Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781542433891
Category :
Languages : en
Pages : 438
Book Description
Wolf-haunted wastelands of frigid tundra, Veiling lost cities sunken and frozen into the ice ... Mist-wreathed mountains teeming with orcs, Goblins, demons and dwarven underworlds ... Burning battlefields, reigned over By imperious and ancient dragons ... Steaming jungles, filled with headhunters And savage apes, guardians to ancient temples Filled with accursed gold ... These are the realms of old school fantasy role-playing, the world of your imagination. This world is a dark and wondrous place, an endless milieu teeming with danger, intrigue, exotic wonders, epic quests, and the bold heroes and villains who dare to conquer all. And you, as the Game Master, are tasked with creating those kingdoms from scratch. It is your mission to forge an entire alternate universe filled with infinite possibilities, a world which your friends and fellow role-players can explore for years to come. But how do you create a world? How do you even begin? The CASTLE OLDSKULL GAME WORLD GENERATOR is the only guide specifically and solely designed to assist you in creating an entire old school fantasy world. This is no "It is time for you to take the world into your own hands, and no one but you can decide what to include" copout dodge which demands everything of you and gives you nothing. This is a 430+ page step-by-step guide, from blank hex paper to the fully-realized game world, which explains the entire process to you in granular detail. Even better, this book is filled with dozens of helpful graphics which illustrate the entire mapping process. If you love lost worlds like Dave Arneson's Blackmoor, Edgar Rice Burroughs' Barsoom and Pellucidar, Gary Gygax's Flanaess, Robert E. Howard's Cimmeria and Hyboria, Fritz Leiber's Nehwon, H.P. Lovecraft's Dreamlands, Michael Moorcock's Melnibone and J.R.R. Tolkien's Middle Earth, then this is the book for you! Highlights include: world conception, mapping, scale, landforms, terrain, kingdoms and fiefs, wilderness design, feudal realms and foreign equivalents, city and wilderness names, treasures and resources, hierarchies of nobility, ruler classes and levels, realm alignment, campaign-tailored population formulae, demi-human enclaves, humanoid tribes, starting area development, dragon lair placement, dungeon placement and much more. Everything you need to turn your ideas into a solid, coherent and adventure-filled world is right here at your fingertips. The GAME WORLD GENERATOR is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 30 years of play experience. Best of all, if there are any other materials you would like to see relating to world or dungeon design, feel free to contact the author. I create the supplements that Game Masters want. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This book is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 3 parts, over 100 section topics, 42,000 words, over 430 pages; organized via a fully hyperlinked table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)
Game World Generator
Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781542433891
Category :
Languages : en
Pages : 438
Book Description
Wolf-haunted wastelands of frigid tundra, Veiling lost cities sunken and frozen into the ice ... Mist-wreathed mountains teeming with orcs, Goblins, demons and dwarven underworlds ... Burning battlefields, reigned over By imperious and ancient dragons ... Steaming jungles, filled with headhunters And savage apes, guardians to ancient temples Filled with accursed gold ... These are the realms of old school fantasy role-playing, the world of your imagination. This world is a dark and wondrous place, an endless milieu teeming with danger, intrigue, exotic wonders, epic quests, and the bold heroes and villains who dare to conquer all. And you, as the Game Master, are tasked with creating those kingdoms from scratch. It is your mission to forge an entire alternate universe filled with infinite possibilities, a world which your friends and fellow role-players can explore for years to come. But how do you create a world? How do you even begin? The CASTLE OLDSKULL GAME WORLD GENERATOR is the only guide specifically and solely designed to assist you in creating an entire old school fantasy world. This is no "It is time for you to take the world into your own hands, and no one but you can decide what to include" copout dodge which demands everything of you and gives you nothing. This is a 430+ page step-by-step guide, from blank hex paper to the fully-realized game world, which explains the entire process to you in granular detail. Even better, this book is filled with dozens of helpful graphics which illustrate the entire mapping process. If you love lost worlds like Dave Arneson's Blackmoor, Edgar Rice Burroughs' Barsoom and Pellucidar, Gary Gygax's Flanaess, Robert E. Howard's Cimmeria and Hyboria, Fritz Leiber's Nehwon, H.P. Lovecraft's Dreamlands, Michael Moorcock's Melnibone and J.R.R. Tolkien's Middle Earth, then this is the book for you! Highlights include: world conception, mapping, scale, landforms, terrain, kingdoms and fiefs, wilderness design, feudal realms and foreign equivalents, city and wilderness names, treasures and resources, hierarchies of nobility, ruler classes and levels, realm alignment, campaign-tailored population formulae, demi-human enclaves, humanoid tribes, starting area development, dragon lair placement, dungeon placement and much more. Everything you need to turn your ideas into a solid, coherent and adventure-filled world is right here at your fingertips. The GAME WORLD GENERATOR is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 30 years of play experience. Best of all, if there are any other materials you would like to see relating to world or dungeon design, feel free to contact the author. I create the supplements that Game Masters want. