
Dungeon Master's Guide : Core Rulebook II
by COOK, MONTE-
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Summary
Table of Contents
Introduction | p. 6 |
Dungeon Mastering | p. 7 |
Providing Adventures | p. 7 |
Teaching the Game | p. 7 |
Providing the World | p. 8 |
Determining Style of Play | p. 8 |
Adjudicating | p. 9 |
Propelling the Game Ever Forward | p. 9 |
Keeping Game Balance | p. 10 |
Changing the Rules | p. 11 |
Running a Game Session | p. 12 |
Considerations for Running the Game | p. 12 |
Knowing the Players | p. 12 |
Table Rules | p. 12 |
Working with Players | p. 12 |
Metagame Thinking | p. 13 |
Knowing the PCs | p. 13 |
Knowing the Adventure and Other Materials | p. 14 |
Knowing the Rules | p. 14 |
Setting the Stage | p. 15 |
Setting the Pace | p. 16 |
Providing the Action | p. 16 |
Determining Outcomes | p. 17 |
Handy DM Scratch Paper Tricks | p. 17 |
Ending Things | p. 18 |
Game Session Checklist | p. 18 |
Characters | p. 19 |
Ability Scores Generation | p. 19 |
Races | p. 20 |
Subraces | p. 20 |
Modifying Races | p. 21 |
New Races | p. 22 |
Variant: Monsters as Races | p. 22 |
Creating New Races | p. 24 |
Classes | p. 25 |
Modifying Character Classes | p. 25 |
Behind the Curtain: Why Mess Around with Character Classes? | p. 25 |
Avoiding the Pitfalls | p. 25 |
Spell Lists for Variant Spellcasters | p. 26 |
The Witch | p. 26 |
Creating New Classes | p. 27 |
Prestige Classes | p. 27 |
Creating Prestige Classes | p. 27 |
Arcane Archer | p. 28 |
Assassin | p. 29 |
Blackguard | p. 30 |
Fiendish Servant | p. 31 |
Dwarven Defender | p. 32 |
Loremaster | p. 34 |
Shadowdancer | p. 34 |
NPC Classes | p. 36 |
Adept | p. 37 |
Aristocrat | p. 38 |
Commoner | p. 38 |
Expert | p. 38 |
Warrior | p. 39 |
Variant: 1st-Level Multiclass Characters | p. 40 |
At 1st Character Level | p. 40 |
Achieving 2nd Level | p. 41 |
Advancing Levels | p. 41 |
Access and Training | p. 41 |
Creating Characters above 1st Level | p. 42 |
Characters and the World around Them | p. 43 |
PCs and NPCs | p. 43 |
Class Roles and Society | p. 43 |
Guilds and Organizations | p. 44 |
Cohorts and Followers | p. 44 |
Leadership | p. 45 |
Animal Companions | p. 46 |
NPC Statistics | p. 47 |
Table-Based NPC | p. 47 |
Reading the NPC Descriptions | p. 47 |
Random NPC | p. 47 |
Handcrafted NPC | p. 47 |
Combination Approach | p. 47 |
Notes on NPC Design | p. 48 |
Elite and Average Characters | p. 48 |
NPC Barbarian | p. 49 |
NPC Bard | p. 50 |
NPC Cleric | p. 51 |
NPC Druid | p. 51 |
NPC Fighter | p. 52 |
NPC Monk | p. 52 |
NPC Paladin | p. 53 |
NPC Ranger | p. 55 |
NPC Rogue | p. 55 |
NPC Sorcerer | p. 56 |
NPC Wizard | p. 57 |
NPC Adjustments by Race or Kind | p. 57 |
Running the Game | p. 59 |
Encounter Distance | p. 59 |
Hiding and Spotting | p. 60 |
Missed Encounters | p. 60 |
Combat | p. 60 |
Starting an Encounter | p. 60 |
Variant: The Surprise Round | p. 61 |
New Combatants Enter the Fray | p. 62 |
Keeping Things Moving | p. 62 |
Simultaneity | p. 62 |
