DM Guide DND 3.5






CREDITS

D&D Lead Designers: Mike Mearls , jeremy Crawford Dungeon Master's Guide Leads: ·Jeremy Crawford , Christopher Perkins, james Wyatt Designers: Robert J. Schwalb, Rodney Thompson, Peter Lee Editors: Scott Fitzgerald Gray, Michele Carter, Chris Sims , Jennifer Clarke Wilkes Producer: Greg Bilsland Art Directors: Kate Irwin , Dan Gelon , jon Schindehette, Mari Kolkowsk y, Meli ssa Rapier, Shauna Narciso Graphic Designers: Emi Tanji, Bree Heiss, Trish Yochum, Barry Craig Cover Illustrator: Ty ler jacobson Interior Illustrators: Rob Alexander, Dave Allsop , Daren Bader, Mark Behm, Eric Belisle, Steven Belledin , Kerem Beyit , Noah Bradley, Aleksi Briclot, Filip Burburan , Milivoj Ceran , Sidharth Chaturvedi, Conceptopolis , jD, jesper Ejsing, Wayne England , Emily Fiegenschuh, Scott M. Fischer, justin Gerard , E.W.Hekaton , jon Hodgson, Ralph Horsley, Tyler Jacobson , Jason )uta , Sam Keiser, Chad King , Vance Kovacs , Oil y Lawson , Chuck Lukacs , Howard Lyon, Victoria Maderna, Aaron Miller, Mark Molnar, Terese Nielsen , William O'Connor, Hector Ortiz, Adam Paquette, Claudio Pozas , Ste ve Prescott, David Rapoza , Rob Rey, Aaron J. Riley, Amir Salehi, Mike Schley, Chris Seaman, Sean Sevestre , ll ya Shkipin, Carmen Sinek, Craig J Spearing, john Stanko, Alex Stone, Matias Tapia, joel Thomas, Cory Trego -Erdner, Beth Trott, Cyril Van Der Haegen, Raoul Vitale , Tyler Walpole, julian Kok joon Wen, Richard Whitters , Eva Widermann , Mark Winters , Ben Wootten, Kieran Yanner, james Zhang Additional Contributors: Wolfgang Baur, C.M. Cline , Bruce R. Cordell , jesse Decker, Bryan Fagan, james jacobs , Robin D. Laws, Colin McComb, David Noonan , Rich Redman , Matt Sernett, Lester Smith , Steve Townshend, Chris Tulach, Steve Winter, Chris Youngs Project Management: Neil Shi Production Serv ices: Cynda Ca jefferson Dun lap, David Ge rs nM a~ :j ;;.~ .:. ~ '-.;;. . Brand and Marketing: ath an S· '"~· ·Chris Lindsay, Shelly azza o e. - ;;. Laura Tomm erv ik, Kim Lunosao,.,.... - .e Based on t he original D&D game created E. Gary Gygax and Dave Arn eso • with Brian Blum e, Rob Kuntz, j am es ~a r . a c - · ;;. :: Drawing from further development by J. Eric Ho lm es, To m Moldvay, Fra nk en:zer, s::: Harold j ohnson, David " Zeb" Cook, Ed Green o • Keit h Baker, Tracy Hickm an, Marga re Weis, Do gas es je ff Grubb , jonathan Tweet , Monte Cook, Ski p illia s. Richard Baker, Peter Ad ki so n, Bill Slavi cse k, Andy Co ~ s an d Rob H einsoo Playtesting provided by over 175 ,000 fans of D& D. Than k you! Additional feedback provied by Teos Ab adia , Robert Alaniz, jason Baxter, Bill Benham, Darron Bowley, David Calla nde r, Mik Ca low, Christopher D'Andrea , Brian Danford, Krupa ! Desai , josh Dill ard, SalT' E. Simp so n Jr. , Tim Eagon , David Ewalt, Rob Ford, Rober. Ford , Ja son Fu ller, Pierce Ga ith e, Rich ard Gree n, Chris op e· Hackler, Adam Hennebeck, Sterling Hershey, Pau l H ughes. Gregory L. Harris , Yan Lacha rite, Shane Leah y, Ryan Leary. Tom Lommel , Jonathan Longstaff, Rory Madd en, Matt Maranda , Derek Mcintosh , Pau l Melamed, Shawn Merwin, Lou Michelli , Mike Mihalas, David Mi lma n, Daren M itchel. Matthew Mosher, David Muller, Kevin Neff, Adam Page, j onProudfoot, Max Reichlin , Karl Resch , Matth ew Ro lston, j asor Romein , Sam Sherry, Pieter Sleijpen , Robin Stacey, David "Oak " Stark, Adam Strong-Morse, Arthu r Wright ON THE COVER Tyler jacobson illustrates the arch lich Acerera k as he raises an army of undead and prepares to unleash it on an unsuspecting wo rld . 620A921900000l EN ISBN: 978-0-7869-6562-5 First Printing: December 2014 987654321 CE Disclaimer: Wizards of the Coast does not officially endorse the following u;c:-·c:s. ,..,. cr. are gJarorue.td to maximize your enj oyment as a Dungeon Master. First, always keep a straight f ace and say OK no matter how ludicrous or doomed the pla yers' plan of action is. Suo,. a ra tr.a:-~r .......a: happens, pretend that yo u intended all alongfo r everything to unfold the way it did. Third, if you're not sure what to do next, feign if/ness, end the session early, and plor yo;.~r- rt.r: rr.o .. ~. ,.er. a/ else fails, roll a bunch of dice behind your screen, study them fo r a moment with a look of de ep concern mixed with regret, let loose a heavy sigh, and announce that T10rra: ~frorP:" =~e s and attacks. DUN G EO NS & DRAG O NS , 0&0 , Wizards of the Coas t, Forgotten Rea lms. rr~ ::7~,... ... =- - ~"'0~ Poyer's Handbook , Monster Ma nual, Dungeon Moster's Guide, al l othe r Wiza rds of the Coas t product na mes, an d their respective logos are trad emar ks ofWiz a""".s : :. - ~ ~st - ~re SA and other cou ntr ies . All characte rs an d thei r d istinctive like nesses are prop erty of Wizards of t he Coast. Th is mate rial is protecte d und e r th e copyri ght laws o: ·-e - :.e= S:z:es or A~erica. Any re produc tion or una uth orized use of t he mate rial or artwork co ntained he rein is prohibite d without the ex press writ ten pe rmiss io n of Wiza rds of toe Coa:s: •· .-factored by Hasbro SA, Rue Emil e- Boechat 31, 2800 Dele mont , CH.