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This book is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 3 parts, over 100 section topics, 42,000 words, over 430 pages; organized via a fully hyperlinked table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)
Publisher: Createspace Independent Publishing Platform
ISBN: 9781542433891
Category :
Languages : en
Pages : 438
Book Description
Wolf-haunted wastelands of frigid tundra, Veiling lost cities sunken and frozen into the ice ... Mist-wreathed mountains teeming with orcs, Goblins, demons and dwarven underworlds ... Burning battlefields, reigned over By imperious and ancient dragons ... Steaming jungles, filled with headhunters And savage apes, guardians to ancient temples Filled with accursed gold ... These are the realms of old school fantasy role-playing, the world of your imagination. This world is a dark and wondrous place, an endless milieu teeming with danger, intrigue, exotic wonders, epic quests, and the bold heroes and villains who dare to conquer all. And you, as the Game Master, are tasked with creating those kingdoms from scratch. It is your mission to forge an entire alternate universe filled with infinite possibilities, a world which your friends and fellow role-players can explore for years to come. But how do you create a world? How do you even begin? The CASTLE OLDSKULL GAME WORLD GENERATOR is the only guide specifically and solely designed to assist you in creating an entire old school fantasy world. This is no "It is time for you to take the world into your own hands, and no one but you can decide what to include" copout dodge which demands everything of you and gives you nothing. This is a 430+ page step-by-step guide, from blank hex paper to the fully-realized game world, which explains the entire process to you in granular detail. Even better, this book is filled with dozens of helpful graphics which illustrate the entire mapping process. If you love lost worlds like Dave Arneson's Blackmoor, Edgar Rice Burroughs' Barsoom and Pellucidar, Gary Gygax's Flanaess, Robert E. Howard's Cimmeria and Hyboria, Fritz Leiber's Nehwon, H.P. Lovecraft's Dreamlands, Michael Moorcock's Melnibone and J.R.R. Tolkien's Middle Earth, then this is the book for you! Highlights include: world conception, mapping, scale, landforms, terrain, kingdoms and fiefs, wilderness design, feudal realms and foreign equivalents, city and wilderness names, treasures and resources, hierarchies of nobility, ruler classes and levels, realm alignment, campaign-tailored population formulae, demi-human enclaves, humanoid tribes, starting area development, dragon lair placement, dungeon placement and much more. Everything you need to turn your ideas into a solid, coherent and adventure-filled world is right here at your fingertips. The GAME WORLD GENERATOR is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 30 years of play experience. Best of all, if there are any other materials you would like to see relating to world or dungeon design, feel free to contact the author. I create the supplements that Game Masters want. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This book is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 3 parts, over 100 section topics, 42,000 words, over 430 pages; organized via a fully hyperlinked table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)
The Classic Dungeon Design Guide
Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781542405409
Category :
Languages : en
Pages : 476
Book Description
Deep dwarven cities of the underworld, Infested by conquering orcs, Enslaved by demons of skull and pyre ... Black labyrinths of mad demigods, Proving grounds for daring adventurers And graveyards for greedy fools ... Twisting passages, all alike, Where lurking trolls and shadow beasts Guard the deepest riddles of the nether ... If you have ever wanted to know how to quickly and masterfully create your own mega-dungeon for your pen-and-paper Fantasy Role-Playing Game (PNP FRPG) campaigns, this is the perfect book for you. This Game Master's guide will show you, step by step, how to take your vague-yet-promising ideas and how to sculpt them with precise and careful design decisions (enhanced, if you prefer, by random die rolls), allowing you to conceive an endless mega-dungeon in record time. Best of all, the CASTLE OLDSKULL CLASSIC DUNGEON DESIGN GUIDE is also system-neutral. No matter which of the many FRPGs you choose to play, from basic skill level to advanced, a first edition or a fifth or anything in between, the lessons you master here will serve you in your gaming for years to come. Learn how to make the most of your ever-dwindling prep time, so that you can spend those saved hours gaming with your friends! This old school Guide is filled to overflowing with more than 450 pages of design material and dungeon generation tables. Highlights include: * Hack and slash and beyond. 