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The book begins with a one-page foreword by Skip Williams.Chapter One (pages 6–29) explains the seven maxims for running high-level AD&D campaigns: Don't depend on the dice, Use adversaries intelligently and inventively, Control magic, Be aware of demographics, Think on an epic scale, Plan ahead, and Share responsibility with your players.
Forgotten Realms Campaign Guide: Bruce R. Cordell, Ed Greenwood, and Chris Sims: August 19, 2008: A guide for game masters about the Forgotten Realms setting. Provides background information on the lands of Faerûn, a detailed town in which to start a campaign, adventure seeds, new monsters, ready-to-play NPCs, and a full-colour poster map of ...
The reviewer noted that the adventure is designed for powerful characters and noted that it "would work best as part of a seriously long-running (years at least) campaign". The reviewer remained intentionally vague about "the details of the bigger picture of this adventure as the potential enjoyment of this adventure depends heavily upon the DM ...
Designed for first level characters. 3142: King of the Giantdowns: Variable: Ed Stark: 1997: For the Birthright campaign setting. Includes adventures for low to high level characters. 9434: The Knight of Newts: 1-2 "Slade" Henson: 1993: Thunder Rift setting. Designed for the boxed set or Rules Cyclopedia and comes with full color poster map ...
The Campaign Sourcebook and Catacomb Guide is a supplement to the Dungeon Master's Guide for the Advanced Dungeons & Dragons 2nd edition rules. [1] The first section of the book contains guidelines to help Dungeon Masters (DMs) run campaigns, while the second part of the book details how to run games in dungeons.
Dungeon Master's Design Kit is an aid for Dungeon Masters (DMs), with advice and tables for creating different kinds of adventure scenarios. [1]Book I: Adventure Design includes information on creating an adventure scenario and demonstrates with a brief sample scenario. [1]
All characters begin at 3rd level, and ability scores may be raised higher than those of ordinary AD&D characters. PCs start the game with three times the funds stated in the "Money and Equipment" chapter of the Player's Handbook. All Dark Sun campaign PCs have at least one psionic talent, as described in The Complete Psionics Handbook. [1]
Creative Campaigning is aimed at providing Dungeon Masters with fresh ideas for running their Dungeons & Dragons campaigns. It includes chapters outlining novel campaign settings , adventure ideas and new ways of using existing game materials.