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Dungeon Master's Guide II
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CREDI
TS
DES I GNERS
J ESSE D ECKER , J AMES J ACOBS , R OBIN D. L AWS ,
D AV I D N OONAN , C HRIS T HOMASSON
DEVELOPMENT TEAM
B RUCE R. C ORDELL , A NDY C OLLINS ,
S TEPHEN S CHUBERT
ART DIRECTOR D&D
D AW N M URIN
COVER ARTIST
M ATT C AVOT TA
INTERIOR ARTISTS
K ALMAN A NDRASOFSZKY , M ITCH C OTIE ,
E D C OX , S TEVE E LLIS , W AY NE E NGLAND ,
E MILY F IEGENSCHUH , R ANDY G ALLEGOS ,
B RIAN H AGAN , G INGER K UBIC ,
R AV E N M IMURA , W ILLIAM O’C ONNOR ,
M ICHAEL P HILLIPPI , V INOD R AMS ,
W AY NE R EYNOLDS , D AN S COTT , R ON S PENCER ,
A RNIE S WEKEL , F RANZ V OHWINKEL
E
DI
T
O
R
S
M ICHELE C ARTER , C HRIS T HOMASSON ,
R AY V ALLESE , P ENNY W ILLIAMS
MANAGING EDITOR
K IM M OHAN
DESIGN MANAGER
C HRISTOPHER P ERKINS
DEVELOPMENT MANAGER
J ESSE D ECKER
SENIOR ART DIRECTOR RPG R&D
S TACY L ONGSTREET
DIRECTOR OF RPG R&D
B ILL S LAVICSEK
PRODUCTION MANAGERS
J OSH F ISCHER , R ANDALL C REWS
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D EE B ARNETT
CARTOGRAPHER
T ODD G AMBLE
GRAPHIC PRODUCTION SPECIALISTS
E RIN D ORRIES , A NGELIKA L OKOTZ
IMAGE TECHNICIAN
S VEN B OLEN
Based on the original D UNGEONS & D RAGONS ® rules created by Gary Gygax and Dave Arneson and the new D UNGEONS & D RAGONS
game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
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Contents
Magic Armor and Shield
Magic Weapon
3
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Introduction
Being a DM is a big job. You’ve got all those rules to master,
a cast of thousands to portray—heck, you’ve got a whole
world to create.
The size of the DM’s job is why you’re holding Dungeon
Master’s Guide II. The 320 pages of the Dungeon Master’s
Guide was suffi cient to get a campaign world thriving, but
it just scratched the surface of what’s possible.
Truth-in-advertising time: Here’s 288 pages, and it’s just
a second scratch on the surface of what’s possible.
But what a scratch! Whether you run a game that’s one
kick-in-the-door battle to the death after another, or one
fraught with tense negotiations and political intrigue,
there’s something in here that can help you out with the
big job of being DM.
Here’s a sample. Flip through the book and check out
the following:
Adapting to Different Play Styles (page 7): The
psychodramatist, the cool guy, the brilliant planner, the
outlier, and the lurker. Who are these people, and how can
you keep them all happy at the same game table?
Preparation (page 32): How to get ready for the game
if you’re under time pressure; step-by-step checklists for
1 hour of prep time, 2 hours, 3 hours, and more.
More Traps (page 40): Tired of yet another spike-
bottomed pit? Here you’ll fi nd fi re summoning traps,
painful hobbling traps, trapped weapons, fey rings,
and spell turrets. Many are built at multiple Challenge
Ratings so you can fi nd one that’s appropriate for your
characters—or maybe just a little bit tougher.
Exotic Encounter Locations (page 47): Goodbye,
20-foot-square dungeon room. Hello, ice bridge, evil crypt,
treetop village, and burning building!
Encounter Tables (page 65): Every DM knows that
PCs don’t always go where you planned. Now you’re ready
with a fun encounter when their whims or overconfi dence
take them into an infernal vortex, a sewer tunnel—or the
wizards’ guild late at night.
Medieval Society (page 81): If the characters go
really far afi eld, they might fi nd themselves in a di fferent
nation or culture altogether. Now you have everything
from systems of government to political plots to ran-
dom rumors to make every part of your setting come
to life.
Laws and Punishment (page 101): Player characters
often wind up on the wrong side of the law—sometimes
justly, sometimes unjustly. Here’s how to handle the arrest,
the trial, and the sentence . . . or at least the part of the
sentence that the characters serve before they prove their
innocence or bust out of prison.