39 adventure scenarios, with 20 diabolical twists, totaling 780 great ideas for your next campaign. * A myriad of options. Over 10,000 unusual benefactors ("quest givers"), unusual wilderness encounters your players will never forget, and extensive rumor and dungeon history generation systems. * Every endless labyrinth ever, under one cover. Extensive details on realistic underworlds, hundreds of dungeon dressing ideas, over 10,000 room types, and much more. * The imagined made real. A complete second book is included herein as a detailed example of dungeon design, featuring over 60 pages of specific examples. The Goblin Head campaign environment supplement reveals exactly how a 13-level mega-dungeon can be conceived in a matter of hours. The CLASSIC DUNGEON DESIGN GUIDE is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 30 years of play experience. Best of all, if there are any other materials you would like to see relating to dungeon design, feel free to contact the author. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This Guide is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 12 chapters, over 100 section topics, 60,000 words, 475+ pages; organized via a fully ordered table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)
Publisher: Createspace Independent Publishing Platform
ISBN: 9781542405409
Category :
Languages : en
Pages : 476
Book Description
Deep dwarven cities of the underworld, Infested by conquering orcs, Enslaved by demons of skull and pyre ... Black labyrinths of mad demigods, Proving grounds for daring adventurers And graveyards for greedy fools ... Twisting passages, all alike, Where lurking trolls and shadow beasts Guard the deepest riddles of the nether ... If you have ever wanted to know how to quickly and masterfully create your own mega-dungeon for your pen-and-paper Fantasy Role-Playing Game (PNP FRPG) campaigns, this is the perfect book for you. This Game Master's guide will show you, step by step, how to take your vague-yet-promising ideas and how to sculpt them with precise and careful design decisions (enhanced, if you prefer, by random die rolls), allowing you to conceive an endless mega-dungeon in record time. Best of all, the CASTLE OLDSKULL CLASSIC DUNGEON DESIGN GUIDE is also system-neutral. No matter which of the many FRPGs you choose to play, from basic skill level to advanced, a first edition or a fifth or anything in between, the lessons you master here will serve you in your gaming for years to come. Learn how to make the most of your ever-dwindling prep time, so that you can spend those saved hours gaming with your friends! This old school Guide is filled to overflowing with more than 450 pages of design material and dungeon generation tables. Highlights include: * Hack and slash and beyond. 39 adventure scenarios, with 20 diabolical twists, totaling 780 great ideas for your next campaign. * A myriad of options. Over 10,000 unusual benefactors ("quest givers"), unusual wilderness encounters your players will never forget, and extensive rumor and dungeon history generation systems. * Every endless labyrinth ever, under one cover. Extensive details on realistic underworlds, hundreds of dungeon dressing ideas, over 10,000 room types, and much more. * The imagined made real. A complete second book is included herein as a detailed example of dungeon design, featuring over 60 pages of specific examples. The Goblin Head campaign environment supplement reveals exactly how a 13-level mega-dungeon can be conceived in a matter of hours. The CLASSIC DUNGEON DESIGN GUIDE is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 30 years of play experience. Best of all, if there are any other materials you would like to see relating to dungeon design, feel free to contact the author. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This Guide is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 12 chapters, over 100 section topics, 60,000 words, 475+ pages; organized via a fully ordered table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)
Accelerando
Author: Charles Stross
Publisher: Penguin
ISBN: 1101208473
Category : Fiction
Languages : en
Pages : 596
Book Description
The Singularity. It is the era of the posthuman. Artificial intelligences have surpassed the limits of human intellect. Biotechnological beings have rendered people all but extinct. Molecular nanotechnology runs rampant, replicating and reprogramming at will. Contact with extraterrestrial life grows more imminent with each new day. Struggling to survive and thrive in this accelerated world are three generations of the Macx clan: Manfred, an entrepreneur dealing in intelligence amplification technology whose mind is divided between his physical environment and the Internet; his daughter, Amber, on the run from her domineering mother, seeking her fortune in the outer system as an indentured astronaut; and Sirhan, Amber’s son, who finds his destiny linked to the fate of all of humanity. For something is systematically dismantling the nine planets of the solar system. Something beyond human comprehension. Something that has no use for biological life in any form...
