Dungeon Master's Guide by Wizards RPG Team

By Wizards RPG Team

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

The Dungeon Master’s advisor presents the foundation and the advice you must spark your mind's eye and create worlds of experience in your avid gamers to discover and enjoy.

Inside you’ll locate world-building instruments, advice and methods for developing memorable dungeons and adventures, non-compulsory video game principles, 1000's of vintage D&D magic goods, and masses more!

• The 3rd of 3 center rulebooks, this ebook comprises instruments a Dungeon grasp must supply appealing tales and video game play.
• a good source for brand spanking new and latest Dungeons Masters to interact in either event and international production, with principles, directions, and sage recommendation from the game’s specialists.
• Created as a part of an important public playtest concerning greater than 170,000 lovers of the game.

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The lost resource might be a precious metal, a species of plant or animal that held an important place in the local ecology, or an entire race or culture of people. Its absence causes a chain reaction that affects every creature that uses or relies on it. You can eliminate a people, place, or thing that previously existed in a certain location or area in your campaign world. On a small scale, the last of a family . dynasty passes away or a once-thriving mining town in the region dries up and becomes a ghost town.

Dea lly, some of the characters' individual goals will be :ulfilled by the ultimate goal of the final adventure. Give ha racters with unfinished goals a chance to finish them before the very end. Once the campaign has ended, a new one can begin. he basis of legends gives them immediate investment in dle new setting. Let the new characters experience how me world has changed because of their old characters. n the end, though, the new campaign is a new story ·ith new protagonists. They shouldn't have to share the -potlight with the heroes of days gone by.

Address the bullet-point notes for that disaster, but magnify the result to the grandest scale you can imagine. CHAPTER 1 j A WORLD OF YOUR OWN The rise or fall of a leader or era is the death or birth of a god , or the end of an age or the world. A cataclysmic disaster is a world-drowning deluge, an ice age, or a zombie apocalypse. An assault or invasion is a world war, a world-spanning demonic incursion, the awakening of a world-threatening monster, or the final clash between good and evil. A rebellion dethrones a god or gods, or raises a new force (such as a demon lord) to divinity.

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