Magic Events (page 109): When you’re creating the
climax to an adventure, you want a magic event such as
the sudden appearance of a burning eye on the horizon or
the gradual growth of an inky blackness that grows larger
with each life it consumes.
Saltmarsh (page 119): D&D veterans will remember
Saltmarsh as the site of an adventure published in the early
1980s. Now it’s back as an example of a fully detailed town.
You can either put Saltmarsh in the world you create, or
call it by another name and use the information for one
of your own towns.
Unique Abilities (page 157): Sometimes you want an
NPC that’s unaccountably weird. Now you can create
characters with extra limbs, fey spirits, or beings that are
just “abysmally wretched.”
Complex NPCs (page 160): At one time or another,
every DM has needed a statted-up bounty hunter in a
hurry. Now you’ve got one, plus other DM staples such
as the tribal shaman, the cultist, and the martial artist.
Businesses (page 180) and PC Organizations (page
210): PCs do more than just delve into dungeons. Whether
they want to invest their loot in a merchant caravan or take
over the local thieves’ guild, you’re ready.
Teamwork Benefi ts (page 189) and Companion Spirits
(page 194): We’ve got two new ways for the players at your
table to act like a team: teamwork benefi ts that represent
experience and specialized training, and companion spirits
that grant magical powers to the PCs and their allies.
Magical Locations (page 235) and Magic Items
(beginning on page 250): We haven’t forgotten that play-
ers spend as much time with the “blue books” as the DMs
do. In addition to new items (and new ways to customize
the ones you’ve got), we offer magic locations that grant
you powers beyond what mere trinkets can offer.
Being a DM is indeed a big job—but it has a commensu-
rately big reward. You get to create entire worlds, fueled only
by your own imagination. You get to play every dastardly
villain, every savage beast, and every comic-relief inn-
keeper. You get to ensnare your fellows in intricate webs
of plot and scheme.
Best of all, you get to look up from your dice and your
notes every now and then to see your friends hanging on
your every word—or laughing uproariously because they’re
having such a good time. You’re making that happen.
So look up every once in a while and bask in the joy
you’ve created. Do it enough, and you’ll never want to
relinquish your spot at the head of the table.
4
WHAT YOU NEED TO PLAY
Dungeon Master’s Guide II makes use of the information in the
three D&D core rulebooks: Player’s Handbook, Dungeon Master’s
Guide, and Monster Manual. It doesn’t directly reference any
other books, but it draws on the accumulated heritage of
D&D supplements published since 2000. Although posses-
sion of any or all of these supplements will enhance your
enjoyment of this book, they are not strictly necessary.
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game of D UNGEONS & D RAGONS is an experi-
ence you and your players create together. As
a Dungeon Master, you lead the way, bouncing
between roles as author, actor, umpire, and traf-
fi c cop, as the situation demands. Though these might
seem like unrelated roles, each calls on one key skill:
communication. By brushing up on your skills as a com-
municator—both as talker and, even more important,
as listener—you can transform from a good DM into a
great one.
a better read on your players than they can usually give
you directly.
Something for Everyone: Once you know what
your players want, you can take steps to cater to each of
them, collectively or in turn.
Keep the Energy Level Up: Maintain your focus
and sense of excitement. Use simple presentational
techniques to project that excitement to your players.
Keep It Moving: As in any form of entertain-
ment, pacing is everything. Learn to nudge, shape,
and prod the action to minimize boredom without
taking away your players’ sense of control over their
characters’ actions.
Be Prepared: Whether you’re blessed with loads
of prep time or cursed with too little, ensure that
you use the time you have to your best advantage.
YOUR JOB AS DM
Your job as a DM is simple: to make the game fun for the
players and for yourself.
No other goal takes priority over this one. You are not
trying to please anyone outside your gaming group. You
won’t fi nd a single right or wrong way to have a good time,
nor a single ideal style of play you and your group ought
to be working toward.
Increase your group’s fun quotient by following these
simple principles:
Read Your Players: Few players, even when directly
prompted, can tell you outright what they’re looking for
in a D&D game. By observing indirect cues, you can get
THE BIG QUESTION
Whenever you worry that a session might be
taking a turn for the worse, pause for a moment
and ask yourself: Are we having fun?
If you look around the room and your players are
leaning forward in their seats, energized, smiling, and
enthusiastic, the group is already having fun, and
you’re doing a superb job whether you’re ready to
5
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