About: Dungeon Master's Guide 2   Sponge Permalink

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The book is divided into six chapters, as follow: 1. * Group Storytelling — This chapter focuses on the narrative side of the game from the DM’s point of view, offering techniques to encourage players to help DM shape the story of the game. 2. * Advanced Encounters — This chapter expands on the information presented in Chapter 4 of the Dungeon Master’s Guide to give DM tips, techniques, and a few tricks to make dynamic, exciting combat encounters for the game. 3. * Skill Challenges — This chapter supplements the material in the Dungeon Master’s Guide that introduces the rules for skill challenges. The start of the chapter repeats the fundamental rules for creating and running skill challenges, since they’ve been updated since the first printing of the DMG. From there, the chap

AttributesValues
rdfs:label
  • Dungeon Master's Guide 2
rdfs:comment
  • The book is divided into six chapters, as follow: 1. * Group Storytelling — This chapter focuses on the narrative side of the game from the DM’s point of view, offering techniques to encourage players to help DM shape the story of the game. 2. * Advanced Encounters — This chapter expands on the information presented in Chapter 4 of the Dungeon Master’s Guide to give DM tips, techniques, and a few tricks to make dynamic, exciting combat encounters for the game. 3. * Skill Challenges — This chapter supplements the material in the Dungeon Master’s Guide that introduces the rules for skill challenges. The start of the chapter repeats the fundamental rules for creating and running skill challenges, since they’ve been updated since the first printing of the DMG. From there, the chap
sameAs
dcterms:subject
binding
  • Hardcover
dbkwik:forgotten-r...iPageUsesTemplate
dbkwik:forgottenre...iPageUsesTemplate
Series
  • 4(xsd:integer)
Type
  • Core rulebook
Author
  • Mike Mearls, Robin D. Laws, and Greg Gorden
Preceded By
  • Monster Manual 2
Pages
  • 224(xsd:integer)
Title
  • Dungeon Master's Guide 2
Code
  • 242060000(xsd:integer)
Released
  • September 2009
Source
Publisher
Followed By
  • Player's Handbook 3
ISBN
  • 978(xsd:integer)
  • 78695244(xsd:integer)
abstract
  • The book is divided into six chapters, as follow: 1. * Group Storytelling — This chapter focuses on the narrative side of the game from the DM’s point of view, offering techniques to encourage players to help DM shape the story of the game. 2. * Advanced Encounters — This chapter expands on the information presented in Chapter 4 of the Dungeon Master’s Guide to give DM tips, techniques, and a few tricks to make dynamic, exciting combat encounters for the game. 3. * Skill Challenges — This chapter supplements the material in the Dungeon Master’s Guide that introduces the rules for skill challenges. The start of the chapter repeats the fundamental rules for creating and running skill challenges, since they’ve been updated since the first printing of the DMG. From there, the chapter continues with lengthy advice for creating skill challenges that are engaging and exciting for every player at the table. 4. * Customizing Monsters — This chapter adds more elements to DM’s toolbox by expanding the options from the Dungeon Master’s Guide and adding a new tool: monster themes. 5. * Adventures — This chapter contains plenty of advice to help DM build a campaign. Sample campaign arcs, including a hands-on example of how to build a campaign arc, help DM form the skeleton of the campaign, and information about using artifacts and organizations can help DM flesh out the details. 6. * Paragon Campaigns — This chapter offers tips and suggestions for campaigns set in the paragon tier, presents the city of Sigil as a home base for characters’ adventures through the paragon tier, and includes a short adventure for 11th-level characters.
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