Variant: Roll Each Round | p. 62 |
Combat Actions | p. 63 |
Adjudicating Actions Not Covered | p. 63 |
Combat Actions Outside of Combat | p. 63 |
Adjudicating the Ready Action | p. 63 |
Attack Rolls | p. 64 |
Variant: Automatic Hits and Misses | p. 64 |
Variant: Defense Roll | p. 64 |
Critical Hits | p. 64 |
Behind the Curtain: Critical Hits | p. 65 |
Variant: Firing into a Crowd | p. 65 |
Damage | p. 66 |
Subdual Damage | p. 66 |
Variant: Clobbered | p. 66 |
Variant: Death from Massive Damage Based on Size | p. 66 |
Variant: Damage to Specific Areas | p. 66 |
Using Miniatures and Grids | p. 67 |
Movement and Position | p. 67 |
Line of Sight | p. 67 |
Grenadelike Weapons | p. 68 |
Area Spells | p. 68 |
Movement | p. 69 |
Unconventional Movement | p. 69 |
Tactical Aerial Movement | p. 69 |
Evasion and Pursuit | p. 70 |
Moving Around in Squares | p. 70 |
Describing the Action | p. 70 |
NPC Actions | p. 71 |
Interesting Combats | p. 71 |
Special Abilities | p. 71 |
Ability Score Loss | p. 72 |
Antimagic | p. 72 |
Blindsight | p. 73 |
Breath Weapon | p. 73 |
Charm and Compulsion | p. 73 |
Cold | p. 73 |
Damage Reduction | p. 73 |
Darkvision | p. 74 |
Death Attacks | p. 74 |
Disease | p. 74 |
Energy Drain | p. 75 |
Etherealness | p. 76 |
Evasion and Improved Evasion | p. 76 |
Fast Healing | p. 76 |
Fear | p. 76 |
Fire | p. 77 |
Gaseous Form | p. 77 |
Gaze Attacks | p. 77 |
Incorporeality | p. 77 |
Invisibility | p. 78 |
Low-Light Vision | p. 79 |
Paralysis and Hold | p. 79 |
Poison | p. 79 |
Polymorph | p. 79 |
Psionics | p. 80 |
Rays | p. 80 |
Regeneration | p. 81 |
Resistance to Energy | p. 81 |
Scent | p. 81 |
Spell Resistance | p. 81 |
Tremorsense | p. 83 |
Turn Resistance | p. 83 |
Condition Summary | p. 83 |
The Environment | p. 85 |
Landslides and Avalanches | p. 85 |
Water Dangers | p. 85 |
The Drowning Rule | p. 85 |
Starvation and Thirst Dangers | p. 86 |
Heat Dangers | p. 86 |
Catching on Fire | p. 86 |
Cold Dangers | p. 86 |
Weather Hazards | p. 87 |
Suffocation | p. 88 |
Other Dangers | p. 88 |
Acid | p. 88 |
Ice | p. 88 |
Lack of Air/High Altitude | p. 88 |
Lava | p. 89 |
Smoke | p. 89 |
Falling Objects | p. 89 |
Weather | p. 89 |
Skill and Ability Checks | p. 89 |
Modifying the Roll or the DC | p. 90 |
The DM's Best Friend | p. 90 |
Delineating Tasks | p. 90 |
The General Versus the Specific | p. 91 |
Degrees of Success | p. 91 |
Taking 10 | p. 91 |
Ability Checks | p. 91 |
Variant: Skills with Different Abilities | p. 91 |
Variant: Critical Success or Failure | p. 92 |
Critical Successes | p. 92 |
Critical Failures | p. 92 |
Saving Throws | p. 94 |
Assigning Saving Throws | p. 94 |
Which One? | p. 94 |
Save or Check? | p. 94 |
Difficulty Classes | p. 94 |
Variant: Saves with Different Abilities | p. 94 |
Adjudicating Magic | p. 94 |
Describing Spell Effects | p. 94 |
Handling Divinations | p. 95 |
Creating New Spells | p. 95 |
Damage Caps for Spells | p. 95 |
Variant: Spell Roll | p. 96 |
Variant: Power Components | p. 96 |
