Abstract Dungeon

Author: Matthew Hanson

Publisher: N.A

ISBN: 9780985751463

Category:

Page: N.A

View: 6321

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A dwarven princess on a quest to reclaim her throne.A brave but dim warrior who decides to become a wizard after finding a wand with a mind of its own.A talking monkey with a magical bubble pipe who searches for the banana of gold.You can tell all of these stories and many more when you play Abstract Dungeon. Abstract Dungeon quick ans simple roleplaying game built around a resource spending mechanic. It gives you control over whether and how your character overcome obstacles in your path. The question is not whether you make your roll, but whether you are willing to pay the price.The biggest difference between Abstract Dungeon and other roleplaying games is that you roll your all your dice at the start or the adventure, then spend your dice to overcome challenges. You can always win, provided you are willing to spend the resources.You then need to describe how you overcame the challenge based on the source of the die you spent. If you spend a die from your Toughness pool, it could represent anything from punching a goblin in the face to holding your liquor, while spending a die from Intellect could represent casting a spell or presenting a logical argument.The Abstract Dungeon core rulebook contains everything you need to play including: Character creation Rules to play GM advice Optional rules Magic items Monsters Morvan's Hollow, a sample setting
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Special Edition Dungeon Master's Guide

Dungeons and Dragons Core Rulebook

Author: Monte Cook,Wizards Team

Publisher: N.A

ISBN: 9780786939428

Category: Games

Page: 320

View: 828

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A deluxe, leather-bound version of the essential tool every D&D Dungeon Master needs. The follow-up to the special edition Player’s Handbook™ released in 2004 for the 30th anniversary of D&D, this special release of the Dungeon Master’s Guide™ features an embossed, leather-bound cover and premium, gilt-edged paper.
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Spell Compedium-Dungeons Draagon, Holrzbrinck Publishing, 2005

