D&D 4E Dungeon Master's Guide 2

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<p>tNTRODUCTION 41: GROUP STORYTELLlNG 6Story Structure 8Branching 9Cooperative Arcs 12Your Cast of Characters 13Cooperative World Building 16Roleplaying Hooks 20Vignettes 22Drama Rewards 25What Your Players Want. 26Companion Characters 27Making Things level. 342: ADVANCED ENCOUNTERS 36Encounter as Story 38Player Motivations 42Encounters for large Groups 50Encounters for Small Groups 51Encounters and Attrition 52Pacing 52Drawing Characters Onward 54Creating Movement 56Terrain 58More Fantastic Terrain 58Terrain Powers 62Designing Traps 64Elite and Solo Traps 66Sample Traps 66Kissing Maiden 66Falling Iron Portcullis 67Water:filling Chamber 67Crushing Walls Room 68Giant Rolling Boulder 69Death Strangler Statue 70Elemental Tiles 71Phantom Hunter 72Pain Vault. 72life Eater Haze 73Far Realm Star Trap 74Maddening Mural 74Pulling It All Together 753: SKILL CHALLENGES 78Skill Challenge Basics 80The Skill ChallengeFramework 80Example of Play 80Ground Rules 82Skill Challenges in Depth 84Time Frame 84Allow a Variety of Options 85Prepare for Failure 86Progressive Challenges 88Branching Challenges 89Skill Challenge Examples 89Closing the Portal. 89Opening the Ninth Ward 90Hunting the Mastermind 90Chasing the Bandits 91Traveling Through Gorgimrith 92The Restless Dead 93The Rushing River. '.' . 94War by Other Means 96Moving Through Suderham 984: CUSTOMIZtNG MONSTERS 102Monster Themes 104Using Themes 104Themed Groups 105Demogorgon Cultist 106Feywild Denizen 108Goblin Allies 110legion of Avernus 112lolth's Chosen 114Orcus Blood Cultist 116Snaketongue Cultist. 118Those Who Hear 120Tiamat's Red Hand 122Templates 124Applying a Template 124Functional Templates 125Beast of Demogorgon 125Champion of Bane 125Chaos Warrior 125Cursed Guardian 126Dragontouched Destroyer 126Grizzled Veteran 127Hellbound Soldier 127Mad Alchemist 128Slithering Idol 129Spectral Assassin 130Spiderblessed Spinner 130Terrifying Haunt 130Victim ofthe Mad Dance 131Class Templates 131Creating Monsters 1335: ADVENTURES 134Alternative Rewards 136Reward Types 136How Rewards Work 137Creating a Reward 137Divine Boons 139legendary Boons 142Grandmaster Training 144Item Components 146Artifacts 147Adamantine Horse of Xarn 148Amulet of Passage 150Cup and Talismanof AI'Akbar 152Emblem of Ossandrya 154Rash and Reckless 155Rod of Seven Parts 157Standard of Eternal Battle 159Organizations 161Recurring Villainy 161Political Complications 162Rivalry 162Belonging to an Organization 163Shifting Relationships 163Power Struggles 164Organization Elements 165Examples 165Campaign Arcs 168Breach Smashers 168Pillars ofthe State 169Blood and Treasure 171The Mobius Trippers 172Dungeoncraft:The Campaign Arc. 1746: PARAGON CAMPAIGNS 176Paragon Status 178Reaching Paragon Tier. 178Crowns and Thrones 178Masters of War 180Down to the Depths 181Darkness in the light 183World Hopping 184Masters of Reality 185Masters of Time 185Sigil, The City of Doors 186Origin Stories 186The Impossible Place 186Portals 188The lady of Pain 190Rules and Governance 191Sigil's Businessesand Services 193The Wards of Sigil. 194Faces of Sigil 202Typical Street Encounter 204Typical Sewer Encounter. 206Gate-Towns 208AConspiracy of Doors 210Starting the Adventure 211Encounter Dl:Doorway to Danger 212Encounter D2: Tradegate 214Encounter D3:The Night Market. 216Encounter D4:The Demon Caves 218Encounter D5: The Warehouse 220Ending the Adventure 222INDEX 223PLAYER'SHANDBOOK 2introduced eightnew classes and five new races to the D&amp;D game.It presented racial paragon paths, character back-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. Fromthe humble ankheg broodling to the mighty Princeof 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 2 that willmake your game better?JUICYRULESBITSLet's start with the juicy rules bits you can drop inyour game right away-like the eight pages of newtraps in Chapter 2. You also get solid guidelines forcreating your own traps, covering everything fromgetting the numbers right to making sure your trapthreatens the characters-not the fun ofyour game.Chapter 2 also includes new types of fantasticterrain you can add to your encounters, as well asintroducing the concept of"terrain powers"-attackpowers 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 4thEdition Dun8eon Master's Guide with additional rulesfor making minions and refined guidelines for eliteand solo monsters. It presents new templates, includ-ing class templates for the classes in Player's Handbook2, and introduces monster themes-a great way totweak the flavor and powers ofa monster to make itfit whatever kind ofadventure you want to run.You'll findnew artifacts in Chapter 5, includingold favorites such as the Rod ofSeven Parts and theCup and Talisman ofAl'Akbar (both of which appearedin the original Dun8eon Master's