Variant: Summoning Individual Monsters | p. 96 |
Adventures | p. 97 |
Site-Based Adventures | p. 97 |
Static or Dynamic | p. 98 |
Event-Based Adventures | p. 98 |
Motivation | p. 99 |
Tailored vs. Status Quo | p. 99 |
Structure | p. 99 |
Good Structure | p. 99 |
Bad Structure | p. 100 |
The Flow of Information | p. 100 |
Encounters | p. 100 |
Tailored or Status Quo | p. 100 |
Challenge Ratings and Encounter Levels | p. 100 |
Multiple Monsters and Encounter Levels | p. 101 |
What's Challenging? | p. 101 |
Difficulty | p. 102 |
Tougher Monsters | p. 102 |
Location | p. 102 |
Making Things Interesting | p. 102 |
Modifying Difficulty | p. 102 |
Rewards and Behavior | p. 103 |
The End (?) | p. 104 |
Bringing Adventures Together | p. 104 |
Episodic or Continuing | p. 104 |
Plot Weaving | p. 104 |
End of an Adventure Checklist | p. 104 |
The Dungeon | p. 105 |
The Dungeon as Adventure Setting | p. 105 |
Types of Dungeons | p. 105 |
Behind the Curtain: Why Dungeons? | p. 106 |
Dungeon Features | p. 106 |
Walls | p. 106 |
Floors | p. 107 |
Doors | p. 108 |
Walls, Doors, and Detect Spells | p. 110 |
Rooms | p. 110 |
Corridors | p. 110 |
Miscellaneous Features | p. 110 |
Major Furnishings and Features | p. 111 |
Minor Furnishings and Features | p. 112 |
Obstacles, Hazards, and Traps | p. 112 |
Falling | p. 112 |
Pits and Chasms | p. 113 |
Cave-Ins and Collapses | p. 114 |
Mechanical Traps | p. 114 |
Magic Traps | p. 115 |
Behind the Curtain: Traps | p. 115 |
Dungeon Ecology | p. 116 |
Dungeon Animals | p. 116 |
Dungeon Slimes, Molds, and Fungi | p. 116 |
Wandering Monsters | p. 117 |
Wandering Monster Rolls | p. 118 |
Monsters Encountered | p. 118 |
Wandering Monsters' Treasure | p. 118 |
Random Dungeons | p. 118 |
Dungeon Level | p. 118 |
The Map and the Key | p. 118 |
Random Dungeon Encounters | p. 119 |
Strenghening Encounters | p. 121 |
A Sample Dungeon | p. 126 |
Statistics Blocks | p. 129 |
Example of Play | p. 130 |
Wilderness Encounters | p. 132 |
Building Wilderness Encounter Tables | p. 133 |
Example: The Dark Mountains | p. 136 |
Generating Towns | p. 137 |
Community Wealth and Population | p. 137 |
Power Center for the Community | p. 137 |
Community Authorities | p. 138 |
NPCs in the Community | p. 139 |
Racial Demographics | p. 140 |
One Hundred Adventure Ideas | p. 138 |
Campaigns | p. 141 |
Establishing a Campaign | p. 141 |
The Adventuring Party | p. 142 |
Beginning the Campaign | p. 142 |
Maintaining a Campaign | p. 142 |
Variant: Upkeep | p. 142 |
Context | p. 142 |
Building on the Past | p. 143 |
Other Campaign Issues | p. 143 |
Introducing New Players | p. 144 |
Fostering Player Goals | p. 144 |
Changing Alignment | p. 144 |
The Transition from Low to High Level | p. 144 |
Character Power Levels | p. 145 |
Player Characters Out of Control | p. 145 |
Behind the Curtain: Cool Ways to Break the Rules | p. 146 |
Handling NPCs | p. 146 |
Everyone in the World | p. 146 |
Enemies | p. 146 |
Friends | p. 147 |
NPC Spellcasting | p. 149 |
NPC Attitudes | p. 149 |
