Dungeon Masters Guide - Core Rule Book

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UNO

DUNGEON MASTER'S GUIDE 2


ROLEPLAYING GAME SUPPLEMENT
James Wyatt Bill Slavicsek Robin D. Laws
CREDITS
Design
james Wyatt (lead),
Bill Siavicsek, Mike Mearls, Robin D. laws
Additional Design
Andy Collins, Rob Donoghue,johnn Four, Greg Gorden,
Vacine "Vax" Merzouk, Stephen Radney-MacFarland,
Stephen Schubert, Matthew Sernett
Development
Stephen Schubert (lead),
Andy Collins, Stephen RadneyMacFariand
Editing
Michele Carter (lead),
Kara Hamilton, Miranda Horner, Cal Moore
Additional Editing
Greg Bilsland, Torah Cottrill
Managing Editing
Kim Mohan
Text Review
George Stray ton
Director of D&D R&D and Book Publishing
Bill Siavicsek
D&D Creative Manager
Christopher Perkins
D&D Design Manager
james Wyatt
D&D Development and Editing Manager
Andy Collins
D&D Senior Art Director
jon Schindehette
Art Director
Mari Kolkowsky
Graphic Designer
Soe Hemmi
Cover Illustration
Wayne Reynolds
Interior Illustrations
Steve Argyle, Ryan Barger, Kerem Beyit, Zoltan Boros
& Gabor Szikszai, Nicole Ashley Cardiff, Chippy,julie
Dillon, Vincent Dutrait,jason A. Engle, Randy Gallegos,
Tomas Giorello, Ralph Horsley, Howard lyon, Raven
Mimura, lucio Parrillo, Georgi Simeonov "Calader,"
Amelia Stoner, Eva Widermann
Cartographer
jason A. Engle
D&D Brand Team
liz Schuh, Scott Rouse, Kierin Chase, Sara Girard,
Martin Durham
Publishing Production Specialist
Erin Dorries
Prepress Manager
jefferson Dunlap
Imaging Technician
Carmen Cheung
Production Manager
Cynda Callaway
Game rules based on the original DUNGEONS & DRAGONS ' rules
created by E. Gary Gygax and Dave Arneson, and the later
editions by David "Zeb" Cook (2nd Edition);jonathan Tweet,
Monte Cook, Skip Williams, Richard Baker, and
Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins,
and james Wyatt (4th Edition).
Dedicated to the memory of Dave Arneson
620-24206000-001 EN
987654321
First Printing:
September 2009
ISBN: 978-0-786952441
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DUNGEONS & DRAGONS, 0&0, d20, dlO System, WIZARDS OF THE COAST, EBERRON, FORGOTTEN REALMS, Player's Handbook, Dunaeon Master's Guide, Monster Manual, Advenwr;
Vault , Arcane Power, Dunaeon Delve, Draconomicon: Chromatic Draaons, Martial Power, Open Grave: Secrets of the Undead, Primal Power, all other Wizards of the Coast prod
names, and their respective logos are trademarks of Wizards of the Coast lLC in the U.S.A. and other countries. All Wizards characters and the distinctive likenesses thereof-
property of Wizards of the Coast LLC. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the mater
or artwork contained herein is prohibited without the express written permission of Wizards of the Coast LLC. Any similarity to actual people. organizations. places. or eve
included herein is purely coincidental. Printed in the U.S.A. 2009 Wizards of the Coast LLC.