CREDITS

CONTENTS

INTRODUCTION 4 The Dungeon Master ....................................................... 4 How to Use This Book ................................................... .4 Know Your Players ........................................................... 6 PARTl CHAPTER 7 1: A WORLD OF YOUR OWN .. ...... ........ 9 The Big Picture ................................................................. 9 Gods of Your World ........................................................ 10 Mapping Your Campaign ............................................... 14 Settlements .....................................................................15 Languages and Dialects ............................................... 20 Factions and Organizations ......................................... 21 Magic in Your World ..................................................... 23 Creating a Campaign ................................................... 25 Campaign Events .......................................................... 26 Play Style ........................................................................ 34 Tiers of Play.................................................................... 36 Flavors of Fantasy ........................... :............................ 38 2: CREATING A MULTIVERSE .. .. ..... 43 The Planes ..................................................................... 43 Planar Travel ................................................................. 44 Astral Plane ........................................:.......................... 46 Ethereal Plane ............................................................... 48 Feywild .... :....................................................................... 49 Shadowfell.............................................................'.......... 51 Inner P lanes .................................................................... 52 Outer P lanes .................................................................. 57 Other Planes .................................................................. 67 Known Worlds of the Material Plane ....................... 68 CHAPTER PART2 CHAPTER 69 3: CREATING ADVENTURES ............ 71 Elements of a Great Adventure ..................................71 Published Adventures .................................................. 72 Adventure Structure .................................................... 72 Adventure Types ........................................................... 72 Complications ................................................................ 79 Creating Encounters ..................................................... 81 Random Encounters .................................................... 85 CHAPTER 4 : CREATING NONPLAYER CHARACTERS ................................. ..... ..... ................. .... 89 Designing NPCs ........................................................... 89 NPC Party Members .................................................... 92 Contacts .......................................................................... 93 Hirelings ......................................................................... 94 Extras .............................................................................. 94 Villains ............................................................................ 94 Villainous Class Options ............................................. 96 CHAPTER 5: Unusual Environments .............................................. 116 Traps .............................................................................. 120 6: BETWEEN ADVENTURES .... .. ...... 125 Linking Adventures .................................................... 125 Campaign Tracking ..................................................... 126 Recurring Expenses ................................................... 126 Downtime Activities ................................................... 127 CHAPTER 7: TREASURE ................................ .. .... .. . 133 Types of Treasure ....................................................... 133 Random Treasure ....................................................... 133 Magic Items .................................................................. 135 Sentient Magic Items ................................................. 214 Artifacts ......................................................................... 219 Other Rewards ............................................................ 227 CHAPTER PART3 233 8: RUNNING THE GAME ..... .. .......... 235 Table Rules ................................................................... 235 The Role of Dice .......................................................... 236 Using Ability Scores .................................................. 237 Exploration ................................................................... 242 Social Interaction ....................................................... 244 Objects ........................................................................... 246 Combat .......................................................................... 247 Chases ........................................................................... 252 Siege Equipment ............................................. ,........... 255 Diseases ........................................................................ 256 Poisons .......................................................................... 257 Madness ........................................................................ 258 Experience Points ....................................................... 260 CHAPTER CHAPTER 9: DuNGEON MASTER' s WORKSHOP ...................................... ............... ..... ........ 263 Ability Options ............................................................. 263 Adventuring Options .................................................. 266 Combat Options .......................................................... 270 Creating a Monster ..................................................... 273 Creating a Spell.. ......................................................... 283 Creating a Magic Item ............................................... 284 Creating New Character Options ............................ 285 APPENDIXA: RANDOM DUNGEONS 290 Starting Area ............................................................... 290 Passages ....................................................................... 290 Doors ............................................................................. 291 Chambers ..................................................................... 291 Stairs ............................................................................. 291 Connecting Areas ....................................................... 292 Stocking a Dungeon ................................................... 292 APPENDIX B: MONSTER LISTS APPENDIX C: MAPS 302 ADVENTURE ENVIRONMENTS .. . 99 Dungeons ........................................................................ 99 Mapping a Dungeon ................................................... 102 Wilderness .................................................................... 106 Mapping a Wilderness ............................................... 108 Wilderness Survival ................................................... 109 Settlements .................................................................. 112 Mapping a Settlement.. ............................................... 114 Urban Encounters ..............:......................................... 114 310 ---------------------- APPENDIX D: DUNGEON MASTER INSPIRATION 316 ------------------INDEX 317 ------------------------------

