Dungeon Master's Guide® 2

Dungeon Master's Guide® 2

Dungeon Master’s Guide® 2 ROLEPLAYING GAME SUPPLEMENT SampleJames Wyatt • Bill Slavicsek • Robin D. Laws file DMG2_Ch00.indd 1 6/30/09 4:43:36 PM CREDITS Design Art Director James Wyatt (lead), Mari Kolkowsky Bill Slavicsek, Mike Mearls, Robin D. Laws Graphic Designer Additional Design Soe Hemmi Andy Collins, Rob Donoghue, Johnn Four, Greg Gorden, Yacine “Yax” Merzouk, Stephen Radney-MacFarland, Cover Illustration Stephen Schubert, Matthew Sernett Wayne Reynolds Development Interior Illustrations Stephen Schubert (lead), Steve Argyle, Ryan Barger, Kerem Beyit, Zoltan Boros Andy Collins, Stephen Radney-MacFarland & Gabor Szikszai, Nicole Ashley Cardiff, Chippy, Julie Dillon, Vincent Dutrait, Jason A. Engle, Randy Gallegos, Editing Tomás Giorello, Ralph Horsley, Howard Lyon, Raven Michele Carter (lead), Mimura, Lucio Parrillo, Georgi Simeonov “Calader,” Kara Hamilton, Miranda Horner, Cal Moore Amelia Stoner, Eva Widermann Additional Editing Cartographer Greg Bilsland, Torah Cottrill Jason A. Engle Managing Editing D&D Brand Team Kim Mohan Liz Schuh, Scott Rouse, Kierin Chase, Sara Girard, Martin Durham Text Review George Strayton Publishing Production Specialist Erin Dorries Director of D&D R&D and Book Publishing Bill Slavicsek Prepress Manager Jefferson Dunlap D&D Creative Manager Christopher Perkins Imaging Technician Carmen Cheung D&D Design Manager James Wyatt Production Manager Cynda Callaway D&D Development and Editing Manager Andy Collins Game rules based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the later D&D Senior Art Director editions by David “Zeb” Cook (2nd Edition); Jonathan Tweet, Jon Schindehette 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 U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM 9 8 7 6 5 4 3 2 1 & LATIN AMERICA Hasbro UK Ltd Industrialaan 1 First Printing: Wizards of the Coast LLC Caswell Way 1702 Groot-Bijgaarden September 2009 P.O. Box 707 Newport, Gwent NP9 0YH Belgium Renton WA 98057–0707 GREAT BRITAIN +32.070.233.277 ISBN: 978-0-7869-5244-1 +1–800–324–6496 Please keep this address for your records DUNGEONS & DRAGONS, D&D, d20, d20 System, WIZARDS OF THE COAST, EBERRON, FORGOTTEN REALMS, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, Adventurer’s Vault, ArcaneSample Power, Dungeon Delve, Draconomicon: Chromatic Dragons, Martial Power, Open Grave: Secrets of the Undead, Primal P ower, all otherfile Wizards of the Coast product 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 are 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 material 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 events included herein is purely coincidental. Printed in the U.S.A. ©2009 Wizards of the Coast LLC. VISIT OUR WEBSITE AT WWW.WIZARDS.COM/DND DMG2_Ch00.indd 2 6/30/09 4:43:39 PM contents INTRODUCTION . 4 Skill Challenge Examples . 89 Emblem of Ossandrya . 154 Closing the Portal . 89 Rash and Reckless . 155 1: GROUP STORYTELLING . 6 Opening the Ninth Ward . 90 Rod of Seven Parts . 157 Story Structure . 8 Hunting the Mastermind . 90 Standard of Eternal Battle . 159 Branching . 9 Chasing the Bandits . 91 Organizations . .161 Cooperative Arcs . 12 Traveling Through Gorgimrith . 92 Recurring Villainy . 161 Your Cast of Characters . 13 The Restless Dead . 93 Political Complications . 162 Cooperative World Building . 16 The Rushing River . 94 Rivalry . 162 Roleplaying Hooks . 20 War by Other Means . 96 Belonging to an Organization . .163 Vignettes . 22 Moving Through Suderham . 98 Shifting Relationships . 163 Drama Rewards . 25 Power Struggles . 164 What Your Players Want. 26 4: CUSTOMIZING MONSTERS . .102 Organization Elements . 165 Companion Characters . 27 Monster Themes . 104 Examples . 165 Making Things Level . 34 Using Themes . 104 Campaign Arcs . 168 Themed Groups . 105 Breach Smashers . .168 2: ADVANCED ENCOUNTERS . 36 Demogorgon Cultist . .106 Pillars of the State . .169 Encounter as Story . 38 Feywild Denizen . 108 Blood and Treasure . 171 Player Motivations . 42 Goblin Allies . 110 The Möbius Trippers . 172 Encounters for Large Groups . 50 Legion of Avernus . 112 Dungeoncraft: Encounters for Small Groups . 51 Lolth’s Chosen . 114 The Campaign Arc . 174 Encounters and Attrition. 52 Orcus Blood Cultist . 116 Pacing . 52 Snaketongue Cultist . 118 6: PARAGON CAMPAIGNS . 176 Drawing Characters Onward . 54 Those Who Hear . 120 Paragon Status . 178 Creating Movement . 56 Tiamat’s Red Hand . 122 Reaching Paragon Tier . 178 Terrain . 58 Templates . 124 Crowns and Thrones . 178 More Fantastic Terrain . 58 Applying a Template . 124 Masters of War . 180 Terrain Powers . 62 Functional Templates . .125 Down to the Depths . 181 Designing Traps . 64 Beast of Demogorgon . 