileResilient
Tiny (bottle, lock)2 (1d4)5 (2d4)
Small (chest, lute)3 (1d6)10 (3d6)
Medium (barrel, chandelier)4 (1d8)18 (4d8)
Large (cart, 10-ft.-by-10-ft. window)5 (1d10)27 (5d10)
Skills and Associated Abilities
SkillAbility
AcrobaticsDexterity
Animal HandlingWisdom
ArcanaIntelligence
AthleticsStrength
DeceptionCharisma
HistoryIntelligence
InsightWisdom
IntimidationCharisma
InvestigationIntelligence
MedicineWisdom
NatureIntelligence
PerceptionWisdom
PerformanceCharisma
PersuasionCharisma
ReligionIntelligence
Sleight of HandDexterity
StealthDexterity
SurvivalWisdom

Long Jump

Move 10+ feet, and jump a number of feet up to your Strength score. When you make a standing long jump, you can leap only half that distance.

High Jump

Move 10+ feet, and jump a number of feet equal to 3 + your Strength modifier. When you make a standing high jump, you can jump only half that distance.

Suffocating

You can hold your breath for a number of minutes equal to 1 + your Constitution modifier (minimum Of 30 seconds).

If you run out of breath or you're choking, you can survive for a number of rounds equal to your Constitution modifier (minimum of 1 round). At the start of your next turn, you drop to O hit points and are dying, and you can't regain hit points or be stabilized until you can breathe again.

Concentration

If a spell must be maintained with concentration, its description specifies how long you can concentrate on it. You can end concentration at any time (no action required). The following factors can break concentration:

  • You cast another spell that requires concentration.
  • You take damage. Succeed on a Constitution saving throw to maintain your concentration, with a DC equal to 10 or half the damage you take (round down), whichever number is higher.
  • You're incapacitated or killed.
  • You're overwhelmed by an enormous distraction, such as a wave crashing into you. Succeed on a DC 10 Constitution saving throw to maintain your concentration.

Exhaustion

LevelEffect
1Disadvantage on ability checks
2Speed halved
3Disadvantage on attack rolls and saving throws
4Hit point maximum halved
5Speed reduced to 0
6Death

Conditions

For a full list of the conditions, see the conditions page. The conditions are:

  • blinded
  • charmed
  • deafened
  • exhaustion
  • frightened
  • grappled
  • incapacitated
  • invisible
  • paralyzed
  • petrified
  • poisoned
  • prone
  • restrained
  • stunned
  • unconscious

State of Ruin

Roll on this table to randomly determine the general conditions of the dungeon area.

d6QualityEffect
1PerilousThe area is dangerously worn and prone to collapse. Any impacts or damage to the structure, including from spells and other areas of effect, have a 50 percent chance of causing a collapse (see the Improvising Damage table).
2CrumblingAreas within the dungeon section are choked with rubble and have a 50% chance of being 3. 3 and hiding places are plentiful.
3NeglectedOne dungeon hazard such as brown mold, yellow mold, or green slime is abundant.
4AbandonedMost of the dungeon is deserted and quiet as a tomb. Dexterity (Stealth) checks have disadvantage because any sounds stand out as unusual.
5SecureAbility checks made to break down doors, open locks, or similar breaking and entering activities have disadvantage.
6ThrivingThe dungeon is heavily populated. Any loud noises or other attention-drawing phenomena require a check for Dungeon Encounters (see below).

Dungeon Encounters

Once during each day and each night that the adventurers spend exploring a dungeon, you can roll a d20 to see if an encounter occurs. On a 1, roll on the table below. You can use the Monster Motivation table to randomly determine a creature's goals.

d6Encounter
1A lone, powerful creature appears! You choose the creature, selecting one with a challenge rating that is 1–3 higher than the level of the player characters. The creature lives in the dungeon or is passing through, and it is hostile toward the group only if they provoke it.
2–4Hostile creatures prowl nearby! You choose the creatures, selecting five with a challenge rating equal to the level of the player characters. These creatures are either monsters native to the dungeon or hostile explorers.
5A patch of brown mold, green slime, or yellow mold lies nearby.
6A group of friendly explorers crosses the player characters' path. The explorers have 2d4 goods for sale that cost 1 gp or less, which you can select from the Adventuring Gear table in the Player's Handbook.