CONTENTS

INTRODUCTION

T 'S GOOD TO BE THE DU NGEON MASTER! NOT ONLY d? y~u get to tell fantastic stories about heroes, v1llams, monsters, and magic, but you also get to create the world in which these stories live. Whether you're running a D&D game already or you think it's something you want to try, this book is for you. The Dungeon Master's Guide assumes that you know the basics of how to play the D&D tabletop roleplaying game. If you haven't played before, the DuNGEONS f!f> DRAGONS Starter Set is a great starting point for new players and DMs. This book has two important companions: the Player's Handbook, which contains the rules your players need to create characters and the rules you need to run the game, and the Monster Manual, which contains ready-touse monsters to populate your D&D world. r THE DUNGEON MASTER The Dungeon Master (DM) is the creative force behind a D&D game. The DM creates a world for the other players to explore, and also creates and runs adventures that drive the story. An adventure typically hinges on the successful completion of a quest, and can be as short as a single game session. Longer adventures might embroil players in great conflicts that require multiple game sessions to resolve. When strung together, these adventures form an ongoing campaign. A D&D campaign can include dozens of adventures and last for months or years. A Dungeon Master gets to wear many hats. As the architect of a campaign , the DM creates adventures by placing monsters, traps, and treasures for the other players' characters (the adventurers) to discover. As a storyteller, the DM helps the other players visualize what's happening around them, improvising when the adventurers do something or go somewhere unexpected. As an actor, the DM plays the roles of the monsters and supporting characters, breathing life into them. And as a referee, the DM interprets the rules and decides when to abide by them and when to change them. Inventing, writing, storytelling, improvising, acting, refereeing-every DM handles these roles differently, and you'll probably enjoy some more than others. It helps to remember that DUNGEONS & DRAGONS is a hobby, and being the DM should be fun. Focus .on the aspects you enjoy and downplay the rest. For example, if you don't like creating your own adventures, you can use published ones. You can also lean on the other players to help you with rules mastery and world-building. The D&D rules help you and the other players have a good time, but the rules aren't in charge. You're the DM, and you are in charge of the game. That said , your goal isn't to slaughter the adventurers but to create a campaign world that revolves around their actions and decisions, and to keep your players coming back for more! If you're lucky, the events of your campaign will echo in the memories of your players long after the final game session is concluded. 4 INTRODUCTION How TO UsE THIS BooK This book is orga nized in three parts. The first part helps you decide what kind of campaign you'd like to run. The s econd part helps you create the adventuresthe stor ies-that will compose the campaign and keep the players entertained from one game session to the next. The last part helps you adjudicate the rules of the game and modify them to suit the style of your campa ign. PART 1: MASTER OF WORLDS Every DM is the creator of his or her own campaign world. Whether you invent a world, adapt a world from a favorite movie or novel, or use a published setting for the D&D game, you make that world your own over the course of a campaign. The world where you set your campaign is one of countless worlds that make up the D&D multiverse, a vast array of planes and worlds where adventures happen. Even if you're using an established world such as the Forgotten Realms, your campaign takes place in a sort of mirror universe of the official setting where Forgotten Realms novels, game products, and digital games are assumed to take place. The world is yours to change as you see fit and yours to modify as you explore the consequences of the players' actions. Your world is more than just a backdrop for adventures. Like Middle Earth, Westeros, and countless other fantasy worlds out there, it's a place to which you can escape and witness fantastic stories unfold. A welldesigned and well-run world seems to flow around the adventurers, so that they feel part of something, instead of apart from it. Consistency is a key to a believable fictional world. When the adventurers go back into town for supplies, they should encounter the same nonplayer characters.