No two DMs run the game in exactly the same way—and that’s how it should be! You’ll be most successful as a DM if you choose a play style that works best for you and your players. The Rule of Fun D&D; is a game, and everyone should have fun playing it. Everyone shares equal responsibility in moving the game along, and everyone contributes to the fun when they treat each other with respect and…
If there are parts of the game you prefer not to handle yourself, assign them to players who enjoy them. If you don’t want to break your narrative stride by looking up a rule, designate another player to be the rulebook reference expert. If you don’t like tracking Initiative, ask another player to do so.
On the Elemental Plane of Earth, galaxies of gemstones twinkle over vaults of treasure. If dao are there, so is wealth worth hunting. —Gundren Rockseeker, Dwarf Treasure Hunter Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move through the earth unimpeded, exploring depths inaccessible to most. Dao delight in the treasures of the earth, whether raw…
Unfortunately, finding these dandyish devils’ contractual loopholes is not nearly as much fun as I had hoped. —ASTARION ON HARVESTER DEVILS
After dealing with the consequences of failed checks, move to the next challenge.
↓ Use Minimum Hit Points and Damage Rolls for this creature.
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Weapon (any simple or martial), common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. Weapons Name Simple Melee Weapons Silvered Club | 1d4 Bludgeoning | Light | Slow Silvered Dagger | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick …
In some settings, laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison easily. Other characters might have to make extensive inquiries and pay bribes before they acquire the poison they seek.
Weapon (any simple or martial), rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon. Weapons Name Simple Melee Weapons Dragon Slayer Club | 1d4 Bludgeoning | Light | Slow Dragon Slayer Dagger | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick …
This chapter provides advice on rules for adventure elements such as poison and traps.
This section provides tools useful for adventures in the Dalelands.
Weapon (any simple or martial), varies (requires attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to…
This section provides tools useful for adventures in Calimshan.
This section provides tools useful for Icewind Dale adventures, including guidance on renown, Bastions, and random encounters.
This section provides tools useful for adventures in Baldur’s Gate.
Each Dark Bargain is unique, and a character can enter into a given bargain only once. A character could be bound to multiple Dark Bargains at one time, but each one only once.
This section provides tools useful for adventures in the Moonshaes, including guidelines on renown, Bastions, and an encounter table for seagoing adventurers.
Rogues with the outlaw specialization are ruthless swashbucklers who use agility and guile to dominate in combat while standing toe-to-toe with their enemies. Many of these rogues are affiliated with outlaw bands like the Defias Brotherhood and the pirates of Booty Bay. The following choices will help you focus on this specialization: Level 1. Choose Daggers and Rapiers for your Weapon Mastery…
| Name | AC | HP | Initiative | Key Ability |
|---|---|---|---|---|
| Bulette | 17 | 94 | +0 | Burrows and leaps |
| Commoner | 10 | 4 | +0 | Club (hiking pole) … |
| Name | AC | HP | Initiative | Key Ability |
|---|---|---|---|---|
| Commoner | 10 | 4 | +0 | Club (clipboard) |
| Draft Horse | 10 | 15 | +0 | Bludgeoning Hooves … |
One of the best ways to learn how to run a D&D; game is to observe other DMs in action. Another DM can give you a solid foundation for understanding the role—as well as inspire you with cool things you can do in your games. You can use these questions to help you reflect on a game you observe: Beginning the Session. How did the DM start the session? Was there a recap? Body Language. What gestures…
In proximity to the Gems of Tharizdun, divine casters who attempt to cast level 1+ spells have a 2-in-6 chance of failure, while Warlocks have a 1-in-6 chance. See “ DM Aid: The Chained God is Stirring. ” for more inspiration. Touching the Gems of Tharizdun A creature whose flesh touches a gem must make a DC 18 Wisdom saving throw. On a successful saving throw, the creature can hold any number of…
Estimated Duration: 20 Minutes When you’re ready to begin the adventure, read the following boxed text aloud: It is late in the day in Turtleback Cove as you look around the massive dome above you, still in awe of the colossal Primordial Dragon Turtle skull that this town inhabits. But unto the problems at hand; finding lodgings is proving to be problematic. The last couple of inns or taverns…
Before running the adventure, prepare as follows:
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