Download Dungeon Master 4th Edition for Dummies (ISBN - 0470292911) PDF

TitleDungeon Master 4th Edition for Dummies (ISBN - 0470292911)
TagsFor Dummies
File Size6.0 MB
Total Pages410
Table of Contents
                            Dungeon Master For Dummies® 4th Edition
	Table of Contents
	Part I Running a Great Game
		Chapter 1 The Role of the Dungeon Master
			What Is a DM?
			So You Want to Be the Dungeon Master?
			What Do You Need for Playing?
			The Expressions of Dungeon Mastering
			The Goal of Dungeon Mastering
		Chapter 2 Preparing for Play
			Gathering a Game Group
			Using a Published Adventure
			Creating Your Own Adventures
			Making Preparations before the Game
			Establishing the Ground Rules: Gaming Etiquette
		Chapter 3 Running the Game
			Taking Charge as Dungeon Master and Running the Game
			Playing through the Game Session
		Chapter 4 Narrating the Adventure
			Understanding D& D as a Storytelling Experience
			Telling Interesting and Exciting Stories
			Mastering the Adventure Narration
			Bringing the Adventure to Life
		Chapter 5 Dealing with Players
			D&D: A Social Experience
			Looking at the Game Group
			Comparing DMs and Players
			Setting Ground Rules and Expectations
			Sharing DM Duties
		Chapter 6 Teaching the Game
			Dungeon Master as Teacher
			Making Use of Helpful Aids
			Teaching Key Elements to New Players
			Making the Transition from the 3rd Edition to the 4th
		Chapter 7 Your First Adventure: Kobold Hall
			Getting Started with the Adventure
			Making Changes to the Adventure
			Running the Adventure
	Part II Advanced Dungeon Mastering
		Chapter 8 Running an Ongoing Game
			Choosing the Right Format
			Building a Basic Campaign
			Using the Sample Base: Fallcrest
		Chapter 9 Choosing Your Game Style
			Analyzing the Players
			Balancing Play Styles
			DM Styles: Running the Game You Run Best
			Establishing Your Own Style
			Setting the Tone
		Chapter 10 Creating Excitement at the Game Table
			Maximizing Imagination
			Pacing the Game
			Keeping the Game Moving
		Chapter 11 Growing Your Game
			Setting Your Game in a World
			Adding New Rules Elements
			Getting Players Involved in the Game
		Chapter 12 Using Every Available Resource
			Buying Published Game Material
			Using D& D Insider
			Using the Rest of the Internet
			Finding Story Inspiration
			Talking with Other Gamers
	Part III Creating Adventures
		Chapter 13 Tools of the Trade
			Breaking Down the Parts of a D& D Adventure
			Creating Dungeon Maps
			Building Encounters
		Chapter 14 The Dungeon Adventure
			Designing Your First Dungeon
			Adding Depth to Dungeon Crawls
		Chapter 15 The Wilderness Adventure
			Designing a Wilderness Adventure
			Wilderness Adventure Outline
		Chapter 16 The Event-Based Adventure
			Designing Event-Based Adventures
			Using Flowcharts and Timelines in Dungeons
		Chapter 17 The Randomly Generated Adventure
			Using the Random Dungeon Tables
			Random Encounters
			Using a Random Encounter Deck
			Generating Random Treasure
		Chapter 18 Paragon and Epic Adventures
			Understanding the Paragon Tier
			Understanding the Epic Tier
			Understanding Specific Challenges for DMing High-Level Characters
			Making the Experience Match the Level
		Chapter 19 Sample Dungeon: The Necromancer’s Apprentice
			Dungeon Master Preparation
			The Necromancer’s Apprentice
			Adapting the Adventure
	Part IV Building a Campaign
		Chapter 20 Building a Continuous Story
			Building a Campaign
			The Dungeon-of-the-Week Campaign Model
			Building on What the Players Give You
			Converting an Old Campaign to the 4th Edition
		Chapter 21 Creating Memorable Villains
			What Is a Villain?
			Every Hero Needs a Good Villain
			Villain Archetypes
		Chapter 22 Bringing the World to Life
			The World in a Nutshell: The DM’s Notebook
			Building a World from the Inside Out: Start Small and Add Details
			Putting the World Together
	Part V The Part of Tens
		Chapter 23 Ten Heroic Encounters
			Goblin Lair
			Elf Raiders
			Hobgoblin Guards
			Fiery Doom
			Orc Reavers
			Gnoll Marauders
			Forest Hunters
			Stalking Shadows
			Big Trouble
			Swamp Terrors
		Chapter 24 Ten Paragon Encounters
			Serpent Cult
			Rocky Road
			Githyanki Raiders
			Zehir’s Army
			Feydark Terror
			Drow Scourge
			Diabolic Legion
			Forge Defenders
			Death’s Chill
			Winter Hunt
		Chapter 25 Ten Things to Avoid When DMing
			Don’t Get Attached to Your Villains
			Don’t Try to Kill the PCs
			Don’t Let the Players Become Too Frustrated
			Don’t Compete with Other Entertainment
			Don’t Overcomplicate the Encounter
			Don’t Play Favorites
			Don’t Give the Players Everything . . .
			. . . But Don’t Be Stingy, Either
			Don’t Sit There Like a Lump
			Don’t Center the Game on One Player
		Chapter 26 Ten Things to Do All the Time When DMing
			Be Prepared
			Provide Various Challenges
			Start Each Session with Action
			Look for Opportunities
			Exude Drama in Your Descriptions
			Use Visual Aids
			Be Responsive
			Be Consistent
			Be Impartial
			Have Fun
Document Text Contents
Page 1

