# 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.**