D&D 4.0 Dungeon Masters Guide.pdf

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D ungeon M aster s G uide ®
ROLEPLAYING GAME CORE RULES
James Wyatt
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CREDITS
D&D ® 4th Edition Design Team
Rob Heinsoo, Andy Collins, James Wyatt
Graphic Designers
Keven Smith, Leon Cortez, Emi Tanji
D&D 4th Edition Final Development Strike Team
Bill Slavicsek, Mike Mearls, James Wyatt
Additional Graphic Design
Karin Powell, Mari Kolkowski, Shauna Wolf Narciso,
Ryan Sansaver
Dungeon Master’s Guide Design
James Wyatt
Concept Artists
Rob Alexander, Dave Allsop, Christopher Burdett,
Adam Gillespie, Lars Grant-West, David Griffith, Lee Moyer,
William O’Connor
Dungeon Master’s Guide Development
Andy Collins, Mike Mearls, Stephen Radney-MacFarland,
Peter Schaefer, Stephen Schubert
Interior Illustrations
Rob Alexander, Steve Argyle, Wayne England, Jason
Engle, David Griffith, Espen Grundetjern, Brian Hagan,
Ralph Horsley, Howard Lyon, Lee Moyer, William O’Connor,
Wayne Reynolds, Dan Scott, Ron Spears, Chris Stevens,
Anne Stokes, Eva Widermann
Dungeon Master’s Guide Editing
Michele Carter, Jennifer Clarke Wilkes, Julia Martin
Dungeon Master’s Guide Managing Editing
Kim Mohan
Additional Design and Development
Richard Baker, Greg Bilsland, Logan Bonner, Bart Carroll,
Michele Carter, Jennifer Clarke Wilkes, Bruce R. Cordell,
Jeremy Crawford, Jesse Decker, Michael Donais, Robert
Gutschera, Gwendolyn F. M. Kestrel, Peter Lee, Julia Martin,
Kim Mohan, David Noonan, Christopher Perkins,
Matthew Sernett, Chris Sims, Ed Stark, Rodney Thompson,
Rob Watkins, Steve Winter, Chris Youngs
Cartography
Mike Schley
D&D Brand Team
Liz Schuh, Scott Rouse, Sara Girard, Kierin Chase,
Martin Durham, Linae Foster
Publishing Production Specialists
Angelika Lokotz, Erin Dorries, Moriah Scholz,
Christopher Tardiff
Director of R&D, Roleplaying Games/Book Publishing
Bill Slavicsek
Prepress Manager
Jefferson Dunlap
D&D Story Design and Development Manager
Christopher Perkins
Imaging Technicians
Travis Adams, Bob Jordan, Sven Bolen
D&D System Design and Development Manager
Andy Collins
Production Manager
Cynda Callaway
D&D Senior Art Director
Stacy Longstreet
Building on the Design of Previous Editions by
E. Gary Gygax , Dave Arneson (1st Edition and earlier);
David “Zeb” Cook (2nd Edition); Jonathan Tweet , Monte Cook ,
Skip Williams , Richard Baker , Peter Adkison (3rd Edition)
Cover Illustration
Wayne Reynolds (front), Brian Hagan (back)
Special Thanks to Brandon Daggerhart, keeper of Shadowfell
Dedicated to the memory of E. Gary Gygax
620-21750720-001 EN
9 8 7 6 5 4 3 2 1
First Printing: June 2008
ISBN: 978-0-7869-4880-2
U.S., CANADA, ASIA, PACIFIC,
& LATIN AMERICA
Wizards of the Coast, Inc.
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CONTENTS
1: HOW TO BE A DM . . . . . . . . . . . . . 4
The Gaming Group................ 6
The Players ....................... 8
The Dungeon Master ............. 12
Table Rules . . . . . . . . . . . . . . . . . . . . . . 14
Outdoor Terrain . . . . . . . . . . . . . . . 66
Light Sources . . . . . . . . . . . . . . . . . . 66
Vision and Special Senses.......67
Sample Fantastic Terrain . . . . . . . 67
9: THE WORLD .................148
The D&D World . . . . . . . . . . . . . . . . 150
Civilization . . . . . . . . . . . . . . . . . . . . . 152
Mapping a Settlement.........154
Teleportation Circles ..........156
The Wild.......................158
Weather . . . . . . . . . . . . . . . . . . . . . 158
Environmental Dangers . . . . . . . 158
Starvation, Thirst,
and Sufocation.............159
The Planes......................160
The Gods.......................162
Artifacts........................164
The Axe of the
Dwarvish Lords.............165
The Eye of Vecna..............167
The Hand of Vecna............168
The Invulnerable
Coat of Arnd . . . . . . . . . . . . . . . 170
Languages ......................171
5: NONCOMBAT ENCOUNTERS 70
Skill Challenges ..................72
Running a Skill Challenge....... 74
Opposed Checks............... 74
Interrupting a Skill Challenge . . . 75
Sample Skill Challenges . . . . . . . . 76
Puzzles..........................81
Using Puzzles..................81
Designing Puzzles..............82
Traps and Hazards . . . . . . . . . . . . . . . 85
Using Traps and Hazards........87
Sample Traps and Hazards......87
2: RUNNING THE GAME . . . . . . . . 16
Preparing........................ 18
Getting Started . . . . . . . . . . . . . . . . . . 19
Chronicling a Game . . . . . . . . . . . . 19
Modes of the Game . . . . . . . . . . . . . . 20
Narration........................22
Pacing...........................24
Props . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Dispensing Information...........26
Passive Skill Checks............26
Informing Players . . . . . . . . . . . . . . 26
Rituals . . . . . . . . . . . . . . . . . . . . . . . . 27
Improvising......................28
Ending . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Troubleshooting. . . . . . . . . . . . . . . . . . 30
Teaching the Game...............33
6: ADVENTURES .................94
Published Adventures . . . . . . . . . . . . 96
Fixing Problems..................98
Building an Adventure...........100
Quests . . . . . . . . . . . . . . . . . . . . . . . . . 102
Encounter Mix . . . . . . . . . . . . . . . . . . 104
Adventure Setting...............106
