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# Dungeon Master Guide for Published Adventures
This guide covers best practices for running published D&D adventures effectively, with focus on using CandleKeep to reference adventure content.
## Table of Contents
1. [Campaign Preparation](#campaign-preparation)
2. [Session Structure](#session-structure)
3. [Running Encounters](#running-encounters)
4. [NPC Management](#npc-management)
5. [Improvisation](#improvisation)
6. [Rule Adjudication](#rule-adjudication)
7. [Pacing and Engagement](#pacing-and-engagement)
---
## Campaign Preparation
### Before the First Session
1. **Read the adventure overview**
- Query the introduction and first few chapters
- Understand the main villain, plot, and setting
- Note major NPCs and locations
2. **Prepare the hook**
- How do the PCs get involved?
- What's their motivation?
- Create compelling opening scene
3. **Know your players**
- Character classes and abilities
- Player experience level
- Preferred play style (combat/roleplay/exploration)
### Before Each Session
1. **Review last session notes**
- Where did we leave off?
- What hooks are active?
- Which NPCs did they meet?
2. **Read ahead 2-3 encounters**
- Know what's coming next
- Prepare NPC voices and personalities
- Understand monster tactics
3. **Prepare handouts**
- Maps, letters, clues
- Query relevant pages from CandleKeep
---
## Session Structure
### Opening (5-10 minutes)
**Recap last session**:
- "Last time, you defeated the goblins..."
- "You're currently in the Cragmaw Hideout..."
- "Your quest is to find Gundren Rockseeker..."
**Set the scene**:
- Where are they now?
- What time of day?
- What's the immediate situation?
**Get player input**:
- "What's your first action?"
- "Who's taking point?"
### Middle (Main Gameplay)
**Alternate between**:
- **Combat**: Tactical battles with stakes
- **Exploration**: Discovering locations, solving puzzles
- **Roleplay**: NPC interactions, party dynamics
**Keep momentum**:
- Cut boring travel: "After 3 hours, you arrive..."
- Move between scenes: "As you leave the inn..."
- Use cliffhangers: "You hear footsteps behind you..."
### Closing (5-10 minutes)
**Natural stopping point**:
- After a major encounter
- Arriving at a new location
- Before a big decision
**Wrap-up**:
- "Great session! Here's where we are..."
- "Next time, you'll explore the castle..."
- "Any questions or things I should know?"
---
## Running Encounters
### Combat Encounters
**Before initiative**:
1. Query monster stat blocks from adventure book
2. Describe the scene: terrain, lighting, enemies
3. Roll initiative for monsters (or use average)
**During combat**:
1. **Narrate actions**: "The goblin lunges!" not "He rolled 15"
2. **Track HP and status**: Keep notes on damage and conditions
3. **Use monster tactics**: Smart enemies use cover, focus fire
4. **Describe hits/misses**: Make combat cinematic
**Example**:
```
DM: "The goblin archer (AC 13, 7 HP) looses an arrow at you.
That's a 16 to hit - does it hit your AC?"
Player: "Yes, I'm AC 14."
DM: "The arrow strikes your shoulder for 5 piercing damage.
The goblin cackles and ducks behind the rock."
```
**After combat**:
- Describe aftermath
- Allow looting and healing
- XP/milestone advancement
### Social Encounters
**Prepare NPC personality**:
- What do they want?
- What's their attitude toward the party?
- What information can they provide?
**Play the NPC**:
- Use distinct voice/mannerisms
- Have goals and motivations
- Don't just exposit - make them interactive
**Example**:
```
DM: "Sildar Hallwinter is grateful you rescued him. He's a
human warrior in his 50s, gruff but honorable. 'You have
my thanks, friends. Those goblins were taking me to their
boss - some bugbear named Klarg.'"
```
### Exploration Encounters
**Describe environment**:
- What do they see/hear/smell?
- Any obvious features or dangers?
- What can they interact with?
**Ask for actions**:
- "What do you do?"
- "Who's checking for traps?"
- "Do you open the door?"
**Reward investigation**:
- Perception checks reveal details
- Investigation finds clues
- Creative thinking gets bonus info
---
## NPC Management
### Creating Memorable NPCs
**Quick personality formula**:
- **Voice/accent**: Gruff, high-pitched, formal, slang
- **Mannerism**: Fidgets, intense eye contact, laughs nervously
- **Goal**: What do they want from the PCs?
- **Secret**: What aren't they saying?