125 Darkness in the Light . .183 Elite and Solo Traps . 66 Champion of Bane . 125 World Hopping . 184 Sample Traps . 66 Chaos Warrior . 125 Masters of Reality . 185 Kissing Maiden . 66 Cursed Guardian . .126 Masters of Time . .185 Falling Iron Portcullis . 67 Dragontouched Destroyer . 126 Sigil, The City of Doors . 186 Water-Filling Chamber . 67 Grizzled Veteran . 127 Origin Stories . .186 Crushing Walls Room . 68 Hellbound Soldier . 127 The Impossible Place . 186 Giant Rolling Boulder . 69 Mad Alchemist . 128 Portals . 188 Death Strangler Statue . 70 Slithering Idol . 129 The Lady of Pain . 190 Elemental Tiles . 71 Spectral Assassin . 130 Rules and Governance . .191 Phantom Hunter . 72 Spiderblessed Spinner . .130 Sigil’s Businesses Pain Vault . 72 Terrifying Haunt . 130 and Services . .193 Life Eater Haze . 73 Victim of the Mad Dance . 131 The Wards of Sigil . .194 Far Realm Star Trap . 74 Class Templates . 131 Faces of Sigil . .202 Maddening Mural . 74 Creating Monsters . 133 Typical Street Encounter . .204 Pulling It All Together . 75 Typical Sewer Encounter . .206 5: ADVENTURES . .134 Gate-Towns . .208 3: SKILL CHALLENGES . 78 Alternative Rewards . .136 A Conspiracy of Doors . .210 Skill Challenge Basics. 80 Reward Types . .136 Starting the Adventure . 211 The Skill Challenge How Rewards Work . 137 Encounter D1: Framework . 80 Creating a Reward . 137 Doorway to Danger . 212 Example of Play . 80 Divine Boons . 139 Encounter D2: Tradegate . 214 Ground Rules . 82 Legendary Boons. 142 Encounter D3: Skill Challenges in Depth . 84 Grandmaster Training . 144 The Night Market . 216 Time Frame . 84 Item Components . .146 Encounter D4: Allow a Variety of Options . 85 Artifacts . 147 The Demon Caves . 218 Prepare for Failure . 86 Adamantine Horse of Xarn . .148 Encounter D5: The Warehouse . .220 Progressive Challenges . 88 SampleAmulet of Passage . 150 Ending thefile Adventure . 222 Branching Challenges . 89 Cup and Talisman of Al’Akbar . 152 INDEX . 223 DMG2_Ch00.indd 3 6/30/09 4:43:40 PM Introduction ride with your player characters. That chapter also Player’s Handbook 2 introduced eight includes handy rules for altering a character on the new classes and five new races to the D&D® game. fly so he or she can fit in with a party of characters of It presented racial paragon paths, character back- much higher or lower level. grounds, and new feats and rituals for every character. Monster Manual® 2 presented over 300 new mon- sters to the game, covering every level and role. From Expert Advice the humble ankheg broodling to the mighty Prince A Dungeon Master’s Guide isn’t just about rules, it’s of Demons, Demogorgon, it’s full of monsters to chal- about helping you be a better Dungeon Master. lenge your players and add new life to your dungeons. Whether you’re a veteran DM or a first-timer, this So what’s in Dungeon Master’s Guide® 2 that will book has ample expert advice to improve your game. make your game better? Chapter 1, “Group Storytelling,” focuses on the 0 cooperative experience of creating a dramatic nar- Juicy Rules Bits rative. Whether you’re looking to inject a little more drama into your game or you want a group-created Let’s start with the juicy rules bits you can drop in story to drive your campaign, you’ll find advice that your game right away—like the eight pages of new will help you bring the characters at your table to life. traps in Chapter 2. You also get solid guidelines for Chapter 2, “Advanced Encounters,” extends that creating your own traps, covering everything from advice to the level of the individual encounters that getting the numbers right to making sure your trap make up your adventures, offering advice to help threatens the characters—not the fun of your game. make each encounter an important part of the plot. Chapter 2 also includes new types of fantastic This chapter also includes advice on how to tailor terrain you can add to your encounters, as well as encounters for different player motivations, how to introducing the concept of “terrain powers”—attack deal with large and small groups, how to encourage powers built in to an encounter’s environment. movement in combat, and how to pace encounters Chapter 4 is about tweaking and adjusting mon- to build dramatic tension. If you’ve wondered how sters. It rounds out the rules presented in the first 4th to encourage characters to press on without taking Edition Dungeon Master’s Guide with additional rules an extended rest, or how to handle a long fight with for making minions and refined guidelines for elite wave after wave of onrushing enemies and no time and solo monsters. It presents new templates, includ- for a short rest, this chapter has the advice you need.

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