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OK, first of all: as was the case with the Monster Manual, Rory and my names are in the Dungeon Masters Guide! We’re credited as “Additional feedback provied by”. It’s notable that I didn’t review the acknowledgements section, or that particular spelling error would have never gotten through. In fact, since I saw early drafts of DMG sections, a third or more of the book is completely new to me.

After is the ever favorite Diseases including Cackle Fever, and Sewer Plague. Bascially you need to make various save at different times or bad things happend to the character. After this is another old standby Poisons The 5e DMG give 17 different types ranging from Assassin's Blood, Purple Worm poison, and Truth Serum. D&D 5e D&D rpg dm world-building dungeon-master homebrew pathfinder dmg adventure-design character unearthed-arcana D&D 4e D&D5E monsters combat Newsletter Signup Sign up to receive our newsletter in your inbox each month. DMG page 38 has a rough outline of player wealth by level based on tier of play. Magic items aren't really meant to be bought and sold in 5e so the likelihood of seeing their prices isn't high. Assume them to be priceless or just invent costs in line with rarity and usefulness in your setting. The Trove is a non-profit website dedicated towards content archival and long-term preservation of RPGs. We currently host various large scale collections amounting to hundreds of thousands of files.

Of the core books, the DMG benefits the most from close readings: things that were explained fully in previous DMGs are often presented in complete but compressed form. I’ll probably find things to unpack in this DMG for a few weeks.

Today I’ll be talking about page 14 of the DMG. In the 3e DMG we got, like, a chapter on worldbuilding, demographics, and settlement generation. In 5e we get page 14. This contains the outdoor campaign mapping rules, into which is encoded a lot of world demographics information. From this page, what can we learn about the D&D world? Is it more like a medieval dark age, or the early Renaissance, or is it totally ahistorical?

Page 14 recommends getting hex paper with five hexes to the inch (so about 2000 hexes per sheet, more or less.) Following in the footsteps of BECMI, the DMG recommends maps at three different scales. This time it’s Province (1 mile hex), Kingdom (6 mile hex) and Continent scale (60 mile hex).

First of all, there’s a major error in the section about combining scales: it says that at continent scale, “1 hex represents the same area as 10 kingdom scale hexes.” Wrong. 1 continent hex is 100x times the area. Similarly, a kingdom hex is the area of 30 province hexes, not 6 as claimed. It looks like this was simply an error of saying “area” when they meant “length”, and, with that substitution, the rest of the math on the page works out fine. Still, that will confuse some poor saps when they get around to making new campaign maps.

OK, on to those sweet demographics!

On a province-scale 8 1/2 x 11 map, which takes about two days of travel to traverse, the DMG says that you’d expect to find one town (population generally around 4000, based on settlement size ranges) and 10 villages (population around 500 each), which works out to about 5 people per square mile in settled lands, about the same population density as the Western Sahara. Wow! Fantasy medieval Europe is empty!

The kingdom scale of 6 miles per hex is just about standard for D&D outdoor hex scales (5 to 8 miles per hex, depending on edition). A kingdom map of a settled area will have 10 notable cities or towns; villages are not shown at this scale. Considering that a kingdom map contains 30 province maps, each of which is likely to contain a town, it’s probable that small towns aren’t shown on the map either.

Continent scale is huge. At 60 miles to the hex, you could fit Europe on one sheet of hex paper, plus about a third of Russia. If your continent fills the map, it has the same area as 3000 province maps, and it takes three months to traverse at 25 miles per day. That’d give you a population of 30 million people if the entire continent were settled, but probably it’s half wild. Apparently this matches the demographics of Europe in 650, right after the Plague of Justinian wiped out 50% of the world population.

Windows 7 dmg for mac. OK, so D&D demographics match a) 650 AD, one of the worst post-apocalyptic times in world history and b) Western Sahara, a current nearly-uninhabited strip of desert.

We don’t have to do anything with this information. We can run a jolly D&D campaign with dragons, kings, and quest givers without wondering about the number of peasants in a square mile. But we can also find inspiration in the game’s parallels with Earth demographics. Here’s what the numbers suggest to me.

a) There was a recent event, probably within the last 100 years (because population recovers over a few hundred years), that killed a lot of people. Everybody still remembers it and it terrified of its return. What was it?

b) There are a lot of deserted villages. Furthermore, in every village, town, and city, there are a lot of empty houses. Land is cheap.

d) The king is happy to give you a parcel of land and a border fort when you hit name level. Why not? That border fort is sitting empty right now.

e) A lot of abandoned dungeon locations were probably thriving civilized structures within the last 100 or 200 years. For instance, that border fort the king just gave you.