Publisher: Penguin
ISBN: 1101208473
Category : Fiction
Languages : en
Pages : 596
Book Description
The Singularity. It is the era of the posthuman. Artificial intelligences have surpassed the limits of human intellect. Biotechnological beings have rendered people all but extinct. Molecular nanotechnology runs rampant, replicating and reprogramming at will. Contact with extraterrestrial life grows more imminent with each new day. Struggling to survive and thrive in this accelerated world are three generations of the Macx clan: Manfred, an entrepreneur dealing in intelligence amplification technology whose mind is divided between his physical environment and the Internet; his daughter, Amber, on the run from her domineering mother, seeking her fortune in the outer system as an indentured astronaut; and Sirhan, Amber’s son, who finds his destiny linked to the fate of all of humanity. For something is systematically dismantling the nine planets of the solar system. Something beyond human comprehension. Something that has no use for biological life in any form...
Slave Species of the Gods
Author: Michael Tellinger
Publisher: Simon and Schuster
ISBN: 1591438071
Category : Body, Mind & Spirit
Languages : en
Pages : 529
Book Description
Our origins as a slave species and the Anunnaki legacy in our DNA • Reveals compelling new archaeological and genetic evidence for the engineered origins of the human species, first proposed by Zecharia Sitchin in The 12th Planet • Shows how the Anunnaki created us using pieces of their own DNA, controlling our physical and mental capabilities by inactivating their more advanced DNA • Identifies a recently discovered complex of sophisticated ruins in South Africa as the city of the Anunnaki leader Enki Scholars have long believed that the first civilization on Earth emerged in Sumer some 6,000 years ago. However, as Michael Tellinger reveals, the Sumerians and Egyptians inherited their knowledge from an earlier civilization that lived at the southern tip of Africa and began with the arrival of the Anunnaki more than 200,000 years ago. Sent to Earth in search of life-saving gold, these ancient Anunnaki astronauts from the planet Nibiru created the first humans as a slave race to mine gold--thus beginning our global traditions of gold obsession, slavery, and god as dominating master. Revealing new archaeological and genetic evidence in support of Zecharia Sitchin’s revolutionary work with pre-biblical clay tablets, Tellinger shows how the Anunnaki created us using pieces of their own DNA, controlling our physical and mental capabilities by inactivating their more advanced DNA--which explains why less than 3 percent of our DNA is active. He identifies a recently discovered complex of sophisticated ruins in South Africa, complete with thousands of mines, as the city of Anunnaki leader Enki and explains their lost technologies that used the power of sound as a source of energy. Matching key mythologies of the world’s religions to the Sumerian clay tablet stories on which they are based, he details the actual events behind these tales of direct physical interactions with “god,” concluding with the epic flood--a perennial theme of ancient myth--that wiped out the Anunnaki mining operations. Tellinger shows that, as humanity awakens to the truth about our origins, we can overcome our programmed animalistic and slave-like nature, tap in to our dormant Anunnaki DNA, and realize the longevity and intelligence of our creators as well as learn the difference between the gods of myth and the true loving God of our universe.
