Not for resale. Permission granted to print and photocopy this document for per
Not for resale. Permission granted to print and photocopy this document for personal use only. Dungeon Master’s Guide Version 2.0 Credits D&D Organized Play: Christopher Lindsay D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Claire Hoffman, Greg Marks, Alan Patrick, Travis Woodall Effective August 26, 2016 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 2 Not for resale. Permission granted to print and photocopy this document for personal use only. What is the D&D Adventurers League? The D&D Adventurers League is the official organized play system for Dungeons & Dragons. Players can create characters and participate in any adventure allowed as a part of the D&D Adventurers League. As characters adventure, players track those characters’ experience, treasure, and other rewards, and can take those characters through other adventures that will continue their personal story. Storyline Seasons D&D Adventurers League play is broken up into storyline seasons. When players create characters, they can continue to play their characters after the storyline season has finished, possibly participating in a second or third storyline with those same characters. A character’s level is the only limitation for adventure play. A player cannot use a character of a level higher or lower than the level range of a given D&D Adventurers League adventure. The Setting D&D Adventurers League adventures are set in the Forgotten Realms, on the continent of Faerûn. The storyline for season 4 was set in Ravenloft, though characters traversed the mists from the Forgotten Realms to Ravenloft, and back again as part of that season’s story. Hardcover adventures for previous seasons are set in the Sword Coast region—a savage wilderness dotted with powerful and iconic cities such as Baldur’s Gate, Neverwinter, and Waterdeep. Adventures created for previous seasons of D&D Adventurers League play are set in the Moonsea region—a brutal land beset by bandits, monstrous hordes, and tyrants. Going forward, the adventures created to compliment the current story will also be set in the Sword Coast region in order to bring their story focus closer to that of the for-sale print products crafted by the D&D team at Wizards of the Coast. D&D Adventurers League Play Dungeon Masters and players can engage with the D&D Adventurers League in many ways. These currently include D&D introductory adventures, D&D premiere play and playing through the published D&D adventure for any given storyline. Additionally, some convention organizers have been sanctioned to create approved D&D Adventurers League adventures that premiere specifically at their conventions. These adventures are set in the Moonsea region of the Forgotten Realms. This list of options may continue to change to meet the needs of D&D fans and event organizers. D&D Introductory Adventures These adventures premiere at your local core hobby retail store and are meant to introduce you to the content of a new D&D print product, published by Wizards of the Coast. This free content typically supports twelve to sixteen hours of D&D play, and is made available for anyone to download from the Dungeon Masters Guild after its initial premiere. It is important to note that there will be an introductory adventure for each new release, not just D&D adventure releases. D&D Premiere Play D&D Premiere Play adventures support Wizards of the Coast storyline product releases. They can be purchased from the Dungeon Masters Guild, and played as official D&D Adventurers League play. Once purchased by a Dungeon Master, Premiere Play content can be run as often as that DM likes in support of a given D&D storyline season. D&D Premiere Play can take place anywhere, both at a public venue such as a local core hobby retail store, or privately in your home or other location of your choosing. Being a Dungeon Master Playing D&D Adventurers League adventures as the DM is easy and fun. The adventures can be prepared in a short period of time, and you don’t have to worry about creating all sorts of background material. What You Need to Run a Game In order to run a game as a DM in D&D Adventurers League games, you’ll need the following. The D&D Basic Rules. This PDF document is available for free on the Wizards of the Coast website. It contains all the basic rules of the game, and you can create a character with it. More options for characters are available in the Player’s Handbook and the Sword Coast Adventurer’s Guide. An Adventure. If you’re running games in a game store or at a convention, check with the organizer to see what adventures are available. The 3 Not for resale. Permission granted to print and photocopy this document for personal use only. organizer may be able to provide you with access to a copy of the adventure. Adventures are designed for a table of five players, but can be adjusted for three to seven players. Tables smaller or larger than those limits are not allowed. Dice, Pens or Pencils, and Paper. Don’t leave them at home! A DCI number (OPTIONAL). This is an official Wizards of the Coast organized play number. It is obtainable at public events; ask the organizer for one the first time you play, or it can be obtained online. Optional Items These things aren’t necessary to run D&D Adventurers League games, but might be nice to have. Dungeon Master’s Guide™. This book contains indispensable advice on running games. It’s great during preparation, but you don’t have to bring it along to the game. The Dungeon Master’s Guide also contains descriptions of magic items that might be awarded during the course of play, so it is suggested that you bring that information with you to the table if it is not provided in the adventure. Monsters. The adventure will specify where you can find statistics for the monsters you’re using. Most monsters can be found in the Monster Manual or the D&D Basic Rules. Special monsters created specifically for a given season’s published adventure are found in that product. Note Cards. Great for writing down initiative, handing notes to players, and as cheap table tents. Miniatures and Map Surfaces. If you and your players enjoy playing a more tactical game of D&D, you can use these to help depict combats and detailed areas. Dungeon Master Screen. Helpful to hide the adventure and conceal your notes from the other players. Rules for Dungeon Masters The variant rules for “Playing on a Grid” in the D&D Basic Rules and Player’s Handbook can be used if you and your players wish. Dungeon Masters should feel free to use the Dungeon Masters Guide to help run games if they so choose. However, D&D Adventurers League play does not use any other optional or variant rules as presented in the Dungeon Master’s Guide. Preparing the Adventure Before you show up to run a D&D Adventurers League adventure for a group of players, you should do the following to prepare. Make sure to have a copy of the D&D Basic Rules or the Player’s Handbook. Read through the adventure, taking notes of anything you’d like to highlight or remind yourself while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in combat. Get familiar with any monster statistics in the adventure or its appendices. Gather together any resources you’d like to use to aid you in running the adventure, such as note cards, a DM screen, miniatures, battle maps, and so forth. If you know the composition of the group of characters beforehand, you can make adjustments as noted throughout the adventure. Before Each Play Session If you are new to being a Dungeon Master, here is a useful guide to preparing. Before you start the adventure, spend some time familiarizing yourself with the locations, events, and characters. You’ll also want to review the relevant statistics for any monsters or nonplayer characters (NPCs). After introducing yourself to the players, ask them to provide you with a small amount of relevant character information. This typically includes (but is not limited to) the following. Character name Character race, class, and level Character faction Passive Perception—the most common passive ability check Anything notable as specified by the adventure (such as backgrounds, uploads/s1/ ddal-dungeon-masters-guide-v2-pdf.pdf
-
25
-
0
-
0
Licence et utilisation
Gratuit pour un usage personnel Attribution requise- Détails
- Publié le Dec 11, 2021
- Catégorie Administration
- Langue French
- Taille du fichier 0.1408MB