Guide back in 1979)as well as all-new artifacts deSigned to appeal to pairsor whole groups ofcharacters.Chapter 5 also sets out a new system of rewards~ o u can~ s . e instead of (or as a supplement to) magicItems. DIVIne boons represent gifts from the godsor their agents, legendary boons express the accom-plishment ofgreat deeds of power, and grandmastertraining reflects what happens when a player charac-ter learns from a legendary master.Near the end of Chapter 1, you'll find rules forcompanion characters-a great way to round out asmall party or bring an important NPC along for theINTRODUCTIONride with your player characters. That chapter alsoincludes handy rules for altering a character on thefly so he or she can fit in with a party of characters ofmuch higher or lower level.EXPERTADVICEA Dun8eon Master's Guide isn't just about rules, it'sabout helping you be a better Dungeon Master.Whether you're a veteran DM or a first-timer, thisbook has ample expert advice to improve your game.Chapter 1, "Group Storytelling,"focuses on thecooperative experience ofcreating a dramatic nar-rative. Whether you're looking to inject a little moredrama into your game or you want a group-createdstory to drive your campaign, you'll find advice thatwill help you bring the characters at your table to life.Chapter 2, "Advanced Encounters,"extends thatadvice to the level of the individual encounters thatmake up your adventures, offering advice to helpmake each encounter an important part of the plot.This chapter also includes advice on how to tailorencounters for different player motivations, how todeal with large and small groups, how to encouragemovement in combat, and how to pace encountersto build dramatic tension. Ifyou've wondered howto encourage characters to press on without takingan extended rest, or how to handle a long fight withwave after wave of onrushing enemies and no timefor a short rest, this chapter has the advice you need.Chapter 2 ends with a sample encounter thatpulls many of the elements discussed in the chaptertogether into a Single, dynamic fight.Chapter 3, "Skill Challenges,"focuses on usingskill challenges in your game, combining extensive,detailed advice with lots of examples. It sums up thebasic rules of skill challenges (as already expandedand clarified in rules updates found on www.wizards.com), moves on to discuss five key elements of skillchallenges, and wraps up with a series ofexamples.In among the rewards and artifacts in Chapter5, "Adventures," you'll also find plenty ofadvice tohelp you build your campaign. Sample campaignarcs, including a hands-on example ofhow to builda campaign arc, help you form the skeleton ofyourcampaign, and information about using artifacts andorganizations can help you flesh out the details.If the characters in your campaign have advancedto paragon level, be sure to take a look at Chapter 6,"Paragon Campaigns." This chapter offers tips andPUTT1NGITALLTOUSEsuggestions for campaigns set in the paragon tier,presents the city of Sigil as a home base for char-acters' adventures through the paragon tier, andincludes a short adventure for 11th-level characters.D&amp;DINSIDERThroughout this book, you'll find excerpts of materialfrom the pages ofDun8eonTM magazine, particularlyStephen Radney-MacFarland's "Save My Game"column and James Wyatt's "Dungeoncraft" column.Some other material in this book originally appearedin the "Ruling Skill Challenges" column by MikeMeads or in feature articles in Dra80nTM magazine.These columns and features are part ofD&amp;DInsider, an online subSCription-based servicedesigned to bring new life and new ideas to yourD&amp;D game. D&amp;D Insider is a suite ofcontent andtools for better gaming, including:.. Dra80n magazine, which features new material andexpanded content to help make your charactersand 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 magazinealso regularly features material slated for inclusionin future print products, giving you the opportu-nity to share your feedback with the Wizards of theCoast deSign and development teams.Since therelease of theDun8eon Masters Guidein 1008,the D&amp;Dgame has grown. Besides Player's Handbook 1 andMonster Manual 1, you and your players might own MartialPower"', Draconomicon"'; Chromatic Dra8ons, OpenGrave"',Adventurers Vault"', theFORGOmNREAJ.Ms orEBERRorIP Cam-pai8n Guide andPlayer's Guide, andany number of othersupplements and adventures. How do you put it all to workfor your game?Start byknOWing when to say no. If a player brings anew option to your tablethat doesn't fitinyour game,it's okay to tell theplayer toholdontothatideauntilthis campaign wraps up and you (or someone else in yourgroup) starts something new. Balance this, of course, withthe advice to say yes as much as pOSSible (see page 18 ofthe Dun8eon Master's Guide), but knowthe limits you wantin your game