Fleshing Out NPCs | p. 149 |
Expanded Equipment List | p. 150 |
World-Building | p. 153 |
Creation Methodology | p. 153 |
Behind the Curtain: How Real Is Your Fantasy? | p. 154 |
Geography | p. 154 |
Climate/Terrain Types | p. 154 |
Ecology | p. 154 |
Demographics | p. 155 |
Economics | p. 155 |
Coinage | p. 155 |
Taxes and Tithes | p. 155 |
Moneychangers | p. 155 |
Supply and Demand | p. 156 |
Politics | p. 156 |
Political Systems | p. 156 |
Cultural Tendencies | p. 157 |
High-Level Characters | p. 157 |
Legal Issues | p. 157 |
Social Classes | p. 157 |
Titles, Offices, and Positions | p. 158 |
War and Other Calamities | p. 158 |
Religion | p. 159 |
The Pantheon and the Campaign Setting | p. 159 |
Creating New Deities | p. 160 |
Magic | p. 160 |
Magic Items | p. 160 |
Superstition | p. 161 |
Restrictions Placed on Magic | p. 161 |
Building a Different World | p. 161 |
Society/Culture | p. 161 |
Asian Culture | p. 161 |
Technology | p. 162 |
Weapon Size and Damage | p. 162 |
Extremely Low Tech | p. 162 |
Advancing the Technology Level | p. 162 |
Very High Tech | p. 163 |
Differing Magic | p. 164 |
Rewards | p. 165 |
Experience Awards | p. 165 |
Standard Awards | p. 165 |
Monsters Below CR 1 | p. 166 |
Challenge Ratings for NPCs | p. 167 |
Challenge Ratings for Traps | p. 167 |
Modifying Encounter Levels | p. 167 |
Assigning Ad Hoc XP Awards | p. 167 |
Variant: Faster or Slower Experience | p. 167 |
Modifying Challenge Ratings | p. 168 |
Variant: Free-Form Experience | p. 168 |
Variant: Story Awards | p. 168 |
Challenge Ratings for Noncombat Encounters | p. 168 |
Mission Goals | p. 168 |
Roleplaying Awards | p. 168 |
Story Awards and Standard Awards | p. 169 |
Experience Penalties | p. 169 |
Death and Experience Points | p. 169 |
Treasure | p. 169 |
Behind the Curtain: Experience Points | p. 169 |
Monsters with Treasure | p. 169 |
Treasure per Encounter | p. 169 |
Building a Treasure | p. 170 |
NPCs with Treasure | p. 171 |
Other Treasure | p. 171 |
Using the Treasure Table | p. 171 |
Types of Treasure | p. 171 |
Other Rewards | p. 172 |
Magic Items | p. 173 |
Handling Magic Items | p. 174 |
Placement as Treasure | p. 174 |
Appearance | p. 174 |
Identifying Items | p. 175 |
Magic Items and Detect Magic | p. 175 |
Using Items | p. 175 |
Size and Magic Items | p. 176 |
Limit on Magic Items Worn | p. 176 |
Saving Throws against Magic Item Powers | p. 176 |
Damaging Magic Items | p. 176 |
Item Bonuses | p. 176 |
Behind the Curtain: Stacking Bonuses | p. 177 |
Intelligence | p. 177 |
Cursed Items | p. 177 |
Charges, Doses, and Multiple Charges and Uses | p. 178 |
New Magic Items | p. 178 |
Magic Item Descriptions | p. 178 |
Magic Item Names | p. 179 |
Random Magic Items | p. 179 |
Armor | p. 179 |
Weapons | p. 183 |
Potions | p. 190 |
Rings | p. 192 |
Rods | p. 195 |
Scrolls | p. 199 |
Staffs | p. 204 |
Wands | p. 206 |
Wondrous Items | p. 207 |
Intelligent Items | p. 228 |
Cursed Items | p. 231 |
Behind the Curtain: Putting Cursed Items in Your Game | p. 232 |