These speculations are borne out by other parts of the DMG.

-Standard city size caps at about 25,000: larger metropolises, like Waterdeep and Greyhawk (or Toulouse!) are rare. These city populations are fairly low for medieval city population, but make sense in the wake of a plague that wiped out half the population.

-In the Wilderness section, a wilderness province contains “ruined villages and towns that are either abandoned or serve as lairs for marauding bandits and monsters.” Wilderness doesn’t have to mean old-growth forest or untamed mountains: it might also mean farms and villages given over to chaos.

  • 15e Item Sheet

5e Item Sheet

The item sheet is used by Players and Dungeon Master to view items in the campaign and by the Dungeon Master to create new items (equipment, weapons, armor, treasures etc) for use in the campaign. To open up the items dialog click the 'Items' button in the right hand menu. Players will only be able to view items which have been shared by the Dungeon Master, either via a module (such as the Player's Handbook) or directly shared in the campaign. Players cannot edit items.

Item Dialog

  • 1 Menu Bar use the buttons here to quickly open the list of Armor, Weapons, Templates or the Forge (see below)
  • 2 Group This area shows all of the groups in which items can be found. Select a group in the list to see items in that group. New groups can be added using the edit list icon. New items will be created in the group selected here. Items can also be dragged from the view window and dropped onto a group to move them to that group.
  • 3 Item List This shows the items in the currently selected group. The right of the panel shows in which group the item is in and a P or S symbol next to the item shows that it has been made public or shared with players. To unshare an item click on the P or S symbol.
  • 4 Search Bar Type here to begin a search for a particular item. The list will begin filtering as soon as some letters are type in. Clicking on the 'All' button to the right of this line will filter out all shared items (the button will change color and the text will change to 'Shared'). Click on the button again to remove the filter. New items can be created by clicking on the edit list button to the far right of the search bar.
  • 5 Filter Bar Click on the drop down menu to filter out specific types of items.

Create A New Item

  • To create a new item other than a weapon or armor proceed as follows.
  • Open the Items sheet and right click and select 'Create Item' or click the 'Edit List' button and then 'Add Item'.
  • Click on <<new item>> to open up the new item dialog and type in a name for the item.
  • At the top right there is an ID toggle, which if green, means this item is identified or if red means it is unidentified.
    Non-ID Name
    This box is used to type in a name for an item which will be unidentified initially when the players obtain it. This can be completely different from the items true name (for example the Non-ID Name could be simply 'Longsword' whereas the items name might be Longsword of Dragon Slaying.
    Notes
    This box holds a description of a non identified item. Players will only see this description if the item is currently unidentified.
    Type
    In the 'Type' box you can type in whatever you want but it is recommended that you stick to the item descriptions from the Player's Handbook (PHB) or Dungeon Master's Guide (DMG). Thus Adventuring Gear, Tools, Tack, Vehicles, Gemstones, Art Objects, Magic Items etc. The type entered here will be added to the item filter list (see 5 above).
    Subtype
    Again anything can be typed in this box but it is recommended that the descriptions found the the PHB or DMG be followed. Thus, holy symbol, arcane focus, ammunition, wand, rod, wondrous item etc.
    Rarity
    Mainly for use with magic items but anything can have a rarity. Per the DMG the categories are Common, Uncommon, Rare, Very Rare and Legendary.
    Cost
    The cost of the item. The nomenclature of the coinage should conform to the standard 5e rules (i.e. GP, CP etc). If the DM has created their own currencies via the currency option use the appropriate currency here. See 5E Options for more information on currencies.
    Weight
    The weight of the item in pounds (lb). Note decimal fractions of a pound are acceptable (0.1, 0.2 etc).
    Description
    The final box is used to type in a description of the item and any effects that it might have in game terms.