VISlT OUR WEBSITE AT WWW.WIZARDS.COM/DND
OCT10N .................. 4 Skill Challenge Examples ......... 89 Emblem of Ossandrya ......... 154
Closing the Portal .............. 89 Rash and Reckless ............ 155
cture ................... 8
g ........ ................ 9
Arcs ................. 12
of Characters .......... 13
e World BUilding ...... 16
. g Hooks ............... 20
es .... .................... 22
e vards .................. 25
r Players Want .......... 26
" Characters ........... 27
_ -;}, ngs Level .............. 34
Opening the Ninth Ward ....... 90
Hunting the Mastermind ....... 90
Chasing the Bandits ............ 91
Traveling Through Gorgimrith ... 92
The Restless Dead ............. 93
The Rushing River. ............. 94
War by Other Means ........... 96
Moving Through Suderham ..... 98
4: CUSTOM1Z1NG MONSTERS ... 102
Monster Themes ................ 104
Using Themes ................ 104
Themed Groups .............. 105
Rod of Seven Parts ............ 157
Standard of Eternal Battle ..... 159
Organizations ................... 161
Recurring Villainy ............. 161
Political Complications ........ 162
Rivalry ....................... 162
Belonging to an Organization ... 163
Shifting Relationships ......... 163
Power Struggles .............. 164
Organization Elements ........ 165
Examples ..................... 165
Campaign Arcs ................. 168
Breach Smashers .............. 168
e as Story ............... 38
.' ations ............... 42
;. for Large Groups ...... 50
rs for Small Groups ...... 51
rs and Attrition .......... 52
Demogorgon Cultist ........... 106
Feywild Denizen .............. 108
Goblin Allies .................. 110
Legion of Avernus ............. 112
lolth's Chosen ................ 114
Orcus Blood Cultist ........... 116
Pillars ofthe State ............. 169
Blood and Treasure ........... 171
The Mobius Trippers .......... 172
Dungeoncraft:
The Campaign Arc .......... 174
=. . .................... 52
Snaketongue Cultist .......... . 118 6: PARAGON CAMPA1GNS ...... 176
o ement .............. 56
.. ................... 58
-astic Terrain .......... 58
overs ................. 62
-raps ...... ............ 64
Solo Traps ............ 66
Traps ................ .. 66
,Iaiden .............. 66
Those Who Hear. ............. 120
Tiamat's Red Hand ............ 122
Templates ...................... 124
Applying a Template .......... 124
Functional Templates .......... 125
Beast of Demogorgon ....... 125
Champion of Bane .......... 125
Chaos Warrior .............. 125
Cursed Guardian ............ 126
Paragon Status .................. 178
Reaching Paragon Tier. ........ 178
Crowns and Thrones .......... 178
Masters of War ............... 180
Down to the Depths .......... 181
Darkness in the light .......... 183
World Hopping ............... 184
Masters of Reality ............. 185
Masters of Time ......... . ..... 185
I'on Portcullis ......... 67
to .rlIing Chamber ....... 67
g Walls Room ........ 68
Boulder ........ 69
Dragontouched Destroyer ... 126
Grizzled Veteran ............ 127
Hellbound Soldier. .......... 127
Mad Alchemist ............. 128
Sigil, The City of Doors .......... 186
Origin Stories ................. 186
The Impossible Place .......... 186
Portals ....................... 188
Strangler Statue ....... 70
tal Tiles . ........... .. 71
::; .. = ...... ,,,"' Hunter ............. 72
Slithering Idol .............. 129
Spectral Assassin ........... 130
Spiderblessed Spinner. ...... 130
The lady of Pain .............. 190
Rules and Governance ......... 191
Sigil's Businesses
Terrifying Haunt ............ 130 and Services ................ 193
Victim of the Mad Dance .... 131 The Wards ofSigil. ............ 194
Class Templates ............... 131 Faces of Sigil. ................. 202
Creating Monsters .............. 133 Typical Street Encounter. ........ 204
-'- ""LLENGES ......... 78
"e Basics ............. 80
Challenge
ork ....... ........ .. . 80
<Play ................ 80
es ... ............... 82
""es in Depth ......... 84
e ... ................ 84
ariety of Options ...... 85
Failure ............. 86
e Challenges ......... 88
. Challenges .......... 89
5: ADVENTURES ................ 134
Alternative Rewards ............. 136
Reward Types ................. 136
How Rewards Work ........... 137
Creating a Reward ............ 137
Divine Boons ................. 139
legendary Boons .............. 142
Grandmaster Training ......... 144
Item Components ............... 146
Artifacts ........................ 147
Adamantine Horse ofXarn ..... 148
Amulet of Passage ............ 150
Cup and Talisman
Typical Sewer Encounter ......... 206
GateTowns ..................... 208
A Conspiracy of Doors ........... 210
Starting the Adventure ........ 211
Encounter D1:
Doorway to Danger ........... 212
Encounter D2: Tradegate ........ 214
Encounter D3:
The Night Market. ............ 216
Encounter D4:
The Demon Caves ............ 218
Encounter D5: The Warehouse ... 220
Ending the Adventure ........... 222
of Al'Akbar ................. 152 lNDEX ......................... .. 223
PLAYER'S HANDBOOK 2 introduced eight
new classes and five new races to the D&D"" game.
