Dungeons & Dragons Dungeon Master Guide
This 7th-grade packet guides Dungeon Masters through a D&D module, providing a story scaffold, initiative tracker, monster stat blocks, and note-taking sections to manage player actions and plot progression. It includes specific plot points involving a ghost cat, a possessed NPC, and choices for the players.
“this is our dungeons and dragons module for our dungeon master who is a 7th grader to follow the sotry, help scaffold the story, exploration and battles with an intitiave tracker, a place to put in monster stats and abilities, and keep notes that dictact what happens next in the story. it should do in order of the events so a student can get this packet and be able to not only follow the story along, add in notes, but also understand the directio the parties actions could take. for this story we want the cat to have actions, becuase our change is that the cat is a red herring who furthers the plot. the house has wards that keep out ghosts. the ward was disabled when the cat chased a mouse and it brushed the salt circle. This allows a ghost to get in and start looking for a way to disable the ward. along the way it starts to unleash ghosts trapped in van richents trophies to keep the party distracte das it possess the greenfiox npc to try and disable the ward. when the players arrive thanks to following the cat, they have to fight the foxgrove npc. when she drop sto 0 the ghost leaves and foxgrove begins to turn into a werewolf. the players have to decide to either end her or knock her out. in the main study room, the players would discover notes for making a supressing potion to the licantropy transofmration, a scroll of protection form good and evil, to help them navigate what to do. The mission ends when they either knock out foxgrove or to kill her with a silver dagger they find in the study room. the mists will open up and then the players move to the next module he Ghost Hunter’s Haunting Adventure for Level 3 Characters Situation. An accident at Rudolph van Richten’s herbalist shop broke a strange relic and unleashed a deadly feline spirit from another domain. Hook. Beatrice Polk, the shop’s caretaker, offers the characters 400 GP if they end the haunting. Sean Macdonald Map 2.27: Van Richten’s Herbalist Shop View Player Version Display in VTT Encounters This adventure uses map 2.27 and consists of these encounters. Beatrice Polk’s Aid. Beyond her folksy politeness and dislike of curse words, Beatrice Polk takes her stewardship of the herbalist shop seriously but doesn’t enter the shop during the haunting. She can provide the characters with a number of Potions of Healing equal to the party’s members. She scuttles plans that involve harming or stealing Rudolph’s possessions. Ghost Cat. A Wraith that appears as a black cat the size of a panther haunts the shop. Whenever the characters enter a room without monsters present, roll a die. If the number is odd, the cat is in the room. If the cat has more than half its Hit Points, it fights for a round, then flees to another room or floor; otherwise, it flees without attacking. If destroyed, the wraith reappears 24 hours later with full Hit Points. Its threat ends only if the ritual in the cellar is completed. Laboratory. Two Poltergeists haunt this room. Stairs. An unnatural wind blows against anyone who tries to ascend either stairway to the second floor. A character must succeed on a DC 16 Strength (Athletics) check to climb the stairs. Dumbwaiter. A dumbwaiter connects the kitchen and the upstairs hall. It can hold one Medium or smaller creature. A creature outside the dumbwaiter can use an action to raise or lower the dumbwaiter and its contents. Upstairs Hall. Broken on the floor is a strange relic: a mummied cat. Shelves nearby hold accounts of Rudolph’s travels in a land called Har’Akir. Library. Rudolph’s library is filled with occult texts. Any character who spends a minute investigating the library finds a copy of Van Richten’s Guide to Ghosts. Those who spend at least 10 minutes reading this book and have seen both the relic in the upstairs hall and the ritual room in the cellar understand how to use the cellar room to exorcise the ghostly cat. Additionally, a character who succeeds on a DC 12 Intelligence (Investigation) check finds a Spell Scroll of Protection from Evil and Good. Guest Room. Standing facing a corner of this room is Gennifer Weathermay-Foxgrove (see chapter 5). She is possessed by a Ghost, which holds her in a catatonic state. Gennifer is freed of her possession if she’s affected by a spell like Protection from Evil and Good or if she’s removed from the shop. The feline-featured wraith attacks the party if its possession ends or if Gennifer is moved from the room. If freed from the ghost’s control, Gennifer is aware of the ghostly cat, as she accidentally broke the relic in the hall. She knows how to exorcise the spirit using the wards in the cellar. Cellar. A room in the cellar is prepared for magic rituals. A character who succeeds on a DC 12 Intelligence (Arcana) check realizes this space is warded to contain or dispel spirits. If the characters place the relic from the upstairs hall within the space, the ghostly cat appears 1 minute later and fights until destroyed. If the cat is defeated here, the relic repairs itself and the haunting ends. Each character gains a bonus 400 XP for ending the haunting.”
Teacher Guide & Tips
- Use this packet as a guide for running a Dungeons & Dragons session for 7th graders.
- Discussion question: How can the players' choices impact the story's outcome?
- For struggling readers, read aloud key sections and explain game mechanics.
- Advanced students can be encouraged to create their own plot twists or additional encounters.
- Estimated time: 1-2 hours per session, depending on player engagement.
What is Diffit?
Teachers use Diffit to get quality materials for their unique classrooms. Adjust difficulty, add scaffolds, or change the topic to get started.
