The Dungeon Dozen

The Dungeon Dozen
Title The Dungeon Dozen PDF eBook
Author Jason Sholtis
Publisher
Pages 222
Release 2014-03-22
Genre
ISBN 9781980822233

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An idea book for Fantasy Roleplaying Games offering answers to such eternal questions as "What's in the Giant's Lunchbox?" and "Why is there an Underworld?" The Dungeon Dozen provides over 200 system-agnostic random tables designed to fuel game ideas for GMs and players of fantasy role playing games. These tables run the gamut from quick monster generators, encounter tables, strange treasures, weird hirelings, and solutions to at-the-table quandaries for when the players take an unanticipated turn.Loaded with black and white old school dungeon art calculated to spur on the imagination, the PDF is thoroughly book-marked and has a quick-reference guide and full index.

What Is Dungeons and Dragons?

What Is Dungeons and Dragons?
Title What Is Dungeons and Dragons? PDF eBook
Author John Butterfield
Publisher Puffin
Pages 185
Release 1984
Genre Dungeons and Dragons (Game)
ISBN 9780140317541

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The Dungeon Traveler

The Dungeon Traveler
Title The Dungeon Traveler PDF eBook
Author Alston Sleet
Publisher
Pages
Release 2019-02-14
Genre
ISBN 9780998828336

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The Seclusium of Orphone of the Three Visions

The Seclusium of Orphone of the Three Visions
Title The Seclusium of Orphone of the Three Visions PDF eBook
Author Lamentations of the Flame Princess
Publisher Lamentations of the Flame Princess
Pages
Release 2017-07
Genre
ISBN 9789525904529

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A place to which a wizard withdraws from the world to pursue mastery. A place of magic and plasms and grotesques and horrors and treasures and doorways to other worlds. A place which, when abandoned by the wizard but with its treasures and dangers remaining more or less intact, is a terrible and antic catastrophe in process. A place which makes for marvelous location-based adventures. This book provides rules, guidelines, tables, and suggestions for creating wizards seclusia for your own campaigns, and features three sample seclusia in various stages of completion, including the Seclusium of Orphone of the Three Visions. Suitable for characters of all levels, usable with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games.

Tome of Adventure Design PoD Softcover

Tome of Adventure Design PoD Softcover
Title Tome of Adventure Design PoD Softcover PDF eBook
Author Frog God Games
Publisher
Pages 318
Release 2020-07-17
Genre
ISBN 9781943067367

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A fantasy adventure game, at its very heart, is about developing an open-ended "story" of the characters. The referee is in charge of the fantasy world, and the players direct the actions of their characters in that fantasy world. Neither the referee nor the group of players has complete control over what's going to happen, and the result is an evolving set of surprises for both the referee and the players. Unlike the players, as the referee and creator of the game world, most of your "work" is done ahead of time. To some degree or other, you have to create the groundwork for the adventure before the game starts. Even though no battle plan survives contact with the enemy - and if you're an experienced referee you know exactly what I mean - the game has to start ... with a starting point. This might just be a vague set of ideas, or it might be as complex as a set of maps with a detailed key and well thought-out encounters for the players to run into. The Tome of Adventure Design is organized as a series of "books," each one providing resources at every step of the way. The vast majority of the content of each book is made up of random generation tables that we created over a quarter of a century (sigh) for our own use. It shoud be said up front that these are tables for deep design - in other words, most of them are too long, and contain too many unusual or contradictory entries, for use on the spot at the gaming table. There are already many excellent books of tables for use on the fly; the tables in these books are different. They work best as a tool for preparation beforehand, providing relatively vast creative resources for browsing and gathering, rather than quick-use tables designed to provide broad, fast brushstrokes. Our shorter tables tend to deliver cryptic results designed to shock the reader's creativity into filling in the gaps, whereas the longer tables are unusably vast for easy random generation, being designed to shock the reader's creativity into operation by presenting a sea of possibilities.