Dungeon Chambers

To randomly determine the purpose of a dungeon chamber, roll on the table below.

d100Purpose
01Antechamber
02–03Armory
04Audience chamber
05Aviary
06–07Banquet room
08–10Barracks
11Bath or latrine
12Bedroom
13Bestiary
14–16Cell
17Chantry
18Chapel
19–20Cistern
21Classroom
22Closet
23–24Conjuring room
25–26Court
27–29Crypt
30–31Dining room
32–33Divination room
34Dormitory
35Dressing room
36–37Gallery
38–39Game room
40–42Guardroom
43–44Hall
45–46Hall, great
47–48Hallway
49Kennel
50–51Kitchen
52–53Laboratory
54–56Library
57–58Lounge
59Meditation chamber
60Nursery
61Observatory
62Office
63–64Pantry
65–66Pen or Prison
67–68Reception room
69–70Refectory
71Robing room
72Salon
73–74Shrine
75–76Sitting room
77–78Smithy
79Stable
80–81Storage room
82–83Strong room
84–85Study
86–88Temple
89–90Throne room
91Torture chamber
92–93Training room
94–95Trophy room
96Vestibule
97Waiting room
98Well
99–00Workshop
Travel Pace
PaceDistance Traveled per MinuteDistance Traveled per HourDistance Traveled per DayEffect
Fast400 feet4 miles30 miles-5 penalty to passive Wisdom (Perception) scores
Normal300 feet3 miles24 miles-
Slow200 feet2 miles18 milesAble to use stealth
Cover
CoverEffect
3+2 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover
3+5 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover
3Can't be targeted directly by an attack or a spell
Light
SourceBright LightDim LightDuration
Candle5 ft.+ 5 ft.1 hour
Lamp15 ft.+ 30 ft.6 hours
Lantern, bullseye60 ft. cone+ 60 ft.6 hours
Lantern, hooded30 ft.+ 30 ft.6 hours
Lowered hood+ 5 ft.
Torch20 ft.+ 20 ft.1 hour
Obscured Areas
ObscurenessEffectExamples
2Creatures have disadvantage on Wisdom (Perception) checks that rely on sight.2, patchy fog, moderate foliage
2Vision is blocked; creatures are effectively blinded.Darkness, opaque fog, dense foliage
Tracking DCs
Ground SurfaceDC
Soft surface such as snow10
Dirt or grass15
Bare stone20
Each day since the creature passed+5
Creature left a trail such as blood-5
Visibility Outdoors
EnvironmentDistance
Clear day, no obstructions2 miles
Rain1 mile
Fog100 to 300 feet
From a height× 20
Audible Distance
NoiseDistance
Trying to be quiet2d6 × 5 feet
Normal noise level2d6 × 10 feet
Very loud2d6 × 50 feet
Food, Drink, and Lodging
ItemCost
Ale
Gallon2 sp
Mug4 cp
Banquet (per person)10 gp
Bread, loaf2 cp
Cheese, hunk1 sp
Inn stay (per day)
Squalid7 cp
Poor1 sp
Modest5 sp
Comfortable8 sp
Wealthy2 gp
Aristocratic4 gp
Meals (per day)
Squalid3 cp
Poor6 cp
Modest3 sp
Comfortable5 sp
Wealthy8 sp
Aristocratic2 gp
Meat, chunk3 sp
Wine
Common (pitcher)2 sp
Fine (bottle)10 gp
Foraging DCs
Food and Water AvailabilityDC
Abundant food and water sources10
Limited food and water sources15
Very little, if any, food and water sources20