and don't be afraid to enforce them.Ifyour players are eager to try a new class or build theyfound in Players Handbook 1 or a power source book suchas Arcane Power"', check out the sidebar on page 3S, whichdiscusses how to let players take on multiple characters.You should also feel free to let your players tweak aspectsof their characters when new options become available. Ifthe guardian druid in your party wants to become a swarmdruid once Primal Power'" comes out, and the player canmake that change without doing violence to the story ofyour game, let it happen... Dun8eon magazine, which provides three to five Znew adventures every month-something for each 0tier of play (heroic, paragon, and epic)-so you'll f-always have a game that's ready to run. Whether ~you run those adventures, or play your own home- 0brewed adventures and campaigns, Dun8eon offers 0a continuous source of articles, features, hints, and "f-tips, to help make the job ofDMing even easier. Z.. The D&amp;D Character Builder, a stand-alone appli-cation that puts information from every printedbook and online article at your fingertips as youbuild and level your character. In addition to pro-viding an updatable and easy-to-read charactersheet, the Character Builder generates powercards for you to quickly reference and track yourcharacter's powers... The D&amp;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&amp;D rulebook and onlinemagazine article.Wizards of the Coast is working constantly to expandand improve the tools and content available on D&amp;DInsider, so be sure to check www.dndinsider.com forthe latest updates. And ifyou like the excerpts fromD&amp;D Insider you fmd within these pages, become asubscriber and check out what you've been missing!The D&amp;D Compendium, part of theD&amp;D Insider suiteof tools, is a great way to keep track of information thatappears in multiple books. Ifyou're trying to find the callerin darkness, the Compendium can tell you quickly that itappears in Open Grave; Secrets ofthe Undead (and that it'salevel 19 elite soldier). Using the Compendium tobuildencounters keeps all the information from your books atyour fingertips.Loot freely. For instance, you don't have to be running agame set in the world of Eberron to find something worthusing in theEBERRON Campai8n Guide. Maybe theidea ofcharacters with dragonmarks tied to a mysterious proph-ecyfits in with the ideas you have for your own campaign.Letting your characters take dragonmark feats-and thenpittingthem against agents ofthe Chamber and the Lordsof Dust-makes everyone at the table happy.Delves (short, three-encounter adventures), lairs, andeven single encounters are easy to workinto whateveradventure you're running, whether it's a published adven-tureor one of your own creation. If youcraft your ownadventures but find yourself underprepared for a session,picking up a delve from Dun8eon Delve"', a dragon lairfromDraconomicon, or even a couple of encounters from one ofthe dozens of adventures found in Dun8eon magazine is agreat way to keep your game on track.-James WyattINTRODUCTIONTHE Dill game offers a Dungeon Master andthe other players the ability to craft a story out ofeachsession and each adventure. Sometimes a gamjnggroup creates a strajghtforward story, with sword-and-sorcery action and little character developmentor few plot twists. Other times, a group weaves a mag-ical tale with dramatic layers ofcomplex storytelling.This chapter focuses on the narrative side of thegame from the DM's point of view, offering tech-niques to encourage your group of players to help youshape the story of the game.This chapter includes the following topics. Story Structure: The basic building blocks of nar-rative storytelling. Branching: Consider the narrative as a series ofchoices leading to multiple possible destinations. Cooperative Arcs: Consult with your players tobuild a campmgn from the ground up. Your Cast of Characters: Help players work withyou and each other to create dynamic characters. Cooperative World Building: The cooperativestorytelling approach builds a story through jointimprovisation. Players feel they have a stake in thestory when they participate in building the plot. Roleplaying Hooks: Strong personaHty and plothooks established at the start keep the charactersinvolved throughout the life of the campmgn. Vignettes: Short, directed scenes allow players tosee events from a different point of view. Drama Rewards: Significant, dedicated role-playing deserves XP rewards. What Your Players Want: Create surveys soyou can adapt the game to your players'-and theircharacters'- requests. Companion Characters: Your story might callfor an ally to join the PCs for a time, or maybethey need help in overcoming a challenge youwant to use. These rules work independent ofthe storytelling style you adopt for your game. Making Things...</p>