Legends & Lairs Dungeoncraft.pdf

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[Ribbit Ribbit] FFG - DD37 - Dungeoncraft
Requires the use of the
Dungeons & Dragons® Player's Handbook,
Third Edition, published by Wizards of the Coast ®
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Dungeoncraft
Credits
MANAGING DEVELOPER
Greg Benage
WRITING
Mike Mearls
INTERIOR ILLUSTRATIONS
Mitch Cotie, David Griffith, Scott Schomburg, Tyler Walpole
CARTOGRAPHY
Ed Bourelle
GRAPHIC & COVER DESIGN
Brian Schomburg
EDITING
Greg Benage and Rob Vaughn
‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by
Wizards of the Coast and are used according to the terms of the d20
System License version 1.0. A copy of this License can be found at
www.wizards.com.
ART DIRECTION
Greg Benage and Wil Upchurch
Dungeons & Dragons® and Wizards of the Coast® are Registered
Trademarks of Wizards of the Coast and are used with permission.
LAYOUT
Greg Benage
The Dungeoncraft title is used by special permission of Wizards of the
Coast® and Paizo Publishing.
PUBLISHER
Christian T. Petersen
Copyright © 2003 Fantasy Flight Publishing, Inc. Legends & Lairs™
is a trademark of Fantasy Flight Publishing, Inc. All rights reserved.
This work, or parts thereof, may not be copied without permission.
PRINTING
Bang Printing
FANTASY FLIGHT GAMES
1975 W. County Rd. B2
Roseville, MN 55113
651.639.1905
www.fantasyflightgames.com
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Dungeoncraft
Contents
CHAPTER ONE
Characters
5
CHAPTER TWO
Magic
43
CHAPTER THREE
Dangers
55
CHAPTER FOUR
Dungeon Design
73
CHAPTER Five
Encounters
149
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Welcome
Fantasy Flight Games is pleased to present
Dungeoncraft , the latest volume in our
Legends & Lairs line of sourcebooks for the
d20 System. Dungeoncraft gives players and
DMs everything they need to create and play
exciting dungeon adventures and campaigns.
Chapter 1 presents new rules for player charac-
ters in dungeons, including new prestige class-
es, feats, and equipment uniquely suited to
dungeon environments. The chapter also pro-
vides tactics and advice for playing each of the
core classes in dungeon adventures.
Chapter 2 describes the role of magic in dun-
geons. It presents a host of new spells and magic
items that will prove invaluable to characters
adventuring in dungeons and subterranean
realms.
Chapter 3 describes the dangers of dungeons,
including rules for environmental hazards, new
systems for generating random encounters, and
several new monsters that lair in dungeon envi-
ronments.
The Open Game License
The following text is designated as Open Game
Content. The names, game rules, and game sta-
tistics for prestige classes, feats, equipment,
magic items, spells, and monsters; the rules and
stat blocks describing environmental hazards;
the morale rules; the game rules and statistics
describing dungeon templates and encounter
areas; all game rules and statistics derived from
the d20 System Reference Document.
Chapter 4 presents comprehensive information
on designing and running dungeon adventures.
It includes a complete dungeon design system
that will help you map a dungeon and quickly
stock it with monsters appropriate to your
party’s level. This chapter also includes new
rules for monster morale and social geography
in the dungeon, as well as dungeon templates
that allow you to quickly and easily customize
the dungeons you design.
All illustrations, pictures, and diagrams in this
book are Product Identity and the property of
Fantasy Flight Publishing, Inc., © 2002.
Chapter 5 concludes the book with a number of
fully detailed and unique encounter areas, such
as the Chamber of Winds, the Rapids, and the
Machine.
The Open Game License is printed in its entire-
ty at the end of this book. For further informa-
tion, please visit the Open Gaming Foundation
website at www.opengamingfoundation.org.
4
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