The Adventurers' Guild

Guide for the Dungeon Master

Dungeon Master Guide

Your job as DM is to describe the world, play everyone the heroes meet, and decide when dice are needed. You do not need to memorize the rules. Start with a short, ready-made adventure, keep the game moving, and make rulings on the spot. Read How to Play first.

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Your job as Dungeon Master

The players bring their characters; you bring everything else. You have four jobs:

You are not playing against the players. Your goal is a fun, exciting story where the heroes face real challenges and usually, through clever play, win.

Official advice for new DMs from D&D Beyond: learn the basics rather than every rule (looking things up mid-game is normal), start small with a short adventure, be flexible when players do something unexpected, and prepare only as much as you are comfortable with.

Before the first session

1. Pick a ready-made adventure. Writing your own first adventure is optional. Official options for beginners:

Option Cost Why pick it
Intro to Stormwreck Isle Free on D&D Beyond One session, level 1, pre-made characters included. Lowest-effort way to try it.
Starter Set: Heroes of the Borderlands (2025) About $50 Newest boxed set: 4 pre-made characters on boards and cards, three adventure booklets, maps, tokens, 11 dice and a combat tracker for new DMs. Very hands-on, good for kids.
Starter Set: Dragons of Stormwreck Isle About $20 Classic book-style starter: pre-made characters, dice, adventure from level 1 to 3.
D&D Essentials Kit (Dragon of Icespire Peak) About $25 Next step after a starter: a longer campaign with a poster map and spell cards.

2. Read the rules once. Read How to Play, and skim your adventure's first chapter. Don't try to memorize anything.

3. Hold a short "session zero" (20 to 30 minutes, can be the start of session one):

4. Make characters. For the very first game, use pre-made characters. When building your own, use the free character builder on D&D Beyond, which does the math, or the official 2024 character sheet (PDF). Ask players for one sentence about why their hero goes adventuring, and why they trust the others.

5. Gather supplies: dice for everyone, character sheets, pencils, scrap paper for maps, index cards to track initiative, and optionally a grid mat and toy figures.

Building your own first adventure

If you'd rather write your own, keep it to one session with a simple goal. A well-known community shape is the five-room dungeon: five scenes, each with a different kind of challenge.

Room Purpose Example: "The Missing Goat"
1. Entrance with a guard A first obstacle that shows the heroes what they're up against Two giant rats guard a cave mouth near the village
2. Puzzle or talking challenge A non-combat problem solved by thinking or talking A nervous kobold blocks a narrow tunnel and will trade information for food
3. Trick or setback A trap or surprise that raises the stakes A collapsing floor (DC 12 Dexterity save) drops someone into a muddy pit
4. The big fight The climax The goblin Snig and two goblin helpers, who stole the goat for a feast
5. Reward and twist Treasure plus a hook for next time The goat, a small bag of coins, and a map pointing to a bigger cave

Writing tips

Running a session

Every moment of play follows the same official loop:

  1. Describe the scene. Where are they, what do they see and hear, what stands out?
  2. Ask "What do you do?" Let each player answer. If someone is quiet, ask them directly: "And what is your elf doing?"
  3. Resolve it. If the action is easy or impossible, just say what happens. If it could go either way and failure is interesting, ask for a roll. Then describe the result.

A typical 2 to 3 hour session

  1. Quick recap of last time (or the hook, for session one).
  2. One or two scenes of exploring and talking.
  3. One fight, about 30 to 45 minutes for new players.
  4. A satisfying stopping point: a reward, a discovery or a cliffhanger.
  5. Ask each player what they liked most.

Keeping things moving

When to call for a roll

Ask for a roll only when the outcome is uncertain and failing would be interesting. Walking through an open door needs no roll. Jumping to the moon can't succeed, so it needs no roll either.

Pick the right roll. Ask "What are you trying to do, and how?" then choose the ability and skill. Climbing = Strength (Athletics). Sneaking = Dexterity (Stealth). Spotting a hidden door = Wisdom (Perception). Remembering a legend = Intelligence (History). Talking a guard into helping = Charisma (Persuasion).

Pick the DC. Use the official scale and don't overthink it:

If the task is Set the DC to
Easy (most people could do it) 10
Medium (needs some skill) 15
Hard (an expert might fail) 20

Use advantage instead of math. If a player has a good plan or help, give advantage. If conditions are bad, give disadvantage. It's faster than adding small bonuses.

Group checks. When the whole party sneaks or climbs, everyone rolls; if at least half succeed, the group succeeds.

Passive Perception. To avoid tipping players off, compare a hidden thing's DC to each character's Passive Perception (on their sheet) instead of asking everyone to roll.

Running combat and monsters

Starting a fight

  1. Say "Roll initiative!" Everyone rolls d20 + Dexterity modifier. Roll once for each group of identical monsters.
  2. Write each name and number on an index card and stack them highest to lowest. Flip through the stack each round.
  3. On each turn, say who is up and who is next ("Your turn; you're next") so the next person can plan.

Reading a monster's stat block. Every monster has a short entry with its AC (what players must roll to hit it), HP (how much damage it takes to defeat), Speed, ability scores, and its actions (its attacks, with the attack bonus and damage). That is all you need to run it. Track monster HP on scrap paper. Monsters die at 0 HP, unless you'd rather they surrender or flee.

How many monsters? Each monster has a Challenge Rating (CR) and an XP value. The 2024 Dungeon Master's Guide gives an XP budget per character. Multiply by the number of players, then pick monsters whose XP adds up to no more than the total.

Character level Low difficulty Moderate High
1 50 75 100
2 100 150 200
3 150 225 400
4 250 375 500
5 500 750 1,100

Monster XP by Challenge Rating: CR 1/8 = 25 XP, CR 1/4 = 50 XP, CR 1/2 = 100 XP, CR 1 = 200 XP, CR 2 = 450 XP. Example: three level 1 heroes have a Moderate budget of 3 × 75 = 225 XP, which buys four goblins (CR 1/4, 50 XP each = 200 XP).

Fight tips for a first campaign

Rewards, treasure and leveling

Tips for playing with kids

These are common-sense table tips, not official rules.

First-session checklist

Advanced DM topics (for later)

Skip these until your group has played a few sessions.

Sources

Notes: the XP budgets for levels 1 to 4 come from the 2024 Dungeon Master's Guide table as reproduced by secondary sites (D&D Beyond's article confirms only the level 5 figure). Prices other than Heroes of the Borderlands are approximate. The five-room dungeon is a community technique, not an official rule.