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This book provides GMs with hundreds of detailed random encounters for 10 environmental zones covering every major wilderness area, from tundra to deserts and everywhere in between.
Let's be honest: If you stick to the core rules of either D&D or Pathfinder, critical hits and fumbles (critical failures, as Pathfinder calls them) are dull. You get to multiply damage on a critical hit, but that's it. In Pathfinder, a critical failure on an attack is just another miss, and D&D 5E doesn't even mention fumbles. Where's the fun in that?A critical hit or a fumble is an extraordinary event. It's something for a player to savor and a moment for the DM/GM to work up to add a bit of excitement to the game. Personally, I have always considered them to be important parts of RPG combat.With that in mind, we present a compact, but flavorful system for critical hits and fumbles called Severed Heads and Broken Blades. It includes a total of over 100 different critical hit results and roughly 100 different fumble results that vary by severity and frequency. Maybe you'll get the drop on your foe and a bonus to your next attack - or maybe you'll cut off its head and kill it instantly (if it only has one head, that is). Or maybe you'll lose your grip on your weapon - or maybe you'll deal a severe wound to an ally! Severed Heads and Broken Blades is guaranteed compatible with Dungeons & Dragons 5th Edition, Pathfinder 1st Edition and Pathfinder 2nd Edition.
The Oasis of the Elementals is the eighth in our Places by the Way series of location modules. Places by the Way offers you an assortment of colorful pieces to help you fill out your campaign world. Even the most epic campaigns need interludes - places where heroes can regroup and pursue amusing side quests in between world-saving feats of derring-do.
Path to Thornbriar is the seventh in our Found by the Way series of location modules. Found by the Way offers you an assortment of colorful pieces to help you fill out your campaign world. Even the most epic campaigns need interludes - places where heroes can regroup and pursue amusing side quests in between world-saving feats of derring-do.
I talk about this in the Introduction to Book of Hidden Paths, but random encounters in roleplaying games have always fascinated me. I started with Dungeons & Dragons shortly after AD&D became a thing, and the big appendix of random encounters in the AD&D DMG still blows my mind. The fact that encounters could come at you out of nowhere meant that almost anything was possible even if the DM hadn't thought of it, and that appendix demonstrated in graphic form the richness and variety of all the living (and undead) things in the game. All those tables, so many tables.... And yet, I felt - and still feel - that more guidance on how to make random encounters work would be helpful. You get 10 main chapters, each devoted to a particular type of wilderness terrain: Caverns, Desert, Forest, Grasslands, Hills, Littoral, Mountains, Ocean, Tundra and Wetlands. After a brief discussion of that terrain type, each chapter launches into a series of tables and sub-tables outlining possible plausible encounters. They cover most of the creatures included in the Pathfinder Reference Document, from familiar wild animals to exotic monsters like kraken and purple worms, plus humanoids, various vocations/professions, and physical hazards that you can use for petty harassment (just to remind your players that adventuring isn't all fun and glory). In turn, each table entry discusses how that creature reacts - topics range from how to acquire a pet rat to what that ancient red dragon is thinking as it looks down at your party - how many of them are present (scaled to your party's average level), and what treasure might be gained from defeating it. Book of Hidden Paths gives DMs a deep dive into an under-explored aspect of RPGs. Even experienced DMs will find food for thought and fresh ideas about how to make a party food for monsters.
Path to the Gnome's Argosy is the second in our Found by the Way series of location modules. Found by the Way offers you an assortment of colorful pieces to help you fill out your campaign world. Even the most epic campaigns need interludes - places where heroes can regroup and pursue amusing side quests in between world-saving feats of derring-do.
Path to Oyster Cove is the third in our Found by the Way series of location modules. Found by the Way offers you an assortment of colorful pieces to help you fill out your campaign world. Even the most epic campaigns need interludes - places where heroes can regroup and pursue amusing side quests in between world-saving feats of derring-do.
The Beast of Thornbriar Hills is the seventh in our Places by the Way series of location modules. Places by the Way offers you an assortment of colorful pieces to help you fill out your campaign world. Even the most epic campaigns need interludes - places where heroes can regroup and pursue amusing side quests in between world-saving feats of derring-do.
Path to Sylvanhome is the fourth in our Found by the Way series of location modules. Found by the Way offers you an assortment of colorful pieces to help you fill out your campaign world. Even the most epic campaigns need interludes - places where heroes can regroup and pursue amusing side quests in between world-saving feats of derring-do
The Paladin Queen''s Forest is the ninth in our Places by the Way series of location modules. Places by the Way offers you an assortment of colorful pieces to help you fill out your campaign world. Even the most epic campaigns need interludes - places where heroes can regroup and pursue amusing side quests in between world-saving feats of derring-do.
Abonner på vårt nyhetsbrev og få rabatter og inspirasjon til din neste leseopplevelse.
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