The Game Master's Book of Legendary Dragons

The Game Master's Book of Legendary Dragons PDF Author: Aaron Hübrich
Publisher: Game Master Series
ISBN: 1956403051
Category : Games & Activities
Languages : en
Pages : 0

Get Book Here

Book Description
This incredible book details more than two dozen unique, heart-stopping dragons, plus dragon-kin, dragon-related organizations and magic - everything you need to make dragons the centerpiece of your campaign, full of mystery, terror and legendary excitement.

The Game Master's Book of Legendary Dragons

The Game Master's Book of Legendary Dragons PDF Author: Aaron Hübrich
Publisher: Game Master Series
ISBN: 1956403051
Category : Games & Activities
Languages : en
Pages : 0

Get Book Here

Book Description
This incredible book details more than two dozen unique, heart-stopping dragons, plus dragon-kin, dragon-related organizations and magic - everything you need to make dragons the centerpiece of your campaign, full of mystery, terror and legendary excitement.

Legendary Dragons

Legendary Dragons PDF Author: Aaron Hübrich
Publisher:
ISBN: 9780578503981
Category :
Languages : en
Pages : 128

Get Book Here

Book Description
Bring back the mystery to Dragons and to make an ordinary Dragon encounter extraordinary! Legendary Dragons features NEW content for your 5th Edition game. You'll not only have brand new Legendary Dragons and their lore to throw at your players, but some new monsters, too.

The Game Master's Book of Random Encounters

The Game Master's Book of Random Encounters PDF Author: Jeff Ashworth
Publisher: Media Lab Books
ISBN: 9781948174374
Category : Games & Activities
Languages : en
Pages : 256

Get Book Here

Book Description
For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.

The Game Master's Book of Non-Player Characters

The Game Master's Book of Non-Player Characters PDF Author: Jeff Ashworth
Publisher: Media Lab Books
ISBN: 9781948174800
Category : Games & Activities
Languages : en
Pages : 272

Get Book Here

Book Description
From the #1 Best-Selling author, Jeff Ashworth, comes the latest addition to The Game Master series, with more than 500 NPCs ready to populate your campaign whenever you need them! As is often the case in tabletop roleplaying games, players often venture into locales or look for answers in places and among people busy Game Masters simply didn’t anticipate. Or, just as often, an adventure won't have fully fleshed out characters in place for the locations and encounters outlined for gameplay. The Game Master's Book of Non-Player Characters solves these issues and more by providing Game Masters with the information they need to “fill in the holes” in their campaign play. It will enable GMs to instantly add depth, color, motivation and unique physical characteristics at a moment's notice to unexpected or underwritten characters as they pop up during gameplay, ensuring every session is a memorable one for players and GMs alike. This edition also includes more than 50 hand-drawn illustrations of select NPCs detailed in the book, 3 bonus one-shot adventures, and a foreword by online influencer Jasmine Bhullar.

Dragon Magic

Dragon Magic PDF Author: Owen K. C. Stephens
Publisher:
ISBN: 9780786939367
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 0

Get Book Here

Book Description
An exploration of two of the most exciting components of D&D(, "Dragon Magic"* changes the way dragons are used in D&D campaigns by imagining a world in which dragons openly share their magical secrets with humans and other races.

The Game Master's Book of Traps, Puzzles and Dungeons

The Game Master's Book of Traps, Puzzles and Dungeons PDF Author: Jeff Ashworth
Publisher: Game Master Series
ISBN: 1948174987
Category : Games & Activities
Languages : en
Pages : 0

Get Book Here

Book Description
All the information Game Master's needs to create compelling dungeon crawls, deadly fortress traps and clever riddles or puzzles to activate players’ critical thinking skills alongside their critical rolls during tabletop RPG play.

The Monsters Know What They're Doing

The Monsters Know What They're Doing PDF Author: Keith Ammann
Publisher: Simon and Schuster
ISBN: 1982122684
Category : Games & Activities
Languages : en
Pages : 560

Get Book Here

Book Description
From the creator of the popular blog The Monsters Know What They’re Doing comes a compilation of villainous battle plans for Dungeon Masters. In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behavior—and the better the players, the more unpredictable their behavior! It’s easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away. In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.

Dungeon Master's Guide II

Dungeon Master's Guide II PDF Author: Jesse Decker
Publisher:
ISBN: 9780786936878
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 0

Get Book Here

Book Description
Building upon existing materials in the "Dungeon Master's Guide," this title was specifically designed to facilitate play, especially when the Dungeon Master has a limited amount of preparation time. Chapters include discussion on running a game, designing adventures, building and using prestige classes, and creating campaign settings.

Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game)

Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game) PDF Author: Dungeons & Dragons
Publisher: National Geographic Books
ISBN: 0786965622
Category : Games & Activities
Languages : en
Pages : 0

Get Book Here

Book Description
Weave legendary stories in the world’s greatest roleplaying game. All you need to run a Dungeons & Dragons game is your imagination, some dice, and this book. The Dungeon Master’s Guide teaches you how to how to run D&D adventures for your players— how to invent monsters for them to fight, mysteries for them to solve, and fantasy worlds for them to explore. “[The Dungeon Master’s Guide is] the one book to rule them all, the most comprehensive and powerful set of resources needed to run a game of D&D. . .” —Charlie Hall, Polygon.com “D&D acolytes are everywhere...Tech workers from Silicon Valley to Brooklyn have long-running campaigns, and the showrunners and the novelist behind ‘Game of Thrones’ have all been Dungeon Masters.”—Neima Jahromi, The New Yorker • The Dungeon Master’s Guide is one of the three main Dungeons & Dragons books, along with the Player’s Handbook and Monster Manual. It’s a reference used by the Dungeon Master (the game’s narrator) to create adventures—to run Dungeons & Dragons games and fill them with characters and stories. • The Dungeon Master’s Guide (DMG) is full of tools to help you immerse players in the game. What’s the demon lord’s secret weakness? Are the orcish invaders a criminal enterprise, or traitorous allies? Dozens of tables throughout the book help inspire your decisions and keep the game flowing smoothly. • In the Dungeon Master’s Guide (DMG), even the tables tell tales. A legendary sword takes five decades to craft. Who created it, and why? A tavern-crawling gnome has an eye twitch. How did she get it, and when? In every detail is an architecture for narrative—and the Dungeon Master’s Guide has all the tools you need to flesh it out with ease. • In Dungeons & Dragons, you and your friends coauthor your own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination. • Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.

Game Night

Game Night PDF Author: Jonny Nexus
Publisher:
ISBN: 9781906402013
Category : Fantasy games
Languages : en
Pages : 0

Get Book Here

Book Description
The gods don't play dice with the universe... unless it's game night. A twelve-thousand-year quest is about to be completed, prophecies will be fulfilled, ancient riddles answered, legendary evils bested, and the nature of the universe revealed. All that's needed is a band of mighty heroes to do the completing. Unfortunately for the locals, some of the gods have taken a personal interest in the chronicle of these heroes' adventures. Now they are each guiding one of the characters towards the conclusion of their epic journey. That is, when they're not squabbling, backstabbing each other, blowing things up by accident, refusing to play by the rules, and turning the Allfather's creation into a mess of petty arguments, fantasy cliche, gratuitous combat and unnecessary dice rolls. If you thought your games group couldn't be any worse, Game Night shows just how bad things can get when a bunch of unruly deities decide they want to play. And may the heavens help us all. Jonny Nexus is editor of the acclaimed webzine Critical Miss and author of The Slayers' Guide to Games Masters