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The book details many hazards that are associated with real-life dangers to desert travelers. Furthermore, Sandstorm corrects many false ideas about deserts, such as the belief that quicksands are commonly found in the desert; the book explains that quicksands require water to form, and are usually found near an oasis, although quicksands are ...
In the Dungeons & Dragons (D&D) fantasy role-playing game, rule books contain all the elements of playing the game: rules to the game, how to play, options for gameplay, stat blocks and lore of monsters, and tables the Dungeon Master or player would roll dice for to add more of a random effect to the game.
Van Richten's Guide to Ravenloft is a 256-page campaign and adventure guide for using the Ravenloft setting in the 5th edition. The book includes an overview of 39 Domains of Dread [1] and a 20-page adventure called The House of Lament.
Jim Bambra reviewed Dungeoneer's Survival Guide for White Dwarf #82, commenting that the book "deserves the attention of all 'AD&D' players – even those who prefer the freedom of the wilderness to the depths of the dungeon". [2] Bambra noted that while the book covers the Underdark in detail, it is also a major expansion of the AD&D rules.
This is a list of official Dungeons & Dragons adventures published by Wizards of the Coast as separate publications. It does not include adventures published as part of supplements, officially licensed Dungeons & Dragons adventures published by other companies, official d20 System adventures and other Open Game License adventures that may be compatible with Dungeons & Dragons.
The Dungeon Master's Guide (DMG [1] or DM's Guide; in some printings, the Dungeon Masters Guide or Dungeon Master Guide) is a book of rules for the fantasy role-playing game Dungeons & Dragons. The Dungeon Master's Guide contains rules concerning the arbitration and administration of a game, and is intended for use by the game's Dungeon Master. [2]
The PCs explore more than 20,000 square miles (52,000 km 2) of wilderness, with eighteen locations, including multiple smaller dungeons, a riverside village, and a frontier town. [2] The secret society known as the Iron Ring troubles the player characters throughout the adventure, and the introduction provides information on the group.
The Wilderness Survival Guide provides detailed information for wilderness adventures, such as rules and guidelines relating to weather and its effects, encumbrance and movement outdoors, hunting, camping, first aid, naturally occurring hazards, fatigue for characters, pack animals, and handling wilderness combat and magic.