Publisher: Simon and Schuster
ISBN: 1591438071
Category : Body, Mind & Spirit
Languages : en
Pages : 529
Book Description
Our origins as a slave species and the Anunnaki legacy in our DNA • Reveals compelling new archaeological and genetic evidence for the engineered origins of the human species, first proposed by Zecharia Sitchin in The 12th Planet • Shows how the Anunnaki created us using pieces of their own DNA, controlling our physical and mental capabilities by inactivating their more advanced DNA • Identifies a recently discovered complex of sophisticated ruins in South Africa as the city of the Anunnaki leader Enki Scholars have long believed that the first civilization on Earth emerged in Sumer some 6,000 years ago. However, as Michael Tellinger reveals, the Sumerians and Egyptians inherited their knowledge from an earlier civilization that lived at the southern tip of Africa and began with the arrival of the Anunnaki more than 200,000 years ago. Sent to Earth in search of life-saving gold, these ancient Anunnaki astronauts from the planet Nibiru created the first humans as a slave race to mine gold--thus beginning our global traditions of gold obsession, slavery, and god as dominating master. Revealing new archaeological and genetic evidence in support of Zecharia Sitchin’s revolutionary work with pre-biblical clay tablets, Tellinger shows how the Anunnaki created us using pieces of their own DNA, controlling our physical and mental capabilities by inactivating their more advanced DNA--which explains why less than 3 percent of our DNA is active. He identifies a recently discovered complex of sophisticated ruins in South Africa, complete with thousands of mines, as the city of Anunnaki leader Enki and explains their lost technologies that used the power of sound as a source of energy. Matching key mythologies of the world’s religions to the Sumerian clay tablet stories on which they are based, he details the actual events behind these tales of direct physical interactions with “god,” concluding with the epic flood--a perennial theme of ancient myth--that wiped out the Anunnaki mining operations. Tellinger shows that, as humanity awakens to the truth about our origins, we can overcome our programmed animalistic and slave-like nature, tap in to our dormant Anunnaki DNA, and realize the longevity and intelligence of our creators as well as learn the difference between the gods of myth and the true loving God of our universe.
Forgotten Realms Campaign Guide
Author: Bruce R. Cordell
Publisher:
ISBN: 9780786949243
Category : Games
Languages : en
Pages : 287
Book Description
288 page hardcover by Bruce R. Cordell
Publisher:
ISBN: 9780786949243
Category : Games
Languages : en
Pages : 287
Book Description
288 page hardcover by Bruce R. Cordell
Fleshing Out Skull & Bones
Author: Kris Millegan
Publisher: Trine Day
ISBN: 1937584046
Category : History
Languages : en
Pages : 724
Book Description
This chronicle of espionage, drug smuggling, and elitism in Yale University's Skull & Bones society offers rare glimpses into this secret world with previously unpublished documents, photographs, and articles that delve into issues such as racism, financial ties to the Nazi party, and illegal corporate dealings. Contributors include Anthony Sutton, author of America's Secret Establishment; Dr. Ralph Bunch, professor emeritus of political science at Portland State University; Webster Griffin Tarpley and Anton Chaitkin, authors and historians. A complete list of members, including George Bush, George W. Bush, and John F. Kerry, and reprints of rare magazine articles are included.
Publisher: Trine Day
ISBN: 1937584046
Category : History
Languages : en
Pages : 724
Book Description
This chronicle of espionage, drug smuggling, and elitism in Yale University's Skull & Bones society offers rare glimpses into this secret world with previously unpublished documents, photographs, and articles that delve into issues such as racism, financial ties to the Nazi party, and illegal corporate dealings. Contributors include Anthony Sutton, author of America's Secret Establishment; Dr. Ralph Bunch, professor emeritus of political science at Portland State University; Webster Griffin Tarpley and Anton Chaitkin, authors and historians. A complete list of members, including George Bush, George W. Bush, and John F. Kerry, and reprints of rare magazine articles are included.
