Dungeon Master’s Guide

Dungeon Master’s Guide

Everything a Dungeon Master needs to weave legendary stories for the world’s greatest roleplaying game.

Contents

Introduction

Ch. 1: A World of Your Own

Creating a Campaign

Ch. 2: Creating a Multiverse

Ch. 3: Creating Adventures

Ch. 4: Creating Nonplayer Characters

Ch. 5: Adventure Environments

Ch. 6: Between Adventures

Ch. 7: Treasure

Magic Items (A-D)

Magic Items (E-N)

Magic Items (O-P)

Magic Items (Q-R)

Magic Items (S-T)

Magic Items (U-Z)

Sentient Magic Items

Other Rewards

Ch. 8: Running the Game

Ch. 9: Dungeon Master’s Workshop

Appendix A: Random Dungeons

Appendix B: Monster Lists

Appendix C: Maps

Appendix D: Dungeon Master Inspiration

Credits

Disclaimer: Wizards of the Coast does not officially endorse the following tactics, which are guaranteed to maximize your enjoyment as a Dungeon Master. First, always keep a straight face and say OK no matter how ludicrous or doomed the players’ plan of action is. Second, no matter what happens, pretend that you intended all along for everything to unfold the way it did. Third, if you’re not sure what to do next, feign illness, end the session early, and plot your next move. When all else fails, roll a bunch of dice behind your screen, study them for a moment with a look of deep concern mixed with regret, let loose a heavy sigh, and announce that Tiamat swoops from the sky and attacks.