acters " ▁suggests ▁extra ▁ab ilities ▁to ▁give ▁to ▁powerful ▁characters . ▁ ▁Header ▁The ▁book ▁begins ▁with ▁a ▁one - page ▁for ew ord ▁by ▁Sk ip ▁Williams . ▁Chapter ▁One ▁( pages ▁ 6 – 2 9 ) ▁explains ▁the ▁seven ▁maxim s ▁for ▁running ▁high - level ▁AD & D ▁campaign s : ▁Don ' t ▁depend ▁on ▁the ▁dice , ▁Use ▁advers aries ▁intellig ently ▁and ▁invent ively , ▁Control ▁magic , ▁Be ▁aware ▁of ▁dem ograph ics , ▁Think ▁on ▁an ▁ep ic ▁scale , ▁Plan ▁ahead , ▁and ▁Share ▁responsibility ▁with ▁your ▁players . ▁Chapter ▁Two ▁( pages ▁ 3 0 – 6 7 ) ▁provides ▁advice ▁on ▁how ▁to ▁construct ▁advent ures . ▁Chapter ▁Three ▁( pages ▁ 6 8 – 8 5 ) ▁exp ands ▁on ▁the ▁use ▁of ▁sp ells ▁and ▁mag ical ▁items . ▁Chapter ▁Four ▁( pages ▁ 8 6 – 9 5 ) ▁presents ▁a ▁guide ▁for ▁spell cast ing ▁characters ▁to ▁create ▁mag ical ▁items . ▁Chapter ▁Five ▁( pages ▁ 9 6 – 1 1 7 ) ▁details ▁how ▁to ▁conduct ▁mag ical ▁du els ▁between ▁spell c aster s . ▁Chapter ▁Six ▁( pages ▁ 1 1 8 - 1 4 1 ) ▁details ▁true ▁d we om ers , ▁sp ells ▁more ▁powerful ▁than ▁those ▁presented ▁in ▁the ▁Player ' s ▁Hand book . ▁Chapter ▁Seven ▁( pages ▁ 1 4 2 - 1 7 9 ) ▁details ▁how ▁to ▁advance ▁high - level ▁player ▁characters ▁beyond