Try Diffit for free“this is our dungeons and dragons module for our dungeon master who is a 7th grader to follow the sotry, help scaffold the story, exploration and battles with an intitiave tracker, a place to put in monster stats and abilities, and keep notes that dictact what happens next in the story. it should do in order of the events so a student can get this packet and be able to not only follow the story along, add in notes, but also understand the directio the parties actions could take. for this story we want the cat to have actions, becuase our change is that the cat is a red herring who furthers the plot. the house has wards that keep out ghosts. the ward was disabled when the cat chased a mouse and it brushed the salt circle. This allows a ghost to get in and start looking for a way to disable the ward. along the way it starts to unleash ghosts trapped in van richents trophies to keep the party distracte das it possess the greenfiox npc to try and disable the ward. when the players arrive thanks to following the cat, they have to fight the foxgrove npc. when she drop sto 0 the ghost leaves and foxgrove begins to turn into a werewolf. the players have to decide to either end her or knock her out. in the main study room, the players would discover notes for making a supressing potion to the licantropy transofmration, a scroll of protection form good and evil, to help them navigate what to do. The mission ends when they either knock out foxgrove or to kill her with a silver dagger they find in the study room. the mists will open up and then the players move to the next module he Ghost Hunter’s Haunting Adventure for Level 3 Characters Situation. An accident at Rudolph van Richten’s herbalist shop broke a strange relic and unleashed a deadly feline spirit from another domain. Hook. Beatrice Polk, the shop’s caretaker, offers the characters 400 GP if they end the haunting. Sean Macdonald Map 2.27: Van Richten’s Herbalist Shop View Player Version Display in VTT Encounters This adventure uses map 2.27 and consists of these encounters. Beatrice Polk’s Aid. Beyond her folksy politeness and dislike of curse words, Beatrice Polk takes her stewardship of the herbalist shop seriously but doesn’t enter the shop during the haunting. She can provide the characters with a number of Potions of Healing equal to the party’s members. She scuttles plans that involve harming or stealing Rudolph’s possessions. Ghost Cat. A Wraith that appears as a black cat the size of a panther haunts the shop. Whenever the characters enter a room without monsters present, roll a die. If the number is odd, the cat is in the room. If the cat has more than half its Hit Points, it fights for a round, then flees to another room or floor; otherwise, it flees without attacking. If destroyed, the wraith reappears 24 hours later with full Hit Points. Its threat ends only if the ritual in the cellar is completed. Laboratory. Two Poltergeists haunt this room. Stairs. An unnatural wind blows against anyone who tries to ascend either stairway to the second floor. A character must succeed on a DC 16 Strength (Athletics) check to climb the stairs. Dumbwaiter. A dumbwaiter connects the kitchen and the upstairs hall. It can hold one Medium or smaller creature. A creature outside the dumbwaiter can use an action to raise or lower the dumbwaiter and its contents. Upstairs Hall. Broken on the floor is a strange relic: a mummied cat. Shelves nearby hold accounts of Rudolph’s travels in a land called Har’Akir. Library. Rudolph’s library is filled with occult texts. Any character who spends a minute investigating the library finds a copy of Van Richten’s Guide to Ghosts. Those who spend at least 10 minutes reading this book and have seen both the relic in the upstairs hall and the ritual room in the cellar understand how to use the cellar room to exorcise the ghostly cat. Additionally, a character who succeeds on a DC 12 Intelligence (Investigation) check finds a Spell Scroll of Protection from Evil and Good. Guest Room. Standing facing a corner of this room is Gennifer Weathermay-Foxgrove (see chapter 5). She is possessed by a Ghost, which holds her in a catatonic state. Gennifer is freed of her possession if she’s affected by a spell like Protection from Evil and Good or if she’s removed from the shop. The feline-featured wraith attacks the party if its possession ends or if Gennifer is moved from the room. If freed from the ghost’s control, Gennifer is aware of the ghostly cat, as she accidentally broke the relic in the hall. She knows how to exorcise the spirit using the wards in the cellar. Cellar. A room in the cellar is prepared for magic rituals. A character who succeeds on a DC 12 Intelligence (Arcana) check realizes this space is warded to contain or dispel spirits. If the characters place the relic from the upstairs hall within the space, the ghostly cat appears 1 minute later and fights until destroyed. If the cat is defeated here, the relic repairs itself and the haunting ends. Each character gains a bonus 400 XP for ending the haunting.”
Teacher Guide & Tips
- Use this packet as a guide for running a Dungeons & Dragons session for 7th graders.
- Discussion question: How can the players' choices impact the story's outcome?
- For struggling readers, read aloud key sections and explain game mechanics.
- Advanced students can be encouraged to create their own plot twists or additional encounters.
- Estimated time: 1-2 hours per session, depending on player engagement.
Dungeons & Dragons Dungeon Master Guide
This 7th-grade packet guides Dungeon Masters through a D&D module, providing a story scaffold, initiative tracker, monster stat blocks, and note-taking sections to manage player actions and plot progression. It includes specific plot points involving a ghost cat, a possessed NPC, and choices for the players.
What is Diffit?
Teachers use Diffit to get quality materials for their unique classrooms. Adjust difficulty, add scaffolds, or change the topic to get started.
Try Diffit for free