On Downtime and Demesnes

On Downtime and Demesnes
Title On Downtime and Demesnes PDF eBook
Author Mike Evans
Publisher
Pages 256
Release 2019-12-15
Genre
ISBN

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Do you sometimes wish you didn't have to put in so much effort into engaging your players in tabletop role-playing games? Wouldn't it be nice if they couldn't wait to play around in your world? If they were pushing you to spend more time in the land you create?On Downtime and Demesnes contains: Systems that motivate playersSimple usable procedures that workCreativity and inspiration for adventureNo longer will your players wonder what their characters should do with all their gold. It includes clear, common-sense rules for everything from starting a cult, making sacrifices to gods, to hiring mercenaries and building vehicles and castles.Going to an arena fight? Take seconds to determine the purse, peruse mechanics to handle the arena crowd, pick some ideas for interesting arenas, and select an opponent like the Necrourge: a master of the dark arts of necrourgy, who raises the bodies of traitors or other criminals after they have been forced to fight in the arena and died. What's it for?The downtime goals give agency to players, and let them build a dynasty. Imagine a group eager to explore your world because they have their own plans! These objective procedures give players tools that fire a desire to dive into your creative world, discover its detailed history, and make their mark on it.It gives your players the tools to make their wildest ideas come to life, without breaking your campaign or your suspension of disbelief, all the while driving them to adventure in your world. On Downtime and Demesnes is filled with tools that work. Build a flying ship, enchant it; or build a wizards tower and raise fortifications in the surrounding lands. All with simple, scalable, rules compatible with the 5th edition of the world's most popular role-playing game!This is a book used in every game you run. Your next campaign, the one after that, the one after that. . . Not one wasted word. Every page is crammed with content and creativity. No filler. Tools that let players build castles and control land, without disassociated mechanics. This is the stronghold book you've been looking for

The Classic Dungeon Design Guide

The Classic Dungeon Design Guide
Title The Classic Dungeon Design Guide PDF eBook
Author Kent David Kelly
Publisher Createspace Independent Publishing Platform
Pages 476
Release 2017-01-06
Genre
ISBN 9781542405409

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Deep dwarven cities of the underworld, Infested by conquering orcs, Enslaved by demons of skull and pyre ... Black labyrinths of mad demigods, Proving grounds for daring adventurers And graveyards for greedy fools ... Twisting passages, all alike, Where lurking trolls and shadow beasts Guard the deepest riddles of the nether ... If you have ever wanted to know how to quickly and masterfully create your own mega-dungeon for your pen-and-paper Fantasy Role-Playing Game (PNP FRPG) campaigns, this is the perfect book for you. This Game Master's guide will show you, step by step, how to take your vague-yet-promising ideas and how to sculpt them with precise and careful design decisions (enhanced, if you prefer, by random die rolls), allowing you to conceive an endless mega-dungeon in record time. Best of all, the CASTLE OLDSKULL CLASSIC DUNGEON DESIGN GUIDE is also system-neutral. No matter which of the many FRPGs you choose to play, from basic skill level to advanced, a first edition or a fifth or anything in between, the lessons you master here will serve you in your gaming for years to come. Learn how to make the most of your ever-dwindling prep time, so that you can spend those saved hours gaming with your friends! This old school Guide is filled to overflowing with more than 450 pages of design material and dungeon generation tables. Highlights include: * Hack and slash and beyond. 39 adventure scenarios, with 20 diabolical twists, totaling 780 great ideas for your next campaign. * A myriad of options. Over 10,000 unusual benefactors ("quest givers"), unusual wilderness encounters your players will never forget, and extensive rumor and dungeon history generation systems. * Every endless labyrinth ever, under one cover. Extensive details on realistic underworlds, hundreds of dungeon dressing ideas, over 10,000 room types, and much more. * The imagined made real. A complete second book is included herein as a detailed example of dungeon design, featuring over 60 pages of specific examples. The Goblin Head campaign environment supplement reveals exactly how a 13-level mega-dungeon can be conceived in a matter of hours. The CLASSIC DUNGEON DESIGN GUIDE is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 30 years of play experience. Best of all, if there are any other materials you would like to see relating to dungeon design, feel free to contact the author. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This Guide is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 12 chapters, over 100 section topics, 60,000 words, 475+ pages; organized via a fully ordered table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)