11/29/2022 0 Comments Dnd 5e pdf dmg 1![]() Chapter 7 is all about treasure, magic items, and special rewards that help keep the players invested in your campaign. Chapter 5 presents guidelines and advice for running adventures set in dungeons, the wilderness, and other locales, and chapter 6 covers the time between adventures. Chapter 3 covers the basic elements of a D&D adventure, and chapter 4 helps you create memorable NPCs. Part 2 of this book is devoted to helping you create and run great adventures. Chapter 2 helps you put your world in the greater context of the multiverse, expanding on the information presented in the Player’s Handbook to discuss the planes of existence and the gods and how you can put them together to serve the needs of your campaign. Chapter 1 asks what type of game you want to run, and helps you nail down a few important details about your world and its overarching conflicts. I work on the Dungeons & Dragons paper and pencil RPG and the Dungeons & Dragons miniatures game.Part 1 of this book is all about inventing your world. When not cribbing the bios of well known AD&D 1st edition villains, I'm a game developer at Wizards of the Coast. (Major points to anyone who gets the above reference) Those who arouse suspicion will be quietly murdered in their sleep those with too much promise will be likewise dealt with, for Mearls wants no potential usurpers or threats to his domination. He is not at all adverse to gaining new recruits of any sort, and will gladly accept adventurers into the ranks, but he will test and try them continually. None of the victims are ever left alive to tell the tale, and mysterious disappearances are all that can be remarked upon, for no trace of men, mounts, goods, wagons, or draft animals is ever found.Įvil to the core, Mearls is cunning, and if the situation appears in doubt, he will use bribery and honeyed words to sway the balance in his favor. He and his minions have been careful to raid far from this area, never nearer than three or four leagues, traveling on foot or being carried in wagons of the traders from Hommlet. Of course, Mearls is but one of many so charged, but he is looked upon with special favor and expectation. Whomever harms Mearls had better not brag of it in the presence of one who will inform the Demoness Lolth! Has been sent into this area to rebuild a force of men and humanoid fighters to gather loot and restore the Temple of Elemental Evil to its former glory. Mike Mearls is the dark hope of chaotic evil: young, handsome, well endowed in abilities and aptitudes, thoroughly wicked, depraved, and capricious. ![]()
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