Setting Personality ............108
Setting Details................110
Furnishings and Features . . . . . . 111
Mapping the Site..............112
Outdoor Settings . . . . . . . . . . . . . 114
Event-Based Adventures.......115
Cast of Characters . . . . . . . . . . . . . . 116
Allies as Extra Characters......116
10: THE DM’S TOOLBOX . . . . . . . 172
Customizing Monsters...........174
Increasing or
Decreasing Level............174
Adding Equipment . . . . . . . . . . . . 174
Templates . . . . . . . . . . . . . . . . . . . . 175
Functional Templates..........176
Class Templates...............182
Creating Monsters . . . . . . . . . . . . . . 184
Monster Design Steps . . . . . . . . . 184
Elite and Solo Monsters........184
Creating NPCs ..................186
NPC Design Steps.............187
Level Bonus and
Magic Threshold ............187
Creating House Rules............189
Rules Design 101 . . . . . . . . . . . . . 189
Example House Rules . . . . . . . . . 189
Fumble . . . . . . . . . . . . . . . . . . . . 189
Critical Success and Failure . . 189
Random Dungeons..............190
Random Encounters.............193
3: COMBAT ENCOUNTERS . . . . . 34
Combat Fundamentals . . . . . . . . . . . 36
Monster Readiness .............36
Surprise .......................36
Roll Initiative!..................38
Running Combat...............40
When Is an Encounter Over?.... 41
After an Encounter............. 41
Additional Rules . . . . . . . . . . . . . . . . . 42
Actions the Rules Don’t Cover . . 42
Cover . . . . . . . . . . . . . . . . . . . . . . . . . 43
Forced Movement and Terrain . . 44
Aquatic Combat . . . . . . . . . . . . . . . 45
Mounted Combat . . . . . . . . . . . . . . 46
Flying . . . . . . . . . . . . . . . . . . . . . . . . . 47
Disease . . . . . . . . . . . . . . . . . . . . . . . 49
Poison . . . . . . . . . . . . . . . . . . . . . . . . 50
7: REWARDS ....................118
Experience Points ...............120
Quests . . . . . . . . . . . . . . . . . . . . . . . . . 122
Milestones......................123
Treasure........................124
Monetary Treasure ............124
Gems . . . . . . . . . . . . . . . . . . . . . . . . 124
Art Objects...................124
Magic Items . . . . . . . . . . . . . . . . . . 125
Awarding Treasure ............125
Treasure Parcels . . . . . . . . . . . . . . 126
4: BUILDING ENCOUNTERS ....52
Monster Roles . . . . . . . . . . . . . . . . . . . 54
Encounter Components . . . . . . . . . . 56
Encounter Level................56
Target XP Reward..............57
Encounter Templates .............58
Battleield Control . . . . . . . . . . . . . 58
Commander and Troops ........58
Dragon’s Den ..................58
Double Line . . . . . . . . . . . . . . . . . . . 58
Wolf Pack . . . . . . . . . . . . . . . . . . . . . 59
Encounter Settings ...............60
Terrain Features . . . . . . . . . . . . . . . 60
Terrain and Roles . . . . . . . . . . . . . . 62
Sample Mundane Terrain .......64
11: FALLCREST . . . . . . . . . . . . . . . . . . 196
The Town of Fallcrest............198
The Nentir Vale .................206
Involving the Players . . . . . . . . . . . . 209
Kobold Hall.....................210
8: CAMPAIGNS . . . . . . . . . . . . . . . . . . 130
Published Campaigns . . . . . . . . . . . 132
Campaign Theme . . . . . . . . . . . . . . . 134
Super Adventures ...............138
Campaign Story.................140
Beginning a Campaign...........142
Starting at Higher Level........143
Running a Campaign . . . . . . . . . . . . 14 4
Tiers of Play . . . . . . . . . . . . . . . . . . . . 146
Ending a Campaign..............147
COMBAT CARDS . . . . . . . . . . . . . . . 220
INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
BATTLE GRIDS .................222
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CHAPTeR 1
1 Most games have a winner and a loser, but
the Dungeons & Dragons Roleplaying Game is
fundamentally a cooperative game. The Dungeon
Master (DM) plays the roles of the antagonists in the
adventure, but the DM isn’t playing against the player
characters (PCs). Although the DM represents all the
PCs’ opponents and adversaries—monsters, nonplayer
characters (NPCs), traps, and the like—he or she
doesn’t want the player characters to fail any more
than the other players do. The players all cooperate
to achieve success for their characters. The DM’s goal
is to make success taste its sweetest by presenting
challenges that are just hard enough that the other
players have to work to overcome them, but not so
hard that they leave all the characters dead.
At the table, having fun is the most important
goal—more important than the characters’ success
in an adventure. It’s just as vital for everyone at the
table to cooperate toward making the game fun for
everyone as it is for the player characters to cooperate
within the adventure.
This chapter includes the following sections.
The Gaming Group: Here you learn what
components you need to play the D&D game.
The Players: Understand your players, help
them to assemble as a successful party of player
characters, and run a game they want to play.
The Dungeon Master: Understand the role of a
DM in the game and what kind of game you want
to make.
Table Rules: Consider table rules you should
agree on—guidelines for you and the players’
behavior during the game.
4
CHAPTeR 1 | How to Be a DM
HOW TO BE A DM
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