Dungeons.pdf
(
2313 KB
)
Pobierz
Dungeons
A TOME OF ARCANE KNOWLEDGE
CONCERNING THOSE MONSTROUS REALMS
BENEATH THE EARTH
© 2001 by Alderac Entertainment Group, Inc. All rights reserved.
D U N G E O N S
CREDITS
WRITING
:
NANCY BERMAN
,
NOAH DUDLEY
,
ERIC STEIGER
,
SERGE STELMACK
,
GREG STOLZE
,
REE IOESBEE
,
AND STEVE WRIGHT
ART DIRECTION
:
JIM PINTO
COVER DESIGN
:
STEVE HOUGH AND MARK JELPO
INTERIOR ARTWORK
:
JULIAN AGUILERA
,
STORN COOK
,
LIZ
JAMES
,
RICHARD POLLARD
,
AND MIKE SELLERS
MAPS
:
CRIS DORNAUS
ARTWORK PREPRESS
:
BRENDON GOODYEAR
EDITING
:
REE SOESBEE AND ROB VAUX
INTERIOR LAYOUT
:
STEVE HOUGH AND MARK JELPO
SPECIAL THANKS TO:
Steve Long and Marcia Franklin
EDITOR
'
S THANKS
:
To all of the writers and artists who
contributed to this project. Friends and
strangers, beginners and veterans, you
all walked on water to help make this
happen. For that, and for everything
else, I cordially thank you.
DEDICATION
To the memory of John Zinser, Sr. (1938 -
2001).
2
PETER FLANAGAN
,
MIKE MEARLS
,
JIM PINTO
,
JOHN SEAVEY
,
DANFORTH
,
JONATHAN HUNT
,
A
.
BLEYS INGRAM
,
SCOTT
T A B L E O F C O N T E N T S
INTRODUCTION
4
SECTION ONE: TIPS AND TRICKS
5
BEFORE YOU OPEN THAT DOOR…
5
…KNOW WHAT'S BEHIND IT
9
DESIGNING DUNGEONS THAT WORK
13
GIVING YOUR DUNGEON A PAST
20
DUNGEON ECOLOGIES AND CULTURES
24
DUMB ANIMALS
27
SMART MONSTERS
29
HAZARDS AND TRAPS
32
ALL THAT GLITTERS…
40
SECTION TWO: DUNCEON TYPES
44
FORTRESSES
44
MADMAN'S LAIR
47
MINES
51
NATURAL CAVERNS
56
SEWERS
60
SUBTERRANEAN COMMUNITIES
64
TEMPLES
67
TOMBS
75
SECTION THREE: PLAYER
78
NEW SKILLS
78
NEW FEATS
81
NEW MUNDANE ITEMS
83
NEW SPELLS
85
NEW PRESTIGE CLASSES
87
SECTION FOUR: DUNGEON MASTER
94
NEW MONSTERS
94
NEW MAGIC ITEMS
100
NEW TRAPS
103
SAMPLE DUNGEONS
105
3
D U N G E O N S
INTRODUCTION
What is it about a gaping hole in the ground
that immediately lends itself to fantasy role-
playing? Dungeons have been a hallowed part of
gaming since its early inception, but why do they
continue to hold our attention? Why would a
tyrant king build a dungeon beneath his castle to
hold prisoners? Why do the dwarves carve into
stone and live underground, when there is so
much room on the surface? Why do goblins, rats,
orcs, and a host of other horrors insist on living in
caverns deep beneath the earth?
Most gamers, to some degree, understand the
desire to journey underground and explore the
unknown: the challenge, the excitement, the thrill
of entering perilous locales and returning
successfully. After all, without the unknown,
there is nothing to role-playing but a series of die
rolls and witty movie quotes thrown in between
game mechanics and the historic significance of
the German longspear. Dungeons make a natural
setting for the unknown - dark, abandoned, filled
with the stuff of nightmares. The challenge of
piercing that enigma can be nigh irresistible. But
too often, that challenge becomes commonplace.
The dark corridors and musty caverns of fantasy
dungeons can quickly become repetitive, leading
to boring campaigns and endless bouts of
pointless mapping. How can players feel
challenged if they know what they're in for?
Where's the excitement in braving the unknown if
the dungeon you're about to enter is pretty much
the same as all the other ones you've been through
over the years?
This book is intended to help solve that
problem. It contains tips, tricks, essays, and rules
designed to make dungeons interesting and fun
places to game in. Underground lairs are home to
any variety of monsters, traps, treasure, and story
plots. Why shouldn't they be as clever or as
mindless as the people that made them? A
necromancer, burying himself alive to awaken in
the afterlife is justified in lining his tomb with
deadly traps and several false tombs, while an orc
compound just needs a simple trip wire to alarm
the guards of an intruder. A monster that can see
well in the dark would hide in the shadows and
attack adventures one by one.
A stalker or lurker that kills and eats its prey
leaves behind bones and residue. Details such as
these help flesh out an otherwise mundane
dungeon crawl, turning a tedious adventure into a
fun-filled role-playing session for any party.
Hopefully, the guidelines provided in this book
will help you make the most of that marvelous
potential.
The first part of
Dungeons
contains a series of
essays on dungeon-building, from ecology and
history to trap design, treasure design, and ways
for players to properly prepare themselves to the
challenges ahead. The second part covers different
types of dungeons, and explains how one should
differentiate between, say, a city sewer crawling
with giant rats and an abandoned temple haunted
by the forces of evil. We've also included an
extensive section containing new rules for players
and DMs alike: new skills, new feats, and new
prestige classes, as well as monsters based
specifically around underground encounters and
some new magic items to reward your character
with. Finally, we've provided a trio of brief
dungeons which demonstrate ways of turning a
normal "hunt the monster" scenario into
something more engaging.
Dungeons form an important part of fantasy
gaming: the dangers they represent are an integral
element to the heroic tales which role-players
thrive on. Canny Dungeon Masters can take these
journeys into the dark, and make them a fulfilling
part of any role-playing campaign. We hope this
book provides you with a few new ideas for your
underground adventures, and helps you enhance
the thrill of opening that creaky door and stepping
into the unknown.
4
Plik z chomika:
lavaget
Inne pliki z tego folderu:
The World's Largest Dungeon (No OCR).pdf
(92249 KB)
Adventure I - Compilation.pdf
(77811 KB)
Adventure II - Compilation.pdf
(55533 KB)
Dragons.pdf
(45294 KB)
Mercenaries.pdf
(49783 KB)
Inne foldery tego chomika:
!!!Other
7th sea 2ed
Anima
Atlas
Battletech
Zgłoś jeśli
naruszono regulamin