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  • av Jeff Ashworth
    277,-

    The Game Master's Book of Traps, Puzzles and Dungeons provides GMs with endless options for populating their adventures with challenging riddles, puzzles, spiked pits, Rube Goldberg-style deathtraps and much more - everything they need to push player character to their limit and bring new levels of excitement (and anxiety) to their game play.Whether part of a pre-planned adventure or a random encounter, these brain teasers, puzzles and traps will make every dungeon crawl, fortress break-in, or temple sacking that much more fun. GMs will find more than 60 challenging puzzles, 60 unique traps and 50 modular dungeon chambers, each with its own set of possible encoounters, meaning GMs can generate a fully-functional (or completely dilapidated) dungeon in a few rolls of a dice. With intricate technical illustrations, beautifully rendered top-down location maps and three one-shot adventures, written by RPG inflencers including Jasmine Bhullar and the creators of the Three Black Halflings podcast, The Game Master's Book of Traps, Puzzles and Dungeons is the ideal tool for any GM hoping to put the fun back in fun-geon*.*not a word.

  • av Ben Egloff
    295,-

    More than 300 random tables designed to help you build a new world from scratch or take your existing RPG campaign to new levels of creativity and excitement, plus 3 exciting one-shot adventures!While The Game Master's Book of Astonishing Random Tables is not a wondrous item, you'd be forgiven for assuming it has magical properties. That's because within these pages are countless adventure hooks - side quests and travel complications and chase sequences and skill challenges and other encounters suitable for any environment. And that's just one section. These table results aren't just short line listings of random answers either. Inside, you'll find rich, fully examined results and supplemental pieces of text that provide you with all the information you need to use them effectively. With this book by your side, you can develop an entire campaign setting, its pantheon, its various continental forms and proclivities of its population. From the big questions ("Where does magic come from?," "Who's in charge?," "Why are we at war with our neighbors?") down to the most minute detail ("Can my party avoid paying property taxes on their new keep if it's actually an instant fortress?"), this book has you covered. Develop a rich tapestry of trade and commerce by randomizing your realms economy or find out who's really pulling the strings by rolling on the Puppet Government table. Want more ideas? How about a table or curses or dreams or wild magic results or spell scroll side effects or a random potions generator or a list of things your party shouldn't tough (but probably will)? All those and much, much more are waiting within.So relax, unwind and unleash the unknown. By letting this book spark your creativity and set the stage for each session, you can focus on the important things like how to properly destroy that instant fortress).

  • av Aaron Hubrich
    345,-

    Make your PCs sweat with villains and minions designed to challenge them as never before!- New deluxe edition of Masters, Minions and Tactics from the award-winning fantasy art studio Jetpack7- Includes more than two dozen deadly BBEGs, including 5 new villains exclusive to this edition- Villains for low level and high level parties, plus tactics for more than 75 different minions and Big Bads- Completely reedited and redesigned, with exclusive guidelines for creating your own original villains and minions, as well as three exciting one-shots adventures!A game master's biggest challenge can be prep time. With busy lives in mind, this book provides new and exciting content to help GMs save hours of time preparing for a game. Inside, readers will find twenty-five "Big Bosses," along with insights into how they use their minions strategically in order to decimate any heroic threat that might cross their paths. The Game Master's Book of Villains, Minions and Their Tactics provides tips and strategies that readers can use to "drag and drop" a BBEG into a new or existing game, with full color illustrations, lore, stats, combat tactics, and special abilities for each exciting entry. You'll also find detailed tactics and combat strategies for more than 75 minions and bosses found throughout the 5E game. In addition to providing three exciting one-shot adventures, the book also shows you how to create your own original villains, minions and monsters - the best of the worst your game has to offer.

  • av Rebecca Zamolo
    121,-

    New York Times bestselling authors and creators of the mega-popular YouTube series Game Master Network Matt and Rebecca Zamolo return with a brand-new adventure about everyone's favorite mystery-solving team. Rebecca Zamolo has managed to foil the Game Master's plans before, but this time the Game Master has snake-napped Nacho, her good friend Miguel's pet. No way is Becca going to let the Game Master get away with this dastardly plan. But when the clues lead Becca and her new friends in the direction of the one house in their entire neighborhood that none of them ever want to go near, they know they have no choice but to screw up their courage and dare to investigate, if they want to rescue Nacho.But the problem is that getting into the superspooky house is way easier than getting out. The Game Master is up to their old tricks, and Becca, Matt, Kylie, Frankie, and Miguel are going to have to face their fears and use all their smarts and strengths to solve the puzzles and games and save the day.Mansion Mystery is another action-packed adventure from New York Times bestselling authors and super-sleuthing team Rebecca and Matt Zamolo, stars of the hugely popular Game Master Network.Read the book and unlock special clues that will open exclusive content online!

  • av Jeff Ashworth
    211,-

    As most TTRPG fans know, one of the most exciting elements of any roleplaying game is that the story can go anywhere at any time. Unfortunately, Game Masters can't possibly prepare for every unpredictable request, unfortunate die roll or unbelievably bad player decision that might unfold at their table. That's where this book comes in: Featuring more than 500 more maps, roll tables and story hooks, The Game Master's Book of More Random Encounters will save readers hours of planning by providing all new enchanting adventure maps, perilous plot twists and unexpected NPCs that they've come to expect from the Game Master series in an easy-to-follow format that's compatible with all their 5e adventures.Featuring plenty of practical places like taverns, inns and alchemist's labs as well as unexpected locations in far-off realms, farther-off planes and even the farthest reaches of the galaxy, The Game Master's Book of More Random Encounters is everything readers loved about the first book in the series-but EVEN MORE. Whether they're assigning a destination following a teleportation mishap, wondering what it would be like to dine at chain restaurant in the Abyss or looking for a simple spot for their players to kick their feet up for a few hours (careful, that coffee table is a realm unto itself), this action-packed tome is the remedy for maladies Game Masters didn't even know they had.Includes:· Dozens of plug-and-play encounter locations suitable for most fantasy settings· Variant roll tables to mix up the action for every map· Three one-shot adventures to flow into your own campaigns· and more!

  • av David Clark
    102 - 136,-

  • av Jeff Ashworth
    210,-

    Jeff Ashworth, author of the bestselling Game Master series of resource books for the world's most popular roleplaying game, combines his depth of knowledge about the mechanics of dice-based RPGs and the universal experiences gathered while playing a campaign to create a ruleset for leveling up your own life.Featuring invaluable lessons drawn directly from TTRPGs such as Dungeons & Dragons, Pathfinder, Starfinder, Blades in the Dark, Fiasco and other TTRPGs ("Always check for traps;" "Never underestimate the power of a short rest;" "Don't feed the trolls") as well as in-depth analyses of the ways in which these games' character archetypes can be successful models for varying approaches to life ("Rage is My Armor: How to Live Like a Barbarian and Keep Your Job"), this player's handbook for the game of life also features high concept illustrations of (and strategies for defeating) horrifying real-world monsters like that pile of junk in the garage, the soul-sucking ghost of nostalgia and the many-headed hydra that is the work/life balance. With more hilarious, practical lessons than you can fit in a bag of holding, and referencing more than a dozen popular tabletop roleplaying games, it's a self-improvement book for anyone seeking guidance (both the spell and the advice) in their daily lives.

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