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WRITTEN BY BILL SLAVICSEK & CHRISTOPHER PERKINS GRAPHICALLY DESIGNED BY TRISH YOCHUM ART DIRECTED BY KARIN POWELL ACKNOWLEDGEMENTS The authors want to acknowledge all of the great D&D game designers and artists whose work over the years has contributed to the D&D worlds and made this Survival Guide possible. U.S., CANADA, EUROPEAN HEADQUARTERS ASIA, PACIFIC, & LATIN AMERICA Hasbro UK Ltd. Wizards of the Coast, Inc. Caswell Way P.O. Box 707 Newport, Gwent NP9 0YH Renton WA 98057 0707 GREAT BRITAIN +1 800 324 6496 Please keep this address for your records 620 21542720 001 EN 9 8 7 6 5 4 3 2 1 ISBN: 978-0-7869-4730-0 First Printing: October 2007 Dungeons & Dragons, D&D, Wizards of the Coast, Player s Handbook, Dungeon Master s Guide, Monster Manual, Dungeon Survival Guide, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A. 2007 Wizards of the Coast, Inc. Visit our website at www.wizards.com/dnd 3

The Dungeon in Dungeons & Dragons 6 Dungeon Survival Gear 8 Dungeon Environments 10 Dungeon Hazards 14 Dungeon Treasure 18 Treasures of Legend 20 Famous Dungeons 22 The Underdark 24 Castle Greyhawk 26 Castle Ravenloft 28 The Caves of Chaos 30 The Demonweb Pits 32 Dungeon of the Slave Lords 34 Firestorm Peak 36 The Forge of Fury 38 Ghost Tower of Inverness 40 Glacial Rift of the Frost Giant Jarl 42 Hall of the Fire Giant King 44 The Hidden Shrine of Tamoachan 46 The Lost Caverns of Tsojcanth 48 The Pyramid of Amun-Re 50 Slaughtergarde 52 The Sunless Citadel 54 The Temple of Elemental Evil 56 The Tomb of Horrors 58 Undermountain 60 White Plume Mountain 62 4

Imagine an ancient place and time. Imagine a world much like our own, long ago, when armored warriors used swords and bows, and castles of stone sat atop wooded hillsides across the land. Now imagine that in this ancient place and time, magic really works. Monsters prowl the darkness beyond the light of your campfire. And evil true evil plots and schemes to conquer or destroy the world. This is DUNGEONS & DRAGONS! The worlds of the DUNGEONS & DRAGONS game explode with mythical monsters, powerful magic, and fantastic locations. Perhaps the most iconic and dangerous locations can be found in the dark places beneath it all in the mysterious and labyrinthine dungeons that wait below. Dungeons take many forms. Some haven t seen the light of an adventurer s torch in hundreds of years, while others are places of legend that constantly challenge the bravest quest-seekers in the land. Their very names inspire equal parts of fear and greed, conjuring images of danger and excitement in the minds of fighters, wizards, and rogues everywhere. Castle Greyhawk. Undermountain. The Temple of Elemental Evil. These are the places of legend, the homes of foul monsters and evil magic, the resting places of magical treasures undreamed of. All you have to do to earn fame and fortune is enter the darkness and survive! Luckily, this Survival Guide was created for just that purpose: to provide adventurers with the knowledge they need to complete the quests, slay the monsters, and win gold and glory. Come with us as we explore more than thirty years of adventure and shed light on the most fearsome dungeons in the history of DUNGEONS & DRAGONS. Be prepared... for anything! 5

Dungeon, in the DUNGEONS & DRAGONS worlds, is a term applied to any enclosed space containing monsters and treasure. Some dungeons become dungeons due to neglect and the ravages of time and natural disasters. Others are specifically designed to guard some item or person of importance. What is a dungeon? It can be a deep, dark pit filled with horrific monsters and ancient treasures. It can be a maze of sunless corridors hiding evil villains and terrible beasts. It can be a trap-filled labyrinth guarded by a powerful dragon and its minions. It can be a lost tomb overrun with undead creatures and foul abominations. What is a dungeon? A dungeon is a place of adventure! ADVENTURERS AND DUNGEONS Adventurers seek out adventure, and the dungeons of the world are great places to find such things. Adventurers come together to form parties or teams of explorers. What one can do, five can do better, and no one wants to face the dark places of the world on their own. No two adventurers are the same; each one specializes in a set of skills that enhances the advantages of the party and brings a different set of powers to the mix. Fighters: Fighters are adventurers trained to take the battle to the monsters. They wear heavy armor. They wield mighty weapons. The fighter is the frontline warrior in every adventuring party. The fighter knows how to best use most kinds of armor, weapons, and shields. Clerics: No adventuring party should head into a dungeon without at least one cleric in the group. Clerics serve the gods, using divine magic to aid the party with healing spells, blessings, and prayers. Wearing armor and wielding heavy maces, a cleric can wade in and deliver a well-timed blow when the moment calls for it. Rogues: Rogues can be stealthy thieves, elite scouts, tricky 6