(NPCs) they met before. Soon, they'll learn the barkeep's name, and he or she will remember theirs as well. Once you have achieved this degree of consistency, you can provide an occasional change. If the adventurers come back to buy more horses at the stables, they might discover that the man who ran the place went back home to the large city over the hills, and now his niece runs the family business. That sort of · change- one that has nothing to do with the adventurers directly, but one that they'll notice- makes the players feel as though their characters are part of a living world that changes and grows along with them. Part 1 of this book is all about inventing your world. Chapter 1 asks what type of game you want to run, and helps you nail down a few important details about your world and its overarching conflicts. Chapter 2 helps you put your world in the greater context of the multiverse, expanding on the information presented in the Player's Handbook to discuss the planes of existence and the gods and how you can put them together to serve the needs of your campaign.

INTRODUCTION

PART 2: MASTER OF ADVENTURES

Whether you write your own adventures or use published ones, expect to invest preparation time beyond the hours you spend at the gaming table. You'll need to carve out some free time to exercise your creativity as you invent compelling plots, create new NPCs, craft encounters, and think of clever ways to foreshadow story events yet to come. Part 2 of this book is devoted to helping you create and run great adventures. Chapter 3 covers the basic elements of a D&D adventure, and chapter 4 helps you create memorable NPCs. Chapter 5 presents guidelines and advice for running adventures set in dungeons, the wilderness, and other locales, and chapter 6 covers the time between adventures. Chapter 7 is all about treasure, magic items, and special rewards that help keep the players invested in your campaign. PART 3: MASTER OF RULES DUNGEONS & DRAGONS isn't a head-to-head competition, but it needs someone who is impartial yet involved in the game to guarantee that everyone at the table plays by the rules. As the player who creates the game world and the adventures that take place within it, the DM is a natural fit to take on the referee role. · As a referee, the DM acts as a mediator between the rules and the players. A player tells the DM what he or she wants to do, and the DM determines whether it is successful or not, in some cases asking the player to make a die roll to determine success. For example, if a player wants his or her character to take a swing at an ore, you say, "Make an attack roll" while looking up the ore's Armor Class. The rules don't account for every possible situation that might arise during a typical D&D session. For example, a player might want his or her character to hurl a brazier full of hot coals into a monster's face. How you determine the outcome of this action is up to you. You might tell the player to make a Strength check, while mentally setting the Difficulty Class (DC) at 15. If the Strength check is successful, you then determine how a face full of hot coals affects the monster. You might decide that it deals ld4 fire damage and imposes disadvantage on the monster's attack rolls until the end of its next turn. You roll the damage die (or let the player do it), and the game continues. Sometimes mediating the rules means setting limits. If a player tells you, "I want to run up and attack the ore," but the character doesn't have enough movement to reach the ore, you say, "It's too far away to move up and still attack. What would you like to do instead?" The player takes the information and comes up with a different plan. To referee the rules, you need to know them. You don't have to memorize this book or the Player's Handbook, but you should have a clear idea of their contents so that, when a situation requires a ruling, you know where to find the proper reference. The Player's Handbook contains the main rules you need to play the game. Part 3 of this book offers a wealth of information to help you adjudicate the rules in a wide variety of situations. Chapter 8 presents advice for using attack rolls, ability checks, and saving throws. It also includes options appropriate for certain play styles and campaigns, including guidelines for using miniatures, a system for handling chase scenes, and rules for madness. If you like to create your own stuff, such as new monsters, races, and character backgrounds, chapter 9 shows you how. That chapter also contains optional rules for unusual situations or play styles, such as the use of firearms in a fantasy setting. INTRODUCTION 5