Archaic England
Author: Harold Bayley
Publisher:
ISBN:
Category : Archaeology
Languages : en
Pages : 936
Book Description
Publisher:
ISBN:
Category : Archaeology
Languages : en
Pages : 936
Book Description
The Book of Dungeon Traps
Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
ISBN: 9781983723933
Category :
Languages : en
Pages : 344
Book Description
Tumbling boulders crushing over powdered bones, Death pits filled with gibbering slime, Strangling vines, enchanted lodestones, lightning bolts, Hateful wraiths Imprisoned in chests of ancient gold, Chained by holy symbol and silver seal ... Every mechanical horror, every thief's demise, Every fell contraption Lies here, deep in this book of secrets. Would you like to fill your dungeons with traps, but you can never find coherent rules or guidelines to show the way? Are your players weary of arbitrary deathtraps? Have you ever searched in vain for a system which codifies spells into magical traps? Are you bored with the "famous four" - pits, gas, arrows and poisoned needles - but never know what to replace them with? Castle Oldskull Supplement BDT1, THE BOOK OF DUNGEON TRAPS, is filled with over 800 classic traps and trap variations. Herein you will find rules for boiling mud, Illusionary bridges, amnesia vapor, polymorph traps, unseen servant-triggered machinations, collapsing columns, and much more. Best of all, all traps are collated into hierarchies of Lethality Levels, so that you can always challenge your players without killing their heroes outright. This elaborate tome also includes rules for trap placement in dungeon designs, advice on trap locations, trap triggers, trap detection, trap removal, 10' poles as trap detection devices, and even a complete set of random monster tables to aid you in populating monster pits, cages, summoning traps, alarm-trapped dungeon chambers, and much more. Every trap type features detailed rules which have been culled from dozens of books and dungeon modules, turning hidden and obscure rulings into a methodical and internally consistent system for trap design. Everything you will ever need to fill every dungeon you create with any trap you can dream of, it's all here in a single source. This book is made to interface with Castle Oldskull Supplement CDDG1, THE CLASSIC DUNGEON DESIGN GUIDE, but the integration is completely optional. You do not need both books to make use of them; they simply amplify one another. 49,800 words, 308 pages. Another classic Fantasy Role-Playing Game Supplement from Wonderland Imprints, Only the Finest Works of Fantasy.
Publisher: Createspace Independent Publishing Platform
ISBN: 9781983723933
Category :
Languages : en
Pages : 344
Book Description
Tumbling boulders crushing over powdered bones, Death pits filled with gibbering slime, Strangling vines, enchanted lodestones, lightning bolts, Hateful wraiths Imprisoned in chests of ancient gold, Chained by holy symbol and silver seal ... Every mechanical horror, every thief's demise, Every fell contraption Lies here, deep in this book of secrets. Would you like to fill your dungeons with traps, but you can never find coherent rules or guidelines to show the way? Are your players weary of arbitrary deathtraps? Have you ever searched in vain for a system which codifies spells into magical traps? Are you bored with the "famous four" - pits, gas, arrows and poisoned needles - but never know what to replace them with? Castle Oldskull Supplement BDT1, THE BOOK OF DUNGEON TRAPS, is filled with over 800 classic traps and trap variations. Herein you will find rules for boiling mud, Illusionary bridges, amnesia vapor, polymorph traps, unseen servant-triggered machinations, collapsing columns, and much more. Best of all, all traps are collated into hierarchies of Lethality Levels, so that you can always challenge your players without killing their heroes outright. This elaborate tome also includes rules for trap placement in dungeon designs, advice on trap locations, trap triggers, trap detection, trap removal, 10' poles as trap detection devices, and even a complete set of random monster tables to aid you in populating monster pits, cages, summoning traps, alarm-trapped dungeon chambers, and much more. Every trap type features detailed rules which have been culled from dozens of books and dungeon modules, turning hidden and obscure rulings into a methodical and internally consistent system for trap design. Everything you will ever need to fill every dungeon you create with any trap you can dream of, it's all here in a single source. This book is made to interface with Castle Oldskull Supplement CDDG1, THE CLASSIC DUNGEON DESIGN GUIDE, but the integration is completely optional. You do not need both books to make use of them; they simply amplify one another. 49,800 words, 308 pages. Another classic Fantasy Role-Playing Game Supplement from Wonderland Imprints, Only the Finest Works of Fantasy.
