Dungeon Fantasy Companion
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Author |
: Peter V. Dell'orto |
Publisher |
: Steve Jackson Games |
Total Pages |
: 80 |
Release |
: 2017-07-25 |
ISBN-10 |
: 1556348223 |
ISBN-13 |
: 9781556348228 |
Rating |
: 4/5 (23 Downloads) |
Synopsis Dungeon Fantasy Companion by : Peter V. Dell'orto
More Is Better! The Dungeon Fantasy Companion comprises all three stretch-goal supplements from the Dungeon Fantasy Roleplaying Game Kickstarter campaign: Traps. Ready-made traps for home-made adventures: nasty gadgets, complicated architecture, hidden poison, malicious magic, and devious tricks. Magic Items. This emporium of enchantment contains wondrous weapons, armor, wands, jewelry, potions, and more, allowing GMs and looters alike to grab and go. Against the Rat-Men. This ready-to-play sequel to I Smell a Rat offers heroes new dangers - and new rewards. Dungeon Fantasy Companion is intended for the Dungeon Fantasy Roleplaying Game but would work with GURPS, especially GURPS Dungeon Fantasy.
Author |
: Steve Jackson Games |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 2004-10 |
ISBN-10 |
: 1556345194 |
ISBN-13 |
: 9781556345197 |
Rating |
: 4/5 (94 Downloads) |
Synopsis Gurps Fantasy by : Steve Jackson Games
Fantasirollespil.
Author |
: Jonathan Becker |
Publisher |
: |
Total Pages |
: 64 |
Release |
: 2010-08-20 |
ISBN-10 |
: 0984593209 |
ISBN-13 |
: 9780984593200 |
Rating |
: 4/5 (09 Downloads) |
Synopsis B/X Companion by : Jonathan Becker
Game rules for fantasy role-playing game for high level characters.
Author |
: Michael Shea |
Publisher |
: |
Total Pages |
: 48 |
Release |
: 2018-11-09 |
ISBN-10 |
: 1731107501 |
ISBN-13 |
: 9781731107503 |
Rating |
: 4/5 (01 Downloads) |
Synopsis The Lazy DM's Workbook by : Michael Shea
The Lazy DM's Workbook contains a wide range of tools, maps, and reference sheets to help you run your fifth edition fantasy roleplaying game--and is designed to be useful right at the table. This book contains numerous fifth edition rules references, guides, and random generators to help fire up your imagination as you prepare and run your games. The workbook also contains ten lazy lairs: full-color maps and quick descriptions of locations common to most fantasy roleplaying games. When the characters take a game session in a direction you didn't expect, you can use any of these lairs with minimal prep time, running it straight out of the book. The Lazy DM's Workbook is an indispensable reference, designed to be kept at your side as tales of high adventure unfold at your gaming table.
Author |
: Frog God Games |
Publisher |
: |
Total Pages |
: 318 |
Release |
: 2020-07-17 |
ISBN-10 |
: 1943067368 |
ISBN-13 |
: 9781943067367 |
Rating |
: 4/5 (68 Downloads) |
Synopsis Tome of Adventure Design PoD Softcover by : Frog God Games
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.
Author |
: Jesse Decker |
Publisher |
: |
Total Pages |
: 0 |
Release |
: 2005 |
ISBN-10 |
: 0786936878 |
ISBN-13 |
: 9780786936878 |
Rating |
: 4/5 (78 Downloads) |
Synopsis Dungeon Master's Guide II by : Jesse Decker
Building upon existing materials in the "Dungeon Master's Guide," this title was specifically designed to facilitate play, especially when the Dungeon Master has a limited amount of preparation time. Chapters include discussion on running a game, designing adventures, building and using prestige classes, and creating campaign settings.
Author |
: Warren "Mook" Wilson |
Publisher |
: Steve Jackson Games |
Total Pages |
: 76 |
Release |
: 2017-07-24 |
ISBN-10 |
: 1556348088 |
ISBN-13 |
: 9781556348082 |
Rating |
: 4/5 (88 Downloads) |
Synopsis How to Be a Gurps GM by : Warren "Mook" Wilson
The Student's Guide to Ultimate Power GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM. For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting. For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft a new campaign. This supplement also provides canonical insight from Sean "Dr. Kromm" Punch, who draws on decades of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game. Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!
Author |
: Gurps |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 2004-12 |
ISBN-10 |
: 1556347332 |
ISBN-13 |
: 9781556347337 |
Rating |
: 4/5 (32 Downloads) |
Synopsis Gurps Magic by : Gurps
Fantasirollespil.
Author |
: |
Publisher |
: |
Total Pages |
: |
Release |
: 2020 |
ISBN-10 |
: 0786967064 |
ISBN-13 |
: 9780786967063 |
Rating |
: 4/5 (64 Downloads) |
Synopsis DUNGEONS & DRAGONS by :
Author |
: James Wyatt |
Publisher |
: John Wiley & Sons |
Total Pages |
: 431 |
Release |
: 2008-11-17 |
ISBN-10 |
: 9780470292914 |
ISBN-13 |
: 0470292911 |
Rating |
: 4/5 (14 Downloads) |
Synopsis Dungeon Master For Dummies by : James Wyatt
Design your own fantasy D&D epic filled with adventurous exploits, cloaked characters, and mysterious monsters If you're a Dungeons & Dragons fan, you've surely thought of becoming a Dungeon Master. Learning to be a DM isn't as hard as you might think, especially if you have Dungeon Master For Dummies tucked into your bag of tricks! Whether you've assumed the role of Dungeon Master before or not, this illustrated reference can help you run a D&D game, either online or in person. From organizing your first D&D game to dealing with difficult players, this book covers everything a DM needs to know. Written for the newest edition of D&D by the experts at Wizards of the Coast, the game's creators, it shows you how to: Run your very first campaign, from shaping storylines and writing your own adventures to dealing with unruly players and characters Build challenging encounters, make reasonable rulings, and manage disagreements Recognize all the common codes, tables, and spells Understand the parts of a D&D adventure and how to create dungeon maps and craft monsters Shape storylines and write your own adventures Find your style as a DM and develop a game style that plays to your strengths Script an encounter, vary the terrain and challenges, and establish rewards (experience points and treasure) Decide whether to use published adventures Use and follow the official Dungeon Master's Guide Develop a campaign with exciting themes, memorable villains, and plots to entrance players If you're getting the urge to lead the charge in a D&D game of your own, Dungeon Master For Dummies provides the information you need to start your own game, craft exciting stories, and set up epic adventures. Grab your copy today, and you'll be on your way!