**Example NPCs**:
- **Gundren Rockseeker**: Enthusiastic dwarf, talks fast, obsessed with his mine
- **Sildar Hallwinter**: Serious warrior, protective, speaks formally
- **Halia Thornton**: Smooth merchant, knows everyone's business, always has an angle
### NPC Knowledge
**What NPCs know**:
- Query adventure book for NPC stat blocks
- Review their background and motivations
- Note what information they can share
**What they don't know**:
- Avoid omniscient NPCs
- Make players work for information
- NPCs can be wrong or misinformed
---
## Improvisation
### When Players Go Off-Script
**Stay calm**:
- This is good! Players are engaged
- You don't need to know everything
- Make a ruling and move on
**Improvisation techniques**:
1. **Ask questions**:
- "What does that look like?"
- "How do you do that?"
- "What are you hoping to achieve?"
2. **Use the adventure structure**:
- Redirect to main quest hooks
- "You hear rumors about Phandalin..."
- Make their detour lead back to the story
3. **Roll with it**:
- Their creative solution works? Awesome!
- They avoid an encounter? That's smart!
- They create a new subplot? Develop it!
4. **When you don't know**:
- "Let me check the book..." (query CandleKeep)
- "That's a great question - I'll rule X for now"
- "What do you think would happen?"
### Making Up Content
**When you need to improvise**:
- **NPCs**: Use simple personality (greedy, helpful, suspicious)
- **Locations**: Describe 2-3 sensory details
- **Encounters**: Use stat blocks from similar creatures
- **Lore**: Keep it vague, add details later
**Example**:
```
Player: "I want to talk to the blacksmith."
DM (thinking: There's no blacksmith in this section...):
"Sure! You find the smithy near the center of town. The
blacksmith is a dwarf woman named Thora. She's hammering
a horseshoe and barely looks up. 'Need something?'"
```
---
## Rule Adjudication
### Core Principles
1. **Keep the game moving**: Don't pause for 10 minutes to look up rules
2. **Be consistent**: Apply the same ruling each time
3. **Rule in favor of fun**: When in doubt, let cool things happen
4. **Defer complex lookups**: "I'll check between sessions"
### Common Rulings
**Advantage/Disadvantage**:
- Grant advantage for good ideas or clever approaches
- Impose disadvantage for difficult circumstances
- Don't stack - it's either advantage, disadvantage, or neither
**Ability Checks**:
- DC 10: Easy
- DC 15: Medium
- DC 20: Hard
- DC 25: Very Hard
**Rule of Cool**:
- If a player has a creative idea that's mechanically questionable but awesome, let it work (this once)
- "You want to swing from the chandelier and dropkick the goblin? Roll Athletics... 18? You do it!"
### When to Say No
**Safety and comfort**:
- Respect player boundaries
- No PvP without consent
- Skip uncomfortable content
**Game balance**:
- Don't let one rule break the game
- "That's too powerful for 1st level"
- Offer alternative approaches
---
## Pacing and Engagement
### Keep the Game Moving
**Cut the boring parts**:
- ❌ "You walk for 8 hours..."
- ✅ "After a day's travel, you reach..."
**Use montages**:
- ❌ Detailed shopping for every item
- ✅ "You stock up on supplies and head out"
**Time pressure**:
- Add urgency to decisions
- "The room is filling with water..."
- "The goblins will return soon..."
### Vary the Tempo
**Fast-paced**:
- Combat
- Chases
- Timed challenges
- "What do you do?!"
**Medium-paced**:
- Exploration
- Standard roleplay
- Investigation
- "You can look around..."
**Slow-paced**:
- Character moments
- Major decisions
- Planning
- "Take your time..."
### Player Engagement
**Spotlight rotation**:
- Give each player moments to shine
- Ask quieter players directly: "What is [character] doing?"
- Let different skills matter
**Build tension**:
- Describe danger before it strikes
- Use dramatic pauses
- Make consequences matter
**Reward creativity**:
- "That's a great idea!"
- Grant advantage or lower DC
- Let unusual approaches work
---
## Common Pitfalls
### Avoid These
**Over-preparing**: You can't predict everything
**Flexible prep**: Know the story, improvise details
**Railroading**: Forcing players down one path
**Multiple paths**: Let players find their own way
**Adversarial DMing**: DM vs. Players
**Collaborative story**: You're on the same team
**Ignoring the book**: Making up everything
**Use the book**: It's there to help you
**Perfectionism**: Getting every rule right
**Good enough**: Keep the game fun and moving
---
## Quick Reference Checklist
**Every session**:
- [ ] Review last session notes
- [ ] Read ahead 2-3 encounters
- [ ] Prepare NPC personalities
- [ ] Query key content from CandleKeep
- [ ] Have monster stat blocks ready
**During session**:
- [ ] Recap previous session
- [ ] Set the scene vividly
- [ ] Ask "What do you do?"
- [ ] Narrate actions cinematically
- [ ] Take notes on key events
**After session**:
- [ ] Update session notes
- [ ] Update campaign summary
- [ ] Note any rulings made
- [ ] Prep for next session
---
Remember: **The best DM is a prepared, flexible storyteller who puts player fun first.**