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Dungeon Master's Guide

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DARK FANTASY<br />

Vampires brood on the battlements of their accursed<br />

castles. Necromancers toil in dark dungeons to create<br />

horrid servants made of dead flesh. Devils corrupt the<br />

innocent, and werewolves prowl the night. All of these<br />

elements evoke horrific aspects of the fantasy genre.<br />

If you want to put a horror spin on your campaign,<br />

you have plenty of material to work with. The Monster<br />

Manual is full of creatures that perfectly suit a storyline<br />

of supernatural horror. The most important element of<br />

such a campaign, though, isn't covered by the rules. A<br />

dark-fantasy setting requires an atmosphere of building<br />

dread, created through careful pacing and evocative<br />

description. Your players contribute too; they have to<br />

be willing to embrace the mood you're trying to evoke.<br />

Whether you want to run a full-fledged dark-fantasy<br />

campaign or a single creepy adventure, you should<br />

discuss your plans with the players ahead of time to<br />

make sure they're on board. Horror can be intense<br />

and personal, and not everyone is comfortable with<br />

such a game.<br />

Novels and game products set in Ravenloft, the<br />

Demiplane of Dread, explore dark-fantasy elements in a<br />

D&D context.<br />

INTRIGUE<br />

The corrupt vizier schemes with the baron's oldest<br />

daughter to assassinate the baron. A hobgoblin army<br />

sends doppelganger spies to infiltrate the city before the<br />

invasion. At the embassy ball, the spy in the royal court<br />

makes contact with his employer.<br />

Political intrigue, espionage, sabotage, and similar<br />

cloak-and-dagger activities can provide the basis for<br />

an exciting D&D campaign. In this kind of game, the<br />

characters might care more about skill training and<br />

making contacts than about attack spells and magic<br />

weapons. Roleplaying and social interaction take on<br />

greater importance than combat, and the party might go<br />

for several sessions without seeing a monster.<br />

Again, make sure your players know ahead of time<br />

that you want to run this kind of campaign. Otherwise,<br />

a player might create a defense-focused dwarf paladin,<br />

only to find he is out of place among half-elf diplomats<br />

and tiefling spies.<br />

The Brimstone Angels novels by Erin M. Evans focus<br />

on intrigue in the Forgotten Realms setting, from the<br />

backstabbing politics of the Nine Hells to the contested<br />

s_uccession of Cormyrean royalty.<br />

MYSTERY<br />

Who stole three legendary magic weapons and hid them<br />

away in a remote dungeon, leaving a cryptic clue to their<br />

location? Who placed the duke into a magical slumber,<br />

and what can be done to awaken him? Who murdered<br />

the guildmaster, and how did the killer get into the<br />

guild's locked vault?<br />

A mystery-themed campaign puts the characters in<br />

the role of investigators, perhaps traveling from town<br />

to town to crack tough cases the local authorities can't<br />

handle. Such a campaign emphasizes puzzles and<br />

problem-solving in addition to combat prowess.<br />

A larger mystery might even set the stage for the<br />

whole campaign. Why did someone kill the characters'<br />

mentor, setting them on the path of adventure? Who<br />

really controls the Cult of the Red Hand? In this case,<br />

the characters might uncover clues to the greater<br />

mystery only once in a while; individual adventures<br />

might be at best tangentially related to that theme. A<br />

diet of nothing but puzzles can become frustrating, so<br />

be sure to mix up the kinds of encounters you present.<br />

Novels in various D&D settings have explored the<br />

mystery genre with a fantasy twist. In particular, Murder<br />

in Cormyr (by Chet Williamson), Murder in Halruaa (by<br />

Richard S. Meyers), and Spellstorm (by Ed Greenwood)<br />

are mysteries set in the Forgotten Realms. Murder<br />

in Tarsis (by John Maddox Roberts) takes the same<br />

approach in the Dragonlance setting.<br />

SWASHBUCKLING<br />

Rapier-wielding sailors fight off boarding sahuagin.<br />

Ghouls lurk in derelict ships, waiting to devour treasure<br />

hunters. Dashing rogues and charming paladins weave<br />

their way through palace intrigues and leap from<br />

balconies onto waiting horses below.<br />

The swashbuckling adventures of pirates and<br />

musketeers suggest opportunities for a dynamic<br />

campaign. The characters typically spend more<br />

time in cities, royal courts, and seafaring vessels<br />

than in dungeon delves, making interaction skills<br />

important (though not to the extent of a pure intrigue<br />

campaign). Nevertheless, the heroes might end up in<br />

classic dungeon situations, such as searching storm<br />

sewers beneath the palace to find the evil duke's<br />

hidden chambers.<br />

A good example of a swashbuckling rogue in the<br />

Forgotten Realms is Jack Ravenwild, who appears in<br />

novels by Richard Baker (City of Ravens and Prince<br />

of Ravens).<br />

WAR<br />

A hobgoblin army marches toward the city, leading<br />

elephants and giants to batter down the stronghold's<br />

walls and ramparts. Dragons wheel above a barbarian<br />

horde, scattering enemies as the raging warriors<br />

cut a swath through field and forest. Salamanders<br />

muster at an efreeti's command, poised to assault an<br />

astral fortress.

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