PART 2: MASTER OF ADVENTURES

KNow YouR PLAYERS

FIGHTING The success of a D&D game hinges on you r ability to entertain the other players at the game table. Whereas their role is to create characters (the protagonists of the campaign), breathe life into them , and help steer the campaign through their characters' actions, your role is to keep the players (and yourself) interested and immersed in the world you've created , and to let their characters do awesome things. Knowing what your players enjoy most about the D&D game helps you create and run adventures that they will enjoy and remember. Once you know which of the following activities each player in your group enjoys the most, you can tailor adventures that satisfy your players' preferences as much as possible, thus keeping them engaged. P layers who enjoy fantasy combat like kicking the ta r out of villains and monsters. They look for any excuse to start a fight, favoring bold action over careful deliberation. ACTING Players who enjoy acting like getting into character and speaking in their characters' voices. Roleplayers at heart, they enjoy social interactions with NPCs, monsters, and their fellow party members. Engage players who like acting by ... giving them opportunities to develop their characters' personalities and backgrounds. • allowing them to interact regularly with NPCs. adding roleplaying elements to combat encounters. incorporating elements from their characters' backgrounds into your adventures. ExPLORING Players who desire exploration want to experience the wonders that a fantasy world has to offer. They want to know what's around the next corner or hill. They also like to find hidden clues and treasure. Engage players who like exploration by ... dropping clues that hint at things yet to come. letting them find things when they take the time to explore. providing rich descriptions of exciting environments, and using interesting maps and props. • giving monsters secrets to uncover or cultural details to learn. INSTIGATING Player's who like to instigate action are eager to make things happen, even if that means taking perilqus risks. They would rather rush headlong into danger and face the consequences than face boredom. Engage players who like to instigate by ... allowing them to affect their surroundings. • including things in your adventures to tempt them. letting their actions put the characters in a tight spot. including encounters with NPCs who are as feisty and unpredictable as they are. INTRODUCTTON Engage players who like fighting by ... • springing unexpected combat encounters on them. vividly describing the havoc their characters wreak with their attacks and spells. including combat encounters with large numbers of weak monsters. • interrupting social interaction and exploration with combat. OPTIMIZING Players who enjoy optimizing their characters' capabilities like to fine-tune their characters for peak combat performance by gaining levels, new features, and magic items. They welcome any opportunity to demonstrate their characters' superiority. Engage players who like optimization by ... ensuring steady access to new abilities and spells. • using desired magic items as adventure hooks. including encounters that let their characters shine. providing quantifiable rewards, like experience points, for noncombat encounters. PROBLEM SOLVING Players who want to solve problems like to scrutinize NPC motivations, untangle a villain's machinations, solve puzzles, and come up with plans. Engage players who like to solve problems by ... • including encounters that emphasize problem-solving. rewarding planning and tactics with in-game benefits. • occasionally allowing a smart plan to grant an easy win for the players. creating NPCs with complex motives. STORYTELLING Players who love storytelling want to contribute to a narrative. They like it when their characters are heavily invested in an unfolding story, and they enjoy encounters that are tied to and expand an overarching plot. Engage players who like storytelling by ... using their characters' backgrounds to help shape the stories of the campaign. • making sure an encounter advances the story in some way. • making their characters' actions help steer future events. giving NPCs ideals, bonds, and flaws that the adventurers can exploit.

KNow YouR PLAYERS

PART1

Master of Worlds • • • • •

PART1





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