It presented racial paragon paths, character back-
grounds, and new feats and rituals for every character.
Monster Manual
fO
2 presented over 300 new mon-
sters to the game, covering every level and role. From
the humble ankheg broodling to the mighty Prince
of Demons, Demogorgon, it's full of monsters to chal-
lenge your players and add new life to your dungeons.
So what's in Dun8eon Master's Guide'ID 2 that will
make your game better?
JUICY RULES BITS
Let's start with the juicy rules bits you can drop in
your game right away-like the eight pages of new
traps in Chapter 2. You also get solid guidelines for
creating your own traps, covering everything from
getting the numbers right to making sure your trap
threatens the characters-not the fun of your game.
Chapter 2 also includes new types of fantastic
terrain you can add to your encounters, as well as
introducing the concept of "terrain powers"-attack
powers built in to an encounter's environment.
Chapter 4 is about tweaking and adjusting mon-
sters. It rounds out the rules presented in the first 4th
Edition Dun8eon Master's Guide with additional rules
for making minions and refined guidelines for elite
and solo monsters. It presents new templates, includ-
ing class templates for the classes in Player's Handbook
2, and introduces monster themes-a great way to
tweak the flavor and powers of a monster to make it
fit whatever kind of adventure you want to run.
You'll find new artifacts in Chapter 5, including
old favorites such as the Rod of Seven Parts and the
Cup and Talisman of AI'Akbar (both of which appeared
in the original Dun8eon Master's Guide back in 1979)
as well as all-new artifacts deSigned to appeal to pairs
or whole groups of characters.
Chapter 5 also sets out a new system of rewards
you can use instead of (or as a supplement to) magic
items. Divine boons represent gifts from the gods
or their agents, legendary boons express the accom-
plishment of great deeds of power, and grandmaster
training reflects what happens when a player charac-
ter learns from a legendary master.
Near the end of Chapter 1, you'll find rules for
companion characters-a great way to round out a
small party or bring an important NPC along for the
INTRODUCTION
ride with your player characters. That chapter also
includes handy rules for altering a character on the
fly so he or she can fit in with a party of characters of
much higher or lower level.
EXPERT ADVICE
A Dun8eon Master's Guide isn't just about rules, it's
about helping you be a better Dungeon Master.
Whether you're a veteran DM or a first-timer, this
book has ample expert advice to improve your game.
Chapter 1, "Group Storytelling," focuses on the
cooperative experience of creating a dramatic nar-
rative. Whether you're looking to inject a little more
drama into your game or you want a group-created
story to drive your campaign, you'll find advice that
will help you bring the characters at your table to life.
Chapter 2, "Advanced Encounters," extends that
advice to the level of the individual encounters that
make up your adventures, offering advice to help
make each encounter an important part of the plot.
This chapter also includes advice on how to tailor
encounters for different player motivations, how to
deal with large and small groups, how to encourage
movement in combat, and how to pace encounters
to build dramatic tension. If you've wondered how
to encourage characters to press on without taking
an extended rest, or how to handle a long fight with
wave after wave of onrushing enemies and no time
for a short rest, this chapter has the advice you need.
Chapter 2 ends with a sample encounter that
pulls many of the elements discussed in the chapter
together into a Single, dynamic fight.
Chapter 3, "Skill Challenges," focuses on using
skill challenges in your game, combining extensive,
detailed advice with lots of examples. It sums up the
basic rules of skill challenges (as already expanded
and clarified in rules updates found on www.wizards.
com), moves on to discuss five key elements of skill
challenges, and wraps up with a series of examples.
In among the rewards and artifacts in Chapter
5, "Adventures," you'll also find plenty of advice to
help you build your campaign. Sample campaign
arcs, including a hands-on example of how to build
a campaign arc, help you form the skeleton of your
campaign, and information about using artifacts and
organizations can help you flesh out the details.
If the characters in your campaign have advanced
to paragon level, be sure to take a look at Chapter 6,
"Paragon Campaigns." This chapter offers tips and
uggestions for campaigns set in the paragon tier,
,esents the city of Sigil as a home base for char-
_ ters' adventures through the paragon tier, and
, cludes a short adventure for 11th-level characters.
