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We can think of lots of good reasons why someone might not have seen the new Dungeon Master's Guide in the store yet -- or better yet, brought one home. Maybe a landslide sealed you off inside a lost canyon. Maybe your legs are pinned beneath a ferris wheel. Maybe you live in an abandoned molybdenum mine and the elevator to the surface is on the fritz. (Let's face it, nobody wants to shinny up a mile of cable.) Maybe your household pets have locked you in the closet while they methodically transfer all your assets to untraceable, offshore accounts.
We don't mean to minimize your problems, but you owe it to yourself to get out and see the new D&D 3.5 handbooks in person. For those of you who really, really can't, we offer this glimpse at the Dungeon Master's Guide table of contents. Once you see what's in store at the end, that long climb up the cable won't be so daunting.
Dungeon Master's Guide 3.5 Table of Contents
Introduction
Chapter 1: Running the Game
What is a DM
Style of Play
Example of Play
Running a Game Session
Chapter 2: Using the Rules
More Movement Rules
 Movement and the Grid
 Moving in Three Dimensions
 Evasion and Pursuit
 Moving Around in Squares
Bonus Types
Combat
 Line of Sight
 Starting an Encounter
 New Combatants
 Keeping Things Moving
 Combat Actions
 Attack Rolls
 Damage
 Effect of Weapon Size
 Splash Weapons
 Area Spells
 Big and Little Creatures in Combat
Skill and Ability Checks
Saving Throws
Adjudicating Magic
 Describing Spell Effects
 Handling Divinations
 Creating New Spells
Rewards
 Experience Awards
 Story Awards
Character Death
 Making a New Character
Chapter 3: Adventures
Motivation
Structure
Site-Based Adventures
The End (?)
Encounters
 Tailored or Status Quo
 Challenge Ratings and Encounter Levels
 Difficulty
 Tougher Monsters
 Location
 Rewards and Behavior
Treasure
Bringing Adventures Together
Between Adventures
The Dungeon
Dungeon Terrain
 Walls
 Doors
 Rooms
 Corridors
 Miscellaneous Features
 Cave-Ins and Collapses
 Illumination
Traps
 Elements of a Trap
 Sample Traps
 Designing a Trap
Dungeon Ecology
 Dungeon Animals
 Wandering Monsters
Random Dungeons
 Dungeon Level
 The Map and the Key
 Random Dungeon Encounters
A Sample Adventure
Statistics Blocks
Wilderness Adventures
 Getting Lost
 Forest Terrain
 Marsh Terrain
 Hills Terrain
 Mountain Terrain
 Desert Terrain
 Plains Terrain
 Aquatic Terrain
  Underwater Combat
 Weather
 Random Wilderness Encounters
Urban Adventures
 Weapon and Spell Restrictions
 Urban Features
 Urban Encounters
Chapter 4: Nonplayer Characters
Everyone in the World
NPC Classes
 Adept
 Aristocrat
 Commoner
 Expert
 Warrior
NPC Statistics
NPC Attitudes
Fleshing Out NPCs
Chapter 5: Campaigns
Establishing a Campaign
Maintaining a Campaign
Characters and the World Around Them
War and Other Calamities
Other Campaign Issues
World-Building
Building a Different World
Adventuring on Other Planes
Plane Descriptions
Creating a Cosmology
Chapter 6: Characters
Ability Scores
Races
 Subraces
 Modifying a Common Race
 Changes through Addition and Subtraction
 Class/Race Restrictions
 New Races
  Monsters as Races
Classes
 Modifying Character Classes
 Creating New Classes
Prestige Classes
 Arcane Archer
 Arcane Trickster
 Archmage
 Assassin
 Blackguard
 Dragon Disciple
 Duelist
 Dwarven Defender
 Eldritch Knight
 Hierophant
 Horizon Walker
 Loremaster
 Mystic Theurge
 Red Wizard
 Shadowdancer
 Thaumaturgist
How PCs Improve
 Learning Skills and Feats
 Learning New Spells
 Gaining Class Benefits
 General Downtime
 Gaining Fixed Hit Points
Creating PCs above 1st Level
Special Cohorts
Familiars
Mounts
Animal Companions
Epic Characters
Chapter 7: Magic Items
Handling Magic Items
Magic Item Descriptions
 Armor
 Weapons
 Potions and Oils
 Rings
 Rods
 Scrolls
 Staffs
 Wands
 Wondrous Items
Intelligent Items
Cursed Items
Artifacts
Creating Magic Items
 Masterwork Items
 Special Materials
Chapter 8: Glossary
Special Abilities
Condition Summary
The Environment
Visual Aids
Index
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