Artifacts | p. 236 |
Creating Magic Items | p. 241 |
Behind the Curtain: Magic Item Gold Piece Values | p. 243 |
Masterwork Items | p. 242 |
Special Materials | p. 242 |
Creating Armor | p. 243 |
Creating Weapons | p. 244 |
Creating Potions | p. 244 |
Creating Rings | p. 245 |
Creating Scrolls | p. 245 |
Creating Rods | p. 245 |
Creating Staffs | p. 246 |
Creating Wands | p. 246 |
Creating Wondrous Items | p. 246 |
Intelligent Item Creation | p. 246 |
Adding New Abilities | p. 246 |
Quick Reference Tables | p. 247 |
Index | p. 254 |
Tables | |
Ability Score Point Costs | p. 20 |
Ability Score Nonstandard Point Costs | p. 20 |
Common Subraces | p. 21 |
Monsters as Races | p. 23 |
Monster PCs' Ability Scores | p. 23 |
Monster PCs' Intelligence Ability Scores | p. 23 |
Ability Score Equivalencies | p. 24 |
The Arcane Archer | p. 28 |
The Assassin | p. 29 |
The Blackguard | p. 30 |
Fiendish Servants | p. 31 |
Fallen Paladin Blackguard Abilities | p. 32 |
The Dwarven Defender | p. 33 |
The Loremaster | p. 35 |
Loremaster Secrets | p. 35 |
The Shadowdancer | p. 36 |
The Adept | p. 37 |
The Aristocrat | p. 38 |
The Commoner | p. 38 |
The Expert | p. 39 |
The Warrior | p. 40 |
Apprentice-Level Characters | p. 40 |
Fixed Hit Points per Hit Die | p. 42 |
Starting Equipment for PCs above 1st Level | p. 43 |
Leadership | p. 45 |
Leadership Modifiers | p. 45 |
Example Special Cohorts | p. 45 |
Random NPC Alignment | p. 47 |
Random NPC Class | p. 47 |
Good NPC Race or Kind | p. 48 |
Neutral NPC Race or Kind | p. 48 |
Evil NPC Race or Kind | p. 49 |
NPC Barbarian | p. 49 |
NPC Bard | p. 50 |
NPC Cleric | p. 51 |
NPC Druid | p. 52 |
NPC Fighter | p. 53 |
NPC Monk | p. 53 |
NPC Paladin | p. 54 |
NPC Ranger | p. 54 |
NPC Rogue | p. 55 |
NPC Sorcerer | p. 56 |
NPC Wizard | p. 57 |
NPC Gear Value | p. 58 |
Spotting Distance | p. 60 |
Spotting Difficulty | p. 60 |
Direct Fire Range | p. 65 |
Direct Fire Path | p. 65 |
Direct Fire Deviation | p. 65 |
Indirect Fire Target Area | p. 66 |
Indirect Fire Deviation | p. 66 |
Massive Damage Based on Size | p. 67 |
Effects of Damaging Specific Areas | p. 67 |
Creature Size and Scale on Grids | p. 67 |
Flight Maneuverability | p. 69 |
Special Ability Types | p. 72 |
Damage Reduction Rankings | p. 74 |
Diseases | p. 75 |
Listen Check DCs to Detect Invisible Creatures | p. 78 |
Poisons | p. 80 |
Wind Effects | p. 87 |
Damage from Falling Objects | p. 89 |
Random Weather | p. 89 |
Varying Degrees of Success | p. 91 |
Difficulty Class Examples | p. 93 |
Maximum Damage for Arcane Spells | p. 95 |
Maximum Damage for Divine Spells | p. 96 |
Encounter Numbers | p. 101 |
Encounter Difficulty | p. 102 |
Walls | p. 107 |
Doors | p. 108 |
Dungeon Dressing--Major Features and Furnishings | p. 112 |
Dungeon Dressing--Minor Features and Furnishings | p. 113 |
Spells for Magic Traps | p. 117 |
Wandering Monster Summary | p. 118 |
Door Types | p. 119 |
Room Contents | p. 119 |
Traps CR 1-3 | p. 119 |
Traps CR 4+ | p. 119 |
