By Wizards RPG Team

ISBN-10: 0786965622

ISBN-13: 9780786965625

Every thing a Dungeon grasp must weave mythical tales for the world’s maximum roleplaying game

The Dungeon Master’s consultant presents the foundation and the advice you want to spark your mind's eye and create worlds of experience on your gamers to discover and enjoy.

Inside you’ll locate world-building instruments, counsel and methods for developing memorable dungeons and adventures, non-compulsory video game principles, thousands of vintage D&D magic goods, and lots more and plenty more!

• The 3rd of 3 center rulebooks, this publication includes instruments a Dungeon grasp must offer eye-catching tales and video game play.
• a superb source for brand spanking new and latest Dungeons Masters to interact in either event and global production, with principles, instructions, and sage recommendation from the game’s specialists.
• Created as a part of a major public playtest regarding greater than 170,000 fanatics of the sport.

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Additional resources for Dungeons & Dragons: Dungeon Master's Guide

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Horror can be intense and personal, and not everyone is comfortable with such a game. Novels and game products set in Ravenloft, the Demiplane of Dread, explore dark-fantasy elements in a D&D context. Who stole three legendary magic weapons and hid them away in a remote dungeon, leaving a cryptic clue to their location? Who placed the duke into a magical slumber, and what can be done to awaken him? Who murdered the guildmaster, and how did the killer get into the guild's locked vault? A mystery-themed campaign puts the characters in the role of investigators, perhaps traveling from town to town to crack tough cases the local authorities can't handle.

Do you like to plan thoroughly in advance, or do you prefer improvising on the spot? • Is the game full of varied D&D elements, or does it center on a theme such as horror? • Is the game for all ages, or does it involve mature themes? Are you comfortable with moral ambiguity, such as allowing the characters to explore whether the end justifies the means? Or are you happier with straightforward heroic principles, such as justice, sacrifice, and helping the downtrodden? CHARACTER NAMES Part of your campaign style has to do with naming characters.

The swashbuckling adventures of pirates and musketeers suggest opportunities for a dynamic campaign. The characters typically spend more time in cities, royal courts, and seafaring vessels than in dungeon delves, making interaction skills important (though not to the extent of a pure intrigue campaign). Nevertheless, the heroes might end up in classic dungeon situations, such as searching storm sewers beneath the palace to find the evil duke's hidden chambers. A good example of a swashbuckling rogue in the Forgotten Realms is Jack Ravenwild, who appears in novels by Richard Baker (City of Ravens and Prince of Ravens).

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Dungeons & Dragons: Dungeon Master's Guide by Wizards RPG Team


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