D&D INSIDER
hroughout this book, you'll find excerpts of material
- m the pages ofDun8eonTM magazine, particularly
-ephen Radney-MacFarland's "Save My Game"
lumn and James Wyatt's "Dungeoncraft" column.
me other material in this book originally appeared
the "Ruling Skill Challenges" column by Mike
earls or in feature articles in Dra80nTM magazine.
These columns and features are part ofD&D
.:iderTM, an online subscription-based service
signed to bring new life and new ideas to your
-D game. D&D Insider is a suite of content and
:.lIs for better gaming, including:
Dra80n magazine, which features new material and
expanded content to help make your characters
and campaigns more fun and more compelling:
character options, powers, feats, magic items, para-
gon paths, epic destinies, monsters, campaign set-
ting source material, and more. Dra80n magazine
also regularly features material slated for inclusion
in future print products, giving you the opportu-
nity to share your feedback with the Wizards of the
Coast design and development teams.
Dun8eon magazine, which proVides three to five
new adventures every month-something for each
tier of play (heroic, paragon, and epic)-so you'll
always have a game that's ready to run. Whether ~
you run those adventures, or play your own home-
brewed adventures and campaigns, Dun8eon offers
a continuous source of articles, features, hints, and
tips, to help make the job ofDMing even easier.
The D&D Character Builder, a stand-alone appli-
cation that puts information from every printed
book and online article at your fingertips as you
build and level your character. In addition to pro-
viding an updatable and easy-to-read character
sheet, the Character Builder generates power
cards for you to quickly reference and track your
character's powers.
The D&D Compendium, a searchable online data-
base of the complete rules text for every race, class,
paragon path, epic destiny, skill, feat , power, item,
and ritual - from every D&D rulebook and online
magazine article.
Wizards of the Coast is working constantly to expand
and improve the tools and content available on D&D
Insider, so be sure to check www.dndinsider.com for
the latest updates. And if you like the excerpts from
D&D Insider you find within these pages, become a
subscriber and check out what you've been missing!
PUTT1NG IT ALL TO USE
ce the release of the Dun8eon Master's Guide in 2008,
D&D game has grown. Besides Player'S Handbook 2 and
ster Manual 2, you and your players might own Martial
er"', Draconomicon'": Chromatic Dra80ns, Open Grave"',
enturer's Vaulf", the FORGOmN REAlMS"" or E B E R R O ~ Cam-
-8n Guide and Player's Guide, and any number of other
:lplements and adventures. How do you put it all to work
your game?
Start by knOWing when to say no. If a player brings a
.v option to your table that doesn't fit in your game,
s okay to tell the player to hold on to that idea until
s campaign wraps up and you (or someone else in your
up) starts something new. Balance this, of course, with
advice to say yes as much as possible (see page 28 of
- Dun8eon Master's Guide), but know the limits you want
_ 'Our game and don't be afraid to enforce them.
f your players are eager to try a new class or build they
.md in Player's Handbook 2 or a power source book such
-\Teane Power'", check out the sidebar on page 35, which
usses how to let players take on multiple characters.
'-' should also feel free to let your players tweak aspects
. eir characters when new options become available. If
guardian druid in your party wants to become a swarm
_ d once Primal Power'" comes out, and the player can
e that change without doing violence to the story of
.. r game, let it happen.
The D&D Compendium, part of the D&D Insider suite
of tools, is a great way to keep track of information that
appears in multiple books. If you're trying to find the caller
in darkness, the Compendium can tell you quickly that it
appears in Open Grave: Secrets of the Undead (and that it's
a level 19 elite soldier). Using the Compendium to build
encounters keeps all the information from your books at
your fingertips.
Loot freely. For instance, you don't have to be running a
game set in the world of Eberron to find something worth
using in the EBERRON Campai8n Guide. Maybe the idea of
characters with dragon marks tied to a mysterious proph-
ecy fits in with the ideas you have for your own campaign.
Letting your characters take dragon mark feats-and then
pitting them against agents of the Chamber and the Lords
of Dust-makes everyone at the table happy.
Delves (short, three-encounter adventures), lairs, and
even single encounters are easy to work in to whatever
adventure you're running, whether it's a published adven-
ture or one of your own creation. If you craft your own
adventures but find yourself underprepared for a session,
picking up a delve from Dun8eon Delve"', a dragon lair from
Draconomicon, or even a couple of encounters from one of
the dozens of adventures found in Dun8eon magazine is a
great way to keep your game on track .
- James Wyatt
INTRODUC T I O N

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