Random Encounter Master Table | p. 120 |
Modified Die Roll | p. 121 |
1st- to 20th-Level Dungeon Encounters | p. 122-125 |
Random Dragons | p. 126 |
Chance of Wilderness Encounter | p. 132 |
Terrain Modifiers to Encounter Levels | p. 133 |
Wilderness Encounter Lists | p. 133 |
Dark Mountains Wilderness Encounters | p. 136 |
Random Town Generation | p. 137 |
Power Centers | p. 137 |
Power Center Alignment | p. 137 |
Highest-Level Locals (PC Classes) | p. 139 |
Highest-Level Locals (NPC Classes) | p. 140 |
Community Modifiers | p. 140 |
Racial Mix of Communities | p. 140 |
Character Wealth by Level | p. 145 |
Prices for Hireling Services | p. 149 |
Initial NPC Attitude | p. 149 |
Influencing NPC Attitude | p. 149 |
One Hundred Traits | p. 150 |
Additional Goods and Services | p. 151 |
Community Sizes | p. 155 |
Asian Weapons | p. 161 |
Renaissance Weapons | p. 162 |
Renaissance Grenadelike Weapons | p. 162 |
Modern Era Weapons | p. 164 |
Modern Era Grenadelike Weapons | p. 164 |
Futuristic Weapons | p. 164 |
Experience Point Awards (Single Monster) | p. 166 |
Treasure Values per Encounter | p. 170 |
Average Treasure Results | p. 170 |
Treasure | p. 170 |
Gems | p. 172 |
Art Objects | p. 172 |
Mundane Items | p. 172 |
Random Mighty Composite Shortbow | p. 172 |
Random Mighty Composite Longbow | p. 172 |
Bonuses from Magic | p. 177 |
Random Magic Item Generation | p. 179 |
Armor and Shields | p. 180 |
Random Armor Type | p. 180 |
Random Shield Type | p. 180 |
Armor Special Abilities | p. 180 |
Shield Special Abilities | p. 180 |
Specific Armors | p. 182 |
Specific Shields | p. 183 |
Weapons | p. 184 |
Weapon Type Determination | p. 184 |
Common Melee Weapons | p. 184 |
Uncommon Weapons | p. 184 |
Common Ranged Weapons | p. 185 |
Melee Weapon Special Abilities | p. 185 |
Ranged Weapon Special Abilities | p. 185 |
Specific Weapons | p. 188 |
Potions | p. 191 |
Rings | p. 192 |
Rods | p. 196 |
Scroll Types | p. 204 |
Number of Spells on a Scroll | p. 204 |
Scroll Spell Levels | p. 204 |
Arcane Spell Scrolls | p. 200 |
Divine Spell Scrolls | p. 201 |
Staffs | p. 204 |
Wands | p. 206 |
Minor Wondrous Items | p. 208 |
Medium Wondrous Items | p. 208 |
Major Wondrous Items | p. 209 |
Item Intelligence, Wisdom, Charisma, and Capabilities | p. 228 |
Item Alignment | p. 229 |
Intelligent Item Primary Abilities | p. 229 |
Intelligent Item Extraordinary Powers | p. 229 |
Intelligent Item Purpose | p. 230 |
Intelligent Item Special Purpose Powers | p. 230 |
Item Ego | p. 230 |
Cursed Item Common Curses | p. 231 |
Specific Cursed Items | p. 233 |
Calculating Magic Item Gold Piece Values | p. 242 |
Potion Base Prices (By Brewer's Class) | p. 244 |
Base Cost to Brew a Potion (By Brewer's Class) | p. 245 |
Scroll Base Prices (By Scriber's Class) | p. 245 |
Base Cost to Scribe a Scroll (By Scriber's Class) | p. 245 |
Wand Base Prices (By Crafter's Class) | p. 246 |
Base Cost to Craft a Wand (By Crafter's Class) | p. 246 |
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