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Boradorin's Library - Rulebooks - Dungeon Master's Guide 2
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Dungeon Master's Guide 2

Rulebooks
224
$34.95
(10) 07-869-5244-X / (13) 978-0-7869-5244-1
Roleplaying Games
2009
Game: 0010
User rating: / 
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Review

Dungeon Master's Guide 2 (4th Ed.)Have
More Fun
Behind
the Screen

In a troubled world, mighty heroes make names for themselves by fighting back the tide of evil and chaos.  New challenges await as they embark on paragon paths and grand new adventures.  The core rulebook for the Dungeons & Dragons® Roleplaying Game helps a Dungeon Master take the game to the next level.

Dungeon Master's Guide 2 features advice and rules for Dungeon Masters of all levels of experience, with a particular focus on running adventures and campaigns in the paragon tier (levels 11-20).  It includes advanced encounter-building tools, storytelling tips to bring your game to life, new monster frameworks to help you craft the perfect villain, example campaign arcs, a comprehensive look at skill challenges, and a detailed "home base" for paragon-tier adventurers—the interplanar nexus of Sigil, the City of Doors.


The Beggar [Click for larger image]Excerpt: Chapter 6 – Paragon Campaigns

A Player character's early career likely entails hack-and-slash adventure, descending into near-surface dungeons, and skirmishing with kobolds, orcs, and gnolls.  At paragon status, bold horizons unfold before the PCs.  They battle in new places and attract adulation and dangers in equal measure.

This chapter includes the following sections:Elvish Army Ho! [Click for larger image]

  • Paragon Status:  Whether players reach this status level or the DM starts characters at the paragon tier, when a campaign reaches 11th level, the stakes change.  Paragon tier campaigns might take PCs into the murky depths of the Underdark or across the scared landscapes of cursed lands.  The characters could explore the planar realities of the Astral Sea or the Elemental Chaos.  At the paragon tier, PCs are becoming powerful enough to ascend thrones, command armies, and build new empires from the ruins of the old.
  • Sigil, the City of Doors:  Introduce plane-hopping, paragon adventurers to the PCs' potential new home base, Sigil.  Sigil offers an infinite number of dimensional gateways to other locations.  If the PCs fall into disharmony with the city and its residents, they might learn who people also call the city, "The Cage."
  • A Conspiracy of Doors: This adventure for 11th-level characters introduces Sigil to your campaign.  If it exists, the saying goes, you can find it in Sigil.  But what happens when the supply lines are cut and expected imports don't arrive on schedule?  That's when Estavan, the face of the Planar Trade Consortium, seeks out a group of adventurers to trace the supplies back to their source and discover what's causing the holdup.  What starts as a minor inconvenience could lead to panic, starvation, riots, or worse (such as the attention of the Lady of Pain) if the supply lines aren't restored.

Player's Handbook 2 (4th Ed.)Monster Manual 2 (4th Ed.)Monster Manual 3 (4th Ed.)


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