Spell Compedium-Dungeons Draagon

Author: E. Gary Gygax & Dave Arneson

Publisher: Bukupedia

ISBN: 0786937025

Category: Games & Activities

Page: 289

View: 8209

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Pockets full of bat guano, incomprehensible speech, and twisted hands making bizarre gestures—it sounds crazy, but in the DUNGEONS & DRAGONS game, these are the earmarks of power, for they are the signs of spellcasting. Spells and spellcasters form a cornerstone of fantasy, and Spell Compendium builds on that cornerstone by presenting over a thousand spells in one place. This introduction describes the features of this book and how to use them. After reading it, open this book to any page; you’ll fi nd something magical on every one. USING THIS BOOK This book puts over a thousand spells at your fi ngertips. That fact might be a little intimidating, but Spell Compendium is easy to use. It works just like Chapter 11: Spells in the Player’s Handbook. When selecting spells for your character, simply open and place Spell Compendium next to your Player’s Handbook and use both books’ spell lists for your character’s class to make your spell selections. Use the same spellcasting rules presented in the Player’s Handbook when casting spells from Spell Compendium, and look to Chapter 10 of the Player’s Handbook for explanations of elements of the spell’s descriptions. Spell Compendium presents spells slightly differently from the Player’s Handbook format. Descriptive Passages: The fi rst thing you’re likely to note is a descriptive passage in italics. This serves much the same purpose as the italicized descriptions of monsters in the Monster Manual: It lets you know what the spell looks like, sounds like, or feels like to cast. The text in this section presents the spell from the spellcaster’s view and describes what its typically like to cast the spell. The descriptive passages shouldn’t be considered to be binding rules. A grand gesture indicated by a spell’s descriptive passage is unnecessary if you use the Still Spell feat to cast it, and even though a descriptive passage describes you casting a spell on another creature, it might be possible to cast the spell on yourself, depending on the spell’s target entry and the rules for spellcasting in the Player’s Handbook. References to Other Books: When Spell Compendium mentions a spell, monster, or some other rule element from one of the three core rulebooks, that mention is frequently accompanied by an abbreviation (PH, DMG, MM) and a page number in parentheses, so you can fi nd the necessary information quickly. On occasion, a spell in this book mentions or makes use of material from a D&D supplement, such as Complete Arcane or Planar Handbook. Those mentions are accompanied by parenthetical cross-references as well. Deities for Domains: The domains presented in this book do not include lists of deities that provide these domains to their clerics. You can assign the domains to deities as you see fi t, or leave the domains as options for generalist clerics who don’t devote themselves to a particular deity. INTRODUCING SPELLS The simplest way to introduce the spells in this book to your character or your campaign is to have a character choose them and cast them in play. You can assume that spellcasters always possessed the ability to cast the spells but they simply hadn’t been cast in the presence of the PCs before. Alternatively, spells might be discovered in lost books of lore or newly created by a PC or NPC. Wands, scrolls, and other magic items also present great ways to introduce the spells you want your character to cast or you want to see cast by your players’ PCs. Whichever way you choose to introduce Spell Compendium spells, don’t hesitate or wait for the perfect moment; the best way to get the most from this or any rules supplement is to put it into play right away. OTHER SPELLCASTING CLASSES Spell Compendium deals exclusively with spells used by the classes and prestige classes introduced in the Player’s Handbook and Dungeon Master’s Guide, but even if you’re playing a different spellcasting class, you can still use this book. The advice below should help you decide how to adopt spells for your character. If the spellcasting class or prestige class you’re playing isn’t mentioned here, fi nd a similar class and follow its advice. Also, many new classes and prestige classes reference the spell lists of existing classes. If your spellcaster uses the spell list of a character class mentioned in Chapter 2, your character gains access to all the spells presented for that class. When deciding if other classes should have spells added to their spell lists, consider the advice below. Demonologist (Book of Vile Darkness): The demonologist’s spell list is intentionally narrow. Carefully consider the consequences of expanding the list. If you chose to expand the spell list, the spells you select should emphasize the demonologist’s focus on demons and demonic abilities. Disciple of Thrym (Frostburn): The disciple of Thrym’s spell list is intentionally narrow. Carefully consider the consequences of expanding the list. If you choose to add spells to the disciple of Thrym’s spell list, add cold spells. Fatemaker (Planar Handbook): The fatemaker’s spell list is intentionally narrow. Carefully consider the consequences of expanding the list. If you choose to expand the spell list, the spells you add should focus on personal empowerment as opposed to defense or smiting foes from afar. Healer (Miniatures Handbook): Add spells concerned with healing, providing protections, removing affliction, and providing for needs. In particular, add higher-level versions of spells the healer can already cast, such as mass restoration
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Dungeon Master's Guide

Core Rulebook II V.3.5

Author: Wizards of the Coast

Publisher: N.A

ISBN: 9780786962457

Category: Games

Page: 320

View: 6502

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Offers tips, advice, and strategies for mastering the game, Dungeons and Dragons.
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Dungeon Master's Guide 2

Roleplaying Game Supplement

Author: Bill Slavicsek,Wizards of the Coast, Inc,James Wyatt,Robin D. Laws

Publisher: N.A

ISBN: 9780786952441

Category: Games

Page: 223

View: 9768

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Offers tips, advice, and strategies for creating worlds and adventures that players can enjoy while participating in the roleplaying game.
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Dungeon Master's Guide

Author: James Wyatt

Publisher: N.A

ISBN: 9780786948802

Category: Games

Page: 221

View: 3141

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Offers tips, advice, and strategies for creating worlds and adventures that players can enjoy while participating in the roleplaying game.
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Player's Handbook

Author: Rob Heinsoo,Andy Collins,James Wyatt

Publisher: N.A

ISBN: 9780786948673

Category: Games

Page: 317

View: 3931

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Presents the core rules for the fourth edition of the Dungeons & Dragons roleplaying game that outline making characters, adventuring, and resolving combat.
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Dungeon Master's Guide

Author: Wizards of the Coast, Inc,James Wyatt

Publisher: N.A

ISBN: 9780786950447

Category: Games

Page: 221

View: 5570

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Play 4th Edition D&D in style with this deluxe rulebook. The Dungeon Master's Guide provides the Dungeon Master helpful tools and advice to build exciting encounters, adventures, and campaigns for his D&D game. This is a premium, foil cover version of the 4th Edition Dungeon Master's Guide that every Dungeons & Dragons player and Dungeon Master can appreciate.
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