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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
- Campaign Preparation
- Session Structure
- Running Encounters
- NPC Management
- Improvisation
- Rule Adjudication
- Pacing and Engagement
Campaign Preparation
Before the First Session
-
Read the adventure overview
- Query the introduction and first few chapters
- Understand the main villain, plot, and setting
- Note major NPCs and locations
-
Prepare the hook
- How do the PCs get involved?
- What's their motivation?
- Create compelling opening scene
-
Know your players
- Character classes and abilities
- Player experience level
- Preferred play style (combat/roleplay/exploration)
Before Each Session
-
Review last session notes
- Where did we leave off?
- What hooks are active?
- Which NPCs did they meet?
-
Read ahead 2-3 encounters
- Know what's coming next
- Prepare NPC voices and personalities
- Understand monster tactics
-
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:
- Query monster stat blocks from adventure book
- Describe the scene: terrain, lighting, enemies
- Roll initiative for monsters (or use average)
During combat:
- Narrate actions: "The goblin lunges!" not "He rolled 15"
- Track HP and status: Keep notes on damage and conditions
- Use monster tactics: Smart enemies use cover, focus fire
- 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:
-
Ask questions:
- "What does that look like?"
- "How do you do that?"
- "What are you hoping to achieve?"
-
Use the adventure structure:
- Redirect to main quest hooks
- "You hear rumors about Phandalin..."
- Make their detour lead back to the story
-
Roll with it:
- Their creative solution works? Awesome!
- They avoid an encounter? That's smart!
- They create a new subplot? Develop it!
-
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
- Keep the game moving: Don't pause for 10 minutes to look up rules
- Be consistent: Apply the same ruling each time
- Rule in favor of fun: When in doubt, let cool things happen
- 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.