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DUNGEON's NEW STAT BLOCK FORMAT
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<blockquote data-quote="Felon" data-source="post: 2288519" data-attributes="member: 8158"><p>So, what about the stat block format for rooms? Is that format now official for <em>Dungeon</em>? </p><p></p><p>This is what I speak of (excerpts from WotC's <a href="http://www.wizards.com/default.asp?x=dnd/ru/20050518a" target="_blank">Return to Undermountain</a> web article):</p><p></p><p><strong>Room 6 Summary</strong> </p><p></p><p><strong>Creatures:</strong> (1) One 5th-level aristocrat human ghost.</p><p><strong>Traps:</strong> (Many) See below.</p><p><strong>Terrain:</strong> Normal, but random trap activation in each square.</p><p><strong>Lighting Conditions:</strong> Bright (due to the fire and lightning traps).</p><p><strong>Magic:</strong> None except treasure (faint transmutation).</p><p><strong>Detectable Alignments: </strong> None or moderate evil. The ghost is on the Ethereal Plane until she manifests.</p><p><strong>Secrets:</strong> (2)The chest and its contents appear to be the treasure, but the chain that binds them is more valuable. Also, the corpse in the room hides the secret to permanently defeating the ghost.</p><p><strong>Treasure: </strong> (5,535 gp) A jeweled chest worth worth 10 gp. Twenty gems worth 10 gp. A +1 adamantine spiked chain worth 5,325 gp.</p><p></p><p><strong>Room 5 Summary</strong> </p><p></p><p><strong>Creatures:</strong> (12) Nine 1st-level kobold warriors, two 2nd-level kobold fighters, and one 4th-level kobold fighter.</p><p><strong>Traps:</strong> (1) Two falling portcullises brought down by pulling a lever.</p><p><strong>Terrain:</strong> Normal, but falling portcullises can block movement.</p><p><strong>Lighting Conditions:</strong> Darkness and a darkness curtain. Darkness: Be sure to keep track of sighting distances between foes in the long halls. Darkness Curtain: This opaque curtain of darkness completely blocks sight (even darkvision), but it is otherwise harmless; note the curtain's location on the map.</p><p><strong>Magic:</strong> None except treasure.</p><p><strong>Detectable Alignments:</strong> None or faint evil. The kobolds detect as faint evil, but they should be out of range at the beginning of the encounter.</p><p><strong>Secrets:</strong> (2) There is a secret door in the room, and a hidden lever drops and raises two portcullises.</p><p><strong>Treasure:</strong> The kobold's equipment. The kobolds should be equipped as normal for their level (reference the miniatures' cards if you have them) except the warriors have masterwork light crossbows built for Small characters.</p><p></p><p>I like this format. It at least make it easier to skim through a dungeon. Seems to only be used sporadically in <em>Dungeon</em> though.</p></blockquote><p></p>
[QUOTE="Felon, post: 2288519, member: 8158"] So, what about the stat block format for rooms? Is that format now official for [I]Dungeon[/I]? This is what I speak of (excerpts from WotC's [URL=http://www.wizards.com/default.asp?x=dnd/ru/20050518a]Return to Undermountain[/URL] web article): [B]Room 6 Summary[/B] [B]Creatures:[/B] (1) One 5th-level aristocrat human ghost. [B]Traps:[/B] (Many) See below. [B]Terrain:[/B] Normal, but random trap activation in each square. [B]Lighting Conditions:[/B] Bright (due to the fire and lightning traps). [B]Magic:[/B] None except treasure (faint transmutation). [B]Detectable Alignments: [/B] None or moderate evil. The ghost is on the Ethereal Plane until she manifests. [B]Secrets:[/B] (2)The chest and its contents appear to be the treasure, but the chain that binds them is more valuable. Also, the corpse in the room hides the secret to permanently defeating the ghost. [B]Treasure: [/B] (5,535 gp) A jeweled chest worth worth 10 gp. Twenty gems worth 10 gp. A +1 adamantine spiked chain worth 5,325 gp. [B]Room 5 Summary[/B] [B]Creatures:[/B] (12) Nine 1st-level kobold warriors, two 2nd-level kobold fighters, and one 4th-level kobold fighter. [B]Traps:[/B] (1) Two falling portcullises brought down by pulling a lever. [B]Terrain:[/B] Normal, but falling portcullises can block movement. [B]Lighting Conditions:[/B] Darkness and a darkness curtain. Darkness: Be sure to keep track of sighting distances between foes in the long halls. Darkness Curtain: This opaque curtain of darkness completely blocks sight (even darkvision), but it is otherwise harmless; note the curtain's location on the map. [B]Magic:[/B] None except treasure. [B]Detectable Alignments:[/B] None or faint evil. The kobolds detect as faint evil, but they should be out of range at the beginning of the encounter. [B]Secrets:[/B] (2) There is a secret door in the room, and a hidden lever drops and raises two portcullises. [B]Treasure:[/B] The kobold's equipment. The kobolds should be equipped as normal for their level (reference the miniatures' cards if you have them) except the warriors have masterwork light crossbows built for Small characters. I like this format. It at least make it easier to skim through a dungeon. Seems to only be used sporadically in [I]Dungeon[/I] though. [/QUOTE]
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