Create a Weapon

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  • Open the Items sheet and right click and select 'Create Item' or click the 'Edit List' button and then 'Add Item'.
  • Click on <<new item>> to open up the new item dialog and type in a name for the item.
  • At the top right there is an ID toggle, which if green, means this item is identified or if red means it is unidentified.
    Non-ID Name
    This box is used to type in a name for an item which will be unidentified initially when the players obtain it. This can be completely different from the items true name (for example the Non-ID Name could be simply 'Longsword' whereas the items name might be Longsword of Dragon Slaying.
    Notes
    This box holds a description of a non identified item. Players will only see this description if the item is currently unidentified.
    Type
    Enter 'Weapon' in the type. This will open up some new boxes for completion in the dialog.
    Subtype
    This will be either simple melee, martial melee, simple ranged or martial ranged
    Rarity
    As above this will be Common, Uncommon, Rare, Very Rare or Legendary.
    Cost
    The cost of the item. The nomenclature of the coinage should conform to the standard 5e rules (i.e. GP, CP etc). If the DM has created their own currencies via the currency option use the appropriate currency here. See 5E Options for more information on currencies.
    Weight
    In pounds (lbs). Note decimal fractions are acceptable.
    Bonus
    You can enter a bonus here if this is a magical weapon. Such a bonus will apply to attack and damage rolls.
    Damage
    Enter the damage that this weapon will do. This should be in the form of a dice expression followed by a damage type (e.g. 1d6 piercing). NOTE: Multiple damage types can be entered here separated by the word 'plus'. For example 1d6 piercing plus 1d8 cold.
    Properties
    The weapon's properties should follow those noted in the PHB so that Fantasy Grounds recognises what they mean, Thus the acceptable properties would be, light, finesse, thrown, heavy, two-handed, reach etc. Also record here whether the weapon is magical or is made from rare materials. Acceptable words are magic, silver, adamantine. Properties should be listed separated by commas e.g light, finesse, silver, magic. Two further properties are available 'crit range x' will determine whether this weapon criticals on a number less than 20 (crit range 19 for crit on 19-20); and 'reroll x' where a weapon rerolls damage dice (for example reroll 2 will reroll any 1's and 2's that come up on the damage dice and take the rerolled values).
    Description
    A description of the weapon and any special properties or uses it might have in game terms.

Create Armor

  • Open the Items sheet and right click and select 'Create Item' or click the 'Edit List' button and then 'Add Item'.
  • Click on <<new item>> to open up the new item dialog and type in a name for the item.
  • At the top right there is an ID toggle, which if green, means this item is identified or if red means it is unidentified.
    Non-ID Name
    This box is used to type in a name for an item which will be unidentified initially when the players obtain it. This can be completely different from the items true name (for example the Non-ID Name could be simply 'Longsword' whereas the items name might be Longsword of Dragon Slaying.
    Notes
    This box holds a description of a non identified item. Players will only see this description if the item is currently unidentified.
    Type
    Enter 'Armor' in the type. This will open up some additional boxes in the new item dialog.
    Subtype
    This will be Light, Medium, Heavy or Shield to keep it in line with the descriptions in the PHB.
    Rarity
    As above, Common, Uncommon, Rare, Very rare, Legendary.
    Cost
    The cost of the item. The nomenclature of the coinage should conform to the standard 5e rules (i.e. GP, CP etc). If the DM has created their own currencies via the currency option use the appropriate currency here. See 5E Options for more information on currencies.
    Weight
    In pounds (lbs). NOTE decimal fractions of a pound are acceptable (0.1, 0.2 etc).
    Bonus
    This will be the bonus that the armor provides to the user's Armor Class.
    AC Base
    Enter the base armour class that this armor provides.
    Dex Bonus
    This is the maximum dexterity bonus allowed whilst wearing this armor. If 'Yes' is entered here the full DEX bonus will be used to calculate AC in the character sheet. If the box is left blank then no DEX bonus will be used. If a maximum DEX bonus is desired then enter 'Yes (max x)' where x is the maximum DEX bonus allowed; e.g. Yes (max 2).
    Strength
    Enter the minimum strength required by the character in order to wear this armor if appropriate; e.g Str 15
    Stealth
    If disadvantage to stealth checks should be applied whilst wearing this armor enter 'Disadvantage' in this box. Otherwise leave it blank.
    Properties
    If this is magical armor enter 'magic' in this box; otherwise leave it blank
    Description
    A description of the armor and any special properties or consideration for game purposes.

