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Guide for a dungeon master to run the Eberron setting under the 4th Edition Dungeons & Dragons rules, providing the campaign specific rules and details on the continent of Khorvaire and the rest of the world of Eberron. It is designed to be used with other Eberron products, but is not required.
The Dungeon Master's Guide (DMG [1] or DM's Guide; in some printings, the Dungeon Masters Guide or Dungeon Master Guide) is a book of rules for the fantasy role-playing game Dungeons & Dragons. The Dungeon Master's Guide contains rules concerning the arbitration and administration of a game, and is intended for use by the game's Dungeon Master. [2]
The Campaign Sourcebook and Catacomb Guide is a supplement to the Dungeon Master's Guide for the Advanced Dungeons & Dragons 2nd edition rules. [1] The first section of the book contains guidelines to help Dungeon Masters (DMs) run campaigns, while the second part of the book details how to run games in dungeons.
The Advanced Dungeons and Dragons Dungeon Master's Guide (1979) was a book written by Gary Gygax to help people run games of Dungeons and Dragons (D&D). [1] It contained a series of appendices, including one titled “Appendix N: Inspirational and Educational Reading”.
Dungeon Master's Guide 2 was written by Greg Gorden, Robin D. Laws, and Mike Mearls, and published on September 19, 2009.The 224-page hardcover book features art by Steve Argyle, Ryan Barger, Kerem Beyit, Zoltan Boros, Julie Dillon, Brian "Chippy" Dugan, Vincent Dutrait, Jason Engle, Randy Gallegos, Tomas Giorello, Ralph Horsley, Mari Kolkowsky, Howard Lyon, Raven Mimura, Lucio Parrillo, Wayne ...
The Castle Guide is a rules supplement intended for the 2nd edition Dungeon Master's Guide which covers life in feudal lands, and how to build, run, siege, and defend castles. [1] Reviewer Keith H. Eisenbeis stated that it "contains all types of useful and needed information about almost every aspect of castle existence from construction to ...
The book's 8-page introduction on pages 3–10 provides an overview of the contents and the significance of artifacts within the game. One page is spent in an attempt to clear up some misconceptions regarding artifacts, including "Artifacts are too powerful for a campaign," "All artifacts have horrible curses that keep them from being useful," "Artifacts are just collections of random powers ...
The Complete Thief's Handbook is a rules supplement for the 2nd edition Player's Handbook which details the thief class, including 18 "kit" subclasses. [1]Also included is a section on creating a "Lone Wolf;" essentially a one-character class designed using the class, creation rules in the Dungeon Master's Guide.