log in or register to remove this ad


D&D 4E 4E Essentials: Dungeon Masters's Kit in Hand


First Post
So in the tradition that has been posted before our local game store has a copy of the Dungeon Master's Kit for the Essentials Line.

I will field questions about the box set in this thread, but I will give you a quick run down of the contents of the Box itself.

Dungeon Master's Book 6x9 Digest Format, 271 pgs with Index
DM Screen, more flimsy Card Stock with new Info Layout, yet old art of Original 4E Screen
1 Adventure Splint into 2 parts, Set in Harkenwold of Nentir Vale
Reavers of Harkenwold by Rich Baker
Part One: The Iron Circle
Part Two: The Die is Cast
3 Token Sheets, 2 support the aforementioned adventure, and one is a Player Character Sheet of tokens.
Two Double Sided Poster Maps that supports the Reavers of Harkenwold.

Thats the Kit in a nutshell at a Price Tag of $39.95, I have to admit its a pretty decent deal. Much of the Book seems to cover alot of rules that the Rules Compendium does but if your a new DM you can pick up the kit and not have to buy the Compendium, the 2nd half of the book goes into running a game. Building Adventures, Quests, a decent look at Encounter Building and Skill Challenges, and bringing it all together and turning it into a Campaign. Also a very small section on Magic Items ranging from Common to Rare.

Compared the the DMG 1 and say Keep on the Shadowfell, you get a much better purchase with the DM's Kit.

log in or register to remove this ad


First Post
Bullywugs, Stirges, Ants, Goblins, Hobgoblins, Drakes, Skeletons, big frogs, Rage Drake, Large Spider, 2 Horses, 2 10 x 10 spiked pit traps, Bunch of Guard types, and individual NPCs

All the tokens support the Adventure.


First Post
I'm interested in the bundled adventure. WotC previously described it as (paraphrased) "not a beginner's adventure, but one that showcases the best a DM can do--something that you can come back to over and over and learn new things each time."

I love the idea, but WotC's adventure track record isn't that great. What's your take on the adventure? Is it stellar, mediocre, abysmal? Would it be worth picking up the kit just for the adventure, tokens, and maps?


First Post
Thus far what I have read its a pretty cool so far. Some good ideas, it does have that feel that harkens back to the days of good adventures. Until I can do a full read through I can't make any real comments.

As to Rituals, nope, Pantheons, standard one from original PHB, there is a section on helpful NPCs and Allies.


First Post
I'm interested in the Encounter Building section. Anything different than previous DMG's about XP budgets, levels of encounters, design do's and don'ts?


First Post
Many people are very interested in treasure distribution. In particular, are there any methods or advice given besides the new default random parcel system found in the Rules Compendium? Does it mention anything about the parcel system from DMG1? Pretty much any info you can give on those subjects, crafting, rare and uncommon items/rules, etc. I'm trying to not be greedy, so I won't ask you any more questions after this tall order. :) Thanks for making this thread!

Please give som examples of rare magic items, both specific names and abilities. Do you think players will react with an "oh, a rare magic item, AWESOME" when they receive such items (based on power-level), or will they more likely go "meh". Are they special, beyond the slapped-on rare label?


First Post
Sorry all was away from my computer most the weekend.

So lets get back into answering questions.

Magic Items...

Rare Items Listed in the Book

Mantle of the Seven Winds Level 23 +
Holy Avenger Level 25 +
Vorpal Weapon Level 30
Staff of the Magi Levle 15 +
Gauntlets of Ogre Power Level 5
Ioun Stone of True Sight Leve 28
Cloak of Invisibility Level 23 +
Ring of Freedom of Movement Level 15
Ring of Invisibility Level 18
Ring of Protection Level 17
Ring of Regeneration Level 24
Flying Carpet Level 20

The Rules on Magic Items are pretty straight forward.

Common items are things that can be purchased in shops and but they say its rare to find a shop that sells items.

Uncommon items and rare items were generally not created in the current age. Uncommon will be the good things players may find, but rare items should only be given out from the DM.

There are no "rules" on player made magic items in the book. But they do recommend that a DM use the quest rules to allow a player to make something if the desire. But a adventure the surrounds the quest to find an item could be fun.


First Post
So specifics about magic items, from everything I have read there is no longer a restriction on the usage of daily powers on items. So you don't have to wait for milestones to use powers on items. If you got em...you can use them.

So I noted that Gauntlets of Ogre Power have changed. They are much better in my opinion

Its power now states "Power (Daily): Minor Action. You gain a +2 power bonus to melee damage rolls until the end of the encounter."

Let me do some more comparisons and I will list if any of the other rare items got upgrades.


Bullywugs, Stirges, Ants, Goblins, Hobgoblins, Drakes, Skeletons, big frogs, Rage Drake, Large Spider, 2 Horses, 2 10 x 10 spiked pit traps, Bunch of Guard types, and individual NPCs

All the tokens support the Adventure.

I see that there are hobgoblins. Are they soldiers? How do they compare to the MM hobgoblins? I always thought having a 22 AC when next to ally was a bit overpowered for the level.