CASTLE OLDSKULL Gaming Supplement Chaotic Descriptor Table
Author: Kent David Kelly
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 254
Book Description
An infinite array of fantasy possibilities ... Endless monsters, treasures, and mysteries at your fingertips. What will you dream, how creative can you be, When you're handed the keys to the Oldskull imagination engine? Is it possible to distill the entire world design creative process into a single essential volume? Perhaps, and perhaps not. If it can be done, this is the book that is up to the task! This is the D10000 Chaotic Descriptor Table, a deluxe version of one of my favorite and most popular idea generation systems. The "Chaotic" system has proven to be popular over the years with Game Masters, solo gamers, storytellers, and game designers alike. As featured in the Oldskull Adventure Generator and the Classic Dungeon Design Guide series, the Chaotic Descriptor Table offers an array of 1,000 strange adjectives (Deathly, Bloodstone, Phantasmagorian, Shivering, etc.) that can be used to give unique life to generic ideas such as dungeon rooms, monsters, characters, treasures, and plot hooks. Whatever you can imagine, the Chaotic system can enhance. It does not replace your creativity, it magnifies it and sets an unexpected direction for your efforts. But where the former system only had 1,000 entries, this one has been expanded to a full 10,000 entries that you can roll on 1D10000 to come up with even more random mayhem! Additional features include named gods and goddesses, character names, a massive NPC personality generation array, and of course thousands of new adjectives. This supplement also includes a detailed chapter of examples, and the Chaotic table itself (data covering nearly 100 pages). These tools are fully compatible with the Oldskull Dungeon Tools, the Dungeon Design Guides, the Game World Generator, and all of the other supplements offered by Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy. Other supplements are recommended for maximum use, but none are necessary. Have fun!
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 254
Book Description
An infinite array of fantasy possibilities ... Endless monsters, treasures, and mysteries at your fingertips. What will you dream, how creative can you be, When you're handed the keys to the Oldskull imagination engine? Is it possible to distill the entire world design creative process into a single essential volume? Perhaps, and perhaps not. If it can be done, this is the book that is up to the task! This is the D10000 Chaotic Descriptor Table, a deluxe version of one of my favorite and most popular idea generation systems. The "Chaotic" system has proven to be popular over the years with Game Masters, solo gamers, storytellers, and game designers alike. As featured in the Oldskull Adventure Generator and the Classic Dungeon Design Guide series, the Chaotic Descriptor Table offers an array of 1,000 strange adjectives (Deathly, Bloodstone, Phantasmagorian, Shivering, etc.) that can be used to give unique life to generic ideas such as dungeon rooms, monsters, characters, treasures, and plot hooks. Whatever you can imagine, the Chaotic system can enhance. It does not replace your creativity, it magnifies it and sets an unexpected direction for your efforts. But where the former system only had 1,000 entries, this one has been expanded to a full 10,000 entries that you can roll on 1D10000 to come up with even more random mayhem! Additional features include named gods and goddesses, character names, a massive NPC personality generation array, and of course thousands of new adjectives. This supplement also includes a detailed chapter of examples, and the Chaotic table itself (data covering nearly 100 pages). These tools are fully compatible with the Oldskull Dungeon Tools, the Dungeon Design Guides, the Game World Generator, and all of the other supplements offered by Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy. Other supplements are recommended for maximum use, but none are necessary. Have fun!
The Grand History of the Realms
Author: Brian R. James
Publisher:
ISBN: 9780786947317
Category : Games
Languages : en
Pages : 159
Book Description
Chronicling the rich history of the Forgotten Realms campaign setting, this resource presents a detailed timeline accompanied by essays from Elminster of Shadowdale and other Realmslore experts. Although not a game supplement, it serves as a handy reference guide for players and Dungeon Masters seeking information on specific historical events.
Publisher:
ISBN: 9780786947317
Category : Games
Languages : en
Pages : 159
Book Description
Chronicling the rich history of the Forgotten Realms campaign setting, this resource presents a detailed timeline accompanied by essays from Elminster of Shadowdale and other Realmslore experts. Although not a game supplement, it serves as a handy reference guide for players and Dungeon Masters seeking information on specific historical events.