Using The Forge

  • The Forge is a Magic Item Creation Tool which can be used by the DM to create magic items. Although it is possible to make some use of the Forge without it, the Dungeon Masters Guide is almost essential and the following assumes ownership of the Fantasy Grounds DMG module. The idea is to allow for the creation of 'non standard' magic items,thus the DM can for example create +4 weapons or +5 armor which aren't available from the list in the DMG.
  • To access the Forge click on the Items menu button and then on the icon in the top right of the window which opens.
  • The basic idea behind the forge is that mundane or ordinary items are dragged into the left hand panel and magic item templates are dragged into the right hand side. Once everything is in place clicking 'Forge Magic Item' will create the item using whatever has been placed within the Forge.
  • Open the Magic Item templates by clicking on the templates button at the top of the item dialog.
  • There are some restrictions and caveats which the user needs to be aware of.
    • Items in the left and right hand windows must be compatible. In other words you cannot combine properties from a magical armor template to a weapon. Attempting to forge incompatible items will give an error and nothing will be created.
    • You can forge 'illegal' items. For example you could combine an 'Arrow of Slaying' template with a greatsword. The Forge, when checking compatibility, only checks the type and not the subtype. Since both an arrow and a greatsword are weapons the items will happily combine.
    • Extremely overpowered items can be created and the Dungeon Master is cautioned against doing so.
  • To create an item open up the equipment list either in the Player's Handbook or the extended one from the Dungeon Masters Guide. Find a mundane item, weapon, armor, ring, rod, wand, staff or potion and drag that into the left hand side of the forge under 'equipment'.
  • Now open up the 'Magic Item Templates' in the Dungeon Masters Guide and find a compatible item in the list. Drag that into the right hand side of the Forge.
  • You can continue to drag more compatible items into the right hand side if you want to give the item you are crafting several properties.
  • Once you have done click the 'Forge Magic Item' button and your item will be created.
  • At any time you can click the 'Clear Forge' button to remove all the items in it. You can also right click on any individual item and select 'Delete Item'.
  • You can also drag items which have been created in the Forge into the left hand side. Thus it is possible to have items which might 'grow' with the player. For example if you created a +1 sword for a particular character and later when they reached a certain level you can 'upgrade' it to have a +2 or have some additional property that only becomes available at higher levels.
  • Magic weapons which give bonuses to hit and/or damage will automatically create the proper entry in the actions tab when equipped by the character.
  • In the case of Wondrous items almost any mundane item from the equipment list can be imbued with magical properties using the Wondrous magic item templates. You could for example create a Bag of Health, A Belt of Holding or Boots of Fire Giant Strength. The possibilities here are almost limitless.
  • Once you have created your item you can then edit it in the usual way.
  • Using the Forge

  • Some More Examples

Create A Treasure Parcel

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A treasure parcel is, as it's name suggests, a parcel of treasure which the PCs might find during the course of an adventure. It need not of course contain anything of great monetary value but might be a clue or some other seemingly mundane item. Treasure parcels are built from items in the Items list (apart from coins) so before proceeding make sure that all of the items you want to include in the parcel are available on the list.See the Tables section for details on how to set up a treasure parcel using tables.

How to Remove Installer Files. Removing these files is as easy as the installation process: select the file and drag it to the Trash. There are cases where the software is more complex, such as Adobe’s suite of programs or Mac optimization software OnyX’s installer files. If this is the situation, just open the disk image. Yes you can delete them. But I'd only delete them if I don't have enough storage for them and if it's easy to redownload the file again for future installation. They have prove to be time saving if you need to install. Jan 12, 2008  I can also delete.dmg files now, because in the past - seeing the applications weren't installed correctly, deleting the.dmg file caused the application to partially uninstall as it was running the incorrectly installed application. Jan 02, 2009  Once the applications are installed, they do not require the dmg to run. Feel free to delete them as long as you don't need to install the program again. If you got it from the internet, you might. Go to the Finder and click on a search box in the upper right corner. Then, enter ‘pkg’ or ‘dmg’, depending on what you`re looking for. In the appearing menu, select the following sections: Kinds - Disk Image. Right after it will show you all KPG or DMG files stored on your hard drive. Remove them all together. Can i remove dmg after installation.

  • Click the 'Parcel' button in the right hand menu.
  • Create a new parcel by right clicking on the 'Parcels' window and selecting 'Create Item' or use the edit list button in the bottom right.
  • Click on the New Parcel line to open the dialog and type in a name for the parcel.
  • Type in any amounts of coin which are present in the parcel in the boxes down the left hand side.
  • The names of coins can be edited (or deleted) and new coin types can be added by right clicking and selecting 'Create Item'
  • Drag any items from the Items list into the right hand side of the parcel window.
  • New parcel items can be created in the right hand parcel window by right clicking and selecting 'Create Item'. NOTE: such items will not appear on the items list and so it is not recommended that items be created this way.
  • Items can be deleted from the list by right clicking and selecting delete item.
  • Once the parcel has been created it can be linked to story entries and dragged from there (or from the parcels list) onto a PC portrait or into the Inventory section of the Party sheet. It can also be shared with the party (by right clicking and selecting share sheet) and players can drag items out of the parcel into their character's inventory. NOTE: it is recommended that treasure be distributed via the Party Sheet by the DM rather than sharing the treasure parcel with the players. Note also that a parcel can be created with negative coin values and when shared with a player and then dragged onto their character the coins will be deducted from the character's coin total.

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