
Dungeon Master's Guide (2014)
Dungeon Master's Guide (2014). Introduction. The Dungeon Master. How to Use This Book. Know Your Players. A World of Your Own. The Big Picture. Gods of Your World. Mapping Your Campaign. Settlements. Languages and Dialects. Factions and Organizations. Magic in Your World. Creating a Campaign. Campaign Events. Play Style. Tiers of Play. Flavors of Fantasy. Creating a Multiverse. The Planes. Planar Travel. Astral Plane. Ethereal Plane. Feywild. Shadowfell. Inner Planes. Outer Planes. Other Planes. Known Worlds of the Material Plane. Creating Adventures. Elements of a Great Adventure. Published Adventures. Adventure Structure. Adventure Types. Complications. Creating Encounters. Random Encounters. Creating Nonplayer Characters. Designing NPCs. NPC Party Members. Contacts. Hirelings. Extras. Villains. Villainous Class Options. Adventure Environments. Dungeons. Mapping a Dungeon. Wilderness. Mapping a Wilderness. Wilderness Survival. Settlement. Mapping a Settlement. Urban Encounters. Unusual Environments. Traps. Between Adventures. Linking Adventures. Campaign Tracking. Recurring Expenses. Downtime Activities. Treasure. Types of Treasure. Random Treasure. Magic Items. Sentient Magic Items. Artifacts. Other Rewards. Running the Game. Table Rules. The Role of Dice. Using Ability Scores. Exploration. Social Interaction. Objects. Combat. Chases. Siege Equipment. Diseases. Poisons. Madness. Experience Points. Dungeon Master's Workshop. Ability Options. Adventuring Options. Combat Options. Creating a Monster. Creating a Spell. Creating a Magic Item. Creating New Character Options. Random Dungeons. Starting Area. Passages. Doors. Chambers. Stairs. Connecting Areas. Stocking a Dungeon. Monster Lists. Maps. Dungeon Master Inspiration. Credits. Wizards RPG Team