by James Wyatt, Bill Slavicsek, and Richard Baker

Foreword by Jeff Grub

Dungeon Master®

4th Edition


01 292914-ffirs.qxp 10/7/08 10:00 PM Page i

Page 2

01 292914-ffirs.qxp 10/7/08 10:00 PM Page iv

Page 205

Chapter 14

The Dungeon Adventure
In This Chapter
� Designing dungeons

� Reviewing dungeon adventure structure

� Adding a dynamic element to dungeon crawls

The original adventure structure for roleplaying games is the dungeoncrawl. When you want to get started creating your own adventures, we
recommend using the basic form. Dungeons, after all, are half of what the
D&D game is all about!

What is a dungeon? The D&D game uses that term broadly to mean many dif-
ferent kinds of environments. A dungeon is usually underground, but it might
also be an ancient ruin half-swallowed by the wilderness. A dungeon is almost
always made up of interconnected rooms and corridors — a structured envi-
ronment for the player characters to explore, with choices represented by
branching corridors and rooms with multiple exits. Some dungeons are rela-
tively small, such as a cluster of natural caves behind a waterfall. Others are
sprawling complexes with many different levels, such as a series of tombs and
catacombs beneath a city.

Some dungeons are places of legend in the D&D game, such as Castle
Ravenloft, the Tomb of Horrors, and the Temple of Elemental Evil. For anyone
who has played the game in the past, one or more of these legendary names
will conjure images of danger, excitement, and thrilling fun. By using the
advice and tips we provide in this chapter, your dungeons can accomplish
the same thing for your fellow players.

Check out Chapter 17 for suggestions on how to build a dungeon adventure
by using random elements. It’s a fun and fast method for creating an adven-
ture quickly or on the fly. At the very least, Chapter 17 should give you some
ideas on what to put into the dungeon crawl that you design with the meth-
ods we describe in this chapter.

21 292914-ch14.qxp 10/7/08 10:22 PM Page 183

Page 206

Designing Your First Dungeon
When you’re creating a dungeon crawl (also called a site-based adventure),
you need to prepare several elements to make a complete adventure:

� A story idea

� A map of the dungeon

� A key to the locations on the map

The key to the locations on the map describes encounter areas that are trig-
gered when the player characters arrive there. You want to use all the tools
and building blocks presented in Chapter 13, applying them to the map of the
site that you create.

Plotting the dungeon’s story
Dungeon crawls tend to be linear adventures where the encounter locations
provide the impetus to move the plot forward. In other words, the dungeon
map provides the structure and flow of the story. Depending on the complex-
ity of the dungeon map that you create, the player characters can have a
single path to follow or multiple ways to get to the goal of the adventure.

Here’s that dragon and the egg conundrum: Which comes first, the dungeon
map or the story idea? Our answer is that it doesn’t matter because the
creative process is different for everyone, so we don’t stifle and muck with
your creativity by telling you The One True Way to design a dungeon crawl

If you start out with a story idea, you draw a map to fit that story and fill it
with encounters that help you develop the storyline. On the other hand, you
might prefer to start out by drawing a cool map, and then crafting a story to
take advantage of its pattern. There’s no right way to approach this; over the
years, we’ve used both approaches in our personal games as well as in pro-
fessional projects.

However you approach the creation of your dungeon crawl adventure,
remember that the main action and most of the story takes place in the dun-
geon itself. This doesn’t mean that a dungeon crawl will limit your creativity,
however, because dungeons can take a wide variety of forms. They can be
carved corridors of stone or natural passages through caverns. Really, any
confined place can be used as a dungeon, whether it’s a cave complex, a
wizard’s stronghold, or a king’s castle.

184 Part III: Creating Adventures

21 292914-ch14.qxp 10/7/08 10:22 PM Page 184

Page 409

Wizards of the Coast
published adventures, 26, 153
published materials, 145, 152
Web site, 164

work, finding players at, 22–23
worldbuilder style, 121–122
worlds. See D&D worlds
wraith, 247

• Y •
yuan-ti abominations (Zehir’s Army), 334
yuan-ti incanter (Zehir’s Army), 333
yuan-ti malison disciple of Zehir (Zehir’s

Army), 332–333

• Z •
zealot archetype, 273
Zehir’s Army

features, 332
as level 14 encounter, 330
map, 331
set up, 330
tactics, 332
yuan-ti abominations, 334
yuan-ti incanter, 333
yuan-ti malison disciple of Zehir, 332–333

zombies (The Necromancer’s Apprentice), 243


36 292914-bindex.qxp 10/7/08 10:38 PM Page 387

Page 410

37 292914 badvert01.qxp 10/7/08 10:38 PM Page 388

Similer Documents